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AchedSphinx

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Everything posted by AchedSphinx

  1. I'm thinking 14 or 15. Though her blue palettes are really good.
  2. GGs. Sleep well. I'm watching a bunch of P4A streams haha.
  3. Multiple people since an internet connection is between two people usually.
  4. Ah cool. Looks like I'll be preordering tomorrow.
  5. I forget, does preordering get you any goodies? Wondering if I should, seems like P4U might sellout at the gamestop here if I don't.
  6. Check the wikia. Lotta goodies to be found. And watch videos :D
  7. Hmm, maybe you can burst out the first few hits of it then. Everytime I've seen Megido used, the burst is crossed out. It does sick damage like you say. Haha, combo 30. Though at least they're emphasizing the basics in challenge mode so it's not so bad
  8. GGs lime. Haven't played you in a long time. GGs to Deadly, TeeBone, Mad. That Astral was legit!
  9. While watching some Aigis vids I noticed her Megido Fire can't be burst out of. So I take it could be used for burst-safe combos.
  10. Check the wikia for Aigis. It has some good info on her normals, it just doesn't have the frame data yet.
  11. Yeah I browsed through the screenies, a lot were basic specials. I guess they really went with the casual friendly approach for Challenge Mode.
  12. http://worthplaying.com/article/2012/7/23/news/86627/images/337673/ Challenge mode having 30 combos per character it would seem. There might be some actual good combos in there. Keep it up ASW! :D edit: http://worthplaying.com/article/2012/7/23/news/86627/images/337655/ quite an extensive lesson mode too.
  13. Best way to get out of the corner as Lambda is to IB something and 5A. Or IB something and IAD over the person. Or Calamity in between gaps in their pressure.
  14. Yeah and what stunedge said also hit the mark as well. Elizabeth has to guess well. I saw her do the zio purple beam in the air and Mitsuru used that to close the distance by doing droit under it. Also, the scariest thing a Mitsuru can do, from what I've seen, is a full charge droit while Elizabeth is in the corner. I don't know of Elizabeth's options at that point, but most I've seen couldn't do anything about it. Some attempted to do the wind spiral thing, droit either defeats it or they trade blows. You do not want to trade a 2500 damage attack for chip damage. Maybe they didn't know the character well enough. Either way, you don't want to take a full charge droit, does like 2500 damage, which is 1/3 of Elizabeth's life. I don't think it's all bad for Elizabeth though because of the videos I've seen between Mitsuru she won a good deal of them. 2 outta 5 or more I'd say. Studying those Elizabeths' seems like a good idea to overcome the match-up. On to the Yukiko v Shadow Lab match-up, it's basically BBCS1 Lambda v Carl. The Yukiko's simply charged as though they were rushdown in that match-up because they couldn't do anything about her persona if it did 5D. Though Yukiko's attack where her persona attacks at the full length of the screen seemed effective. I'd also say this match up is potentially bad for Elizabeth as well. Probably more in Elizabeth's favor than Yukiko, but it will be rough. I need to watch more videos of Elizabeth v Shadow Lab to be sure.
  15. I panic whenever I see a Tao on the screen. I flip tables whenever I see a Carl on the screen. I press the A button, which is Lambda's drive, whenever I see a Ragna. I wish I was lucky enough to encounter any of these. They're free points in an ocean of Ragnas.
  16. I thought Carl v Tager was 8-2. I checked out some videos. When Elizabeth does her lightning beam across the screen, Mitsuru and droit across the screen and reach Elizabeth in a second. It doesn't go through it or anything, but it gives Mitsuru time she needs to get where she wants to be if full screen away. Sometimes, Mitsuru can actually punish the purple beam from about mid-screen. Another video I saw Mitsuru do 4B or 6B, which makes her hop back or forward to feint an attack. She used it to avoid the r-action completely and make Elizabeth eat a 4k combo. Shuffle times does actually defeat droit if you time it right though. I've seen it happen a few times. It will take practice I would think. The thing bad about it, I'd say, is that it isn't a horrible punish for a droit, whereas she can punish you for a lot more if droit does connect. Oh and it's really easy for Mitsuru to kill persona stock. Though that's a general thing about her.
  17. Her r action is a grab that can be teched, so Mitsuru can use droit the close the distance easily. With Elizabeth's 2C, I figure the Mitsuru can delay it until after the 2C happens, or 2C doesn't reach Mitsuru's hurtbox. I'll need to watch some videos. If anything, I figured Yukiko v Aigis was one of the worst match-ups.
  18. Kind of like how Lambda can do 4B > RC > 2B, for some fuzzy mix-up. Might not be the same since 4B is an overhead and she goes for the low if she does RC. But I do like using meter to create mix-up and if you're Elizabeth, psh like meter matters!
  19. The interesting thing about Lambda's 5A is that you can use it for tick grabs against ppl you know it will whiff on. Like say she does it on their recovery and goes for the grab or something like that. Ragna does something similar with his 5C.
  20. That's what I think everytime Rachel does her burst. Normally she's all calm, staring out the window, and drinking tea, then she just explodes and I go "Shit just got real." Rachel has one of the more amusing bursts imo :P
  21. I'm going to take it, this also applies to Mu as well.
  22. 6D > 236D doesn't work. 236D doesn't work in this match up so you shouldn't waste too much time doing it. 214D~C can be useful up close if the Hakumen thinks you're doing the fast one and he counters it badly. Since you can't keep him contained with 236D your best bet of winning are throws, anti-airs, and 4B. I think the best way to win the match-up will rely mostly on Lambda's mix-up and when you have the life lead, force Hakumen to make mistakes. 6A and 5A are good things to have. Also, don't ever do Calamity Reversal in this fight. That kick j.214 goes through it. As does his counters. Here are some fun facts to get away from an up close Hakumen. If he does stomp-the-yard overhead and you block it, it's -4 on block, don't attempt to counterattack, IAD over him, otherwise he'll do that counter low thing. Or you can probably dash and throw him. Other times after the overhead he does 3C, depends I suppose. His 3C is also bad on block, but be mindful of his counters. You'll probably win by doing fullscreen hit confirms into combos. Best way to win. Also, if Hakumen has 4 stars, you can poke with drives, but don't do the follow-ups or you'll get hit. I'm not sure if it's even possible to punish him for doing the move if he hits a projectile, so I normally just gain distance. Also watch out for the wave, it does 2500. 4B[2] is fairly decent for this match-up I think because his low counter doesn't work on it, so he will have to guess if you'll use it or a low. Though, the safest alternative if you're going in close is to throw. @mAc, yeah Lambda has a crazy long hitbox for air-throw. She can also air-throw if the opponent is behind her when she does it. I've done it a few times. I think this is Hakumen specific but sometimes 214D or 214D~C for Lambda will make Hakumen whiff a grab or an attack. It's really rare though but it's happened to me.
  23. I'm getting a 3DS when Paper Mario comes out. Though, I'll just get a 3DS XL next month and that new mario platformer, looks fun. I think Kingdom Hearts released on it as well. And I'll get that Ocarina of Time 3DS game, haven't played that game in 10 years so I thought I'd relive my childhood :P
  24. Seems like you don't know how to use combos that well. For instance, you did a RC j.214D and didn't follow up with 5C in the corner, it would have netted you a great deal more damage. Also, some of your execution is off as well. I noticed one where you could have won the round with an easy combo follow up, but you almost lost the round because of a mess up. You're also auto-piloting air drives assuming that the opponent will be in that place when Lambda auto-corrects herself. In most cases you could have simply landed and did 6A anti-air or blocked to prevent some of those losses. I noticed how you tried to bait a burst or thought he was going to burst or something, you were better off doing a drive combo after that RC, that way they can't burst. You're not using positioning and spacing to your advantage. I know Litchi can be rough but it seemed pretty easy for that Litchi to predict what you'd do. That's all I got.
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