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OmnixTSC

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Everything posted by OmnixTSC

  1. I'll be online practicing for about an hour or so. Send me a message via PSN if you want to play :o
  2. You'll most likely see me for the next one. I should have a better grasp on the Mitsuru MU by then, so I'm sure I can do better next time. Had fun everyone, and can't wait to play you all again. Be prepared for my improved Liz!
  3. Elizabeth Blue Health Regen Combo Analysis: Combos Tested by OmnixTSC; Theory and Notes by PhoenixM Blue health regen seems to be about 1.6% per second based on timing how long it takes for Elizabeth to recover to full after a mind charge. For the same amount of time, diarahan will heal about 7% more in the same timeframe than passive healing if used as a super cancel. However, if Diarahan is used near the end of the combo (The 5 second delay in passive healing delay overlaps with the combo end) it becomes more efficient. Numbers are timed manually, will not be exact. The "Break even point" is the starting health that will recover enough effective health to "break even" with the passive healing of the combo. Some examples: 2A Starter: 3.6K damamge, midscreen, ~6.48 seconds for ~10.4% HP regen. ~5.4K effective health 2A > 5A > 5B > 2A+B > Mind Charge > SB Garu > D Garu > 5B > 5C > 2C > B Bufu > SB Maragidyne > j.C Notes: 3405 HP required for full passive regen, this point generates ~18 net SP and ~2K health. If used at the break even point (~5.4K), ~65 SP net will be generated. ~4.8K is required for generating 50 SP for Diarahan assuming you started with 50 SP for mind charge. Diarahan will add about ~15% to the total regen (a little bit less, likely 12% or so) but the effective health is speculated to be ~7.2K (less, but not far off) if used at break even. ~8.6K is the potential at break even. jB Starter: 4.9K, Midscreen, ~8.15 seconds for ~13% HP regen and ~5763 effective health IAD j.B > 5B > 2A+B > Mind Charge > SB Garu > D Garu > 2A+B > D Garu > 2A > 5B > 5C > 2C > B Bufu > SB Maragidyne > j.C Notes: ~3.6K HP is required for full passive healing, this point generates ~22 net SP net and ~2.1K health. If used at break even (~5763 Starting health) ~72-73 net Sp is generated with a potential effective health of 9.2K. ~4.8K is required to use Diarahan if the combo started at 50 SP, allowing for ~15% (a litte bit less, likely 12% or so) more HP regen than without. Effective health is speculated to be ~7.4-5K (Less, but not far off) if Diarahan is used for the break even point. FC 5D Starter: 6.9K damage, Midscreen. ~13.18 seconds for ~22.1% HP Regen 6852 effective health 5D FC > Mind Charge > j.B > D Garu > 2B > j.B > D Garu > 2A+B > D Garu > 2A > 5B > 5C > 2C > B Bufu > AoA OMC > Mori Notes: ~4282 is required for full passive healing, this point generates ~38 SP and ~2.6K HP. If done at the break even point (6852 HP starting HP) with 50 meter starting, it will generate close to 100 SP (later used for AoA OMC Mori) with a max HP potential of 10.9K health. SB Zio can be used over the Mori ender for about the same recovery. 2B Starter: 5226 Damage, Midscreen, ~7.76 seconds for ~12.4% HP regen, ~5.7K (5689) effective health CH AA 2B > j.B > 5B > Mind Charge > 2A+B > D Garu > 2A > 5B > 2A+B > D Garu > 2A > 5B > 5C > 2C > B Bufu > SB Agi > 2C > D Agi (Oki) Notes: ~3555 is required for full passive regen, this point generates ~21 net SP and ~2.2K health. If done at the break even point (~5.7K starting HP), it will generate ~71 SP and allow for ~9.1K health potential. Since only one SB move is required here, Diarahan is much more viable SP wise. (The amount healed from using diarahan over passive regen is harder to figure out in this case. Sorry) If anyone has questions, be sure to contact one us and we'll try to help you out when we're available.
  4. Can I still sign up for this? If so, I'll definitely do it. PSN: OmnixAisuno Location: Baton Rouge, LA Time Zone: CST
  5. That's perfectly fine (and probably better since this'll be the first time you run it). I really just meant in-case someone had to cancel last minute, though.
  6. GGs you two. Those games were fun :D
  7. If you need someone to fill a spot in-case things don't work out, I'm willing to do a FT10 with someone. Just give me an update on what's going on either via Dustloop or my Twitter so I can free up time where I need to.
  8. Isn't Bace's TV still out of commission? I don't see how this would work out unless he's already given the OK for it. I'm sure that when people selected Bace they wanted to see his Liz, but I highly doubt he'd use Liz when he'd have to work with screen delay b/c of his capture card being the only way for him to see the game feed. Please correct me if I'm wrong, though.
  9. I'll be online if anyone wants to play. Just send me an invite or a message and I'll play you :o
  10. PSN: OmnixAisuno Region: South, LA I'm just going to go ahead and throw my name on the list. I'd rather not play anytime soon, but I would definitely enjoy holding a FT10 with someone in the future :D
  11. I'll be in NYGamer's lobby if anyone wants to play some games.
  12. Huh, I never did add my name to this list. That's...weird, haha. PSN: OmnixAisuno Location: Baton Rouge, LA
  13. Yeah, good games! I'll be streaming in about 20 or so minutes at my twitch here. Feel free to join, just be aware that twitch has been kind of funny lately so there will be a bit of extra stuttering.
  14. It's late, but we have a few people in NYGamer's Lobby. Feel free to join as it should be up for the next few hours.
  15. I had a good long set with Rhapzody today. Just thought I'd link the matches. There was a tiny bit of delay, but I don't think it hurt us too badly (though I dropped my loops multiple times just b/c of lack of practice). Elizabeth vs Narukami I apologize for the audio in advance. I forgot the in-game sfx were lowered via my recording software.
  16. No problem. I'll be trying to come up with more things for most of the matchups if I find anything. I'll be focusing on Yu, though, so I'll probably post more in a few days or so. Edit: 5A/5AA > air turn IAD mixups get blown up hard by Yu's DP if you telegraph it. I forgot to mention that even though both Eshi and I mentioned how effective it can be. It gets to the point where a Narukami will start anticipating the mixup and wait to AA you with DP when you cross him up (since it's air unblockable). Try and alternate between this and just a BIAD to create space.
  17. I really hate how there's absolutely nothing you can do against a good Narukami once you get knocked down in the corner. You space them out properly and deal with their shenanigans for an enter round, pulling ahead on life...just to get knocked down once and lose. Getting AA'd once by 2B is likely to end the round as they can just do 2B AA > 2AB half the time. Your only way out being a mistake on the Narukami's part (which isn't even likely at a high level) is just ridiculous. I'm trying to find ways to deal with this matchup but...I only have some advice that you may or may not know at this point. First, stay out of the air as much as you can. The only times going into the air would be viable is during a BIAD j.A mixup that you do off of a 5A/5AA blockstring, during an air A/B/SB Zio near the ground, or during SB Maragi oki. j.D mixups would also be another place for this, as well as low air-dash air grabs. The recovery on air grab is small enough to where unless he was already pressing a button or predicting the air dash you will often avoid eating a CH AA. This is extremely risky as mistiming it can lead to pressure from Narukami that could put you into 5D oki. As good as 2B AA is, Narukami can easily get around it and score a knockdown if you just throw it out there. I'd advise you to only use it on a low air-dash that's done from a little less than half a screen away and maybe even a good read (but again, his air options can blow that up as well). I was talking with Colpevole and watching Bace's matches and realized that a lot of Liz players really don't use 2D as much as they should. It makes this matchup a little easier, but it can make it worse if you just throw it out their on a whim as it can lead to an earlier persona break. Try to condition the opponent enough to where they'll be afraid of getting frame traped by 5C(2) > OMC > 5C(2) or getting caught by a 5D/j.D. Also, 2C > 2D is very useful with 2D's low hitbox. If they hesitate to punish 2C, you get a free 1.2k as long as you avoid getting hit. You can even blow the 50 SP on a OMC to just go for 2D, but that leads to loss of a card and 50 SP so I don't advise it unless you're absolutely sure they won't punish it (but again, that's 50 SP gone that could be spent elsewhere). Edit: I forgot to mention it for some reason, but 5C(1) > 2D is also really good for this matchup and for matches in general. I had some other things I wanted to point out, but I can't recall them at the moment. I'll post again when I remember them.
  18. Eh, I don't really know. She's subject to change anytime from here to the release of the game so...I'll really just wait before I say they buffed her for the wrong reasons. I know WHY they're buffing her. I just don't feel that's the way they should do it, that's all. But like I said, I'll just sit back and wait for it. It's just the way I see her current state.
  19. I just never agreed with the notion that you should be punished for outplaying your opponent, which is the problem with XF in UMvC3. It won't be nearly as ridiculous as it is in that game (as that game has other issues), but it's still kind of silly to me at least. Sure, Liz lacks defensive options so most people would agree with this decision. Liz will also have to land a hit in most cases for SB Dia to be viable. But when she does land that hit, the match will seem heavily in her favor if she can play a good neutral game. Just has to watch out for Thanatos getting broken, and even if the opponent manages to force a Persona break, SB Dia gave her more than enough health in advance to weather the storm. I'm definitely not saying that the player won't have to work hard even with SB Dia as an option. It's a given that they will still have to play on point against a good player. I just feel like this doesn't address the issues that people already have with Liz, and instead adds an issue for the player facing off against Liz to deal with.
  20. I don't know...now that things have calmed down a bit after the loketests, I honestly don't know how I feel about Liz's changes. Sure, I like the fact that she's getting buffed. I, however, don't think I like the direction her play-style seems to be going in. She was an extremely high-risk character that lacked some things (like health). Now, she's a high risk character up until the point where you put her in awakening and she gets an SB Dia off. Seems like the goal would be to take her down without letting her hit awakening, but mind charge laughs in the face of such nonsense. With the way things are currently (though they're subject to change), your opponent is even more likely than before to be punished for taking the lead, as Liz is even more of a threat in awakening than she ever was in P4A.
  21. No idea, haha. I've been doing 2B > j.B > 5B > 2AB > loops for the last month or so. Guess I should start omitting the 5B. Most likely makes the combo more consistent too. I'll go practice this in a bit, but if I remember correctly...you can still do 2B > j.B > 5B without a CH if the height is right. Edit: So I just tested it and I was right. You can still 2B > j.B > 5B non-CH. It's really strict though. Not only does the opponent have to be at an extremely low height, you also have to delay the j.B for a frame or two in order for the 5B to connect. It's not worth it unless you're confident you can do this confirm (even then, online would probably make this even worse). Otherwise, I'd just stick with 2B > j.C > 236CD for non-CH AA confirms.
  22. I'd personally say 2C is useful in this match-up with proper conditioning. When I say proper conditioning, I mean once you have convinced your opponent that you'll only whiff moves with little recovery (such as what Eshi listed) or that you'll hang back. I usually whiff a few throughout the rounds to get a Yosuke to try and punish the recovery with glide. Yosuke usually has enough time to block 2C when it actually connects, but it gives you a chance to go for a mixup or pressure before/when he lands. You can also IAD back out of his range if you would rather do that (blockstun gives you enough time in most cases unless he's really close to the ground or IB's it). I'd note that it's really easy for him to glide over 2C if you're not spacing it properly (you should be using this only from fullscreen or 3/4 of the screen away). 2C is best used directly in the corner since Thanatos willl prevent most if not all non-moonsault crossups. It's really just additional mindgames to add to an already awkward matchup. I'll go into the lab tomorrow and see if there's anything else worth pointing out at this point.
  23. I'm putting up a room in a bit. Send me a message if you want in and I'll invite you.
  24. So PSN has been acting up for CSE lately? That bites, I was finally going to shake off some rust :/
  25. Anyone want to help me break in my new Naoto in a few? The only thing I can't get down is my SMP loops (not consistent with them yet). I'll put up a lobby.
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