sibladeko
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This thread has become some sort of comedy option, but it's that time again where I talk garbage about Examu Cup brackets. Not going to copy paste everything I wrote cause I don't feel like arguing or discussing so here's a link: http://romancancel.blogspot.com/2015/07/examu-cup-2015-aquapazza-brackets.html
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http://climax.sega.jp/tournament02.html#seed It's that time again where I post tournament information for games no one plays, this will be for D-1 Ultimate Climax Blade, which is the second National Dengeki Bunko Fighting Climax Tournament. Newly added to the tournament game roster of DFC and DOA5UA is Blade Arcus, yaaay. Qualifiers were held over a two month period, special qualifier spots will be explained. 1/31 Game Party Japan 2015 Qualifiers: 1st Place: とも (tomo) Akira, 2nd Place: ししど (shishido) Kirito 2/1 Club Sega Shinjuku Nishiguchi: AK Shana 2/7 Namba Hills: 〇 Kuroyukihime 2/7 Sega World Narita: OZ Rentarou 2/8 Sega World Shizuoka: SAT Kirito 2/8 Hyper Messe: 矢吹可奈 (Yabuki Kana, idolm@ster Million Live! character) Tomoka 2/8 Nagoya Leisureland Sasashima: サクラバ (Sakuraba) Rentarou 2/11 Game Corner Tobu: ジン (jin) Asuna 2/14 a-cho: 安原絵麻 (Yasuhara Ema, Shirobako character) Mikoto 2/14 Sega World Kurashiki: ハナ (hana) Rentarou 2/14 Sega Akihabara Building 1: レイ (rei) Shana 2/15 Sega Namba Avion: GO1 Shana 2/15 Sega Hiwada: にが (niga) Kirino 2/21 Sannomiya Sanx: バター (batta-) Shana 2/21 High-tech Sega Niihama: 湊未来 (Mirai Minyato) Kirino 2/22 Amipara Technoland: アダー (adder) Taiga 2/22 The 3rd Planet OZ Hamamatsu: ごしょ (gosyo) Mikoto 2/28 GAME SILK HAT Kawasaki Dice: メル (mel) Asuna 2/28 High-tech Sega Toyota: キャメイ (kyamei) Akira 2/28 Sega Ikebukuro GiGO: 星空さんちの凛ちゃん (Hoshizora sanchi no Rin chan, Love Live character) Tomoka 3/7 Pink Panther Tsukuba: KOA Asuna 3/8 Sega Kagurazaka: 加藤恵 (Katou Megumi, Saekano character) Kirino 3/14 Club Sega Nagoya Fushimi: SEL Kuroyukihime 3/21 Dinos Park Sapporo: うあったー (uatta-) Taiga 3/28 G-COM Wajiro: 隆 (ryu) Miyuki 4/11 Sega Fukui: TBA 4/11 PS3 Netplay Qualifier: TBA 4/26 Cosplay Qualifier: TBA 4/26 Last Chance Qualifier: TBA Hydra GP Ranbat Qualifier: TBA Last year's Champion seed: はま~ (hama~) Tomoka Breakdown: 4 Shana 3 Kirino, Rentarou, Asuna, Tomoka 2 Akira, Kuroyukihime, Kirito, Mikoto, Taiga 1 Miyuki 0 Yukina, Selvaria, Shizuo So, a more evenly distributed representation this time around, though there still are five spaces left. That being said, it's worth noting that two of the Shanas were noted character specialists of other characters before switching, batta-/butter for Kirino and GO1 for Kirito. I get the distinct impression from butter's timeline that he switched to Shana because he did not like Kirino vs Rentarou. Lots of annoying aliases as usual.
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Nitroplus Blasterz: Heroines Infinite Duel
sibladeko replied to ivanchu77's topic in Misc Fighter Central
Muramasa looks hype, I'm very glad for that. (she's not a dark elf godamnit) Select screen looks straight out of Jackie Chan Fists of Fire for the demo. For that snipe super, I'm thinking you do it during assist to combo, wonder if it's unblockable cause then you'd get really easy setups as well with assist blockstun. -
http://climax.sega.jp/info_1215.html 1.30 Arcade update patch notes: Signs added to player cards New icons and plates added Opening movie changed Ending movie music changed Round start intro bugs fixed Akira and Selvaria now playable Dokuro-chan, Accelerator, Izaya, Pai, Alicia assists added Shizuo's dash motion changed (no actual change to the move properties) Rentarou's HCF BC now ejects cartridges (no actual change to the move properties) Kirino's char selection voice changed Changed airdash input method to the same as 1.20 arcade's Adjusted Alicia's ability So basically, a whole lot of text that says "updated to console version, btw we're nerfing Alicia."
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I expected a better strawman... Aquapazza is also an excellent example of unique character mechanics (or just character differences in general) that make the game feel like it has a depth of field. Dengeki however, save for Tomoka and maybe KYH, feels extremely generic between the cast. That and 4AB universal instant overhead having superarmor (and being safe if not actually plus) is some scrubby shit. And the burst system (almost zero reason to not wakeup burst as it's relatively safe, gives a minimum of one meter, it's hard to bait and only usually punishable if they tried mashing afterwards) And the constantly regenerating meter that makes the autocombo of ABC 5AB ex super actually a legitimate BNB half the time.
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Hokuto no Jersey thread: Fist-pump of the North Shore
sibladeko replied to bbq sauce's topic in East Coast
I can potentially bring a PS3 + monitor for UNIEL/Arcana/BBCP/Aquapazza(I kid) -
How's that 75% looking?
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B drill overhead is mashable on, it's like every other "standing" overhead in the game other character's have except it's completely unsafe on block! Pretty risky to do, even out of chain shift, without orb explosion to cover you. Might as well do jB instead most of the time, my last session against godsh0t he mashed out on 98% of the B drill overheads I did
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EX Grim reaper beats bomb oki? Godamnit. Honestly should be testing repeated orb troll against all chars to see what they can do, I hit some people with it that I'm pretty sure could have done something (Seth) So Yuzuriha. This feels like Vat Hilda again, except in the opposite direction. At low level we destroy Yuzuriha, and the higher it goes and the more aware the Yuzu is of how the game actually works the more we lose. More or less Yuzu controls the GRD game unless we go in, and teleport CS makes us unable to throw projectiles to cover our approach. Jump back full screen orb lasering instantly gives Yuzu the GRD advantage, and we can't really charge midscreen either behind a crystal cause of slashes. Feels like the best option is trying to rush her down before the first Vorpal hits and holding it once we get a lead. Japan (rather, semi-random commentator on a nicovid) says the matchup is 7:3 Yuzu, ironically enough, he said this right before the Vatista proceeded to run a train over Yuzuriha in spectacular fashion, so it's not unwinnable or anything. I'll be quite honest I have yet to run into a Yuzuriha that really scared me yet, mainly because I don't let most of them get the first Vorpal, but I expect it'll be different if I play someone like LK.
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I haven't fought enough Merkava so I don't feel as threatened by him, probably bias, I usually end up laming them out pretty hard. Merk 214A/B is good against Vat but jump back B orb usually puts you right above 214A and right below 214B. B laser is great but unfortunately he can block out of fly because he likes breaking rules, if he's ahead of laser he's in flashkick zone, can also try jAB forward laser as well if he's flapping forever. Round 1 start his 5B has as much range as Vat 5C and is faster so don't hit 5C if you like doing that. Not really much advice sorry. I find Gordeau much more oppressive than Merkava, I really can't back off ever to get started with my normal gameplan. His 5C outranges AND IS FASTER than Vat 5C, and when he's in close I don't feel I can mash anywhere at all nor can I jump. Need help on that one. Hilda feels like something I'd have to play offline first to actually not get pissed off, it's a lot of blocking everything and taking no damage and standing up for obvious overheads, and just waiting to hit her once. Losing charges in that matchup online is death.
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In general I avoid double crystal combos where I need to stand on the first crystal...going to 4 or 6 negative edge is way too inconsistent for me off the 2C OTG. Also is Byakuya the only character where 2C won't hit raw off B drill in the corner? Not sure if I'm mistiming or it's just him being weird. In terms of crystal oki enders, yeah there's a lot of variations that different Vatistas use, they range from manageable to really freaking hard, but most involve lasers to set off double crystal instead of 2B/5B so that they can end in a 2C ender into crystal.
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I can't believe you actually have me practicing this now lol. Also probably old news but you can jump install repeated 5As by holding up...as well as building a charge. Though since you can't cancel 5A it doesn't really matter too much. Edit: I recommend using 1C for the most results, I can get this pretty consistently now. Double edit: lmao French Bread actually discussing Vatista's old bit loop and bit blockstrings inside the game files.
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Waldstein Infinite Discussion (Tournament Legality)
sibladeko replied to Tigre's topic in Under Night In Birth
I'm glad you took the time to not read anything. Arguing by Smash analogy doesn't work MVC2 banned dead body infinites for the express purpose of timing out so maybe you should look for more examples closer to the type of game we're playing here. -
Waldstein Infinite Discussion (Tournament Legality)
sibladeko replied to Tigre's topic in Under Night In Birth
Fighting games aren't fought in a vacuum, especially in regards to tournaments. Community input is always a factor when dealing with glitches/infinites in competitive play, the extreme notions of "ban everything" and "it's in the game deal with it" don't exist as pure concepts in our scene, they are always in the context of the game they are present in. I'm tired of Smash analogies because that game's framework from the ground up is designed around banning things to reach a competitive standard their community deems fit. It's an extreme version of ours, and any comparisons to "looking like Smash" just don't work from a conceptual level. Marvel vs Capcom 2 banned dead body infinites for the express purpose of timing out wins. This is in a game where infinites of all sorts, guaranteed unblockables on coming in characters, repeated juggles on assists until kill, and all sorts of grime were allowed and encouraged. In the context of Marvel 2 and all the things I listed above, why do you think they banned dead body infinites that timed out the game of all things? You can have an entire list of reasons drawn up, but in the end I'm pretty sure they decided that having them banned would not detract from the game, and that they added nothing of value. This is a community decision, and in the context of MVC2, they felt it was the correct one. You could extrapolate this argument to "having all infinites banned would not detract from the game and they added nothing of value," and from a completely abstract viewpoint, you could be right. But from a community standpoint, you'd be completely crazy, and that's why there has to be consensus on these things. -
vs Hilda thoughts: At high level, Vatista favor. At low-mid level, Hilda favor lol. I got blown up super hard by a friend's Hilda yesterday like 20 games, though it was 2 bar. It wouldn't have helped my approach to the matchup though, I kept jumping into anti-airs and was afraid to play zoning game and my laser charge kept getting eaten. Anyway today I was watching serikamo (French Bread's battle programmer for MB,UNIB,DFC) play Hilda and a really good Vatista called crazy_lemonmilk kept coming on and beating him (and was the only player consistently beating him) Here's what I took away: Always end your combos into double orb oki unless it will kill. Hilda cannot deal with orb oki well. Do not use the meter for EX flashkick enders. Don't get discouraged if your laser attempts get stuffed a couple times by swords, it is not in Hilda's best interest to keep throwing swords. You need to be very aware of your charge timing here, I'm still not used to the length so I kept whiffing. Grounded [4]6B will put Vatista's hitbox below Hilda's swords on startup. Don't shield! Hilda mid to fullscreen, it pushes her out and gives her space, and Vatista's normals are fast enough to mash on her w/o shield. 66C is amazing, is special cancellable into [4]6orb, held orb, FF, and can be chainshifted from for a full combo into orb oki enders. Meter is used almost exclusively for EX laser and IW punishes on reaction to gaps in midscreen strings/jumps. jAB can bait Hilda 3B anti-air. In general, don't jump too much, Hilda has too many AUB moves, if it's on oki though even if she shields the last hit of jC you can just jump over her and jC again. Remember a successful shield on the last hit of your jC will remove your ability to chain into 5A/2A on landing.
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I think her charges are closest to Street Fighter timings. Guilty Gear and KOF however, probably have shorter charges.
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I don't think that works anymore, but if it does, it's probably the same way the video I linked worked and the input method dere said... Throwing an orb into an orb explosion while it's active will automatically detonate it...so he could just be alternating 2A[A] 2B 2C[C] (so releasing orbs and holding the button back down immediately to throw a steady supply into the explosion)
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This is actually way easier by five factors thank you I can get a reasonable fraudelent version going!
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https://www.youtube.com/watch?v=Ga_FmdPWKlo#t=6m30s Probably a lot of you have seen this but in case you haven't here is some shenanigans. Obviously Hilda is a prime candidate cause her fastest normal is so slow and her lack of reversals. What has to be happening here is that every 5A is actually 5A~B and 5A~C pianos alternating. So 5A~B (B input doesn't come out but is held down) sets off the orb, 2C release, 5A~C (C held) sets off orb, 2B release, etc. That way the 61f charge is satisfied as you're just letting go of the versions every other explosion. That being said my head hurts trying to make my hands do this.
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Oh I'd definitely give them some drawback if I was to make them easier to do (take some grd?), but that's just theoretical. Back to combo routes, you have enough time off a single jB to do a j82A charge? Good to know if I need to do simplify on a bad execution day. From what I've seen 5B is generally not used in any grounded combos at all, it's for post-orb launch and post B-drill corner wall slam.
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I understand this character is supposed to be extremely obnoxious when played well and all, but part of me wonders if the person who designed her actually played with her extensively. The amount of weirdness you have to go through to execute her basic gameplan (beyond jump back ball laser ad nauseum lol, nevermind the combos) seems really superfluous. Imagine if the crystals were on something like a direction and BC (not command normals, Angelia showed me what happens when you have command normals overlapping with a charge character.)
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This is a question more about routes than specifics, as mentioned in Bill's post. For starters, A drill 2C link in all combos. When is it easy? When is it hard? I've noticed that without a starting counterhit of any sort, the 2C timing becomes quite tight if you are muscle memorying certain routes. Second thing is, what are the advantages? or disadvantages of using jA jB instead of jB jC as the starting aerial? The routes I have learned all use the jA jB Adrill aerial instead of jB jC Adrill, and jA jB jC seems reserved for rejumps. I'm thinking it's to make double crystal guaranteed regardless of starter on everyone but if not does jB jC make the above A drill 2C link easier or harder?
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Despite being the best/worst AP streammonster good stuff to all who went to Evo. Especially lark, for being an American hero and for not becoming JOBoro vs Brent. Tone however, is fired.
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Bored, been a while since I did one of these. Anyway, after some digging, I've figured out most of the aliases in the top 20 Grade or so players, so without further ado: 1. niga Kirino (you might remember this guy doing Sion infinites in Melty when it was in SBO, GG Slayer) Current nick: ネオ・ジオング 2. jin Asuna (MB Hisui, Uniel Hyde) Current nick: ジン 3. GO1 Kirito (a neutral god, MB Akiha, AP Chizuru, Uniel Gordeau) Current nick: ガリレオ信者 (lol Galileo's fan) 4. OZ Shana (no 1 AP Chizuru, old KOF player) Current nick: O Z 5. butter/batta Kirino (no 1 AP Konomi, old KOF player) Current nick: petit milajin 6. hummer Tomoka (AC Zappa, P4U Narukami) Current nick: はま~ 7. kasumi LOVE Asuna (SBO Arcana 2 and 3 winner Akane, P4U Narukami) Current nick: かすみLOVE 8. bob Kuroyukihime (MB White Len) Current nick: ぼ(・8・)ぶ 9. maruyan Kuroyukihime (MB Mechahisui) Current nick: 春咲千和 10. SAT Kirito (MB Nero, Uniel Carmine) Current nick: ミスター・ブシドー Edited: Because AIME lets you change names a lot easier than Nesica, players constantly change their tags around to joke names and aliases. I've included the current ones they are under, but they might change again in the future.