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Everything posted by Ciddypoo
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Yeah that, I still struggle with Liz matchup.
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XBL PERSONA 4 ONLINE RANBATS SEASON 1 FINALE! - 10/20/12 (SATURDAY)
Ciddypoo replied to iora's topic in P4A Online Play
muh RAW gee! Dustloop account name: Ciddypoo XBL Gamertag: Ciddypoo Character: Yukiko State/Prov you are located: VA -
GGs all tonight!
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ggs yazan and that Yukiko player with a name relating to some kind of flower that I can't remember anymore u_u
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I'll throw my hat into the mix --- I'm a little confused by this situation. Normally, you use ]B[ on their wakeup to pin them and force them to block 3D. So even if they let themselves get hit, 3D is coming out. The ]B[ is supposed to stop them from pushing buttons on wakeup, catching them in jump recovery if they wakeup-jump, or catch them in pre-invuln frames if they try to wakeup roll. Regardless, they're letting themselves get hit by an Agi, which is damage. They're probably taking some damage from the 3D and 6B too. If they're doing this kinda stuff, you can just do another (3D, 6B) to put them in the exact same situation, only this time they're up on their feet and forced to block. You can also opt to start charging fire stocks to actually make them respect Agi's damage if they're gonna let themselves get hit by it intentionally all day. Don't feel inclined to rush up to them and try to combo off of stuff if they're letting you get free damage. You get more 'branching paths' if you talk more about what you can do after the 236B. 3D -> one or two fans: one fan gives you some time to run up a bit and gain a bit of ground to avoid being cornered. Two fans (especially 4B) can catch rolls, which will let you tag them most of the time with 5C, 2C with your Persona on the other side of the screen, into whatever followup you want. 3D -> run up: if you wanna just get in their face or go for a throw. 236C, 3D, run up: A little slower to come out, but can be confusing to some players. 236C hits low, while 3D is the overhead. Opponent avoids this by either rolling (you can catch them on recovery when you run up) or jumping up-back (usually a clean getaway) 6D, 4/5/6BB: Tiny bait for minimum damage if they decide to try and hit your Persona during 6D recovery. 6D, run up: Test if they'll hit your Persona, aim for a counterhit 5A into combo. Sometimes can be worth losing a primer due to OMB combos or other high-damaging stuff. --- Random stuff to do after fullscreen 3D is blocked: (2C, 5C) or (5C, 2C). The first option is kind of awkward since 2C hits opponent from behind and 5C will appear in front of the opponent. Post (2C, 5C) or (5C, 2C) -> 236A, release for chip or trap with delayed release. After 236A, Persona lingers for a moment. Can press more buttons if you want. -> 236A+B, hold for traps (release one button as you run up or jump at them, then go for a mixup) -> 4/5/6D (push opponent towards you at varying ranges. Can force a sideswitch or go for more pressure) Depends how deep you are in the corner. If you're all the way in, it's pretty hard to punish with Yuki's normals in my experience. If you're baiting a roll, however, from about sweep distance, you can jump back, j.1D and try to catch them. Airdash back fan can do the same. 236C/D is also nice, since the pillar lingers and you can detonate it precisely where the opponent will roll into. Just go for a standard combo until you get comfortable with pulling off Maragi loops (off of CH j.1D or CH/non-CH 236C/D). I'd say major branching points are like ... 1. Opponent blocks a 1/2/3D. --> lots of examples I gave above. 2. Opponent blocks a 2A --> another 2A? transition to 5A? go for a sweep? 3. Opponent blocks a 5A --> go for a sweep? jump-turnaround-backdash-j.A crossup? airbackdash j.B? And if you can force an opponent to block or get hit by 236A+B while you're close, you get a lot of nice options. i.e., 2+AB, 236[A+B], jump, ]A[ on their wakeup, ]B[ as you're about to land and use the explosion to mask either j.A, airdash j.A or (land, 2A). . . . . 236[A+B], ]A[ on their wakeup, roll or airdash forward, ]B[ as you crossup, 5AA . . . Just a few things to consider.
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GGs to uh ... F4-Player I think? The Teddie guy, plus Jamstunna. And everyone else that was in that lobby. Also 2-legged.
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ggs Gio, yeah I dunno what happened there. ggs to Quotes, ONIGuyver and everyone I trolled in ranked with scrub Mitsuru.
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glgl
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XBL ONLINE RANBATS #6 - Approaching the final turn! - 10/12/12 (Friday)
Ciddypoo replied to iora's topic in P4A Online Play
kill each other, but it's good INVERSES Dustloop account name: Ciddypoo XBL Gamertag: Ciddypoo Character: Yukiko State/Prov you are located: VA -
PSN Ranbats #1 - October 13, 2012 (COMPLETED)
Ciddypoo replied to MikelAL93's topic in P4A Online Play
That's cool. Can I get an immediate re-reg for next week if you're gonna start registration over again? ;p -
Very good to know. I'll have to try this one out cause I'm always extremely wary of getting DP'd between 5B and 5C at some ranges.
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More GGs to thundahorse, Sindelian and that Agi Time Yukiko.
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GGs drake, konoinea, and the Aki and Liz in kono's lobby.
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I noticed this too, but another purpose I found is that at the right spacing, 3D will go behind them and 2D will land just slightly in front of them. The 2D will beat rollout attempts as well.
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GGs everyone tonight! Gotta shake that rust off.
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http://www.youtube.com/watch?v=_P5WjIEG3_M#t=177s
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GGs iora, Adventus, Tectal, drake, Millette, Bl4ckstar, Elo, everyone else I lobbied with! Lobby waits weren't so bad tonight since Season's Beatings was on. ;p
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Hey I got booted too. GGs everyone I can't remember @_@ still need more Liz practice.
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I don't really recommend standing fullscreen and throwing out TWO fans vs Kanji too often, since he can air-lightning or squirrel grab your huge recovery on 5BB if he's moving around. 1 fan is good enough from neutral; save 2 fans for meaty stuff or when you mask the recovery with your Persona. If you're talking about responding to a wakeup DP ... I don't think most good Kanjis would DP at a range where you can actually throw two fans. And baiting DPs with Dia is extremely dangerous; at that range, you're better off airdashing back, throwing an air fan and then punishing the DP whiff (if any). Also puts you at range for 5C/2C pokes, but puts you at range for HIS 5C/2C as well. I wouldn't wanna risk being up in his face and getting grabbed while baiting a Kanji DP.
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XBL ONLINE RANBATS #4 - This time with feeling! - 9/28/12 (Friday)
Ciddypoo replied to iora's topic in P4A Online Play
Go go go go! Dustloop account name: Ciddypoo XBL Gamertag: Ciddypoo Character: Yukiko State/Prov you are located: VA -
I'll get around to watching the others, but on the Kanji match: Absolute fullscreen is actually not as great a position to be as Yukiko, since Kanji's j.D can zap you with lightning and it's relatively safe. If you get hit by it (it happened a few times) you eat a paralyze, but even if you block he gets a free run in. Try to be a LITTLE closer; 5D makes him shoot lightning about 3/4 a zoomed out screen, and 2D is like half or so. The difference at these ranges is that if you're shooting a few B Agis to pin him down, the explosion can tag his Persona as well, which is really helpful. I also think you went in a bit too much (I do this a lot, Lich told me to stop, ymmv) --- when you do 5A jumpcancels vs. Kanji you either have to be really fast with the forward IAD or you should try and bait more lightnings with IAD back and then fan into combo. As for dealing with 2C, I'd suggest more dead angle. A lot of times you lost rounds with a ton of meter, and dead angle is almost a free out and a persona card if you do the right moves. In general, Kanji shouldn't be close to you anyway, so spending 50 meter to get him off of you and reset the situation is well worth it, imo. And try using Agi holds. If you're positioned correctly, the only way for Kanji to hit you from far away is for him to use D lightnings or a hailmary squirrel grab if you do a bad jump or 2 standing fans --- otherwise he has to navigate well-placed Agis, which can be difficult with his mobility.
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I think it's because the system favors PSR boosts when you have lower PSR. It also feels like it also takes # of games played into account, since a lot of the highest ranked players have less than 200 games played total (though it may just be that it's easier to maintain an extremely high winrate when you have less games played, or they established these ratings back in week 1 and haven't been truly active since then). But assuming a 0 PSR player was just picking up any ranked match available ... from F- to C rank, you can rank up from ANYONE, you could be F- and 0 PSR and hunt down say, an A rank with 650 PSR, and win ... You'd probably get very large PSR boosts, while simultaneously ranking up. So effectively more PSR per game won going by this kind of method.
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If I'm thinking about the setup you're thinking about -- I get grabbed if I tech too late.