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Everything posted by Tari
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You get extra hitstun for the entire duration of the combo, but it's a very small amount, and the amount you get depends on your starter. The amount of extra hitstun doesn't appear to change if you get a high counter or a normal counter. High counter and counter only seem to differ in regards to how much additional untech time airborne opponents suffer from on the initial counterhit. I haven't seen more than 3 frames or so of additional hitstun from counters, yet, but it does carry through the entire combo, and it does decay as proration ramps up over the course of a combo.
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[MB] The Maxi Boost General Discussion Thread
Tari replied to Setsuna Yuki's topic in Gundam Extreme Versus
@akai: Without actually checking, I'm assuming it means that in FB, boost cancelling csA startup consumes the csA charge, whereas it no longer does that in MB? No idea if that's accurate, though, haha. I don't play Turn A enough to remember. Aaaaah! Yurin! I can't decide how to feel about that, seeing as how we're not getting her in FB. -
Unfortunately, we've been running those tournaments by hand with Excel spreadsheets and with pen and paper, as well. It shouldn't be hard to create a small program to make that easier, though. I never really thought about it. I'm actually not sure of what a sub charge cancel is, exactly, but I'm going to assume it's doing something like an A-button charge partition with a sub weapon (it looks like it in the video, but I can't really tell)? If so, I'm sort of entertained that that needs a demonstration video. It never hurts, though!
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My=key figured out what causes the teleport glitch. It's a bit strange, but here's the run down: - If you 4B 'projectile' moves (ie: Chaos lizard moves, probably every counter-able BC, though I only tested Eltnum [bC] and Gordeau BC, Carmine 236x/214[x]~]x[ and almost every other projectile, etc.), the game locks in on the last known location of the entity you counter - Once you're locked in on that entity, all of your 421x teleports will track to that location, instead of to the opponent's location. - The glitch will not go away unless you actually hit the opponent. Blocking, forcing the opponent to block, dodging, getting hit, etc. will not fix the glitch. Attempting a throw and having it broken will fix the glitch. The glitch doesn't work against Eltnum 236x, nor does it work against Carmine 6B or Hilda 5[C], or any other disjointed normals.
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I'll try that out tomorrow, good catch. I'll be a little surprised if that's the cause, but I've got no other guesses here. :P
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I had the reverse teleport glitch happen to me again today. Fortunately, I was playing netplay, so I was able to save the replay: https://www.youtube.com/watch?v=3crRAGuDWM4 Anyone have ideas as to what causes this to happen? I've only experienced it twice over the course of thousands of games, and both times were with the C teleport (once with the aerial one, once with the grounded one). It's not a netplay phenomenon, either. First time it occurred was offline.
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When doing combos, you don't have to slide input, you can generally just hold down a button from the last time you inputted it in a move. Having said that, I'd argue that it's pretty important to learn to do slide inputs, because it lets you string together stance options in neutral and from unexpected hits much more freely.
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NORCAL UNIEL ELO RANKINGS: September 21 2014 (99 REGISTERED PLAYERS) God Tier: 2GB Combo - 1348 (Carmine) Pain - 1325 (Hilda) JOS - 1295 (Hilda) S+ Tier: HonzoGonzo - 1279 (Gordeau) ApologyMan - 1269 (Merkava) Manabe - 1259 (Nanase) Tari - 1259 (Yuzuriha) S Tier: Mike Muscles Murphy - 1247 (Waldstein) LoliMaiko - 1247 (Vatista) OrionXElite - 1246 (Gordeau) S- Tier: Dacidbro - 1235 (Eltnum) KBNova - 1233 (Gordeau) A+ Tier: Zero Hour - 1229 - (Akatsuki) TOME | DARK FLAME MASTER - 1225 (Seth) Laban - 1223 (Akatsuki) RagnaHades - 1222 - (Linne) RJay 1221 - (???) Tone - 1220 (Hyde) A Tier: CT Warrior - 1218 (Linne) Superscience - 1216 (Eltnum) Reflected - 1215 (Orie) Pavo - 1213 (Gordeau) Blackout - 1212 (Waldstein) Shaka (PNW) - 1212 (Linne) WindZero - 1211 (?) Fatacon - 1211 (Linne) Padtrick - 1210 (Byakuya) Coopa - 1209 (Eltnum) GCyoshi - 1207 (Byakuya) Solex - 1207 (Byakuya) AS Hellpockets - 1207 (Carmine) Lark - 1203 (Merkava) Saikyo Style 1201 - (Gordeau) KeNTR 1200 -( ??? ) B Tier: GenD - 1199 (Gordeau) Eric - 1199 (???) Jona 1199 - Gordeau GammaGearJustice 1199 - (Aktasuki) Tastylumpia 1199 - (Merkava) Tsubasa - 1197 (Vatista) Ginseng - 1197 (Orie) DjCream 1197 - (Nanase) Pirate 1196 - (Hyde) XFro 1194 - (???) JuantonimoBay 1194 - (???) JD 1194 - (???) TOV Player - 1193 (?) Tornix 1193 - (???) Lawlium - 1192 (?) Ehuangsan - 1192 (Merkava) Jona 1192 - (Gordeau) Hagure 1190 (???) C Tier: Chun 1188 - Orie PhaethonH 1188 - Nanase Rips-kill - 1187 (?) notKBF - 1187 (Linne) XieonHD 1187 - Carmine Trickpat - 1186 Chaddrawsthings (PNW) - 1186 MDuo13 1186 - Carmine Bionic Armond 1186 - ??? Angel of Hope 1186 - Yuzuriha Amoirsp 1186 - ??? ThaGuy - 1185 (?) Spirit Juice - 1185 (Gordeau) Ninjaelephant 1185 - Gordeau MascheraP - 1185 (?) UNIEL For Dummy™ 1185 - Unknown Reiki 1185 QewQew 1185 - Eltnum GLKAME 1185 - Random Godhand 1185 - Unknown IDK - 1184 (?) PT Adrock 1184 - Byakuya Dakanya 1183 - Gordeau Volvata 1183 - Unknown Granola 1183 - Unknown DarkTalon - 1182 (Gordeau) Dangerprongs - 1182 - ??? Yraelis 1180 - Byakuya Shining Aquas - 1180 (?) Hot Topic Tier: Alec 1175 - ??? Scamp 1175 - ??? Smiles - 1174 (Byakuya) Riotblade - 1174 (?) Fiestament - 1174 (?) ImpetusZwei - 1174 (?) Clown Shoes - 1173 (?) JudgeLB - 1173 (Yuzuriha) Honnou - 1169 (Nanase) Dash- - 1168 (Linne) SteelToedLoafers 1167 - Hyde Sleazoid 1160 - Nanase Trevor - 1155 (?) Gravity Penguin - 1152 (Orie) blkmage - 1151 (Waldstein) N4US - 1144 (Vatista)
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I screencapped the effect for you and marked it inside a red square: When you push the D button while you're in stance (at any point, even in the middle of a move), or if you exit stance naturally without ever pushing the D button, this white ring will appear. It signifies the start of a short period of 'stance exit recovery'. If you naturally exit stance, this recovery period is tacked on at the end of all of her normal stance recovery frames. If you D-cancel to exit stance, the recovery period will start from whenever you push the D button, and will take place simultaneously with any other frames that are already occurring (thus not causing you to experience any extra recovery at the end of stance).
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
Cut-proof is a bit of a stretch term, but you can generally tell if moves are cut resistant just by looking at how much movement is involved when the move is performed. For example, you can pretty easily tell that God Gundam's BC (God Finger) is not very cut resistant because he stays still, whereas something like Qan[T]'s 2B or his boost dash melee is very cut resistant, because of how much movement occurs in such a short amount of time. Probably worth mentioning that most suits have strings of moves that are cut resistant, but they may not do as much damage as a melee-oriented suit's cut-resistant strings. Almost every suit can, for example, just do 6B > 6B > 6B and be fairly cut resistant, or 6B > 6B > BR, but those are really basic, low-damage strings. Melee-oriented suits usually have longer, somewhat naturally cut-resistant options, or higher damage output. -
It's not a bad option to have, but it is definitely risky as all hell. While it's not easy to react to, it still is reactable, and pretty much every character can just push 5B if they see Yuzu do a low-to-ground air teleport and beat anything she does afterward. The part that is hard for opponents to reliably react to is the difference between air and ground teleport. Not sure where you're using tk Kocchi for oki, but I see a few places it might be interesting. I'll have to remember to try it out in a few matches. Pretty situational, and can be avoided with various types of teching, but that's par for the course. I think I'd like tk Kocchi more as an option if you could direct cancel it into j.6x, instead of having to finagle with tiny windows for doing j.6x before touching the floor. I'm not completely sure, but I think lowest possible tk Kocchi actually just can't be followed up with j.6x before you hit the floor. (unrelated, but can you guys imagine how dumb tk kocchi was in the previous version of the game, where 6x was low and j.6x was high? lol) It's just a matter of cleaning up your inputs. If you can't do what Bread suggested (236B~D, which is only possible if you haven't used the B button yet), then you just have to have a clean 236 input. On that note, by the way, I just want to remind people that D-paired stance battous do less damage than in-stance battous, which do less damage than out-of-stance battous. Where possible, you shouldn't D-cancel/pair any of your battous until after they hit the opponent. Please do use ~ for slide notation and + for pair notation. That's the norm. -- The game lets you use one of the three buttons (A/B/C) to enter stance. When you enter stance, you can use any two of the three buttons to perform moves, including the button you used to enter stance, as long as you slide to hold stance with a different button. When you use up your two buttons, you can perform one last stance move with any button by pairing it with the D button. There are some exceptions to the rules that have to do with how you enter and exit stance that can allow you one or two extra stance moves, but those are special cases. You want the white stance-exit ring to appear as low to the ground as possible when you jump cancel the 236A. Ideally, you want the ring to appear on the floor. For the j.2[C] after you exit stance, just do it as you're reaching the apex of your jump. I do my combos from timing, not visual cues, so that might not be the visual cue most players use, but I think it's pretty reasonable? Sorry if it doesn't really work.
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TK Kocchi is pretty suicidal in neutral if the opponent expects any type of teleport, but it's good option to throw out every now and then. Definitely not something to use too often, though. Usability varies from matchup to matchup. Not sure about oki.
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Not quite sure what you're asking about here, but I'm pretty sure you can't do 236B+D > 6B. You can do something like 236B~[C] > 6B > 236B+D, but that doesn't have any exceptions in it. For what it's worth, by the way, 6B isn't a stance special, it's a stance 'normal', and I can't recall any exceptions that work for the stance 'normals'.
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P1 dummy is controlled by the same set of options as the P2 dummy. Just set it before you start recording your stuff.
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If you're talking about doing 5A multiple times on block by holding 7/8/9, then I doubt you have to worry. It's a feature in a number of games with auto-combo 5A strings. Not only that, but we're probably only getting a PS3 patch to match the arcade patch fixes, which are things like Waldstein's infinite, Akatsuki's inability to CS cancel his EX fireball (poor guy), and so-on.
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That setup works against every character in the cast, though certain moves can beat it (ie: Merkava IW, Hyde IW, and any other reversals with large hitboxes in all directions). The timing and spacing is setup specific, and there's more leniency against characters that don't have good reversed input moves (ie: NOT Vatista, lol). The 5A whiff isn't for fastest possible tk j.214B, actually. It's so that I have the ability to choose when I want to do the flip, and so I have a little bit of time to reposition (if you look at the video, I actually step back before performing the tk flip). I showed one of the two optimal spacings in the video, which allow the setup to cleanly beat almost anything, from Vatista flash kicks to Gordeau's infinite worth, etc. From less optimal knockdowns, it can be significantly less safe, though you should always be able to get around DPs by side-swapping on the opponent's wakeup. The only reason the setup works as well as it does is because Yuzu lands from the flip very quickly after the opponent techs. If she stays airborne, she can be hit far more easily by things like EX Grim Reaper. Again, though, it still beats DPs pretty freely even with less optimal spacing (timing still matters, of course, as you want to cross over the opponent as they perform their reversal). Depending on spacing, j.214A is actually better than j.214B, because of the distance it travels. The difference between the two flips is what allows her to have two optimal spacings for the setup. If the flip whiffs because the opponent late techs, you can just cancel into a B teleport to side-swap back over them, or spot dodge, or short slash, or jump, or just exit stance, or etc. Obviously less than optimal compared to what you want, but it's not a terrible spot to be in. In any case, I think the setup is arguably most useful against Merkava, because it literally just shuts down everything he can do on wakeup. It's good against pretty much everyone else, but you obviously can't always use it, and some characters don't even need that type of setup to get guaranteed oki on them. I actually forgot to demonstrate tk j.6c oki, which is a bit unfortunate. That setup can beat every meterless reversal in the game if spaced correctly, but loses pretty cleanly to back tech. (by the by, I'm tired as heck, so apologies in advance if I'm rambling and not making any sense, lol) ==== morning edit: got woken up by various things, so I sat down and recorded the j.214a version of the oki and one example of j.6c oki: https://www.youtube.com/watch?v=BJyr8YjT1Po just for reference, the j.6c oki was performed from a pretty close-range knockdown. it's really best to get it at a tk height, so you can just cancel into j.214b on block, but you have no real choice if you're too close to out-range a dp. You can alternatively bait a dp by whiffing a j.6c as the opponent gets up and then doing whatever you want from there (spot dodge, j.6b > j.214b+d, etc.).
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A tick throw is a throw that's timed so that it hits as soon as an opponent leaves blockstun. If performed correctly, players won't get purple throws, and will instead get green throws. And yes, the starter for FC combos is 5C(1) FC, Frog, dash 2C. I don't know the path out of that, though, in the current game. Trying to just block against computers can help a little bit, but you're mostly training your reflexes and not your game sense. What I mean by that is, well, in normal gameplay, attacking players don't just randomly push buttons, stop, move around, and then push more buttons. They actually try to pressure you, frame trap you, and so-on. In that same vein, defending players typically make use of other defensive options outside of just down-backing and blocking forever. Things like poking out of pressure, jumping/moving, using a reversal, etc. aren't represented when you simply practice down-backing against an AI. All that said, training reflexes and learning to recognize moves is still useful, so keep at it until you feel alright with it. :P
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https://www.youtube.com/watch?v=UZxG-OQLt84 Figured I'd share some Yuzu stuff, finally. This has... corner side-swap combos, midscreen 236A > 236C combos, tk j.214x combos, assault starter combos, a tk j.214x oki setup demonstration, a mid-screen throw into VO combo, and a VO combo route demonstration. Didn't bother editing it into a combo video or anything, since it's just a bunch of random things. I'd record some replays, but I don't think netplay generally is a good representation of normal gameplay (even if it's 4 bar, it isn't always perfect). Maybe I'll record some local games from the arcade or something, if I can be unlazy enough to bring my recording setup with me, haha. edit: forgot to mention some of the stuff is character specific, but most of it is universal.
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Another weird thing about Yuzu's stance: If you do something like 236B > 6A~[C] > 214 (all as cancels, of course), the game lets you consume the C button to perform the 214B, while keeping the B button marked as held down. This doesn't work with the A button (so 6C~[A] > 214 doesn't work). This, of course, works with 236B > 236A~[C] > 214 and whatnot as well. It's generally not very useful, but I guess if you have 100+ meter and you get an unexpected hit after spending the B button... and for some reason that hit requires a fastest possible immediate 214B cancel... then maybe it's useful? Since it's so specific, I'm going to say it's pretty much just a useless bit of arbitrary info. I'm assuming the game lets you do this because meterless C stance moves are just the B stance moves, but it's weird that you can do it in such a roundabout manner if you have too much meter. === On a more useful note, since I don't think we actually stated this anywhere, players can hold all 3 buttons down after performing a stance move that enters stance (ie: 236[A]~[bC]) and then decide afterwards which button they actually want to hold down. Just release the buttons you want to use.
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[MB] The Maxi Boost General Discussion Thread
Tari replied to Setsuna Yuki's topic in Gundam Extreme Versus
Her berserker mode csA in Next was hilariously damaging, though, to be fair. :P I'm actually most disturbed by how she stays in a weird stance and her hair stays in a perfect fan formation without any animation. It doesn't look like an idle pose, but it apparently is. D: Don't remember if that's how she looked standing still in berserker mode in Next. Oh well. -
Yes. That combo route uses microdash 5B on landing. It's a good practice to use dash 5B after landing from any air normal that combos into 5B, because, as you surmised, it allows 5CC to combo without wind.
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623C hits in a small area around Jin on the ground, as well as very high into the sky. It's pretty much just a tall rectangle that's centered on Jin. I'll let other players tell you how the fatal combo works, because I'm unfortunately out of practice with the current version of the game. For your question about players getting hit after the second j.B in a pressure string, it would help if you could provide a video clip or something so I can be sure of what you're talking about. Chances are that opponents either got hit by the first fuzzy or had a slow reaction and switch-blocked low late, allowing them to block a second overhead, but not a third one. Jin has a lot of good ways to string into tick throw setups. It's just part of his character design. If he can get players to start trying to tech throws, he can punish his opponents with things like his 6B (I think it's 6B? the side kick that goes airborne?), which just straight up beats throws. I'd suggest practicing reacting to throws and the setups players use to get them (ie: recognize stagger pressure into tick throws, etc.), but it's a hard thing to just sit down and practice. Actual match experience is the easiest way to quickly improve at dealing with throws. Practicing how to throw opponents can help, too, since it gives you a better understanding of how those situations come about.
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Putting a (?) next to numbers that are hard to measure should be alright. As long as you measured the value and came up with a reasonable average or something, there's nothing wrong with approximate values. If the numbers are completely wrong, of course, that's a bit different. :P I don't believe we ever came to a real consensus on notation for combos, either. The arrow for direction cancels and the ~ for follow-ups is pretty standard stuff, so I think that's good to go. The problem lies in CC8B, cc8b, bd8B, and BD8b. I think I prefer the last option, but I don't really recall what my discussion with other folks led to way back when. Even beyond just capitalization of buttons, there's also the problem of things like AB/ab vs Sub, BC/bc vs ??? (melee special?), and AC/ac vs ??? (range special?), or just writing them out as move names (ie: God Gundam AC can be notated as GFD).
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Yes, though there has to be something to prevent players from freely changing states as they want to. Fuzzy setups specifically take advantage of the fact that players are actually locked into one state until they leave blockstun. It's also probably worth pointing out that you can get crouching combos from lows on players who switch-block high after crouch blocking something. This happens fairly often, and doesn't require any setups, so it isn't something people usually talk about specifically.
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Fuzzy setups work because if a player blocks an overhead, their character remains in the standing block pose until blockstun wears off, even if they switch to blocking low. During that period of time, you can hit their standing hitbox, and even though it looks like they're blocking high, there's a chance they aren't actually doing so.