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Everything posted by Rhiya
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I got my first rage mail the other day. It said: "all u do is mash square fucking srry ass" Delicious rage was delicious. Wasn't even true. I was spamming xx>sweep>2DD far more than AAAAAAAAA.
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Actually did this yesterday against an Elizabeth. If you're close to Awakening HP and you feel meteor super would really help you get in /right now/, it's a pretty solid decision.
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I /think/ 4A doesn't initiate autocombo. You should be using 4A for stagger 5A anyways; 5A's +1, so 4A is basically an automatic DP bait since you'll block once the 5A recovers (and before they can ever DP). Chie's air backdash is really short, so if you airturn before you crossup and you space it right, you basically drop beside them
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Oh, I was derping it's not that it drops there, it's that it drops at 5AB so you can't get hard knockdown and oki
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Nope, they don't Try one off 2A, it'll drop at the 5B link
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Want to stop you there for a second and say that you're both right and wrong, because of the way combos in this game work. Combo proration determines untechable time in this game, so off a good starter (for example, 5b), 236236A would be the way to go. However, off a bad starter (multiple 2As, for example), you wouldn't even be able to finish your power charge combo because the 2As prorated your combo badly and decreased the untechable time to the point where the combo would be invalid. As a result, you'd get more mileage out of tacking 236236C/D onto the end of your combo if your starter was bad, and more mileage out of 236236A if it was good. EDIT: To tie it into stuff you may already know, if you've watched jp matchvids, you'll notice that Chie players never do double Rampage combos in the corner after oki setups. It's because 2A and j.B both prorate the combo too much too use them.
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Autocombo is actually useful because 5AAA gives you fucktons of meter and restores like an eighth of your burst gauge. And if you really want to do Black Spot before 236236C/D, I'm pretty sure you can input it manually at the end of the autocombo -- or you can do blackspot and no super, or dragon kick, to save your meter
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Not that I know of, though he might know one I think he was just taking issue with the use of 2DD EDIT: looking at match vids, I'm seeing some stuff where you can link 5AA off 236AB and go into sweep, prolly gonna have to check that out later
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Yeah, 2DD is almost always a bust midscreen. You end up needing to basically hit them with a sweep point blank, and -just- the sweep, to get people with 2DD midscreen
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OMC has good uses in pressure since your gatling table is so limited in this game 236236A has that superflash, so it's a bit more obvious you're gonna do something
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crouch; divegrab doesn't hit crouchers
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PSN, duskthanatos Time will vary like hell I'm in VA
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You cannot give up until you are YU PSR GOD
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I was pretty annoyed that you couldn't just manually pick a connection limit
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If you stick with default for ~2 hours, you'll be used to it. Those two hours are hell, though
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Lol, I hear you on that shit I've played one Mitsuru today, and could pretty much run up, block, punish, and win. If there was ever any uncertainty in what should happen, he would DP -- and I would block, and win. It was kinda lol People just don't understand yet that bad DPs kill you even faster in this game than other games, because you have to pay health to do the damn thing to begin with
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I don't understand how you're not getting oki if you're ending in knockdown (i.e., 2A+B on the ground and 5A+B against juggled opponents). If they're mashing recovery, you should be getting oki, because TOMOEEEEEEEEEEE (5DD/2DD) forces them to block afterwards or get hit most of the time. If they're mashing DP, just bait that shit
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I think getting your match in ranked before anyone else snatches it is more of a reaction speed test than overheads
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Really, like for damage, you may as well just do autocombo Oki is 5aa 5b 2b 2A+B (5DD). Can't be 2DD unless you're straight up on top of them; 5DD travels forward a little, while 2DD does not
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Also, general trick for practicing oki - set the dummy to block the first hit and nothing after. That way, it'll block on wakeup, but you can still practice the combo before your oki. You just have to jab the dummy, then stagger the next hit (which is your combo starter) so it hits EDIT: because lol triple posting This is actually working really well, and since you suggested using 2C for the added delay, I thought about doing 41236B after that instead of 236B. It's doing wonders; I'm getting the right delay without even trying
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It's been pretty solid for me so far, but I've only played 3 connections, so YMMV
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J.A+C is air turn; you face the opposite direction in the air and stay that way after pressing j.A+C. As a result, you can do tons of crossups in this game that you couldn't do otherwise.
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Like, j.A+C "forward backwards airdash" falling j.B crossup, what? If it's that, it's just a matter of making sure you're spaced right. If it's not that, you're gonna have to be more specific
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A+C? ...Oh wow, that's fucking good