I am not sure on this. I haven't personally tested it. I do like to see the damage numbers before I ult it. If its like other animation cancels, you might just lose out of the damage if you cancel it too early. I really should consider ulting first, and using Yinlin's forte charge for a swap cancel with intro.
I got a question about this part of the combo at 2:53 how do you get 5B to land after j.B for me it whiffs even if I do everything correctly up to that point in delaying 3C and landing rock but just can't connect with 5B after the j.B
It is likely that you are doing j.B too early. Against Arc, this combo is particularly hard, but it is hard in general. PCL does need to not be rising still when the j.B hits to have the time to land 5B. Getting the timing depends on the string of normals right before it, and there are some char specific green boxes that complicate this route more. You 2C, delay 3C some, but not a lot, because you want the rock to hit them as late as possible, so that you can jump up and delay j.B enough to get land 5B to connect. But you dont want to delay the 3C too little so the rock wiffs (as the opponent is lower with more delay between 2C and 3C), and not so late that you cant get j.B at the proper height because the rock hits too early. In other words, you need 2C delay 3C enough that the rock still hits, but not so much that it hits too early. You kinda want them to fall into the rock right before the tech window. I would really recommend a different route here. I was using this route in the past, but have since found more stable midscreen routes for j.B loops. Namely the j.B land 6B 2C routes. They are in my F-PCL Combo Optimization video. The j.B land 6B 2C ends up being a lot more stable on the whole cast because of the reduction of hit count, and therefore lower hitstun deterioration, making the B-Rock j.B link much easier. Hopefully this info makes sense and helps you out. Let me know if you have more questions.
@@XxTexasTimxX thank you so much for the help on this, I was actually experimenting with the timing of the delay 3C and noticed pretty much all the examples you gave of what happens afterward with the rock and figured that maybe it was just a really tight window to land the j.B and still have time to land the 5B after but wasn't too sure, spent way too many hours on this so thank you again! I'll definitely look at the other routes
@@XxTexasTimxX So I was able to perform the j.B loops more consistently thanks to your help! but I'm kind of stuck on landing the 2a pick up after j.236a~a as often. I do understand that I have to get AT low to the ground and then do delay j.236 a delay a. But specifically, how much delay do you want for the j.236 because I have tried to delay as much as I can but then once I do get the knockdown I still didn't recover fast enough. Or is it just a little bit of delay that needs to be applied? I have tried testing that but not even sure what specific part determines if pciel lands fast enough or just be a frame too slow to recover in time. I typically get it to work when I space out for a few seconds then once I realized I did it I don't delay 3B at the end and drop the combo in sadness 😅
@@shakugan6066 Its a hard link, for sure. For the j.236A~A you do need more delay before the j.236A and then less for the A follow up, but the windows for acceptable delay are not so strict. The delay is mostly so that PCL starts to fall a bit, putting her lower relative to the opponent, but not so low that you dont get 4 hits on the A follow up. Try to get the timing to where you see PCL start to fall, then the j.236A comes out. For the A follow up timing, any timing that gets you the 4 hits will work. I time the 2A link by sound. When I hear the opponent's 1st bounce, I press the 2A.
Yes, this does require the use of the block button to get to +14 on the timed jump-ins. It's a set timing to hit the block button, but its basically a 1 frame press into a frame perfect jump and rising j.A. For some reason, in training mode, the dummy doesnt switch from high to low block properly. you have to record a zeta dummy doing sweep into the fuzzy set up, then block it yourself to see if the timing is correct.
Been trying for a while to get reverse j22b after 623, the timing is so weird. How can you get the jump on the other side with 623? Video is awesome btw ^^
Its mostly timing, but spacing can also determine if you can get behind the opponent. If the spacing allows for 623B to cross up, then the main timing key is delaying the jump cancel so the 623B's forward movement takes you cross up. There is a window for jump canceling the 623B, so if you delay too long you wont get a jump, or if it hits late in the active frames(like if they fall into the late active frames on a juggle), you might not be able to jump cancel with the right timing to get behind. Shortening the ground string so the 623B will always x-up and have a larger window to jump cancel while behind can help. For example, 2A 5B 5C 5A6AA 623B... Many players like to tk the 22 input, with 282, but I find that the input if done that way usually happens too fast, so you dont get enough delay. I personally use 8 252B to slow down the input enough to get proper delay. Using 2A 5B delay 2C 5C 623B is also a way to keep closer and get the spacing right. 5B delay C normal can be delayed quite a lot. Hopefully this makes sense and helps you out.
Thanks for this tim, been playing the game for a couple weeks now and i still drop some combos with c-ries, heard f roa was a simple character and here i am! Big fan of your f warc btw, it looks really strong
hey Tim I have some questions about movement: 1: 0:58 how do you do hj. C so fast so the opponent can't recover? 2. 2:42 how do you using j.22B so fast? Right after wall slam I'm trying to use mystic eyes as fast as possible, but it doesn't work maybe it's my device or skill issues, but if you have any tips, I'll be glad to hear!
Hey there. Sure, Ill try and answer. Hopefully it makes sense, but if you have more questions after, feel free to ask. So for 1, to get the hj.C timing, there's a couple things to make tighter. after BE6C 5C, hitting the rising j.B faster, so the opponent and Warc are lower, can help. Then after that, the 6AB into j.B j.C land, a sight delay between the j.B(1) and the j.C will put Warc even lower. So less fall time after the j.C hits, and you get into landing recovery faster the lower Warc is. For 2, this one can be a bit tricky. I find it easier to do the input as BE6C into 9 then 252B. I time it so the 9 and the 1st 2 inputs are buffered in the BE6C hit, but the timing for this input is actually tighter, timing wise, than the next option. A more lenient buffer, but arguably harder input to execute, is to use 2582B, where you time it so the 258 is buffered in during the BE6C hit. If you are waiting for the wall slam before you try to do the j.22B input, then you are likely too slow, even if you get the mystic eyes at the right height to connect. and if you are too slow to get the 22B after the jump, then she could end up doing the mystic eyes too high to hit the opponent. Edit: If you are getting a super jump or ahigh jump here doing 282 or misinputting 292, then try 272, since that input cannot high jump or super jump at all. Hopefully this info is useful. Let me know if you need more help. Good luck. 👍
Hey, found your channel 3 days ago, I've been playing MBAACC for the first time and F-Warc was the character I found most interesting, she's really fun. I'm very grateful for the content you have about her on your channel, it helped me a lot. Thanks! I'm having having a blast with her. Also it's really cool to see you still play this game, it's very unique and charming.
The air throw not working? No, it was every char, and all air throws in the game that werent working. They fixed it in one of the hotfixes for the beta, so it wont be this way in the main game when they release v1.3.x. So air throws are mostly working fine now. They also changed Ayame's falling hurtbox to be like the rest of the cast, so 2M juggles work on her now.
It feels like they saw what normal players were experiencing and balanced around that rather than balancing her as she actually is. Botan is scary- if you have no idea what she's doing. But like you demonstrate and some other things, she feels insanely weak. The poi offense WAS a little toxic but again it wasn't real. Compared to the sauce Suisei and Fubuki have she feels so flat. IDK, it's free game but I still hope they figure it out cause it's still cool and I love Botan's combos.
Yeah the combos are hella fun. Balance will eb and flow. I just feel like there were so many people complaining about her that if I dont actually demonstrate my counter opinion that she'll just get left like this. These are just some of the examples from what I think is her worst match up. Its funny too, since the 1.3.0 beta dropped, like half the JP posts on their twitter is comments about how weak she is now.
Huge agree. I don't know why they felt the need to nerf Botan this hard. She already had piss poor defense considering that she has no invincible moves, and they had to make her one pseudo-reversal even worse. Now she just gets bullied hard(er) by meaties, and yet they still felt the need to gimp her offense. And when there was that bug in the last patch where she couldn't combo into her air grab... I thought the devs just had a personal vendetta against her.
Its def too much. Every char has good tools. She needs strong tools to compete. Im not sure why they nerfed EVERY good tool she had, and nerfed them this hard.
Well... Ima have to remake this guide, and scrap my plans for the next vids i have planned. lol. v1.3.x is gonna change a lot of this. This vid is for versions before 1.3.x.
Just a note. I tried to clear the burst meter on these combos to give an idea of how much burst meter they build for the opponent, but it's clearly not reflecting what the opponent would actually get in game. Until all the various training mode bugs are fixed, it's going to be very hard to put out good guides.
Well I agree that you prolly shouldnt be able to act after 236S, and that other hits, like collabs that were active before the 236S, or other projectiles, should not allow the opponent to tech mid 236S, this whole reset and unscale relies entirely on them choosing to tech. Otherwise, she gets the Mio 214D into like dash 5L 5M(2)M into possibly a 214M or 236L at only the propper reverse proration that 236S gives, which is back upto .40 and goes down as soon as the Mio 214D hits.
"Another bug I found was that sometimes canceling special into special during certain frames of a wall bounce would not trigger super chat cancel flash, nor freeze, nor would it consume sc meter, but would never the less cancel. Seems to only happen when you are close to the corner." This is caused by the Mio hits. Special, into Mio hit, into special counts as a normal special cancel, and avoids using SC bar.
She seems like the kind of char thats really simple to pick up and effective at a basic level. I bet people find really good answers for her kit before long.
Seems i still have some issues to fix, like the cam just dropping hella frames, and actually getting the right chat window open lol. I have one open but it just didnt display any of the chat lol.