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Everything posted by TransientFaith
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Wait a second and eat 214c. Matchup is silly haha
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Interesting new development. I will now be able to take people to UCC PM if you need a ride and live...reasonably away Also, I have 2 ppl in my room, if you need a place to stay and haven't got one yet, PM me.
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Yes and no. He can 214D through you DP, even delayed 214D. Fun Charge DP - risk getting blocked into 5k fatal combo Don't charge DP - risk getting thrown into into 3-4k + oki Don't DP - still get thrown hahaha
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Good meetup guys!!! Shoutouts to Persona everywhere...then some smash, blaz, and melty Shoutouts to Jet housing me before the meetup Shoutouts to toys and people playing with them... Shoutouts to the Labrys nightmare continuing Shoutouts to random misinput 22D winning the round for me Shoutouts to pfhor's midscreen->corner mitsuru combos dealing more damage than my red axe combos Shoutouts to perfects and reverse perfects and fradulent losses Shoutouts to sunfish dat akihiko master Shoutouts to salt and mindblowing Counting down to UCC. Get your P4U partners and let's rock!!!
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It shouldn't be too hard to cancel into [b+D] after a 2C in red axe. If you want to do multiple [b+D]'s in your combo though, you need to cancel the 2C quite early and (almost) fully charge [b+D]. The only real requirements are the move you started and the proration of your current combo. Any 2C will combo into charged [b+D] as long as proration isn't too high
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1. Block the DP 2. Do nothing. Watch if they are doing Bufudyne/Myriad Arrows/recover 3. If you see super flash, mash DP, else punish with whatever you want 1.a Roll and if they do nothing they get away. If they Bufudyne free punish
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For those who are wondering, the P4A Team Tournament is a charity tournament. This is held solely for supporting the game and fostering team-building your own communities. The hope is for you to have a fun time!!! P4A Team Tourney signups will NOT start at 4 PM. We will hold signup OUTSIDE the venue probably around 5-6 PM. The tournament, however, will be held INSIDE.
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I'm going to have to vouch on this. 214A/B has a lot of recovery and anybody who knows this and sees you throwing out chain will mash you to hell on their wakeup.
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You probably can. I haven't tested rolling personally. Mainly this was a reference to http://www.dustloop.com/forums/showthread.php?14915-Yukiko-Amagi-Tips-amp-Tricks-thread&p=1379034&viewfull=1#post1379034 #4
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Something to look out for vs. Yukiko in general. If Yukiko does fire break then does agidyne. The agidyne heat wave tracks so you need to either double/super jump the heat wave (she can delay when it comes out though be warned). But the more fun one is, afterwards, get ready to either repeat for all random agidyne heat waves fire break or not. Or...just DP through it as you will NOT be able to block any heat waves for the rest of the round haha
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Good stuff guys. Shoutouts to getting IKed by the venue's internet. No internet > No stream > No commentating Shoutouts to being fradulent Shoutouts to cookie complaining about Aigis's normals Shoutouts to sunfish for being a chara love hero Shoutouts to top tier Shoutouts to every character is viable Shoutouts to jokes referencing Jiyuna's twitter posts Shoutouts to 2 hour training mode netplay Kanji Good stuff guys, I'll try to get better? dunno
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No. Her 5A is 7F same as your Labrys 5A. Her 2A is 9F, Labrys is 7F. You will win point blank a crouching poke war. You will win point blank a 5A poke war in red axe (CH vs Fatal CH). Yellow axe might be favorable for Labrys? I'm pretty sure green and lower is even at best.
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That becomes highly dependent on the matchup and who you are fighting. I find burning the axe to secure the round is better for when in the following round, you are not constantly getting comboed or put into blockstrings (ie. Naoto, Kanji, Liz, Yukiko). For characters that get in and will make it harder for you to get the axe meter back (ie. Akihiko, Chie, aggro Yuus, Yosukes, Mitsuru, etc), it might be a better choice to save the meter if you can. That said, preserving the meter may cost you the round if your opponent goes super saiyan and bodies you afterwards. This is why its player specific. If your opponent is a patient playing Yuu, you might want to burn that meter since you will probably be able to gain it back. Another good point with awakening. Typically you want to remove your opponent's chance of going into awakening but esp so when they have dreadful awakening supers (Chie meteors, Yosuke speed up, S.Lab black flames).
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I'll be there scrubbing out. Get at me!
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Don't really get what this is saying haha. If you make a bad read and try to super armor through something and they do...nothing. Yes you can get blocked at blown up. If they are trying to stuff your approach with jab jab <react to your DP> DP, you are probably holding your DP too long or getting in way too close...(unless its like yukiko's whose jab range is attrocious). Yeah if they invul you, your stuck. You made a bad read and got punished for it. When using DP, you are playing a high risk, decent-good reward game. This isn't safe fighter 4 where you can just safe poke to victory every time, so sometimes you have to take risks. But take it knowing all the facts and act intelligently based on it
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I wouldn't recommend blindly instant blocking unless you are REALLY comfortable with your opponent's blockstrings. That defeats the purpose. IMO the point of instant blocking is 1) create gaps 2) build meter. Building meter should be secondary because if you fail to instant block, you put yourself in a position to get hit. It really helps to get comfortable with your opponent's options and then wait for the right moments to instant block since your focus shifts to look for openings instead of instant block every attack. Labrys's DP should be treated more as a super armor attack than a reversal since the move is dreadfully bad defensively. Offensively, you use it to super armor your opponents attempt to stuff your land approach and punish them. So you are effectively baiting trades with your DP.
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True meaties will beat all but wakeup DP. There is always the chance of late tech to force your meaties to not be..well meaty. You cannot roll (1-3F vulnerable), jump (same idea), attack (no 0F invul moves) other than DP. Alternatively, you can always use sword to cover unsafe moves (DP, universal overhead, etc), but you probably won't have time to meaty those after a 22X setup.
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This gimmick is definitely risky. You need to be godlike at hitconfirming. The last hit of j.C will hit them as they tech, but if you autopilot it into j.214B for the reset and they block, either burn that 50 meter for OMC or get punished.
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Fully neutral, right up next to them. So prepare to block DP mash, punish roll, punish chicken blocking, throw tech, etc etc. If you want a gimmicky setup, instead of finishing the combo with j.B > j.214A, go for j.C. The game force air ukemi's midway through j.C so if they are not holding back in the air, get ready for a fast reset into j.214B. This puts you in the same position as the previous combo (soft knockdown).
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Random combo: Red Axe 5AA > 66 > 5AA > 2C > B+D (fatal) > 66 > 5A > 2C > B+D > 66 > 2A > 2B > 214A (A girokasu) > 5A > 2B > jB > j.214A (3317 damage, 45 meter gain) Pretty high damage off a 5A. Notes: Cannot super afterwards. Forces ground ukemi (puts you in neutral) so don't use if you are going for knockdown setups. Comparable to this combo that you all should be very familiar with which gives you a soft knockdown: 5AA > 66 > 5AA > 2C > B+D (fatal) > 66 > 5A > 2C > B+D > 66 > 2A > 2B > jB > jC > j.214A (3180 damage, 39 meter gain)
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I knew you were gonna reply to that...
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Don't you mean salty with a chance of chairs?
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With great power comes great responsibility times needed to punish
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Just going to...drop this here for reference. http://www.youtube.com/watch?feature=player_detailpage&v=UbTq_-CzIVY#t=57s
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Can I just live in training mode? q.q