Critical Edge Problem?

EastredDragon

[09] Warrior
My friends and I have been having problems pulling off the critical edge with certain characters that have the sliding motion to not only do critical edge, but also to enter stance, such as Nightmare (Grim stride), Mitsurugi (Silent Step), and Voldo (I don't know the name of it.)

I myself know it's not the problem pulling off the move itself, because I can pull it off with other characters who don't have a sliding stance 100% of the time in a practice match, so it's obviously the stance entry that's screwing it up.

This is quite agitating, especially in mid combat when your character gets smacked because you're trying (and failing) to critical edge. Is there any way around this?

I've noticed one way is to imput the motions while blocking, but that doesn't work all the time because you have to let go right as you do A+B+K.

Another thing is that I'm just throwing this out on a limb here, but what if one could do the critical edge from stances? I don't see it effecting gameplay much (From my view, don't hurt me!), and it would solve this nuissance of a problem.
 
Another thing is that I'm just throwing this out on a limb here, but what if one could do the critical edge from stances? I don't see it effecting gameplay much (From my view, don't hurt me!), and it would solve this nuissance of a problem.
This could be an artifact from SC4. You couldn't execute a critical finish from a stance for whatever reason. I've always guessed that the code has an algorithm to decide what move you've accomplished when you press any given button and I've gathered that each stance gets its own algorithm. Somewhere along the way I figured that they didn't bother to add critical finish, and therefore critical edge, as a viable move option to each stance.

I suspect this ability of stances to have their own decision trees is an easy way to shut down guarding or GI'ing in certain situations as well, so it might be useful to the developers as a means to control the players options in relation to stances.

I don't think it would trigger a degenerate situation if they allowed one to execute a CE in the middle of a stance, but I'm still not certain what changes to main engine were required to fix the variable cancel glitch from SC3. I believe that it was necessary to completely overhaul the buffering system, so it was a major engine change to get that glitch out. It's possible that these overly restrictive stances are fallout from that.
 
You can do 2323A+B+K and get CE
This is your best bet for stance characters. Precision inputs. The only other recommendation I can give you is to buffer the CE after certain moves or animations.
For example if 4B delivered a stun you could buffer 2323A+B+K during the ending animation of 4B so that upon finishing 4B recovery you execute your CE. This would prevent any possibility of entering a conflicting 236 stance or variation there of.
 
This is your best bet for stance characters. Precision inputs. The only other recommendation I can give you is to buffer the CE after certain moves or animations.
For example if 4B delivered a stun you could buffer 2323A+B+K during the ending animation of 4B so that upon finishing 4B recovery you execute your CE. This would prevent any possibility of entering a conflicting 236 stance or variation there of.

Sounds good, I'll inform my friends of that too, because it kinda makes us all look stupid and obvious to watch a double grim stride happen and know EXACTLY what they're doing next.
 
Yeah, I'm usually against using CE for the most part. With my main I can do more damage with BE combos but I duno how that is with Nightmare.
 
Yeah, I'm usually against using CE for the most part. With my main I can do more damage with BE combos but I duno how that is with Nightmare.

It largely depends on the character Nightmare's isn't even really one to use all the time, as his brave edges provide much better opportunities. The positive for his, however, is easily its guard impact properties, which can get anyone out of a bind.

Mitsu's is good because it can actually hit a downed opponent, and is comboable.

I can see how some crit edges are frowned upon, Viola's is practically useless compared to her brave edges.
 
If you want to use NM's CE I would do the input while blocking then release it on the final 6 while pressing A+B+K.
 
I think It would have been much smarter on PS's part to make exceptions for characters with 236 in their move list, such as NM and GS.

What they SHOULD have done, IMO, is make characters like NM have a 214214 CE instead. Does it really matter that much if some characters have a different input for CE? I don't think so.

And if a character happens to have both 236 and 214 in the move list, make it 41236.

I mean seriously what the hell were they thinking, "hey let's add super moves that take 2 quarter circle motions", another guy says, "what about GS and DNS?", the first one says, "Oh shit I hadn't thought of that", second guy says, "Ah fuck em, were rushed we don't have time, someone will figure out a shortcut eventually".

Am I right?
 
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