-
Content count
796 -
Joined
-
Last visited
About LiveWireX
-
Rank
Vermillion Miles Away
- Birthday 07/07/1987
Contact
-
AIM
chainrevolver236
-
Twitter
@CanadianxTC
Other Info
-
Location
Ottawa, Canada
-
PSN
L-W-X
Recent Profile Visitors
945 profile views
-
LiveWireX changed their profile photo
-
Thanks, I appreciate it. I've been trying to sort of figure as much stuff out independently as I could, but I kinda had hit a wall, so with what you said it makes a bit of sense why.
-
So, I'm really new to using Adachi, so I'll admit I'm not sure the usage of this, but I was playing around in training and noticed you can DP off of 5C if you let it go past 5C(1). Like, I've been able to do stuff like j.C>5AA>5B(1)>5C>DP>Heat Riser (or the other Super I forget the name of that is the same input just with C or D) for some decent damage. I know you can go 5C>236BB, but I'm curious on if there are practical reasons to do DP off of 5C instead of the 236A/B moves, and if someone could maybe explain to me a little on why it is people seem to use the 236A/B moves in combos off of 5C?
-
Yeah, I can totally get that. When I first got the import it felt sooo weird to not be having the 22C end 22BBBBBBB.
-
Hm, yeah I can see that. So it sounds like I might just be trying to buffer the dash before 22C fully recovers so that I wind up dashing later into the stun than I would doing it properly. You're probably right, and it sounds like it's just an adjusting thing, as opposed to anything major. Thanks.
-
I know for me personally with CT, the only things that really come to mind are like...5B into either 6A or 5C into stuff, but that's off of a raw one and I admit I'm not the best at discovering new tech. Also, one thing's been getting to me. Could somebody possibly explain in some detail to me the change stuff to 22C and essentially how it factors into things? I mean, I know what's listed as the change, but to me it 'feels' more difficult to get the 22C>66C part of combos down and I find myself dropping them more. I'd kind of like to know as much on what's going on with the change to figure out just why it seems more difficult for me, and to see if it's something that other people notice...or if I'm just going insane.
-
I'm admittedly having a bit of trouble adjusting to/figuring out how best to use the Silencers in CP since it seems to play a much different role and all that. So uh, could somebody give me some help on that or some explanation of 22B Oki, or something like that. Yeah, it sounds silly, but I kinda feel like I've gotta learn from scratch.
-
So, I just figured I'd ask this in here since I'm going to actually seriously try to learn Mu in this iteration but what would you guys say is the most important thing to learn or try to remember when learning/using Mu?
-
Pretty much going to echo what people have said, and add on that some Drives (aside from the obvious example of normal 2D) feel more easily punishable this time than before. Things such as Spring Raid seem to have increased vulnerability/punish potential, and Assault Through is now almost punish on hit, if the move itself leaves you on the ground instead of going through the air. It's always seemed a bit amusing to me that punishing Noel often can turn to just "wait a couple seconds for her to be done".
-
Oh yeah, they're 6A starters. I went and cleared that up in my original post.
-
This is going to sound weird but, from just lab messing around and going off of starting combos with 6A>6C(2)>2D, or 6A>6C>6B>6D midscreen it 'feels' like I can get something decent off of it, and I can often do d.5C>d.5A>d.5B>236A from it, but I'm not sure what to go for from there. I sorta have the same problem with some stuff in the corner, as yeah I can just do 6A>6C(2)>6C>6B>6D>5D>5C>5A>Bloom Trigger (6A being the starter as before), and depending on timing can finish it with 5B>Chamber Shot, but I can never quite figure out just what the best sort of action would be. Just some quick advice, or suggestions or whatnot would be helpful. I also admittedly haven't really tried going in depth with the 22B~ stuff or 22C in combos, since I'm trying to take it a step at a time and not go and try to "learn everything at once", since I feel much more like it's starting from scratch in CP, than I have with any other iteration post-CT.
-
I just thought I'd throw in my 2 cents, to say that while I've gotten it to work one or twice with both hits of 2C, I'm not sure it's as practical as just going from 2C(1) > 5C since it's more unnecessarily tight and tricky for not really anymore benefit. And at least for me, with the j.C>j.D bit, if you can go to j.D after the first hit of j.C, it actually becomes surprisingly easy after a couple of tries.
-
Sweet, and here I was thinking I'd done my last Combo-Astral. Though, that being said, I'd almost kind of rather stick with CP Noel for most of it because once you get a taste for comboing into your Astral on people, you can kind of get addicted to it and cause yourself to really mess up if you obsess over it. At least, that's true with me sometimes, so I kinda think it'd be better to not have the option at all until I get the hang of things more.
-
So, I don't mean to go off topic here, but someone mentioned NOL costume Noel has 2 Astrals? Does that mean she still plays like normal CP Noel, but just has her old Astral? And if so, does that mean she can still combo into it if you don't go for the new one?
-
Can it really be said you "lived" if you've been essentially reduced to a 'ghost' that has to inhabit bodies anyway?
-
Weren't people already speculating that they thought Ragna was possibly some male Murakumo-like person?