played around with Lien a bunch last night and couldn’t figure out how to set up the unblockable for shit, to be honest they may have taken it out? we’ll have to see if MrWhiteFolks or someone a little more knowledgeable about the character can post on it
man, Nagase is so buff in this game, she’s my main now :x
UPDATE ON THE JIVATMA INF
according to this blog: http://mi2matome.cocolog-nifty.com/blog/
^the infinite is very, very real and is pretty much the setup i listed:
4B,D, 66D,D, 646C, repeat once more ( sorry i keep changing notations btw but i havent had much sleep )
then 66D 646C XN
you may not even need to buffer 66D between the grabs, i think there’s a way to stay in bug stance the whole time
ALSO Maxima was being tested for a potential infinite as you can see in the first vid on that blog but it turned out to be crouchable and you can jump out as well ( basically he would just keep command grabbing you with his back to the wall if it were real, but it’s not )
just goes to show you that things need to be tested thoroughly
that blog seems to be a very good resource, has streaming vids and transcripts of BNB combos for a lot of the cast
Nice, I keep forgeting to go back to that site. That’s where I found info on the coner glitch/bug. Kinda sucks that you can only get .flv files for the vids (or maybe it’s just that I don’t know how to change the video types XD)…
DE is getting it’s hands on this game this week. Friday night is going to be a big gathering to get some play in. You all are welcome to come by. I know it’s somewhat of a drive, but the invite is there.
Recrited Yagami. Yes. I use ALL FIVE FIRE WEILDERS.:nunchuck:
No I didn’t post combos. I think this might be better than use his 1 star DM.
1.214B cancels into rekkas on hit. Use C finish for launch.
2.214B/D loops.YAY!!!
3.214Bx6=68 dmg.
4.214Dx5=56 dmg.
5.From rekkas(C.finish)214Dx5=66 dmg.
6.6B>6D>214Bx5.
7.6B>6D>214Dx4.
Run that shit SRK. Make your combos. Don’t u just love Japan? They’re all gay for fire weilders.
( I read DL post)Okay then. Hook me up with some Yagami combos.
Question: I should use his 1 star DM as a followup from a launcher? There isn’t something that gives more dmg? Cuz I’m new to Yagami…
Don’t bother posting at dustloop. Post here. ONLY.
Well post there if you want. SRK thread seems to be more alive.
Thanks. Got it. I’ll practice when I get back from BBC.:nunchuck: Can you hook me up with some K’ combos too? I’ve been doing crap like 2D>6C>Minutes Spike>Chain Drive.
-B,D,A,C -> C Crow Bites (1hit), land, C Crow Bites -> 6D, land and SC to Heat Drive
-Punch throw -> D(launches) -> C Crow Bites (1hit), land, C Crow Bites -> 6D, land, SC Heat Drive
-A,C,2D -> A Ein Trigger -> Second Shell -> Minutes Spike
Alright I’ll help you out. Go to this site:http://keepvid.com/
On the right is a link for you to download a flv player. Install it then go back to the other site to download the combos vids.:tup:
@Beast of Fire: Thanks man. I’m really trying to learn as much as I can for this game.
“b.jenet - didn’t seem to change at all from MI2, stupidly fast fireball, qcfx2P is remininscent of Ken’s Shippu in 3S with comparable damage output and ease of hit confirm. i still like standing Bx3 df+B xx qcb+C, f+B( or D i think? doing this off my head ) d+D dp+D or super midscreen”
how do you do this combo??? i can get the first part up to either f+B or f+D but i can’t do a special or DM after I land after doing the d+D part… what am i doing wrong? It’s supposed to be the finisher to f+B or f+D where she does the dive right? I can’t cancel into a move right away after landing.
Jenet is significantly weaker in actual play this time around. Her basic game is still the same, but with the changes to the guard crush system, she is really, really weakened.
MI2 allowed for about 10-12 blocked hits before GC set in. Since this carried from round to round, Jenet was a powerhouse in round 2 or 3 if and when you happened to loose a character. qcfx2+p broke guard about 80% (maybe less), but the point was, you could soak damage through in all likihood, even on a block.
If they hit corner or wall and stood up with red guard (crushed), you could repeat with that super or a higher one.
I still think she’s damn good, but the lack of her GC lockdown games is disappointing to me. Still, qcb+p is a godsend for zoning games.
anyway how do you do that combo? either f+B or f+D into d+D I get (she does a dive) but am I supposed to do a follow up kick in the air or just go into a super when I land? I can’t seem to go into another special after landing f+B or f+D then d+D.
Mary’s counters, one of them has several listed follow ups that can be done. They are listed on her move list.
The only one I can get to activate properly is her 623k and occasionally her 4-6k charge. Are there specifics to hitting these other follow ups that I don’t know because of the move list language?
Also, her 214p auto-guard move and its follow up throws…do they allow for the grabbing of limbs? I get in consistant results with this. Sometimes I get a throw that is huge distances beyond what I though I should be able to, then, on occasion, she misses at point blank range.
Are you talking about the counters after 214k? There aren’t any specific follow ups to these. If I remember correctly all the moves listed after 214k in the move list are her escallation attacks.
Escalation is pretty easy to understand, she retains all of her normal moves and gains:
Spin Fall (QCF+P, follow with QCF+P (or K, can’t remember) for Spider, then tap d+C during that for Dynamite Swing).
Vertical Arrow (DP+P, DP+K afterwards to grab, then d+C for Dynamite Swing).
alternate slide (charge b,f+P, b,f+K to grab IIRC, d+C for Dynamite Swing).
Free Dynamite Swing on downed opponents (d,d+C), can’t be techrolled and can be repeated for a few reps in the corner.
The main things to remember are that you can cancel into Escalation from any cancellable normal move and then take advantage of the quicker recovery to combo further (example, f+A -> Escalation, then B,B,df+C Stylish Move to start a juggle), all Escalation moves are extremely fast and recover quickly, allowing for some insane juggles, and Escalation ends automatically after you do the Dynamite Swing from any of her 3 main Escalation moves. Escalation makes Mary insanely fun to play.