Then, write a guide for a character that isn’t used as much. It should start an influx of that character. Say, like Olivia or Dokurod.
I could do a Face one.
Provided they didn’t change too much of his stuff from the arcade release.
as far as I know, there isn’t much changed. Aksys said that they did some balance chages, but I don’t think anyone knows what they are.
face preez
I wish I could find 1 match onine
Sorry man. Im having Online issues with my XBox, otherwise I’d play =(
olivia it is!
olivia’s objective: to corner her opponent
why?
- heat up unblockables
- heat up overhead/low trickery
- heat up post-grab combos
- post-2D juggles
- in the corner it doesn’t matter that most of olivia’s knockdowns are tech roll-able
olivia’s strengths:
- strong corner game
- awesome command grab
- fast movement
- strong normal moves
olivia’s weaknesses:
- no verifiable low combo outside the corner besides 5B 2D
- no verifiable standing combo, unless opponent is crouching or counter hit
- weak anti air
- all knockdowns are tech-rollable and lose momentum outside of the corner, except for 2D and supers
- no reversal
noteworthy normals:
5C - great poke. fast, long-ranged, high parry
2D - best sweep in the game by a mile. long range (longer than 5C!), beats a lot of stuff, fast
leaves opponent in juggle state
not tech roll-able
olivia is pretty much always trying to hit this move, as it goes a long way towards cornering an opponent, and if the opponent is already cornered it leads to big damage
also has the distinction of being olivia’s only move that isn’t tech roll-able outside of supers
2C - another long-ranged low poke, though not as long as either of the two moves above
it is cancellable though, and combos into 236C (into 214214P) at most ranges
generally used to whiff punish and to punish unsafe moves at a distance
5B - low attack. chains into 2D for a natural combo which is safe on block. also chains into 6D for corner heat up unblockables
5D - the closest thing olivia has to a standing anti-air. if done early enough, works decently well. she’ll often have to use jump back C for anti-air against other moves that beat 5D or against opponents that air parry
close 5C - olivia’s combo starter against opponents who are looking to low parry
against a crouching opponent or on counter hit, olivia can link 2B -> 236C (into 214214P) afterwards
can’t really verify anything off of it on standing opponents, though it sort of seems possible to verify and late cancel into 623C or whatever. need more testing
in the corner, close 5C chains into 6D for a heat up unblockable that must be standing parried
3D - basically 3D is 3s chun’s df+roundhouse. it has its uses, but will generally get you bounce parried
alwas has to be blocked as a cross up
after a 5B 2D combo midscreen, you can dash, move backwards a bit and do a 3D which makes it really ambiguous whether she’s going to hit or not. if they whiff a parry you can do a big combo, or if they expect you to whiff (it almost always looks like it’s going to whiff) they may eat the 3D into 2C -> 236C
crosses up in the corner
6D - a sneeze, can be charged up by holding down the button. on full charge the sneeze becomes unblockable and wires the opponent. deadly in conjunction with heat up
on counter hit 6D always wires
6D has upper-body invulnerability
special moves:
236P
A version combos off of 2B on standing opponents, but doesn’t knock down and does minimal damage. also is unsafe on block most of the time. generally just not a good idea to use
C version combos off of 2C at most ranges, and 2B against crouching opponents
knocks down, but is tech-rollable
for some reason, though, you can super cancel the C version of the move even though she appears to be off the ground. since the C version knocks down, super cancel into 214214P
super cancelling into 214214P after a juggled 236C generally doesn’t hit
236C is also what olivia uses to punish things from really far away like deathbringer’s 623P
use 236P to get in closer after a 2D knockdown midscreen while building meter
623P
A version: there’s no reason i can think of to use it
C version: mainly used as olivia’s most damaging combo ender without using meter. neither version has any invul or any use as an anti-air, and both can be tech-rolled
63214P
i’m pretty sure both versions of the grab are identical
this move alone gives olivia a scary mix up game up close. off of it, she can get dash -> close 5C -> 623C against every character except watson. watson flies away after the grab, so all you get on him 236C midscreen. if you want to use meter, olivia can do dash -> 5C -> 236C -> 214214P for a lot of damage
(air) 214K
B version shoots down at a steep angle and recovers quickly
D version shoots down at a 60 degree angle and recovers slowly
the B version is what you’ll mostly be using. if you can get the opponent to block it deep enough, there seems to be frame advantage afterwards (don’t quote me on this)
beats most normal-move anti airs
on hit, the opponent gets launched up for a juggle, so the reward is high
can be cancelled into from jump D, which forces a mix up situation: (air) 214K must be blocked high, so the opponent has to keep standing if they expect it coming
(air) 214K (hold)
use this move if you expect your opponent to attempt to parry the the (air) 214K; not to be tricky like you think you’re magneto. if the opponent does whiff a parry, come down with a full jump in combo
supers:
236236P
this super generally does more damage than 214214P in ground combos. also seems to be have a little more invincibility. generally used to punish moves from afar or after 2C from max range
214214P
since this super juggles, it’s used in most of her combos. generally used after 236C or 2D in the corner
on block, the last hit is easily bounce parried
heat up:
causes birds to attack after olivia, extending combo and attacking possibilities. mostly useless outside of the corner. i don’t think she gets any new chains either. birds cannot be tech-rolled
A attacks: 2 birds
B attacks: 3 birds
C attacks: 4 birds
D attacks: 5 birds
special moves: 5 birds
corner unblockables:
olivia’s 6D is unblockable when fully charged. it can be chained into from 5B and close 5C
when in heat up mode, chaining into charged 6D causes the birds to go nuts and drill away at the opponent. on hit the 6D actually combos, and on block it’s inescapable
the opponent has to parry the first hit of the chain to escape the unblockable. if they parry the first hit, a few birds hit the opponent for free, then a hole in the birds appear for the opponent to escape through. you can let go of 6D on reaction and still combo off of the birds, but it won’t wire and you don’t get much out of it
since the opponent has to parry the first hit, you’re going to have mix up between starting the unblockable with 5B or close 5C
the trick is spacing. the rule of thumb is that you want to be just far enough so that the 6D just barely reaches. that way the birds have less of a chance of whiffing over crouching opponents. for chaining off of 5C, you want to be as far away as the game will let you be while still getting a close 5C
the unblockable set up works a lot better on some chars than others. works best on big characters, not so well on smaller ones
getting the unblockable off of 5B is easy on most crouching characters except urs and the girls. getting it off of 5C doesn’t work at all against urs and the girls. possibly marco too? (watson is fat pretty much everything works on him)
after the unblockable hits, i juggle a close 5C, then walk up and juggle another far 5C if the birds didn’t eat up all the juggle potential. from there you just set up the unblockable again as they’re getting up
combos:
(damage numbers coming later)
low combos:
5B 2D
2C 236C 214214P
2C 236236P
standing combos:
5C 236C/623C
5C 2B 236C 214214P (crouching opponent / counter hit)
midscreen post-grab combos:
63214P -> dash -> any ground combo
63214P 236C (vs watson)
63214P 2C 236C (easy can’t miss combo)
high bounce parry combos:
high bounce parry -> jump C -> jump D -> 2D (not tech roll-able)
high bounce parry -> jump C -> jump D -> 623C (more damage)
high bounce parry -> jump C -> jump D -> 214214P
low bounce parry combos:
low bounce parry -> super jump C -> 5C 5C 5D 236C 214214P
situational combos:
(air) 214K 236C
(air) 214K 214214P
3D 2C 236C 214214P
2A 2B 214A
2A 2B 236236P
corner combos:
2D 2D (not tech roll-able, sets up heat up)
2D 623C (from most ranges)
2D 5C (max range)
63214P -> dash + heat up -> 5C -> walk -> 5C -> walk -> 5C -> 2C -> 236C (sets up unblockable)
(heat up) 6B 2C 236C 5D (starts from overhead)
random stuff:
you can kara cancel 3D into (air) 214K, which actually makes her fly the other way. not terribly useful, other than for looking fancy and maybe running away while building meter
the way you kara cancel into it is weird. you actually have to do 214K as 236K, probably because she’s turned around in the air
you would think doing the kara cancel as 23D6K would be easy, but i have way more success with 2363DB. even though, i only get it like 10% of the time
in heat up, 236236P can be super cancelled into 214214P (peace out 3 bars)
in heat up, 236236P can be juggled after
yeah i never understood the number lingo. Well Im not any good but ill be on most of this weekend.
i can write these up pretty quick. i think im gonna do a “popular” character next… maybe coyori
… Watson… >.>
i actually was thinking about doing a quick write up for face, but i’m interested in seeing what leebee link puts up
coyori’s objective: to get the opponent in heat up mix ups
why?
- heat up combos do at least twice as much damage as the average coyori combo
- heat up allows coyori to have a very damaging mid/low mixup
- heat up is basically like yang’s SA3, with more damage and without unblockables
coyori’s strengths:
- ridiculous in heat up mode
- difficult to keep out; air dash gets around stuff, jump D beats a lot of stuff, multi-hitting air moves make her hard (and risky) to attempt to parry against
- combos cannot be tech rolled, allowing her to keep momentum
- rekka mix ups are very risky to parry
- builds bar quickly
coyori’s weaknesses:
- very low damage combos without heat up
- very low damage high bounce parry combos
- throw is tech roll-able, loses all momentum midscreen
- weak anti air
- no verifiable low combo starters
noteworthy normals:
2B - quick low kick, combos into 236A
5C - standing combo starter. chains into 5D for easily-verified combos
2D - slide. quick with long range
not tech roll-able
unsafe unless ranged well
2C - the closest thing coyori has to an anti-air. not very reliable
jump A - chains to jump B. useful out of air dash
against opponents who will try to parry your jump A B chain, just do the A, then combo them when they whiff the 2nd parry
jump A B chain is also useful as air-to-air, pops the opponent up high for mix ups
jump D - hits 3 times, can be used as a cross up
probably coyori’s most important normal outside of heat up
practically abuseable against most characters
however, abusing it will get you killed as it will often get parried twice then high bounce parried
most characters have to parry it to deal with it, though. be unpredictable and periodically empty jump, watch them whiff the parry, then do a big combo
6B - advancing overhead hop
hits twice
very slight frame advantage on hit
pitifully low damage
chains from 5B, 236P
becomes beastly in heat up
special moves:
236P
the start of coyori’s rekka chains
A version is fast, relatively short-ranged. combos from 2B
C version is slower, goes farther. does not combo from 2B
combos into 6A, D (at most ranges)
chains into, but does not combo into B, C, 6B
unsafe to fast moves on block. chaining into 6A and D will beat attempts to punish a blocked 236P, but those are unsafe as well
236P 6A
combos from 236P
combos into another 6A
chains into all other rekka options, but does not combo into anything but 6A
if you expect opponent to try to parry the 6A afterwards, chain into C
unsafe on block
236P 6A 6A
combos from 236P 6A
does not knock down
safe on block
can be parried into bounce parry after blocking the first 6A
(from rekka series) B
dashes behind opponent and kicks
can cross up cornered opponent
good option to get out of corner
is easily interrupted (which is the best answer)
on hit, leaves a neutral situation at midrange
will get bounce parried if used predictably
chains into C and D (neither will combo)
(from rekka series) B (hold)
dashes behind opponent, does not kick
adds to unpredictability of rekka series
use against opponents you predict will try to parry the kick, then do a big combo
if you have them sufficiently spooked so that they’ll just sit there, throwing afterwards works too
(from rekka series) C
slow overhead which launches
best used not as an overhead (unless playing in laggy conditions), but as a counter to opponents trying to parry
safe on block
easily interrupted
(from rekka series) C (hold)
fake overhead
not terribly useful; most people don’t try to block or parry the overhead, they just interrupt it
(from rekka series) D
knocks down
combos from 236P at all but the farthest ranges
fast, catches people mashing or trying to jump out
is a low parry (everything else from rekkas is a standing parry)
unsafe on block
though unsafe, necessary to use in non-guaranteed situations now and then to prevent them from moving or mashing out of the other rekka options
(from rekka series) 6B
relatively fast, advancing overhead
only chains from 236P
useful to keep momentum going, due to slight advantage on hit and close range
parry bait
becomes a lot more useful in heat up
623K
B version isn’t very useful outside of a high bounce parry combo
D version has incredible range (nearly half screen) and combos off of any of coyori’s cancellable ground normals
can be followed up with 2D for a knockdown that’s not tech roll-able
has no invulnerability; cannot be used as a reversal or anti air
623D 2D does more damage than 236P D combos, and combos much more consistently. should be coyori’s main combo ender
first hit of 623D can be super cancelled into 236236K
supers:
236236P
ground combo super
no invincibility
not that much more damage than a standard combo
generally a waste of meter that’s better spent on heat up
236236K
mash-able
very fast, but no invincibility. will trade with meaty moves generally
again, generally a waste of meter
heat up:
coyori gains a lot of beneficial changes when in heat up. some of the more important ones:
6B -> jump C chain - the most important heat up buff, allows coyori to get a full combo off of her 6B overhead
the jump C will only hit 4 characters while crouching: donvalve, deathbringer, watson and coyori (coyori must be in the corner and close, though)
against every other character, you have to do 6B, whiff the jump C, then link 2B afterwards and go into the combo
6B -> jump C chain must be parried 3 times and is not vulnerable to bounce parry
if the opponent just blocks the overhead coyori gets to keep attacking
coyori can pull out the heat up 6B out of nowhere just by doing 6ABC
likewise, coyori can pull out a heat up 2B out of nowhere just by doing 2ABC. this should be your punisher for unsafe moves
2B -> 5C chain - gives coyori an easily verifiable combo from a low 2B
2D hits twice, first hit is cancellable into special moves, second hit launches and is jump cancellable (on hit only)
5C chains into 6B and 2D - if the first part of your heat up mix up (6B or 2B) is unsuccessful, these chains from 5C give you another chance
(from rekka chains) D is jump cancellable (on hit only) and launches
gains double jump - mainly useful for combos
all air normals knock down, generally leaving the opponent in juggle state
jump B becomes jump cancellable - (jump B -> instant air dash B) loops are a staple of coyori’s heat up combos
623K can be done in the air - coyori’s combo ender (after jump B loops) when heat up is about to run out
the standard coyori heat up mix up:
6B jump C -> 2B 5C 5D 236C D -> etc. (overhead)
2B 5C 5D 236C D -> etc. (low)
if the first part of the mix up is blocked, your second chance to mix up is at the 5C; do 6B or 2D
a good opponent that successfully defends against the mix up is either going to parry the 6B and combo you or block the 2D
from 2D you have to go straight into 236C. if it hits you can go into D as normal and combo
if 2D 236C is blocked, your last chance to mix up is to either do 6B again, or D, which is unsafe on block
it is important to note that in battle fantasia heat up will last until your combo ends. this means that if you have .5 seconds of heat up left and hit with a combo starter, you still get to do a full heat up combo before it runs out
if you launched your opponent in the corner fairly early on in the heat up, the combo you should do is simply jump B -> jump cancel jump D
this does about 200 damage less than the standard combo ender, but knocks the opponent up really high and allows you to do an invisible 6B / 2B mix up again on them while coyori is off-camera, while still in heat up
jump B -> jump cancel jump D does not work on marco and watson
midscreen, your combo ender after your first launch should be jump B -> IAD B -> (air) 623D 2D
this allows enough time for one 6B / 2B mix up before heat up runs out
the standard combo ender (which also ends your heat up) is (jump B -> IAD B) x3 -> (air) 623D 2D
combos:
(damage numbers will be updated later)
off a jump-in:
2A 2B 623D 2D
2A 2B 236236P
low combos:
2B 236A D (sort of verifiable; 236A is unsafe but you have options)
standing combos:
5C 5D 236C D
5C 5D 623D 2D
5C 5D 236236P
high bounce parry combos:
high bounce parry -> jump B -> 5C (1 hit) 623B -> 623D 2D
high bounce parry + heat up -> (jump B -> IAD B) x9 -> (air) 623D 2D
low bounce parry combos:
low bounce parry -> IAD C -> 5B 5C 5D 623D 2D
low bounce parry + heat up -> IAD C -> 5B 5C 5D 236C D -> jump cancel -> etc.
heat up starters:
6B -> jump C 2B 5C 5D 236C D -> ender (overhead)
2B 5C 5D 236C D -> ender (low)
6B -> jump C 2B 5C 2D (1 hit) 236 C D -> ender (overhead, midscreen vs skinny opponents)
heat up enders:
jump B -> jump cancel jump D (corner, allows best set up, least damage)
jump B -> IAD B -> 623D 2D (allows best midscreen mix up)
(jump B -> IAD B) x3 -> 623D 2D (when heat up is about to end)
random stuff:
you can parry during an airdash. pretty necessary actually
when the opponent is knocked down in the corner and you have no meter, you want to air dash and do one of the following:
- come down with A B chain
- come down with a really deep A (if they attempt to double parry you get a combo)
- press A just a little early so that you whiff it and land, then 2B 236A (surprisingly tricky low option)
- press A early and whiff, then throw
- press A early and whiff, see if they whiffed a parry, then 5C 5D -> etc
- parry (if they have a dp or super)
in heat up, 236236P can super cancel into 236236K (peace out 3 bars for no damage)
in heat up, 236236K does wayyyy more hits
Oi Buk if you wanna write something first that’s fine; I’m kinda getting raped here with midterm papers so I won’t be able to put something complete together til’ Saturday I think.
Either way, sorry to keep you guys waiting. :tup:
I finally broke down and purchased the game. I have to say that I really like it but the only problem I’m having is getting comfortable with the game as far as movement and flow are concerned. I spend half the time getting thrown by the computer and thus far my combos are limited, save for using Watson’s BnB. Can anyone recommend a good site or thread link for beginning players I really want to master this game? Thanks in advance guys
Finally managed to get some matches in online, but I was getting trounced because I was letting specials and supers come out on accident. Also got thrown in situations that I thought I shouldn’t have but oh well…
When I tried playing online the lag was too much for the match to be any fun
Anyone in the Detroit/Ann Arbor area play this that you guys know of?
Or if someone is bringing it to SB3 I’d totally play.
do a face write-up please!
im going to try to get in a few games tonight
if your ping is like 80 or above then the game turns into shit, otherwise a “good” connection is a lot better than a “good” connection in SC4
yeah, almost all of my match are above 80…
I gotta start playin this again, been breakin away from it for ST
Doesn’t the jap wiki already have write ups for each character?
Spooty keeps trying to talk me into this game…
What game does it feel like?