-
Posts
949 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Zouf
-
Her DP is terrible. The range is just not enough. Good to bait safe jumps, but otherwise it's trash. Her AoA is also very bad. Can't be used in neutral at all due to its incredible small hitbox and slowness. Even in pressing it's not so good. Maybe in corner but that's it. 5C is great, but random rolls will punish it, kinda annoying. I don't know how to play her. I keep spamming 5C > 2C > 5D/2D string over and over. 2A could be better. I guess it's a good meaty. I should use it more.
-
I'd say to omit the 2C and go for God Hand > 2B link instead ? I dunno, J.22C > 2C link looks quite randomish to me, for a little reward. I won't use it unless i'm feeling super confident, which I don't really atm lol
-
I was playing against Sho (CPU) and I pressed 5D during his dashing super. My persona stopped him (absorbing one hit) and grabbed for a nice FC command throw lol Was pretty funny. Man, having a command grab that has armor is so silly. It will catch many opponents off guard. She also has nasty resets with it. I like it :P
-
CH 2A > 2C > 2D > air dash j.22C > dash 214C > 2B > 5C > j.C > j.2C > dj.C > j.214AB > 214A > 214214A = 5300 damage from midscreen to corner Starting from CH 5C increase damage by 1100. Great punish combo and not too hard to do.
-
2A > 2B (1) > 5C > 5B > 5AAAA > 214A/B, maybe? I think her best ender is 214A but it's not so good as a corner carry.
-
Yes. Hassou Tobi deals as many hits as needed to reach the next multiple of 8. Meaning it will deal 1 hit if your combo is 7 hits, 2 hits if your combo is 6 hits etc... For every hit hassou tobi deals, it will increase its damage. From 500 to 3700-ish. I don't really like this game mechanic.
-
You need to input 236CD before the last 5A hits 236CD needs to cancel the 5A on the first active frame or it won't link. This is kinda annoying to do. Also works with 236D
-
(corner) 236CD > 2C link is character specific. 236CD needs to hit at least 16 times for this combo to work. Minazuki only takes 15 hits at close range, hence the wallstick is not high enough :\. Works if you are far enough though.
-
Go infract me, your epenis will surely grow after this. Sorry, i didn't know posting one's opinion was forbidden on this forum. I'll refrain from it and post some shit everyone knows about. Poor Tsubaki is struggling against the top tiers, boo hoo, nobody knew that already. You should seriously get down from your high horses and start to read the sentence I wrote as a whole. A sage told me once that words have meanings. I'd suggest you to never go to EVO again, you became a serious ass since then. My sincerely.
-
No, i said "Her worst matchup to me is Jin" Words indeed. Jin feels frustrating, Kokonoe, hardly, because I know where she stands.
-
Kokonoe? No shit. Guess what, she's top tier, that's maybe why. Everyone and their mother has the worst MU against her. And yeah, Azrael, Litchi, Carl too. Fucking DUH. Jin's matchup SUX. That doesn't change this fact. Tell me otherwise please.
-
No? It's my opinion, you would be nice to respect it. Thanks.
-
This needs to be debated imo :P Having 2 active frames only on 5B would be really awful and literally kill our already weak neutral. Wouldn't want that :D
-
I actually believe she has no awful matchups. She can deal with most situations. Her worst matchup to me is Jin, because he's Tsubaki with better everything, and maybe Litchi (which is the worst MU for many characters) We'll see.
-
j.B works.
-
Well these combo are pretty much the same as in the first post except a few variations. j.214AB will always give 46C oki (unless asterius is doing something else). Shabrys has only a few combo routes, so everything in the first post should give away enough material for people to find the most optimized combo they need. CH 5B > 2B > j.2B > dj.BB > j.214B > 5C > j.B > dj.BB > j.214A > 214C : [4256 damage, 49 meter gain] oki CH 5B > 2B > j.2B > dj.BB > j.214B > 5C > hj.BB > j.214A+B [4058 damage, 36 meter gain, 25 meter used] grab oki
-
fixed But it doesn't really matter on BB/P4U as you can switch the room in free for all battle thingie. Well, when the OP wants to.
-
Yes they didn't change any of her combo except for the double super charge SMP combo in Mugen, which is not doable anymore because they increased the SMP level of this move. All the other stuff are still available
-
I stand corrected
-
Jin was safe before 1.1 (and can cancel it with the throw to remain safe) and Kagura can cancel it with another D move afaik.
-
Looks like it has a pretty long recover. But it's probably canceallable? Otherwise I don't know why one should use it.
-
His 236C is -3 on block, -6 if you shield the last hit. You can then punish with 2A (6f), 214C (5f) or 623C (5f) (if you're in range). It's hard to do, but still doable. You can react to his Dive fly with DP, as said above. Also, in corner, except with 236C, he can't really do anything against hyde's pressure. If he flies away, you failed somewhere. But even then, if he jumps out, just DP. The best way to punish his 236C is : okizeme j.236B, 236C will at worst trade, at best be punished. DP after the flash. Yes it's also hard to do, but if you don't meaty and you are prepared for it, you should be able to handle it. Merkava is strong, but Hyde has the tools to deal with him. Just don't try to 3C his flight mode, most of the time it won't work. DP DP and DP
-
I just don't know when 2A+B is supposed to hit. I mean, there is NO WAY it hits at the same time the character ground bounces from 5BB
-
Yeah i'm really impressed. He knows when 5BB / 5C will whiff and go for 236B instead, something that is very difficult. And that 2B > 6C reset in the first match, oh god. Don't really like all those DPs.
-
Same here.