Damnit, I have the fat PSP, and the control sucks. I hope Saber Alter gets her black dress though.
HOLT SHIT, imagine TK cancels on the analog
I finally got this fucking game.
sp-box just came in. :lovin:
sadly, cant play til tomorrow :annoy:
school blows my life :wasted:
at any rate, what do you guys advise doing first? arcade mode and fool around, or training?
i wanna get good with archer and bazette
with Archer the first thing you should aim to learn is a combo that pushes the other person into the corner, so you can activate into unscaled caladbolg.
SJ loop is the easier one to learn, or if you’re felling ballsy/have really good execution you can learn how to TK cancel out of bow 2C.
training mode
D:
I’ve only just started playing stick around October 2007, so I feel your pain on that one. There’s certain fighters I HAVE to play on stick, and others I HAVE to play on pad. It’s just how my brain and fingers work, and how I’ve learned to play each game. This is one of those games I have to play on stick cause hitting those 7/9 TK inputs on pad for me is not impossible, but really hard for some reason.
According to Famitsu the PSP port is supposed to drop around June.
PSP version, nice. Hopefully the Limited Edition includes a Kaiedo-Ruby joint to go with my Saber Lily one.
Fate bullshit in handheld form? BROKEN.
okay im having some problems with mcboot.
i have a ps2 slim, i have alpha anthology in the slim with the top up, and i go to launch uelf.
i go to mc0 boot, use cogswap.
it says (yellow disc) ps2 dvdrom, i hit O, it goes purple says use cogswap, but when i lift the fliptop it all goes away. how do i get the game in there?
Yeah, it’ll drop in June, but apparently they are tuning the game system, and adding Reflect Dash to the game.
I don’t know wtf that is cuz I don’t play Fate, but I thought I’d let you know lol.
Tune the system? That sounds terrible.
This game is hype because it’s moe HnK!
PSP version is lulz. Good luck trying to TK on that dpad. :looney:
So after playing about 30-40 Caster vs Shirou matches, I can safely say that my earlier assumption is wrong, and that he doesn’t totally own caster. The matchup is very, very slightly, in caster’s favor. I think Shiro just owns everyone once he’s close enough. His mixups are retarded.
Cogswap is only if you have a way to disable all of the lid sensors. You should make an ISO of your game (use ImgBurn), patch it with ESR Disc Patcher, burn it and use ESR to boot it. No swapping involved.
My new experimental character for the week: Zero Lancer. Went to another session earlier today, too bad we didn’t record much since the recording device was flickering a lot for some stupid reason. But yeah, for Z. Lancer, I could be wrong, but he seriously has one of the longest bnbs ever. My 2 other friends (one of them was my opponent) finished a conversation about weekend plans before I finished his activate combo. The full combo is like, just looping the same sequence 3 times or something. I have a few problems with him however. It seems that his 2a is laggy as hell, and I could have sworn I got hit back a few times after it was blocked. 5b is a great poke, makes his combo do more damage, but for whatever reason people can duck under it (not sure about the exact conditions), and I dunno why. But it’s annoying getting hit back in those situations and his lifebar is on the lower end of the scale. And juggling the opponent with 5b > 6b, sometimes the 6b whiffs completely if you do it too fast. It’s really annoying because I lost a few matches because of that. What kind of blockstrings should he be using? I use his 214a/b a lot just to make some strings safe so they can’t hit me.
For the longest time, I’ve been thinking the combo counter should have some special name. Instead of “hits” it should be “codes.” Sounds kinda lame, I know, but combos last so long in this game and reading the notation for a full combo is almost like deciphering a code.
Try canceling the ‘a’ into another attack. Sakura’s ‘a’ pokes don’t feel safe to me unless i cancel them into a ‘b’ attack immediately, regardless of whether they are blocked.
It’s ironic that I did a nice little write up about Z.Lancer on DL about 40 min before you posted this lol. Here’s what I posted:
STRATS:
Zero Lancer is very similar to lancer except he has ALOT more range due to 6C and rekkas. The first hit of the rekka is safe, the second is unsafe, and your 3rd can be push blocked and punished(in theory, never witnessed this happening though), but is safe w/o push block. 6C, rekkas, and Dive kicks are essential to his mixup game. He can do good damage, but he doesn’t have anything deathly like Archer, Gil, Saber, etc. He does, however, have supers that place certain negative effects on you. The A super makes it such that you can’t recover any life that you have lost up to the point the super hits you, so it makes for an excellent combo ender. The B rekka super steals a stock of meter per hit for up to three hits.
6C strats:
6C by itself is a horrible move with alot of recovery after the 2nd hit. It doesn’t track, and everyone in the game can punish it. So why is it good you ask? Because after the first hit, you’re technically in a jump state, which allows you access to his dive kicks. The A version goes backwards, B version goes straight down, and C version goes forward. All versions of the dive kick are overheads. Because of this, he has a 4 way mixup from a blocked 6C:
6C (1 hit), 236C (overhead)
This is a safe mixup on block. If your opponent attempts to retaliate, you can you his command backdash to force a whiff and punish, or his counter to counter DPs, tracking moves and the like.
6C (1 hit), 236B, land and 1) Throw or 2) 2a
The throw after this mixup is so fast it’s damn near unseeable, which makes people scared of the 236C mixup. If they’re really turtling and guessing on the throw/overhead, then use 2a as a low guardbreak.
6C (1hit), 236A~214A, B
This mixup is good to keep your opponent honest. This gets zero lancer away from ANY punish attempts, and gives him ample time to punish whiffs with 2 or 5C, along with rekkas.
REKKA SHENANAGANS
Because his rekka strings have such ungodly range, they’re excellent for whiff punishing, and after any successful hit, you can RG and do any BnB of your choosing, including the DP loop. Even if you don’t have meter, you can just finish the string and still retain momentum. On block, you can RG the 2nd rekka before it hits for yet ANOTHER unseeable tick throw.
OKI
His oki options are rather limited. He doesn’t have many untechrollable KDs, so he can’t force you to guess like Caster, Kirei, Gil, etc. Your best wakeup options however are 2a and j.C crossup to divekicks. If you can actually scare someone enough into guessing on wakeup, dive kicks are GREAT for crossing up when combined with j.C.
COMBOEZS!
Top tier BnB:
Throw OR 2a, 5b, 6b, 5c, 2c:
623a, jc j.C, 236C, [623a, short jump C, land]x2 or 3, 623a, 6239C RG [623a, short jump C land]x2, 623a6239c, activate, [623a, short jump C land]x2, 623a6239c, 236236a.
My special “No you can’t burst” combo(requires a 1.5 stocks):
Gatling string of choice, 236a, 236b, activate, 236236b, 236b, wait, 623a, jc j.C, j.236C, 623a, short jump C, land, 623a, j.C, j.236C.
I didn’t know about 6C putting him in airborne state on the first hit. When I saw the move description on the wiki, it says “two overhead high slashes” so naturally I thought it was an overhead that had to be blocked high. I should probably fix that and make it clear which moves are true overheads and must be blocked high. When I actually did throw that move out once, not only did my opponent block it low, but I got punished hard.
I still don’t understand why his 5b would whiff crouchers when I did a RC rekka string. It’s pretty much bad news all around if it happens. Maybe I’ll test it.
The bnb I use is the wiki version, it’s the one where you do 5b > 6b > 5c > 2c etc. after all the floor bounces. Does the one you have listed do more damage? Also, is “short jump C” fastfall j.C?
For oki, I was having trouble forcing them to guess because his options really do seem limited. The best trick I could find was, jump over them then j.236a to land back in front of them, then throw.
214c is a good move if you’re good at predicting. I guess it counters all attacks that aren’t projectiles or throws. It seems like it only activates on the early frames. For some dumb reason I only thought it countered lows but then I countered Gil’s j.C and it made me go :o
Found out that you can combo after ZLancer’s 236236A as they’re falling down. Only thing that reaches is 5B, so I just did 5B, 236B, but you could probably RG and do something afterward. Or at least tack on a tiny bit extra damage I guess.
Also, I could be wrong but I think B super is unscaled?