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ShadowFiend

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Everything posted by ShadowFiend

  1. wow i had no idea! i will definitely use this from now on! thanks!
  2. - Instant Block all of Kill Rush and your life will be twice as easy. You'll be able to escape for free. but be careful, a good aki would notice he is being IB and will probably go for duck/weave shenanigans. - be careful of Level 3 EX Corkscrew. It's very fast and he's invincible for a short period of time. DO NOT CHALLENGE THIS; if you are just DP him. but if you see him building wind gauge, don't let your guard down. - his j.a. ugh, this normal is actually pretty good air to air. if an aki is doing this close up either AA or stay away from him. his 5A is damn good too and fast as hell. but as Milln said, 2AB goes low profile under it which is very interesting. - his 2B is good too. it is also capable of hitting from behind. if he gets you on counter hit, you are possibly going to take alot of damage since he can j.B loop from it. Oh and if he knocks you down after a corkscrew, he can perform a 2B as a meaty.. if you were caught pushing buttons(besides DP) it will hit you and he can confirm into another knockdown. Be aware of this method though, he can get you use to thinking he will always go for a meaty but that's where aki's mixups really shine.. training the opponent to make more mistakes so he can get free fatals into dead. - Ex Hook is a damn good move. it's honestly his best move. has full guard point and fatals? pssh.. don't even mess with it if he's at level 3(he can crumble) but luckily for us he shouldn't abuse it alot in this matchup since we have datbasedDP. - watch out for his grabs in level 3. - KAISER!/CEASAR! is also another normal you should keep an eye out for. i mean no one likes seeing yosuke fly across the screen back and forth lol - IAD j.B is really good. if he knocks you down, and goes for this.. don't try to AA him. it hits pretty deep so your best option would be rolling or guarding. i would say dp but a certain distances, he can safe jump with this.
  3. - St.C is imo, Labrys best poke. the startup isn't really fast but it covers ALOT of range, setups for high low during blockstrings at max range, special cancellable and it blows up chicken blocking and rolling.. If she knocks you down after guillotine and does this on our wakeup, DO NOT JUMP BACK it WILL hit thanks the whole "you can't block in the first few frames of your jump". DO NOT ROLL EITHER. you may dodge half of it but the last part WILL hit you. you have a choice of either blocking(which i kinda don't recommend, because you still have to guess will she sweep or guillotine) or you could Run up to her on wake up(trust me on this one) and DP her. bam problem solved. - Labrys axe levels are very important to pay attention too. Green or Below: she doesn't have as much frame advantage as she does in red axe. so if she comes at you with a "blockstring" that ends with Guillotine it leaves her at neutral. Yellow: Damage increase and Hitstun. Meaning she can now combo into stuff she couldn't before. Red: BEWARE. this is the danger zone for all of us. one knockdown with 50 meter, means death. this is the point where you MUST stay out of her attack range. - 5A is a brilliant AA option in this matchup imo. especially if she goes for IAD j.B -If she dps, you could block, however during awakening she could do the "Gears of War" Super. there are other ways, you could dp or jc with the first normal, you could garudyne(3348dmg) or if you want(i know i do :D) Activate Sukukaja; her dp will whiff and you get a free FC 2C. - When Labrys gains her red axe, remain calm. do your best to create distance from her attack range. get a few little hits here and continue to keep away and that should kill off her axe meter. - Gears of War Super. (Awakening Only) If you played; Blazblue, it's exactly like relius super cept labrys will be an animation for half of it's duration then she has time for liek one mixup(either a j.c crossup, AoA, or 2As for pressure) when cornered, labrys won't be afraid to use this. it's a get out of jail free card. Do NOT DP this, you'll trip her but you'll be caught within the gears and she's free to get a possible reset. i say the best way to handle this is either bait(jumping to the other side, OH! be careful how you punish her also, the gears remain active for awhile. get some distance from her then 2C) block OR if you think it's worth it you could guard cancel at the last minute before she's outta of animation. if you do it before you'll take the little damage she'll be knocked away and you'll both be at neutral. - Don't just throw jiraiya out brainlessly. Labrys has an Air normal(J.D) air gears that stays active for a short time but jiraiya gets destroyed if thrown towards it. - 2B is a normal you have to respect also since it looks like this lol and yes it hits behind her too. so try not to go glide crazy. - eh.. wouldn't really note this down but why not. watch out for wakeup bull super. 236236 A/B. some try to use it as a get out of jail free card(which stumbles me because WHY NOT GEARS super!?) if you see her do this super. DP. you won't trip her but she'll go right through you since your invincible then you have a dead labrys on her way down..but the thing is..you CAN 2C fatal but if she lands on the floor she's not in CH state for some reason. - here is a great example on how the matchup should be played. just hit and run :3
  4. Making a room, playing a new character. i need to play people who at least think and block(yeah that's good!) anyway the name of the room is called "You wa Shock" lol
  5. LOLGDLK matchup tips
  6. I honestly believe labrys can't beat mitsuru :/.
  7. I swear this matchup is so stressful. Now i know yukiko, naoto and yosuke is bad.. But any mitsuru with a brain can realize how easy of a time she has it..
  8. Setsuna! I love what you did to the thread <3
  9. It doesn't catch meaty 2A but it will catch 5B or 5c max range.
  10. Yeah i knew she can on hit but not on block is really a surprise.
  11. oh, beware of wakeup whirlwinds also -.-
  12. This is good info iora. i find it risky to do anything when he calls ceasar tanden engine(gravity) he could easily SB kill rush if he sees you move an inch. if you know he's gonna killrush just neutral jump and block, it isn't air unblockable but it's DAMN fast.
  13. i had no idea she can't jc her 2b D:
  14. Allright. I'll start by saying. S. Labrys annoys me. Not as much as mitsuru.. But just watching her.. She makes me yell you ain't me! Goal: Accept Our Shadow BREAK ITS PERSONA! This can only be done if you only use strong normals. so that means no light attacks. Choose when to approach Other words, pay attention. All of It's normals work the same way ours do so stay focused on what it's persona is doing. If it's persona goes for the 2C AA, stay on the ground, wait for its flames to move up and use the opportunity to approach or destroy the persona. also watch s.lab when this happens.. If it jumps, run straight through and 2b. If it approachs you, keep it at bay with 5B, do NOT jump.. You gotta remember that the flames are patrolling the air and if you jump S.Labys can just 2B you or keep you in blockstun. Be patient, it can do a better job keeping us out but if you ever encounter a s.lab who loves rushing in; defend your turf, j.D to keep it from progressing, it has to respect our space also. Mixups? S.Labys isn't really strong in this department, i mean it has bs on knockdown like activating persona punch or flames of hades then rolling or not rolling lol. You guys KNOW how to block guillotine so react to it and respect it. Oh, keep in mind she can't 2A 3x like we can. in the mixup department it has another reliable low.. Max range sweep(works the same way she can guillotine right after) If it's persona disappears brace yourself, it can be a command throw or punch with alot of air untechable time, yes it can combo off it. you could stand/low block the punch but it keeps you in unwanted blockstun giving s.lab an opportunity for Mixups. to avoid this, neutral jump beforehand and block. Be careful s.lab might go for a air throw just remain calm and tech the throw. Defense Be aware, s.labs dp isn't as shitty as ours so if you knock it down; don't think it won't ever use it. if you block it punish HARD, make it hurt!~ it's stamina is pretty bad so it would be wise to get rid of it early. don't think it'll be easy to destroy s.lab's persona just because it is always out; a good S.Labrys will keep her guarding. Supers..well the few you should watch out for.. Brutal Impact[Awakening Only] hey, remember our brutal impact? S.labrys BI is a much faster version at the point where it can be used as a reversal. however i don't it's an unblockable...the B version isn't no matter how long you delay it. Titanomachia during the superflash; s.lab can input up to 3 persona commands(if you listen carefully you should hear 1-3 sounds), after those inputs the persona will automatically follow up into a fullscreen super. even if s.lab doesn't input anything, the fullscreen super will eventually happen. Conclusion Stay calm, and slowly work your way in. focus on breaking the persona. if you catch s.lbys, respect it's dp. if you get a confirm, MAKE IT HURT..
  15. I'm aware but with a max range normal like 5B or 5C, what can he do? He can't dp. He can't even roll or guard cancel. His mixups are almost as bad as ours(roll or IB), at certain conditions we do alot more damage than he does. His air normals do beat ours but he can't get in if you j.D at a safe distance. All i can say is he's faster and gets in better but if we knock him down our momentum begins(midscreen and corner). Our Awakening super(i call it Gears of War. Don't judge me xD) is damn amazing vs. Him. It's a get out of jail free card, free mixups, great reversal AND you can IB killrush into this super. I feel that both sides have their advantages but no one is at a great disadvantage. Whoever has the momentum usually win which can go either way.
  16. This matchup is so fun. He can't get to us air to air thanks to AirD. Max Range 5B to 5C is gdlk. IB 3rd or last hit if he uses AAA combo as a blockstring Fullscreen be ware take lightning, if you get caught and like EVERY netplay Kanji they will think "hey free command grab!" if he goes for it and. You are paralyzed, remain calm and short hop.. If you short hop too early and he's still in grab animation... Delay your landing with airC. Don't be afraid of him, stay out of his grab/attack range and keep knocking him down. Oh please please PLEASE crouch his command air throw lol
  17. Good stuff Setsuna, lots of helpful information. Oh has anyone noticed if yosuke grabs or tentarafoo's you.. After the grab animation is over, labrys or whoever gets grabbed goes into a block animation regardless what yosuke is doing? There is a weird delay where you have to block. If you try mashing dp or jumping you won't be able to..
  18. will have to practice punishing this, i don't like free dps.
  19. Oh another thing, StB Max range is amazing vs aki. So if you get a knockdown and you properly space stB, there isn't much he can do but roll. Dp won't reach but our stB goes right through him making you both neutral. In all honesty i think this matchup is even. It basically goes to whoever pushes the opponent to the corner with momentum. Both characters mixups aren't as strong but can still pose a threat. If anyone disagrees please don't hesitate to say so
  20. I see, very interesting. I have to play a good Yukiko. Can her persona overhead from full screen?
  21. I thought so! Then my friend is just bad lol.
  22. This is a stressful mu. It's a rigged game of cat chase mouse. We have to catch him, drag him in the corner and prevent him from leaving(kinda what we all want to do) but if we fail to catch him, he's going to be a pain to deal with. RESPECT THE KUNAIS! They are damn fast and they launch us into to the air putting us in dangerous position on getting resetted(aor grab). Try not to use your persona alot, ariadyne stays out for awhile which is a good opportunity for yosuke to kunai. If you ANY yosuke kunais in front of you, you could roll and catch him on his recovery. If he SB kunai then he's safe. RESPECT 2B Dat hazama AA. It's honestly one of the best aa in the game. If he makes you tech in the air tech. Do it neutral or upward so you won't get resetted by 2b if it's corner tech upward. If yosuke calls jiraiya in the air, you could call ariadyne for j. D gears or j.A to stop jiraiya. J. D is a useful tool in mu because it stops yosuke from blindly rushing in. But as i said before, don't abuse ariadyne in this matchup because she will get attacked. Oh if yosuke goes for the whole "here i come" to flipping back and forth in the air twrds you please... GRAB THE HELL OUT OF HIM! KA-POW!
  23. Block low. Her persona does not have any overheads.
  24. This is good. It catches her on counter hit so she didn't recover on time. Start IBing coup. If she spaces coup correctly most likely she will jump back j. B If you have seen your opponent do this alot; you can catch her with. J.A confirm Or even catch her with a 5A on ch that's if you IB. Don't challenge her Air to Air. Her j.a destroys our entire methods of approaching so prepare to IB and approach via ground. Try to not to call your persona alot, mitsuru has the range to strike it and you. when she does Retreat j.B, Anti airing her can be a hassle but if you hold 2B(fully charged) her jB will whiff and she will get punish thanks to our upper body invul. Oh, if your gonna confirm off of fully charged 2b, sjc, j.c, j. 214B. Also don't randomly throw out 2B when she is in the air during Neutral, otherwise you'll get j.B CH Into Artemisia freeze.
  25. Keo pretty much summed it up flawlessly. Oh, also do not underestimate aki 2B anti air, i think he can get j. B loop from it or just a basic air combo into the dive. Like keo said, delay your techs sometimes. After his air combo to dive; if you are teching too fast he can set up and unblockable as you are waking up, keep and eye out for this. And YES IB! It's our best substitute for our shitty dp. IB all of kill rush so you can CH him out of his followups but that doesn't mean you IB then brainlessly mash 2A he could 4A and get a free fatal. Choose wisely when to attack. Oh people, PLEASE BE PREPARED TO TECH GRABS DURING HIS KILL RUSH FOLLOWUPS. I've seen dacid confirm to KR.. Then duck grab.. Since the opponent didn't tech, he got crumbled after 4A into j. B Loop lol.
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