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Chris Chaos

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Everything posted by Chris Chaos

  1. BBCP 2.0 Bang Changes Video Reference Link Bumper placement change; 214A/B/C all about the same but on the same plain now, 214D places bumper right in front of him. Bang can walk past D bumper on ground and get a bumper dash; grounded Mixup game is better thanks to this. FRKZ activation is shorter unless low health. When at low health, you get the original OD animation. 6D Seal makes FRKZ dash look like a teleport. Can now block in FRKZ w/o barrier, THANK GOODNESS!
  2. I've got some notes from Tahichi on this Match up as well. If anyone can translate, I'd greatly appreciate it: ・5Aに対しては足払いで対応する。 ・ドロアは直ガして5Aで対応する。 ・設置が無い時に相手の5Dと2Dの直線上にいないこと。 ・固め中の溜めBはガードするとこちらが不利なので、反応出来たら逆ギレで対応する。 Translation so far: Can punish Mitsuru 5A with Sweep Can IB Punish Droit with 5A Mitsuru's 5D and 2D will destroy Persona, Limit Persona Setups Avoid full charge B Droit; can react to with DP This is what I got out of this, If I'm wrong on something please correct me.
  3. P4U2 1.1 - Shinjuku Sportsland Singles Iguru (Chie) vs Tahichi (Yukari) Pet (Junpei) vs Tahichi (Yukari) Tahichi (Yukari) VS Kentou (Yosuke) Tahichi (Yukari) VS Hagiwara (Teddie)
  4. We're usually on the side next to SF due to the Red Focus Ranbats but having BBCP on the side is better off than not having it at all, right? Also, we rotate through games at Ignite every week. Last Week: UNiEL and P4AU This Week: P4AU and BBCP Next Week: BBCP and UNiEL It's a way to keep each game active in a rotation w/o wearing down on one too much or leaving a game totally neglected.
  5. For those that may have forgotten, Mix-Up Mondays will be streaming the Persona 4 Arena Ultimax 2v2 Tournament, so be sure to show up! Tournament starts at 9PM sharp and we will be running a BBCP side tournament as well, so come out tonight! Stream Link: http://www.twitch.tv/ignitegl
  6. You're right. But that's the thing about Yukari; A lot of approaches will change depending on the distance. Also, I've done this from starting position and it worked with the Notation I gave. but 8 works as well.
  7. Yeah, my bad for the mixup in annotation. It works, you just have to be sure that when you hit 2B, the opponent is as low as possible, before going for the j. that wall sticks them. So that you're high enough for feather flip and the follow up connects. Delaying the 2B will help out. I can add that to the notation for sure to help lessen the confusion.
  8. Added a few of the combos in here before I headed out, I'll get on adding more of them later on. Be sure to add damage to your combos, it makes things easier and combos go up faster that way since I don't have to lab them to find it out. Also Meter requirements are a plus as well if they apply. Also messed around with AoA's midscreen and got this combo: AoA~C > j.B > j. 2 > (Delay) 2B > 5 > 9~j. > 236C~C+D = 3817 Damage (Cost 25 Meter; Grants Confusion) I added it to the first post but I thought I'd post it here too for those that haven't seen it; carries from mid-screen to the corner. Pretty sure this combo has been done before in a video as well. Also did this one: 5AAA > 214A > 5C > 5B > 2C > j.C > j.2 > 236D~C+D = 2675 Damage (Costs 25 Meter; Grants Confusion) The funny thing about this setup is that you are low enough to do a j.236236A and combo to get 3215 Damage and a knockdown, Which is not that great. However, you can do a j.236236B and get a 2400 Damage Reset if the opponent isn't paying attention due to confusion making them walk into the arrow which totals to 5075 Damage, It costs 75 Meter and grants a knockdown. Confusion shenanigans are going to be silly.
  9. I've seen Yukari get 3K off of an anti-air stray 5B, so I would say; yes.
  10. Thanks for covering most of the translation BloodWolF! I'm sure someone else can translate the last one.
  11. I just asked Tahichi for tips for this match up, and this is what he gave me: 月読⇒逆ギレでフェイタルカウンター J2Dガード後⇒昇りJAでペルソナ破壊 逆ギレガード後⇒ダッシュ裏周り5Cで全てに対応 ミナヅキJB⇒昇りJA先出し、バックジャンプJB バッドステータス⇒全て魔封締めして、魔封後はアローで牽制 I am horrible at Japanese so I used Google Translate (UGH!!!) to attempt a translation: Fatal counter Tsukiyomi ⇒ misplaced anger. Persona destroyed in J2D guard after climbing ⇒ JA Supports all reverse Giregado after ⇒ dash back around 5C Minazuki JB⇒ climbing JA first-out, jump back JB By Mafu tighten bad status ⇒ all checks and balances in the Arrow Mafu after Obviously, this translation is lacking. If anyone can translate this better, it would be greatly appreciated.
  12. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED His Offensive Options RESERVED Defense Your Defensive Options RESERVED His Defensive Options RESERVED Match Summary RESERVED
  13. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
  14. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
  15. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED His Offensive Options RESERVED Defense Your Defensive Options RESERVED His Defensive Options RESERVED Match Summary RESERVED
  16. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED His Offensive Options RESERVED Defense Your Defensive Options RESERVED His Defensive Options RESERVED Match Summary RESERVED
  17. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral GameLong RangeFeather Arrow (236A/B/A+B) is your go-to long range attack, Ken cannot do anything to you from full screen unless he has 50 meter and Koromaru is available. 5B, j.B, 2B and j.2B are also good tools to utilize to keep Ken in check, mixing this up with Feather Bomb (214A/B/A+B) can make things very scary for Ken if he tries to approach airborne because Feather Bomb starter is good and very easy to confirm off of. Mid RangeMagaru (214C/D/C+D), 5B, j.B, and j.2B are useful here. You want to mix it up by utilizing Magaru orbs and arrows to approach or mix up Ken upon your approach. utilizing movement is key here and will help you get into close range around Koromaru so you are able to apply your close range game. Close Range5A, 2A, 5C, 2C, j.C, 5D, j.D and Sweep (2A+B) are all good tools here. 5A/2A/5C/2C are good pressure tools. j.C can be used as a throw bait tool, catch mashing and you can confirm off this for corner carry. 5D/j.D helps with Oki after a solid knockdown (usually from sweep at this range), since it forces the opponent to block on wakeup or utilize a reversal to get out and attempt to punish Yukari if she's too close. However, if Yukari approaches correctly upon the opponent's reversal, she can get a CH 5C/2C and get good damage from it. Yours and Their OptionsYukari's OptionsYour options vary on how you utilizing your mobility is going to be really big here. Your defense is going to be within your offense in this match-up, the better your movement, the harder it is for Ken and Koromaru to catch you. Screen awareness is key, knowing where Koromaru is at all times and engaging Ken behind arrows or Garu orbs makes things harder for Ken to get started because once he starts, there's a chance it won't stop for a long time. If you find yourself blocking Ken, you're going to have to make a risk by using meter or DP'ing out of his pressure. Do not DP unless you have meter to cancel into super to create a guessing game if Ken is pressuring you outside of Guard Cancel (4~6A+B) or Guard Cancel Roll (4~6A+B) range. If Ken uses A Charge Thrust (236A), you can IB and punish with Hyper Feather Arrow (236236A) IF Koromaru isn't covering him. This move is -17 on block (B version is +1). You can punish Ken with your midscreen anti-air confirms if he approaches incorrectly, if you hit when he's under pressure and/or Punish his DP, it will end with you taking the round/game. Ken's OptionsHis options from mid-screen are good, they can contest Yukari with 5B/2B if she takes a risk and get called out. However, if you play outside of that range with your j.B/j.2B and 214C/D, you can approach a lot easier. Ken's j.A is very scary for Yukari since it hits 3 times and he can convert the hit into a knockdown with j.B so, you have to play it safe in the air against him at certain ranges. j.B also covers a lot of air space so getting over him can be a problem if he uses it properly. When he begins pressure with the dog, you have to Instant Block and respect him until he gives you an opening. DO NOT CONTEST B Charge Thrust (236B) it's +1 on block and he can create frame traps or block/roll through a reversal Hyper Feather Arrow option. Once you block you're going to ge there for awhile. DO NOT CONTEST SB Charge Thrust (236A+B) It is +7 on block, you cannot do anything. Koromaru will be coming through after this so you WILL get CH trying to challenge after blocking it. Ken's options are pretty limited once he's on defence. From the fullscreen and half-screen range, you will see him utilize Koromaru a lot, it's his safest and easiest way to get you to block and allow him to close the gap in his favor, however, at full screen, you can combo the dog and throw out j.B or j.2B to contest Ken's approach. Feather Arrow also hurts Koromaru from full screen and can make Ken block, if the Ken player isn't looking for it, he may get hit by it. From mid-range, he can throw out 5B/2B to contest with you if you're not approachign cautiously but, when you get close, Ken must block and rely on you messing up or him taking a risk to get out of Yukari's pressure. Frame traps work well against him and you don't have to worry about Koromaru since he cannot use Koromaru when he's blocking. Match SummaryKeep your distance and work your way in around Koromaru. Keep this match mid-screen and safely close the space, once you get in, pressure Ken; do not let up. Frame trap him and punish his risky decisions as hard as possible. Avoid having your back to the corner or you might find yourself stuck there and forced to make a risk that may, or may not pay off.
  18. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
  19. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
  20. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
  21. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options Tsukiyomi Teleport: Fatal Counter with Furious action If Minazuki uses j.B, you can beat it out with a rising j.A before it comes out or just jump back and use j.B End everything with Silence. Afterwards, poke with arrows His Offensive Options RESERVED Defense Your Defensive Options After Blocking his j.2D, destroy the persona with a rising j.A After Blocking his Furious Action, dashing into a cross-up 5C always lands. His Defensive Options RESERVED Match Summary RESERVED
  22. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
  23. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
  24. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
  25. Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range RESERVED Mid Range RESERVED Close Range RESERVED Offense Your Offensive Options RESERVED Her Offensive Options RESERVED Defense Your Defensive Options RESERVED Her Defensive Options RESERVED Match Summary RESERVED
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