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Urichinan

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Everything posted by Urichinan

  1. To be fair, no one has really caught on to her yet. She can get around 1K just from a simple two/three hit combo like 2Ax2 > A Coup which is a lot better than most characters can do from a low of that range. She has the highest meterless damage from the most starters compared to the rest of the cast, she has really, really long range, counter hits let her corner carry from any normal, she can use D and EX Bufudyne as oki to apply safe mixups, which on hit will freeze the opponent and lead to a 3-4K combo+corner carry. All of her A's are safe, her j.B is safe when jumping backwards, you can hop over lows with 5B, you can special cancel her DP into a fully invincible super, she has three attacks that reach 3/4 of the screen and can be hit-confirmed into 2-3K combos+corner carry, A Coup is safe on hit and block, her 5C is safe and let's you go for a high/low/throw mixup, you can fake her sweep and be safe from DP's, or go for a low/throw mixup, she has a super that makes her completely safe while applying pressure because it shoots projectiles during the gaps. What part of that doesn't sound like a top tier character? Obviously she can be dealt with because she's linear, but she outclasses most of the other characters in a lot of ways. And Aigis is even better. Also, she's got MARIN KARIN. EDIT: For the record, I'm also not complaining. And personally I still think Aigis, Teddie and Chie are better than her, but this is basically what makes her so good.
  2. You should be able to 2B all of her dashes on reaction, if you can't get it from a normal block you more than likely will be able to IB it and hit her.
  3. It murders it, actually, because it'll counter the Persona and Shadow Labrys will be hit. Although you can bait that and punish him, but you still can't apply pressure like against most DP's.
  4. Indeed, staying across the screen is the best thing to do. 5B and 2B behind 2C and a command grab are the best ways to keep Mitsuru from approaching. And it stuffs her Coup Droit when Asterios is in front of you. When going for oki never try to pressure, just bait a DP. After you do it they'll more than likely not try to DP, and you can go for a mixup or two. Then go back to baiting DP's. You can act like you're going to do a mixup by running up and then blocking, or airdashing over their head for a cross-up and block when you land. Normally you'll want to go with a laser mixup, since that gives you cover and it's hard for her to hit Asterios out of it. Just play very cautiously, turtle, and when applying oki try to make them respect it.
  5. Normally, yes, but during Titan combos it actually seems to increase the damage because you can squeeze some extra hits in before the fire goes off.
  6. ORLY!?!?!? This one was actually a lot harder than the Mitsuru one, because I had to figure out the proration for him. I was going to try and add a real combo before it, but it prorates too much to do anything. Although, I didn't test it a very long, so he might be able to squeeze in a few hits.
  7. This is really good, it does 200 more damage than mine. And I think I can improve it to use the 8C route and maybe push it to 6K.
  8. Shadow Labrys 2B Fatal Titanomachia Combo http://www.youtube.com/watch?v=4RcoUzO-AaM
  9. You guys have any ideas on how to improve it? Guillotine Axe, Air Guillotine Axe, Sweep and 5B can't be done after 5A or 5AA, because they'll tech at the last Air Guillotine Axe, or some of the hits from 2C will whiff, making you lose damage. I can't think of anything better that won't use extra meter.
  10. I'm pretty sure it does, I tested it against jump-ins that were so deep they would land before she even did the attack. And I've anti-aired already active hitboxes, which would only work if it was invincible on the 1st frame. It is indeed slow, but from the tip of it, you've got plenty of time for it to come out. Like I said, at that range they're still airborne when it hits, making it no different than doing it earlier, they're just lower.
  11. You shouldn't be anti-airing them until they are right at you, or have pressed a button anyway. There's no reason you should ever be hitting 2B before they are in range, because it's got head invincibility on the 1st frame (I think) so you'll be safe no matter what they do from that point. I try not to anti-air until they reach the tip of where 2B would hit, because from there, unless they hit a button it'll hit them before they touch the ground, and if they touch a button, they get counter hit. Obviously they could airdash or double jump, but you'll still be safe from that as well.
  12. You shouldn't be anti-airing them until they are right at you, or have pressed a button anyway. There's no reason you should ever be hitting 2B before they are in range, because it's got head invincibility on the 1st frame (I think) so you'll be safe no matter what they do from that point. I try not to anti-air until they reach the tip of where 2B would hit, because from there, unless they hit a button it'll hit them before they touch the ground, and if they touch a button, they get counter hit. Obviously they could airdash or double jump, but you'll still be safe from that as well.
  13. Not if you DP during it's active frames and after the startup. EDIT: Also, another way to deal with Shock is do do her command grab, forcing them to jump and then doing 2B as an anti-air. If they try to poke Asterios then you can 5A/2A/5B depending on the range.
  14. "If you see a throw" Meaning, reaction, in which case there is nothing they can do. Shadow Labrys' R-Action also goes through all throws until it's auto-guard frames are over.
  15. Shock is without a doubt the worst ailment to get hit by aside from Rage. Since she doesn't need meter that much, Charm doesn't affect her and the other ailments don't really hinder her gameplay. (Panic is confusing, but you can still play by pretending you're switching sides) During Shock you can't walk, dash or jump, but you can crouch, short hop and roll. Since you can't block during a short hop or a roll, it's really risky to try and do those. Most of the time an opponent will try to run up and throw you, since you can only short hop and poke out of that. The best thing to do is just block the character coming in to attack, and if you see a throw coming use your R-Action or a quick short hop > j.A.
  16. The EX Guillotine+Buffalo Hammer is indeed really strong, and it does really good chip if you go for a mixup instead of an unblockable. You can also cancel into her R-Action from it you they try to use a reversal, mash, burst or guard cancel out of the setup.
  17. I'm torn between whether or not I want to pick up a third character in P4U. I love so many characters I don't think I can just play Shadow Labrys and Mitsuru. I'm really liking Elizabeth, Yosuke, Yukiko and Aigis. EDIT: Teddie too, I like Teddie. Maybe Naoto as well. Heh...
  18. So, I was playing on a stream just now and went 10-0 against the whole room. I was on Twitch while I was playing so I could read the comments, and these guys were mad raging. Saying that I was too random, and that I mashed too hard. And then they complained that I turtled too much from full screen, and how cheap Shadow Labrys' 2C was. Lol Then as I kept playing and I started calling them out on random DP's and I set back during pressure and my oki setups, they started flipping out because they'd never seen someone who changed their playstyle so quickly. XD After that, a Mitsuru player started saying that Shadow Labrys was broke, that she needed to be nerfed, and that Mitsuru sucked compared to her. Hehe. Gotta' love the people on the internet, right? In other news, I got bodied today in ranked by a random Akihiko and then again by a Mitsuru player who I ran into a few times. Akihiko is a lot better than I thought he was, but I can still see his weaknesses.
  19. Dat invisible 2C. <3 I think you should ban that stage anyway, just because it's ugly. =<
  20. Well, there's not really much to say. What you listed is just her basic stuff, and you didn't offer any new setups, so there is nothing to critique. It's just her basic stuff. Laser oki is her strongest oki in terms of damage and mixup, and it's really good for cross-ups and corner carry. However it's really easy to escape with a parry or AoA because you can use the armor on them against the laser and get out for free. Obviously you can block the attack, but it's hard to predict. Overall her oki is really safe, if you maintain a good distance from the opponent you can keep yourself from being punished and apply pressure after they block/whiff an attack. Titan is kind of terrible for gaining momentum unless your opponent really respects it, or you can maintain a safe approach. But I still use it a good bit when I need to get the upper hand because 8C and 2C really help get the momentum going. Usually I do 8C > 2C > 5C so I can get good combos and approach options. Other times I do 2C > 8C > 5C for a close range option. The damage you can get from it is really good when you hit-confirm. And using those two patterns you can easily setup your normal BnB's and go into B Brutal Impact. Another thing to be cautious of is getting thrown during Titan, or even when attacking with Asterios in general, because he can be hit by throws, and he will lose a card every time. Luckily, it only works when Shadow Labrys herself gets thrown, otherwise it'll just whiff.
  21. You're not getting all of the hits from 2C, or you might be missing one of the hits from Guillotine Axe. The first combo doesn't count as a mid-screen combo unless you can do it out of the corner. From what I just tested, you can start this mid-screen, but you need to be in the corner in order for the IAD > j.BB to hit. So that would count as a near corner combo. Please take match-up discussion to the match-up threads. Thank you. =)
  22. I fixed my name on the list. :3 How was the meet up guys?
  23. Depending on the character and situation both are good. For Elizabeth I like to super jump and do 8C > Airdash to keep her from hitting Asterios and I get approach options.
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