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Everything posted by Elochai
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GGs! I'm surprised I landed the Shuffle Time combo in 2 bar lol (though I dropped a lot of jB>jA). With that being said, your connection isn't that bad.
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Dunno if I'm too late, but I can get on in like 10-15m if you wanna try our connection.
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The supposition is that what Elizabeth lost outweighs what she gained; the changes to other characters also make them stronger than her. Like, for example, the loss of retardedly damaging combo routes (mostly through the loss of garudyne loops), 2B losing throw invul, 214B not comboing (making Liz spend 25 meter to combo after 2C), etc. Narukami on the other hand gets meaty 50/50s on knockdown, and has no problem doing damage. Narukami is the most morbid example, but I believe the argument is clear enough anyway.
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Randomizer is [6]4, which could be somewhat troublesome to input, depending on how long the charge time is. [2]8 would've been cool since you could just block to charge. Regardless, I would still like to think that Randomizer is our best reversal option now. Negative penalty is just too good to pass up. I would also like to mention that Damosu is an exemplar for his use of 236.
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The next question would be how great is the difference between tiers . Sent from my SCH-I535 using Tapatalk
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Admittedly, his combos are what got me most excited. 4K + knockdown off of 5C? Yes, please (plus that garu cross up > jA was sick)! 1HSM 5C > IAD jB > jC was pretty nice, too. I kinda wonder if we can go back to fullscreen 5D > delay backwards IAD jA > 5A > xx. His use of 236CD in neutral was kinda odd, too. It's like he's playing vanilla P4U and doing 236D in neutral .
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4/29 Akihabara Leisureland Damosu (EL) vs. Kameten (YO) BB (SLab) vs. Damosu (EL) BB (SLab) vs. Damosu (EL)
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http://wiki.mizuumi.net/w/AquaPazza Sent from my SCH-I535 using Tapatalk
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I've only seen players use it as a combo filler tool. Though it would appear to be a good air to air in situations which belie the angles of jB. I'm not sure why players don't use it. Thinking about the move's use as a mix-up is somewhat interesting though. How would you even use it as such? I could see use for maybe baiting anti airs. Sent from my SCH-I535 using Tapatalk
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I didn't even know you could do this. This is kinda huge IMO. Expensive combos ending with 1HSM Wail, woo ~
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I don't understand why they wouldn't be airborne if the last hit of the combo before AoA > Wail is 2C. The combo you listed starts with 2C CH and then juggles the opponent with more 2Cs, basically. I think I misunderstood what you posted completely. At first, it was a tad confusing watching that video. "Man, these guys are playing so oddly" I thought to myself. Then I looked at the name display. ...
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The "I lost because I picked low tier" excuse is such garbage. You picked the character at the character select screen, so you have no one to blame but yourself when you lose.
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People have always said that different Liz players play the character differently. I always find it interesting to read about. This works? You can Wail mid-air opponents now? Perhaps in my post I may have come off in the wrong way, so I aim to assuage any misunderstanding hence: I don't mean that Liz should be like, wildly flailing and mashing buttons against Narukami. There are, however, instances where the Liz player could have (or rather should have) done something. Like when Narukami did 2C dash cancel; I'm almost certain that you can 5A him during his running animation. I do agree with your above post though, Omnix. Edit: So I got to thinking: why don't Liz players try 5B > dash cancel > Randomizer (as a ghetto frame trap)? Once the opponent gets conditioned to respect your dash cancel, you could do like 5B > dash cancel > throw or just reset pressure. I mean, if people respect Chie 5C/Narukami 2C dash cancel, truly would Liz 5B dash cancel be respected, too.
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Japanese Liz neutral is just plain odd to me. With exception, of course (because generalization is untrue and bad), Japanese Liz players seriously limit themselves when they play the game. I think you can count on one hand the amount of times a JP Liz has done agi in neutral, for example. A lot of them get beat up because they refuse to push buttons. Like in that Narukami match, the Liz player never even tried to GC roll. At all. Blockstrings fall to the same sin: everything gets cancelled into 5C>5D. No staggers, no mix-ups, nothing. I'm praying to deaf ears (and complaining a lot), but it is what it is I guess. @Omnix, would you mind timestamping the video or editing your post to reflect what time to skip to? Sent from my SCH-I535 using Tapatalk
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3/7 GIGAMAC singles: Akihiko vs. Elizabeth Yukiko vs. Elizabeth NaruKAMI vs. Elizabeth
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IIRC, Naoto's instant kill supers always hit for the amount of remaining HP. I think Liz's are the only ones which deal a fixed amount of damage (25K, like was mentioned). I don't see why Naoto's supers wouldn't work, though if Liz's didn't work, that would make sense I guess. Do we know how much health Golden Elizabeth (we should be calling her story-mode Elizabeth or something ) has anyway? Or are we just kinda guesstimating based on the Yukiko video?
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I don't really have theories on this whole shield thing, but don't forget: shadow characters deal less damage than normal characters.
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If you want comparable damage for less resources, you can run 2C > 236B > 5B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > ender. In regards to P4U2 1.1, the new 2C looks pretty nice to me. It's like Thanatos slides across the floor now. That Liz player seemed to like the buffed Randomizer, too.
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4/25 Sasajima 2on2: Mitsuru vs. Elizabeth Elizabeth vs. Naoto Elizabeth vs. Aigis
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Yeah, woops, I missed that. Thanks for clearing this up.
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Just curious for curiosity's sake I suppose, but why would you not separate pre-awakening health, and then add it to the character's awakening health (assuming the character will enter awakening at 35%)? Granted, doing it this way doesn't garner much different results from what you have posted (only about 100~ HP of difference), but I'm just trying to wrap my head around the math you used.
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TheArm's/Omix's posts are really good, but I just would like to add a few minor things: In addition to what TheArm mentioned on D Agi oki, you can also do 236D/236CD crossups, or slightly modify the way you use jA & 2A. The Garu stuff is, admittedly, pretty gimmicky, but it works sometimes. For visual demonstration purposes. On regular CH, you have to change the Shuffle Time combo to 66 5A > 5C. IIRC, you can't do the jB > jA > jC route if you didn't land a FC.
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I'm not very impressed or excited after watching the trailer. The only interesting thing to me about this character is that she has Soul Satellite. I'll wait until I see actual matches or something .
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SB Zio > D agi is kinda cool in P4U because you can set up mindgames with it. If you're fighting a character who could punish you for it, you can just condition the opponent to expect the D agi, and then just punish them for committing to a move. For example, conditioning a Yosuke player to want to SB Dash after SB Zio, and then punishing his SB Dash with like block>2B. I think midscreen agi oki only works pre-awakening in P4U2. However, I think B/awakening SB Zio will replace agi oki in the corner. I see no reason why this wouldn't be the case. In theory, Zio oki shouldn't be rollable (big hitbox, decent active frames), and your mix-up should be safe (releasing B Zio to cover the recovery of your mix up/timing your mix up so that the second shot of SB Zio puts the opponent in blockstun during your mix up's recovery). A Zio has a small wallbounce, but I don't think it's significant enough in this version to be comboed off of. The hitstun drops really quickly, so I doubt 236A OMC > 5C > stuff would work; perhaps it would work in the corner though? This is kind of tangential I suppose, but awakening 236AB has really cool combo potential midscreen. When the opponent gets wallstuck (wallbounded? I don't know the term here, sorry!), Elizabeth can actually move them to the corner and continue the combo afterwards.
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It buffs her next physical persona attack's damage by 50%*. This buff can be used by either 5C/jC/Ghastly Wail/Bufudyne (Bufudyne only counts in P4U2). 5C also floats opponents on hit if it's buffed with 1HSM (only in P4U2). * = Percentage taken from P4U. I'm not sure if this was readjusted in P4U2.