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Zeromus_X

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Everything posted by Zeromus_X

  1. ^These are all great to know. That AoA combo is awesome. It's superior to the 18 meter version I posted a while back, as long as you're close enough to the corner. Only need just 1 meter to start, does 3.5k, 5.4k with Mudoon, 6.2k with OMB, add 400 to either with C shots like always. So even after using your meter on stuff like Counter Assaults in Yu/Chie matchups, you can still potentially run it back with an overhead.
  2. Wasn't expecting OG Dio, but nice to see more Part 1 characters.
  3. GGs to zking, TD, and oMrXo. I didn't know POTATO Vol Tedo reached that far lol.
  4. Bmeister created a video on Naoto's meterless bnbs, useful reference for any Naoto players starting out: http://www.youtube.com/watch?feature=player_embedded&v=wurDnLRlufo
  5. If anything, people would be reacting to the fact that you're airborne/IAD'ing instead of the specific setup itself. If you can condition someone to respect your IAD blockstrings by mixing up where you IAD, this could be a good setup, especially after you've conditioned them to expect a throw after IAD jA > airthrow whiff > throw. I think I saw Denpa use that same setup a couple times, so like everything else, it's nice to throw in every now and then. Speaking of traps in pressure, I've started to set out D traps during my blockstrings to pretend I'm charge cancelling with Tsubaki. Could be good to get extra frame advantage + chip off of staggers, and go in for a mixup if you're bold. Too bad the frame data doesn't really say much about how long it takes to actually set the trap, just how long they're active, so no idea how + or - you are after cancelling from different normals. But doing it from stuff like 5B or 5C is nice since they're usually too far away to actually punish you. I actually did it after 5B against a Yu player, they DP'd, and I was able to block and watch them fall right into the trap afterwards, so at least there's that. Another thing nice about D trap cancelling from far away, is that the dormant trap makes 2[C] pretty much free against most chars except Mitsuru or Teddie. There's a sweet spot where 2[C] will just low profile most DPs or make them whiff, and they can't roll through the startup because of the D trap. Staggers with 5B/5C/2[C] make it tough for them to jump out. You'd be surprised how scared people get just because there's a glowing green crosshair in front of them lol.
  6. Ted where are you. I went into training mode on Arcana just for you.
  7. I'd like to sign up for BB and GG as well. I'm so hype to get bodied!
  8. What the eff, the whole thing is on Friday? Shows how important animay games are to EVO lol. Leaves more time for casuals/side-tourneys I suppose. And yeah I asked Ruben and he said we're still leaving on Thursday, so no worries. BTW if the rest of you guys going to EVO this year are interested, sign ups for BB and GG side-tourneys are in this thread: http://www.dustloop.com/forums/showthread.php?15787-Jul-12-14-2013-EVO-2013-P4Arena%21-Also-sign-up-for-BB-GG-side-tourneys%21-Las-Vegas-NV
  9. You'll have to wait till I get home from school lol. If you're still home at 6:00 PM I'm down.
  10. Good god. If you want to netplay Persona Ted I'm always down. Hell I'll even play Arcana Heart with you.
  11. GGs on netplay Luke. I finally blocked Chie's All-out attack, and all was right with the world.
  12. 5/22/2013 Gamechariot [5/22/2013]FunyaQ vs Keita (Bullet) [5/22/2013]FunyaQ vs Yumura (Tager) [5/22/2013]FunyaQ vs Keita (Bullet) [5/22/2013]Maou (Hazama) vs FunyaQ (rest of video) 5/25/2013 Gamechariot FunyaQ vs Maou (Hazama) (entire video) [5/25/2013] http://www.youtube.com/watch?v=sB4S0ENhfn8
  13. ^Those combos will still work universally on airborne opponents, so good to know in case you get an anti-air 5AA or 5B, or catch someone chicken jumping or whatever. They work from just behind the player starting position to the opposite corner; dat corner carry. EDIT: Also Ludwig do you think you could update the front page of the combo thread eventually? There's been a lot of new stuff discovered with all the 25 meter + OMB, meter gain > Mudoon, and Silence > OMB routes. I think it would be helpful if they were all in one spot so anyone looking for combos doesn't have to dig around the thread. I need to find a capture device and make videos of some of the stuff we've made; I think that would help make a good reference too.
  14. BBCP 6/21/2013 Tachikawa [6/21/2013]Kanan (Noel) vs Serizawa [6/21/2013]Serizawa vs Mirakosuta (Nu)
  15. GGs everyone. I wanted to get some games in with Marq too; time just flies by too fast.
  16. Oh I know about the 236B ToD with 50 meter, this version was just for meter gain. I didn't know about the jC connection after fear fuzzy guard though; I'll have to update that combo to squeeze out some more damage. EDIT: Using jC helped the damage out a lot, upped it to 5.5k: rising jA (FC) > delayed jC > land 5B > 5C > 236B~D > 2B > 5C > 214A~Cx5 > Mudoon > 214D > sweep > 236A~D > [214D, 236A~D]xN (5.5k, 6.5K with OMB (omit the Sweep))
  17. Why that's StayFre- *shot*
  18. Oh I dunno I figured we'd need to leave early. 6:30 or whenever is fine.
  19. Yep I'm still there. And I just wanted to make sure you don't have work or anything later lol.
  20. Would you mind picking me up around 6 Chris? Since I live relatively close to you. What is your schedule like today?
  21. (near corner, need 18 meter to start) 236B~D FC, 2B, 5C, 2[C], 5C, IAD jA/B, jC, 5C, 214A~Cx5, Mudoon, 214D, sweep, 236A~D, [214D > 236A~DxN] (8.8k, 9k with shots) Meter gain FC combo. So, practically, we can kill almost anyone near the corner with a raw 236B FC with only 18 meter. Add Gold Burst for corner carry if you're midscreen, or to ensure the kill on 9.5k or less chars. (near corner, requires Fear and at least 21 meter) Throw (FC) > 5B > 5C > 236B~D > 5C > 214A~Cx5 > Mudoon > 214D > 5AA > 236A~D > [214D, 236A~D]xN (3.4k) (near corner fuzzy guard, requires Fear and at least 21 meter) (jC safejump) > rising jA (FC) > delayed jC > land 5B > 5C > 236B~D > 5C > 2B > 214A~Cx5 > Mudoon > 214D > sweep > 236A~D > [214D, 236A~D]xN (5.5k, 6.5K with OMB (omit the Sweep)) Here are some meter gain Fear combos after ending a combo with Shotgun. These are for when it's better to go for Fate counters over SMP (usually the first round) and the opponent is at around 50-60% of their health bar before comboing into the Shotgun. Fuzzy guard version works on everyone thanks to Fear, but will not work on Narukami without Fear due to lack of FC (they will tech out of C shots > Mudoon)
  22. Getting them to block the first D trap + jA (to trick them into blocking high) is probably the hardest part. But after that it looks like smooth sailing. Lol Guard Bonus. Edit: Also it looks like there's a small dash before the first 9j214D. Can you say throw bait? Edit Edit: Denpa posted the 150 meter version on Liz: http://www.youtube.com/watch?v=ZjeLA2bmOCs Triple Edit: So after watching the video, I finally realized, Denpa is doing 5A > 214D > EX trap > 5A > another 214D > 5A > EX trap > ad infinitum. So even if you have only 25 meter, if you get them to block a D trap in your blockstring, you can do 5A > EX trap into significant chip damage and frame advantage for a mixup if they're lower on life. The entire notation for the setup looks something like this: Dash 9j214D, jA, j214D, land 5A, 214D, 5A > [EX trap > 214D > 5A > EX trap > 214D > 5A...]xN linking the 214D after the recovery of ex trap perfectly is actually pretty hard
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