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Everything posted by Rhiya
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Yeah, but Yukiko has much stronger zoning tools, and plenty of things that wouldn't fit in Jin's playstyle in a million years (negative edge fire explosions being the first thing that comes to mind). And you're not really weaker, lol. I'd argue lower-tier persona is probably better off than lower-tier BB just because of the mechanics, unless they just don't get damage
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I wouldn't say anyone is Jin's counterpart, unless you count Yu because he fills that "guy with the fireball" slot. But Yu is more Ky than Jin, so ehh Really, I don't like comparing characters in this game to characters in BB, because the system mechanics make everyone in this game play a lot differently. (I'm not complaining, though; I'm sticking to Chie, but I could probably stomach playing a lot more charas in this game than I ever could in BB)
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Why are you anti-airing with 5C when you have 2B, 5B, and a 5f 5A? Not sure what benefits it has over those. Could you expand a bit on why you're using it? Also, /everyone/ will want to airdash at Chie at some point or another, just because it's an important movement option that covers lots of space
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Yeah, but you're just as bad off if you don't autoconfirm it and it does hit; your dash will be late, which makes your combo drop and allows your opponent to mash out You shouldn't be throwing 5C out in neutral unless you think people are going to run into it, anyways
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Not sure. I'll try to check later. For now, though, know that if you want to check if something is safe on block, this is what you do: 1. Set the training dummy as the character whose moves you want to test. 2. Record them doing that move, and hold back or downback immediately after inputting the move (or the last part of the move, if it requires multiple inputs like Rampage>Skull Cracker). 3. Play it back, block it, and attempt to jab the recovery with the fastest normal you have. (For Chie, it's 5A. She's actually really good for this because her 5A is tied for fastest in the game.) 4. Try this a couple of times. If you can ever jab them after you come out of blockstun but before you start blocking, it's unsafe. 5. (Optional) If it's punishable, you can attempt to see how punishable it is by seeing if you can punish it with normals slower than 5A, like 5B. This actually reminds me of something I wanted to make sure I posted, but forgot. Since 5C is only DCable on hit or block, whenever you throw it out in neutral to catch people rushing in on you, input a forward dash to confirm it or continue pressure. You won't dash if they avoid it, and you're not going to confirm it into pressure or damage /unless/ you dash.
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You can throw reject it, but I'm not too sure about actually punishing it
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If you're getting in "for free" with airdashes, you're just playing bad players Airdashes are risky as fuck Meteor super literally locks the opponent in place long enough for you to run up to them and start pressure or mixup, and this actually works against good players (in matchups where your opponents don't have easy answers like Yu 214)
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5C doesn't have repeat prorate; if it did, the fatal combos with 6 5Cs would never work
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Well, testing it out, it didn't beat Yu's DP. I can't really think of any advantages it has over normal airdash mixup if this doesn't beat DPs, so I'm unsure of why you would do something more complicated for the same effect. Anyone else know why?
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Only for jabs and AoAs, unfortunately. Hopefully someone figures out a good method for getting more framedata soon
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I see. I just checked the notation here; didn't watch the video, except for combos, since I knew the basic concept of the okizeme from playing VAkiha. That might actually be DP safe, which could be why he's doing it; I'd have to check it out. If it is, that'd be pretty godlike. Dunno if it's practical all the time, since probably you need to seriously be in their face after the knockdown for it to work properly, but it's something I need to go back and test
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It literally lets you get in for free on the vast majority of the cast
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NO, IT DOES NOT. The mixup is [jump in>land>low], or [jump in>lowish airdash>high]. This works because these options land AT THE SAME TIME, so your opponent must choose between blocking high or low. You only airdash if you are doing a high. This is not that complicated. EDIT: Derp, you mean for the midscreen mixup with airturn backdash crossups in the Chie okizeme video, not the stuff in the video I posted. Sorry about that. >_> Still, leaving the rest to make this post less confusing.
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The startup of a throw is way less obvious than the startup of a jump. Yet, the throw is easier to react to? What you think is "reactable" about throws are the cues that make you think someone will throw, like walking forward a bit, your opponent's impatience, etc. The throw itself is seven frames; you can't see it. The throw break window, with the exclamation points, is 13f. Unless you're saying you can see 7f throws then react in the 13 frames, you're not making a good case. Both the 7f startup and 13f break window are well under what's reactable (the strictest definition I've seen for reactable is 15f or slower, and it falls below that).
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Looking around, it's kind of funny The Chie forum is like FUCK NARUKAMI Everyone else is like FUCK CHIE
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You can't tech roll = HKD, pretty much Sure, you can delay your tech, but it's delayed by a set amount of frames if you don't immediately tech, instead the "tech whenever you want" nonsense BB has. Not teching is also punishable without much change to okizeme plans, unlike BB, where you need to go out of your way to punish tech rolls/not teching a lot of the time, or delay tech wrecks your oki
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P4A is better than BB just because the base mechanics are better. Hard knockdowns actually exist, air unblockables actually exist (that you can't just barrier out of), you can't block for x frames after jumping, etc. BB's throw system was only good if you actually understood and used OS tech. Every time you tell someone to use OS tech in America, though, they just go "lol I can react to green throws so I don't need to" even though they're about as fast as Rachel's instant overheads, which are called "instant" for a reason
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Chie's is +1. She has the only jab with frame advantage in the game EDIT: For comparison, Yu's 5A is -2
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I didn't think you were inputting it wrong, because I can never get j.BB to even hit if I input it wrong (Chie hits the ground before the second hit can land when I do it wrong), and you said you were getting it. As a result, I thought you seemed rather insistent that you could react to an airdash.
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214A isn't safe on -- *tests* son of a bitch, why the fuck is that safe Anyways, I'd probably argue that Chie's 5A is a better pressure tool than anything Yu has
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YOU CANNOT REACT TO THE AIRDASH. Stop thinking you can, seriously. It's a 50/50 mixup. That's why Narukami and Chie have such good oki; they force 4-way or 2-way guessing games on every knockdown. And I cannot emphasize enough that you need to wait a pinch after inputting 2D to input 2DD.
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That's not how the mixup works at all. http://www.youtube.com/watch?v=sf4-gYnCgXM That explains why you do airdash j.BB. And you can't react to the airdash, lol. If you could, the mixup wouldn't hit people
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This is quite possibly one of the silliest hitboxes I have seen for a poke like this in a game considered as good as P4A
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What do you mean by airdash fake? It's either jump>land 2A or jump>low airdash j.BB. Jump>airdash>land 2A is way too long. Secondly, you don't have to hit 2DD immediately after 2D; you can delay it a little, so Tomoe is out longer and covers your mixup better
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I just like Chie's movement speed much better than Yu's, personally.