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Everything posted by Surf
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Hmm. Maybe straight to 6A after the 236D would be better. If they tech theyll eat the overhead. If they to avoid the mixup and not tech it combos normally. 5A > 2B for low since it doesnt combo. And if they start dping, just 5A and block after the 236D. Thats what i usually do off my 236D resets anyway
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Could you, not do that. A simple statment is fine They can dp it on normal block. But they cant A it unless they IB. Which isnt too hard to do. And if they do IB 214B blows them up. And if they DP. You can just block depending on what dp it is.
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Hmm. You were way too agressive in the matchup. Saw you CH countless times, way too much air apporaches and j.B. Like Yukiko just be patient during neutral. Aigis's keepaway isnt as good as Yukikos but Aigis but she can end the round 10x as fast. Whenever shes not in Orgia just stay on the ground. And when she is in Orgia run away, dont even allow her to get you blocking. Labrys's DP is completely useless on Orgia. The only thing it would blow up is a Sweep attempt. If they jB'd its a free punish. If you do end up blocking, the only thing i can suggest to you is to pick a God and pray. I think chain knuckle is effective against 2B but I dont know, may seem too risky. I forgot if her bullets disappear if shes hit during the active frames. I know we spoke about it earlier but if your opponent keeps disrespecting you after they block 5AA, frametrap them with 5AAA given that they didnt IB. If they did, go into 214B to frametrap instead. It means the end of your pressure if they didnt press anything and blocked it, but its better than them gaining the momentum. Like me, your combos could use alot of work. Neutral shouldnt be as telegraphed either. You react the same way in alot of situations. And why the C moujuu after DP. Why not Gears All i can say for now
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Yes. In my pursuit to find some optimal combos, I came up with a midscreen 5D oki route. Really which it didnt use meter though, wouldve been alot more effective if it didnt. Builds a decent amount of Axe There are several routes to go into it. DP loop combos, SB Guillotine combos, CH 5B, etc. Basically anything that can lead into CH/FC DP mid combo. This is actually a good ender if you do the DP loop combo too close to the corner, where they would bounce back too early and the 5A would be to slow to continue the combo. Just opt to go into oki Confirm > 214AB > 22~D > microdash 5A > 5B~D > Max Charge B+D > 5D Confirm can consist of 5AA j.B > 5AA Can do it off CH 5B too CH 5B > 5C > 2C > Max Charge B+D > 5D And remember, another route I said awhile back that I only suggest on a prorated combo and only works on yellow or red axe. j.B > 5AA > delay 5D
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I dont like that ender. I'll use it extremely rarely. Like in the Yukiko match where I used it and locked him down in the corner with the j.D's. But thats about as far as I go. The other Labrys was doing it alot and after our set I just told him to stick to getting a knockdown instead. Its good carry, but Im not willing to let them get a chance to get away if I manage to get a confirm. I know, but they dont. And as long as they dont, Ill keep using it. This particular Aki player plays like a psychopath and I know him well so sometimes I screw around with him. Those FC CB Hooks were just me mashing. But against someone else I dont know I wouldnt do that. lol Your the only one that saw that Those 5C's were pretty much just instinct coming in as Yukiko, Ariadne should never be called in neutral against her. I was always wincing when I pressed C or D by accident against her. Well, the thing is I know the combos. Like the ones you just mentioned. But Im not confirming into them. When I stopped playing the game I knew a good about of bnbs and optimal confirms. Then I didnt play for about 6 months. Then I just went back into it without practicing those combos again. So I need to grind them back into my play. Didnt notice how bad it was until you guys pointed it out though. Really? Didnt think it spend meter that much. Didnt really use EX movs often either. Its mostly me just rapid canceling things, but even then I dont think it was that much. My defense is bad so I dont attempt to IB. Yes I do, j.D as well. And some 5B here and there. I get blown up for it sometimes but not often enough for me to just not use them anymore
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That combo route prorate alot too. Better to do sb guillotine. Should take my own advice though. Im never doing it. Ill improve on my combos and will have more videos for you guys to review by the end of the week
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I know what time your taking about with the super. It happens in the Aki video too. Its either im not paying attention to my meter (which is rare) or i dont think itll hit 50 sp by the end of the combo. And when i see it does its too late to go into super, so i just do nothing in those cases.
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Thanks for the input I think it was just a coincidence I didnt go for more oki setups in the videos. Usually Im doing other ones. But Ive played thse guys enough to know which oki setups usually work with them. I dont throw to often. Its universal in all fighters I play. And I don't overhead to often either. Only reason I overhead often with Labrys is because it cant be helped, with Guillotine. I usually never do AoA. And if I did, it was most likely an accident. My playstyle is very passive aggressive. And my pressure is just me spacing my normals (like 5C > dash max range 5A > 5B stuff) or specials and waiting from a mistake from you. Making you impatient attempting to get away. A lot of people I play tend to say her j.D is extremely annoying it in the corner and it makes me wonder why other Labrys's dont do it as well. I guess I just really like her D normals. Labrys's pressure is very unorthodox and I cant really explain how to go about it. Just.... improvise and get your spacing down I suppose. 8/10, Im improvising my blockstrings. I agree with my combos not being the best, thats always been my problem with her. I even have combos and combo videos saved in a folder I keep telling myslf to go over to learn all the optimal stuff. But I never practice them enough in training to be able to consistently do them in matches. But since youve pointed it out Im really going to put my mind to it. My hitconfirming is usually on point but with Labrys is so-so. Since some of the confirms are weird, like 2B sending them freaking flying. One thing I do do with CH j.B air to air is just j.A j.C > j.214B. While a lot of people attempt 2B relaunch. Which fails from time to time. I'd rather be able to consistently do a knockdown than drop the combo occasionally.
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No posts since August huh. Time to show my scrubby ass Labrys with ghetto phone footage. The videos I got bodied in are super old. Need to save more replays of me losing. Vs [04/29/13] (2) (3) Vs [04/18/13] Vs [04/25/13] After watching these again I did some really derpy stuff at times.
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I was playing around with the BI reset a couple months ago and some characters literally cant do anything about it if you time it perfectly.
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Guess its easier to do a motion like that by accident on stick. If they rolled out of it your doing something wrong. When exactly did they roll 5DD isnt situational, you can pretty much do it on a ton of confirms from the corner. BI combos are on the situational end. Your almost never going to have all the resources to do it. And even if you do odds are you wont do it because even certain confirms dont work with the combos. In the 1.3k matches ive done wirh Lab, ive never landed one Need to be in awakening, 75+ sp, red axe, and a decent starter. The requires almost never happen. I wish BI wasnt an awakening super. Wouldve been more practical then. AoA into 5B is hard to link, i mentioned another way to go into it in the oki thread. If your having trouble with it you can just do a slight walk backwards or forwards to space yourself after the AoA. Good to do if your too close and you want their DP attempt to fail. If their still able to roll try to get the timing right, they shouldnt be able to do anything but use invul moves or block if you did it right. Afterwards you can do From there you can go into J.A for overhead Empty jump 2A for low Late airdash j.A for confusion
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Ive been using most of the oki setups for a long time except the 5D ones. But i have to say its really effective in the corner once you get the feel for how to use it. Havnt had anyone avoid it yet. And it was done on me in a mirror match and i found it annoying to deal with, even though i knew the answer to it. I might try to come up with some other setups involving it. Maybe some midscreen stuff too, that doesnt involve CH 5B
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Thats... really cool. Cant wait to experiment with it
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6BB slides now? And for a full second? Thats interesting
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Are you on pad or stick
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Think happened to me like 5 times or less. Last time I think it happened was about a month ago. Forgot why it happened though. With Guillotine I can kind of see it happening accidentaly. But not tsurugi
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Havnt gotten the chance to say it because of work and I kind of forgot. But happy belated birthday Labrys
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This matchup isnt as bad as people think it is or make it seem. It just takes alot of getting used to. You will be bodied when your new to it. But as long as your patient and focused, it wont be as bad. Neutral At long range its pretty much all Yukiko. She will zone and keep you away with her fans, agi/maragi, and Konohana. Getting in on her in most cases is extremely difficult. If your aggressive that is. The first thing that you have to realize in this matchup is that j.B is a liability. Do not use the normal much at all during neutral. The man reason being her 1/2/3B fans. That will CH and she will go into Maragi into 2.7-8k combo for more oki. Now if you DO decide to use j.B. Make sure it extremely low to the ground or your punishing her for a whiff/mistake. Or just opt to use j.A instead (rarely as well). But never approach with j.B, its basically asking for you to be CH and will take chunks out of your life every time. She can even use 5A as an anti air because of its absurd hitbox and that it's 4 frames faster than 1/2/3B. But other than fans, you have to worry about Konohana. But in most cases she will not be called out unless your blocking or on your wakeup game. But if she is called, 5C goes a decent range and 2C clips at your feet for a low if your backing away. 4/5/6D can be used in neutral as well. Its slower and more risky but if they manage to get you blocking, they can link into 5C/2C and start their pressure and slowly move in. Maragi is also something to look out for doing neutral. Traveling across the ground, it would usually opt you to jump over it. But in most cases Yukiko will have pretty much recovered by the time you intake this so shes free to act. Dont fall for the basic Maragi > IAD Throw you if you attempt to jump over it. She can also IAD in and apply j.AAAA pressure as well. Rolling through works, but this comes to be a risk mainly because Yukiko can choose when to have the flame become a pillar. And a CH Maragi hurts. Alot. Also, DO NOT EVER CALL ARIADNE IN NEUTRAL Chain knuckle can be of good use in this matchup. But use it sparingly as both versions are horrible on whiff. B version should clip Yukiko's persona or fan startups if you do it early enough. Granted you more corner carry. SB knuckle isnt really useful, just stick to A or B. Theres not much to say about mid range. Her 5A is slower but it will beat your 5A if you dont space correctly. And if your midrange, odds are 5A wouldnt reach her in the first place. 5B is too slow to really rely on. Also, if shes ever airborne, do not attempt to 2B her. Either j.A her CHing a fan throw or just leave her be. Attempting to anti air her is much much too risky. Regularly getting hit by fans is no problem. But being CH gives them all the time in the world to confirm and in the 1/2/3B > Maragi case, a lot of damage. Close up Yukiko is of course, not much of a threat. Just make sure not to prolong your pressure Offense Offense on Labrys's side will be very very passive. Do not j.B fish at all, like I stated before. Just watch the Yukiko patiently throughout the rounds. Look for the gaps and approach slowly but steady. Using j.A at time to intercept a late anti air attempt or to get her blocking. Dont worry about getting an attack so much as just getting her to block something and pinning her down. Knocking her down and proceeding into Tsurugi or 5C oki is the way to go. Nothing really different has to be done once you have a confirm. Yukiko's life is on the lower side so several good confirms into D super should spell death for her. Yukikos offense will be to of course, keep you out and get knockdowns to initiate setplay for further pressure. Once she has you blocking expect Konohana. Yukiko can either choose to keep you nearby or to send you full screen away after many confirms. Both cases you much expect and respect Agi oki. A Agi simply leave you near her and gives her a chance to pressure. While this of course isnt favorable, it much better than having to deal with B Agi. Which send you full screen and has both the Agi and Konohana's 6D as oki. Konohana can appear or in front of your depending on which D the player uses after B Agi. If she appear in front of you poking her on certain startups (4/5/6D or 1/2/3D) or moving in on some gaps will help (any special cancel). But Yukiko herself can also gatling into her 5B's after her C normals. So she can frametrap and CH you for attempting to bring harm to Konohana. Up backing also isnt wise as Konohana and usually stop most jump attempts with her normals because of jump startup. Yukiko has two forms of unblockables. A high/low and a true unblockable. Her high/low can be avoided very easily if not used on your wakeup. If Yukiko attempts to 1/2/3D during a blockstring and tries to unblock, you can either upback or quick escape before Konohana lands for the overhead. In some cases quick escape recovery will be CH by Yukiko's 2A anyways, so use it rarely. As Tari said in an earlier post, upbacking and blocking Konohana still isnt favorable, but its much better than eating the unblock. On certain wakeups the high/low can be avoided with DP if the Yukiko didnt time it well enough. But with Meter they can OMC the A Agi (236A > OMC > 2D~Release A > 2A > 5A jump cancel) and go into a much tighter string that can bait DP very easily. Gear super is usually the answer for the unblockable setup attempts on wakeup Fire break unblock are much harder to deal with. And Labrys is pretty helpless against them unless shes in awakening to do Gear Super or delaying the tech to throw the players timing off. But thats about the extent of what she can do about it. Most of the other things (like her awakening super) have already been mentioned in earlier posts so I'll leave it at that. Defense Not much to say on defense with Labrys. Her DP works a bit better on Yukiko since she cant counter DP you and her jump cancel on block normals are pretty limited. But she can bait in out by doing things like j.C on your wakeup in the corner and DP should whiff completely. Other then that Gear super is effective for gaps or on wakeup as well. DP isnt as useless int he matchup but dont go relying on it. Yukiko's Dia is iffy. Its not very good either. If you space well you can 5A jump cancel and block the Dia since it will absorbe the 5A, but since your not touching Yukiko you will not be affected. Since shes airborne during the active frames you can go into 5AA combos or 2B. 5B can work midscreen with meter to SB Wince dash or in the corner meterless. Her DP also "dispels" tsurugi since its a projectile. So be careful on certain setups. Braking Konohana to hurt her defense helps alot, but dont make it your priority. If she has about 2 card left or 1, try to go for the break. But do not revolve it around your gameplan. If she is personaless expect a counter assault if your pressure her. Bait with 5A, 2B, or 5AA and punish. Yukiko can also IB 5AA and 2A any followup for a CH free. So dont get greedy. Match Summary The name of the game is..... well the waiting game. Labrys has to wait for an opening or a mistake from Yukiko. If she manages to get in the match can end very very fast. Yukiko on the other hand can keep Labrys out for the entire match if she wants to and whittle your health down to zero with her various oki setups and effective setplay. Look out for fans and make your way to her. Keep calm and collected and you'll be just fine. The matchup is just very...... annoying. Not much else.
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Yea i planned to speak to you a bit on skype but you werent on. First one ill probably do is Yukiko, since ive been doing that matchup alot as of late.
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I suppose so. In any case Ill be doing the write ups throughtout next week I guess. Wont be doing Kanji or Mitsuru since did a write up for them already and gave it to Setsuna. Im also lacking in some matchups. Like Teddie, Naoto, Liz, and Shadow Labrys.
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I mentioned Yu's Zio against 5C because if your not properly spacing it, Zio can CH your recovery. Zio is mainly only a problem when your not using 5C correctly. Yes the best she gets is even. Everything else is bad. I dunno, Chie is horrible but I still view Yu as harder to deal with.
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. Labrys can keep an opponent out with 5C, 5D, j.D and to an extent Sweep and 5B. Granted you have the spacing for her normals down,their damn effective. I honestly dont know how you not seeing how its possible. Its zoning/keep away. Its just not as effective and is matchup dependent. Against Chie and Akihiko, who have short range, i tend to keep them away with the normals i mentioned before. Bur if you try to utilize them without knowing when to use them or their spacing, your getting your ass bodied. Chies best normal in neutral are 5/2C imo, everything else lacks in range. Yu has 5B, one of the best normals in the game. 2B, one of the best anti airs in the game.
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From coming back to the game after months of not playing id just like 2 surefire buffs. Much better gatlings 5D and DD startup to be faster and attack level to be higher I fear Yu's neutral ALOT more than i fear Chies. Labrys can at least zone Chie somewhat and keep her away, when shes not in awakening. Yu bodies all of Labs tools in neutral. Nothing on the ground is safe because of his normals and 5C isnt safe because of Zio. and air approaches are out of the window because of his 2B
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Like Toan said Mitsuru is easier to deal with than those 3, but shes still an asshole I would say out of the 3 Yu is the worst one. Its a hard choice saying whose worse between Chie and Aigis
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A lot of people just dont realize know exactly how bad Labrys is compared to the others. Not even exagerrating either