Jump to content
Dustloop Forums

Urichinan

Members
  • Posts

    2,662
  • Joined

  • Last visited

Everything posted by Urichinan

  1. The timing is pretty much the same, it feels slightly different because of j.C's recovery changes, but you should input it just like you used to. To me, I think it got easier, the height for the Lvl. 3 Hammer feels less strict compared to CS2, although it could just be me. Hit up training mode for a bit and keep grinding out the loop until you get used to it, that's the only way you'll get past this.
  2. Aigis is not a bad character, she's just difficult. Keep in mind, it's only been a few days. I'm staying very optimistic about every character for a while, until the game really starts to develop.
  3. Ah, it's time once again. PSN I.D.: Uri_WoZ Character: Litchi State/Province: North Carolina Time Zone: EST
  4. Third and second both of these.
  5. I was playing this matchup a bit today, and I realized that Bombs no longer go through Hakumen's void.
  6. You also need to work on using Counter Assaults and reversals more, as well as rapiding your unsafe attacks. In the first round you were sitting on 100 Heat for a good while and did nothing with it the entire match.
  7. Tested it, does about 100 more damage total using 5C and you gain 1 more meter. It's not any harder to do then 5A though, so I don't see why you shouldn't just do 5C instead of 5A, unless you're unsure of your timing.
  8. In highly prorated combos such as the one you posted, you need to hit with 22C as quickly as possible for the 5C to connect. Anywhere that you can do 5A > 6A after 22C, 5C should work with altered timing.
  9. Another fantastic way to change your air momentum and fly across the screen with a falling j.C like a Valkenhayn player is to use Super Jump > Air Dash > j.D (Summon/Unsummon) > j.C. It kills the air dash movement, but you keep the momentum when you fall, kind of like the old glide throws Litchi and Carl could do in CT-CS2. It can be predictable, but it helps against zoners, I think. Especially since you can block while you fall as well.
  10. You're doing 22C WAAAAAAAAAY too late, you need to hit with 22C as close to the end of it's animation as possible. Which means you want them to land onto 22C, not land with them during 22C. Go to the combo thread and watch the guide provided so you have a visual aid on the timing for 22C. Also Team DAI!
  11. I wonder how combo heavy the game will end up being. Even though it IS day 1, people can't seem to do more then A>B>C>Special>Super. In BB they were already finding crazy stuff by now, HOWEVER, this game seems a lot more technical then BB, so I guess we'll just have to wait and see. Personally, I hope the game ends up having a fair amount of combos, but the pacing of the game makes it interesting enough as it is, I LOVE how fast the gameplay is, I've been waiting on a game that runs as quickly as Persona for a while now. Also, Teddie looks awesome.
  12. I like CH > Dash > 6A > 6C > 22C > Dash > 5C > 6A > 236B it carries really far and does great damage. I think you can add 5C at the start before 6A, not completely sure though.
  13. Less proration on the combo, 2B on top of 2A is just terrible. Can't be any worse then Jin's 5C, Litchi's 5B[m], Valkenhayn's 5B, Tao's 5C or Rachel's 6B, no? At that range all it's good for is keeping you safe and being able to escape to zone, or poke with j.C. ...Maybe... We did lose a lot of mid-screen anti-air combos because of this. Like CH 2C > Dash > 2C > Dash > 6A > 6C > j.236C > j.C > Dash > 6A > 236B (> Dash > 5C > 2C > 214C > 236B) which was 3356 DMG and 4026 DMG from a good hit-confirm. EDIT: Or CH 2C > Dash > 2C > Dash > 5C > 2C > 236B > Dash > 5C > 2C > 214C > Step Back > 6C > 22C > 5C > 6A > 236B which was 5389 DMG off of a mid-screen anti-air that carried almost full screen. I miss that.
  14. After watching the Mitsuru vs. Naoto matches, my hype levels went way up. I'm very excited now.
  15. Read the combo thread, it'll explain how to do the 22C followups. On the note of 6C > Swallow Moon, it's not a TK, you have to delay the Swallow Moon after 6C for just a small bit, and then do j.C. And yes, those are very, very important to learn.
  16. That was not the only reason, they were also INCREDIBLY broken.
  17. 2A > 5B should combo 5B should be jump cancelable 2C should lose the repeat proration, and return to CS2 status Bombs should have a horizontal option That's all I really want, I don't mind how she is at the moment, because she's already a very good character.
  18. Platinum isn't top tier because she doesn't have reliable tools to deal with every matchup. Unlike character such as Ranga or Valkenhayn, Platinum can't base matchups on how she can use her items against the opponent, because there is no way to control that. Naturally she's bad against rushdown because she doesn't have consistent escape options. And she's not good against zoners because she doesn't have consistent approach options. She has the other tools that make a good character, lots of mixup, great oki, good projectiles, great anti-airs, air-to-airs, jump ins, frame traps, pokes. She's just not consistent, and that's where her downfall lies.
  19. Those were a palette option, not all of them have them. They work the same way as Parasoul's stockings. I don't know which of the final 9 palettes have blood on them, or if any of them have it at all, so we'll just have to wait and see.
  20. She doesn't need it, and quite frankly, I think she'd be a little stupid if she did. The fact she can combo off of pretty much EVERYTHING now for close to 3K is good enough. Most character can't even do that. Could you imagine if she got 5-6K off of a CH Cat Mace? That would be waaaaay too good.
  21. The point is for them to have to deal with her while you go in, whether she gets hit or not, you approach. If they just sit full screen and wait for you to use her, then don't, use 214B so they can't hit her, or just rush in by yourself, or with her activated for support. Just quit being too predictable and try to keep things fresh, so they don't know what to expect, then they'll start to block in fear of getting hit by something they didn't predict.
  22. 214A is the best option for getting in, canceling it into other Ignis attacks gives her armor and a solid way for Relius to approach. You have to be careful on how you approach with him though, if you come from the air, then you can be anti-aired, if you come from the ground you need to make sure you have Ignis meter left to keep yourself safe. If you're doing blockstrings you have to keep Ignis out, or else you can be punished, heavily. In general, you need to rely on Ignis for pretty much all approaching. Don't forget about Relius' 2B > 5B gatling either, it's his longest range poking tools, outside of Ignis attacks, and if she's out you can cancel into 6D for free combos or mixups on block.
  23. Where are you from, depending on how far you are, I can play you. Some have changed due to character changes, but overall her bad matchups got better. But some of her bad matchups got worse, like Ragna and Hakumen, it's even harder to fight them now. But Platinum can hold her own against pretty much every character, much better then in CS2.
  24. This thread is for posting P4A videos only. Any and all discussion should take place in the Video Discussion Thread. Guidelines:To avoid unnecessary clutter, if someone posts 1 part of an event (e.g Tachikawa Random 3on3 Part 1), assume that they'll edit their post with the rest of the parts. This means don't quote and continue to add onto it because they will get to it especially if they are a regular uploader! When posting new videos, always put the source link to the video in your post. Netplay matches will go into it's own thread in the P4A Online Play section, not here.
  25. 2C and 4D is the answer to this matchup.
×
×
  • Create New...