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Everything posted by heavymetalmixer
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[CP] Taokaka Combo Thread - Now with 33% less loops!
heavymetalmixer replied to XDest's topic in Taokaka
What are the benefits of "restanding"? -
[CP] Taokaka Combo Thread - Now with 33% less loops!
heavymetalmixer replied to XDest's topic in Taokaka
Hi, I'm interested in Tao in 1.1 and came to ask something: Which are ther bnbs that end in good knockdowns? I like having advantage after finishing the combos for pressure and mixups, unless I know I'm gonna finish the round with that combo. -
GGs to TheBlackPharaoh and the other people that joined my room.
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Anybody else here uses the safe jump after 22C or 6D? Is there a way to scare them of teching in a not very obvious way? (236D) https://www.youtube.com/watch?v=prMSVCuDZIo&t=9m26s 22C safe-jump mixup in action
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
heavymetalmixer replied to Tong's topic in Zepp Museum
Hell yeah, red color rules! -
You need some workout and weed, calm down dude. And is true that this game has worse input detection than P4U1, but is still very good.
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GGs to Ranked and LAXXARIN.
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First, the Xbox 360 controller is not made for FGs, so getting a different one should help you with execution. Now, if the execution isn't your problem, then now you're dealing with the "real problems" in FGs: Neutral game, Pressure (doing it or receiving it), Okizeme, etc. I'm in the same situation, but now that you can do your combo more or less well done, then you have to start thinking in a lot of things that can happen: 1. How is usually played my character? 2. How is usually played the opponent's characters? 3. What options has the opponent's character and how my character deals with all of them? 4. How do I teach them to "respect" me? 5. Stay calm all the time. I'm not a good player, so these advices are the only ones I can give you.
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Remember, nerfs and buffs don't give a single fuck about character design.
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Wha you have to do depends on your situation and opponent, so it's not just what habbits you must have (except DP spamming, DON'T DO IT). The first thing you have to do is to learn to block, it's the most basic and important defensive.
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GGs to everyone I played today, finally able to play a good Rachel.
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For what I know the Pin has its uses both in Neutral and combos: 1. Neutral: very good priority proyectile that staggers in CH so you have time to fall and do a combo. 2. Combos: If the opponent is in the ground, and you use connect j.S, you can cancel it into pin, fall and do a combo. There are also the relaunch combos after the delayed j.H ender that works in Midscreen and corner, or just not relaunch and go for Secret Garden setups (214H).
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For Garudyne soomething I do (for C and D versions) is to press 9 (up-forward, just press and release, not hold) one time every half-second until I do it four times and then I hold 3. It would be something like this: 1 (press 9) . . . 2 (press 9, 1st second ends) . . . 3 (press 9) . . . 4 (press 9, 2nd second ends) . . . 5 (hold 3 inmeditally after 9 in step 4). This way Yosuke falls before the opponent and can't be punished (and stays at a good distance in Midscreen). -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Now for Sukukaja combos: Those combo include pressing 5A five times (5AAAAA) then the variations come. My bnb is something like this: 5AAAAA > j.236B~B > j.214B~B > j.236D > delayed j.214214D Notes: 1. j.236B is B Moonsault forward then just press B again for B Crescent Slash (this has to be done while he's doing the falling slash of his autocombo, don't let Yosuke touch the ground), j.214B~B is the same but in he other direction. 2. After doing j.236D, the delayed j.214214D it's really a j.236236D. Why? Because if you delay it, the system will see that Yosuke changed sides successfully. So you make the j.236236D input because is in the same direction as j.236D but because you know that Yosuke is already looking to the opposite side. 3. If Sukukaja end before you can finish the combo, use delayed j.2C to finish the combo (j.2A on both Shos, those guys have a horribly little hurtbox ¬_¬).
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Being level 2 still has enough hitstun to combo in 236S?
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That 6K means no more combos from 6K without setting a 236H disk, this is the only change it seems harmful to her gameplay IMO.
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Don't forget his awesome neutral game, no exactly a zoner, but he has the tools for evey situation.
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Welcome to my hell
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https://www.youtube.com/watch?v=kozeH3wf9_c&t=33m35s CH 5B > 66 5AAA > j.B > j.AB > j.BB > j.236C > j.2C works in Midscreen https://www.youtube.com/watch?v=kozeH3wf9_c&t=34m56s air turn > air dash > (airborne opponent)j.B > fall > 5AA > jc > j.B > j.AB > djc > j.B > j.AB > j.236AB > j.214B~B > j.236D > j.2C > 214214C > 5B(3) > 5C > jc > j.2B > air dash > j.236D > j.214B~B > j.214214D works near Corner: 3.4K
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I nominate j.P as Millia's best normal!
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1. Less range for 236D (shorter midscreen combos). But it has shorter startup and better recovery on whiff, making him able to do crazy meaties and frametraps (even more, he can in 1.1). 2. 5D is even more - on block, not sure how much. 3. j.2D has much less hitstun: doesn't combo unless the opponent is crouching and the j.2D is done at the lowest height possible. On the other side, it can be followed with supers and the damage is pretty good: https://www.youtube.com/watch?v=M9edGXQd2Mg&&t=3m27s 4. 6D sends the opponent flying lower, so the only possible follow up is 236D even in corner. (I'm not really sure about this one) IMO the j.2D and 6D were the only damaging nerfs, the other ones aren't very important. Also 236236D and 214214D are faster now, so if a Terumi player makes you block the 5D while having 100 Heat in Overdrive, prepare your ass for an unblockable attack for almost 6K ( https://www.youtube.com/watch?v=VEKQIFNIg2A&t=22m35s ).
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Chrono Phantasma Speculations/Theories [rules updated 10/14]
heavymetalmixer replied to Chaoschao222's topic in Zepp Museum
Maybe "The Burning Red" will be used as a countermeasure: As Seifer said in Remix Heart, The Burning Red makes the user able to use real Magic. Maybe Alchemy could be use too, and what about Noel's power (Mu-12)? Does she require Seithr to transform into it? -
No body has tested non-glide mixups yet? I want to know all his options from the knockdowns.
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Weekly Persona Netplay Tournaments! (Interest check)
heavymetalmixer replied to TheHitmarkersPro's topic in P4A Online Play
Sorry if I'm annoying, but I don't have Twitter, so: 1. What's the link for the stream? 2. Which are the two lobbies and which of those should I be in? (I'll play in the casuals event, and in the tourney if you still have enough space). -
Weekly Persona Netplay Tournaments! (Interest check)
heavymetalmixer replied to TheHitmarkersPro's topic in P4A Online Play
So, how should I be noticed where to play? somebody will add me to the room ro something like that? -
It has more range in 1.1, so a lot of Midscreen combos had to be shortened to finish them with 236D in 2.0.