Ssuusshhii
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https://youtu.be/rlhxkiLZ9iY?t=42m27s Footage of Devil Hilda, who is Rank 2 Hilda in UNIEL I think? Looks like Hilda hasn't lost her 214X oki and her combos are mostly the same. She got buffed really hard this version, I don't think she lost anything. EDIT: He's also showing off new combos and steups that will probably work in UNIEL.
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You guys are hilarious
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http://www.nicovideo.jp/watch/sm25850564 New combo video from Boogie.
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1) Fully charged jC at the appropriate height will let you hit them with the same timing as you would hit them with an empty jump 2A. They can't rhythm block it, which means they have to completely guess. I don't know the exact frame data, but I've been able to follow up with a 2A even if they block it. It may differ on shield, but that is a very risky option for the opponent because they're risking GRD break on an unreactable 50/50. 2) With 214B, you will have to guess if they will back tech or not in many cases if they are not in the corner. There's a spacing where you can drop a 214B(6) behind their head that can cover back and a single layer on neutral tech, but it also opens up the opportunity to immediately tech and dash. Admittedly, I haven't played much with 214A on oki yet, so there might be a workaround with that.
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Sorry, should have clarified. It's better because it is 50/50 high-low ambiguous. 22B/Lynchpin B isn't really a mix-up because the overhead is very telegraphed (but it will work once or twice against people who don't know her options).
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The standard tech after ending in the Lynchpin is to 214A/B, dash up jump, and charge jC for overhead or half-charge it into a low 2A. It's prone to reversals because you have to commit to the jump before they actually have to block the projectiles, but in that case, I'm pretty sure you can just late assault and do it (though the reward is much lower). It would be, but I think they're patching it out.
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Canned Blockstrings 623B (hold C) 2B Release Lynchpin C Dash (and hold) C Release Lynchpin C (must time after 46~ frames but before cancel window ends) Charged C (hold C) Release Lynchpin C 2B (hold B) 2CC Release Lynchpin B Ordered in personal opinion of usefulness. In general Lynchpin C is what you want to use for blockstrings since it's the range you'll mostly be playing at, and it's also the least disruptive for your confirms. Lynchpin B is very disruptive for your combos because you need 22B for most of your confirms. From the limited games I've played, I think you should avoid actual blockstrings with it. I've been using Dash Lynchpin B as a surprise overhead against people who just respect you, but I'm trying to phase it out of my muscle memory since you can just use Lynchpin C lol. Lynchpin B is better in neutral though, and is good at catching dash-ins and assaults at the same time. Lynchpin A is a funny gimmick. If they just autopilot shield your 2As, you can just run up point-blank and GRD break them.
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You get the three different stakes by holding down A/B/C and then letting go. I forget the exact frames you have to hold them.
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Sorry, typo. I actually did it with A, It's with any attack button.
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You change the direction of the shot by pressing D and another direction during the move.
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TK j236C HC jA (land) 2C (only third hit) 28A into floating up confirm works at close distances. Only played around with it on Kamui, but this seems character specific. Will mess more around with it later. TK j236C HC jA (land) 5C 236C 2A5C 236C 4C 241B works in the corner.
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Not exactly; Zenia is actually Ragna's sister.
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I personally use Sacred. It has good projeciles, and 236236E and Eclipse are excellent for hitting people out of homing approaches. You can also get silly teleport 50/50 mix-ups with the super. Burst also comes back very quickly. The increase of charged E speeds is pretty good in general. I used Love in vanilla for its meter gain and fairly fast burst regen; it's probably still good. Its projeciles are fairly average, but laser can feel pretty oppressive for your opponent in certain situations. Float is good for letting you stay in the air longer and vary the timing of your cross-ups (especially after a j236C ender in the corner). Haven't played with the Eclipse much, but there should be good combo extensions with it. The top-ranked Clarice in Japan uses Tyr. Some people also use Earth. Wind and Thunder are probably her best picks in the end. I've never really played any of these, so I can't say how they actually play like.
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Some basic combos for people starting with the character. I do not have damage values. Metered ~236C 236B HC[9] jBC (214A HC jABC) jB1CE j236C ~236B HC[8] jB1C 2AC (236B Drain Circle 2AC) 4C OTG [421B 2C 421B in corner/ 5[E] midscreen/ Drain Circle 2AC4C] (On crouchers, use HC[9] jC after 236B) 4C 2E HC[4~5] jABC jB1CE 236C (On CH 4C, 2E can connect fully charged for a meterless combo) EFC All metered combos listed above can also be EFC combos (replace HC with EFC) ~236C 236B EFC[8] jB1CA jB1CE j236C ~236B EFC step 2A [5C(1 hit) 236B]*2~3 4C OTG (corner only) Random Converts A2A jB/jC j236A HC jBC jB1CE j236C A2A jB j236B HC[6] jC 5BC 236C 4C OTG (Will not work if you're too high in the air, 4C connects in corner only) Anti-air 5B/5C/2C 236A HC[9] jBC jB1CE j236C Anti-air 2A/5C/5C/2C 28X pause 8HC[4~5] jABC (214A HC jABC) jB1CE j236C (replace pause with HC[4~5] if too many hits are added, only works if you anti-air them above your head) Low Airthrow HC[6] jC 5BC 236C 4C if in corner Mid-height Airthrow j236B HC[5] jC 5BC 236C 4C if in corner For a very high airthrow, do HC jC but adjust steering for height and distance from corner.
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We'd get a different opinion regarding Chizuru if Arcadia asked people who played characters other than Chizuru, Tamaki, Konomi, Touka, and Karulau.