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Posted

Thanks! Yeah, if I'm in the corner I'm good to go. But mid screen I'd land 5B and draw a blank.

Thanks for the info!

Meow.

Posted
So yeah, what is a good punish mid-screen with no meter? Trying to hurt these fools mashing DP, but I don't know what to do, lol.

It will depend on the DP and on the meter of the opponent, if you want to play safe when they have meter you might go for a less damaging starter just to be sure to not get hit by a super cancel.

- Mitsuru, if she has no meter you can FC [5B], if she has you should hit her before she lands, safest way being 5AA 5B 2B 2D..., you might get rid of 5AA for more damage.

- Yukiko, same as above.

- Yu without meter same as Mitsuru, be sure to learn the timing as the landing recovery isn't as long for him, when he has meter, do a quick dash to get in his back, this way if he super cancels it will go on the other side and you'll be safe, then you can FC [5B]. Might require more reaction as if he super cancels, your punish might whiff and you have to do it again, but well it shouldn't surprise more than once.

- Aigis without meter, dash in FC [6B], with meter she can cancel into her air super until she hit the ground (well that's pretty obvious) so look for it, i'll have to check again but i think you can't punish the super with a fully charge B, but a normal FC 5B is guaranteed at least.

- Kanji, for this one my advice would be to backdash it if you saw it coming, it's pretty easy and you'll get a free FC [6B] afterwards.

- Akihiko, with no meter not sure if you can get a charged B punish have to look into it, if he has meter and cancels into his power up super, he's completely safe so you might wanna make it whiff to get a guaranteed punish, just don't forget it's two hits so a backdash done close might get caught.

Posted (edited)

I looked at the combo thread and am trying to get some of the more common bnbs down. Here's what I'm doing right now:

In corner:

jB > 5AA > 5B > 2AB > B Coup > 2A > 2B > 2D

The dummy always techs out right before the 2D can connect and freeze them. Am I doing anything wrong or is that just the stopping point in the combo? Sometimes it seems like it works, sometimes not. I'm brand new to Arksys games, so just trying to learn the basics of the engine. I guess I should just try to learn how to nail the Bufula instead, though the input/timing I guess is giving me trouble since this is my first charge character (I come from Marvel and SF4), it seems like I have to hit the C before the up input.

Can anybody give me their MOST practical go-to bnbs that aren't crazy hard timing or execution for a jump in hit, midscreen connect, and anti-air cr.B or something? Need a good combo to get into a Bufudyne super since it does big damage...

Also, quick question, I see people talking about fully charged normals like 5B... I guess I don't understand how you can charge a neutral input like 5B. Maybe I'm just misunderstanding. Can you charge her normals besides just her moves like Coup and Bufula?

Edit: Just worked on refining that combo up there.... been able to do jB > 5AA > 5B > 2AB > B Coup > 2A > 2B > Bufula > A coup > Bufudyne super for 3778 damage... not bad! Corner only I guess, but still nice!

Edited by Riot55
Posted (edited)

2D generally whiffs deep in the corner because of how the angle of the attack hits.

Also corner throw bnb doesn't work on Naoto or Yukiko :gonk:

Edited by vanfleihight
Posted

Thanks for the info.

Yea, to be more specific, I was wondering more on quick punishers with regular 5B (not charge). However...

With no meter, you'd have to do something like 5B>2AB>C Bufula>6B>2AB>B Coup.

How do you get C Bul to combo after sweep?

Posted (edited)
Thanks for the info.

Yea, to be more specific, I was wondering more on quick punishers with regular 5B (not charge). However...

How do you get C Bul to combo after sweep?

Oh, sorry. You said punishing DP, so I assumed they'd still be in the air, closer to the ground. I was posting that from my phone at work, so I didn't think about that more first. XD

I looked at the combo thread and am trying to get some of the more common bnbs down. Here's what I'm doing right now:

In corner:

jB > 5AA > 5B > 2AB > B Coup > 2A > 2B > 2D

The dummy always techs out right before the 2D can connect and freeze them. Am I doing anything wrong or is that just the stopping point in the combo? Sometimes it seems like it works, sometimes not. I'm brand new to Arksys games, so just trying to learn the basics of the engine. I guess I should just try to learn how to nail the Bufula instead, though the input/timing I guess is giving me trouble since this is my first charge character (I come from Marvel and SF4), it seems like I have to hit the C before the up input.

Can anybody give me their MOST practical go-to bnbs that aren't crazy hard timing or execution for a jump in hit, midscreen connect, and anti-air cr.B or something? Need a good combo to get into a Bufudyne super since it does big damage...

Also, quick question, I see people talking about fully charged normals like 5B... I guess I don't understand how you can charge a neutral input like 5B. Maybe I'm just misunderstanding. Can you charge her normals besides just her moves like Coup and Bufula?

Edit: Just worked on refining that combo up there.... been able to do jB > 5AA > 5B > 2AB > B Coup > 2A > 2B > Bufula > A coup > Bufudyne super for 3778 damage... not bad! Corner only I guess, but still nice!

First off, you'd get more damage if you used 4/5/6B > 2AB > A Coup after the bufula.

I've been postings some relatively easy confirms in the combo thread. They're not hard, you just have to practice to learn the timing. Mitsuru's combos don't translate to text very well.

To charge a move like 5B you simply hold the B button.

Edited by Jyosua
Posted

i'm having a hard time thinking of uses for SB Coup... is it safe on block or something? still feels like i can get mashed out.

Posted

All the coups are safe, but not advantageous. If the opponent isn't fast enough, you can grab them for a reset, so it might be like -1 or 0 on block... I generally don't risk it though.

As far as using SB Coup... I can't think of any uses either. :v: Let me know if you find one.

Posted

Doesn't SB Coup combo off crouching A's so that you can get a full corner combo off that instead of hoping your opponent is crouching?

It's also a decent punish against certain characters, like Naoto's final bullet at a certain range can be punished with an SB Coup and if it's enough to carry them to the corner, full combo as well, no?

Posted
Oh, sorry. You said punishing DP, so I assumed they'd still be in the air, closer to the ground. I was posting that from my phone at work, so I didn't think about that more first. XD

No, you're good :)

Okay, I didn't know they had to be airborne type thing deal. Thanks for the info, guys!

Posted

Coup is -2.

Doesn't SB Coup combo off crouching A's so that you can get a full corner combo off that instead of hoping your opponent is crouching?

How? It doesn't knock down or have long enough hitstun to do anything.

Posted (edited)

How? It doesn't knock down or have long enough hitstun to do anything.

Bleh, nevermind, I was thinking it gave a knockdown for some reason, it only does that on air hit.

---

Anybody with good Bufula setups yet?

I try to D Bufula after any midscreen hitconfirm if I can't get the corner ender. Also off midscreen throws, I whiff A Coup Droit into D Bufula.

D Bufula is also a good reset if you mess up and drop a combo and the opponent is still frozen.

As for SP Bufula, it's a good anti-power up skill. So if they try to rush you down while powered up, if you toss it out they'll have to navigate over the wall and you can just consistently situate yourself to anti-air and move with your wall. In addition if you get caught in a block string, it turns their string into a ticking time bomb as it slowly approaches.

SP Bufula is also decent after Myriad Arrows if they don't tech backwards.

I'm really hoping for some corner setups of some sort, but both sweep and B Coup puts Mitsuru in a bad position where the Bufula is actually too close. D:

Edited by icilby
Posted

If you don't have the meter to confirm into 2AB>OMC>2B>2D and you're blatantly midscreen, so B Coup won't get you to the corner, you can cancel 2AB into D Bufula to reset pressure or reset the combo if they're mashy faggots.

Coup is -2.

Who found this out?

Posted

That was what I was told, however I just spent the entire day figuring out her move list through training mode and here's what I found:

[table=width: 500, class: grid]

Input

Startup

Frame Advantage on normal block

Jump

3F

[/td]

Throw

4F

5A

6F

-9F

5AA

-9F

5AAA

-14F

5AAAA

-9F

5AAAAA

-14F

2A

8F

-7F

2B

10F

5B no charge

16F

-12F

5B charged

26F

-5F

2AB Sweep

20F

-3F

2AB Sweep feint

Lasts for 26F

Coup Droit

All versions -4F

5C

16F

5D

26F at closest hittable range, add a few (1-3) for longer distance

2D

24F toward the tip

j.A

6F

j.B

10F

j.C

15F

j.D

24F

Myriad Arrows

Either 6 or 7F

Bufudyne (C Version)

Either 18 or 19F

Bududyne (D Version)

Really damn slow (>25F)

[td]

[/table]

Grain of salt, possible errors, etc. Something to have while waiting for Arcadia to release info.

Posted

Those numbers make some bit of sense, as 2B and various autocombo moves were the only ones I found to be completely unsafe on block.

Posted

Probably going to expand the combo thread (tonight hopefully?) to look like the other ones (you know midscreen starter corner starter etc)

Posted

Ok if someone could help me better understand why mitsuru is S-tier id be very greatful,, all i know is that im not seeing it.

Of IOH jb if its connects regardless of block or hit regardless oh crouching or standing we do not get to continue pressure infact its negative,, we cant even use jc to cancel it, im not seeing her having good mixup either her hi low game outside of her instant OH which you need to rapid to make it useful lockdown is all i see going for her. Her All-out-attack is extreamly slow and even if it does hit we lose oki because of it. An alot of our moves put us at neutral like 46A/B.... please im truly not feeling the S-tier ness of her. Other then her damage i dont see her being top

Posted

Her hitbox and reach, it's not so much of giving up oki, even if we do we can just poke people out. Neutral game is top and DP > Super is lulz

Posted

Any tipes on getting her stand B to combo into her crouching AB? I do not understand why this sometimes works and then sometimes doesn't.

Posted
Any tipes on getting her stand B to combo into her crouching AB? I do not understand why this sometimes works and then sometimes doesn't.

5B > 2AB only works if they are crouching or if you charge 5B to max or air hit.

Posted
Ahh ok i see thanks,,,

In addition to what was said, she's also a pretty low risk, high reward character. Watching top JP play, a bad guess against Mitsuru can lead to meterless 3k to 3.5k on non-FC combos. Not that many characters can achieve that much damage meterless or without some sort of punish/elaborate set up. All of her combos give her corner push as well.

Anyone have any setups/advice on how to land D Bufala oki in the corner?

Posted (edited)
Probably going to expand the combo thread (tonight hopefully?) to look like the other ones (you know midscreen starter corner starter etc)

Thank God. XD Also you should add crouch confirm to a few of the combos in there.

Oh, also the j.B counterhit combo I posted that made its way into your thread can be performed midscreen if you replace the 4Bs with 6Bs.

Edited by Jyosua

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