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Everything posted by Zouf
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Oh I didn't know CH on assault could extend the combo so much. Thanks
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If it's done well, you can't DP, it's blockstring. Carl's players complain alot about DPs, and I can't explain why. Maybe i'm doing it wrong but I found out that DPing Carl is extremely difficult, and tbh you don't really want to do it, he has tons of way to make it whiff. Block until you get 50 meter and guard cancel somewhere. It's the "safest" route. Carl ain't S tier for nothing.
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At 47:20 : combo is 5A > 5B > 5C > (2C) > 236A > 236A > 66C > rekkas. OR 5A > 5B > 2C > 5[C] > j.B > j.C > j.6C > dash > (66C) > rekkas. Depends if you want hard corner carry or not. 47:34 : j.C (CH) > 5B combo 47:44 : rather than rekkas here, better do a 5B before to help you hitconfirm. You can also go to another air combo, but opponent will air tech at that time. 48:06 : when 236B hit, you can OTG with 2A > 5B (5C) > rekkas for 1000 more damage 48:40 : After 2C in the corner, you can B+C > 236A > 236A > 66C > rekkas. 50:58 : j.[C] > anything will combo. Best route would be 2C > 5C > rekkas > 3B > 5C > rekkas 52:10 : her overhead is unsafe, if you wanna punish, use 6B / 2A. 5A is too slow (10f), never use it for punish. Actually, don't use it at all. You should maybe DP after her 236C. Since it's +3 on guard, they'll try to frametrap after it. You'll probably land 1 or 2 DPs before they begin to fear. 53:05 : 236A from this range is +. 6B would have caught her jumping or mashing. Other than that, your defense is really solid, better than mine lol. You should really train for delay rekkas, once you get how it's done, it's fairly easy to pull. And it's a must for any hyde player. I didn't watch all the matches :P
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This BnB is quite impossible to do online. The timing for short jump 2B is really tight, and won't work most of the time. There are others though : 5A/2A > 5B > 2A+B > B+D > 8C > ?? but i'm not sure you can link 214C in this one, meaning you'll go back to neutral unless you use j.214A+B. And since shabrys neutral SUX, you never wanna go back there
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Maybe they are reading us, delaying on purpose so people get annoyed and buy it full price on the JP store instead. Yes, this is a conspiracy.
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It can, but it's negative (even unsafe at close range) on guard, and you can hardly combo on hit. Doesn't worth the risk imo. Also, i'm not sure it covers backdashes. They have a lot of invul in this game, so it will probably whiff. If you are REALLY annoyed by this, orbiter A should cover both options, allow a combo on hit if you use the follow up, and is safe. But then again, since backdashes are character dependent and vary greatly, it shouldn't work on everyone.
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Arakune uses a specific line (voice) when he uses a spider. That's how I know he's doing one. It's fairly easy once you notice this.
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(10/05/14) P4U2 EU Netplay Tournament @ 10AM EST
Zouf replied to MastaToken's topic in P4A Online Play
meh -
Yeah she's not up yet on the HK store gotta wait tomorrow I guess
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From what we could see, you can't CH out of a gcOD.
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(10/05/14) P4U2 EU Netplay Tournament @ 10AM EST
Zouf replied to MastaToken's topic in P4A Online Play
ok Stages have absolutely nothing to do with lag. Same with skipping intro, but whatever. -
(10/05/14) P4U2 EU Netplay Tournament @ 10AM EST
Zouf replied to MastaToken's topic in P4A Online Play
Why? -
2A > 5B > 2A+B > 8C > B+D > (8C) > j.2B > dj.BB > j.214B > 214C [3021dmg / 36 meter gain] 2A > 5B+C > 2A+B > (5C) > 2B > j.2B > dj.BB > j.214B > 214C [2986dmg / 39 meter gain] Since Asterius doesn't have the time to recover from 5C/8C, it's better to finish off with 214C
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Best combo out of 2A would probably be something like : 2A > 5B > 2A+B > 5C > 2B > J.2B > dj.BB > J.214A > 5C/214C or 2A > 5B > 2A+B > B+D > 8C > j.2B > dj.BB > j.214A > 5C Should probably be around 3k. Omit J.2B if they dont work.
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OTL
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I don't like to end my combos with j.214B. Its hitbox is bad, and will whiff if you were too early in the dj.BB phase. j.214A ensure you get the entire combo off for a small sacrifice of 100 damage only. I consider useful combos not to be the top of the top but fairly easy and passkeys combos that will always work even if you messed up a little bit. I'll put all Titanomachia combos in a separate section of the combo list. I have plenty of them that are more or less useful
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Thanks for the games
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Marie is already on the disc yes. Probably Margaret
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Thanks i'll edit when i get home Yep 236D is for oki. But since it's the most obvious choice for oki and it's on the flow of the combo i've put it in it.
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Need Banner Information Welcome to the Shadow Labrys (Asterius) combo thread. I'll separate combos from starters, and useful to weird/useless I'll complete all the figures and combos when I get time :P Mid-screen Useful combos [collapse] 5A Starter - 5AAAAA [--][Auto Combo] - 5AAA > 2A+C > j.2B > dash > j.B > dj.A > 214A > 214C [2254dmg/35 meter gain][Damage & okizeme] - 5A > 5B > 2A+B > 5C [1761dmg/15 meter gain/Corner Carry] - (close corner) 5A > 5B > 2A+B > 5C > airdash > j.BB > j.214B > 236236C [3275dmg/24 req meter/50 used meter] - 5AAAA > 236236C+D > 2A+B > B+D > 236236C+D [3575dmg/ 129 req meter/150 used meter][Round Ender] - CH 5A > 2B > j.B > dj.B > j.214B > 8C > j.B > dj.A > j.214A > 214C [2861dmg/34 meter gain] 2A Starter - 2A > 5B > 2A+B > 5C [1611dmg/ 15 meter gain] 5B Starter - 5B > 2A+B > 5C [1972dmg/15 meter gain] - CH 5B > 2B > j.B > dj.B > j.214B > 8C > j.B > dj.B > j.214A > 214C [3364dmg/33 meter gain] - CH 5B > AoA [C] > j.A > j.B > dj.A > dj.B > j.214A > 214C [3458dmg/42 meter gain] 2B Starter - 2B > j.B > dj.B > j.214B > 8C > j.B > dj.A > j.214A > 214C [3240dmg/33 meter gain] - CH 2B > (delay) j.2B > dash > j.BB > dj.214B > 8C > j.B > dj.A > j.214A > 214C [3791dmg/36 meter gain] 5C Starter 5C > airdash cross up > 2B > j.B > dj.A > j.214A > 214C [3182dmg/26 meter gain] 2C Starter 2C > (j.)214B [2648dmg/16 meter gain] AoA Starter AoA [C] > j.A > j.214A > 2C > 214A [3138dmg/39 meter gain] 214A+B Starter 214A+B > dash > 5A > j.A > j.B > dj.A > dj.B > j.214A > 214C [2982dmg/25 req meter/25 meter used][okizeme] [/collapse] Corner Useful combos[collapse] 5A Starter - 5AA > 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3104dmg/30 meter gain][Laser oki] 2A Starter - 2A > 5B > 2A+B > B+D > 8C > j.2B > dj.BB > j.214B > 214C [3021dmg /36 meter gain] - 2A > 5B > 2A+B > 5C > 2B > j.2B > dj.BB > j.214B > 214C [2986dmg /39 meter gain] 5B Starter - 5B > 2A+B > B+D > 8C > j.2B > dj.BB > j.214B > 214C [3605dmg/36 meter gain] - CH 5B > 2B > j.2B > dj.BB > j.214B > 8C > hj.BB > j.214A > 214C [3991dmg /41 meter gain] - CH 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3353dmg /28 meter gain][laser oki] - CH 5B > 2B > j.2B > dj.BB > j.214B > 5C > j.B > dj.BB > j.214A > 214C : [4256dmg /49 meter gain] - CH 5B > 2B > j.2B > dj.BB > j.214B > 5C > hj.BB > j.214A+B > [4]6C [4058dmg /36 meter gain /25 meter used] grab oki 2B Starter - 2B > j.2B > j.BB > j.214A > 5C > 236D [3131dmg/25 meter gain][Laser oki] 214A+B Starter 214A+B > 5A > 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3663dmg/25 meter req/25 meter used] AoA Starter AoA (D) > 5A > 5B > 2B > j.2B > dj.BB > j.214A > 5C > 236D [3537dmg/33 meter gain] [4]6C Starter [4]6C > 2B > j.2B > dj.BB > dj.214B > 5C [3707dmg/31 meter gain] [/collapse] Mid-screen Yolo/shiny/useless combos[collapse] - 5AAA > 2A+C> j.2B > dash > j.A > j.B > dj.A > 5C > j.214A > (5C Hits) > 236D [2168dmg/34 meter gain][shiny]. If done correctly, it should cross the opponent up. - 2A > 5B > 8C > 2A+B > (8C Hits) Dash under j.B > dj.A > j.214A > 214C [2411dmg/--][Yolo/Shiny] - 5A/2A > 5B > 8C > 2A+B > (8C Hits) 7j.2B > dash > j.B > dj.A > j.214A > 214C [2721dmg][Yolo/Shiny] - CH 2B > delay j.2B > dash > j.2B > land > j.2B > dj.BB > j.214B > 5C [--][shiny/useless] [/collapse] Corner Yolo/shiny/useless combos[collapse] [/collapse] Titanomachia combos First of all, you should consider all Titanomachia combos useful. They are all very damaging combos that can easily bypass awakening threshold and kill your opponent. The only drawback is that they are all easily burstable. In P4U2, thanks to the short recovery of SB Titanomachia and its new properties, all starters become a legit deadly combo. Mid-screen combos[collapse] - 5AAA > 214A+B > 214214C (5C > 2C > 214C) > 2A+B > B+D > SC 214214B > (5C) > (2C) > (214C) > 214214B release > Hellflames [5207dmg/107 meter req/125 meter use] 214214B needs to be released during Hellflames freeze time. - CH 5B > 2B > j.B > dj.B > j.214B > 214214C (2C > 214C) > j.A > j.214A > SC 214214B > (2C) > (214C) > release 214214B > Hellflames [6001dmg/100 meter use] 214214B needs to be released during Hellflames freeze time. - CH B+D > very short delay > 214214C+D (2C > 214C) > dash > 2A+B > B+D > SC 214214B > (2C) > (214C) > 214214B release > Hellflames [5030dmg/125 meter use] 214214B needs to be released during Hellflames freeze time. - 2C > j.214B > 214214C+D (2C > 214C) > j.A > j.214A > SC 214214B > (2C) > (214C) > 214214B release > Hellflames [5874dmg/125 meter use] 214214B needs to be released during Hellflames freeze time. - AoA [C] > j.A > j.B > dj.A > dj.B > j.214B > 214214C+D (2C, 214C) > j.A > j.214A > SC 214214B > (2C) > (214C) > 214214B release > Hellflames [5718dmg/125 meter use] 214214B needs to be released during Hellflames freeze time. - PING PONG COMBO (back to corner) : CH 2B > air dash cross under > 5C > 214214C (5C > 236C) > 236B > (5C) > 236A > (236C) > delay 236A+B > (236C pillar) > Hellflames > 214214A [4895dmg/125 meter use][shiny/Useless/Stylish/PingPong] [/collapse] Corner Combos[collapse] - 5AA > 5B > 2B > j.2B > dj.BB > j.214B > 5C > very short delay 214214C (5C) > 2A+B > B+D > SC 214214B > (5C) > Hellflames > 214214B release > [2]8D > A+C cross under > 214214B (7554dmg/118 req meter/150 used meter] - Kill Elisabeth Combo CH 5B > OMB > 5B > 2B > j.2B > dj.BB > j.214B > 5C > very short delay 214214C (5C) > 2A+B > B+D > SC 214214B > (5C) > Hellflames > 214214B release > [2]8D > A+C cross under > 214214B [8328dmg/150 used meter] [/collapse]
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Can we not change the Lobby now? It was Lobby 7 Room 1 at first. Let's stick to it please.
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*Shocking truth*
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Backrolls have more invul frames than forwards
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The latter This game is pretty smooth
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Since you can jump cancel 5A on block, 5A > 5C > airdash cross up > 5C hits. Works if your opponent respects you. If he mashes you will get hit. Shouldn't we get a combo thread? We don't have one atm Oh yeah, SB Titano properties : More time to input commands, recovers faster (probably around 5f faster) than normal. Hell flames (or whatever the name) take more time to come out. Allows combo you wouldn't be able to do with 5C version. Ex : CH B+D > SB Titano (2C, 214C), dash 2A+B > B+D > Super cancel 214214B > 2C hits > 214C hits > Hell Flames hits > release 214214B (5k damage) If you use 214214C version, linking 2A+B will be harder, and then Hell Flames will come out too fast after 214C, opponent will be too high for 214214B to hit.