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Everything posted by skd
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I'm not from Philly, but are you THE legendary stick workin' paper tigre?!
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...GH Keriage 6A TK Blood scythe 5B 5C/6A etc the future edit:http://www.youtube.com/watch?v=wzNTHsrjTH4 somewhere in the second match he gets like, CH jC 5B 5D(1) 214B 214D 6A j214D 5B 6A sjC djC j214C 5D 5D DP im surprised berial connects at that prorate after 2 6A's and a keriage, jC hitstun buff? jC p1 is good but i dunno if its THAT good. heres another one, at 4:20 (blazeit) http://www.youtube.com/watch?v=-_BJWO_TelQt=4m20s look at all that damage, 3.1k!!!
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izayoi's justice phorizer is 660 min damage but its practically safe lolol
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too strong? invin UNTIL the first active frame > ragna gets hit on the first active frame > its STILL the first active frame for the attack = trade? then again im probably not the person to talk to about this, i hope someone else can confirm, my understanding of this situation is purely based off of assumption.
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your hitbox becomes "hittable" on the same frame your attack connects while inside of a projectile = ??? unless you mean trade in an entirely different way
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5A/5C for block/hit. 2a/5b/2b/6b are not in either case, im not sure about 6A/6C/2C/3C. jA/B are JC, jC only in gain art. it might have a low attack level. i believe day 1 someone blocked it and punished it, though im really not 100% she doesnt look like she has any level 4 normals, maybe 6C. I would honestly like to see it more, R-1 mentioned that it might have some invincibility. my main concern of stance cancel is using 6C/3C stance cancel to be able to move forwards while grounded in gain art. Maybe canceling into trans-am is legit, from what ive seen the total duration isnt very long at all (estimating 14-15f at most, im assuming jC hitstun is like 17/19f and jC > land > trans-am 5A/2A connects!! ) so something like 6C Trans-am might be good too? People really arent exploring her 6A / 6C / 2C / 3C / ga.6C / ga.2C(1) / ga.3C haha, though i can understand. Console cant come quickly enough!
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how do you feel about sonic saber's frame advantage/disadvantage when done off of normals at a close range? like 5b max range sonic saber is disadvantage? nobody has been doing it in videos so im assuming it is but if its plus... same with stance cancels, i wonder if we can stance cancel during pressure and be somewhat close to neutral :v oh, and does 5b combo into 2c? /bombarding you with questions and the most important one...does 2a cancel into grab?!?!?!?!
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150 meter combos? they were practical, . you could go into them off of like 2A 5B 5C 623D(1) 236C 236C in and near the corner, forward grab anywhere random air confirms in the corner any crouch confirm anywhere 6A CH anywhere (this one is kinda silly, 6A BK lol) ragna lost the ability to go into really high damage on demand with even 50 meter, which is imo one of the biggest nerfs. if i could turn a 2B into 5.5-6k from a little past the center of the stage while you have no burst, thats another strong option i have at my disposal tl;dr he lost a lot ;___;
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im assuming people are talking about projectile invin during like, startup or something. during the actual teleport her hitbox is just gone haha. sorry if i confused anyone! but shes in ch state AFTER the teleport for sure. edit: -623C teleport cancelable too, lol. -Valkyrie Astraea as well -5B does not combo into 236B so 6 stock midscreen combos are probably restricted to confirms into 5C, but its range is pretty short. Far distance 5B confirms go into 236C. -236C and 623B honestly seem like legit neutral tools. They whiff quickly, have great range, and you can teleport on block/hit as well as gain meter. you can probably fish for hits in neutral with 5B 236C then 214B to teleport out. 236B CH reward might be really high, its like cancelable hakumen 3C :V -during gain art, 5C has terrible range and you will probably confirm into astraea combo anyways so that poke string is probably going to be the go-to hitconfirm -confirmed, no invin (not even projectile) during D teleport startup -sonic saber disappears when izayoi gets hit, both versions of sonic saber cancelable into D mirage teleport as soon as the projectile comes out. Honestly, i would like to see this a lot more, its one of her only safe ways to cover herself on teleport :\ -6C fatals, im relatively sure GA 6C does too -6A guards against head/body so far, lows not sure?!
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i personally dont think theres any invin? not sure where that came from in the first place her ground specials barring sonic saber are cancelable into teleports, but im not sure about 623C. Then again i havent seen much usage of it in the first place. yeah, i wouldnt be surprised if this was true. Shes in counterhit state during the recovery for all of her teleports, so you probably cant just throw them out all willy nilly unless you cancel from something to make that frame disadvantage as small as possible.
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Official GameFAQs v. Dustloop Information Thread
skd replied to Antiquarian's topic in P4A Online Play
i could have ocv'd with my chie -
okay so D Mirage thruster apparently whiff cancels specials and super, also midscreen stock gain is 6!! im suspecting 8 in corner through a route consisting of 236B 214A 2A 623B 214C 623C then air combo j236C but that might be impossible due to the height at which 623C has to connect at. either way, midscreen bnb in normal mode is probably going to be confirm into 5C 236B 214A 2A 623B 214C 623B 214B or something. justice phorizer really is a silly reversal...it turned out really good haha Phorizer > teleport takes 2 stocks on hit OR whiff, but nevertheless its really really really nice to have 623B gets whiffed canceled into mirage thruster too, which takes 2 stocks as well. So naked d teleport, whiff cancel and phorizer cancel all take 2. I believe its 1 on hit/block.
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sorta, what happens is that the (B) input gets repeated for 5 frames(? i believe, im not sure) so it helps a lot haha
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do 214D and right before the third hit connects, do 214ABC~ so you do the quarter circle motion before putting in the RC, then HOLD B. You can RC slightly before the third hit connects and it will auto RC at the third hit.
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Official GameFAQs v. Dustloop Information Thread
skd replied to Antiquarian's topic in P4A Online Play
good shit axis Sent from my SCH-I535 using Tapatalk 2 -
I wouldnt really count teleport as a tool to get out of pressure... im relatively sure it has a good amount of startup before she disappears.
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Jin's "4" DP's dont really matter in terms of defense, she has a "DP" to match his A/B DP, and his C DP is rather...bad. When you think jin, you dont think DP's due to his only fast, startup invin one costing 25 meter making it somewhat costly to RC and make safe. Half of them arent even real DP's, and her 623B does have invin too so :v She has a GODLIKE backdash in Gain Art, i wouldnt say she has crap for defensive options. Her super is relatively difficult to punish from what weve seen so far, and it can be canceled into D teleport, so i wonder if its a legitimate option. It all really depends on how much recovery D Mirage thruster has, but her options arent too bad.
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ah, okay. i thought you meant just straight not in the corner, so like midscreen haha. hmmm, that's kind of strange, not too bad since you can just throw them into the corner i guess. and as for a playstyle comparison, it's kind of hard to classify her haha. she has solid tools to work with, but a strong mixup game unlike other "vanilla" characters. she has to play neutral to build stocks, but it's kinda gimmicky neutral w/ projectile + teleports. id say really gimmicky jin? then again i haven't touched her haha
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Throw is special cancelable, do throw > 214B?
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there are upsides to it, but personally i dont think its that great unless you already have a round in your belt and want to avoid using your burst near the end of the round (as to not put yourself in a bad position at the start of the next round if you lose) but still get usage out of it.
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no, that's correct. she loses her normal ground dash. let me put it this way, shes not really like aigis in the sense that her airdashes get changed. 66/44 > I-No/Morrigan style dash(backdash follows a similar trajectory, i-no's is just a backdash) j66/44 > unchanged you cant cancel into the dash off of normals, though. When you think about it shes not really like aigis, i feel thats kind of a bad comparison. the closest you can do is cancel into a charge move and stance cancel it i guess. Sent from my SCH-I535 using Tapatalk 2
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i dont believe anything is "airdash cancelable", i mean you could IAD off of a jump cancelable normal but... thats about it. on another note, we could probably combo off justice phorizer? i dont know what they were thinking making it cancelable into teleport but thats cool too i guess heres some stuff by R-1, if any translators could take a look it would be greatly appreciated~ http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=47141
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no.