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edollarports

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Everything posted by edollarports

  1. Is Yukiko's 5A really 10 frame? It's...REALLY good, from what I've seen. And yeah, Yukiko has basic knockdown into 1/2/3D setups for high low near-unblockables with 2A, and (surprise), Labrys doesn't have an option to DP out without gears.
  2. That gimmick's hilarious. I'm pretty sure rolls will beat up IF you are too close (aka they roll past you, otherwise you CH DP them for free). Also, I think that if you hold the DP, they can just upback or some nonsense...although they do have to go around the spike to punish. Maybe once they know the gimmick they'll just super you after blocking? Stuff like that. Edit: It's great to catch people just mashing though, especially towards the end of a round when you have gears or such.
  3. Hilarious shit with the reset, Tari. Do you know how the AOA FC followup is on block? And yeah, 2B followup works, although the timing for a ground hit is kind of weird. I've also seen a lot of Labrys's go for 5AA dash 2B unblockable reset off of 214214C/D.
  4. I'll test it tomorrow if someone doesn't do it first, but does CH 2A go into 2B? That could probably set up a 25 meter g-to-r...2A 2B is a ballsy confirm though.
  5. As far as I know, all furious actions are active/armored/invul/whatever their thing is starting frame 1. Rolls are vulnerable for 2 frames first.
  6. I'll start, since most of the matches I've played have been against Chie. Neutral: Chie and her normals are fast, but Labrys has better hitboxes. For the most part, Chie has to play around Labrys's buttons to get in. Exceptions are properly spaced 5C (not the easiest to do unless you're standing still), 214CD (unsafe on block, armored), and from the air, I believe j.2D spaced properly can outrange 2B. For the most part, play patient, stick out buttons to let Chie know she can't come in for free, but don't get mashy or she'll just blow through and hit you...and Chie hits really hard. Both of you can answer your opponent's 5C with roll for the initiative (I think? Correct me if I'm wrong). Use j.B, it's a great tool, but if you're not careful and run out of air options she can dash up 2B your jumpin. Offense: If you land a clean hit into guillotine, it's now your turn. I'm not too sure about this aspect of the match, so I usually go for meaty 5C into stuff, since Chie's DP doesn't work on meaty 5C (again, correct me if I am wrong). Past that, I don't know about anything special for Chie. Defense: Chie's pressure is obnoxious and really terrifying, so you're going to be doing a lot of blocking. Her overheads are her AOA (very fast for an AOA) and jumpins (watch for low airdashes). Your DP isn't going to do much work here, so look to rolling out of pressure (even instant block 5A has a hard time getting out of a lot of this) and blocking some more. A good time to roll out is if she IADs or such. If she summons Tomoe when you're not in a whole lot of blockstun, you can hit her out of it, but on oki, you have to just block the mixup or guard cancel out. That's more or less what I've gathered. I'm wondering if anyone found any other things that beat Chie's DP besides low j.B, far/meaty 5C, or max range 2A (I think, correct me)? For defense, does anyone else have any other fancier options than just blocking and rolling out when there's an opening? If not, what openings are good for rolling/IB 5Aing out? Thanks!
  7. Like people have said, instant blocking opens up gaps in strings you can mash through, and rolling is a perfectly fine option, since most strings have rollable moves that leave you safe after roll (Chie IAD j.C comes to mind). Your DP only beats really slow moves, supers, and throws, so it's not really an option. As far as antiairing goes, your 2B beats...all sorts of stuff, but it's slow, so watch for air options (double jump, stalls, etc). For the most part though, you just have to block respectably and not get hit until you find a chance out.
  8. Godlike. I'd been using j.BB j.BB j.C 214B instead of 2C 214B, but that builds way less meter because no autocombo. It's not really important, but it's good to note that charge 5B FC will go into charge 2B regardless of whether it's an air hit or a ground hit, so no need to time it for them landing or whatnot.
  9. Tari made a tutorial showing when you can connect C beast after j.214B, it's in the general thread somewhere. The general rule of thumb is that if you are below your opponent when you hit j.C, 236236C will connect. Also, 236236D will always be stable. Beyond that, j.214B into 236236C/D is just very weird timing. The cancel timing is literally the moment you strike the ground--a bit of practice and you should have it fine.
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