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Everything posted by Surf
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Lol Im just hoping he doesnt get bodied
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But imo hes the weakest of the 4. Tsu vs Bang isnt a terrible matchup. But knowing Kuresu hes either going to win convincingly, or get bodied extremely fast. I still want one of them to get very far at least though.
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I dont expect Konan or Kuresu to make it past round one. Specifically Kuresu. Pichi Bang is no joke. And neither is Matoi Tao. Kazu might be able to. Havnt seen that Jin before from what I know
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Well this proves 5B doesnt extend her hurtbox. On the Z Saber anyway, not sure about her arm Nvm. Guess its just 2C's guard point at work. 5B isnt jumpcancel so maybe 5B > 214A would be a decent way to avoid 2C
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basedPSRBanggodincoming
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Female Ragna's boots are what Ragna's pants should have been.
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Finding more stuff. Now it's j.D oki. The confirm is pretty similar to another one I posted here 5AA > 214AB > 22[b/C/D] > 2A > 5B~B/C/D > IAD j.BB > j.D > Rising j.A > Mixup (j.A, 2A, late airdash j.A) Its decent corner carry and builds from green axe to mid/late yellow axe. And from green/yellow it goes straight to red. 5B~Tsurugi send them flying near the corner where it will be most effective. After the j.BB they should tech, so j.D would hit them meaty. Rising j.A is for the high low mixup while their blocking j.D. And if their not completely in the corner from it, you can even cross them up, which is kind of hard to see which side because of j.D's hitbox. If they air tech backwards they tech right into j.D's last gear and drop back down. Neutral tech they fall to the ground but cant jump and must deal with your mixup. Teching forwards gets them hit with the first gear but its the safest way for them to get out. Second route is for corner. And its meterless. But loses to forward air tech completely, sadly. You can do it from any corner Tsurugi confirm. Any axe level. Confirm > Tsurugi hits > dash in charge 5B > 22[A]~D > 5AA~D > j.BB > j.D Air teching backwards will have them within j.D's hitbox again and they will be in blockstun unable to do anything until they hit the ground. Neutral teching has them in blockstun in the air for a bit before hitting the ground. Your still granted frame advantage. Interesting to note that j.DD has a wallbounce effect, so they bounce off the wall and enter blockstun from j.D. Its very small, but there's a window where you can IAD, appear behind them, and j.B for a deceptive crossup. This route is actually pretty decent damage for a Tsurugi confirm. 2.5k in yellow and 2.7k in red axe. The only character who can punish on neutral tech are Yu, Mitsuru, and Aigis. Since they can DP in the air.
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Need to watch that Bob guy. But the couple of matches I saw I dont rememner liking him too much. Purepure is still my favorite Labrys
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I havnt messed around with it too much. i dont have access to my game right now either
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She uh. Really doesnt have much of any that hasnt already been mentioned by you just now or in the critique thread. If she has 5AA > 5B thatd be incredible. But she doesnt. Her limited gatlings really hurt her alot more than oeople realize
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You can just do 6A > 5CC > 22B if you think its too prorated
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Its effective if you go into 5A > 5B at the tip of the 5A. Most DP attempts would fail at that range
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Theres a gap between 2A > 5B. Its a frametrap but very dp'able
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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