Excuse me what the fuck
Excuse me what the fuck
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>thinking any of those motions are hard
nigga that game is one of the easiest out there
>almost high end veteran combo
yes my friend we call this difficulty it exists in many games when you progress
I don't usually have trouble with combos, but I never could get the raijin throw down. The diagonal inputs always fuck me over
Under Night In-Birth has easy inputs though, so whatevs.
Yuzu is still a miracle of the universe.
Onee-san filtering new new guys and creating more akatsuki players as always.
I'm too dumb for that shit so I stick to Mika
>people dick pick their characters
>90% of them pick Hyde's second cocksock
>they can't even do her BnB and end playing Akatsuki
If that can reassure you (or not) the top player of that character consistently dropped his bnbs during evo top 8. Like, all of them.
>fighting game
did you want yours without autism?
>Finished more than half of Yuzu's veteran missions
>Still can't get past Seth's and Vatista's 4-1
I'm not familiar with a lot of fighting game terminology, but is there a common name for those not quarter circle inputs. The ones that go back-down-diagonal/back?
Reverse DP or 421 for NumPad notation
>Surprised the most technical character in the game is hard
so many people play akatsuki its fucking dumb
the one in OP's pic isn't even hard once you see/play it. Many of the challenges in Blazblue CF are much longer and harder. And that game isn't even as execution or timing heavy as +R.
Thanks!
CHESTO ONLY
The difficulty of a character is not diminished by the existence of more difficult characters in other games.
>reverse DP
*dabs in chesto*
No, I mean the combo itself isn't hard even on its own. Try it out for yourself before calling it difficult. And Yuzuriha isn't even hard, her inputs are easy and her gameplan is straightforward.
yeah anime fighters are trash.
nigga just break it down
Bluepilled
Redpilled
Trash with no future in this game
Actual advice
>The combo itself isn't hard
It's the hardest combo in the game and I 100% everyones mission mode.
>I 100% everyones mission mode
Jesus christ how fucking new are you
Please do not put your irrelevant opinions as facts
>It's the hardest combo in the game
????
Its a basic yuzu corner bnb.
Not even close to being the hardest corner thing for that one character, let alone the whole game.
This feel, I know it well. Fuck that throw, it makes Summon Suffering or RDC look like mash grabs. Those diagonals are the worst, the window is so small.
the last part is just a little above a 360 staring with up forward
Out of curiosity which would you consider the hardest combo or character in the game then?
I want to like the Iron Chef, but this game does not favor close quarter fighters.
Dunno, I only really play yuzu and a meme tier akat.
Optimal Vatista stuff seems pretty hard though.
it looks more difficult than it is because it's close to the end of the character missions
but UNIST has a really intuitive system that teaches you what combos into what and then mixes and matches the combo pieces in more complex fashions, but it's not like it's throwing more than one or two new concepts at you at a time
Probably Vatista optimals. No one does them because they only add a couple hundred or so over her reasonable stuff while being hard as shit.
Eltnum micro dash 22A I don't even want to begin trying to do.
>images you can hear
I think i'm too much of a brainlet for anime combos, I always mash like a retard but then I go back to SF or Tekken and i'm back to normal.
Because all I want to do in a fighting game is throw fireballs and do shoryukens. Akatsuki is the closest thing in the game to provide that simplicity
I don't even play UNIST and I can read that.
wow, you know the inputs...congratulations I guess?
Problem isn't reading them. These anime games have stupid delayed inputs on a bunch of shit that isn't listed because stuff like OP image is based off a specific juggle that you might not.
Also the mix of holds, delayed inputs and dash attacks mid juggle is difficult to execute
Those training mode combos are just for show.
Hayate would be so fuckable if his hairstyle wasn't so gay
this is what autism looks like
Favor means nothing when he’s fun to play, Enkidu and Dab-katsuki are some of the most fun I’ve had playing fighters and I usually dislike air-dashers. UNIEL is surprisingly good, with a lot of interesting decision making.
I can't even do basic combos in sfv. It's a simple list of like 6 actions to perform one after the other but my brain refuses to let me do it and my hands just fumble the inputs when I'm halfway through them. I like fighting games but the only one I can actually play is samsho because it doesn't have combos. Everytime I try a new fighter it just makes me feel like a bumbling retard.
cr. MK to hadouken
just do it
that's it, you got it
you know how i know you don't play fighting games?
i'm pretty sure you don't need to charge cuz you're in HD mode. so not hard at all.
That input reads like Bubble Bass's order
I better get some crazy ass Oki for doing this shit
Akatsuki is boring as fuck
now GORDEAU yeap thats a real mans character
>Spend hours learning this
>Get it down, Execution is second nature
>Take a break for a month
>Forget everything
Just walk away.
*parries your second swing every yuzumain does in the air*
Heh... CHESTO
Can someone please explain the combo system in this game? Specifically how certain moves affect the timing for later moves within a combo
Max mode don't remove charge input.
It's sans culotte DM, which is way later into combo.
Undernight doesn’t really have air dashes. It’s more of a mid-air jump-in. It makes dealing with overheads and general movement more tolerable imo. Also air game isn’t exactly that big of a deal in it either
>combo inputs = difficulty
OH NO NO NO
You mean one op image or tekken?
>know enough about the game to whoop friends in casual matches
>get creamed online
UNIST
The meme about Yuzu attracting newcomers and turning them off immediately with her execution barrier is real.
I dropped BlazBlue when I went to read more about it in 2008 and the official website was some shitty template WordPress blog
Why the fuck is delay inputs, ground to air to ground to air to ground juggles, and dash normals even necessary in combos? Just wrap it up in a couple of gatlings and let's get back to playing neutral game. I don't want to watch you play rhythm game for 5 seconds everytime.
imagine not being able to do a shoryuken on command
some people are destined to be trash
I picked it up for Waldstein and Merkava, thought Yuzu looked cool but couldn’t stand playing her. Started playing Akatsuki because his simple but honest combos felt satisfying. Now I rotate between Akatsuki, Wald and Merkava while trying and failing to learn Hilda
I know you don't if you think that's hard.
The bigger/slower the move the more recovery you have, so if you try doing a slow heavy hit half way into a combo the other guy can recover before it lands. The amount of hitstun that each move gives scales the more hits you land, so it’s more optimal to have as little hits as possible and string in as many strong moves as you can instead of doing tons of light hits. It gets complicated when you find out how many you can get away with adding, but that won’t come until you have a really solid understanding of the game
And this is why KoF13 failed. Who in their right mind aside from autists would grind these repeated cancels into part of their list of combos?
Play Bloody Roar 2 / Primal Fury and Ultimate Marvel vs Capcom 3. Literally some of the most easy to learn figthing games out there, but of course, need time to master properly
resets are a thing
>vatista's 4-1
I'm fucking stuck at her 3-1. The fucker always air recovers when I do the j.a after landing. Is there a delay or trick that I'm not seeing? I always hold 9 so I can jump as soon as possible and yet the dummy still air recovers before I can get j.a in. It's driving me insane.
Those combos aren't really hard since it's mostly charge.
>samsho doesn't have combos
Is this true?
Half truth.
But combo counter rarely go more than 10 ish without some multi hit attack or super.
Pretty much. The game is all about neutral. The longest combo most fighters can do is jump attack > standing attack >special at best
lemme move the goal post and say why not finish the combo in one rep of special move cancels? That's what 14 did. No need to waste other player's time canceling the same moves over and over repeatedly
Try delaying both j.B and j.C a little
Thanks,
so does each move have a specific value for hitstun/timing that continues throughout the combo?
I will give you an example of something I am trying to do to give more clarity:
as Hyde, I can do
2A>2A>2B>5C>6B>j.5C>j.6C>land>66>j.5A>j.5C>j.6C>land>66C>214B>4B>4B
but not
2A>2A>2B>5C>6B>j.5C>j.6C>land>66>j.5A>j.5B>j.6C>land>66C>214B>4B>fail 4B
and it will fail at the last hit of the rekka. despite the only different move being aerial 5B instead of 5C. do you know how the aerial 5B affects the last hit of the rekka? Or is this just some wacky Hyde thing.
>Fighting game on Yea Forums actually about the games
I've been having a day full of good news and things keep looking up, like hot damn
>anime fighting games
Cringe
Because maxmode wank.
02UM also have some of those shitty combos. 98 have way more tight combos because only way to cancel is with extra dodge.
unist threads are generally on topic, which is an anomaly considering most anime fighting games
Do people still play KoFXIV? I have the sudden urge to play the game. I've never actually played a single match, all I've done are trials and practiced combos in training mode.
who's side are you on
UNI's combo system places incredible importance on your starter. Light starters are incredibly limited but not impossible to make combos out of though
You must have missed the 2+ years uni threads then
I played it a couple months ago, never bothered with max mode combos, just simple normal to special to occasional super cancel what's your region?
Oh shit, that worked. Thanks a bunch user.
>UNI's combo system places incredible importance on your starter. Light starters are incredibly limited but not impossible to make combos out of though
Ah, so you are saying that heavier attacks create more hitstun for attacks later in the combo? I'm assuming when you say starter you mean any normal within a combo, right?
What's considered good damage for a Unist combo? I can do like 3000 damage but as a Melty player that doesn't feel like much
glad I was able to help
>Heavier attacks create more hit-stun
That's the gist of it.
>Starter
>Any normal within a combo
By starter I mean the move you initiate the combo with matters a lot. Hyde 6B can net a ton of damage compared to a 5A hit confirm
3k midscreen is pretty good without meter/vorpal. Light confirms can go up to really low 3k as well but corner combos would try and reach 3.8k to 4k
You could also try SC6, the typical combo is only 3 or 4 attacks and the execution requirements are very lenient.
>By starter I mean the move you initiate the combo with matters a lot. Hyde 6B can net a ton of damage compared to a 5A hit confirm
I appreciate you trying to explain it to me, but I guess I am not grasping it yet. So why does starting with a 2A mean that I cannot do a j.5B later in the combo? Is it just that because I do a light starter I need to continue with heavier moves to compensate?
It depends on your character and whether or not you are using any resources. 3k is usually pretty good damage mid screen though.
Really? I feel like it places less emphasis on starters than other fighters like GG or T7. Partly because of the flexibility that comes from reverse beat
>Why does starting with a 2A mean that I cannot do a jB later in the combo
It's just how UNI hit-stun works, your options are intentionally made limited with your light starters. Light starters add a ton of hitstun scaling and damage scaling while larger starters leave more room for extraneous hits in between. Optimal light confirms can still be made but as you describe, you can't fit every button in there or else the opponent just pops out due to hit-stun scaling.
I see what you mean but reverse beating is still mostly applied to blockstrings. It's not like you'll find anyone using their 2As in the middle of a combo outside of OTG pick ups
>been fucking around in UNIST since I saw this thread
>probably going to get burnt out for the day yet again before the usual lobby starts up
>you can't fit every button in there or else the opponent just pops out due to hit-stun scaling.
but I am not adding any buttons, just changing one move to another.
That's how proration works, certain moves will not connect depending on your starter although there are some universal routes that work regardless of your starter.
Alright, thanks for the help. I think I maybe am starting to get it a little bit. Is there a resource that gives all the hitstun values? Or a way to know?
>they haven't seen ANCIENT TALISMAN — PENTAGRAM
kek
Yuzuriha and Baiken are anti-waifu faggotry. only actual good players play them. waifufags are too brainlet for them
The fuck is even happening
The game has a visual representation of the hitstun, it's a little blue bar under the hit counter. I can't find information about how it actually works on the wiki(and I don't want to join the discord), but my understanding is the hitstun a move causes is affected by all the moves that came before it in the combo, most importantly the starter. So in your case the starter is the same, but the j.5B causes the hits after it to do less hit stun than if you had done j.5C. This is to stop infinites.
yes, it is one aspect of fighting game difficulty, stupid
Drawing stars with your control stick / pad.
Wow, thank you, I understand completely now. So is there anyway to know if a combo will connect in the heat of the moment? or do you just have to do trial and error in training mode.
The more you play, the more you'll come to understand a character's combo theory and know whether or not certain moves will definitely work or not. You've got access to combo docs and a ton of arcade match footage to derive combos from though and form your own style from there.
Alright, I'll keep playing and hopefully I can figure this shit out. I thought I was beginning to grasp the combo theory but then I came accross this problem. I always hear about how intuitive this game is but the mechanics can definitely be more confusing than any fighting game I've played before.
Anyways, thanks for the help lad(s). Hopefully we can play together someday.
What fighting game do you play then user?
Baiken is as easy as Sol and Ky though
>inb4 muh TK yozansen
Sol has TK S DP combos
It feels like cheating if I pick Phonon so he's the next easiest character I can think of
Eh, I find Street Fighter IV's combos way harder for some reason, particularly anything involving an FDAC followed by a double QCF motion, such as pic related, where the timing is brutal.
All you have to do with those long combos is to start small, with only part of a combo, then keep building up once you've mastered that small part. Keep building up until you're able to perform the whole combo consistently.
Soon enough, you'll be able to perform those massive combos with just muscle memory, rather then having to remember how to do that specific combo. Just make sure you're consistent enough with the combo that you can perform the combo on command (such as with a moving target).
Feels good never bothering with fighting games.
kof13 did pretty good. They fucked the netcode though so they deserved to fade out. Fuck these stupid japs who keep passing up ggpo when it comes to games with tight combos.
Yes but waifu fags dont even know what a tiger knee is.
sucks being you OP