Kenturo Posted September 25, 2014 Posted September 25, 2014 Some setups with awakening super http://www.nicovideo.jp/watch/sm24548118?ref=search_key_video
TD Posted September 25, 2014 Posted September 25, 2014 we got daisharin up in this bitch it goes without saying but, it was only a matter of time. someone called it first day, I remember. just don't have one persona card left
Buttface Posted September 26, 2014 Posted September 26, 2014 I'd have a better reaction if I knew what you were talking about
TD Posted September 26, 2014 Posted September 26, 2014 http://m.youtube.com/watch?v=kl2rbV2Mops This, without having to try to beat rolling out of corners. Or getting 50 meter to keep doing it... The idea is that Marie can setup very strong mixups - including throws - because she is able to completely control when each megatama hits. I am only assuming she can setup every possible mixup available in the corner especially, including but not limited to: high, low, empty low, empty jump high, throw, crossup, feint crossup, crossup high/low, maybe even fuzzies?... Etc and still be safe if she sets the megatama to completely cover her. Of course, there will need to be different formations per setup - for example, she won't be using a throw in a high/low setup and vice versa because of the blockstun/lack of blockstun, respectively. This is akin to Blazblue litchi's setup, though there will probably be key differences between the two, the ideas seem very similar. Several free, safe mixup attempts. All of her summons and stuff even aid in this aspect. Eyes help with crossups and unblocks, chocolate provides additional blockstun, and clouds prevent jumping out of certain setups. Once kaguya is hit the super goes away which is a big weakness but there will likely be meaty setups as well as dp baiting. They dp, she baits, free fc. I have high hopes for this super now that I have seen it in action. It won't be as op as daisharin though.
Buttface Posted September 26, 2014 Posted September 26, 2014 ok but can we talk about that j.C fatal counter combo in the video because goddamn
Buttface Posted September 26, 2014 Posted September 26, 2014 the timing for the cancel from 236A into the awakening super to be able to connect into 5A is REALLY tight off a non CH
Spring_Raid Posted September 26, 2014 Posted September 26, 2014 the timing for the cancel from 236A into the awakening super to be able to connect into 5A is REALLY tight off a non CH Are you talking about in the corner?
Buttface Posted September 27, 2014 Posted September 27, 2014 Yes, it only works there after all. Maybe it's because I practiced it or because I was tired, but it doesn't feel so bad now.
Spring_Raid Posted September 28, 2014 Posted September 28, 2014 The 236A > D Bright Arrow > 5AA link is also height dependent so popping them higher in the air during the combo may also help a bit.
Buttface Posted September 29, 2014 Posted September 29, 2014 Margaret can't 2B our j.C successfully the best she can do is trade, and it's a trade she loses EDIT: she can, but the timing and positioning are pretty specific
Spring_Raid Posted September 29, 2014 Posted September 29, 2014 Against Maggie 2B, I respect like it's a real DP and don't try using j.C if she's got 50SP for Super lol. After practicing and applying in actual matches all weekend, using Wicked Eye in combos setups gave me the best meterless damage midscreen and corner at around 3.5K on grounded opponents. 4.7K-5K with 50SP depending on weather. D Bright Arrow corner combos into cloud can also lead to C Wicked Eye/Chocolate setups. As of now, setting up around wicked eye and cloud have become the center of my neutral game with Chocolate sprinkled in for specific MUs where I need to lock someone down.
Buttface Posted September 29, 2014 Posted September 29, 2014 After further investigation, it seems j.C has two different frame advantages. If it starts hitting before it starts moving, it's -5 on block, if it doesn't hit until after it starts moving, it's +10 or so Also, while Maggie 2B doesn't beat j.C, her 214B does. Even if it whiffs, it gets her out of danger.
Spring_Raid Posted September 30, 2014 Posted September 30, 2014 Holy crap, it's +10 if the beginning animation doesn't hit? No wonder I can combo it into 5B and 5C from mid/max range. Guess I'll be abusing the shit out of it more. Edit: Another thing I found out is that our 5B makes Maggie's DP whiff allowing for a punish afterward
Spring_Raid Posted October 1, 2014 Posted October 1, 2014 What are you guys doing after knockdown midscreen? I thought it would interesting to note that using 5AA > 5B > 2AB > 214D leaves you in position to have eye either right on top of the opponent or slightly behind midscreen to follow up with another combo (similar to Labrys' 5A > 5B > 2AB > 22A setup in P4A1) For example, I'll do 5AA > 5B > 2AB > 214D for knockdown. If the 5B > 2AB follow up after knockdown connects, I'll do 214D activate for a midscreen combo. If blocked, cancel 2AB into 236C or 236A since it seems hard to punish at the range you'll end up. Sometimes after sweep knockdown, I'll go for 214AB if I want to spend 25SP but I like saving meter for OMC combos. I'm also not a fan of knocking down with 236A since they can tech out quickly. Edit: corrected notations, since I typed them rather fast at work.
Battsu Posted October 1, 2014 Posted October 1, 2014 So is there a way to do Marie's good combos without using j2b and instantly follwing up from the groud? Because I just can't do it consistently for the life of me, it's too damn strict. All the combos that require the airdash after 236b into j5b and j2b and similar stuff are just beyond me. Or is there some trick to getting it that I'm missing? I've practiced it over and over. I almost always bounce back or just botch it completely.
Spring_Raid Posted October 1, 2014 Posted October 1, 2014 So is there a way to do Marie's good combos without using j2b and instantly follwing up from the groud? Because I just can't do it consistently for the life of me, it's too damn strict. All the combos that require the airdash after 236b into j5b and j2b and similar stuff are just beyond me. Or is there some trick to getting it that I'm missing? I've practiced it over and over. I almost always bounce back or just botch it completely. Are you talking about bouncing back after IAD 236B or j2B? If you're talking about j2B, input j.C(whiff) after j2B so you don't bounce off the opponent. It does take a bit of practice to get down. In 5BB > 2B combos, try inputting slow as possible between 5BB & 2B 5BB > 2B and jB confirms are going to be in the majority of her good BnBs so it's best to keep trying at it.
Battsu Posted October 1, 2014 Posted October 1, 2014 Are you talking about bouncing back after IAD 236B or j2B? If you're talking about j2B, input j.C(whiff) after j2B so you don't bounce off the opponent. It does take a bit of practice to get down. In 5BB > 2B combos, try inputting slow as possible between 5BB & 2B 5BB > 2B and jB confirms are going to be in the majority of her good BnBs so it's best to keep trying at it. I didn't know about the j.c. Thanks for the advice, I'll keep trying.
ZDH513 Posted October 1, 2014 Posted October 1, 2014 Hello everyone I need some help I just got P4U2 NA edition and decided to Main Marie and so far she's fun but I have trouble using her Awakening Super it just doesnt work for me because everytime I use it Kaguya just gets hit and the Magamatas are gone. I'm probably using it wrong so what strings or set ups do you all recommend for me to use this Super so I can get the Oki from it.
Buttface Posted October 2, 2014 Posted October 2, 2014 there's a video on the previous page that shows a bunch of ways to combo into the super for scary oki
Carthage Posted October 2, 2014 Posted October 2, 2014 For Marie Trial 17, you can trivialize it with a 214A present and do the combo while the present keeps them in hitstun. I couldn't do it without this, hundreds of attempts and I only got the second 2B to land 1 time
rayplay Posted October 3, 2014 Posted October 3, 2014 What are some good setups to use her 5D/presents? Also what do I do with her eye special moves?
Buttface Posted October 4, 2014 Posted October 4, 2014 anything ending in sweep will let you pull a present, air combos ending in 2B will let you use j.D oki, https://www.youtube.com/watch?v=jrbB84-SXpc is an example of using her eyes you can also just set them up midscreen to manipulate the vacuum so that their blockstrings get ruined or to keep them nervous about standing there.
Buttface Posted October 4, 2014 Posted October 4, 2014 You can loop 2AB>236C three times in the corner, but it prorates really poorly No idea if there's any use for it, but who knows
Valin Posted October 4, 2014 Posted October 4, 2014 You can loop 2AB>236C three times in the corner, but it prorates really poorly No idea if there's any use for it, but who knows https://www.youtube.com/watch?v=HaI-ub8QnRM ya
Buttface Posted October 10, 2014 Posted October 10, 2014 the corner eye pressure I posted a while back also works midscreen with SB eye, but they're able to roll out of the beginning since you can't properly meaty 5A them
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