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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Guymam replied to Tong's topic in Zepp Museum
It looks great Tong, thank you for your hard work! I was wondering if the colored arm could be black like Minazuki's school jacket, I'm sorry haha. I think I accidentally was confusing. But either way, they look great man! -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Guymam replied to Tong's topic in Zepp Museum
Can I request Naoto character select as Minazuki from P4U2? Minazuki's blue aura as his blood color if possible, arm is jacket color Thank you -
He pretty much only got worse. I think 236D dropped after 6D, 22C looked awful midscreen and looked awkward to combo in the corner. His pressure is supposedly scary I guess
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I watched Jagaku do nothing on hit a few times. I watched B burensoi not have extrea stomps rip
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It is pretty stressful. If you want a new mod, then I'll nominate someone based on the work they put into the wiki/threads. Please understand.
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5C is indeed better. 2C is so much fucking better holy shit
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Or use it in pressure after a blocked second A rekka to do a fake overhead into low or land command grab. But uh... Your idea is uh... It's special
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I come bearing gifts. Shoutouts to LionHeart (a JP Minazuki) who explained to me how to actually do this. I've done it by accident a few times but fuck I finally know how sweet jesus. https://www.youtube.com/watch?v=t-nC7kDQMN4
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I posted my Day 1 finding and impressions on Minazuki. Give me money. http://t.co/DSzdVYQ8o4
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Knife change is most likely so that hitting Minazuki with a full screen Persona normal or when he does knife > teleport mixups doesn't trade. Command grab did have some invincibility, but not much at all. It could be done with a specific timing on Mitsuru to bait her dp on wakeup or just command grab her. The invincibility is mostly there to stop you from getting reversal thrown out of your command grab. J.B + 5A vertical hitbox nerfs hurt, but it's fair. He could just jump and mash j.B against most of the cast and those with exceptionally shitty AA (Junpei, Yukiko etc.) couldn't do much to stop him. Minazuki's strength comes from being on the ground, as evidenced by his lack of air specials to get a good knockdown off of air to air hits (for example: Yosuke j.A j.B V-slash j.2C, Narukami j.BB j.C Lion, Kanji air dive, etc.) Air DP change may help or hit this, depending on the new angles and speed. Changes to Moonsmasher (Summon Guymam) are also mostly fair. Minimum damage seems to be 1000 according to videos (but that was a very short combo), and now he gets to do the j.4B rekka in addition, so that's not too bad of a hit. Slower startup on A and SB is also fine, since they were super fast and their payoff was some silly shit. Force Fatal Counter state is fine too. That move was dum dum dum. Changes to Rekkas and Persona normals are nice compensations for command grab nerfs. His changes seem to be intended to make him use his brain more.
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I'm only watching GF. Right off the back I see very many questionable decisions. Your haphazard use of 2D leads to many situations of disadvantage at neutral because of the recovery, and you did it on wakeup once or twice. This is a good button, provided you use it intelligently. SJ j.2D is a better way to poke with that move will remaining relativey safe to most counter attacks. At one point you dp when he was halfscreen away because your persona broke her persona. Your pressure is lackluster, you did sweep as oki which could have been very easily dp'd. You have the bad habit of dp after a whiff which shows a lack of confidence in your own defense or a yomi level game that is way too reckless. I haven't seen a single grab/feight grab/command grab mixup, and your hitconfirms and OMB usage is fairly shoddy. Your mixup and pressure is way too linear. They say Rath has good D when all he really had to do was wait for you to go into a b normal and then switch his blocking or freely roll away. Your lack of stagger pressure let him mash 2B for free quite a few times. Your use of meter and OMC is also questionable at times. You didn't super after the dp to kill, you didn't ever once challenge spear with teleport or wave. You hell-maried with a ex teleport air dp when you could have super canceled it on block or hit and rc to safety whether it hit or not. Your mixup on wake up is also lax. You throw many of your own games away as well. I watched a few matches and I saw what the problem is. Let me preface this with none of this is meant to be rude. It's simply the truth. Your Minazuki is far too basic, not utilizing any of the things that make him a legit scary threat. Your pressure is straight forward and slightly braindead, (5A 5AA 5B -[2AB or iad j.A]) you don't use your command grab enough, you don't use defensive techniques enough, and you don't use any tool creatively enough to open anyone with above average defense. The first thing I would work on is your position and use of buttons in neutral, the second portion would be how to up your pressure game, and another thing would be to get more comfortable on defense. You dp'd the safe jump like, at least 40% of the time. Those are my thoughts.
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The fact that the vs. Adachi thing in the Matchup thread section isn't Police Brutality offends me.
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I'll add more once I can properly test things again, but there is a certain range where you can 5A her but she can't DP you. Her DP leaving her airborne give you the option of the juicier 5C air CH 2C 5D confirm. 2D and j.2D her throwing presents.
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Remember the confirm limitations on Minazuki and Sho. 2A pickups will not work, nor will 2B 2AB. Minazuki's teleport being force Fatal counter means you can fuck up a Teleport happy Minazuki with 2B FC 5C 2C combos. He also has nothing quick enough to contest air to air above him, so be on the higher one when you hit j.B. j.A also has good horizontal range if you want to be a similar height j.B. His 2B is good, so he can 2B your jc crossup attempts fairly reliable. Best way to win the Mirror match is to be the more patient Minazuki. Punish his whiffs, Anti Air his wild j.Bs, and mind your spacing.
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You can counter 5C 5D, and Scream. At Safe 5B range for Liz, you can Wave super if you can react. The true secret scumbag fuck Liz strat is reversal 5B her strings. First hit will break the persona, second hit will hit Liz. If she isn't careful on spacing, show her why she's a shit character and you're not.
