User:Manta

3,603 editsJoined 29 February 2012
Ratings for who makes a good training dummy when getting spriterip screenshots
Character Pros Cons Overall
Ragna No special effects or shaders, standard size Asymmetric, eye colour changes when flipped Good
Jin No special effects or shaders, Punchable face Some odd hitboxes Good
Noel Extremely punchable None Excellent
Rachel No special effects or shaders Three different sprites, one with random elements Terrible
Tager Can survive Golden Mecha Tager? Draws more attention than the actual character, has idle particles Terrible
Litchi Easy on the eyes Annoying floating staff with random offset Okay
Arakune Cathartic to punch Is a blob of pixel shader effects and transparency Terrible
Bang No special effects or shaders, standard size Requires muting the game Good
Carl Tiny, won't dominate screenshots Arguably too small, needs Nirvana to be offscreen Okay
Taokaka Can cat crawl under moves Requires muting the game Good
Hakumen No special effects or shaders Annoyingly wide sprites, no face to punch Okay
Nu-11 No special effects or shaders, standard size Back swords sometimes their own sprite Good
Tsubaki No special effects or shaders, standard size Sadly none Good
Hazama No special effects or shaders, standard size, very punchable None Excellent
Mu-12 No special effects or shaders, standard size Floating swords sometimes annoying Okay
Makoto No special effects or shaders, standard size None Good
Valkenhayn No special effects or shaders, standard size None Good
Platinum No special effects or shaders Annoying voice, feels mean to beat up children Okay
Relius No special effects or shaders, standard size None, Ignis keeps herself out of the way Good
Azrael Used as a training dummy in Challenge mode If anything, overused in other spriterips Good
Kagura No special effects or shaders, standard size, Punchable Wide sprite when standing Okay
Bullet No special effects or shaders, standard size Remember to turn off heat up mode Good
Amane No special effects or shaders, standard size Hypnotic idle animation Good
Kokonoe No special effects or shaders Perhaps too small Good
Celica Cute to look at A mess of two characters interacting, Too cute to punch Terrible
Izayoi No special effects or shaders, standard size Remember to disable Gain Art Good
Terumi No special effects or shaders, Extremely punchable face Perhaps too punchable Excellent
Lambda-11 Errr... A mess of visual effects and two sprites when just standing Terrible
Hibiki No special effects or shaders, standard size None Good
Naoto No special effects or shaders, standard size None Good
Nine No special effects or shaders, standard size Remember to empty her spell slots, don't let her idle too long Good
Izanami Can be made to float at appropriate heights and stay put Bits animated separately Good
Susan Errr... Big and has glow effects when idling Terrible
Mai No special effects or shaders, standard size Spear makes her a bit wide Good
Es No special effects or shaders Sword makes her a bit wide Okay
Jubei No special effects or shaders Perhaps a bit too small Okay


Nu Lambda comparison Test

Lambda-11 Nu-13
Character Comparison
Gameplan differences

Lambda emphasises lockdown and approach
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.

Nu emphasises evasion and long range
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Pulsar and Gravity Seeds look similar to Lambda's, but they are not attacks, instead they're used to keep distance from her opponent or to close in since they recover much more quickly than Lambda's equivalents.

Drive Differences

Lambda's Drive Focuses on space control

  • Drives have negligible deadzone
  • 2D and 6D are active for longer
  • 236D and 214D are highly active and advantageous, making them strong oki tools to cover approaches
  • j.214D Covers a large area close to Lambda

Nu's Drive Focuses on long ranged sniping

  • Drives spawn further away, reducing the time it takes to get to the target
  • 2D and 6D accelerate twice as fast
  • 236D is a full ranged low that mixes up with 4D.
  • 214D is a powerful threat to prevent approaches and punish mistakes made at any range.
  • j.214D Is a long ranged Overhead that can be mixed up in various ways.
Cancel options

Lambda's Cancels Mix together Normals, Drives and Specials more fluidly

  • Drive followups are forced to activate if the first attack hits or is blocked
  • All cancel options (Except Rapid Cancel) only apply to the followup hit.
  • Lambda can cancel the final hit of C normals into drives
  • Lambda cannot repeat any drives in a single chain. She can use all four grounded drives in one chain
  • Lambda can special cancel Drives on hit or block, these can often then link back into normal moves in various combos
  • Lambda has a complex Rekka chain which is used extensively as parts of her mixups, stagger pressure and combos.

Nu's Cancels Emphasise Drive Flexibility

  • Drive followup attacks are manual activated and thus optional
  • Drives can cancel into other drives and back again (In chains of three before any jump cancels)
  • Drives can cancel from the first or second hit
  • Nu cannot cancel any other normal attack into normal drive attacks
  • Can whiff cancel drives into Act Pulsar