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Icekin

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About Icekin

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    Icekin

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  1. Icekin

    [UNIEL] News & Gameplay Discussion

    You could say Potemkin's highlight would be pure strength as well. Waldstein too. Mika-chan Cannon straight up says "grabs the opponent" She doesn't look pure grappler, but I would bet she at least has one good command grab to make people nervous about downbacking too long. I just hope her inputs aren't too rough.
  2. Icekin

    [UNIEL] News & Gameplay Discussion

    Yeah, although the forums aren't very active. There's facebook groups and Discord if you want to find players.
  3. Yuzu's battous (236x) are minus, but that doesn't make them unsafe. She can use several of them in the same stance, so it's risky for your opponent to just immediately dash after blocking one. It's a move you usually only use at range too, where -10 is not that bad. You can cancel the stance with D, but I think there's also a way to make recovery even shorter by canceling a blocked 236 into a short slash and then D (so for example, 236A > B (whiff) > D). Someone confirm/deny/explain better. Yes, very. Maybe, but its use is situational and hard to do. I rarely see it, and when I do it's never that great. If you hold down a button after using a special, you can then input another special with another button to cancel into it. For example, 236B (hold down B) then 236A will do the two slashes one after the other. If you do 236B, cancel stance then 236A, it will be much slower. This is a simple example with much better applications, but you get the idea. You can do it on block at range any time, it's one of yuzu's greatest strengths. [6]4 and [8]2 are intentionally hard to use, there's no way around it. You cannot block while charging a beam. You can however use your other move animations, such as crystals or the ball projectile to charge a beam on top. If you hold down and forward, you can charge forward without moving. It's easier to charge if you alternate projectiles; If you do [4]6, as soon as you hit 6, you are charging a beam. When you launch that beam, as soon as you hit 4, you're charging a ball. You can go back and forth like that. As for [8]2, you have to charge it during a jump, or during a long attack animation, such as j.C, 66C, Chain Shift, etc. He does have a standing overhead; his FF, when charged, is a high. It doesn't combo unless you have CS though. His mixup is indeed a mix of staggers, assaults, projectiles and grabs. That depends on the character and matchup. For characters without a solid reversals like Chaos or Hilda, it is good to keep 100 meter on hand to Veil Off on defence. For characters like Eltnum who gain a fullscreen move once they have meter, it is good to keep (or use) that way to help their neutral. Some characters can't combo off certain hits unless they spend meter. Generally, meter is best spent in two ways; making unsafe moves safe by canceling them into an EX move, and gaining access to an invincible reversal if you do not have one. For example, Yuzu does not have a frame 1 invuln move without meter, but with meter she does. Vatista and Hyde already have a DP, so they don't really need to use it for that. Vatista however has an overhead ([8]2) that is very unsafe on block, so if it is blocked, you will want to use 100 meter to cancel it to EX beam to make it safe. Hyde can use his projectile followup as a frame trap, like the one where he leaps forward with a slash, but it is very minus. By canceling that into 236C, he makes it advantageous instead and can continue his offence. Of course you can just use it to finish a combo with more damage, but unless it will kill, it's usually not worth it. If it will allow you to combo off a hit you normally can't, that is a good use for it. Yes. In most games, the chain of cancels usually goes light > medium > heavy (A > B > C), then specials into supers. That is not the case in this game; you can cancel any normal into any other normal in any single blockstring, but only once. So you could go 5C > 2C > 2A > 5B > 5A > 2B, etc. Once you've used a normal once though, you cannot use it again in the same chain until you go back to neutral. This lets you create unusual strings of moves that can be hard to predict. It also lets you make heavier moves faster to cancel by chaining them into shorter ones; for example, let`s say you have Hyde and do 5A > 5B > 6B > 5[C] > 2A. After the 5[C], if you let the move recover by itself, it will take a while and put you in a bad spot, so you might choose to go right into specials, but then you're running out of options. Instead, by cancelling 5[C] into 2A, which will of course whiff since they are now too far to block it, you only have to recover from the 2A, which is fast, while they are stuck in the long blockstun of 5[C], putting you in a much better spot (5[C] 2A (whiff) is even +). And since you've just returned to neutral by whiffing 2A, you can now start a new blockstring, or dash and go for a grab, or assault, etc. This one is harder to answer, but it's the same as meter; it depends on what your character can do with Chain Shift. Chain Shift serves two purposes; it is both this game's equivalent of a rapid cancel, and it freezes the screen for a second, letting you see what is happening. Like with meter, you can use it to make some unsafe moves safe, or combo off of things you normally cannot (such a Hyde's charged Force Function). The time stop is also very useful for defence: If you are getting up off the ground, you can use CS immediately and see what your opponent is doing. If they threw out a move for oki, you can DP them without having to guess since you can see that they're doing something (assuming you have a DP). Note that you cannot Chain Shift any move that is invulnerable on startup if it is blocked or if it whiffs. Same goes with spending meter to make something safe; only on hit. Lastly, if you have Vorpal, you can use 214D to do a counter assault move and get them off you. You can always do this even without Vorpal, but normally it costs 100 meter minimum and eats the rest, PLUS it grd breaks you. If you have vorpal, it only costs the Vorpal and your GRD, nothing else. The meter gain from it is nice, but it's mostly a secondary bonus to the other uses it has.
  4. Only Carmine's EX command grab, done with the C button at a cost of 100 meter, is invincible. His other moves aren't. You also have Veil Off as an option though. Akatsuki has very low range and slow move speed. Your normals with Carmine far outrange his, and you have projectiles and puddles to keep him out. It's not all about zoning him, you can of course go in once he's forced to block a pinwheel or something else, but you shouldn't let him in for free. Remember that the reason he's low tier is not at all to do with his pressure, mixup or damage. It's the fact that he's so easily outranged and kept out that makes him awful, and that he can't get good knockdowns midscreen. If you let him in easily, he'll seem like a really good character. As for Orie, her Divine Thrust is not as amazing as it looks. It's a great move, yeah, but it's quite minus on block, so anytime you block one, you're free to start pressure. If she's too far for A/B moves, tag her with 2C and go from there. That move is also not projectile invulnerable, so any 6B you throw out will stop her dead in her tracks. When she's standing over a puddle, you can take advantage of that with 623, Force Function, or 22B to keep her scared to recklessly move or DT in. Again your normals outrange hers, and she can't thrust past pinwheel or 6B, so keep her at bay, then go in when she's scared.
  5. Icekin

    [UNIEL] News & Gameplay Discussion

    That's not really a crossup in the context being discussed (crossup protection).
  6. Icekin

    [UNIEL] News & Gameplay Discussion

    Needs more Linne and Seth. Shachou with the hipster character choices.
  7. Green shield reduces blockstun, it does not increase it.
  8. Icekin

    [UNIEL] News & Gameplay Discussion

    I've seen higher damage for several of those characters.
  9. Icekin

    [UNIEL] News & Gameplay Discussion

    Girl = Akatsuki Sausages = buffs
  10. Icekin

    [UNIEL] News & Gameplay Discussion

    Seth was a character who didn't actually seem that bad at all at first glance, but for every good thing he had, there was one glaring flaw. He has teleport crossups, but it's easy enough to hit him out of it, and they don't work too well anyways. He has orb projectile cover, but it's easy to break the orbs, and they are hard to use in a lot of matchups. He's fast, but has short reach. To top it off, He has poor health, and his damage doesn't really stand out to compensate. Overall, he's not terrible in theory, just underwhelming. Then they went and improved like everything.
  11. Icekin

    [UNIEL] News & Gameplay Discussion

    His damage shot down a lot. He gets hit out of upback divekick much more easily, and it's worse on block. He still doesn't have strong mixup. Yeah his neutral is still good. Currently, Merkava players get away with a lot of reckless button pushing because he's so oppressive and strong, but in UNIST he's just not scary anymore. He can't get away with being dumb. And when he respects others, which he has never had to do before, he doesn't strike me as particularly impressive. Edit: Some adjustments; Merkava damage is indeed down, but not as much as I thought. People were doing UNIEL combos which did nothing. A proper Merkava player did respectable damage (623A hint hint). Nanase was buffed a lot more than I thought. Her EX moves in particular are way better (even 214C).
  12. Icekin

    [UNIEL] News & Gameplay Discussion

    Watching the Apm stream over the past two days, so far the changes are all looking pretty good. It's too soon to tell who's gonna come out on top, especially since some characters went through a lot of changes, but so far, here's my early impression of the cast: Much better than before: Seth, Byakuya Better than before: Chaos, Nanase, Akatsuki, Hyde Slightly better: Hilda, Orie, Linne, Vatista (what the fuck FB) About the same: Carmine, Waldstein* Slightly worse: Yuzuriha(?), Eltnum* Worse than before: Merkava, Gordeau** Much worse: No one. No opinion: Phonon (she seems good enough) *I haven't seen a lot of Eltnum footage, and most of what I saw was about the same as before. I didn't see her new FF in action, nor any of her changes actually, so it's hard to tell. Waldstein is so underplayed in the west that it was hard for me to notice any difference in what he does now that he couldn't before, or vice versa. He's still amazing. **Gordeau is still strong. Like high tier strong. Most of the pants on head bonkers things about him were brought in line with the rest of the cast, but don't expect an easy time against him because of this. Again, these are just my personal impressions, and only after 2 days since launch, so take it with a grain of salt. Who knows what people might discover over the next few weeks.
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