Marisa Posted September 6, 2012 Posted September 6, 2012 Yeah, the different move properties will be the big one. I don't think adapting to the playstyle will be as troublesome.
Button Masher Posted September 8, 2012 Posted September 8, 2012 Does 214SP have more hitstun than the other versions?
Chickzama Posted September 12, 2012 Posted September 12, 2012 How do you get J.214A/B to ground bounce? (Besides double jump...I think I've seen someone do that move and get bounce without the 2nd jump in a combo, I just can't seem to do it. orz )
Adelheid Posted September 12, 2012 Posted September 12, 2012 How do you get J.214A/B to ground bounce? (Besides double jump...I think I've seen someone do that move and get bounce without the 2nd jump in a combo, I just can't seem to do it. orz ) It needs to travel a sufficient distance down before it hits. That's all there is to it. (This also affects is frame data and makes it less awful on block; I think j.214B becomes neutral after falling long enough.)
FlameIce Posted September 12, 2012 Posted September 12, 2012 What is the best way to combo after 214a Buffalo Hammer unblockable? Right now I do 214C 5aa 214A.
Tong Posted September 13, 2012 Posted September 13, 2012 That's pretty much what you can do... You can try replacing A with EX or OMC to extend it a little.
Mr.Minionman Posted September 18, 2012 Posted September 18, 2012 Can Slab not use her DP on wakeup? keep trying to, and every time i do, its beaten out by a 5A...
Adelheid Posted September 18, 2012 Posted September 18, 2012 (edited) Can Slab not use her DP on wakeup? keep trying to, and every time i do, its beaten out by a 5A... You absolutely can wakeup DP. Though if they're doing 5A, you should beware of people OSing against it with meaty 5AA > confirm what you've done and cancel to their own DP if they see themselves hitting against yours. Autoguard is really not as good as invuln. There's a lot of things it can lose to but that just feels particularly bad, haha... Edited September 18, 2012 by Adelheid
Mr.Minionman Posted September 18, 2012 Posted September 18, 2012 is it not instant then? I keep getting counterhit, which i was under the impression was an impossibility because it was a DP...
toanenadiz Posted September 18, 2012 Posted September 18, 2012 All Furious Actions are from frame 1. So S.Labrys's autoguard starts from frame 1. If you are being counterhit, you wouldn't be entering it properly (unless they are DP'ing you back after realizing you are using it).
Adelheid Posted September 18, 2012 Posted September 18, 2012 ... Well, the DP doesn't become active until frame 15, but it gains autoguard on frame 1, yes. It's not THAT bad, lol ε: If you're getting counterhit out of it at the start you are probably messing up the button press or something, and you're actually getting hit out of 5B.
FlameIce Posted September 18, 2012 Posted September 18, 2012 is it not instant then? I keep getting counterhit, which i was under the impression was an impossibility because it was a DP... Are you getting counterhit by the 5a it self , or someting else?
Mr.Minionman Posted September 18, 2012 Posted September 18, 2012 Hitting myself for not saving the replay, but as it was pretty laggy, I'll accept unintentionally throwing out a 5B as the most probable answer. And regarding the autoguard it seems like i absolutely can't throw it out on Yu lol >_>
Gil Posted September 22, 2012 Posted September 22, 2012 (edited) How do you get J.214A/B to ground bounce? (Besides double jump...I think I've seen someone do that move and get bounce without the 2nd jump in a combo, I just can't seem to do it. orz ) While on this subject, I had a follow-up question: I'm doing FC 5B(5C)>2B>jc>j.BB>djc air turn>j.214B etc etc. It was mentioned earlier that you can get j.214B to bounce at the right height, but I can't seem to do so without adding the air turn. Furthermore, even with the air turn, I can't get this combo to work on anyone except Chie. Any tips? Edited September 22, 2012 by Gil
Urichinan Posted September 23, 2012 Author Posted September 23, 2012 While on this subject, I had a follow-up question: I'm doing FC 5B(5C)>2B>jc>j.BB>djc air turn>j.214B etc etc. It was mentioned earlier that you can get j.214B to bounce at the right height, but I can't seem to do so without adding the air turn. Furthermore, even with the air turn, I can't get this combo to work on anyone except Chie. Any tips? The reason it doesn't work facing forward is because there needs to be a certain distance between you and your opponent before the final hit connects. It's not a specific height where it always works, it's a specific time period from the activation to the hit against the opponent. When you do it facing forward it hits too early, so you have to air turn to make them fall further down. For Chie you need to adjust it depending on her height when you air turn, there is no specific timing, so you'll just have to practice and get a feel for it.
XeroFaith Posted September 25, 2012 Posted September 25, 2012 So I heard something about S. Labrys has something along the lines of unscaled damage and unbreakable persona glitch. Can anyone tell me if this is true and where to find the information on this? I've heard it on a VOD and small bits of it on shoryuken but still no information. I even tried doing a google search. Unless I am blind and just read over it i don't think i found it anywhere.
Adelheid Posted September 25, 2012 Posted September 25, 2012 (edited) So I heard something about S. Labrys has something along the lines of unscaled damage and unbreakable persona glitch. Can anyone tell me if this is true and where to find the information on this? I've heard it on a VOD and small bits of it on shoryuken but still no information. I even tried doing a google search. Unless I am blind and just read over it i don't think i found it anywhere. My understanding is that it is they hit your DP autoguard and an SB skill autoguard at the same time, you get that except-by-super autoguard on Asterius for the rest of the match, or something like that. But I've never actually been able to get it to work! I might not have all the details quite correct? [1:40:28 PM] : BD [1:40:54 PM] : Then you kara asterius' blocking animation he gets from bd into ex command grab [1:41:22 PM] : If they attack and it hits both asterius' guard point and the bd guardpoint he becomes unbreakable for the rest of the round This is the explanation I've heard floating around, but I just don't think it's accurate. Edit: There's also the glitch of doing a persona move as you get persona broken and having it come out anyway; if you have the timing to do Titanomachia you can pretty much have that whole recovery period covered, which is pretty cool. It's not Shabrys specific though. It's also weirdly inconsistent sometimes for reasons I don't fully understand. Edited September 25, 2012 by Adelheid
XeroFaith Posted September 26, 2012 Posted September 26, 2012 Adelheid, thanks for the info at the moment I'll try this out and see what I can come up with.
Gil Posted September 26, 2012 Posted September 26, 2012 The reason it doesn't work facing forward is because there needs to be a certain distance between you and your opponent before the final hit connects. It's not a specific height where it always works, it's a specific time period from the activation to the hit against the opponent. When you do it facing forward it hits too early, so you have to air turn to make them fall further down. For Chie you need to adjust it depending on her height when you air turn, there is no specific timing, so you'll just have to practice and get a feel for it. Alright, I will mess around with that a bit and thanks.
Mr.Minionman Posted October 2, 2012 Posted October 2, 2012 What combo's are you guys getting after Massive Slaughter? The best meterless I've gotten is ... > j.B > jc.A > 236A for 2654 damage, which is good enough damage, but doesn't seem to reset the vortex.
Urichinan Posted October 2, 2012 Author Posted October 2, 2012 What combo's are you guys getting after Massive Slaughter? The best meterless I've gotten is ... > j.B > jc.A > 236A for 2654 damage, which is good enough damage, but doesn't seem to reset the vortex. 2B > j.B > dj.A > j.214A is the best route, it let's you go back into oki. In the corner do 2B > j.BB > dj.214B.
Scrubplayer Posted December 14, 2012 Posted December 14, 2012 Quick question here: When guarding against an opponent's blockstring while holding down D, if the opponent throws, will I still be able to tech the throw while holding down the D button?
Nihiru Posted December 14, 2012 Posted December 14, 2012 You cannot tech a throw while holding down D, even if you shortcut C+D throw to a button and press it while holding down D. You have to release D to tech a throw.
Scrubplayer Posted December 15, 2012 Posted December 15, 2012 You cannot tech a throw while holding down D, even if you shortcut C+D throw to a button and press it while holding down D. You have to release D to tech a throw. Oh okay, thanks. It bothered me that during a few matches, I was unable to tech my opponent's throw even though I could see it coming, but this clears things up. also Nihil is that you
Scrubplayer Posted December 27, 2012 Posted December 27, 2012 Another really quick and basic question about S.Lab: For her 236C/D attack, can you cross up the pillar of fire? i.e. using Evasive Action to go through your opponent right before the pillar explodes.
Recommended Posts