Just found out that the same rules that apply to the post-airguard action also apply to air-resets (falling in neutral state when knocked out of the air).
e.g. non-auto counter reflect to store free-action > get anti-aired with a normal that doesn’t down (Akatsuki close 5b) > recover from air hitstun state > attack before landing
I have confirmed tonight with people in SoCal who have played Blitz in the arcade that free-action storing is still in arcade, along with fastfall glitch. I’m gonna bug them to up some shakycam matchvids.
Started playing this yesterday because a few of the socal melty guys recommended it(Xie, Spidey).
I have abysmal defense(need to get used to airblocking and parrying), but my offense seems pretty decent.
I had 2 questions though:
I’ve been maining Murakumo, and I noticed some talk about his B normals being changed in the arcade version. If I went to AI to play one of these days, should I worry about 2B not comboing in certain situations? Is the range the same/similar? not too worried about 5B as I really only use it point blank. And is that all that is changed other than the mine nerf?
Secondly, off of a B/C/EX mine is there anything I should be doing in particular? It seems j.C, variable ground string, remine/super/EX slash seems to yield the most damage, but the fact that you can rejump has me thinking that maybe there is something funky in there.
Edit: Think I’ve answered the second question myself, I didn’t realize that the rejump string went almost entire length of the screen you basically get auto corner even if you start in the other corner, knockdown and a meaty fireball/remine. Wow.
Edit2: Just noticed things are karaable in this game, time to mess around with that.
LMAO. man, I can’t wait until that shit gets upped now.
**Random Blitz Tekh
** ABC Override
So it’s the final round: you’re down to your last few pixels of health, your opponent has about 30% of his health left, you’re sitting on about 2 and 9/10ths of super meter stock and you just landed a 6C corner combo with Aka. Now you’re saying to yourself: “The 22C>J236BC end is going to get me some decent damage but I reaaaly need to secure this win. If I can just fill the last stock for the level3 I can certainly take this match”. The end of the combo is approaching- 5C>214A>- it’s now about 92% complete- 2A>5B>5B> -96%!- 22C!
Now it comes down to the final decision of whether to try and end with 236BC or mash that ABC and pray you go into lvl3 before Aka can no longer cancel into it from the ground. Well, there just happens to be a simple solution to ease your mental anguish in situations like this…The ABC Override/Option Selection
In Blitzkampf a player is able to override or out-prioritize a normal ex move (command+B+C) with a level3 (A+B+C). Take the above over-dramatic, Akatsuki lands a 6C, scenario for example:
The EX ender in this situation most certainly would not finish the round for Aka and this leaves but another chance for the opponent to random out his last pixel of health. Landing a level3 on the other hand would definitely overkill. If the Aka user is uncertain of whether he will complete the 3rd stock or come up short (299.99%!!??) the simple task of executing the EX finisher with [command+A+B+C] will give him one of two options:
…22C>236ABC
…22C>236BC – If just shy of Max Lvl.
OR
…22C>A+B+C – Goes into Max Lvl on the last ground cancel point thus executing the lvl3.
It would be rather unfortunate for Aka to get the 236BC EX ender instead but should fate play into his hands, making such a small effort to achieve such a clutch comeback should nab that “V” (not to mention some cool points). IMO this OS should definitely be considered and is rather useful for those outstanding clutch combo moments. I hope this bit of info can be useful for the reader as it is for me (I do this very often with Marilyn 214A juggle finishers!).
Other examples:
Mycale: 214A>632ABC (ex spear or dragon)
Murakumo: [2]B>8ABC (ex sword or salad)
(sorry for taking so long to get to the point. I was bored lol :razzy:)
I’m sure you know, so no worries, but I noticed some people picking up Mycale tend to think her spear is a DP motion but it’s a quarter circle down: :r::df::d:
LOL that was a typo actually. I reflexively typed 623 when i meant 632 (cus wtf is a 632 motion anyway!!??). But yeah, I’m aware of this cus I bitch to like everyone about it every time use her.
At BBG9 I was running PAD mycale cus that motion on stick is just plain stupid. Overshooting motions and accidental 214 overlaps ftw!!!
Went to AI today for SFIV and decided I’d mess around with Murakumo to see what was different. 1player side had a broken B, so I couldn’t even check his normals. Once I switched sides that side had a nonresponsive A, so it was kinda hard to figure some stuff out(doing complicated juggles with a busted A is kinda hard), but I actually got to see his arcade Bs.
5B actually seems a lot better than the old one, but 2B seems hitbox wise as it doesn’t seem to go as far, but it looked like faster startup/safer.
yeah and the C on the 2player side is kinda iffy too.
Oh and he seems to be missing his upkicks off of air teleport -> land or the command is different. I kept getting slash 100% of the time. Maybe I have to drop my charge now or something.