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Spring_Raid

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Everything posted by Spring_Raid

  1. Hopefully the 2f faster start up on 236C&D helps open up new combo routes. I've also started using 2C safe jumps more often since watching your vid and seeing another Marie player apply it a lot this weekend. Wish I could remember his/her name.
  2. @Speakeasy - This should probably be in our 1.1 combo thread but if the character is too far above Marie's head before connecting 5C > 2C > 5B > etc, a side swap will occur. You can correct this by delaying the 5BB after OMC for that route so they fall lower. If you want a more consistent route, I'd recommend after OMC doing > sweep > 236B > 66 > jB > j2B > jC (w) > 5A > 5C > 2C > 2B > 236A
  3. Thanks dude and sweep>236A>SB Bright arrow>5BB midscreen being possible sounds interesting.
  4. Thanks Buttface and I've got a few please - Can you combo 5B/5C into 236CD > sweep > 236B > etc without counter hit? - Does the D version on 236D still launch the opponent vertical in the air? I saw notes stating it now has similar performance but not sure what that means. - What's the start up difference for Shell of Denial between 1.1 vs 2.0? Also, where is this said line you speak of?
  5. I especially liked the notes regarding blockstrings and combos since some of those can be implemented now. I wonder what the start up difference is between SB Run Amok vs B, since SB is faster? Also, with decreased start up/recovery on 236C/D, I wonder if SB version has been affected as well? Right now, you can combo midscreen CH 5C > 236CD > sweep > 236B > jB >j2B > jC(w) > ender but would be nice to combo into 236CD without CH state if we land 5C or maybe even 5B.
  6. After playing a FT10 against a Mitsuru along with a several others, I wanted give my additional input applied in those matches. Some tidbits were already mentioned by RurouniLoneWolf
  7. I really like the new Marie, from what I just saw on the change list and video. Does anyone know if untechable time changed on hit for unblockable SB Eye or is stronger pull-in the only difference? Changes to 236C will make sweep > 236C even more annoying for opponents to deal with in the corner, which is also pretty cool.
  8. So I assume gfaqs has a team but just didn't bother with the doc?
  9. I like the idea and would be more than happy to help with commentary if I'm available. Since we're having the DL vs GFAQs tourney possibly on 1/3, I'd push it back to a later date (maybe 1/10/15). I wouldn't be too concerned with obtaining prizes and that fact that you're willing to host is enough for me.
  10. Is there a current list of players? I may be interested in this as well.
  11. Yo Nerd, if you want someone else on commentary I'll be more than happy to help.
  12. Just thought I'd share some Orie fanart I finished: [Link]
  13. GGs to everyone I played last night. I'm surprised at how many people don't like fighting Marie, when me using Aigis is 10x worse lol.
  14. This Marie Combo vid showing off what can be done with Bright Arrow super is amazing The Marie combo movie Afternoon P4U2 More characters "GLAMOROUS ..." The j.C FC combo at 1:08 is also hilarious XD
  15. That combo works at close distance, so you'll want to either omit 5B or 5C before 2AB if done at max range.
  16. Are you talking about bouncing back after IAD 236B or j2B? If you're talking about j2B, input j.C(whiff) after j2B so you don't bounce off the opponent. It does take a bit of practice to get down. In 5BB > 2B combos, try inputting slow as possible between 5BB & 2B 5BB > 2B and jB confirms are going to be in the majority of her good BnBs so it's best to keep trying at it.
  17. What are you guys doing after knockdown midscreen? I thought it would interesting to note that using 5AA > 5B > 2AB > 214D leaves you in position to have eye either right on top of the opponent or slightly behind midscreen to follow up with another combo (similar to Labrys' 5A > 5B > 2AB > 22A setup in P4A1) For example, I'll do 5AA > 5B > 2AB > 214D for knockdown. If the 5B > 2AB follow up after knockdown connects, I'll do 214D activate for a midscreen combo. If blocked, cancel 2AB into 236C or 236A since it seems hard to punish at the range you'll end up. Sometimes after sweep knockdown, I'll go for 214AB if I want to spend 25SP but I like saving meter for OMC combos. I'm also not a fan of knocking down with 236A since they can tech out quickly. Edit: corrected notations, since I typed them rather fast at work.
  18. Using Wicked Eye to negate her lower level projectiles and setting cloud early as possible in the match for air control are important. I haven't played the MU much but slowly inching your way in after setting eye/cloud and punishing her 236A with counterhit j.C combos midscreen are good to start with.
  19. Holy crap, it's +10 if the beginning animation doesn't hit? No wonder I can combo it into 5B and 5C from mid/max range. Guess I'll be abusing the shit out of it more. Edit: Another thing I found out is that our 5B makes Maggie's DP whiff allowing for a punish afterward
  20. Against Maggie 2B, I respect like it's a real DP and don't try using j.C if she's got 50SP for Super lol. After practicing and applying in actual matches all weekend, using Wicked Eye in combos setups gave me the best meterless damage midscreen and corner at around 3.5K on grounded opponents. 4.7K-5K with 50SP depending on weather. D Bright Arrow corner combos into cloud can also lead to C Wicked Eye/Chocolate setups. As of now, setting up around wicked eye and cloud have become the center of my neutral game with Chocolate sprinkled in for specific MUs where I need to lock someone down.
  21. The 236A > D Bright Arrow > 5AA link is also height dependent so popping them higher in the air during the combo may also help a bit.
  22. Are you talking about in the corner?
  23. I wouldn't be able to play until much later but this sounds like fun.
  24. I've used 214214D in corner combos into cloud then either go for chocolate mixup or neutral air tech resets with Igor. Example: 5B > 5C > 2AB > 236C > 5B > 5C > 236A > 214214D > 5AAA > 214B~B. I can't remember how many times arrows hit before they fall into cloud after 5AAA. The 5AAA pickup can also be tight if you don't do 214214D quick enough. If they air neutral tech after cloud, I'll reset with Igor into a combo. If you don't hold 214B during the combo, the opponent techs lower to the ground (under cloud), cloud still comes out and you can go for chocolate mixup instead while cloud is hovering over them. The proration from arrows does kill the damage but okay for setup.
  25. You may play more tense in an actual match (limiting your mobility) or think too much about how you're moving if it's happening with /every/ character. When you say moving around in the first arena are you talking about P4A vs P4AU? If so, movement in both games feel the same to me.
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