Yui’s not so bad once you get a hang for parries. She has that great range, but most of her long-range attacks take a little while to start up. She’s easier to parry than Kaede anyway, or at least I think so.
Is Yui’s super air unblockable before the DP? There have been some times where I would be landing from a jump and I’d get hit by it. Which also begs the question, does this game have trip guard?
Now that parries can be done with the press of a single button, I feel a little more confident using it since the game used to be very picky with simultaneous button presses.
I just have a problem with characters that have a vastly easier time winning than others. I think it’s something that should be addressed, especially while the game is still so early in its life.
btw something retarded discovered earlier
a move that is blocked (and thus unable to hit you) can still be parried
try this with blocking saki early j.a then parrying it on the way down
uhhh welcome to all fighting games ever, balance is an illusion
wow that seems nasty. This might be bad for Natalia and her chip damage strategy.
WISHFUL THINKING. I was hoping VP would be our saviour.
wait what
so you block a pilebunker and quickly hit the parry button = you get a parry?
holy shit youre delusional
saviour he says
lol that IS pretty retarded. By default, if a move already connected, then it’s no longer active. But this is not the case apparently.
This looks extremely interesting and the visuals look really nice…
downloading atm!
I luv me sum DONJONZ.
Vanguard Princess as an Arcade game would rock my socks >.>
I discovered some more retarded stuff but not as retarded this time. Do a corner j.B crossup with Saki and 623C buffered (which should be 421C since you’re on the other side now). The DP will go the other way. To fix this, you gotta do j.B 2A 623C.
Oh, speaking about her j.B. If you have someone against a corner and they’re holding back, if timed right, her j.B will cross them up and hit them (making you in the corner). As seen here: [media=youtube]TLsXTKfuzSg#t=1m7s[/media]
Oh wait, I lied. There’s more. Saki’s 5BC overhead can crossup over a fallen body (except for Eri’s if you throw her) and you’ll be on the other side. Kinda like Arc’s dash. But the retarded part is if you time it right, as they wakeup, the overhead will hit after you crossed their fallen body meaning they have to block by walking forward. As seen here: [media=youtube]TLsXTKfuzSg#t=2m40s[/media]
Didn’t think I would but after having finally been able to test this game out on my arcade stick today, I’ve officially have fallen in love with this game. I really wish this game gets some sort of attention and becomes something more later on down the line.
Kaede is hawt.
…no because the pilebunker attack is only active for a few frames, he’s talking about an attack that stays out a LONG time like lilith j.B. Stand in the corner, have her do j.B as she rises from the jump and block it, THEN reflect as she comes down, and the reflect will still block it.
Yessir
Well the thing about Yui is that most of her options is low risk and high reward. Because of her range and speed, its really hard to punish her stuff on block or on whiff, especially for a few characters. In my opinion a good solution to balancing Yui out is to give her more startup or recovery on her moves and a bit of a damage nerf on her 236BC super, I think she’ll be fine afterwards.
In other news, I found a different variation of Kurumi’s corner loop with Eko 6D since her old one was nerf’d in 1.01. I put up the combo on the wiki for those who wanna know.
ok i understand that but then what does this mean
ah whatever i dont care. just idle curiosity
@ music uploader: thanks for the music
I’m kinda surprised that Yui’s super wasn’t nerfed in any way because it seemingly combos from like, half her movelist without the need for counter hit. :\
He was mistaken, like you were.
Ama ikazuchi
also
It comboed in her entire moveset before.
According to Sp00ky, the super actually had a damage boost in 1.01, about 5% more…