Silber
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I'm not getting most of the Japanese, but a large chunk of the discussion seems to indicate that even the Japanese don't have a clue what it's for. Joke names suggested for the move include Taiohken (The Dragonball Z move where you blind everyone looking at you).
Currently they seem to think it's just a taunt.
Currently they seem to think it's just a taunt.
- Slapper Joe
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I played about with it a bit this morning. No damage/stun increase, doesn't regen health or hit or counter anything (incl. throws, which would have been neat.) Considering it is just the super flash followed with his tag out animation (basically nothing) it is either a taunt or it is awaiting a followup command.
I tried a punch of commands with start after it without luck. Though I must say E -> ABCD looks pretty neat. Since the stick has to be in neutral I didn't have any luck DCing after it though that is worth testing some more.
But hell, it is something new at least.
I tried a punch of commands with start after it without luck. Though I must say E -> ABCD looks pretty neat. Since the stick has to be in neutral I didn't have any luck DCing after it though that is worth testing some more.
But hell, it is something new at least.
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Like Ryo's LDM, Silber's Ranbu DM has a fair chance of hitting saving shifters. The rule of thumb is- the later they saving shift, the higher the chance of the DM beating the SS. Ditto Ryo's LDM.
Oh, and this should've been posted waaaaay back, but the general belief that Silber's A and C counter counter different levels of hits (low and hit) is mistaken. The counter counters hits on all levels, low high and mid.
The reason why the super counter is so much superior to the normal counter, besides damage, is because the normal counter has start up, which he can be hit out of.
The one thing I can't figure out is why his super counter is sometimes beats out meaty d.Bs and sometimes loses to them. The way it goes seems to be truly random.
Oh, and this should've been posted waaaaay back, but the general belief that Silber's A and C counter counter different levels of hits (low and hit) is mistaken. The counter counters hits on all levels, low high and mid.
The reason why the super counter is so much superior to the normal counter, besides damage, is because the normal counter has start up, which he can be hit out of.
The one thing I can't figure out is why his super counter is sometimes beats out meaty d.Bs and sometimes loses to them. The way it goes seems to be truly random.
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- Higashi Hurricane
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Really? I've never been able to reverse low attacks with the normal counter, even when I fully anticipated a sweep. Maybe it's just bad judgement on my part. I know it has a bit of startup delay while the DM can reverse at startup, but has a smaller active window. With the normal version, you time it early, while the DM is timed just before the attack lands.
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hmm, maybe it gives more damage to his counters?dobiqwolf wrote:any news about that new DM?
maybe it reset the guardcrush meter, or the stunt meter?
anyone?
I haven't unlock him on my atomiswave, so i cant test it out... =/
Also, when testing in the arcades, I've noticed that I cant get that DM out anytime I want, unlike's ashes... and holding A,B,C, and spamming D doesnt work either.
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Don't forget it isn't like Ash's, it's all four buttons simultaniouslyDerrick wrote:hmm, maybe it gives more damage to his counters?
I haven't unlock him on my atomiswave, so i cant test it out... =/
Also, when testing in the arcades, I've noticed that I cant get that DM out anytime I want, unlike's ashes... and holding A,B,C, and spamming D doesnt work either.
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- Higashi Hurricane
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OK, I tried Silber's DM myself today, and quite frankly, I have no idea what it does. The screen just pauses as Silber does a quick pose with the DM flash, then it's back to normal. All I know is, after using it, I couldn't repeat it for the rest of the round. Maybe it's like Gai's LDM and prevents tags?
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You can make Silber's counter DM whiff by hitting him on the way up from a high jump or by doing those weird jump attacks which hit the opponent from the front but you end up landing behind
eg. an early benimaru jump B (where u hit from the front but land behind), Kim's JumpD, kyo's jump B etc.
Its a free combo if you make him whiff the counter cos he does his entire counter attack animation while you take position behind him
eg. an early benimaru jump B (where u hit from the front but land behind), Kim's JumpD, kyo's jump B etc.
Its a free combo if you make him whiff the counter cos he does his entire counter attack animation while you take position behind him