Big Bang Beat

Indeed, which is basically the biggest problem with this game’s combo system in the first place. The other problem is that I’m going for optimal output so naturally they all begin to look alike, but they’ll all be obsoleted when I finish her 3 optimal combos.
(it basically boils down to 3 “different” combos)

After that I’ll start working on non-optimal situational/wacky combos. I’m getting really sick of that 623D finisher so hopefully I finish the 3 optimals soon.

[Edit]: Anyway, it’s not like I’m making a combo movie. I’m just recording shit I’m dicking around with in training mode.

Nope. You can cancel the first few hits (first 3 I think) with any special move except 214, which basically just wastes a super stock.

You can’t cancel the last hit with anything except 22D power-up super or boost. But letting the last hit connect causes a wallslam so you’re forced to juggle afterward, but I wanted to add more ground-hits with 2D j.AC 2C 63214C which requires the boost cancel. Like I said, I’ll work on 214D 22D stuff later (I had one of those 214D 22D combos in the (01) video).

You’re a better man than me. I almost can’t stand to go into training mode with Kunagi anymore since I can’t find anything new to do with her. Haha.

Anyway I might record some Senna stuff I’ve been looking into even though it’s starting to suffer from the exact same problem. At the very least, she can do alot more damage than most people seem to think.

@ Green:
option.exe

I believe the first button is to change the joystick config and second button is for keyboard.

you owe me some tossed salad

re: buttons
Just change the freaking buttons in the in-game options menu. :bluu:

From the look of things you’re going to run into that exact same problem with nearly every character in this game. But I believe there are still some things to do, I’m just not ready to fuck around with suboptimal stuff yet (not till I finish optimal first).

Didn’t work for me.

The separate options shortcut did, though.

It’s really too bad as xenozip said the combo system in this game is both very lenient and very strict at the same time, making most combos look very similar just with a few different moves put in there place. Of course there are a few hidden gems in the system such as what Ikusat found out about the twins super where if the last hit whiffs it’s untechable, or how some people can dash cancel moves or in the case of PotDic™ he can cancel his unblockable into his command run to allow for combo follow ups… but then since it’s so prevalent it’s not as cool I guess. One thing that’d be nice is to be able to see the untech time for moves in this game like certain weird rouga combos that seem like they shouldn’t work do (exmp is the longer rouga combo in ikusat’s video)

Outside of combos I think the freedom of meter use allowed by the meter system in this game is not exactly new but taken to a novel extent and makes for alot of fun especially when you take into account how fast it can potentially build up thanks to the crystal system and what not.

Agito’s a pretty unique character. A whole lot of fun, too. Only problem is that he lacks comboability.

This may’ve already been mentioned in this thread but you can boost cancel out of his 623 into it again provided you have boost gauge.

Haha, that’s his roflcopter loop.

I just recently started playing Agito. Hes a great character, but he can only combo off of so few things… but thats where his knives come in. Its a great mix up game. I play as him against my roommate because he uses Senna, and my Burai can’t get close enough to smack him. I figured out some pretty awesome stuff like comboing into his 30 knife super… I love the look on my roommates’ face when I hit him with 30 knives at once :rofl:

[media=youtube]D3i4hJUjWsM[/media]

Here’s the Senna stuff. Have fun.

What I meant by chicken blocking in the comments was holding up+back to airblock. But you can break their guard with 5B since you can’t airblock 5B. Also you can’t chicken block against meaty attacks since jumping has a start-up.

So, to answer my own question; no you can’t chicken block that mixup.

I wonder who’s bright idea it was to make it so you can airblock everything except 5B anyway. Fucking game designers these days, wtf are they smoking.

No idea.

But just to clarify, 2B can’t be air-blocked either.

Haha.

I don’t think 2c can be airblocked either… Daigo’s 2c may also be unairblockable if I remember right hmmmm, anyway I think everyone has at least one move that can’t be blocked from the air.

Yeah I wish this game had either universal airblock or some method (ahemm faultless) to airblock ground normals or just made it so ground normals are all air unblockable, though this might make for funny guard breaks which may end up being bad. Also game needs air throws plz? K, Thnx.

Yeah I think this game is badly in need of air throws to punish air techs. Are there any other games out there that have air teching but not air throws? I can’t think of any off the top of my head.

I feel it definitely could use air-throws. But maybe that’s just because I find myself involutary trying to airthrow people while playing.

You’re not the only one. There were a few matches of mine where I botched a combo and my opponent teched then I would jump up and input a throw command only to realize that there are no air throws. x_X

Nope. I just tested in training mode with Senna, Kunagi, and Rouga.

All of Senna and Kunagi’s moves can be air blocked except 5B. None of their other moves are unairblockable.

All of Rouga’s moves can be air blocked except 5B and 623C. None of his other moves are unairblockable.

IMO that is fucking retarded, but whatever, the game has a rack of other issues.

(ps. You should know better than to post stuff like that before testing it. :bluu: )

Yeah, I agree the game needs airthrows. But if they add air throws I can only pray they don’t make them comboable. Launcher->Airchain->Airthrow would make the game feel way too much like MeltyBlood.

Ah you are right, I am sorry xeno (please still be my friend) I will test stuff from now on, I just really didn’t want to switch to windows cause I was doing shit in OS X… Anyways

Yeah if air throws were comboable as opposed to a way of breaking turtley air defense or to stop reptitive rush string that have small holes in them (ala Guilty Gear) it would get pretty dumb and then just be like every other doujin game out there that use air throws to help guarantee knockdown.

IaMP.

:V