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AchedSphinx

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Everything posted by AchedSphinx

  1. Looks like she also has Hassou Tobi (it also seems to do an absurd amount of damage, just like in P4). Dat hype. She looks like she will be fun to play. Also looks like she has 8 Persona cards instead of 9. Maybe it was always 8. I'm pretty bad at counting.
  2. I really want to know how she gets that chocolate present to happen. Is it random or a specific command? That thing seems pretty good for oki. Has a lot of hits on it and she was able to cross over easily and pick up a combo. Also, Marie's intro will probably annoy me to no end. That Card super she has also seems to have good range on it. She tossed the cards about half-screen and still was able to land the hit.
  3. I guess when Yu defeated Adachi, he took his voice too. Man Yu is ruthless.
  4. I like your advice, but I think I heard the commentators say this (the real estate thing) at EVO 2014 when it was Yoshiki vs that awesome Tager player. It was pretty funny. Oh and I also recommend watching Yoshiki play that Tager @ Evo. It was pretty much how you do it right, granted these are pros we're talking about.
  5. Gonna post up my combo findings from the various Yukari videos I've seen, also some combo theory. Midscreen Combos 2C > j.C > jc > j.2 > 2 > 5 > 214B > 5B > 2C > 236C~A/B/C/D = 3784 Damage (The damage is solid. I've seen this land when Yukari is staggering pressure with 5C/2C/j.C.) CH 5AAA > 214AB > 5B > 2C >j.C > jc > j.2 > dash 5B > 2 > j.236C~A/B/C/D = 2735 Damage (A pretty good BnB combo. It can more than likely be done without the CH, that's just how I saw it in the video) CH 5C > 2C > j.C > jc > j.2 > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2 > 214B > 2 > j.236D~A/B/C/D = 4564 Damage (Yukari's go to punish midscreen. Does great damage and has insane corner carry. I think she can go from one side of the screen to the other with this combo) CH j.C > IAD > j.A > 5A > 2A > 5C > 2C > 2 > 5B > IAD > j.B > 5B > 2 > 214B > 2 > j.236C~A/B/C/D > 236236AB = 4620 Damage (Another set-up that comes from Yukari staggering pressure with 5C/2C/j.C. The IAD > j.A is somewhat of an auto-pilot response since you're using the j.C to keep them in blockstun while you approach with j.A. Has good corner carry and damage. You don't need the 236236AB ender, just something the guy added in.) CH j.A > j.C > j.214C > j.B > land > 2 > 5B > IAD > j.B > 5B > 2 > 214B > 2 > j.236C~A/B/C/D = 3057 Damage (Basic BnB for air-to-air, which Yukari does a lot of, her j.A has 15F active. CH not needed, the guy in the video happened to land one. Good corner carry) 5AAA > 214AB > 5B > 2C > j.C > jc > j.2 > j.236C~A/B/C/D = 2483 Damage (This combo switches sides which can be handy if you're near the corner. Not enough evidence yet, but I'm thinking j.2 > j.236C might always switch sides.) Corner or Close to Corner Combos CH 5C > 2C > j.C > jc > j.2 > 2 > 5 > 214B > 5B > 2C > j.B > j.236C~A/B/C/D = 4916 Damage (Yukari's go to punish in the corner. 5C is fast as far as punishes are concerned and leads to sweet damage and aliment) FC Throw > 5C > 5B > 2 > 214B > 5B > 2C > j.C > jc > j.2 > 5B > 236C ~A/B/C/D = 3609 Damage (I'm not sure how much of this combo can be done without FC. It's something that would need testing.) j.A > j.C > jc > j.2 > 2 > 5 > 214B > 5B > 2C > j.B (bomb detonate) > 214214C > 214CD > 236236AB = 3022 Damage in awakening (Another hit confirm from j.A. Pretty basic BnB with some supers added in as a nice touch.) Burst Punish Combos (Air Burst) > 5B > 2C > j.C > jc > j.2 > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2 > 214B > 2 > j.236C~A/B/C/D = 3670 Damage (Works midscreen. It might need some tweaking for the corner, since IAD is mostly useless there.) Neta Combos 214C > FC 236236AB > sweep > OMB > 214B > 5C > 2C > j.B > 2C > j.C > jc > j.2 > 2C > j.B > jc > j.2 > 2 > 5 > 214214C > 214C > 236236B = 10148 Damage
  6. https://www.youtube.com/watch?v=iBnWbvA3o4M&list=UUyV9c57z3v5Ot5d4PklDxeA A lot of Yamashita gameplay footage here against some high PSR players. 2hrs of goodness!
  7. It's not really surprising enough to justify that reaction.
  8. Just enough for Kanji to go into awakening, SB super grab, and win the round.
  9. GGs to everyone I played today. I had a lot of fun.
  10. For what it's worth, I think in the next loketest build they'll probably revert it back to 4B since it's kind of confusing right now. I mean, people in Japan are still calling it 4B, and I'm not even sure why they decided on the change it in the first place. It doesn't make accidental inputs happen and its fairly easy to time. Oh yeah, after watch the footage for Lambda and Nu dozens of times, right now I'm leaning toward Lambda. Overall she seems better considering she has some options to open people up such as cross-up Crescent Saber and options like 236A > 22D/throw/TRM set-up and her damage is looking good (though that OD damage will probably be toned down a bit).
  11. So if Margaret get's persona broken she has to wait 14 seconds before her cards refresh or get a gold burst before persona break. Considering how often her persona hop out onto the field, I can guess she'll be able to have more than one out at once, and you can break both, so that 9 might seem like a lot but it can go down fast if played poorly. And as Cre mentioned, she lost her invigorate, that sucks. Though, she could be like Marie and invigorate is a buff of some sort. Who knows. Either way, Margaret is probably still getting tweaked.
  12. For what it's worth, the counter hit state of her 5D carries to the second hit. I saw CH 5D > 236C confirm in that Lambda video. So the hit confirm should be a lot easier than previous iterations of Lambda/Nu. But yeah, she can't stagger her swords anymore so I'm wondering how Lambda will make her zoning safe. I'm kind of hoping 236A has less recovery so that doing it during blockstun isn't that negative. Right now, if she did 5D > 236A > 22D she would be negative 3 on block so the opponent could mash there. So if it's plus or neutral on block (the sequence I mean, not 5D being plus on block, that would be scary), it would be pretty good for pressure. I'm not sure if she can do 214D~C anymore. I didn't see the fullscreen version in the videos. Also, I think I saw a backward moving 236D in the video, not sure though.
  13. The recovery is the same as if she did 5DD with Nu. Though, they may have tweaked some numbers in the frame data. It'll be weird playing her since I'm pretty used to doing 5DD > 6DD > etc, but now it's 5D > 6D > etc, so the timing will be awkward for awhile.
  14. Ah yeah that's the one. I also remembered it wrong. First two hits hit, Celica did GCOD, last two hits hit.
  15. So doing TK cancel eats an air option... why don't they just chop off Nu's ponytail blade while they're at it. I'm honestly wondering how Nu is going to open people up aside from throws. She does have a high with Crescent Saber, but she probably can't combo off it without meter. So she's stuck with a bunch of lows and zoning. 4D is much too slow to be reliable. I guess she'll have to have good reads and stagger pressure.
  16. I think a saw a video earlier of a Lambda player fighting someone and that person did GCOD between her 5C blades. When the GCOD animation ended, only the last blade of her 5C actually connected. So I guess between the 1st blade and the 8th blade is the amount of block stun GCOD eats.
  17. I think that combo could work. The player looked like he didn't recognize the hit confirm and delayed it a bit.
  18. Air Supra looks pretty interesting. Doesn't appear to hard knockdown though.
  19. Well, no. The Fatal is somewhat unnecessary since 236C has such a slow start-up and isn't a high or a low. I'm not sure how it would change anything. I must say she does look cool when she does it. Like she's dodging something or someone.
  20. Well, based on this, she has a fireball and a spear throw. So I'm thinking she might lean toward the zoning route.
  21. That doesn't mean much. 236C isn't a good move to use randomly so Lambda can't really get much off of that addition. 5C has always been fatal. Well, her damage seems quite good. Exiga Nail looks like it does at least 1k-1.5k by itself. Though most of the combos she did started from 236C, so it's not that reliable to say she does a lot of damage right now. I couldn't tell if 6B is faster than the old 4B. If it is, she might be able to toss it in mid-combo to crumple, which is the same as getting the opponent airborne. Oh and Exiga Nail also appears to come out pretty quick. Might be the same start-up as Crescent Saber. Also, it looks like FC 214A/gravity seed, launches in the air on grounded opponents. Counter Calamity Sword looks like it might be a lot easier to combo from (I never really had a problem comboing from it in the current version. Just pointing out it might have more untech/launch time) Also, it looks like 22D might actually automatically make Lambda jump to do Exiga Nail. I saw 236A > 22D. It was pretty seamless. When Lambda crosses through with 236A she automatically faces the opponent. I think in the current game, she would still be facing the same way when she crossed through. I don't think this changes much, probably just aesthetic purposes (she does look cool doing it). Her j.D looks like it travels further. It looked almost fullscreen (at least 2/3rds). Just a observational guess, but it appears that Lambda's Legacy Edge doesn't last very long (compared to the current version). Also, just wanted to point it out again, but her OD Calamity doesn't summon 4 swords, so who knows if it's safe on block anymore. CH Exiga Nail is looking pretty scary I must admit. From the footage she can do 236A > 22D almost immediately. I think the set-up itself might be used to bait throws and DPs and probably mashing as well. When she does Exiga, she launches back a decent range (it might outrange Ragna's DP, not sure) and CH 22D > 236C looks really easy to hit-confirm. The combo itself might be able to reach up to 4k without meter (the Lambda player got it to about 3k and they weren't even airborne yet). Based on the new arc of Crescent Saber (it kind of wraps around her like a wheel) I can see how she'd be able to cross up with it (for instance, IAD over the opponent and then do j.214D. It'll wrap around and hit the opponent for a cross-up overhead). I'm not sure how she'd combo off it though. I guess something like j.214D > RC > 3C > 214A might work. Lambda's 214A on whiff is half the bar now, instead of 1/3 of the bar. Not sure if this is going to stay or not. But Lambda's 5D does 648 damage. Her OD 5D does 954 damage. So she gets something like a 45-50% damage boost to her drives when she enters OD mode. Her drive swords are also bigger. The swords aren't like Nu's OD swords, where she gets 2 swords per D press(so the combo won't be killed going a drive only route). I suppose you can imagine how absurd her damage will scale with this OD. New combo route for drives might be ground stuff > j.6D > j.D > j.2D > jc > j.6D > j.D > j.2D > j.214D( or 22D)
  22. I'm glad it's finally confirmed. Now to proceed to burn my bread...
  23. Nu's 4B changed to her 6B right?
  24. Ah I see, thanks for the heads up. Sounds quite interesting I must say. Chances are they will change the proration of her 4B so that it's better to use in combos. Remember 4B used to be something of a launcher back in the P2 92(sometimes p2 100) days. I think the new Nu will revert back to BBCSEX Lambda when it comes to mix-ups and resets. But, of course, it's hard to say until loketests, which aren't too far off. Well, I like how Nu will be more technical at least. It is a shame they removed phrase lift because the difficulty. She did place pretty high in EVO so I thought she was in a good place. Guess I'll use both Lambda and Nu. They don't seem very different.
  25. Well, I guess we learned that Margaret can end a round in 6 seconds and 10 seconds respectively. That's something I suppose.
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