edollarports
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Everything posted by edollarports
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I watched the Akihiko vid and smidgens of the others so I'll go off that. Your use of 22B is fine. Lyth is right, though. Labrys's main requirement is that you need to convert every hit into as much as possible, off of any starter (except like FC 5AAA. Who the fuck gets hit by 5AAA?). This extends to using meter only when there's something to be gained for it. For example, if you go for a red axe setup but you won't have meter for a super assuming you land another combo, the red axe setup is worthless. Same for RCing 5AAAA, if you dont have meter for the super after, don't bother. It's only there for the green to red combos. Edit: I agree with Transient. There's no real reason to use meter unless you either have 75+ meter minimum or you can instantly end their lives. Autocombo is great. 5AAAA gets you meaties on characters with bad defense and 5AAA 236B A gets you carry, and the choice between tech chase or just going back to sitting on your axe, where Lab is happy and notably not dying. I can't say much on mixups because I didn't really see any given that no one felt like blocking anything, but remember that 5C after 214A can be wakeup superjumped and you can die for it, though. Against Akihiko, I'd say respect more and to not...DP on wakeup against an IAD. Dangerous stuff. Also pressing buttons against Aki on the ground is dangerous. In the air, you can mash 2B any time he's anywhere except for the one spot where j.C beats 2B. This spot is so small it's pretty much only found accidentally. I watched a bit of the Yukiko vids, and...you just blew up the mashing. Good job, although I really don't understand what the whole not blocking deal is. 5C in neutral is incredibly dangerous and probably get you killed since it's a free roll. Also antiair 2A based godtech But yeah, combos! Past that, you're pretty much set. Everything else for you to improve on is general gameplay and as long as you're hitting people, nothing needs to change.
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Nah man, you learn the 1f link so that it hits meaty. The timing changes depending on the exact proration of the combo. MAN MODE
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BI combos are essentially strictly better if they will kill and you fulfill the requirements, as all they do is eat more meter, deal less damage, and save your axe. You can also standing reset into BI by dropping the combo (lol). 5D meaty is nice and all but against a lot of character it's essentially a safer meaty that's more telegraphed.
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Awakening super is the main catch. Anything that floats into 214AB will grab you a BI assuming you haven't prorated the combo too bad, although you gotta be ready to microdash if you're farther away.
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What? Nothing is sillier than a BI combo. That's why you go for it. Let that bald eagle fly! I find the requirement of a yellow+ starter and having the opponent in a corner while not actually having the resources to kill an enemy a bit on the iffy end though. Doesn't happen much if the opponent knows what's up.
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Tsurugi setups are very useful and still about the only reward you can get off of 2A (besides going for 214A/super), but they've been around since release so justin would already know those. 5D~D setups are good, although pretty situational. It's not bad to go into if you can catch someone with red axe at high health. If the opponent knows the Labrys matchup, it's not exactly easy to hit someone without blowing the meter you needed for damage--meterless Lab options are all fairly linear. Sure, she can blow up escapes with baiting, but that's not quite enough to justify going back in as hard as you would with other characters. On the other hand, if your opponents for some reason don't feel like respecting a basic meaty or chain (USA USA USA USA) or don't know the matchup/character (very likely) there's no reason to not go for the mash blowup until they actually start blocking...at which point they might realize that it's pretty hard for Lab to actually hit a target under pressure. Or they might never stop blocking, like real patriots. ALWAYS go for BI combos. Every 5 BI combos is a blue burst thrown. Every 5 BI resets (delay BI by a frame or two in a BI combo) is a gold burst thrown. Late teching of tsurugi setups can be blown up by whiff cancelling your dash 2A into another one, holding your spike, throwing the suckers, or just picking them up. The world is your oyster. Hell, if they're too late, you can meaty with tsurugi. Completely safe from anything not named kanji supergrab.
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BnBs are mostly the same. Confirm into knockdown or meter or air combo for damage, or, in red, do whatever the hell you want and get all three. Lots of fancy oki stuff as listed in the oki thread, not that any of it actually does anything. Mostly, top JP Labs go for basic small mixup of hits. Lots of meter enders. The goal is to make the most of Labrys's only strengths, a decent neutral game and the ability to convert big off random hits, especially with meter. tl;dr you sit on you axe like before, but instead of going in hard as a motherfuck after you hit them, you sit on that axe some more.
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Don't worry, you only have to play the game for a bit to remember why you stopped :3 I love the disclaimer though 'Here's all this tech...it doesn't DO anything, but it's tech'
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Yeah, it's not the most common knowledge. This character is so ass that no one even knows how ass the character is. The NJ players at least know to sj forward on wakeup. With that move's recovery, you ARE going to get hit for it.
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No, sweep > 214A into 5C loses to wakeup superjump. Baaaad idea. Especially if they know to just jump at you.
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5A 5B sweep 22B into sweep usually stops jumps, despite not being meaty. I don't get how people are upbacking out of it except at max range since there's jump startup and no early blocking blah blah blah. 2A's got the same startup as 5A, as I said earlier, so it's a good low check and has less recovery. You've got less options if they block it. Not like it matters, you don't really have much in the line of options. Hit the buttons faster! I don't like meaty 5C because 5C after sweep puts you a bit too close and I'm not sure it even hits meaty. I know for a fact that sweep>214A into 5C is fraudulent as shit and will make you eat wakeup superjump and you will die.
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Yep, just practice!
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Either your spacing or timing is off. Or characters have different jump startups. As a rule though I've usually been able to catch people jumping out of spikes with sweep, which combos into spike, j.B/DP whateva. Clarification: I thought that mighta been unclear, but there's 3 reasons it wouldn't work all the time. One is as Eshi said, if you're too far...but like sweep only has 3 active frames so I don't even know if that makes that big of a difference. It might break it! Another one is that you might be doing the sweep too late. Remember, Labrys is a character who has to commit to her mixup, so if you want to do a sweep catch, you DON'T hold the spike and sweep as early as possible. Learn to advanced input to make sure it's always out frame 1! That's an execution issue. Also, maybe some characters have different jump startups? I don't know.
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Gotta go for the 'LOOK MA I'M NARUKAMI' and do fuzzy j.A >5DD > j.B land combo. Edit: For the love of god never do anything on block into spike it will result in you dying miserably
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The setup is sweep into tsurugi (usually B), and then...you kind of do whatever. Apparently sweep loses to stuff? I haven't had too many problems catching people with it. What Eshi is saying that if you get the sweep close enough, you can do a true meaty 5A or 2A to like beat everything that isn't DP. The sweep in that case must be CLOSER (although point blank isn't necessary if you microdash like a man, and honestly meaty doesn't beat anything that 2f after doesn't, really). Pretty much once you get your spike, you can enforce respect or bait hard disrespect (DP). Do your mixup, and if it hits, confirm, if not, you can continue pressure or back off. People know Labrys as a character more now, so they've caught on that Labrys's pressure is kinda fraudulent, so I see most Labryses backing off against characters that don't have miserable defense if the initial mixup is blocked and return to neutral. tl;dr: Sit on your axe, get a hit. If it's a ground hit, get a spike. Depending on the distance of the sweep into spike, you have fewer or more options for oki. Do oki, if it hits, do it again/kill, if it doesn't, back to the start.
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If you're too far, all that happens is you give up your meaty. This means you won't be able to hit a roll (although you will be able to punish, if you watch for it) and they might jump out, depending on the character, if you do like sweep or something. As a general rule, from any distance, sweep xx tsurugi into sweep will beat most things that aren't DP or at least make it your turn.
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Do you mean 214214C? It's the same as 214214D. The thing is, the gears are random and could end anywhere in a 10 frame window. It's possible to drop your combo...low chance, but possible. As for the timing of the charge 5B, just buffer it ASAP. Since you want the charge button, it's ok to advance input and just keep holding, and release as soon as you see the move starts charging to release it frame perfect. As for SMP combos, there's a couple of videos with really fancy stuff, but the basics are just 10 moves (usually involving OMB) into either OMB or 5DD, then 5 x 2, into either dash 5B sweep super (if you've hit X proration, I don't know the exact amount, sorry), or into 22A off the second 5B dash 5A/2A, charge 5B, 5B dash sweep or something. Several things to note: j.214B counts as multiple moves- either 2 or 3. I'm inclined to say 2 based on the frame data, but I haven't tested. 5DD is featured heavily in that one video someone posted. I'm again inclined to say it's worth multiple moves, since there's no way 5B x 3 works in any combo. How many hits is Tsurugi worth? I'm curious. Don't worry too much about proration. Unlike Naoto, who does 236B x N until it drops, Labrys has only two values: either 5 5 5B sweep super works, or 5 5 spike stuff super works. Again, I don't know the specifics, but not much can survive the basic version if you're in red anyways, so experiment if you like, you'll get the kill. Example combos would be (most of these only work in red...maybe)Corner 5A 5AA 2A 2B sj. j.B j.BB j.C j.214B OMB 5 5 5B 2AB 236236D This is the basic 5A into SMP. I doubt it's optimized, but this is how most SMPs into OMB work, off of j.214B. Tsurugi 5A 2B j.B j.BB jump cancel j.A j.C 214B OMB 5 5 5B 2AB 236236D SMP off of tsurugi, if you catch someone near the corner. As long as you're in the corner by the SMP part, you're in business. Those are the two I know. I'll work on it sometime in training mode, I've got a lot of stuff to try for the hell of it now. Stuff I wanna try: AOA > D fatal > 5AA 2C (2hit) 5D 5DD... depending on how many hits 5DD is worth to SMP, this could go into either (if 5DD worth 4+) 5 SMP right away. Meterless SMP?! Now I'm just raising my hopes to get em crushed again (if 5DD is worth 1...I doubt this) charge 2B IAD j.A j.C RC 5 SMP This'll work no matter what though...I think. Shoutouts to Eshi for showing me this. [*]Tsurugi falling j.B j.BB 5A 5AA 2A 2B IAD j.A j.C RC 5 SMP This would only work if Tsurugi were worth two hits. More testing needed. Sorry for not posting much along the lines of actual combos. Most of the stuff is things i've seen in cmv only. If we're gonna play derpy characters, might as well make the combos hype!
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DISCLAIMER: I'm like an old fart that doesn't really play this game anymore, so I just like making posts at this point. Take this info at your risk. The j.A 5AA combo works because j.B has double the P1 and P2. You can OS the worse DPs with 5A[7]5A if you don't feel like reacting, you just give up your spike if it actually hits since the only way to go off of 5A upback is to use the spike. For midscreen BD loops, 5A 2C prorates a lot less than 5AA 2C. If the proration isn't too bad, you can also do an aircombo after 2B for a bit more damage and meter. As for your last combo, can you work on an SMP off of that? I know 5DD has this weird property where it counts for a bunch of moves. I didn't know you could combo into it that way. I'm tempted to try something out now. Simple would be AOA > D > 5AA > 2C [2 hits] > 5D > D > Charge 2B > OMB > charge 5B x 2 > dash 5B > Sweep > Tsurugi/KILL EM ALL. I don't know if that works I'll test it if I ever go into training mode. I'm pretty sure there was that japanese video where they used 5DD and it coutned for a ton of SMP hits idk I'm bad at this game. And after tsurugi, dash 2A works well. It's not as good against DPs, but it'll blow up roll (since it'll recover, and you can dash throw or dash meaty punish) and as long as it hits within jump startup it'll stuff that too. It's not as rewarding as 5A, but it's a low option that's worth considering since it also has less recovery. As for 5DD oki, that sounds cool. I tried to make it work a while back off of raw bounce, but I didn't think of adding 5B. Maybe you could get enough time for safejump j.A fuzzy? the possibilities are endless~ and the character's still ass :x It's nice to see people still care though.
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[Mar. 30, 2013] Team St1ckbug Grabs Your Legs
edollarports replied to DaiAndOh's topic in Tournament Results
That was fun! GGs to everybody, even though I didn't really get to play that much GG. Setups with only Marvel, so I could use my high level Vergil :x -
Hokuto no Jersey thread: Fist-pump of the North Shore
edollarports replied to bbq sauce's topic in East Coast
Your place is like...south, ain't it. Darn. -
I don't think Dizzy/Pot is that bad (Fish is horseshit, setups are scary, you hit way too hard, etc), but you were asking about Baiken. She can keep you out decently, but she can't do much from that range. You can flick mats, as well as IB them to reduce her frame advantage. Fullscreen chains can be met with slidehead for knockdown, making it your turn, or granting you a combo and making it your turn anyways. A well timed j.S will potentially beat 6P as an antiair, but will lose to antiair slidehead. You could even backdash it! Backdashes cure cancer. Alternatively you could just block it. Sure, TK youzansen is terrifying, but besides that she's only got her throw to blow up down-back and it's not too frightening. For approach, you just walk forward, hammerfall, be patient. I know you said the first page tips don't help, but you must have missed this gem: ' When she does a move backdash Potbuster.' Baiken's heavier moves are fairly slow on recovery and most definitely busterable, especially 6K (her go-to button to blow up buster). A well placed IB backdash buster (or just backdash buster (or just an IB buster (mix and match!))) will take half of Baiken's health and let you go to town. Baiken's guard counters are scary, but there are special blow ups to each one. P counter is rare, I don't know too much about it. K counter can be reaction grabbed or blown up by more buttons being hit. S counter can be backdashed if you used a lighter normal (5P, 5K. You should be using these meaties anyways. They're great!) or blocked, really. You can also hammerfall it, although it might still be invul so I recommend hammerfall braking. H counter (ouren) can be instant blocked but is fairly hard to punish unless you slidehead or backdash it (boss status, do it). Her command dash doesn't have frame 1 autoguard and also doesn't autoguard low, so you can sweep or 5K it and blow it up. There's also a universal answer to her counters, which is you just walk up to her, buster her face, and make her feel bad about life. If she doesn't block, she can't guard cancel. Just do potemkin's silly knockdown mixup (anything potemkin can do, really) once you get a hit, and when you're not in, play patient. Baiken has a harder time hitting you if you respect and time your escape attempts right...and she might hit you, but whatever, you have health and she doesn't. Get her health to zero before yours! P.S. FAB is an elder god and therefore what he does is probably a good idea. Yeah. Example: http://tinyurl.com/FABdagod P.P.S. I'm bored at work so I might as well jot down some stuff you can do. Some of it's fairly legit, some of it is gimmicky and funny, but whatever, you're Pot! You're here to have a good time. Most of the below can be applied to most matchups. This post is long enough, so I'm going to collapse the additions. Collapsed: More text!: You can buster Baiken's wakeup super at any point. I believe IBing the second hit or just grabbing it in reaction flash is the easiest way to do this. You can backdash anything in the air that's not a tatami. This was on the first page. Backdashing jumpins seems incredibly silly, but trust me, it really works. Baiken can be randomly HPB'd if she whiffs air moves that are not tatami. The damage is totally worth it if she whiffs something high enough. Just try not to get gold bursted. Bacon-chan has no way to blow up both meaty 5K AND wait a small bit, potbuster on wakeup short of an immensely difficult option select. If she's that much of a god, you have more things to worry about. But in general, 5K/potbuster is the first layer of oki mixup you have to enforce before you can get people to respect fancier stuff. It's also easy! 5K has 9 active frames, so the meaty's really hard to mess up. (This actually is less matchup specific and more general information. Any character without a DP kind of has to hold this.) You could, technically, air throw Ouren (H air slashy counter) and while this is really implausible it's also hilarious and I'd totally eat combos or hits in casuals going for something like this. Baiken has no health AND no defensive options outside of her guard counters, so ideally what you want to do is hit her twice with heat knuckle enders (the terror oki) and then send her into space with an HPB or extend ender for damage. If at any point you can deal enough damage to close out the round, do it! Don't go for oki if you can get the kill. And don't forget, 2D after HPB for that extra 1-2 damage if it might end a round :3 Also, in response to 'WTF am I doing wrong' the tl;dr is be more aware of your defensive options, and what they can do. Convert your hits into knockdown and oki, off of defense or an offensive mixup. The odds are in your favor, so shove that into baiken's face at every chance you're presented. Also take her on some more bus tours. Baiken's so busy with revenge, she hasn't had time to see the world~ show her some love! :GetEm:
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KnightSlash 6 (Piscataway, New Jersey)
edollarports replied to grove03's topic in Tournament Results
I'll update the list. 1. Henaki (Potemkin) 2. Esteban (Slayer) 3. Remi (Eddie) 4. TSB|Alzarath (Testament) 5. TSB|Xaq (Dizzy) 5. Steve Harrison (Ky) 7. TSB|St1ckbug (Millia) In no particular order, the 5 joke names are me, Roku, LK, Peanut, and Naocchi. -
Gonna go with Tari on this one. j.C has a pretty gross P2, but makes holds them in place better if the combo isn't whoa-super-scaled. Is there any reason to go for j.214A? I've never scaled a combo so hard that 214B drops. If anything, they drop mid-super when the combo overscales.
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So this forum is dead and all but I thought I'd just post something LK helped me figure out yesterday. Apparently Labryses in JP have been doing it for a while, I just haven't watched. We've known about 25% green to reds since day 1 but I don't think anyone's found a way to get spike oki after it, which kind of kills the point since you might as well save meter for a bigger G to R with a super at the end. 5AA 214AB 22A 2A 2B ~spike hits~ j.B 5A 5B 2AB (22B) 5A green to red for 25 SP that retains spike oki! ...huzzah. K backing to playing guilty gear yeeeeee