Itâs not exactly mandatory, but nice to have if you enjoy the game; youâre honestly better off playing it on Fightcade instead, in my opinion. For the netcode, itâs all input delay based, therefore if you just so happen to be paired up with a player who has exceeded over 150 pings, you will be experiencing some major slowdowns throughout the match (and trust me, itâs quite painful).
@Eirokaj One other thing that might be useful - a lot of the guides Iâve seen for this game just dump a list of combos without any real explanation. I see youâve been more selective with what combos youâve put in the guide (compared to, say, the wiki), so would it be possible to get a brief description of what each combo is useful for after the notation?
Aside from damage (and maybe potential setups after knockdown off from QCF+B ender), thereâs really no true intent behind the combos that are listed; I mainly was just trying to find as many combo routes to keep note of, to be honest. But despite that, I can still give your suggestion a shot and see where itâll take me from here.
Its a fairly difficult to execute in game for some thigns and easy for others. Ars Magna just uploaded a Tournament from 2014 that has a dope EX Amano . Really shows why EX can be brutal.
i get that part i just dont get why it exists if theres never a reason not to do it. i guess with some characters it is sometimes good to skip it and set up something else
All Ex characters are like that. Less health/take more damage however you want to look at it.
Shigenâs counter DM breaks the damage cap because itâs 3 hits that donât show on the combo meter so each hit gets reset and is full damage. Comboing his grab DM has the same effect: it doesnât scale due to it being a throw I guess. It canât be done to everyone though so it probably wonât come up often.
Yep I have. Arcade perfect with awesome music to boot. Only downside is the horrendous load times.
Man every character in this game is pretty fun to play. I really have problems settling on just one.
Character I am most interested in learning right now though is S-Washizuka. He is pretty tough to play, I donât see how the japanese move like that. So amazing.
Yeah I know most of his basic stuff, its just applying it all thats hard. I really have a problem doing running punishes after charging.
Also @Dracula_X do you know the correct way to do a run under turn around attack? basically so your attack comes out the right direction. There is a description in the wiki but its not clear.
Online for stuff thatâs banned itâs really just a gentlemans agreement I guess. The one I run into the most is Zantetsu A+C in the air. If they do something I ask them to stop. Usually they do but not always.
I hear people are running into lots of people using Ex Kouryu online in ps4. If theyâre spamming his fireball just walk forward and block. Youâll take a lot of chip but youâll get in eventually. Other options are using Zantetsuâs 236A or Amanoâs 623C (hard but doable) to reflect the projectiles. Moriya can teleport in on him and punish if your timing is good. Lee can AB~D to cancel the projectile and Hibiki can AB dodge them. Itâs dumb that people use him but nothing you can do really.
Imo easiest character is probably Setsuna. He doesnât have any links and heâs pretty direct. Game plan is basically get knockdown, activate armor (63213C), pressure with stand A and low jump B, punish stuff, repeat. Confirm A into 236A, 236236AB when you can. Speed is the same thing just use chains to confirm 214B and his DM.
Okina I keep meaning to write something up about I just havenât had the time. Short rundown of sorts: Heâs best in power. B turtle then 623B/C is a ghetto setup thatâll work on a lot of players. Look up cataphract playing him on YouTube. Power mode combos are usually something like 4Ax2 A xx 623A or 4Ax2, 2A xx 236B. A and B turtles can otg opponents. 63214C does good damage but only connects up close or after 6C. You can do 4A, A xx 63214C if you want. You can use it to punish ground recoveries though. 63214A also will connect after A/2A up close and you can use it if you want. Youâre safe if it hits. His DM only connects as a super cancel off of 63214B and that only works off a deflect. You can use it as a an early anti air if your opponent is predictable sometimes. Also will combo after 6C depending on screen position. His Sdm only really combos after 6C but its an awesome move to demoralize your opponents with and can anti air sometimes. Teleports are okay for runaway or surprising your opponent but the attacks are punishable so be careful with it. Heâs got tough match ups but nothing unwinable except maybe Zantetsu.
For dashing in and punishing stuff after blocking and always (unintentionally) charging your specials you gotta start combos with 2C or 4A. You still might get the untintended fireball though just takes a lot of practice. The other thing you can try is running in with A+C as itâll stop specials from coming out. Washizuka is a lot harder than Japanese players make him look, but heâs fun.
For jump cancelling the timing is annoying and hard to do consistently. You do a dash under someone then as soon as you cross their axis you do 8~2A/C and combo from there. If you do it right you wonât jump. It only seems to work right when you go under them. Iâve never been very consistent with it so I personally donât go for it that often. Hope that helps some.
Are there any dedicated LB2 channels on YouTube? Panda Girl Bingo is one of them, but unfortunately he/she hasnât uploaded any LB2 matches in over five years nowâŚ
been playing this game for a few hours⌠itâs really fun. simple but the mind games dont feel too simple. this game really needs more coverage and love
Iâll have to disagree with this. POW yuki can be for more offensive than Speed/EX Yuki due to Pow modes normal reflect. While damage output is roughly about the same, Pow requires less work and at times even have high damage put.
While I admit that havenât found the effectve/worthwhile use for her Pow B+C then Speed/EX.
But Pow other perks such as DM cancel, SDM unlocked, 6B,6C cancel works wonders for her.
Speed only advantage is easier conversion and slightly better mix up potential which is needed for few match ups I admit.
6B cancel? When I was testing* her frame data for her normals the only one that changes is 2A can be canceled on block but not on hit. 6B on block puts you in stun for 25 frames. You can cancel the last frame of stun with any special though and youâre only at -4 on block so youâre safe and youâre out of range for throws. Guard cancels are a threat, but that goes for anything that gets blocked. But if you try a fireball or a dp you might get poked out before it hits. Her 623A is her fastest special at 14 frames you could use at that range (her 63214C is 2 frames) and most people can poke you out. Whether they try it is another story though. They mistime their poke and get ice in the face. Risk/reward?
*Method of testing FBA-RR using lau scripts and frame advance.