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ZomB

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Everything posted by ZomB

  1. American Chie! (Atlanta, GA): Ivysaur(Chie) vs MakotoMuffins(Elizabeth) ZomB(Chie) vs TheGreatReptar(Elizabeth/Yosuke) Ivysaur(Chie) vs Kirk(Kanji) ZomB(Chie) vs Launchpad(Mitsuru/Yosuke) ZomB(Chie) vs Kirk(Kanji) Ivysaur(Chie) vs Kirk(Kanji) ZomB(Chie) vs Ivysaur(Chie) For some reason the sound breaks through these links. For sound, cut the timestamp and then just skip to the appropriate times.
  2. Because none of the tourneys in the south have been streamed/recorded yet Ivysaur and I are both playing her, the last NC monthly was chie vs chie winners and grands lol
  3. Normally I just tag them with whatever -> 5c jC jbb j8d (5AB) 236B 236B 214C 236236D style combo
  4. I input it as 236AB > 236B. Once you get the timing down it's not too hard, but while learning it you might get power charge sometimes
  5. http://www.twitch.tv/funkyp/b/332909916?t=153m38s My roommate and I playing. It's mostly vs slab, some vs aigis. Any criticism gladly taken. Some really crappy netplay earlier in the vid (2bars to someone in our state ?? it was pretty bad)
  6. I called Chie vs Mitsuru dead even the other day and people laughed at me. To be fair the matchup is a lot harder for Chie online IMO. Since Mitsuru can mash BD after unsafe things and body Chie where she would normally get punishes
  7. You need to be using j8D for the air oki enders. If you go in to j8D off a jBB your momentum is already shifting downwards so you land sooner, perform the AOA about when Tomoe performs the last hit of j8D. If you go in to j8D off of a jC, you are going to have a much harder time landing the AOE. I recommend just using sweep and not setting up a Tomoe mixup. (2 Oki combos DO use j.D, and that's the corner AB~D combo and the midscreen AB~C combo, but both of in instance 1 you perform it very low to the ground and land quickly, in instance 2 you use a 5B to catch your opponent before comboing in to the AOA)
  8. Hey guys, I wanted a strong punish combo for when I had a burst available and I came up with this: https://www.youtube.com/watch?v=8wK3z9mBZhg 5B (CH) 2D dash 5B 5C 236B 236B 236D (OMB) dash 5C 236B 236B 214C 236236D (D blackspot in the corner) It does a little over 6500 damage without the corner, and over 6600 in the corner. Slightly more than Lockhart's combo and it is a bit more uniform to Chie's other combos. Edit: Note the corner carry, you will get the corner damage as long as you're about half a screen out of the corner.
  9. Thanks Sneak! No videos... but guessing by your profile you're from NC? I should be at RESE next weekend.
  10. 214D is really +, I'm not sure about 214C, but it is probably + a few frames. Yukiko's 5A is 10f and Chie's is 5f though too, so it'd be a really poor choice for her to mash 5A.
  11. I'm not at home right now so I can't
  12. No actually, he brings up a good point. There's a good chance it's true, but it looks like the 5a whiffs on Mitsuru there. There's a chance that if the 2a was closer or had dash momentum, Mitsuru would have been forced to block the 5a no matter what. This will affect the frame data. But still this is pretty awesome. I'm going to do a little of my own research as well.
  13. A few things: Sweep is jump cancellable, so it's pretty safe even on block. Midscreen off a sweep knockdown you can use 5DD, which goes further than 2DD. The downside is it's slower, and characters with 5f jabs will be able to get out of it. You can however do 5B2B2AB and then go in to j.2D oki instead.
  14. There are generally people there every week, but the amount of people can be hit or miss. I usually show up a little after midnight because of my work schedule. Since P4A is new, people are always playing that. SF4 and Marvel get play still. Any other game really you need to talk to people and let them know you want to arrange something.
  15. j.C has a (relatively) fast recovery actually, and is great for beating out a lot of anti airs. But it's liable to trade and you lose a card anyways (but at least you get a combo).
  16. It's not listed here but 5B(CH) > 2D(dash) > 5B > 5C > j.C > dj.BB > j.8D > 236B~236B > 236C should net you a bit more damage You may be able to cut some of the combo and end it was a D dragon kick. (You can AoA after the j.8D for a ~3.2k punish combo. 214C236236D ender does about 5.5k, 214D 236236D ender does about 5.7k)
  17. Her overhead is about 15f give or take. She gets next to no damage off of it unless she spends 50 meter, and is put in a not so advantageous situation(non cancel j.B) unless it counterhits you. She also gets very little damage off of 2A. All of her real damage comes from counter hits and anti-airs. It's NOT that scary.
  18. I mean, you're welcome to your opinion -- but compared to Yosuke/Teddie/Akihiko I consider Mitsuru a really easy matchup to play as Chie. As long as you're not afraid to block and play patient If you get impatient it's really free for Mitsuru. You use j.BB when you're going for the AoA ender and j.BC for a sweep ender. AoA ender is a lot stronger. I've been personally running 2B > j.C > dj.BB 8D AoA as an incredibly consistent knockdown combo off 2b.
  19. Reserved.
  20. Purpose: This is a a guide for beginners to Chie. If you are a seasoned player you probably won't be able to learn much from this, but for players looking for somewhere to start -- this should offer everything you need. What are the advantages to playing Chie? Incredibly Fast High Damage Great Knockdown Game Excellent Awakening Super What are the disadvantages to playing Chie? Mediocre Footsies No Fullscreen Options (without awakening) General Gameplan: At neutral use your movement options to get in on your opponent and land a hit. Find a way to convert this hit to a knockdown. Lay down Tomoe for okizeme and run a mixup. If it succeeds, knock the opponent down again until they are low enough to finish with meter. When executed correctly, Chie will generally kill most of the cast before they can enter Awakening mode. This guide will cover the combos and pressure strings necessary to do the above, but the method of scoring your first hit will vary greatly from match to match. Converting Hits to Knockdowns Chie has two moves which you will be looking to end your combos with. 2AB and 5AB. If you're comboing your opponent on the ground you'll want to end your combo with 2AB, if you're juggling them look for an opportunity to land 5AB. Listed below are some incredibly common combos that I find myself using multiple times per match. Midscreen 2A 5AA 5B 2B 2AB j.BB 5AA 5B 2B 2AB air-to-air j.B(ch) 5B 5C j.C dj.BB 8D (land) 5AB low air-to-air j.B 5A 5C j.C dj.BB 8D (land) 5AB Corner 2A 5AA 5B 5C 2B 2C 5B 2AB j.BB 5AA 5B 5C 2B 2C 5B 2AB j.BB 5B 5C 2B 236A 236A 5B 5C 5AB (this combo doesn't work off of a 2a) Setting Up The Mixup Now that you've knocked your opponent down you need to setup Tomoe to cover your mixup, how you do this depends on the type of knockdown as well as the character you are playing against. Off of 5AB knockdown, the best setup is to dash forward and use 2DD to get a meaty Tomoe, this is safe in most situations. Off of a 2AB knockdown, the best setup is 5DD, but characters with 5f jabs are able to escape this by jabbing Tomoe(Yu, Chie, Akihiko, Aigis, Yosuke?) and Mitsuru can avoid this with the invuln on 2B. Against these characters I recommend using j.2D to prepare your mixup. In the corner you're able to use 2DD which will hit them meaty. Assuming you set this up properly, you force your opponent to block. Performing the Mixup The most basic mixup you can perform here looks like this: Jump forward(hold back to block any DPs), then before you land you have two options: 1. High - low airdash j.BB 2. Low - land 2A If performed properly, the high and low in this mixup have the same timing - it's very difficult to block properly. Here are the pros and cons to each oki setup: 5DD : By far the cleanest setup. If they late tech, you may not want to perform the mixup since they'll be able to DP it. If they late tech and don't DP, they should still be in blockstun for you to get pressure. 2DD : Should always hit meaty. Some late techs may be able to avoid this entirely. Be careful of that. Mostly effective off of 5AB and corner knockdowns. j2D : Because you start this oki in the air, your mixup is impossible to perform on late techers. If you're unsure just wait for the last hit to put your opponent in blockstun before pressuring. If your opponent late techs a lot start airdashing over them. They'll wakeup in to a crossup and you can perform 5B 5C 2B 2C 5B 2AB even midscreen. My Opponent Blocked It! So your opponent managed to block your mixup and now you have the advantage of pressure, but not a combo. Let's talk about some of the tools Chie uses to pressure. 5A: This is a fantastic move. Hits on the 5th frame and is +1 on block. Against many characters you can perform 5A dash 5A and they are unable to perform anything inbetween outside of their furious action/roll. Just be wary of instant blocking since it both gives the opponent meter, and makes this +1 move in to a -1 move. 2A: Hits low. Can low profile a lot of moves. Chain in to this off 5A if you're concerned about your opponent moving in between jabs. You can chain out of this back into 5A. 5AB: Overhead. Use sparingly, since it's unsafe on block. 5C: High range and can be dash canceled on block. Lots of block stun. You can use this to catch your opponent's movement on a stagger. You can backdash this and cancel into 2DD for a mix-up if your opponent is blocking too much. These are your main pressure tools. The other moves do have some uses, but these are the ones I recommend for it. If you hit 5AB you can use these combos: Midscreen 5AB-C(fatal) j.D (land, dash) 5B 5C 5AB 5AB-C(fatal) j.D (land, dash) 5B 5C 236B 236B 214C 236236D Corner 5AB-D(fatal) 5B 5C 2D j.5D 5AB 5AB-D(fatal) 5B 5C 2D j.5D 236B 236B 214D 236236D They keep DPing, help! The simplest answer is to bait a DP out and hit them with this punish, they'll be a lot less likely to DP in the future: (counterhit combo) 5B(ch)2D dash 5B 5C j.C dj.BB j.8D 236B 236B 214C 236236D Most characters can cancel their furious actions in to supers if you block them. I'll be making a video showing the best way to punish these in the near future. Great! Let's Finish Him! Now your opponent is low and you're ready to spend your meter to kill them. Use these combos to finish him off! High Mixup, Corner: j.BB 5B 5C 236A 236A 5B 5C 236B 236B 214D 236236D Low Mixup, Corner: 2A 5B 5C 236A 236A 5B 5C 236B 236B 5B 5C 214C 236236D Corner, Crouching(This combo is much easier than the above two. Watch out for crouchers in the corner!): 2A/j.BB -> 5B 5C 236B 236B 5C 236B 236B 214D 236236D Midscreen, 50 Meter: 2A/j.BB -> 5B 2B 5C 236A 236A 214C 236236D Midscreen, 50 Meter, Crouching + Awakening 2A/j.BB -> 5B 2B 5C 236A 236B 236D 214214C Midscreen, 100 Meter 2A/j.BB -> 5B 2B 236A 236A 236236A dash 5C 236B 236B dash 5C dash 5A 5C 214C 236236D Corner or Midscreen, Crouching, Burst, 50 meter) 2A/j.BB -> 5B 2B 236A 236B 214D OMB -> 5C 236B 236B 214C 236236D I'm going to try to create and uploade video guides to go along with most of this content as well.
  21. Most chars can mash R-Action during the middle of your 236B if they crouch, I don't recommend using this in blockstrings. Something I haven't seen mentioned though is 236A(1) OMC jA/B during blockstrings for an instant overhead. This comes out really fast. My personal tier list, from strongest to weakest, with the letters marking significant power gaps. S: Aigis, Mitsuru, Chie, Yu A: Teddie, Yosuke, Akihiko, Shadow Labrys, Yukiko, Naoto, Elizabeth B: Kanji, Labrys And personal Chie matchups. (No experience with Yukiko, so she isn't included, she seems annoying but has slow normals so Chie only has to get in once or twice) ++: Kanji, Labrys +: Liz, Naoto, Shadow Lab Even: Aigis, Mitsuru, Akihiko -: Yu, Yosuke --: Teddie
  22. I've never tried using j8d for the combo. It might work. I always do j8 j5d though.
  23. It shouldn't impact the position of your persona. You may need to delay 236b a little more than you're used to since you're closer to your opponent, but it should only be a couple frames difference if any. Just make sure you don't get j8D(7D or 9D will give you the same move)
  24. Some people in my area use: ACD B It is less cluttered than the box layout, and the only odd input is B+D.
  25. J.(5)D and J.6D are not unique moves.
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