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Everything posted by Zouf
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PSN : Zoufouille Country : France Main : Shadow Labrys (Asterius) Sub : S.Chie Schoolgirl + Robot + evil laugh = win Usually playing from 8 pm to 11 pm (GMT+1) during the week. Randomly during week ends.
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Yep if we could decide on a lobby that would be really nice.
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Good job If I could suggest you one thing, you should stop doing 3B after 236A 236A in corner. Instead, catch him with 2C. It has a larger hitbox, more active frames, and you'll lose almost nothing damage wise (like 30 or 40 at most) It's so much easier this way. Other than that, doing 66C okizeme on gordeau is pretty risky. If your timing is slightly off, you'll either eat GR EX or command throw EX, because 623C will turn into 214C. Both win against 66C.
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Since she can cancel it into 5C, you either DP (if she delayed) because you know she will autopilot 5C, or you leave it at that. It's only -3 on block, so you won't punish her anyway. And if you mash and get 5C'ed, you'll just die. The risk/reward is not worth it at all. If you know she won't cancel it, feel free to dash 5A/5C/whatever and regain priority. But sometimes you'll just leave her be and go back to neutral. Yes, our neutral sux, but that's how it is, unfortunatly.
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Why would I mash A to punish something I know 5C will CH on it? 5C all the way.
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Ok I've downloaded Adachi avatar + "Persona hatsudou" BGM in the store HK and both unlocked in the game (also available on my EU account) edit : I bought Adachi and it unlocked just fine.
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Good idea i'll try it
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Relius is to me the most balanced character in the game. He's very well rounded and should only be tweaked here and there. I like to fight against him at least.
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Yes she's really cool to play. But very frustrating when you get stomped because you failed somewhere lol. To get the entire combo off 5AAA, my inputs are : 5AA > (hold 2)A > (2)D > (third A hits) > (2)AC > (2)BD > release 2 > dash > j.B > j.A > j.214A+C. Asterius should follow you in the dash and hit with 214C It's like playing the piano.
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Do we know if the DLCs from another store work in this game? I bought the JP version and i'd like to get the HK DLCs (they are cheaper after all)
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rofl So true.
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I'm spending my time running after the opponent and not mixing him up. I fail my combos because my persona is doing something else at the same time. I can't corner carry. My okizeme sux. I hate myself for not playing her as I should. BUT SHE IS TOO HARD FU
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Way too many DLCs in this game.
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It's not bugged, the hitbox was always meant to be freakin' huge. 236236D vanilla was the same. I don't have the timing down yet. I believe it's when the character begins to fall off, but it needs more testing
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Try 5B > 5C > rekka A *2 > land > 2B > rekka B * 3 > land > 3B > 5[C] > rekka B * 3 Or else 5B > 5C > rekka A *3 > land > 2C > 236A 236A > 66C > rekka B * 3
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It's just after the hitstop. When 214214B hits, Shabrys stops for like 30 frames or so. When you see her moving again, delay a little further (like 5 frames) and 28D The timing is not so obvious. But this is a combo not pratical at all in a match. By the time you get 150 tension, except if you gold burst, the opponent won't have enough HP to survive the first 214214B. Probably.
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Well I noticed that dj.B+C (hold C) > dj.BB > j.214A gives you the exact timing for C to connect after j.214A. Obviously it's corner only but it works fine. Combo is like : 5AA > 5B > 2B > j.2B > dj.B+C (hold C) > dj.BB > j.214B > 5C (hit) > 236C for oki Now holding C while doing j.BB > j.214B is kinda annoying. But with some work it will be ok I guess. Also, doing j.214A+C will assure 214C to connect (if it's the good combo obviously) Now what I find annoying is that you need to hold D sometimes for the persona to not do stupid things during your combos. Especially in 5AAA > 2A+C > j.2B > stuff. If you want the 214C oki, you'll need to hold D from 5AAA to j.2B, otherwise it will either whiff or never comes out. My hands are hurting. Cool stuffs : B+D counter > delay SB 236236CD connects from all ranges, allowing a 3k combo. 2B > [2]8C will combo as well. Didn't try with SB version. SB [2]8C+D into 214214B will combo. Best combo route i found for AoA in corner is AoA (D followup) > 5A > 5B > 2B > air combo CH 5A > 2B works
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So, still nobody playing her? lol She gained damage but she lost a lot of okizeme techs midscreen. If you can't end your combo with 214C you'll go back to neutral game, which happens a lot at my level at least. The cross up / fake cross up game is gone too, except in a very few cases. She's more execution heavy, but in corner your opponent will cry tears of blood. 214A/B/C became a legit overhead, as they removed the two first hits. It's a buff and a nerf at the same time since AA > 214A is no longer blockstring and can be DP'ed. 6 persona cards is HEAVEN. Overall she's been buffed. But she requires much more work to shine than before. At least that's how I feel about her :P
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Zouf replied to ludwig van's topic in Naoto Shirogane
She really lacks damage in shadow except for shadow fury combo obviously. Like, 1500 is already a lot. But she's really cool to play and has some great tools. I'd say they are even. Anyway, is it me or Shadow Naoto's combos are like, SUPER HARD to do? Too many delays and special techs to do in a few seconds, my brain can't follow :| -
Nope
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You already master everything hyde can do. Obviously combo drops are no good, but i don't teach you anything here. Both your opponent weren't so good tbh, especially Waldstein who spams smart steer. Now it's a matter of matchups. Why did you bunker byakkuya 236C? It's unsafe and he can't cancel it on block. Just let it end, 41236C and you were done. You don't use 6B enough in neutral imo. Other than that you are pretty solid, nothing to say really.
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No advantage at all, both are the same version. And since there is no free DLCs on the JP store, you can go and buy the HK version
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Best blockstring i can come up with is 2A > 5B > 2B > 5C > 2C > B+C > 236A > 236B > CS / 236C > reset pressure 2C > B+C has a gap for DP but not mash, so people will get hit if they try something funny here. You might want to try 2C > 214A > 4A to get closer and frametrap. 2C > 214A > 4A > Assault / Throw / TK j.236A / 2A. If you know 214A will whiff, you might want to cancel it with j.236C (whiff canceallable). I feel it's a waste of meter but it's better than getting punished I guess.
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I'm from europe so we won't be able to play together lagfree, unfortunatly. I'm not so aggressive. I'm more relying on neutral and okizeme. My pressure and get-in games are lacking. You'd better watch JP players for aggressiveness. What I can say is that Assault is super strong in this game, especially Hyde's Assault B. People are getting hit by this endlessly. 236A is what I use most of the time to get in and frame traps. Remember, 236A > 6B is a great frametrap at a certain range. I don't really see what help I could bring to you tbh. Hyde is a pretty straight forward character. Just practice frames traps (6B > 5[C] > 2A(w)) and throw baits (walking forward > TK j.236A (or assault)), 6B on neutral (this move is godlike).
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My combos are getting better. In fact, they are way better than during this tournament. I still lack the feel to do a good corner carry combo midscreen, but in the corner i'm ok i guess. Now I know that Hyde needs to throw EXs to keep on pressuring the opponent, but i've always hated using meter for this. Working on it though. Thanks for the feedback