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Elochai

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Everything posted by Elochai

  1. Neutral game, at least to me, is kinda hard to describe. I'll try my best though. At the start of the round, many Elizabeth players like to use jB. Whether it's neutral jump or IAD back, jB isn't necessarily a bad way to start a round because of how amazing it is. If you tag the opponent with it, you practically get to pressure them for free since jB will vacuum them into 5A range. Generally, when the game switches to mid-range/long-range, you want to control space or manipulate your opponent's position. jB is still good here, but you can pair it with tools like air turn jD to grab your opponents out of the air. Furthermore, Elizabeth's projectile specials can keep the opponent away or let you get real estate. For example, if you knocked the opponent down with jC from fullscreen, you could opt to use 214C to cover your dash to the other side of the screen where the opponent is. If the opponent is staying away from you, perhaps you would like to use 214D to bring them closer. 5C is an okay-ish neutral tool as well, but I wouldn't exactly recommend using it a lot. It's slow and rollable; you can pay for it from certain distances. 2AB isn't that bad either as it can deal with some air approaches (like Aigis jC) and it covers a decent amount of space on the ground. Neutral game also differs from matchup to matchup, and you can't fight one character the same you would fight another. For example, you might like to do 214C vs Akihiko fullscreen since he can't really answer back, but you would be more wary to use this tool vs Naoto since she has fullscreen gunshots (which are faster than agi). I'm not sure if I really addressed your concern properly, so if something is unclear, just feel free to ask. Some of the best advice I can give you is to keep watching high level Elizabeth matches (Damosu/Okusan (in P4U only)) and try to understand why they make the decisions that they do when they're trying to get in.
  2. Chaos is my mans. He's a really fun character to play. Playing this character is kinda weird in the sense that you have to force your opponents to make mistakes, and then punish them for it. In this way, he sorta reminds me of Liz from P4U. Azhi is pretty good at annoying the opponent into frustration as well (I like that you can even harass your opponent from the entire screen's distance). Really, the only thing that I dislike about Chaos is his lack of mixup. The mixup after you score a knockdown feels really "linear" since your main options are going to just be something like 6D j2C or 2A (w/ the grab OS of course). I think I have more success in letting my opponents hang themselves than I do in mixing them up. I also would like to ask about 236/22A. I'm aware that 236A is negative on block, but if you end your blockstring with 22A, is it really an issue? I don't think I've gotten punished doing 236A>22A; granted, I was a decent distance away from my opponent.
  3. 5D can be kinda tricky depending on where the opponent is. If they're close, you should just drop straight up and go into jB>jA>jC>etc. If they're fullscreen, you should dash a little, and then jump forward before going into jB & such. The only difference with this formula lies with Yosuke; if he's fullscreen, you just have to jump straight up and do jB when he comes close to you. No running at all. I don't really mean just run up and 5A people. Like, for example, if you tag the opponent with jB and they block it, you can go into like jB>5AxN>grab/whatever. It doesn't work on all characters (Liz 5A is 7F startup, so you have to keep that in mind), but some characters have a hard time fighting back against it. Here's an example.
  4. I watched the two Mitsuru videos, the Naoto video, and one of the SLab videos. Here's some general advice: Against Mitsuru, you have to be careful about how you use jB. Her 2AB low profiles jB, and you'll eat a lot of damage if you end up in the corner. Don't mash grab (or 2B for that matter). I kinda have this habit too, and you'll soon learn that it's a habit with a painful cost. Against Mitsuru, your grab got baited with 4B; if you were playing a better Mitsuru, you would've eaten like 5-6k in that situation. Thanatos pressure is alright, but you shouldn't always throw Persona buttons around. Liz has decent stagger pressure with 5A. Instead of just doing "mixups" with 5D/2C, you can opt for something like 5A>2B OMC>jA/2A too. You don't have to exclusively rely on the Persona. Speaking of throwing around Persona buttons, you have to be careful about using Thanatos to pressure Naoto. She can freely BD if you do 5C>anything. You can kinda bait BD with 5C>OMC or 5C>delay whatever. Lastly, I would recommend that you work on your combos/hit confirms. I don't think you completed a single non FC 5D combo.
  5. It is different on a character to character basis. http://www.dustloop.com/wiki/index.php?title=Gauges_(P4AU)#Persona_Break
  6. I have a lobby up for about an hour or so. Come through.
  7. Well, this game is getting a sequel. https://twitter.com/DeathCargo/status/491606637312897024 ...
  8. Taito Station ARC Revo qualifier 7/21: Elizabeth vs Akihiko
  9. You can't upload replays from the game. Do you at least own a cellphone with a camera or something? You could use that.
  10. GGs to everyone that I played today. PSN has kinda been feeling empty lately. I don't know if Devkit posts on/visits Dustloop, but we should play a set sometime in the future (if you see this post, of course). Stop playing one game and then leaving .
  11. I'm a total klutz and I don't know how to timestamp on Twitch, but here's the archive of Overlord Damosu bodying people in the qualifier. Skip to 4:52:37 / 5:02:18 / 5:21:17 / 5:46:13. I'm pretty convinced that Damosu is a wizard (it's not like he's really good or anything!!!). In regards to the bufu discussion, I pretty much agree with everyone else. A & SB are so much better than B now. There's probably no reason to use B since the recovery is horrendous, and you can't cancel it into anything anyway (plus the freeze change too, like Klisan said).
  12. Thank you for your reply. After following your advice, I'm lead to believe that it's a matter of my execution rather than the stick itself since up/down/left/right check out. Once again, thanks!
  13. I can't really comment on the difficulty of her combos since I haven't played the game (perhaps someone who played her at EVO can give their opinion?). SB Garu routes at least look easier to me since you're just holding down most of the time. Some of the D Garu stuff looks kinda funky though. I would also argue that Elizabeth's playstyle is pretty much the same as it was in P4U. Nothing about her, at least in my opinion, is so different that you would be playing her in a new way.
  14. I'm playing the shit out of this character. I'm so ready for Hat Normals.
  15. You only need the small bounce/pop-up when you're using a route with j236D. If you're using 236D on the ground, you don't need to try and cause it. If you practiced on Liz for example, you would see that just doing xx> 236D[2]> 2A would work. The bounce wouldn't occur since you're holding down, but you can continue the combo. On the contrary, if you were doing jB> j236D[2] against Liz, the small bounce is needed. I'll admit that the height for causing the bounce is tougher on some characters; Yukiko especially comes to mind. It's easier to do on taller characters imo (compare throw fc> 2B> jB> j236D> stuff on Yukiko vs Narukami, for example).
  16. The wording of your post kinda confuses me, but I'll try my best to assist you. If you're having problems continuing a combo after using D Garu, then you're not controlling it properly. For the characters where [2] doesn't work, you can either do [7~3] or [8~2]. [7~3] is kinda tricky near the corner, so you might wish to opt for the other input. If I'm not mistaken, you only crossup with D Garu if you do something like 8~3; if you're doing it unintentionally, try to input your Garu more precisely. If you're referring to the 236CD>j236D, it's kinda tricky. You have to get the height just right. I usually do something like 5AA>2AB>236CD[7] (the hold here isn't too long, it's a very minute amount of time)>j236D[2]>stuff. Super basic visual example. I hope I helped you in some way!
  17. GGs to the NYGamer lobby, NecroUndine, and Dinotail. I've been netplaying way too much lately . I think your Labrys does better against me than your Akihiko. It could be that I don't remember correctly or something, but I'm pretty sure this is the case. Part of me wants to say that your Labrys is better than your Akihiko lol.
  18. GG's to everyone I played today . Kyokugen's Labrys is surprisingly strong!
  19. Going to play for like an hour or so tonight. Lobby up soon! GGs to everyone I played tonight. I played really poorly.
  20. I could be wrong, but I'm like 90% sure that this game doesn't have a trial/challenge mode.
  21. If you're going to play P4A, best believe that I'll be there to mash!
  22. I'm curious about this as well. The wording is kinda odd to me, and I would either take it as the NA/SA version not being region locked, or that the JP version isn't region locked (as in "it's not region locked so that the NA/SA players can play it").
  23. In P4U, combos work with the proration system. Basically, every move has a 1st proration (P1) value which determines how much you can do with the combo. P1 values are applied when that move is used to start a combo. Take, for example, Elizabeth's 236D. 236D has a P1 of 0 (0 is the "best"; the closer to 0, the "better" the combo will be), and so Elizabeth can loop 236D>2A>5B>2AB>236D for like 6-7k damage. On the contrary, a move like 214A has way higher P1 (400 or 500 I think?), so you can't get as big of a combo off of it. There're P2 values and same move penalties which affect combos as well, but I believe that my explanation would suffice for explaining why certain combos end early and others don't. I (and I'm sure my fellow Elizabeth compeers as well) would love to give you more advice if you so desire it. You should post your questions in the Elizabeth Q/A thread. I don't know where you got this from, but 2AB>236D is a universal combo route that works on everyone. Holding 2 doesn't work on every character though, but 2AB>236D most definitely does. 2B>jB>j236D is universal too, but it requires a fatal counter. You can use 236C in short combos where 236D wouldn't work, like jA>jB>j236C.
  24. GGs to my lobby & Dinotail
  25. Shadow Berserk combos have always been burstable.
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