The Vritra one I posted was infinite + no meter actually, I only had it cost meter at the end because I use 623X into the Amulet IB in the corner to get them airborne from the ground… is there a way to do that without meter doing a grounded combo?
And yeah it’s cool if this stuff has already been discovered, it’s fun making it all up anyway. I find the combos in this game really fun to do for some reason.
Just got this game too and man you guys weren’t kidding when you said it was a barebones game. Still hella fun, but the default play options are so strange. I mean, a timer in practice mode? What were they thinking?
Looking forward to grinding this out with some friends tonight though.
I played some casuals today and I’m having huge problems vs Curse Head (/w Earthhammer)
I play Bernhard/Nsidor/random so far, his damage is annoyingly high and whenever I get cornered it’s pretty much ggpo.
Nsidor command dash sometimes works to get out (feels 50/50 to me) and Bernhard teleport sometimes works if he doesn’t grab me before that… I couldn’t find any decent answers besides trying to run away.
Also, does his 720 have almost no recovery? He whiffed his 720 and immediatly followed up with a 360 (maybe due to Earth Hammer?)
On an other note; Troll vs Bernhard seems very much in the favor of Bernhard to me, his slashes outpoke a lot of Troll’s offence.
Well, Cursehead is a grappler, so once he gets in, you might get grabbed. I don’t think you can jump out of tick-throws in this game. So if you sniff a throw, you have to reversal or do something that can’t be grabbed. Or alpha-counter the tick. Cursehead is definitely a head-scratcher, though. With the rekkas, counters, fast jump startup, and his super-armor super, he’s certainly not your usual capcom-grappler. But I think the usual anti-grappler principle still apply: Don’t be caught in the situation, space him out. I’d try to match Nsidor up against Cursehead, he takes damage better and you can try to work something with his projectile.
I haven’t fought the Bernhard vs Troll, or Troll vs Bernhard matchup yet, but I think Troll stands a chance so long as the other guy doesn’t have a good projectile. He’s a big target and is slow, but he can still clash like everyone else. Or just headbutt.
hey everybody,
the german underground has now picked up this game. we’re working on our wiki right now (just completed all the items minus the arcade mode only stuff). unfortunately, it’s in german. i will provide a link later, when the wiki page is more fleshed out.
some random stuff:
dashes and backdashes have a (mid and high) guard point. if both players dash into each other without attacking, there’s a short clash animation. the dashes are pretty much CBs “parry”, if you will. leads to funny mindgames (empty jump in vs. empty dash). You can also Dash through projectiles. Zon’s projectile is a low hit, that’s why it’s quite useful for zoning, since your opponent can’t simply dash through it.
weapon clashes occur frequently, and it seems like you can cancel the clash into another normal at will (gotta test this some more).
most item bursts (236+shortcut for the item) have the exact same properties. you can cancel almost all of them from B or C attacks, and you can juggle after almost all of them (safe for eg. zon’s staff / life potion / mana potion IBs)
People missed my earlier post? I guess we ought to get some clash info on the wiki and first post.
Zon’s projectile hits mid, not low. Forward and backward dashes seem to have ‘above-knee’ clash points. Anything that hits the lower legs, without overlapping with the upper leg portion, will stop dash-clashing. As I’m finding out, there’s actually very few lows in this game, but many mids also stop dash clashing. And to restate, attacks seem to clash so long as attackboxes overlap with each other, regardless of if they also overlap with hitboxes. ie: clashes take precedence over someone getting hit.
So, I’ve been doing my best to test out dash clashing on wakeup. I’ve got Zon doing 2D then meatying his horizontal super. I’ve never been able to dash clash with it. Neither forward or back dash. I would say that the clash effect doesn’t occur on startup, but I’d like a few more people to try their own tests. P.S. training mode sucks.
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pointless vritra infinite i found earlier today (since the other one is so much better). looks cool if you cross troll midscreen, though.
btw, zon projectile being a low hit was info a friend gave me, i guess i better test stuff myself from now on -_-
Posted a similar one that works on everyone mid screen on the last page. Looks like this one works from standing B though? I guess troll is extra fucked in that match.
just tested the netplay, and it’s just as bad as people say. constant slow-mo and dropped inputs even if your ping is below 50. ah well, i don’t mind playing offline, so whatever.
It seems to me that troll is one of the most dangerous players in the cast with a bar. Jumping in on him when he has a bar just seems like a really bad idea. Either his B or C headbutt combos into that ground pound super. Unless there are a bunch of moves that break his hyper armor from the air, Troll always has an out.
On a side note, all the recent vids are setup up like Rivial Schools/KoF style, you can choose who plays the next round. It would really be great if somehow there was a way to play with all of those options like they have in the arcade. I never even considered being able to play my 2 players and 2 items teams with either player on point and either assist. That would make the teams even more of a threat!!
I guess I should hope/wait for a stateside release that will hopefully include those arcade options. I was really hype about this game and now I just want more… LOL
Troll does not have a B or C Headbutt. His Headbutt is a button charge move, like Balrog’s TAP. You hold D. At low levels of charge, it’s quick, but doesn’t have armor. At higher (highest?) levels, it has more startup, but also has infinite super armor and does multiple hits. Since it’s a D move, it won’t ever clash. But while you are holding a Headbutt, you don’t have access to your overhead attacks or other unclashable moves, a fast normal throw, your last item, or alpha-counters.
I think the best way to deal with Troll is to rush him down. Alot of people make the mistake of categorizing Troll as a command grab character that needs to be zoned out. (Troll trolling you) But in a weird way he’s more like Guile. Troll is actually trying to zone you out, and by attempting to zone Troll, you play right in to his game. (Unless you have the life lead and a decent projectile) And like Guile, he’s weak to being rushed down. It’s hard to get in, but once you’re in, Troll and his headbutt die to throws and crossups. But yeah, Troll might not always have an out, but Troll still does a shit ton of damage. Troll might hit you, and you might die.
Another ironic character is the cannon. You’re preparing yourself for a long battle of attrition through a gauntlet of projectiles. But nah, he got a dive kick. He’s rushing you down and tick throwing you.