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ZomB

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Everything posted by ZomB

  1. Haha, I actually asked some people if they knew you. I saw your Rachel(but I didn't realize it was you until later) -- good shit. I was the Chie that got 100%'d by Omnisscythe.
  2. The best reply in this thread. If a game that is meant to be fun, is making you emotionally unhappy -- then it's not fulfilling its purpose. Everyone who says "You get better just from playing" are not quite right. You won't get better unless you make an effort to. If you have a hard time landing combos/hitconfirms -- it doesn't just magically go away. You need to be actively thinking about your match - how you're going to land your next hit, and how you're going to confirm that hit in to a combo. After a while that will become second nature, but at first you'll do a lot worse. Anyways nothing feels worse than wanting to get better and not being sure how to improve - so I've been working on a "how to practice" tutorial. Keep in mind of course that you're playing a game against other people, and they can improve too!
  3. That's why I recommend being patient and just blocking. A lot of his mix-ups are unsafe, so if you block them - you get a punish. If you don't eat a CH or specific starters his damage is pretty low. It's very hard to footsies with him, so just play cautious and wait for the mistake. EDIT (If you really feel the need to, use B+D for your footsies, the risk/reward is like... 1600 dmg on him if you guess right and 2500 on you if you guess wrong... not in favor, but it will at least beat his dash 2b/5a shenanigans)
  4. When's the next one of these, I want to show up and play Persona :3
  5. I posted a bunch of information on some of the matchup threads. I'll post more later. Hopefully it's useful for you guys.
  6. This matchup is definitely Chie favor because once you learn how to deal with it, her options while being pressured are very poor. (Maybe 6:4) The difficulty lies in getting in. For the first half of the match you need to learn what options Thanatos has. At full screen Liz actually has a really hard time forcing a mixup. If you're attentive you can detect the command throw, and block/jab everything else. This will force her to adjust her spacing or have her persona broken. Once she starts using j.b to try to force things, you can dash under and 2b her if you have the right spacing. Rolling is a very poor option vs Thanatos!!! 2C and 5D will both body it for free. When Liz's burst they like to follow up with ex agidyne (fire move?), jump forward and double jump back to avoid this. If she hits you with her B+D, she will probably do this as well. In that situation you have to block, or else you will get hit. Don't be afraid to burst aggressively (if she manages to mash 2b out of the corner, or if you have OMB combo that will kill), most good Liz players will be running unburstable combos. She has very poor options during jab dash jab pressure, just be prepared to jump if you see B+D or to throw release when you see her only other option(instant block, grab) - a throw release will also help you out if you accidentally get tagged by her B+D. To punish a B+D you jumped while pressuring, air turn -> airdash j.BB 5B2B 2AB, if you have the presence of mind to jump backwards, you can land and do 5b2d -> etc. Don't jump while pressuring unless you're sure she's doing B+D! Otherwise you'll get tagged by 2b regardless of what you do and lose a big chunk of health. The main thing to watch out for is if she corners you and is about at the tip of her 5b range. Here, if you jab Thanatos, she will get a free punish, so you need to find another way to escape. Oh yeah, and meteors is broken vs her, save all your meter for either killing with god's fist or using meteors for free mixups.
  7. Play patient and play safe. This matchup is definitely Chie favor, at least 6:4. As Magz mentions you can use the 236 series for movement while electrocuted, but be careful doing this, since it wouldn't be hard for him to just B+D you again on reaction. Poke with C series a lot. Hit him out of the air with 2b. Be sure to crouch his leaping grab if he throws it out. Use your superior ground movement to stay away from the lightning bolt area. Don't screw up your okizeme and get blown up by his B+D. Learn OMB combos to finish him off before he can awaken.
  8. This matchup is like 7:3 Chie favor if not better. She really has no defensive options at all except guard cancel. If you pay attention you can just stagger 5a all day and cancel in to BD/upback whenever she DPs or Guard Cancels. It's really stupid. Just be careful not to lose to Labrys' offense game. Her 2b and jb are both very strong tools you need to watch out for. If she uses her hook during pressure she is usually going to go for a low(slide) or an instant overhead with j.b. If she goes the overhead route you can actually mash it out with 5a in to a full combo. Anyways, save your burst for when she gets red axe and just jab her until her axe is weak again.
  9. My assessment - Close to even (about 4.5:5.5 Mitsuru favor) Mitsuru's normals have a lot more range than yours, but she's going to have a really hard time opening you up. Mitsuru's air-to-air j.a rarely converts for more than 700-800 damage, even on counter hit -- don't try to get hit by it, but don't let it dictate the pace of the match entirely. Airdash at her incredibly sparingly. If you airdash poorly she gets a free 2b and that leads to 3k+, this is definitely the worst move to get hit by midscreen. At the beginning of the match jump backwards. This is the only safe option. If your opponent likes to lead with a-droit you can backdash and punish, but a b-droit will knock you out of the backdash. Jumping forward puts you in Mitsuru's j.a or 2b range, and if she droits she just goes under you. Jump back is definitely the best option here. Blocking is really strong here, but don't use B+D too much, since 2a can blow it up, and a DP cancel can too. Try to instant block droits and catch her pushing buttons after. If you block a dp on the ground you can punish with 5a before she lands (5a5c jc djbb8d -> AB/236b236b236236d etc), if you block it in the air you can dash forward and 5a, and recover before Bufudyne hits. You can counter the Bufudyne for a guaranteed punish. If she does her other super though you'll get hit. It's a lot less damage though (and incredibly unsafe on block) Your best approach against her if you get the opportunity is to use your double jump and jc to avoid a 2b. Be very wary of how her DP will cross you up and which way you have to block in a situation where you are above her head. A lot of Mitsuru DP anyone right above them because it's difficult to block, so just pay attention.
  10. My assessment - 6:4 Yosuke's favor In my limited experience this match-up is probably one of Chie's worst, and it's made even worse online. Using j.2D at fullscreen will smack his persona approaches. 2B isn't awful in this matchup, but be really careful with it and use it sparingly. My best advice is to just turtle up and wait for a hole in his pressure. It's difficult for him to Fatal Counter Chie's B+D, and without fatal counters or a good hit, risk reward is skewed to be about even. Once Yosuke gets impatient and starts doing Moonsault/Unblockable/Overhead, you can punish it if you see it. Be on the look out. If he's tall enough for fuzzy that will blow up his counter too, and as mentioned before j.C is pretty useful for avoiding it too. As long as you don't get Fatal'd you have a huge Health/Damage advantage so make your hits count! Again be patient, if you're not sure on a combo followup (ie non ch air to air j.b) just back off! He'll win if he late techs for free. And don't chase him or you'll eat damage for no reason.
  11. Eliminated in pools. Lost to NerdJosh twice, knocked out Omnisscythe and DC. 5th in my pool, 17th overall(out of 125ish.)
  12. I'll be at Summer Jam. I should be arriving in Philly airport at like noon. Noon tomorrow that is. Call me out on Twitter @ziggyjp or something
  13. I would go in to AoA off something that implies you'll go low. (j.BB land AoA) -- since they will be anticipating 2a it has a much higher chance of working. (Alternatively run a 5a 2a 5a stagger and then mix in a 5a AoA occasoinally, AoA has Super Armor so it should be mash proof) 5a and 5c both make great "ticks" on block. 5a is +1 so it's great for pushing the opponent in to the corner or going in to a throw afterwards. I'll occasionally run 5c j7 j2d. There is the 5c iad j.C OMB double cross-up posted elsewhere on these forums. As mentioned previously 5a/throw is really strong.
  14. I'm really liking (j.B) -> 2B or 5C -> j.C dj.BB dj.8D AB for air to air/anti air conversions.
  15. Just read about the teams tourney. I'm super half assed at BB though and never really touched Gear Anyone Blazblue/Gear heads want to team up?
  16. I'd rather just hold 9 during the cancel period. If it hits them or is blocked ground-to-ground you get a good setup for j.C. If it hits or is blocked ground-to-air I listed both a combo for oki and damage above. Air to air strings to pull people to the ground are pretty easy too.
  17. if you hit anti air 5c you can jbb j8d dash sweep or 5c jbb j8d 236b236b 236d (if you end up in the corner after the b skullcracker...) 5c 236b236b 236236d
  18. 5C dash 5B 2B 2AB (midscreen) -- if this doesn't work you're going to have to do a dash in to jab. Seeing as 5a is 5f and 2a is 7f you should be able to do this. 5c dash 5b 5c 236a 236a 5b 5c 236b 236b 214d 236236d should work too for a corner combo.
  19. The j.B lets you mash on dash without getting air dash. It's a very tight link.
  20. It's just fast enough for you to notice it when you get hit.
  21. I believe you can input it as jBB > 236AB > B I don't have my PS3 with me right now to check.
  22. It would avoid wakeup burst. They're essentially the same mixup though, just a different style of doing it.
  23. Well, most of the time you can block for a second, then do the j9 into the airdash/land mixup(beating DPs). Just make sure you get your normal out a couple frames after Tomoe's last hit so they can't mash DP in between.. It's super easy if you're in a situation where you can setup 5dd (compared to 2dd).
  24. If you watch the video... the mixup run is j.7 Airbackdash low or j.7 Airforward dash high. These aren't bad mixups although I think the ones you've listed are stronger overall (In part due to Tomoe obscuring vision). But for real, j7 airbackdash low hits at about hte same time as j7 forward dash high does. The low I'm talking about: http://www.youtube.com/watch?v=eKLJzWCoF3Y&feature=player_detailpage#t=48s The high I'm takling about: http://www.youtube.com/watch?v=eKLJzWCoF3Y&feature=player_detailpage#t=57s Chill.
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