crimsonstardust Posted January 22, 2013 Posted January 22, 2013 Some questions here, usually when I catch someone with Thanatos from full screen, I really don't know what I should to do maximize the damage, the best I got so far was doing 3 j.As and follow it up with j.C. Second question, I was watching the Garu explanation video by Pulsar, I was wonder if like in the video if Liz players should be able to do a third Garu, usually I find myself just doing what I usually do after the second Garu and I'm not sure if its better to try and go for more damage or just go for what I can do. (I usually get over 3k I just can't remember the amount of damage I usually get right).
godofwar7 Posted January 22, 2013 Posted January 22, 2013 You mean with with his command grab? The best option would be j.B j.A j.C 2A 5B into w/e you want. (But it takes awhile to get used to) A more standard, easy option j.A j.B j.A j.B j.C (which I cannot do) Only 3k off double garu combo? That doesn't sound right, should at least be 4k to 5k. anyways its better to just do what you can consistently, the third garu doesn't add THAT much more damage. I got a question. How am I supposed to make 5C(2) A.Bufu hit perfectly? in training mode the dummy always recovers before A.Bufu hits...
Elochai Posted January 22, 2013 Posted January 22, 2013 5C (2) > 214A only works on crouching confirm or CH. @Stardust: Third garu after SB.Garu isn't too bad, it's just character specific. On Aki, Liz, S.lab/lab, Yosuke, and Naoto, there's no reason not to do the third Garu as all it is is [2].
crimsonstardust Posted January 22, 2013 Posted January 22, 2013 (edited) Yeah I can usually do the j.B j.A j.C 2A 5B mid screen or if I'm close but I never seem to be able to get it to work full screen. Seeing how you suggested that, I'm wondering if I need to start running towards my opponent a little earlier to get that to work full screen, hmm I'll have to test that when I'm in the Lab with Liz again. I just checked the combo I usually do with 2 garus (usually the first garu I use is SP), using 214Bx2 with j.C at the end I can land around 4200 damage, with 236 A+B to end the combo with around 3800. Alright I'll start trying to implement adding the third garu in when I practice again, would it be better to practice on one character first and then learn the timing for other characters once I get used to doing it on one character? Edited January 22, 2013 by crimsonstardust
Elochai Posted January 22, 2013 Posted January 22, 2013 When I tried combos, I used the [2] characters first, since those are super easy. However, I find it that Yu is kind of the middle ground when it comes to characters that you can't just [2] on. I would suggest trying Yu once you get the hang of a [2] character. Though most Garu combos are [9~3], you can even do Garu combos with different variations of [5~2], as shown by Bace here.
godofwar7 Posted January 22, 2013 Posted January 22, 2013 (edited) Well you don't have to run at all, simply walking is fine. i believe the timing for everything else is the same except use [9] instead of [8]. I'm not someone who's got this combo down per say, but i just did it a few times in training mode right now so theres definitely some merit to what i said. Thanks elochai. now if i could just get IAD to come out right after the bufu. for some reason its much harder than usual. Edited January 22, 2013 by godofwar7
Elochai Posted January 23, 2013 Posted January 23, 2013 The garu combo, you mean? You can essentially [9~3] everyone, but the time of [9] is different for all of them iirc. I recall Chie/Aigis/Teddie being impossibly hard, and Mitsuru/Kanji/Yukiko being easiest for the non [2] characters. This is why I like the j.236D FC loops, because you use [2] for every character, and while you can add an additional garu, it's only doing 300dmg at that point in the combo. Furthermore, after the last allowed garu, you can just 5B > 5C > stuff. I never use garu combos on the hard characters, with the exception of the j.236D FC ones and the garu elevator. Getting lower consistent damage is better than taking a gamble at getting big damage.
godofwar7 Posted January 23, 2013 Posted January 23, 2013 (edited) Actually I was responding to crimsonstardust about the full screen j.B j.A j.C combo still good info you provided. How to get out of Yu pressure in the corner? I cant even find a single opportunity to hit a button due to all the hit stun Edited January 23, 2013 by godofwar7
UmaiCakes Posted January 23, 2013 Posted January 23, 2013 Well you don't have to run at all, simply walking is fine. For full screen 5D/j.D, you do need to run up j.B (5B sweep Garu combo is easier in this case) Thanks elochai. now if i could just get IAD to come out right after the bufu. for some reason its much harder than usual. Actually on max range crouch confirm you need to do a microdash before IAD after A.Bufu, it is quite hard...
godofwar7 Posted January 24, 2013 Posted January 24, 2013 gotta find that sweet spot where i have to jump and not end up flying past them when its time for j.A. it's been easier for me to get to that spot(which I don't where it is) from walking. ugh microdashes. If i could do those then I could combo off DPs in corner...
Elochai Posted January 24, 2013 Posted January 24, 2013 Doing all of Liz's challenges 2 days ago, I kinda learned how to combo off of shuffle time. For how hard it is, I don't think it's worth it. It's not a good combo starter imo. You can AC out of Yu's 214A/B. Not sure about SB. Grab is also godlike, since it has a 5 frame startup.
susano Posted January 31, 2013 Posted January 31, 2013 How do you do that coffin super in the corner after a 4k combo? Or any combo for that matter? I still need a lot of work with Liz but for the most part I was praised for my understanding of range and spacing with her (while making a Chie salty) . I'm still learning combos. And Elochai, you rock. Seriously.
Kiba Posted January 31, 2013 Author Posted January 31, 2013 (edited) My mini input which probably requires another's guidance. When it's answered properly I'll add it to FAQs. I have trouble with this myself (due to lack of practice). If there is an easier way I'd surely love to know. Well for starters, it only works from AOA OMC. Basically what I do is buffer the 214214 motion during the last active frames of the AOA, and then press C/D the moment I OMC. What usually happened before is that I'd try to buffer the whole motion after AOA and sometimes 214C/D comes out instead. Edited January 31, 2013 by Kiba
Elochai Posted January 31, 2013 Posted January 31, 2013 And Elochai, you rock. Seriously. Random compliment? I'll take it~ To get to the topic at hand, Memento Mori is kinda tricky. The best way I can describe the input is 5AB > 214ABC > 214C. You generally should input 214ABC when Elizabeth is about to strike with the tome, so that 214C is pressed immediately after, giving you an immediate super. Alternatively, you can just mash 214214 and input ABCC, and the same thing will happen.
Kiba Posted January 31, 2013 Author Posted January 31, 2013 Thanks dude I ought to try that if/when I next play the game.
susano Posted February 1, 2013 Posted February 1, 2013 My mini input which probably requires another's guidance. When it's answered properly I'll add it to FAQs. I have trouble with this myself (due to lack of practice). If there is an easier way I'd surely love to know. Well for starters, it only works from AOA OMC. Basically what I do is buffer the 214214 motion during the last active frames of the AOA, and then press C/D the moment I OMC. What usually happened before is that I'd try to buffer the whole motion after AOA and sometimes 214C/D comes out instead. Yeah, I was trying this combo in training mode and I get the 4k out and then I do the AoA. It turns yellow so maybe I did it too slow? I'm using a control pad btw. o_o Also, how in the world do you do crossovers with the jump moves? I've seen people flip over me and hit me the other side and I have no idea how to do it. I know I've seen Elizabeths do it so... I'm just getting back into this game. I was maining Labrys before before I made a switch to Lizzy. I really like her, despite her weaknesses. :3 Random compliment? I'll take it~ To get to the topic at hand, Memento Mori is kinda tricky. The best way I can describe the input is 5AB > 214ABC > 214C. You generally should input 214ABC when Elizabeth is about to strike with the tome, so that 214C is pressed immediately after, giving you an immediate super. Alternatively, you can just mash 214214 and input ABCC, and the same thing will happen. Tome is her AoA? Sorry, still getting used to her moves. I really should do some challenges first so I remember stuff.
Elochai Posted February 1, 2013 Posted February 1, 2013 Tome means book, so I was referring to when she overheads someone with the book during the AOA animation. For cross-ups with Liz, you can do 5AA > IAD air turn j.C. For an even trickier cross-up that requires some meter, you have the maragidyne sb > c maragidyne cross-up. The former can be AA'd pretty easily, and the maragidyne one can be DP'd out of by a few characters. We also have some "legit" mixups, such as garu omc > j.A/2A, or 2B OMC > instant overhead j.A/2A/grab. There's also 214D > IAD air turn j.A/2A. Btw, if you're looking for combos, I have a combo tutorial that's somewhat dated (this was made in September, but due to the YT police, I had to re-upload it since the original was removed), but a lot of these combos are still pretty good for beginners. I also have a more "advanced" set of combos that may be more your speed once you get the basics done. None of these are video plugs .
DudeUnderscore Posted February 2, 2013 Posted February 2, 2013 Tome means book, so I was referring to when she overheads someone with the book during the AOA animation. For cross-ups with Liz, you can do 5AA > IAD air turn j.C. For an even trickier cross-up that requires some meter, you have the maragidyne sb > c maragidyne cross-up. The former can be AA'd pretty easily, and the maragidyne one can be DP'd out of by a few characters. We also have some "legit" mixups, such as garu omc > j.A/2A, or 2B OMC > instant overhead j.A/2A/grab. There's also 214D > IAD air turn j.A/2A. Btw, if you're looking for combos, I have a combo tutorial that's somewhat dated (this was made in September, but due to the YT police, I had to re-upload it since the original was removed), but a lot of these combos are still pretty good for beginners. I also have a more "advanced" set of combos that may be more your speed once you get the basics done. None of these are video plugs . wait I thought 5AA -> IAD -> air turn j.C didnt actually work; it's not an actual cross-up, the character sprite just blocks the other way.
Elochai Posted February 2, 2013 Posted February 2, 2013 Yes, that is true, it is not an actual cross-up. However, depending on when you j.C, it's kind of tricky to know which way to block if your opponent does not have experience with it. Sometimes, Liz will be on the other side, but the attack would've come out before she crossed over; it's a yomi thing. I forgot to add that 5AA > IAD air turn > j.C OMC > j.A is kinda cool for an overhead, too.
Elochai Posted February 21, 2013 Posted February 21, 2013 Okay, so this is something that has been bothering me for a while. The Elizabeth wiki states: Thanatos performs a slash that is air unblockable, launches the opponent and fires ice at the opponent. On hit, the opponent is briefly frozen. If Elizabeth uses the A version in a combo, she can freeze again with the B version but not the A version. All versions are unsafe on block. Has anyone been able to do these refreeze combos? I've tried several times to no avail. It didn't bug me in the past because I never really read the wiki admittedly, but now that I'm seeing this, I'm wondering why I'm unable to do combos like 214A FC > stuff > 214B > AOA > mori. Was this possibly something taken out in 1.02?
Kiba Posted February 21, 2013 Author Posted February 21, 2013 It was possibly taken out. If you're saying you can't do it anymore, it's probably invalid.
Eshi Posted February 22, 2013 Posted February 22, 2013 Someone please double check me to make sure I'm not crazy. I think I found a situation that causes the game to briefly lag 100% of the time. On xbox, I'm doing a corner blockstring into 5C > 2OMC > instant air turn dash jA and it looks like the game lags every single time just before the air turn dash. It's throwing off my timing.
bace Posted February 23, 2013 Posted February 23, 2013 Someone please double check me to make sure I'm not crazy. I think I found a situation that causes the game to briefly lag 100% of the time. On xbox, I'm doing a corner blockstring into 5C > 2OMC > instant air turn dash jA and it looks like the game lags every single time just before the air turn dash. It's throwing off my timing. Yup, this happens on my Xbox also. It's like the game has a brief pause when you one more and jump. Strange find!
susano Posted February 25, 2013 Posted February 25, 2013 Damn, I'm having a tough time with Elizabeth's OTG mid screen combos. How the hell you get the low attack to come out fast enough? I was onle able to do it twice with a 2.5/2.6k combo last night but that timing is crazy.
susano Posted February 25, 2013 Posted February 25, 2013 Damn, I'm having a tough time with Elizabeth's OTG mid screen combos. How the hell you get the low attack to come out fast enough? I was onle able to do it twice with a 2.5/2.6k combo last night but that timing is crazy. EDIT: Okay, I figured that you have to do some sort of crossup to connect the OTG. Something like that? Someone help.
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