Your notation is a little funny, so I need to know what xx and that stuff is to help you out. I’m having a little trouble visualizing the situation to think of something to come off it.
xx usually means canceling, so what I understand is:
- Sweep cancelled into cracker, then crossover.
I think a good choice could be to try a j.B loop, or simply something that allows you to setup another crossover. You can FIC crackers and smokebombs, so you can use that to gain time and allow you to get closer to the enemy before the crossover.
- Use dashing B to send the opponent to the corner.
I have seen what you have done, and I like that as a way to corner your opponent. You can also try a dashing 2B if the opponent goes too low for a dashing standing C.
If what you want is to corner, you can try to cancel a dashing B into punch super. It travels a good amount of distance, and you can IC to follow with a corner combo > smokebomb trap.
- j.C into gun super
Just buffer the 214214 motion, since it can cancel any of the three hits of the j. C.
I think you misunderstood. Everything I asked was pertaining to after the meaty firecracker iad crossover.
How would I go about doing a j.B loop? Everything I try pushes the opponent too far away. I haven’t found any practical uses of canceling firecracker/smoke bomb. In theory, i’ve thought of a couple fairly situational times(mostly with an ex gunshot already out). Canceling the firecracker after a connected slide is a waste of meter. An IAD after you recover normally perfectly sets you up for the crossover.
I didn’t think about using 2b in place of standing b. I’ll try that. I can’t figure out how to reliably combo into the super.(usually when it combos it throws the opponent to the wrong side of the room, exactly NOT what I want.) Am I just completely messing up the timing or something stupid?
I don’t mean comboing the j. C into super, I mean comboing into the j. C from the crossover(which then would combo into the super).
We need more lively conversation here.
And I don’t mean about pudding.
I’m workin on that one damn Misuzu combo.
Still being pushed to keep her by V and lina, so I will.
;p
Playing a lot of Touhou and GG and slacking in this game lately. Oh the pains of playing too many fighting games. ;p
As for the Makoto crossover… that’s a pretty hard crossup as is… her air dash being weird and all. Assuming you possition right, if she fails to block the j.C, the firecracker should hit her too. That should be a free knockdown for you. It’s not a lot of damage, no, but it’s enough to get the other person to worry about being crossed up. Besides, with the knockdown you can sort of set up the same thing over again… or at least convince the other person you are going to try and cross them up again.
Is there any reason you are using firecrackers instead of smoke grenades? I tend to have more luck using those, and then doing a high/low/throw mixup. Besides that, if they wakeup into the smoke grenade, all you have to do is IAD over them for a good crossup, you don’t even have to attack. Doubt you can combo off that, but it’s certainly good to make people worry about crossing them up.
You’d probably know better than me though, but I’m just throwing ideas out.
Well, I am not that happy about the last set of replays I got, but I think I can encode/comment on two of them. There will also be gaming tomorrow, so I can try to come up with some better matches.
I’ve compilation CDs are top tier
V can you transcript those combos you told me in mIRC yesterday?
The sweep into Yukito, and her combo off book, and corner loop?
<3
Its not a jumping attack that crosses over, the firecracker is the crossover hit. Its just an iad over your corpse. Its like in mvc2 knocking someone down, calling an assist, then air dashing/flying to the other side as your opponent gets up. The firecracker is the assist. I’m trying to figure out the best way to combo off of it.
Don’t keep playing Misuzu on my account. I’ve “retired” EFZ anyway. =p
Unretire.
Hello there, here is also one player who enjoys playing EFZ: Bad Moon Edition. For a fanmade game, this game is very good compared to the other which I have played (Such as Queen of Heart). Just so many game concepts of many companies put perfectly into a game.
The one I enjoy using is Nayuki. Both character-wise and mechanics-wise. The airdash-by-frogkick is just too creative and hilarious. So is the Overdrive.
Still, I will like to share some of my troubleshooting with this game:
- The CD I bought is not the installer, but a folder containing all the game file. The problem here is that I cannot copy certain folders and text files into my computer, viewed with the filename ____ or __~1. Anyone mind help me solve this problem?
- I found out that there are no music played for Nayuki’s stage, Akane’s and also Mio’s. Is it normal or I lack the music files for them?
- How are you supposed to print screen when you are playing this game. I tried the PrintScreen button, but to no avail.
Ex-Mizuka as penalty boss (Continued in Arcade mode) is very annoying with her enchanced boss power. Everytime I nearly defeat her and if she got 3 bar, she will do that dreadful “Total Wipeout” ex. Anyone know some strategy against her?
Bugs I found:
- The prebattle quote got a little typo mistake, with the word “PREPARE” where it should be “PREPARED”.
- If you end the match with certain attacks, your opponent will not appear to fall down from the sky at all. One example is Ikumi’s 41236, but only at the first hit. It is also noticeable with Doppel Nanase’s 41236A> 236A> 236A> 236236B or 41236A> 236A> 236B.
Doujin fighters suck!!!
A lot of broken links all over this thread =P
Random Minagi observations that everybody probably knows but whatever, but I was stupid and didn’t realize till watching J-replays and not being able to do some stuff:
Of course everybody knows you can have Chiruchiru (from this point on called “the girl”) attack from just standing there or from prepped stance (pressing S). If you don’t prep her beforehand, the girl will go into prep stance really fast then do the move. (however the move won’t count as having started been prepped… I think she can be hit during her neutral-to-prep animation as well)
So obviously, having her prepped is nice if you can set it up 'cuz she’ll be able to attack SLIGHTLY earlier.
But prepping the girl changes how moves work as well…
236A/B/C (flying kick):
unprepped- bounces off on hit
prepped- goes through… most noticible with EX version as it hits multiple times.
214A/B/C (twirling kick):
unprepped- jumps up, spinkicks while falling straight down.
prepped- jumps up, spinkicks and follows Minagi. Also does slight more damage (like maybe 5-10 more points)… could just be that the individual hits scale less or something?
623A/B/C (overhead):
I didn’t notice any difference, though maybe there’s a slight damage difference as well… or again, damage scaling difference.
236236A/B/C (upkick super):
Damage difference is all I saw. Prepped version does more. About 300 more damage at L3… I think it scales less or something?
214214A/B/C (dust kick super):
unprepped- kicks dust
prepped- rolls then kicks dust. Less damage or more scaling, I don’t remember.
222S (hidden super, falling stars):
The super seems inherently random so I dunno. At first I thought maybe more stars were falling in the same time period but yeah… dunno how you’d test this particular super for differences =P
So yeah, it’s not ALWAYS a good thing to have the girl prepped, but a lot of times it’s useful. DEFINITELY good when you’re using the spinkick. Prepped EX flying kick to get in. That kind of thing.
When would it NOT be useful? Um… positioning from the bounce from a flying kick is good sometimes. Especially when you’re pushing your opponent into the corner and the girl is behind them… she can extend strings, bounce back into the corner, and then be there if you managed to hit a combo or whatever, or be nearby to continue pressure.
Nice to hear actually, because she’s one of the characters I know nothing about.
can anyone compile a list of B&B combos for Kano, Misuzu, Nayuki, Makoto, and Shiori? I just want one easy air loop combo for each because I’m unfamiliar with the horizontal air combos and ‘loops’.
Also, I’m trying to learn Kano as a character, is there anyone else using Kano that can give me some pointers?
Random trivia element: her name is Michiru. Its just that she likes saying cute nicknames, like Kamikami for Misuzu (last name Kamio).
One of the versions of the attack also hits as Michiru goes upwards. Either prepped, EX, or prepped EX.
Other useful things:
Giving commands to Michiru cancels Minagi’s normals, so you can use it to keep the pressure on your opponent. Example:
dash, A > B > C > prep Michiru, dash C > Michiru kick
It’s not a real combo, but since prepping Michiru takes so little time its kind of hard to counter it on reaction. Since prepped Michiru kick goes thru, Mingai can follow with a dashing attack while have Michiru close for something else.
Also, when Michiru is running to return to Minagi she is “prepped”. This is very useful in certain situations especially when mixing up mid screen, so you can do something like.
2C, crossover dash (while getting away from Michiru so she starts running - free prep), mixup Michiru “free prepped” attack on one side with Minagi’s own attack on the other side.
VMan:
Just went into training mode… all versions of 623A/B/C hit on the way up after Michiru/the girl leaves the ground. So good luck hitting people who are standing (I was messing around and it whiffed on Sayuri) but it can hit against jumpers. All versions, prepped or not.
Also just tested, and damage/scaling for the 623A/B/C is the same whether you prep or not.
Aka no Tsuki:
Dunno about all of them but I know Nayuki has a ground loop once you get some jams… dunno the exact sequence though.
Note: brackets denote loop (what to repeat)
Universal B&Bs: A > B > C > command (standard chain into command move/super)
Sweep B&Bs: whatever > 2C (sweep) > Instant Charge > some standing normal to juggle, air chain.
–
Kano:
I don’t think she has much for loops, air ones at least. Ground one (corner only) is: A > [B > C > 6C > magic charge > cancel magic charge]
–
Misuzu:
Easiest corner loop of the game: juggle setup > [j. A > j. B > j. C > land, A > B]
Midscreen air juggle 1: j. A > j. B > j. C > air dash > j. A > j. C
Midscreen air juggle 2: j. A > j. C > air dash > j. A > j. B > j. C
You’ll have to learn which one applies best according to the situation.
–
Nayuki:
No midscreen air loop.
Ground loop (full jams): [A > B > C > IAD (hits) > j. B > land]
The timing of C > IAD is HARD. Don’t bother if you are starting with the game.
Air corner loop: 2C (launch) > j. C > air jump > j. C > air dash (hits) > j. C > land > air combo
–
Makoto
Don’t ask me
–
Shiori
Second easiest air “loop” (midscreen and corner): C > j. B > air dash > j. B > air dash > j. A > j, B > land > air combo
What I do when I get a hit with Makoto:
(all can be done after a jump in/iad)
mid screen no meter
2a 2b 2b 2c xx 236+a(the 236+a doesn’t combo, its a meaty)
mid screen level 2 or 3
2a 2b 2b 5c(two hits) xx 214214+c
mid screen ric(flashing blue/white meter)
2a 2b 2b 2c ric 66+b xn to corner, corner loop.
mid screen level 2 + ric
2a 2b 2b 2c 641236+b ric 66+b xn to corner, corner loop.
For an easy air combo outside of corner, j. ab dj. bccc
Her corner loop is kinda like magneto’s rom infinite, in that theres variations to it, and chainging them up depending on the situation may be needed. But basically…
5b j. bccc* x 2, j. ab dj. bccc
*pause after the b, leave off the last c if nessessary
You can do a dust loop style variation that looks something like
5a 5b j. b(pause)b x 2, j. ab dj. bccc
Figure out what works best for you.
Some setups…
whatever xx 632146+b(any level works but level 2 seems to work best) ric, 66b xn to corner, loop.
Whatever xx 2c, ric, 66bxn to corner, loop.
(in corner; I find this the easiest) whatever xx 2c xx 623a, ric, j. b(as you fall), loop
(near corner; not very practical) 22c ric j. a(as you fall), loop(skip the first standing part and go right into the first jump of the loop)
There are also times that you can go into a loop from ex gunshot(412+c), but I don’t have any setups for them.
I hope that was understandable and/or helpful.