Jump to content
Dustloop Forums

Kyle

Moderators
  • Posts

    3,292
  • Joined

  • Last visited

Everything posted by Kyle

  1. I am not sure about the J.A tho. Would you have a move w/ a higher dmg potential & causes less overall proration. Even a disjointed hitbox is good too, b/c if she super cancels, the disjointed attack whiffs and you are not hit. As for run under, that's character specific. I know Aigis cannot & Naoto has to. :3 last thing, whether you do an Air punish or ground punish on Mitsu/Yu is very character dependent too. Naoto's Max DMG No Tension BnB's are starting from a launch. I prefer the air punish... I had the most fun in training mode so far going over furious scenarios and how to optimize/bait/punish & react. I hope everyone else can put time aside to do that before King-O-Bling.
  2. P4 Teams? How many in each team? Which title is state vs state & how many players per state? I'll be pushing OHIO to show some P4 support to y'all trolls.
  3. Guys. We need to hang. <3 Also, Just watched GF's for Jackie-Hand vs Chocolate-Starfish. You guys need to have better setups for baiting furious actions. You gotta do it in a way that doesn't lose the momentum of your offense. Versus Yu & Mitsu specifically, I prefer safe jumps or crossing the Y-axis. Much more effective than running up & crouching on opponents wake-up(About this BTW, when you HAVE to do this, be sure to quickly go back to an offense if opponent DIDN'T DP). Here's a great cross-up setup: As Yu, start a run, than 8-Jump and J.A+C on Mitsu's wake-up. Always tap "4~B" as soon as she gets up. If she did the Furious, you get the IB and a FAT CH Punish, If she doesn't, you still get cross-up overhead & further mixups w/ the landing frame advantage. never jump infront of Mistu to bait furious b/c Bufodyine is air UB. Lastly, you have to punish her in the AIR. Like Vampire :3 Vs Yu, Safe-Jumps & disjointed hitboxes are amazing for wrecking his upper. Even on the punish you need to rely on disjointed boxes. So, I believe 2B is your best go-to. http://www.youtube.com/watch?v=wm3BhCm2IOU&list=UUd6QkJufpNM-hQBhrYdU52w&index=1&feature=plcp @ 56 secs you do a poor job about punishing this DP. If he had 50-meter, you bet the super cancel would have CH your 5A. Condition yourself to always punish w/ a 2B as early as possibly. The moves vulnerable hitbox is soo low, that IF he super cancels, you will not get hit & than can easily FCH punish his whiffed super. If you 2B does hit, it's CH and you go into your typical BnB punish. I only critique b/c I like you guys. :D
  4. Was playin against a Chie on PSN yesterday. Classroom stage. I won the first round convincingly. Finished w/ a bunch of traps, I know Chie had 00-skulls and I did not use Mudoon or Hamama. Round two starts up and I briefly check my opponents skulls (to measure out my strategy). I watch Chie regain to 07-Skulls and like... wtf. I didn't use/execute death. Anyone else had something like this? Anything else triggers/classified as DEATH status at 0-skulls. Was it a funny post-KO glitch...
  5. Anyone had success w/ instant kill vs teddies circus bear?
  6. Most of our reversal options do not work against Akihiko. If he follows up machine gun blow w/ duck into AoA & We use Furious action, our counter follow-up will whiff We cannot counter throw or low poke this one either. he is air born and low invulnerable during AoA. *DERP* If he follows up machine gun blow w/ SB-duck & We we use furious action, he crosses up and out counter will not autocorrect. We cannot poke out b/c our attack will not auto correct. *DERP* If he follows up machine gun blow w/ SB-Weave & We we use furious action, he has armor and our counter will not do dmg If he follows up machine gun blow w/ SB-Weave & We we use Alpha counter, he has armor and our attack will not do dmg Basically, you gotta block right & do a proper SB-Roll to escape, virtually every other option is a high risk. My personal favorite is when he recovers from Machine gun blow and does 2A, 66A. This combo's on counter hit & pressure's on block. *HERP-A-DERP*
  7. Wow @ Hsien88's Mixups. GGs
  8. Console glitch where Kanji lands 720 & wall stick is eliminated for the remained of that round. This means no AOA~D or Mudoon combos. only smp through OMB at that point.
  9. Mudoon only has one hit. So after it's blocked, they cannot be airthrown or UB 2B'd. takes Mudoon resets out of the picture. Now Yukikios B+D cannot be air thrown as it's completely throw invulnerable. Maybe I can come up w/ a gimmicky c-trap reset, into muddonxx Air throw.... will play w/ that for laughs.
  10. Anyone have answers on which moves of Naoto have attributes? Pretty sure her 2B is AntiAir attribute (if that is what the category is called). The only reason we can beat Teddies J.A & most others cannot. Anyone able to air throw into Mudoon? ... could be sick-nasty combo video setup. Sometimes, when I C-shot into Mudoon, I delay too much & they are too high @ the corner. Mudoon does not connect, they air recover into Mudoon. I have tried to air throw or antiair 2B this recovery, but haven't found the successful timing yet. Edit: Also, gonna confirm if we can punish Yukikio's B+D w/ JC+D. Would be smokin hot.
  11. No Mic. sorry. Jackie, i have awesome combo video lols for yu!!!!!! Training mode Pick Yu vs Yu enemy record, quickly record B+D. Now mash on B+D+playback and clash battle (just cancel the second hit of DP) . GO to top of the screen. super cancel to lightning wallstick, OMC, Airdash, J.214B, OMB, Untechable full screen fall into whatever other BnB hotness you want to provide. <3 Kyle
  12. Updated w/ damages. They are strong. :3
  13. P4U complete on Saturday. !?!?!?! I love this. o.0
  14. Fuckin play me on XBL Jackie Chandler Bing
  15. Correct
  16. GG's to Banaken for taking me down to B+.
  17. ^ Will post tonight. Resurrection: Midscreen, realistic, meterless BD-Punishes Labrys: Armor has startup and can be reacted to. 2.6K dmg or skulls Oki w/ AA and you have two options for a punish. AA, (Gets armored) 7J.IB, AirDash, CH J.C, 66B, C, 236~CCCCC AA, (Gets armored) 9J.A+C, Delay, AirDash, CH J.C, 66B, C, 236~CCCCC AA, (Gets armored), BD, Delay, A AA, (Gets armored), BD, Delay, 6A S.Lab's: Armor has startup and can be reacted to. Much faster than Labrys tho. 2.6K dmg or skulls Oki w/ A and you have three options for a punish. A, (Gets armored) 7J.IB, AirDash, CH J.C, 66B, C, 236B~CCCCC A, (Gets armored), BD, Delay, A A, (Gets armored), BD, Delay, 6A Naoto: Armor has startup and can be reacted too and forced to whiff. 2.6K dmg or skulls Oki w/ A and you have three options for a punish. A, (Gets armored), BD, Delay, A A, (Gets armored), BD, Delay, 6A Oki w/ J.A and you have one good option. J.A (Gets armored), R-action whiffs, CH J.C, Land, 66B, C, 236B~CCCCC Mitsuru: Great dp. hit both sides have to air-punish, 3k damage Ground IB, Delay, CH B, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D, Block, CH A, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D, Air IB, CH JC+D, J.A, 66B, C, SJ.A, j.B, J.C, J.D Aegis: Explosive DP, has great pushback. Air punish, can't if she can super cancel. 3k damage SafeJump, Confirm, 66, Delay, CH B, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D. Elizabeth: Completely INVINCIBLE lounging throw. As long as the throw is not CH, it can be broken. Air to ground punish. 2.6K HUGE against LIZ. Start oki/offense w/ A or 2A. If the attack whiffs, just 7-jump & descending CH J.C, Land, 66B, C, 236B~CCCCC :ballKA: Kanji: Electric powerup, hitstop causes a freeze state, not much invinc. I have trouble safe jumping it. causes Paralysis on hit. I have success w/ one of three options. Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and he can be punished w/ 66B, C, 236B~CCCCC. 2k dmg. This options is a risk if he super cancels & you do not OMC to block. fake an Oki/Crossup and make his furious action whiff entirely, this is the safest, best option. punish w/ CH 66B, C, 236B~CCCCC. 2K dmg Do not Oki & use your knock down timing to set up traps and create more space. <- Match up recommendation. Yukiko: Projectile, throw, BURST invulnerable uppercut which is VERY VERY tall. Safe jump or Air block or disjointed attacks to bait/punish. Safe jump, confirm and punish w/ CH 66B, C, 236B~CCCCC. 2K dmg. DO not punish w/ Throw or projectiles! Do a crossup oki & just air block for a sec when she get's up. If you block the B+D, you can falling CH J.C, 66B, C, 236B~CCCCC. 2.6K dmg Oki w/ a max range 2[C], if she does reversal B+D, it only hits your persona and Naoto can be punished w/ 66B, C, 236B~CCCCC. 2k dmg. Teddie: Counter which causes RAGE. Cannot block in this state, Scary stuff. It can be safe jumped or disjointed hitboxed to bait/punish. Safe jump, confirm and punish w/ CH 66B, C, 236B~CCCCC. 2K dmg. Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and he can be punished w/ 66B, C, 236B~CCCCC. 2k dmg. Gotta hit him when he teleports to the other side of the screen! THX to the other helpers on these ones. Original video creater, Novriltataki, & Zermous http://www.dustloop.com/forums/showthread.php?14537-Naoto-Shirogane-Combos-quot-My-skills-have-been-honed!-quot-%28WIP-updated-8-31-2012%29&p=1378456&viewfull=1#post1378456 Yu: http://www.youtube.com/watch?v=WxQ4sbfyMWg&feature=plcp Chie: http://www.youtube.com/watch?v=460dzO-mCU4&feature=plcp Yosuke: http://www.youtube.com/watch?v=XGJmGrDi5-c&feature=plcp TBD Akihiko: Generic uppercut, can super cancel on block to make it safe? when he has awakening. Safejump it or Disjointed attack to bait/punish. Uppercut first hit is air UB. Cannot jump block to bait it. Safe jump, confirm and punish w/ CH J.B, J.C, Land, 66B, C, 236B~CCCCC. 2.5 K dmg Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and Naoto can be punished w/ CH J.B, J.C, Land, 66B, C, 236B~CCCCC. 2.5 K dmg
  18. ^Teddie is Floaty. Chie, Mitsuru, Yukiko are hitbox issues. IMHO Also, regarding OS against Elizabeth. That is weak. It's much better to start an offense w/ 2A or 5A. If you confirm the moves whiffs, just 7-Jump and descending Ch J.C for an easy SMP combo. J.C, B, C, 2C, Mudoon, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x8, 236A~D. Reminds me, I need to complete my furious action baiting punishing post.... will resurrect & add to my honey-do. Most peoples furious actions can be REACTED to if you've setup the right oki/offense. Example: Naoto's only hits in front of her, you should start Oki w/ crossups so people mashing on B+D will have it whiff & you get CounterHit City. Safe Jump against Yu & Yukiko, etc. more to come.
  19. Wow. Would love to make this. My kinda games. Sorry guys, no can do.
  20. Slabs has this NASTY OS Oki which truly blows up Naoto & a few other opponents (Yosuke, Teddie, Slabs, Labrys, Chie, Elizabeth & Aigis/Akihikio w/o 50-meter) b/c our lack of reversals & our furious action cannot be crossed-up Slab's ends an Air combo into the special move which causes hard knockdown. She waits for us to get up & does 9J.A & Command grab. Naoto cannot: Roll Crouch Stand Jump Counterpoke Furious Action Reversal w/ 236236A, 236236B, 236236C, 236236D, 214214A Backdash Run You have two options for escape: Reversal with 214214A~C. Short hop, Air turn, J.C. 2A+B, J.A+B, J.C. I have taken lots of loses vs Banana Ken PR to learn this.
  21. http://www.dustloop.com/forums/showthread.php?12850-VSAV-EXE-training-beta
  22. Correct. & a follow-up to my earlier comment about kara-cancel SB trap. There is no kara needed. Just so happens that Airdash into SB-trap has a unique "glide-toss" trajectory. Can be used in two situations. - Escape, Superjump, air turn, forward air dash AWAY from opponent~SB-traps. This will put you full screen w/ (2) traps already up. - When airdashing in & opponent really respects you, go for a quick landing low. Example: B, C, IAD, J.SB-Trap, 2A, (D-trap hits), Here's the SMP corner finisher for the same setup. OMB IAD, J.SB-Trap, 2A, (D-trap hits), 2B, C, (C-trap hits), SJ.A, J.B, J.C, J.D, OMB, Land, (236B~D)x8. 236A~D. I haven't come up w/ the meter variant SMP yet... on my honey-do list.
  23. I would like to see this listed in the data thread/wiki plz. Air Throw counts (1) tick towards SMP. Bullet stance and All (5) bullets counts (2) ticks towards SMP. ground throw & C-follow counts (2) ticks towards SMP. AoA~C counts (3) ticks towards SMP. AoA~D counts (3) ticks towards SMP.
  24. I found a much easier, more reaction oriented version of my previously corner D-trap SMP. Corner OKI D-Trap 50 meter- Difficult timing & Delays, Much easier Midscreen w/ the same notations 5.8K dmg (D-trap hits), 2[C], C, IAD, J.B, J.C, 66C, 214A~CCCCC, 236236D, 214C, (C-trap hits), AA, C, (236B~D)x8, 236A~D. 50 meteer 9.5K DMG (D-trap hits), 2A, 2B, C, 214A~CCCCC, Mudoon, 214C, (C-trap hits), AA, C, (236B~D)x12, 236A~D.
  25. Teddie I prefer: ..., Mudoon, 214D, 2A, 2B, 236A~D, (D-trap hits), AA, C, (236B~D)x8, 236A~D. He's so floaty the 2A. 2B, 236A~B is easy.
×
×
  • Create New...