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About SectumSsempra
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New Blood
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
SectumSsempra replied to Anne's topic in Guilty Room
I feel like the biggest issue with this entire forum at large is that people try to back seat mod and reprimand others wayy to often so you'll literally have a discussion, then a break down on why that discussion doesn't belong in an already slow moving thread. Anyway I can't even get on psn. Does anyone know why the netcode does the odd different input delay per person? Wouldn't that technically put us at different points in the match, which is even weirder? -
Thats more of an accidental thing you get to take advantage of. I find that people who hop over my head a lot tend to get hit by debilitate instead of a simple 5b like it was going to be. It' not common, i just dont think its like a reliable like "hey they are going to cross me up" type deal unfortunately. Then again elizabeth performs best for me when i use a series of gimmicks in odd ways.
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This has to be some kinda of joke. Liz nerfs, it's not very funny but its there. Well I guess the randomizer thing is cool, if only it worked on dps and things that her her from behind.
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I wonder what the 'certain conditions' are for elizabeths hamaons. I don't really see her stuff fixing her issues, but its cool at least.
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The only use for dia I've found is using it on people who don't realize sb version can be held and is projectile invincible while they are paralyzed. Super gimmicky, but hilarious to hear elizabeth say 'do you have a problem' as they are just chucking things at you.
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2A>2B>jc>j.B>j.A>j.C the part that can ruin all follow ups is the 2b jc to J.B, the speed there is important (J.b. basically needs to hit rising if that makes sense, JA as you're falling, JC as your finishing your descent, almost no break between), also the jc being a 9 instead of A helps a lot. The height you hit them with J.B is important, I too thought it was the A or C for the better part of an hour. Unfortunately I still prefer dropping the damage and going for a simple 5aa> 5b> 5c(2)> 2C > to whatever depending on meter( zio, bufu, bufu to Sb zio) from ANY garu, not just this one, if they bounce right, a lot more reliable.
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Thank you kindly, I understand the ones in the advanced link you gave way more after the explanations so thanks. I see in Chrono Phantasm she'll be a bit different, but i really just wanted somewhere to get some sort of foundation so I'm not lost out there. I picked her as a character to try to get a feel for things because I wanted to use amane, but I've always thought litchi and carl were interesting. That Honestly did make things quite a bit more clear.
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Is there anyway someone can concisely point out the most reliable and consistent midscreen and corner combo, that would help branch out into learning others? What exactly is tanki hatsu/? Is there a specific reason that her combos are listed entirely by move name(specifically names featured no where in the game) instead of input, it made even learning some more basic things quite a hurdle. Also last question is it fair to assume that every "ippatsu" that i see in a fair number of combos is simply the a follow up on staff? It seems like not all combos specify.