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Anjon

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Everything posted by Anjon

  1. Well, inputs are certainly less forgiving than in P4A. It becomes very apparent playing Shadow Chie that this game doesn't care for buffering very much at all. The window for doing so is incredibly short and inputs have to be spot on. It's probably to prevent an even more annoying problem like accidentally buffering something during an OMC or S.Rage activation (which is when the inputs feel most strict for me). It allows you to do something like 214D > 3214A+B+D to get 214D > OMC > 214B with Narukami for example. KOFXIII does a similar thing with its EX and Max mode cancels.
  2. Can someone tell me what the point of deactivating a Dark Force manually is? I know some characters get limited properties from them. Lei Lei can't throw, for instance, so I can understand a player deactivating hers early, but I've seen Felicia players like Nekohashi activate Kitty Helper for a short while, then cancel it. Dark Forces don't continually drain meter and Felicia doesn't lose anything from having Kitty Helper active. You also can't gain the meter back by canceling it out, so why do people do it?
  3. Here's a question I've been pondering. Does Chie ever need to OMC? It seems like any place you would want to OMC, Power Charge works exactly the same way, except it comes with the additional benefit of increased damage and free FCs. Literally every OMC combo I know works better with Power Charge. I know you can't use PC in the air, but I can't think of any reasons to OMC in the air either. I also like how PC canceling can easily bait Bursts because it gives the opponent so much time to freak out. I've been experimenting with some block strings and they seem pretty deadly. Block string into Rampage A > Skullcracker A, then Power Charge after the first hit to eliminate the gap continues the string and lets you score a CH/FC when you open up the opponent. So am I wrong in thinking OMC is kind of useless for Chie? Personally, I think it's a lot more fun to use too. Makes me feel like Wolverine.
  4. If that's the only benefit, does that mean I can substitute it for 5C in cases where it will work and use 6A for extending and dash combos?
  5. I've got a question about some of Mu's launching options. What are the pros and cons of using the 6A > 2C to launch vs the 5C > 2C string? I feel more comfortable using the latter, but does one offer significant advantage over the other? The Mu strategy section in the game says it's best to use 6A > 2C if the opponent is close to you, but 5C > 2C seems works just as well at close range.
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