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About Xtra_Zero

  • Rank
    Selling JP PSN cards for Bitcoin
  • Birthday 01/15/1986

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  • Location
    Kobe, Japan
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  1. Xtra_Zero

    Wishmere - out now

    You need some hitstop dude. Makes the game easier to follow for both players and audience.
  2. Xtra_Zero

    Nitroplus Blasterz: Heroines Infinite Duel

    I'm not sure if we're talking about the same attack, but the somersault hammer leap is good at stuffing opponents who like to jump, basically regardless of what they're doing. Also, crumple moves are gdlk in this game.
  3. Xtra_Zero

    Nitroplus Blasterz: Heroines Infinite Duel

    Althea + Dragon for big damage. If you catch people in the air with 2C, drag them to the ground with Althea -> stuff -> Red Dragon/Startup Blue Dragon -> orb explosion super -> Blue Dragon hits -> air orb explosion. 2C is pretty good for tech traps. I've also had luck with blue dragon in forcing people to choose between getting cihpped by blue dragon (and put in a bad situation) or getting grabbed by Saya's ranged throws / 236 AB super. It's a little gimmicky but I've had success with it. Other than that I've had some trouble with backdashers on wakeup, particularly with Ruilii. Once I start blocking Ruili I find it impossible to get away and on her wakeup she can just backdash to avoid all your options except 5C, but unless you have meter for C+E even that is not very threatening. As for Muramasa, she isn't played much but I think she's decent. She has one of the best supers in the game (fullscreen, huge damage reversal), long range lows and vacuum moves. I've also been trying Ein a bit. Ein is pretty awesome but god her normals suuuuuccccckkkkkk! Her As are basically useless, which makes confirming hard (except for 6A. 6A is good shit). You're gonna be starting most combos with 2B or 2C. 5C has some weird property that I haven't completely figured out yet but the range is ass. The bat assist seems good, if you land A bullets you can confirm into the bat, which brings the opponent close for a melee combo. C bullet use seems kind of questionable, you can attack afterward while falling but I think you're at disadvantage.
  4. Xtra_Zero

    Nitroplus Blasterz: Heroines Infinite Duel

    For posterity, Saya @ 1st vid: 12:22, 22:55, 26:12 2nd vid: 22:50, 25:22, (vs Mora)27:38
  5. Xtra_Zero

    Nitroplus Blasterz: Heroines Infinite Duel

    Thanks. Anyone know how to do the super where she sticks her foot out of the ground? It's not on any movelists I've seen.
  6. Xtra_Zero

    Nitroplus Blasterz: Heroines Infinite Duel

    Been playing Saya, having trouble keeping up with other chars. Any info on Saya strats?
  7. Yo why did the overhead reaction thread get locked? Discussion doesn't get much more on-topic than that

  8. My local arcade still hasn't updated to 1.1. Wonder why.
  9. The test is to see if you can get projectile-BSed by a grounded opponent, while in the air, while invincible. So unless it was during your DP invul frames it doesn't count.
  10. Yo here's a question. Does new BS repel on air projectiles at all in an air-to-ground situation? Maybe this has something to do with the opponent being in a throwable state since it uses the throw hitbox? If I-NO is not on the ground and uses a projectile but the opponent is, she's not throwable by them, and possibly not BS-able either. If this test is applied only on projectile-BS and not on melee-BS, it would explain the discrepancy between invul melees being BS-able and this I-NO case not being BS-able. The ultimate test would be to use DP invulnerability to try to derp up a BS activated by a projectile. Something like Ky SE YRC dash up then try to DP through a BS activated by the SE.
  11. Xtra_Zero

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Stupid shit I do: - 2D on opponent's wakeup - In corner, punish airtech read with HVV, then when I sense an FD I airthrow lol - Bandit bringer - Fafnir 4 times in a row - Low profile opponent's fafnir/ other moves from 3/4 screen with grand viper That said, this is GG. If it works, do it.
  12. I think the reason it does that is so you have a chance to rethink your action after the opponent RCs, but really it hurts just as much sometimes because then your timing is off. Really I think the slowdown in general is unnecessary (This is an example of a problem that didn't exist before but appeared in Xrd because of RC slowdown) but that's me.
  13. So this is confirmed fake?
  14. Yeah I'd say if it's going to stay they can at least remove the countdown.