UNICLR Thread

Now providing sleep aid

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Pass is vee
Got shit to do so let me know if anyone is down to fight

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PC lobby now up
kw pclobby

If I wasn't at a friend's house I'd go ahead and join up there since I'm more awake this time.

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reminder that there is an 83% chance that a vatista player will do "unreactable b-drill" in their air combo so it is extremely probable to block if you just block high and are not smart enough to dependently observe health to meter baynesian statistics to change their ways or tactics.

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Wish I fought enough Vats for this to matter since I already block high the instant they CS in front of me
I run into more Carmines than Vats in ranked

I wish melk double dipped. I really want to see you two fight.

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Ill join you for a bit then jump on to PC if theyre still on

Does anybody find jump cancelling and mid combo dashing normals more finicky to pull off now?
I really don't want to sound like the guy blaming the game, but I'm slipping up on stuff I know I could do in UNIST.

Things might have changed depending on the character because I don't really have that much of an issue with it with the existing characters
I will say the biggest fuck-ups I do with Lond are fucking up a j[C] and 66B though

Sweet, now I can actually finish my reps
Phrumpf, combo from your EX raging lion again

On my way. I don't think I'm going to stick around for too long though

I keep forgetting about that follow up overhead

merkava
2b > 2cc > j.c > j.a > j.b > 66c > 66b > 66c > 2c > 4b >236x >22C

4b > 236x just isn't connecting anymore so I figure that's changed, but before I got to that I had more trouble jumping out of 2bb and getting the second 66c consistently now.

It's the one thing you should be looking out for when Nanase is on the ground.
Phrumpf doesn't use as much of the A-follow up as much as Clawz does though.

2B did get nerfed, but that was the vacuum on whiff part. Our usual merk player isn't here to address that particular bit but I think I've been hit by that exact combo before.
You by chance using up hard knockdowns too early/letting them hit the ground earlier in the combo?

always block high. the overhead is kind fake aside from netplay stuff

Tried it out for myself since you bothered to write notations out.
I'm guessing that this worked in [st] since I'm not landing the last bit either

made a fool of myself there, but at least I didn't lose

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I think it was one of the basic mission BnBs in [st] or close to it

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>got a IWEX off a walk up
>still lost

Your gonna have to omit the 4b from the combo since at that point you'll be using all your ground bounces.

The mission modes for 4-x haven't changed from [st] so correct if me I'm being blind but I'm not seeing 4B > 236A
youtube.com/watch?v=XIrdnRT1OlI
My experiences fighting merkavas usually just has the 4B be THE hard knockdown ender

How full is it?

4 on PSN but I'm sitting out right now because of a light headache

It might have been from a doc then because I really remember doing 4B > 236 > 22C the few times I played him.

2 on PC

alright.

ggs psn lobby. Ever since clr launch I've been touching only nana. Maybe Ill try to give wags or vat a go again now that they are stronger

Talk about to the wire

GGs
We're in need of a Wagner so go at it.

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Does blue ever drop by anymore

Haven't heard from him since last summer
Mahou also switched to Enkidu

I haven't seen him in a long time.

Angel, remember that you can't go for the double 623x in the corner off of light starters.
But you got some wins, so good work