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Kyle

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Everything posted by Kyle

  1. Be weary of her 2B. It's very tall & hits behind her. I have this trajectory where I super jump and airdash behind someone w/ J.C & traps. Eliz still beats it all with her 2B( which she was going to do anyways) So, don't try to cross it up.
  2. Can anyone confirm the optimal midscreen air throw combo w/ 50% meter. Is it best w/ double air dashes or 236B~D into an airdash... Anyone is welcome to test & confirm dmg plz. I will not be in training mode tonight. I am thinking one of these is the answer.
  3. I was about there. After getting the SMP from corner throw, C, 236236D... It proves the throw and follow-up "C" each count as a unique attack. So my earlier combos were way exceeding the 10 count. was about to scale it back & you just beat me to it. - C+D~C, C, J.B, J.C, J.D, OMB, 214D, 236A~B~D, (D-trap hits), 236B~D, 236B~D, 236A~D: 3128 dmg, 2 skulls Many thanks Omni I am disappointed the dmg is so low for a OMB. Seems like a waste of resources. Suppose if it gets you the kill...
  4. 0 resources corner throw: Kanji- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Labrys- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Aigis- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Naoto- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Yu- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Elizabeth- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Yosuke- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Akihikio- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Very Tight Mitsuru- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. (VERY TIGHT) Yukiko- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. (VERY TIGHT) Teddie- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG step back on 236A Chie- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG step back on 236A Mitsuru- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG. First C hit late & step back on 236A Yukiko- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG step back on 236A For consistency, I included the tight ones w/ the small opponents. There we have it. =)
  5. I cannot activate SMP off of throw & OMB. wtf. here's the combo's that should work. everything connects, just SMP doesn't activate. - C+D~C, 2B, B, C, SJ.A, J.B, J.C, J.D, OMB, 214D, AA, 236A~D, (D-trap hits), 236B~D, First one connects, cannot continue 236B. (14 attacks) - C+D~C, 2B, B, C, SJ.A, J.B, J.C, J.D, OMB, 214D, 236A~D, (D-trap hits), 236B~D, First one connects, cannot continue 236B. (12 attacks) - C+D~C, 2B, C, SJ.A, J.B, J.C, J.D, OMB, 214D, 236A~D, (D-trap hits), 236B~D, First one connects, cannot continue 236B. (11 attacks) - C+D~C, 2B, B, J.B, J.D, OMB, 214D, AA, 236A~D, (D-trap hits), C, 236B~D, First one connects, cannot continue 236B (12 attacks) - C+D~C, 2B, B, J.B, J.D, OMB, 214D, 2A+B, 236A~D, (D-trap hits), C, 236B~D, First one connects, cannot continue 236B (11 attacks) I am concluding you cannot pickup SMP loop w/ corner throw and only OMB. That Teddie version works great, 4184dmg, Seems Muhdoon increases hitstun enough to give us back 2[C] link making SMP setups pretty typical. =D I found one worth a little more damage I like better. b/c the 236A~B~D feel so akward & I cannot get it to recover fast enough for 2[C] follow up. Anyways, 4761 dmg, corner throw, works on Teddie too. - C+D~C, 2B, 236236D, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], 66B, C, SMPx5, 236A~D.
  6. Thanks, still working towards a corner throw OMB into SMP combo. - CD~C>236236C>214C>214D (214C hits)>236A~Bx1~D>2[C]>2B>5C>SMPx7>236A~D (50 meter, 5.7k damage) (Does not work on Teddie. Use: 236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx4>236A~D instead)
  7. I am having a tough time getting smp from a corner throw. I am trying to only use a OMB or 50% meter. I've come close but can't get it yet. Throws truly kill hit stun. Because of the limited hitsun, we lose 2[C] link anything and 5C only goes into 236B w/ 5C having no decay. W/ that being said, here are the only ways into 236B~D. OMB, 236B~D c (No decay), 236B~D 214D, 236B~D blah blah blah
  8. Johnny is Haku. Samurai & sword. it fits
  9. Midscren throw combo. updated, more damage & much harder for consistency. I may not use it, it's full of tight inputs. 2294 dmg C+D, OMC, 4, 214C, IAD, A+B, J.C, Land, 5C(C-Trap hits), 214D, 66, run under, 236B~D, (D-trap hits), 236A~D,
  10. Her 2B is a HUGE problem in this matchup. Just one will disarm every c-trap on screen.
  11. IB, 214A+B is your best escape. be careful b/c the super uppercut is Air UB for the first hit. 0.0
  12. Here's my answer for gaining meter. Having my opponent block bullets from full screen. Hitting my opponent from full screen w/ bullets Having my opponent block/disarm traps When I do get the chance to get in I am pressureing w/ A, 2A, A. It's all +frames and leads into itself, just run in & do it again. also, jump cancels for stuff like, 66A, 2A, A, Jump, clock, falling j.C, run in repeat or run away. Here's the two things I've been applying which has shown tremendous improvements in my play. - While trap setting, its important to runn, super jump over the opponent and cross their y-axis. having traps on both sides of you opponent is really advantageous. You can confirm full screen megido's into bullets. - while jump-in & cross-up I have been using J.A & J.B. These are overheard but don't have the frame advantage for nearly anything. J.C is the go to air to ground, even on a cross-up b/c hit or block you have the +frames to run in for A, 2A, A pressure. & do mix in lots of throws. A neat-o oki setup I've been doing is combo into 2A+B or 236A~D. Super jump, airdash (just above opponent head), 214D. They recover as the trap lands and by the time you recover from trap, you've crossed their y-axis & it's a crossup. If they did a BD-action, you trap will punish it for a full IAD combo. Here's two follow-ups for the dreadful situation when your opponent is too high up to KD in the corner. - C, SuperJump.A, j.B, J.C, J.D, OMB, 2[C], 2B, C, 236A~D - C, 8j.A, j.B, j.C, 214C. This should push you far enough out that opponent cannot tforward tech w/o dealing with the trap. Now you can react to them reacting to megido and make an advantageous situation. 1: If they were mashing, they recover & CH trap which is untechable so we get SMP loop or IAD combos. 2: If they recover and block we can meet them air to air for jabs into grounded UB 3: If they are really respecting we can stagger an air throw w/ our second jump option. 4: We can always set more air traps if they want to continue to fly thru the air. But opponent only get their jump options restored when they IB your trap. So look for that. Last thing, I want to setup airthrows w/ megido traps placed for tensionless pickups. 50% is really high meter in the first half of the match. Ideally we throw them into 214D... considering blowing a SB trap on the way up for the attempt. figured the D-trap would allow a 25% follow up and the C-trap could make my throw whiffs safe... work in progress guys. Will let errybody know what I come up w/
  13. You cannot buffer in this one example b/c the timing is too late for the combo. =P other foloow ups are encouraged to buffer, just as you've written. I noted that here: http://www.dustloop.com/forums/showthread.php?14436-Naoto-Shirogane-General-Ace-Detective&p=1370670&viewfull=1#post1370670 Anyways, AAA cannot special cancel or jump cancel. What a damn shame. vs Kanji... what a funny hitbox Trap, C, IAD J.B, J.C, no running. C. 236A~D
  14. where is errybody at? xbox live is lonely w/o TN
  15. YOu save that match w/ thw 100% comeback. you were on FIRE>
  16. Loving this game and still being bad at it.
  17. Been trying to AA his dive w/ 2B. Players end up doing a shorter version & making him whiff, punishing my recovery of 2B. Now I am trying to crouch, wait and get that grounded punish on Kanji.
  18. Early in the match I am not concerned about dmg. I would rather prioritize skulls & meter, to setup the SMP & IK's. I am considering an early BnB like, AAA, 214A~D, link into 2C... hope this works. I'll get back w/ everyone on this.
  19. ^ was thinking the exact same thing. MIght consider doing bullshit pressure just to keep gaining meter. http://www.dustloop.com/forums/showthread.php?14908-Meter-gain-calculations
  20. In GG, you gain meter when walking & other conditions. Hit/Block etc. In BB, you gain meter when IB & other conditions. Hit/Block etc. I recall total gain is proportional to dmg% Are there any other meter gain conditions in P4U besides Hit/Block?
  21. Had loads of fun Jackie-C! I've got lots & lots to learn. THX for abusing the overhead & getting me to learn that hot-mess. I'll keep at it and be stronger for next time. XD
  22. I thought the first 9-moves counted for SMP and the 10th move onward was not scaled. Can someone else confirm the SMP loop can be done w/ 236B being the 10th hit?
  23. wtf. Link doesn't work for non members
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