Has anyone gotten good @ SC4?

Discussion in 'General' started by pleportamee, Aug 6, 2008.

  1. Sorias

    Sorias Well-Known Member

    Tira is greatly improved over her SC3 version. Hard to know yet, but it sounds she'll fall pretty solidly in the middle of the ranks now, maybe still slightly below average. Her stance stuff is a little random, and I'm guessing it'll be hard to learn to control correctly, kinda like Ivy. People are already starting to compile approximate % chances of stance change occuring in each move that can cause stance change at all.

    Honestly, I really like her design, but I can't use her at all;;

    Otherwise I agree, this tangential discussion is getting pointless...
     
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    what kinda moves bring him into stances? i.e. can he choose to A) go into stance or B) continue his string because if that's the case you can easily use your option 2 you have up there by mixing A and B up enough. That's how I use X's "tricked ya" stance which is awesome just because she can respond to any option your opponent throws at you in that situation.

    btw I'm starting to lose sight of what this thread is supposed to be about anyway. How good people are with their characters and why?
     
  3. Lucky_GT

    Lucky_GT Well-Known Member

    Yeah, yeah. : P


    She's probably only a slight step above low-tier at this point. It doesn't help that she loses health when she uses her good moves and only has access to them like 30% of the time because she has a chance of switching back to jolly stance when she uses them. It also doesn't help that to get the full effect of alot of her good moves you have to input a dash 5 times (66666K, 44444K etc.).
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    yeah wtf is up with her akira moves on crack. Seriously wtf were they thinking
     
  5. Outfoxd

    Outfoxd Well-Known Member

    I thought those moves only needed a triple dash input or an 8 way run in the correct direction? If you're talking about what I think you mean, those come out pretty easy.

    That or you're sarcastically exaggerating the dash and I didn't catch it. ;_;
     
  6. Lucky_GT

    Lucky_GT Well-Known Member

    if you input the dash 5 times, you get the "just-frame" version of her moves which increase damage among other things, she'll flash white.
     
  7. Outfoxd

    Outfoxd Well-Known Member

    *noted*
     
  8. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    i like gloomy 66666K cuz she rides you like a skateboard of death
     
  9. Marginal

    Marginal Well-Known Member

    That's dependent on conditioning the opponent not to act due to how Maxi can enter stance or switch them up since Maxi is either immobile (WL or PSL3) or sidestepping to get to the alternate stances mid string. If the opponent knows better and isn't just reacting to the last move stuffed into their face, these can all be shut down however.

    His best option is to get to RO since the AK string from there must be blocked. (Also the K can be delayed or dropped which automatically loops to to BL which has strong mid and low options assuming they're afraid enough of the RO AK to keep blocking since nothing out of BL is safe from being interrupted).

    So Maxi ends up with a core moveset of something like 44A,B, 3BAK, fc3A...->RO, 6A+B, 2A, wrA+B, 66B+K, and 4BB. (There more, but that's the general idea) It's not bad, but it's kinda dull to play. What makes it annoying/frustrating is that it seems like a weird design choice to give Maxi a ton of loops with great offensive potential in them to play around with, then you can't actually apply pressure with them.
     
  10. Sorias

    Sorias Well-Known Member

    The stance is "Just Kidding!". But seriously, I used to love X, and I had to give her up in this version. Have you read up on how that stance works? There's 3 versions of it, the first time you use the stance in a given match, you always get version 1. After that, the version you get is dependant on which move you used to leave the stance the previous time you used it. It's completely ridiculous trying to keep track of that stuff;;

    I think we're having trouble with this thread cause noone wants to really start into serious discussion of any particular character, might as well head off to a real SC site for that. Myself, I'm definitely very bad still. I'm barely starting to learn how to punish appropriately, and I miss combo opportunities constantly;; Still finding more fun stuff Amy can do, though. The auto-parry stance change animations are really awesome. It actually looks like I get guaranteed crumples/launchers if I succeed with those parries, which is more than can be said for normal GI. The auto-parries are pretty good for Sieg from what I've seen as well. Wonder if Maxi gets damage off them, too...
     
  11. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    so maxi can't condition his opponent? I read after his AA string he can go into B to beat crouching blockers as it's a GB and it jumps over low attacks, Or he can use his K to duck under high attacks and beat out most mids before they come out for a low hit (also beating standing guard), Then his A if I remember correctly beats steppers. He can also just stop and throw you.

    sounds like he can condition pretty well.
     
  12. Marginal

    Marginal Well-Known Member

    Maxi can sneak in damage with his Wavering light (WL) autoparry the A and B options are decent from there.

    Tricky:
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">so maxi can't condition his opponent? I read after his AA string he can go into B to beat crouching blockers as it's a GB and it jumps over low attacks, Or he can use his K to duck under high attacks and beat out most mids before they come out for a low hit (also beating standing guard), Then his A if I remember correctly beats steppers. He can also just stop and throw you.

    sounds like he can condition pretty well. </div></div>If his AA is blocked, the opponent can throw Maxi, (Maxi is at that bad a disadvantage) or simply interrupt him with a quick attack. Even the low RCK option gets stuffed with a B. (Heck, I've been thrown out of RC A's startup animation) Like I said, if the opponent knows Maxi's shortfalls, he loses a lot of his conditioning options. AA's only safe on hit. Same thing with 4BB. if you try to mix up on folks who duck the 4BBK, Maxi's stuck at disadvantage.

    Which is why 3BAK and other quick transitions to RO become his bread and butter. They're relatively safe and introduce the FUD Maxi needs to get the other stuff going.
     
  13. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I'm getting my maxi info from the strat guide that I got for the soundtrack btw. I don't actually use him, but the guide showed some pretty devistating options he has once up close.

    Maxi seems to have a really bad cold spot tho around mid range.
     
  14. Marginal

    Marginal Well-Known Member

    Yeah, AA etc seems like a good idea until you try to put it into practice. Works well enough on scrubs and people who don't know Maxi that well, but he's just standing there looping, and makes a juicy target.

    Mid range, you have 88A, 44BB, 44AB and 22_88KK which are fairly good options depending on what your opponent is doing. I miss the 8WR version of 236K though. That was my knight killer.
     
  15. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    what do you mean looping he goes straight into those attacks after AA He dosen't have to loop he's in right outter (think it's called that) stance after that attack is done. I've used it/seen it used against me. You just have to make the right choice. Seiggy atleast can't hit him out of any of those followups cuz he's too slow.
     
  16. Marginal

    Marginal Well-Known Member

    No he doesn't. He does AA, then transitions to RC. If the opponent's in hit stun, it's not an issue. If they're blocking, Maxi's wide open. If he went AA into RO, he'd be godly. /forums/images/%%GRAEMLIN_URL%%/wink.gif

    Seriously, in practice mode set Maxi to AAA then try throwing after blocking the AA. You'll win the exchange. I'd think that Sieg's 3KKB or 6K would also probably work off the top of my head. The other Calibur Forum people have also noted this.
     
  17. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    what about just one A? he still in the shitter there?
     
  18. Marginal

    Marginal Well-Known Member

    A's probably OK since you can hit confirm and go from there or go into a throw mixup etc. I usually just go with 4_6K, 3BAK, K (faster), or 2A instead. Maxi's A is kinda slow at ~i13, which is the exact same speed as his 2A and his B.

    Tested AA with Sieg. 6K is great at jacking up Maxi's flow. Stuns him, and leaves him wide open for throws etc.

    Here's a link to a solid discussion of what Maxi's shaping up to be:
    Calibur Forum discussion
     
  19. pleportamee

    pleportamee Well-Known Member

    Just gonna throw a completely off topic question out-- dont really want to create a new SC thread on a VF website.

    How the fuck do you "Soul Charge"? I was looking at some combos with Seig that requires this, but I could not find any info at all on how to Soul Charge.
     
  20. KrsJin

    KrsJin Well-Known Member

    ^ Soul Charge isn't in this game. They took it out actually. Actually, scratch part of that. I think I heard some people say Voldo annnnd... forgot who, have auto SC built into some of their strings/moves? Either way, there's no such thing as a Soul Charge now where you hold down all four buttons to charge up or anything.
     

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