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Everything posted by Rhiya
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DPs have invul before they're active, so DPs "go through" things before they actually hit I'm not sure why that part of this is surprising to anyone The surprising part is that Chie recovers so fast
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Okay, so what's going on there is that in late chaining, you're cancelling out of 2A's recovery, which effectively leaves you plus. Your opponent is coming out of blockstun almost immediately before your 5A becomes active (probably only a frame or so before) and then hitting DP on the first possible frame, which means that you're only worrying about the active frames+recovery. Still, 5A has 3 active frames. So that means that, in order block a F9 active DP, the recovery is.. five or six frames? Jesus christ, you could actually do a DP-safe meaty with 5A
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I'm guessing Coma = Matt Coma, MD Millia player? Good shit, damn good to have you Do you think you could make a video of delay 5D, btw? I'm just as confused as everyone else.
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2A>5A doesn't change that. 5A>5A, done as fast as possible, only has a 4f gap. 2A>5A, I don't know the exact data on; but if you late chain long enough for there to be a gap, the same thing applies. If I'm not in blockstun the entire time between the end of the first move (when you cancelled its recovery, in this case) and the active frames of the second, I can DP inbetween them, and you'll only be able to block my DP if the second move (5A) goes through startup, active, and recovery before my DP becomes active.
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Alright, you do 5A 5A as quickly as possible. I can DP between the two. This is what happens: In this situation, I will always win, unless the sum of the startup, active, AND recovery frames on your 5A is so short that the entire move completes before my DP becomes active. I don't have the data on Chie's jab recovery, so I can't say it's -impossible- for your Chie to complete her entire 5A before my DP would hit. I /can/ say that it's highly unlikely, though. This is what would happen if your 5A didn't recover before my DP became active: This is what I am hearing you say is possible, that is, that your 5A recovers before my DP becomes active: Now, this requires my DP to be insanely slow to become active, or for your jab to have insanely fast recovery. I /suspect/ that jab recovery in this game is not fast enough for what you're proposing to actually happen, but I don't have the data to back that up right now.
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Errol, either there is a gap, or there isn't. If there is one, they can DP you; if there isn't one, they can't. If there is a gap, you can frametrap; if there isn't a gap, you can't frametrap. Frametrapping and baiting DPs are mutually exclusive.
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If you use 4A, you can use advance input to input your next 5A. If you do that, it's a frametrap, and beats /everyone's/ jabs. (Inputting a 5f 5A at +1 advantage = even if they have a 5f 5a, yours would come out first and they'd get CH'd.) If your second 5A doesn't come out quickly enough after your first, you can just get 5A'd out of your pressure. So, yeah, there's a reason to do input it as 4A with advanced input. It's the difference between like a 5f timing and a 1f timing on inputting that frametrap, since if you input a 5A during 5A's recovery, you'd get 5AA, but if you input a 4A, you would get either nothing (too early) or another 5A (on time). Using 4A like this allows you to use advanced input to get the next 5A out as soon as possible. FINAL EDIT: And you do it like this so that their ONLY way out is DP/A+C. You can beat A+C by doing x string, and you can beat DP by baiting it out right in the middle of your string (since 5A being plus lets you do that). This is exactly why Chie stagger is so scary.
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Yes, you won't be blocking if you do 5A 5A/5A 2A/5A anything. But 5A (wait a moment while blocking) 5A is just as legitimate a stagger as 5A 5A. It's just a different option that you should be able to do if you want to. Always inputting 5A as 4A just makes it easier to choose to do it on the fly. EDIT: I want to know what kind of sorcery you're using to make inputting 5aa not give you 5aa. It seriously doesn't make a damn bit of sense. The only thing I can think is that you're inputting 5A (wait a while) 5A, but then you can just get 2A/5A mashed because it takes too long to input your second 5A. (This, I absolutely know from experience.) You should test what you're doing in training, and see if it actually works.
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If you don't use 4A, you'll be inputting the next 5A way too slow; you could get mashed out between your 5As, which is not something you'd want happening. Also, you should be inputting it as [4]A anyways to block any DP attempts after you recover. You're missing half the point if you're not doing that.
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A) Your combo section isn't really a beginner's combo section. Also, why no j.BB crouching hit combo in your corner combos? That 3k is insanely important, and even though it has a 5A link in it, it's not that hard to do. B) Your pressure section isn't really that good. A very large amount of the time, Chie's pressure is about using 5A, and then doing something to beat your opponent's disrespect of choice. (For example, 5A 2DD beats people who try to A+C out of your stagger pressure, as does 5A throw. That's /really/ good knowledge to have, but I only got it from playing my friend and figuring it out; I didn't read it online anywhere.) You didn't explain how to actually -input- 5A stagger, which isn't very intuitive, since you need to input it as 4A (to stop autocombo from coming out) and use advanced input a fairly large amount of the time. You also didn't explain how 5A works as a DP bait, which is a very large part of why it's so scary. Basically, you explain what the moves do, but not why they're important or how you use them. Also, I know a large problem I had when I started doing stagger pressure with Chie was that I couldn't /get/ to the stagger pressure. If I was poking with 2A, 2A 5AA wasn't exactly my confirm of choice, since you hit with 2A at a range that's far greater than 5A's a lot of the time. As a result, a lot of my blockstrings would start with 2A 5B (autoconfirm string), and then, it'd be hard to get back to a point when I could do 5A staggers. That's when I really started to get the importance of dash cancel and jump cancel strings as Chie, since they let me reset from my weaker pressure into my bnb pressure. But you don't cover dash cancel or jump cancel strings at all, despite the fact that they're really important to Chie. Overall, your problem is just that you're not explaining enough.
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I want double airdash, personally. Don't get why no one has it at all. Her okizeme would be /so/ good with double airdash, too.
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Afraid to block against someone with an instant overhead? Now, why would I be afraid of that?
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It's still hell for me, too. I think the j.D needs to be delayed a little bit, so it catches them higher and gives you more time to dash. The j.B is just so that you can dash earlier and not airdash, which does help -some-.
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You'd be surprised at the shit people get away with if you let them
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I don't want hear "I see JP players doing it, it MUST be good" You have the tools to see if it's safe test that shit
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It'd have to be seriously plus for that to work I doubt 214D is /that/ plus Really, if you want to run dangerous mixup on someone during pressure, gatling into 2DD/5DD
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He mistimed his meaty, nothing more, nothing less
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Good shit. Also. >Sees PSN YOU were the legit Chie blowing my shit up in ranked. GGs
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Basically, you have a few important options to get out in this game The main ones are B+D, A+C, and jumpout A+C will beat most jump-ins B+D is chara specific jumpout is risky, and the hardest to time, but rewards well there's also 6A+B OMC, which costs 100 meter, but WILL get you out
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BNBs are basically: Midscreen: whatever>sweep [AAAAA 214C/214D/236C] OR [5b 2b 236a 236a 214C/214D/236c] Corner: 2A 5AA 5b 5c 2b 2c 5b sweep (for a successful low on okizeme) j.BB 5b 5c 2b 2c 236b 5a 5b 5c 2b 2c 5b sweep (for a successful high on okizeme; only works on crouchers, but if they get hit by a high, they were probably crouching)
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If people mash your oki and your oki really can be mashed (i.e., Chie 5D midscreen if you have a 5f 5A), just do meaty instead to keep them from hitting buttons on wakeup
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no, agni you are the star-demons and then agni was a star-demon
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My win ratio is goddamn awful. It's something like 25% Once I actually get good at the game, I'm gonna make an alt with a TRUE CHIE PLAYER NAME, like "Insertion."
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That's actually really smart, because autocombo is the only combo that will not drop in lag So, uhh, yeah
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Just dash and don't 5A a few times to get the feel for when 5A needs to come out. After you do that, it should be pretty easy