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Post by MrHadouken on Nov 1, 2005 23:23:58 GMT -5
blah and I thought i was cool when I found a 6200+ combo with Nayuki's Mom
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Post by MrHadouken on Nov 2, 2005 1:25:05 GMT -5
Ok me and Cez already found at 7900+ plus combo for Akiko!
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Post by linalys on Nov 2, 2005 1:26:17 GMT -5
9700 for full bar is still better. =p
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Post by linalys on Nov 2, 2005 17:26:36 GMT -5
Some Sayuri changes I've noticed after some more use.
Magical counter moves forward a little now instead of straight up. Her 421 in the air now shocks them longer, as in the shock animation before the stun guage appears is longer, meaning it is easier to combo after now. I'm not entirely sure but 5c now seems to have a longer cancel window, I find it easier to cancel now than I did before.
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Post by whc007 on Nov 3, 2005 17:30:36 GMT -5
well,,, the worst change is Shiori is that it is hard to do infinite stoll attack than it used to be in 3.10,,,
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VManOfMana
Junior Member
5/VMN ? The True Eternal
Posts: 66
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Post by VManOfMana on Nov 4, 2005 11:34:21 GMT -5
If what you want to do is to get close to turtle characters just do teleport cancel with B > IC. After a while the slide does get predictable so unless you predict your opponent and get them on recovery, you have to IC anyways to prevent a counter.
I cannot tell about chi Mai's super fireball having more startup, but it is faster and makes a lot more damage. So if the problem is to combo after a midscreen ground combo, just make the ground combo shorter for less pushback. The extra damage of the fireball itself is worth it. Grab > BIC > 2B > super fireball is 6000 damage now
5C juggles differently ground to air - it no longer plants the opponent right away. That can be used as a new IC > combo possibility.
The main loss I see right now is that it is not possible to put chi Mai on the opponent's back and do 236D or 412D (421?) anymore (236 barely whiffs, 412 is gone), but there is still 22D.
chi Mai's old after-summon 214214 was useless. The new one could be used for "there is too much stuff on the screen" setup.
I have to confirm this, but it looks like 6C is no longer cancellable.
Anywas, I don't think Mai is worse. Different, yes, but we won't really know how good she is until people get used to her.
NayukiB and Akiko will get patched for sure. It's good that they are getting broken fast. That's good for the game's balance.
whc: mind "translating" the untranslated name moves? Sometimes its figuring out the move itself just by looking at the change descriptions.
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Post by whc007 on Nov 4, 2005 12:26:21 GMT -5
Well,,, Akiko and NayukiB is less likely to be patched,,, Because not many Japanese high class players think they are powerful. THe combo itself is powerful, however, if you play them, then you will notice that they have too many small weakness and if someone of my level sees that, than they can make critical damage to Akiko or NayukiB. Even I can do, so that means those who are above me can do better.
Well,,, let's see what happens in the tornament that will be starting on the thrid week of this month,,,
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Post by linalys on Nov 4, 2005 12:39:13 GMT -5
How are Akiko and NayukiB broken? Because they have a 9k+ lvl 3 combo with full IC bar done under perfect conditions? Welcome to the rest of the cast basically.
NayukiB has fundamental problems that you'd see if you played her. Akiko I can't talk for as I haven't played her. But NayukiB is so far from being broken.
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Post by whc007 on Nov 4, 2005 12:49:44 GMT -5
In 3.10, the thing that made Mai powerful was making the opponent in pressure by not letting them able to get chances for counters. It was her basic style since Blue Sky Edition. The power itself is more powerful, but will you be able to make a chance to make that critical hit? Not in practice mode, in a real battle. By losing ability of putting opponent under presure is really critical. Let's see. The pattern of Shiori is 2b by using her long hitting duration. That makes her enable to start a combo. Akiko doesn't have any moves that puts opponent under presure, but one of her ES that makes time go slow and making some disabilities to the opponent enables that. Make opponent hit the ground and use the ES and continues her attack before opponent uses any RF that can help them earn time or run away. Kano uses her long range, as well as Mio does. Misaki, Nanase use guard attacks Mishio uses quick dash attacks etc,,, The main technique of EFZ is not only high damage, but also the technique of put opponent under pressure. When damaging combos and technque of putting others in pressure gets together, thats when people can be called as an expert. By the way,,, Mai's 6C is still cancellable,,, just you need to do IC faster than it used to be. and what is the point of saying 'mind "translating" the untranslated name moves? Sometimes its figuring out the move itself just by looking at the change descriptions. '
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VManOfMana
Junior Member
5/VMN ? The True Eternal
Posts: 66
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Post by VManOfMana on Nov 4, 2005 12:50:53 GMT -5
Another way to cut distance with Mai is A teleport - it now teleports in front of the opponent even if the opponent is on the opposite corner. Plus, recovery is ICable.
Also, chi Mai's stick whack has a pretty fat hit box. It can now be used as a mixup since she hits behind her when she swings the stick.
chi Mai's electricity (what is there instead of the small fireball) allows to juggle but not loop. It has very little juggle meter.
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Post by Raven on Nov 4, 2005 13:38:42 GMT -5
Another way to cut distance with Mai is A teleport - it now teleports in front of the opponent even if the opponent is on the opposite corner. Plus, recovery is ICable. people can do that back in 1.00 already so that's nothing new, but why people stop doing that? because the lag/stun time after the teleport A is big, and i'm not going to waste a IC just to cancel it. Anywas, I don't think Mai is worse. Different, yes, but we won't really know how good she is until people get used to her. why people consider 3.xx mai is worse than 2.xx mai? one of the main reason i think is midscreen combo. and 4.xx still dont have that.(until i test some of the stuff of today's gathering) I'm not going to agrue is Mai good or bad in this patch but i'm definity dont like the change since Mai is not over power or anything back in 3.xx already. If i lose more than 10 matches today i'm going for Mizuka from now on
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Post by Raven on Nov 4, 2005 17:21:34 GMT -5
Change on Mizuka -236+b's arc actually will boomrang back faster, i dont have to wait for 4398057sec for my bow to come back now! -214214+attack dont smash that much notes but oh well. -is it just me or i can combo easier with her now -F nayuki(awake), she wake up too fast -LOL i never notice 641236+a/b/c dont make notes disappear (<- THIS PROBABLY IS NOT A NEWS)
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Post by treusbucks on Nov 4, 2005 18:10:41 GMT -5
641236 before did make notes disappear, so it's new. Speaking of which, it also makes the opponent fly across the screen, which it didn't do before. and I agree, I like 236B's instant comeback now
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Post by whc007 on Nov 18, 2005 15:10:09 GMT -5
Character Ranking according to Japaneses players (This chart doesn't include Kanna who has ratio of 8:2) 13. Nov. 2005
Rank A: Mio, Mayu, Nayuki(Sleeping) Rank B: Mizuka, Akane, Mai, Mishio, Ikumi Rank C: Kaori, Makoto, Unknown, Ayu, Misuzu, Shiori Rank D: Nanase, Sayuri, Misaki, Akiko, Minagi, Ex nanase, Rank F: Nayuki(Awake)
,,, Mai is ranked as B because Japaneses think that as the total damage increased, Mai is still not that bad,,, even though it really seems to be,,,,
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Post by Raven on Nov 18, 2005 18:39:35 GMT -5
Where is Kano!?, is Kanna/Kano = Rank S?
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