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About OutlawVinegar
- Birthday 01/23/1986
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OutlawVinegar
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RWA Announcer reacted to a post in a topic:
[P4AU] Tohru Adachi Gameplay Discussion
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[P4AU] Tohru Adachi Gameplay Discussion
OutlawVinegar replied to Antiquarian's topic in Tohru Adachi
Super-cancels only detract blue health if they follow a Special move. If you're performing Heat Riser off of a normal, there's no deduction. -
If it's a 2A+B, it's a low. Sweeps are the Universal low in the same way AoA are Universal overheads.
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On Minazuki teleports. 2B 2B 2B. It's absolutely essential for any character with an AUB 2B to learn the timing on hitting him out of teleports and taking full advantage of the Fatal Recovery to maximize your damage. If you can antiair a Minazuki and optimize a FC 2B, most characters can deal around 4k for 50 meter. Marie already has non-CH 2B combos that do that much, so I'm sure on a Fatal route she can jump that up to 5-6k for 100 or even more. If you can create that kind of threat, Minazuki players will be extremely hesistant to use teleports in neutral, pressure, or even in general.
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[P4AU] Tohru Adachi Gameplay Discussion
OutlawVinegar replied to Antiquarian's topic in Tohru Adachi
I don't think it's documented anywhere yet; can anyone summarize which moves gain status in Magatsu Mandala(?) mode? I've seen him inflict Fear (Evil Smile), Rage (Heat Riser), and Poison, Silence, Paralysis. Heard he can inflict Confusion, but I haven't seen it. -
That's an incredibly vague question when you stop and look at it. What move are you talking about that you can't punish with FC j2C? You're more or less asking 'what are Yosuke's strongest combo starters', and those haven't changed from last game; 2C, j2C, and to a lesser extent Garudyne. 2C is still a ridiculously strong starter despite losing FC property; most JP Yosukes in videos will punish with 2C > AoA >stuff on 2C CH, or 2C > SB Run > stuff on non-CH. I think the combo thread should have some good examples listed at this point.
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https://www.youtube.com/watch?v=nYy2VuRIl2Y ?
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GGs to netplay, BGs on me for being such a slow learner. GGs to the 1-2 games with Icekin for Nanase mirrors. I won't dodge the fact that my confirms and combos are still lacking, but I feel like fundamentally I'm missing something as well. I'm not sure how to force respect from my opponents in this game or any other, and I'm starting to think it's not something that will come naturally to me. I have to figure out how to make myself more 'scary' so I don't get mashed out all the time in every fighter. .-.
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I'm not at my console to test, but does anyone want to try SKD's combo but with exploiting the projectile unscale glitch? If a projectile hits an opponent at key points during the startup of an IW, it unscales (or something similar) and does much more damage. I'm curious if the damage is comparable, or if it's even doable in the first place. Since Nanase's IW pulls the opponent out of the corner during the animation, it might not work/require specific spacing... Akatsuki can do it (documented here: http://www.dustloop.com/forums/index.php?/topic/8887-uniel-akatsuki/page-5#entry829502), and Chaos apparently can with 6C > IW (documented here: http://www.dustloop.com/forums/index.php?/topic/8884-uniel-chaos/page-3#entry829631)
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I wasn't sure where this ought to be listed, so I'm putting it here: http://sp.nicovideo.jp/watch/sm24154508 Ways to punish Merkava's 236C/EX hands/Super slapfight for most of the cast.
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I don't know if Tenryo bothers coming around here anymore, so in his stead I'll link to the Chaos Code loketest changes: https://twitter.com/TenryoTheLight/status/495640728769687552 http://pastebin.com/WaV1EA1W
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There's a trickle of decent-to-okay Nanases out, but it feels like it'll be a good while before any 'God' player appears using this character. As of right now almost all the YT footage is of Abelcru and a little of Ciddypoo. There's a decent Nanase in this Linne video (they're solid, which is better than most right now), so I'm taking notes from these matches. http://www.nicovideo.jp/watch/sm24135134
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Maybe it's already been displayed here but if not, some Orie frame data: https://twitter.com/ninoa_Sub/status/494993362588418049
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So after playing with my scene's better players for several hours, this character really is having a bad effect on my mental health. Most of the issue is mine and mine alone, not being able to calmly apply pressure and dropping combos at all times, but I really need some advice on general neutral. In particular, what in the world are this character's antiairs? Does she have any? 3C is super-sketchy and I've had so little success with it, probably 10% of the time it manages to hit someone or trade (probably in my favor if I learn a proper trade confirm). The rest of the time it either gets CH (I'll assume I'm doing it too late) or I swear people can sometimes clear it with a normal jump or even an Assault and simply outrange the vertical space. It feels totally worthless against Merkava and Waldstein, not very helpful on Byakuya either. Do I just have to block, shield, or hold that?
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I'll be honest You're being presumptuous about why I posted the video. I directed the video here more than anything else as a reply of sorts of nadakai's post (http://www.dustloop.com/forums/index.php?/topic/8882-uniel-yuzuriha/page-3#entry827392) on using stance during strings and whether it's putting yourself in a compromising situation. As best I can see, yes you lose your rebeats but instead exchange them for a free out and potential frame traps, though of course whether it's a good or safeish idea is very matchup-dependent.
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I don't play this character (yet) but for those of you discussing how she ought to be played and what works, watch this Yuzu player in game a-cho's most recent UNIB upload; https://www.youtube.com/watch?v=h2Qr9Qkfd4E (Rough times they play are from about 7:30-55:00 and then again from 1:20-video end) I don't follow top-level players so it's very possible this is someone well-known and I'm clueless, but this player gets a lot of mileage out of 4C>stance and just generally floating around using the stance to make opponents feel pinned down. Maybe there are some staples of Yuzu mixup you can all get from this and work into your own gameplans.