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Everything posted by Lord Knight
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Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
Many of us active folks (between NY and NJ) use Twitter to organize gatherings, so if you're trying to play I'd highly suggest using it to contact people. -
you're correct, you won't die in one combo but consider the game flow for example, if you do get hit, what does that lead to? a standard conversion should lead to knockdown right? and millia's defensive options are subpar at best so im not saying one hit will kill you, but one hit will certainly put you on the path to a loss and an error that puts you into a disadvantageous situation (even just blocking), depending on the character, can be bad
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hi heavymetalmixer is 100% correct, you can't go super YOLO with millia i wouldnt say her range is "short", but there is quite literally no margin for error or sloppiness with the character
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hi hello how are you Face up: JH6HSilent ForceBad MoonIron SaviorFace down:2DDead AngleEmerald Rainpeace out
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Rath is pretty much right, I just feel like 5a has too much recovery to be the go-to to counter tools that are mostly noncommittal. A slow match being controlled by the other player isn't a good thing imo.
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I mean if you're using 5D that means you're reading for roll/B+D, but she can still jump on reaction. It's a very lame matchup. Unfortunately, Yukari sets the pace of the match imo. EDIT: Rath you should expand on that if possible.
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Wait and see what she tries to do with the bull. How they approach varies by the player. You don't have to really push too hard since you can counter what she does with the bull.
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Same reason as Yukari - she can stay in an area of the screen that Margaret typically has problems dealing with and doesn't let Margaret set the pace of the match. In addition, her offense is very strong and difficult to escape, and because Margaret is so tall, Rise gets extra grimey set ups. That being said, bait one BD and that's the round.
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Margaret quick match up update: Narukami - still hard. Yosuke - not too bad. Kuma - bad. Aigis - difficult to learn, but she wins. Minazuki - not too bad. Akihiko - fine, but don't mess up. Sho - fine. Ken - she definitely wins. S.Lab - fine. Rise - not bad, but pretty tough. Yukari - same as Rise. Chie - fine. Marie - annoying. Mitsuru - probably Margaret favour. The rest - she definitely wins.
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that's one of the reasons why it's bad
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Teddie aside, Margaret is even vs Aigis and Yu.
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For Sb Gale wind > 2d - do jb delay jc jd. 5b in the damage route adds damage, unless 5b is the starter.
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Jumping is good in that match and it's pretty hard to deal with jb until you back them in a corner imo.
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Match up thoughts - Aigis - no answer to JC? Have to play a careful full screen and mid range game. Margaret can tag wchange with 5B/5C/236C, so you have to play a sort of oppressive neutral game. Orgia - run away. J2C air to air seems to be best vs JC. Whiff 2B = dangerous when she's in Orgia. Even or maybe slightly in Aigis's favor. Labrys - JB. Sweep chain knuckle on reaction, you can also fuzzy guard it. Same with Guilliotine OMC unless they do dash 2A after the first hit. I think the best thing is fuzzy block > suplex. 5A is the best vs JB. Her pressure is OK, nothing too rough, just need to know how to deal with it. Margaret favor. Yu - Even... I think? Scariest thing he has is his ability to end rounds. Neutral is evenish, she doesn't have to worry about air Zio which is nice. Defense is a little difficult - command grab is rough, but mostly everything else is blockable on reaction, and if you select correctly you get 4K off ch 2B. His mixup is good. Even or slightly in Yu's favor. S Naoto - Tense/stressful. On paper Margaret wins because of neutral, but you can't win unless you fulfill your win condition before hers. Slightly in Margaret's favor. Teddie - Even though I got better at this, it's still hard. His pressure is good and JA is very hard to deal with. 5A, trade/challenge with 2B, air to air with JC. J2C is a really important air to air against him. Teddie favor. Rise - 5A her JB. Her neutral is ok, Margaret's is better. Being scanned is ok if they use the disc right away, sj > ib disc > move again (your air options are restored). Baited B+D = 6000 damage. Her pressure is really good though, and she's going to try to get in on you the entire match. Margaret favor. Adachi - 5A iad JC, 2B sj JC. Really annoying to play against but he has no ground game. 2B his j2D. This match is about playing solid, he wants to random you out/steal games from you. Margaret favor. Sho - somewhat odd. 5A vs JB, but he has other aerials that are good against ground attacks. You can play air to air also. He's definitely got good mixup on his side but you can deal with most of it so it's fine. Even. Naoto - plays the same as S Naoto, except you don't have to worry about Berserk. On the other hand, you have to pay attention to her standard meter options, since she'll use them more. Margaret favor. Yukiko - Hardest thing to deal with is J1/2/3D. Meet it air to air or dash jump past it. Everything else is pretty easy to deal with. Remember that the key to beating her in neutral is being patient and picking your spots, she wants you to mess up. Margaret favor. Chie - Fast! Doesn't have much range. You basically want to control your pace vs her. 5C is the ground move you want to challenge. Margaret favor. Yosuke - annoying. Really hard to AA. 5A vs JD and 5D. Basically if he glides, he's almost always going to dash into X normal, so you want to try punish his landing. Slightly in Yosuke's favor. Mitsuru - Fine. The hardest thing for Margaret to deal with is droit, which you want to avoid. For reference, slide has faster chest invul than sweep, but since it's a motion it's generally easier to use sweep. Jumping is GOOD against Mitsuru, all her buttons have a lot of recovery (like Margaret), but she doesn't move at all. Air vs air, Mitsuru doesn't get much reward for JA or JB as well, but Margaret gets knockdown. Slightly in Margaret favor. Elizabeth - OK? Neutral is odd, it seems like Margaret should be able to AA Liz's JB easily, but she can't (very easily). 5A and 5C are the best AA's generally, SB god hand situationally. You need good defense and need to pay attention to her meter so you don't get caught doing stuff. Even? Akihiko - Fine. When he's airborne you have to reposition yourself or meet him air to air. Getting hit by JC is bad, but it's easy to punish. You MUST understand how cyclone works for defense. Even or slight Margaret favor. S.Lab - Fine. Margaret is really good at dealing with Asterius and S.Lab at the same time. Slight Margaret favor. Junpei - free. You have to pay attention to the move where his persona dives at you and is overhead, and the one where if you block it, it strikes you three times. He can also reflect ice/fire balls/spear. Outside of those things, he doesn't have much. Margaret favor. Minazuki - Not bad. Neutral has a weird pace because of how easily he can play full screen. Really, the struggle against him is how much damage he can shit out when he has meter, but Margaret can do the same to him in Awakening or with CH. Even. Ken - super annoying. Really about how you manage attacking them both in tandem. Margaret is especially good at killing the dog. Likely even. Kanji - Pretty easy. She wins this match in neutral. Shoulder charge loses to 236C (ironically). He's easy to AA since his airdash is slow. Baited B+D = 6000 damage. Margaret favor. Yukari - Fine. This match is about patience/breaking her persona. Paying attention to how they like to set up orb > arrows helps too - you can either try to hit her out of the orb, or intercept her as she tries to shoot the arrow. Her B+D is very, very bad against Margaret. Even. Marie - OK? 214B beats JC, but she has big gorilla normals, and has good pressure. Atm, this is the match I have the least experience with. TL;DR Favorable - Kanji, Yukiko, Labrys, Rise, Adachi, Naoto, Chie, Junpei Slightly Favorable - S.lab, Mitsuru, S.Naoto Even/Unsure - Marie(?), Yukari, Ken(?), Minazuki, Sho, Akihiko, Yu(?), Aigis(?), Liz Slightly Unfavorable - Yosuke Unfavorable - Teddie
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MMargaret doesn't really have problems against rolls.
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Rise is not bad at all, if you bait b+d you get 6k (as long as you have 3 meter). If she tags you with the laser that makes the disc home in on you, jump. You keep your air options on block, so it's free meter. Her pressure is really good though, can't comment on it atm.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
Lord Knight replied to LegendaryRath's topic in Mitsuru Kirijo
http://www.dustloop.com/forums/index.php?/topic/7981-p4au-mitsuru-kirijo-gameplay-discussion/page-9#entry850146 required reading -
J-Jimmy plz
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LordKnight Explains Defense and Defensive Option Selects in P4U2
Lord Knight replied to Anne's topic in P4:Arena Gameplay
did you watch the video -
You used to be able to combo into Aigis's and S.Lab's IK. IK's are generally used for punishing more than anything else. Most (all?) characters can punish Ken and Rise's whiffed B+D with IK. Mitsuru can punish a lot of supers with IK. Yukiko can too (I believe), although her's doesn't go full screen, so it might be harder to pull off.
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Last game, it was 5.5 in Mitsuru's favor, or even. This game, I'm not too sure yet. It feels that way over P4U because rolls have frame one projectile invul, but you can still safe jump and negate late teching, it just varies by character. I didn't really notice with Mitsuru, but I noticed with Margaret and have been labbing up responses to that. Naoto doesn't suck, she got some pretty good buffs. There are no "bad characters" in the game, the weaker characters are missing one or two things compared to the top group. Regardless, once she gets her game plan going, she's scary. Mitsuru pressure does have holes. You're looking to catch whatever their doing on defense, be it jump, roll, dp, mash, etc. Really, the foundation is AA and AAA, and from there you can put in 4/5B (good spacing, makes some dp's whiff), 5C (all around good move, backstep cancellable), sweep, short hop, etc. 2B > 2D is too hard of a call imo, if they block 2B and you whiff 2D in their face, you're in trouble. If I assume counter hit, I usually sweep feint or 2C, if they get raw I convert with jA jB and keep going from there.
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You have to use your judgement. The reason I set Narukami up like that is because there are two spots where he can throw you. You do it after getting up (in that situation), and then, if you feel like you have to do it again (because he didn't do dash 5A > 2A > 2A), you do it one more time. Against Ken right now, I block and wait for them to go for some sort of mixup, because for some reason people loosen up the timing on things with Koromaru when doing so. Koromaru's attacks seem not to have a lot of blockstun, so sometimes I instant block him and mash. Sounds like you need to grind those out.
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A thread two years in the making. Ask me stuff about Persona. If you don't know what this thread is for, check out these very old threads - http://www.dustloop.com/forums/index.php?showtopic=2851 http://www.dustloop.com/forums/showthread.php?11944-LK-s-GAMEPLAY-RELATED-QUESTIONS-ONLY-cs2 http://www.dustloop.com/forums/index.php?/topic/4716-lord-knights-gameplay-related-questions-only-thread-ex-edition/
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[P4AU] Mitsuru Kirijo Gameplay Discussion
Lord Knight replied to LegendaryRath's topic in Mitsuru Kirijo
focus on the way the opponent defends you said patient opponents who are good at teching throws mess up your game plan. are they actually good at teching throws? how are you setting up throws? observing the opponent's selection of options vs your offense is the key to winning with mitsuru. you have to judge your opponent's skill level quickly, as different offensive options wont work on all types of opponents 4 is good against other beginners since the reward is high and they dont know how to tech throws properly, and when guarded, youre plus. jC is good, but it only hits a few characters crouching (and never hits teddie when he whiffs a throw). dash > backstep is extremely good and will beat throws, and give you the opportunity to watch them jump and follow their roll -
no