Synthesis Posted August 29, 2012 Posted August 29, 2012 Yeah, I've done that. I don't know how to followup though, I haven't really tried it in the lab. I usually go for 5B > 5C(2) > j.C then IAD 5B or IAD 2A to reset pressure. from 5B CH do 5C (2) 214A j.BC land 2A 5B 5C(2) 2C SB.Zio. From there you get standard Paralysis oki or you can attempt an air unblockable reset. I suggest 5A (watch for tech) 2B air unblockable if they aren't falling for the j.D resets. If they don't tech the 2B, you can hit 5A until they tech. Miniscule damage, but you're gaining meter and running down the clock. =D
PANDEMlC Posted August 29, 2012 Posted August 29, 2012 5b in the corner on an air foe l usually do 5b 5c 2c b bufu 2c 5c 2c sb zio 5c jc oki or 5b 5c 2c b zio sweep d garu 2a 5b 5c 2c (concentrate 2c) b bufu delay aoa omc super Ah ok, just wanted to make sure I was doing the optimal thing. Need to learn that second combo though.
Elochai Posted August 29, 2012 Posted August 29, 2012 from 5B CH do 5C (2) 214A j.BC land 2A 5B 5C(2) 2C SB.Zio. From there you get standard Paralysis oki or you can attempt an air unblockable reset. I suggest 5A (watch for tech) 2B air unblockable if they aren't falling for the j.D resets. If they don't tech the 2B, you can hit 5A until they tech. Miniscule damage, but you're gaining meter and running down the clock. =D Sucks that this doesn't work on regular CH. I guess it'd be too good then lol.
TD Posted August 29, 2012 Posted August 29, 2012 at least it works on crouching non-ch and air hits. it also works in fear as you may have noticed already. hey guys this is theory but, l think if you hit the foe at the very top of 2c and/or very late into 2c's active frames, you might be able to loop 2-3 2c's in a row. the idea came to me after seeing a high air burst get blocked and beaten by a 2c which lauched the foe way high. the player (damosu) whiffed and entire 5c thinking the foe was just the right height. bad for him, good for theory fighting. l may test this later
Elochai Posted August 29, 2012 Posted August 29, 2012 Non crouching CH? It seems nigh impossible, and it was hard already.
Synthesis Posted August 29, 2012 Posted August 29, 2012 Sucks that this doesn't work on regular CH. I guess it'd be too good then lol. Actually, we've been over this. xD If you land a 5B counterhit in the corner, crouching or no, you can just hitconfirm into D.Garu for HUGE damage. Do that.
Elochai Posted August 29, 2012 Posted August 29, 2012 Actually, we've been over this. xD If you land a 5B counterhit in the corner, crouching or no, you can just hitconfirm into D.Garu for HUGE damage. Do that. I've got to practice that combo. If I didn't press 5C, I'd do like 5B > sweep > SB.Garu [9] > D.Garu [2] > etc. I can't really do the combos without sb.Garu .
C0R Posted August 29, 2012 Posted August 29, 2012 So. I cant megidolaon against akihito's maziodyne. I'm fairly annoyed right now. Mamaon (Maziodyne whiffs) 5b CH Punish > D.Garu > 2a > 5b > d.Garu > 2a > 5b > 5c(2) > 2c > b.Bufu > SB.Agi > Dance
Diveman Posted September 3, 2012 Posted September 3, 2012 (edited) ^ regarding that combo 5b CH Punish > D.Garu > 2a > 5b > d.Garu > 2a > 5b > 5c(2) > 2c > b.Bufu > SB.Agi > Dance If the 5B was FC instead, you can get 1 more Garu rep, so that combo would look something like: 5b Fatal Counter> D.Garu > [2a > 5b > d.Garu] x2 > 2a > 5b > 5c(2) > 2c > b.Bufu > Ender (depends on which part of the screen you are/how much meter you have) That as far as I've tested, seems to be the basic rule, if you're doing Garu loops and the starter was a Fatal Counter, you can add 1 more rep than usual and the combo will still work as normal, it adds like 500/600 more dmg that way. EDIT: Another example I was testing is: (Corner) CH 2C > B.Zio > 5B > sweep > D.Garu > 2A > 5B > sweep > D.garu > 5A/2A > 5C (2) > 2C > B.Bufu > ender (with memento mori does like 8000 dmg) if the initial 2C was a Fatal counter instead, you can get 1 more rep of that part in bold (and the whole combo does like 8600 instead too) Edited September 3, 2012 by Diveman
C0R Posted September 3, 2012 Posted September 3, 2012 For the specific combo I posted, it's pointless to do more garu reps, as you'll too heavily adjust the timing and spacing to hit with mahamaon. It's already 21000~ damage so...
xlolxlolx Posted September 3, 2012 Posted September 3, 2012 iono y hes posting stuff i posted like 3 weeks ago :V
Diveman Posted September 4, 2012 Posted September 4, 2012 For the specific combo I posted, it's pointless to do more garu reps, as you'll too heavily adjust the timing and spacing to hit with mahamaon. It's already 21000~ damage so... Oh I didn't meant it to be like to make them land in Mahamaon, just when u randomly get CH 5B. And yeah I didn't know that stuff was posted 3 weeks ago, my bad :V
Eshi Posted September 4, 2012 Posted September 4, 2012 Hey guys. Figured I'd finally post here. I started out this game with Akihiko but got annoyed by my inability to consistently win against players of any level, so I've switched to Elizabeth. This character is dumb as fuck, sooo much fun!
TD Posted September 4, 2012 Posted September 4, 2012 until you get hit. then shit becomes very unfun and very, very annoying. *glares at yu and chie*
Eshi Posted September 4, 2012 Posted September 4, 2012 until you get hit. then shit becomes very unfun and very, very annoying. *glares at yu and chie*I've always been very strong at blocking thanks to grinding against Ivysaur's retarded Carl pressure, but... her guard cancel should be a LOT less shitty. She would be perfect otherwise :3
Elochai Posted September 4, 2012 Posted September 4, 2012 until you get hit. then shit becomes very unfun and very, very annoying. *glares at yu and chie* The answer to this is mash 2B.
TD Posted September 4, 2012 Posted September 4, 2012 I've always been very strong at blocking thanks to grinding against Ivysaur's retarded Carl pressure, but... her guard cancel should be a LOT less shitty. She would be perfect otherwise :3 after trying her damn guard cancel numerous times in numerous situations l realized just how fucking bad it actually is. l guess it makes sense with invigorate probably breaking her gc should it ever become good. you seriously need to get lucky sometimes. The answer to this is mash 2B. this man knows, 2b all day!
xlolxlolx Posted September 4, 2012 Posted September 4, 2012 i just pretend she doesnt have a dead angle :D
GBS Giovanni Posted September 4, 2012 Posted September 4, 2012 i just pretend she doesnt have a dead angle :D Likewise.
TD Posted September 5, 2012 Posted September 5, 2012 it's hard though for me lol. l hate blocking longer than a second, and it's ridiculously tempting when l have 150sp to just throw caution to the wind and hope for the best. when it works, it does it's job very nicely, but getting it to work is the problem. but l WANT shuffle time in general to be a part of my play! the act of inflicting multiple debilitating status effects on the foe is too good to pass up. it'd be great if she could combo into shuffle time. but alas, l am straying off the original topic, so i'll save my wishlist for another day.
Diveman Posted September 5, 2012 Posted September 5, 2012 What she needs is shuffle time to do some damn damage lol, I hate hitting my opps with that when they have like 5hp left and not killing them. PD: Also she needs to be able to inflict rage...
Yannick Posted September 5, 2012 Posted September 5, 2012 Let's be serious, now. Rage + SB.Anything = kinda unfair.
mMarikom Posted September 5, 2012 Posted September 5, 2012 Is there something I'm missing about mind charge? Why do I see Japanese players using it when they're already in awakening sometimes...maybe I'm just derping and there's something about the move I don't get but...
Eshi Posted September 5, 2012 Posted September 5, 2012 (edited) Is there something I'm missing about mind charge? Why do I see Japanese players using it when they're already in awakening sometimes...maybe I'm just derping and there's something about the move I don't get but...Elizabeth's counter assault is extremely bad and her F-Action can get option selected for 6k fatal counter combos in high level play. This means that mind charge is often the best defensive option when available because it pauses the game for two seconds so you can figure out the exact option to beat what the opponent already inputted. It doesn't have any invincibility though so it will flat out lose to meaties (C Ghastly Wail can beat however), but in situations where you know you can't get meaty'd (like after a block Coup Droit), Mind Charge can seriously turn the match in your favor. Edited September 5, 2012 by Eshi
Diveman Posted September 5, 2012 Posted September 5, 2012 Let's be serious, now. Rage + SB.Anything = kinda unfair. lol yeah, that sounds pretty BS.
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