Speaking of netplay, anyone have a weird problem where whenever both players have picked their characters it goes to the stage select screen but then immediately cancels back to the character select screen? We’ve found if we just mash A long enough it eventually starts up but that’s really annoying. Controls are fine otherwise and it only does that using Caster.
I was hoping I’d fixed that bug with the 090405 release. You are updated, right?
Dammit.
I downloaded it a few days ago so I may actually not be at the latest version, I’ll check it out when I get home tonight.
[media=youtube]B-XYlwSd2Xk[/media]
What the hell is going on here.
You can’t? I could swear I’ve seen it done before.
Maybe by the Helheim CPU, it isn’t supposed to be doable normally.
Ikusat’s solution:
When you reflect a projectile, you do not autocounter; therefore, the game somehow registers you as having one action still “allowed” to happen. If you do not attack, you will be able to free action an attack after airblocking for your subsequent attack. Being hit does not affect this.
Doesn’t seem too practical (yet) aside from possible use in Nun, Tank, or Mycale matches.
It’s probably going to be much more useful for characters that have air moves that move them forwards, like Sai j.214x and Mycale divekick, or maybe even Marilyn j.2C/[C] or Nun j.2C.
But also it gives a bit better reason to chickenblock mixups after some projectile reflects/setups. Like after reflecting Adler EX ball setups you could jump block what he does and attack afterwards. It could potentially limit what he can do to you to just airthrow.
We won’t know until we play more, but this could really hurt Nun wakeup super and multi-hitting projectiles since you only need to reflect just one hit then after air blocking the rest you can attack. You can probably even do this against Nun resurrection.
Mycale could have more trouble keeping people away from her now too, since if you reflect just once then she can’t keep you out of her space anymore. Like the scenario of reflecting dog: now she can’t use held hammers or flames to keep you out anymore, because you can airblock then do whatever, which again is going to be more useful for characters who can more forward in the air. Like okay, Akatsuki or Sai reflects any of her shit mid-range, now they can jump into held hammers or flames and not worry about reflecting or not since if they just air block they can j.214 or j.236.
doesn’t seem to help fritz at all…
well maybe… MORE EXPIERMENTATION IS NEEDED!! :tup:
- Trivia:
Backdashes are frames 1-6 invulnerable except Murakumo’s.
Backdash durations (in frames):
18 Akatsuki
24 Mycale
20 Sai
12 Kanae
18 Fritz
18 Marilyn
20 Wei
27 Nun
18 Soldat
18 Adler
30 Tank
Making Kanae’s the fatest and Tanks slowest, with Nun’s second slowest.
Regarding Murakumo’s: It’s invulnerable on frames 11-22 with a total duration of 32.
And we already covered Anonyms frontdash but just to recap: It’s frames 1-5 invulnerable, frames 1-15 can pass through the opponent, whole move is 20 frames total. All vulnerable frames (frames 6-20) have h/m torso invulnerability.
- Throw invulnerability:
3 Frames throw-invulnerable on wakeup, leaving blockstun, and leaving hitstun.
0 frames on landing from either air reset-hitstun or air-blockstun (so meaty command grabs are inescapable on landing).
Just to clarify: You can combo throws or command throws during hitstun, but when hitstun ends there’s that 3 frames of throw invulnerability before you can be grabbed again.
A note on her [2]8.
They removed ANY invincibility frames on her [2]8c, so using that as a reversal will get you stuffed.
And of course ex cancel is not COMPLETELY safe, it’s only safe as any ex cancel into 236A+B is etc.
214 as wake up depends on the character you’re fighting really.
4B takes getting used to.
Mari’s jB crossup is not as free as everyone else’s, you have to do it insanely late otherwise it won’t even hit properly (crossup), so DPs will kill it all day if they read it.
It still has 2F and 3F startup inv on the A version and B version respectively, so it will potentially beat meaties that don’t have a lot of active frames. The problem is it becomes vulnerable before the first active hitframe, so it isn’t like Akatsuki’s DP.
It’s like the A version is frames 1-2 inv, frames 3+ vulnerable, and first hitframe is on 5th.
B version is 1-3 inv, 4+ vulnerable, first active hitframe on 6th.
But yeah, C version has none. I don’t think the C version is really ideal as a reversal or anti-air even if it did contain some, because it moves too far forward in a lot of situations.
Now I ain’t saying it’s a perfect reversal, but if I’m running meaty 2B’s to stop 214s then [2]8A/B would have beaten the meaty 2B where as 214x would not.
[media=youtube]3UH0cc7nic8[/media]
^LMAO
So, what happened there? He used that shield move to avoid chip damage, then did a super? Did the super punish or did the opponent die due to chip damage?
pretty sure the peruko player just gave up (plus it would’ve chipped to death anyways)
Oh okay. Yeah, I was wondering why he just stood there. I am guessing that’s the arcade version, no?
That’s the latest version of the game. Anonym’s Sentinel drone-size bullets for god tier.
Tiggy vs ShardZ Anime Central ft10 match ended with:
Tiggy - 1 (Marilyn, Akatsuki, Kanae, Soldat, half-serious Blitztank)
ShardZ - 10 (Fritz, half-serious Blitztank)
lol Fritz
You should show this to people who want to get into the game. If it worked for 3S, it’ll work for this!
Why is Perfecti a loli I don’t understand you Japan