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Zouf

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Everything posted by Zouf

  1. I can't play the game now but : FC 2B > j.B > j.B > j.214B > SC 214214C (2C, 5C) (in the air, so your recovery is cancelled when landing) > 5AA > (2C) > j.B > j.214B > SC 214214B > (5C) Should deal a bit more damage, and is a lot easier to confirm at least.
  2. Yeah well, baiting a burst is never an easy matter. Also, i noticed that tech throw also make you lose a card. This is kinda dumb :\
  3. Doesn't burst killing your persona feel unfair to you? It does to me. Losing a card over an opponent burst is meh
  4. Yeah i noticed those links, but to be honest i can manage them 1 out of 5 times in training, let alone in matches where its close to 0. The link is weird, and the reward isn't really there to bother. j.A, 1/2 launches. If i can squeeze 2500 hp, i'm happy. The big damages are when i'm in awakening, i don't really need them before. The only annoying thing with shabrys is that she can't prevent the opponent to enter awakening, or at least with minimal health, as her basic, and even advanced combos doesn't deal much damages. And meter doesn't change anything to that, except again in awakening where she's a beast. Also, 214214C is kinda retarded. The opponent can burst after you buff the inputs, so it's only usable when he has no burst, which will be known and people will wait for awakening / or death combo to burst. Early burst won't happen against us, and this is a pain, because it completely shut down our damage potential.
  5. A 3rd relaunch isn't happening, even on fatal counter. Or it could, but the opponent will be able to tech mid air at some point, losing your okizeme, to only deal a few hundred more damages. It's better to get a strong okizeme and a little damage less. If you are to kill your opponent, OMC or OMB are more likely the best options.
  6. http://www.youtube.com/watch?v=5pQMt2tWkIA&feature=youtu.be Fuzzy guard on Yu Narukami
  7. Blazblue had the same mechanism when doing a dash+move. Your character keeps gliding for some frames after a dash attack.
  8. I dont think so. In corner she has incredible mix ups, blockstrings and potentially unblockables. 214C + 5A+B is a basic, but works wonder. 214C+2B is also a unblockable if your opponent tries to avoid the low hit by jumping. The persona throw doesn't work so well on midscreen too, but works pretty decently in corner. Well i'd say she's even, midscreen or corner, mixups wise. In any case her okizeme options are kinda godlike, maybe a bit broken sometimes
  9. Her real issues are her very low health pool, and that she awakens her true potential (and damaging combos) in awakening mode. The last part is really her biggest weakness imo.
  10. You were right i apologize. I'll double check that and make sure it's always at 60 fps. Thanks for the tip 5A is indeed 7f and -5 on guard.
  11. Wanted to correct myself with her 2B. After a lot of matches, it's actually really good. It's slow, so you'll have to time it well, but it wins against pretty much everything in the Air. Also, it recovers very fast on whiff which makes it hard to whiff punish. A great move to abuse in every matchup.
  12. Na it's not all accurate but in no way "way off". Her 5A just can't be 7f, that would mean it's at at least -5 on guard, because it's punishable with the same 5A on IB. Also i took the first number that comes off at 0 sp for the sp meter, and seriously, who cares if it's 2 or 2,3 or 2,5 even? It's to give a general idea, like 5AAA gives ALOT of SP.
  13. edit : removed for inconsistency
  14. From what i can tell with the little experience i have, she deals pretty weak damages when not in awakening mode. She has great okizeme each time her persona lands a hit. Her 5A is a great punisher as it's a 4f and hit fairly far. In awakening it opens on a 5k combo (midscreen and corner) You'll want to find counter hits on 5A or 5B to open good combos. 5A CH > 2B link and launch. As well as 5B FC > 2B. She's hard to play, her persona takes every blow possible and breaks easily. Fortunatly she can defend herself when the persona is broken, but she's useless without it. Her 2B is bad, like real bad. It's slow, doesn't hit really high. Doesn't prevent cross ups. You can cover every unsafe move with a persona attack at the same time, as she can move her persona at every moment except during your opponent pressings or combos.
  15. Not really practicable though Tried every timing possible, it's nearly impossible to connect. The IK has like 1 active frame or something :x
  16. Hmm looks like you're right, i can do it fairly well on Bang. :x Edit : ok ran some test, it actually works on everyone but ragna. And i've been training for hours for this combo on.. ragna. That's my luck
  17. Hello everyone. I've tried this combo tons of time but i just can't do it, something's wrong with my timing but i don't know where its wrong nor why. Corner : 22D > 5D > 3CC > RC > 6CC > 623C > 236A(w) > 214D > j.5D > j.5C > dash > 5C > 2CC > 214D > 6A > 5C > 2C > finisher The 2CC right after the dash 5C won't connect. The fist hit will, but the second will whiff, or rather my opponent can tech. I've tried everything, delaying the dash, delaying the 5C, delaying the j.5C. None will work. I saw Kuresu doing it several times without trouble, but i don't know what he does that i don't If someone know what's the trick on this combo, i'd gladly hear it. PS : maybe this has already been asked, i didn't go through all the 29 pages ^^"
  18. Thanks for the awesome list and efforts ^^ I'm trying to complete all these combos, however there are some that can't seem to work I suppose the 66 22C is 66 2C in this one. Also, i can't connect j.236C > j.C > 22C, it will either whiff or the opponent can tech. I've been trying this on Mu-12, but it just can't seem to work. Another thing that i can't do is I can easily connect j.2C > 5A but i can't dash between those two, the hitstun on j.2C is really really low, i dunno how it can work. edit : ok i can j.2C > 66 5A now, you just need to be super fast :d
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