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Everything posted by Kicks
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Official GameFAQs v. Dustloop Information Thread
Kicks replied to Antiquarian's topic in P4A Online Play
GG's, GameFAQs! Had a blast. Let's do it again soon! -
Official GameFAQs v. Dustloop Information Thread
Kicks replied to Antiquarian's topic in P4A Online Play
I wanna play! PSN: Kicks42 -- Akihiko -
I seem to have more luck with 5C so far. Mainly because of range. Also 5C is faster than 2C according to the frame data listed here. What am I missing?
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@Eshi I thought all of them had some amount. Perhaps the height of the hitbox shrinks or maybe full invincibility to certain attack types like you said. In the next match, he does lv3 Ducking over and over again, I wonder if he was fishing for a Furious Action. Used 214A_B against Aigis bullets a bunch last night. Simply rolling might be better, but at that range it felt like a good idea! Don't forget to cancel into something cool after the armor activates (thumbs up are cool too though).
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Are furious actions and rolls invincible on startup / frame 0? It's driving me crazy. It doesn't always seem like they are or sometimes they are. I dunno man.
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Just some random thoughts and stuff I've been using... Assault Dive really opened things up for me, I know its really unsafe, but it provides a unique option people don't expect. Because it's like a dive kick, you can wait for people to make a mistake out of range, then punish. On block you can go for boomerang hook, but it's really unsafe. EX boomerang hook, however is awesome afterward. You can also Double Upper. Not sure if that's a block string or not (A Assault Dive > Double Upper). After finishing an air combo with Assault Dive, I've been cancelling into 2BD into another Assault Dive into 4A or charged 4B. It's ghetto but fun. Just want to reiterate that this is a really unsafe move outside of combos but used correctly can let you bait and punish things like furious actions. Dash Up 5A then jump or 5A again. This is mad crazy good. I know it seems obvious, but the more you do it, the more you'll be able to hitconfirm after the first lands on CH. On several occasions I've been able to CH 5A > j.B > 5B. It's really nice. I've also been throwing j.B a bit earlier as I jump up to close up pressure. You can throw out a j.A as you descend or hitconfirm into assault dive. Just know that you don't have to be at the peak of a jump or after an air dash to get good use of j.B when pressuring depending on how your opponent is acting. Get used to recognizing when 5A can't combo into 5B or 5AA at max range and do A-Kill Rush. If you find yourself unable to really close that gap with footsies, just go for the A-Kill Rush right away after poking with 5A and 2A if you're comfortable with A-Kill Rush Pressure. KazukiFafnir pointed this out earlier, but use Sweep and AOA before Kill Rush more often. It really helps in setting the pace. A-Kill Rush at max range into 4A is nice because you're not up close. I did 5B afterward a few times tonight and the opponent's 5A whiffed and got tagged by the second hit of 5B. Finally got some great use out of Caesar tonight. 5C at max range on wakeup can be really scary. When you have the time and room it's basically a safe overhead. If they roll, you have time to fatal counter. It beats or is a safe attack against several furious actions as well. When they start blocking, Duck in and throw or do what you like to do. Wanna amp it up? 214 [C] first and add a Cyclone level you can dash or Caesar out of it. I've been doing this after a Combo > B-Corkscrew in the corner. It puts you at perfect range. That frame data says 2C has better block frames. I'll be interested in seeing how that works out. I've been doing 5D after landing Corkscrew mid screen. It provides unpredictable situations which is nice. Twice tonight I got people to furious action, then they super canceled. It doesn't auto correct so they sailed over me and whiffed. You can hold it and I've been trying to do weird stuff with that. Nothing great except you can sorta do unsafe stuff and they'll get pulled away. I did Air Assault that crossed up--which is bad because the second hit usually whiffs--but then did 4CD for an invincible crossup, it was pretty sweet. I like to do 4D or 6C_D after landing 5AAA in the air. You can setup some neat crossups depending on how they tech. The safe thing is to go right back to 5AA but I've been messing with 5C and 5D for really weird nonsense. They're cool setups if you know what your opponent is gonna do. 6CD or 4C > 5C > 4B_CD is nice for defensive players. Furious action after ducking for aggressive recoverers. I also wanna try 5AA>2B>5D since they're up higher. Ideally you'd just go into a combo from anti-air 5A but I often trigger 5AAA by accident. Kinda rambly, but this has been working for me. I like to play characters creatively so it may not be best for everyone. Hope to see you all online and let us know what's working for you too!
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Few things that have helped me... Instant block his dive stab C(Caesar) hits right outside of Yu's range. If he's anti airing or just out poking you by mashing 5B and 2B, keep him honest with C and j.C then you can get in. If C gets blocked, I don't know the frames, but it seems kinda safe for the most part, you just can't keep attacking. Get ready to block. With any Persona heavy character, jab out that persona when you can.
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Better pushback and no guard libra damage. Basically you gotta get used to the character and the player you're fighting against. Combining it with instant block you can make people whiff attack strings and you can easily counter attack. But if someone knows you're going to barrier block, they're going to air dash or poke with quick attacks because they won't get pushed back and get inside on you. The extra block stun allows for people to chain into their overheads way more safely as long as the pushback doesn't affect them too bad.
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Longer blockstun, cruddy burst, risk running out then you can't airblock easily.
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Dunno if these were posted already--didn't see them in this thread at least. Pretty cool Bang on HardEdge http://www.youtube.com/user/HardEdgeOfficial Lots of bumper http://www.youtube.com/watch?v=YHyv6eGBdEA&feature=channel Bang on Bang http://www.youtube.com/watch?v=uguEmUwVsjM&feature=channel Arachne on Bang http://www.youtube.com/watch?v=lVhmiAh-fP4&feature=channel Bang on Jin Lots more, just check out the channel!
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2C is such a scary move on block. I think many of us will go for a followup, but many times we get punished for it--before or after. And maybe this is common knowledge, but you can cancel that sucker SUPER late. If your opponent likes to attack after 2C, just wait a bit and 6D on reaction that way you'll be able to counter. This alone can make 2C safer. 6D and 2D are best depending on what they like to do. I forgot to check 623B though. I also found that doing 9~5 or 8~5 for a TK helps me a lot when using nails during a jump cancel. Instead of just 9236D or whatever.
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This is going to be horrible advice, so I'll share it as an experience instead. I've had a lot of luck randomly attempting air throws. My aerials often miss or i get CH, but throw seems to work ok. Just be sure to be in range or you eat CH j.C. This matchup is pretty dumb though. Too much of your stuff misses even when she's attacking. And it's really hard to get any sort of advantage. When she's afar away she has an advantage and when she's close she has an advantage. I honestly don't know how I win sometimes. CH j.A or j.B > j.D is pretty good. Again, don't eat CH j.C because that move beats everything and gives her easy mega combos. Don't use nail super ever. She can do that jump super on reaction to punish it. Count her jumps so you can rush in at the right time. I hate this matchup because it's like Chipp. It's like the craziest shit can happen at any time no matter whatever else is going on so you have to expect anything and it's too fast to react to even if you expect it. If you're not in the corner you can backdash sometimes. Why is Bang's backdash so horrible!? This matchup will just take time honestly. Knowing the block/pressure strings and how safe they are. If I could just Instant Block some of her stuff, I could 5A>5B and be good to go. It's very winable, I just hate it.
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2B seems to stuff a lot of her stuff on wakeup. Like if she likes to poke or drive after she's knocked down. 2B>TK Nail into mixup or >2C for a mixup or combo when it hits. j.D works ok too, but isn't as safe and harder to time but it also beats her ground super. A lot of her lows will beat it on wakeup too, especially if your wakeup isn't ideal... like you had to run up first. Don't ever use j.D air to air. You'll get stuffed. Don't ever do air to air anyway... you'll get stuffed.
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Against jumping opponents. You get 2 extra frames of blockstun when they're in the air and I'm pretty sure no one can interrupt 5A>2B ground to air unless they instant block.
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So to answer my own question... after air blocked 5A>5B you can pretty much do most of the stuff I mentioned... >2B >5C >6C >5D all but 2B have to be instant blocked or barrier blocked (according to training mode). I've found that ground to air, 5A>5A or 5A>2B is perhaps better than 5A>5B. But of course, those aren't exactly BnB so you can't be on auto pilot with 5A>5B all day. If you're running up to meet a jumping opponent. Go for the 5A>2B. It's not a true combo, but it often connects on regular hit. On block you can air dash into j.4C or command grab. If you go for j.4C. Make sure to run up or go straight for 2B after you land because you're sorta far away. If you meet an opponent air to air with running j.A's, you have a few options if they block. j.A,j.A,j.A,j.A <-----leaves you close because of low pushback and a bit below them. j.A,j.A,j.A,j.B <-----below and a bit farther back j.A,j.A,j.C <-----same height with some pushback, but nice frames The main differences are psychological. Each one feels a bit different. This will depend on the opponent, but most people are likely to attack after the j.C since it hits so early. There are probably different frame advantages too. If you have an opponent who likes to back jump barrier block in the corner. Quick double tap forward and immediately jump into j.A's after they jump. You can bring them back down and stay close even if they barrier block. I used to just do 9A, then j.C or j.B on the way down, but the j.A's allow for a bit more trickery because you stay really close. Something I need to check. In training mode, I set the dummy to jump constantly. I did running j.A>j.A>j.A. We land about the same time so I do command grab and it landed.
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So what's good for pressure? I like to jump or whatever into 5C or 2B>FRKZ>2B>9~j.C>6~j.B>6~j.B>2B>repeat. Anything smarter? I usually just do that as much as I can until something connects. 6A over and over is also silly if I have tons of life. Sorry if this thread is for info and not questions. Please move to the reg Bang thread if needed.
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What are you guys using after a jumping/aerial opponent blocks 5A>5B? I always try to JC into j.A, but of course you can't JC 5B on block so I get 6A. I was thinking >5C or >6C or >5D. Any other thoughts? Just mash 5A for anti air instead? >2B?
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Yeah just block and try and punish. Even if it doesn't actually punish, you've got the advantage and Bang's mixups are strong. Block, run up/air dash, mixup.
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I wanted to have a better write-up for this, but I figure I'll just post some stuff, see where the conversations goes, then keep adding. Anyways... j.D Used to think this move was kinda good. Then I found out mega damage comes from it. So I thought it was pretty good. Then I found out a million other uses for it and I abuse it all the time. I shouldn't, but it's just too baddass not to use it. Firstly, the nature of the move, how it keeps you almost in the same place you use it, makes it really versatile. Basically you can pick a spot on the play field, get there with Bang's massive mobility, and control that spot. If you think an opponent is going to be somewhere. Get there first, j.D, and shout "BANG BITCHES!" as you land a CH. j.D also lets you control timing to a certain degree. Timing becomes more and more important as you get into higher level play. It's a crazy good anti-throw. I used to be all sad that it wasn't an overhead (still am a bit ), but because throw whiff often nets you a CH, the mixup is still so strong I can let it slide. Next, just a couple of setups. 2A>5B>2B>2C>6D>IAD (on hit)... -land 2A> -land 5A> -land 5C> -WebNail -DriveNail -land command throw j.D (this will almost always bait a throw, the first time someone sees it) Very similarly, you can do this with j.C. These are stronger in the corner. Because j.C has crazy huge block stun and a tall hitbox, you can create some really ambiguous timings Drive Nail>Air Dash>j.C... 2B>IAD>j.C... >webnail (need good spacing) >drive nail land>5A> land>2A> land>5C> land>command throw >j.D land>j.D_8D_9D (however you do it, just really low j.D after landing) These all have different timings and lead to some good stuff. You can take out the j.C for wackier empty jump mixups which are also scary with j.D in your arsenal. The drawback is that j.D has some pretty lousy frames on block. If you have some solid throw baiting of your own, use j.D for destruction.
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It's my opinion that if you're getting breakable command throws with a tick throw setup, that means you can still get a 'real' tight/unbreakable setup as well by waiting a few more frames. Some dumb stuff I've been doing... u+C (low to the ground j.C). Use it to beat throws and get a CH. CH j.C lets you cancel into webnail then you can go for a combo or mixup with 5C or command throw right as they get out of the web stun. You can also super. Doesn't work on Rachael or Carl. It's silly, but gives you a non-air webnail stun if that means anything. What to do if you land anti-air/anti-jump 5C? Wait and go for tech mixups?
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I'm pretty sure 3C/slide is guaranteed if you block her dragon punch. Sometimes you get a CH other times you won't, but often you can still combo off of it. You gotta be hella close to use 2D against her dp too. Most of the Litchi's I play, back jump almost constantly. Go for pressure before you go for a mixup, because they'd rather get up into the air and counter before blocking and countering. At the same time, go for a strong mixup when you can because she's a pain to chase. Also don't chase! Get her cornered and try to find a good time to get in.
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What do you guys do after command throw? I've noticed that in the corner you can 2A right away, if it hits, go into combo. If they tech and it whiffs, immediately go for 5C. Seems to always catch no matter which way they tech. Maybe you could 2C or 2A again for a mixup. Dunno if 2A is meaty enough though for a brainless non reactionary followup. What do you guys do if an opponent is always barrier blocking your block strings? I get pushed out mad far, it sucks, then I get countered.
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When exactly can you land the super off of fire punch? Even when I RC it in training it never lands. Seriously I'm terrible at it. And sorry if this is the wrong thread to ask in, but when to do j.C vs j.623B? Except when one isn't guaranteed.
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Is the second part of Noel's air super automatic? If it is, then steel rain is guaranteed there. At least when I jumped over the first part, landed, steel rain.
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Air throw if he jumps to much, especially during guard strings. Lots of his stuff leaves you teching neutral if you tech early, so be ready for that. Barrier guard his block strings. He has no range so it really pushes him out. You can combo into a grab if he uses his auto-guard Drive moves to block your attack. Be wary when he has 50% or more meter because his super is mega strong. Get ready to block if he throws out 3 nails, because he can dash right afterward and be all up in your face before the nails are even done hitting.