edollarports
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Petition for BI to be regular super so I can do red axe BI after round start gold burst
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Counterhits do more damage than regular hits. I believe it's 20%, and the value changes for some moves. j.B da online gawd, cannot be antiaired. Not like I play online ever though. What a loss.
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I don't do too much of fullscreen tsurugi because coup droit master race. If you're getting hit on oki, then your oki probably wasn't off sweep 22X, or you could blow her up for mashing...or coup droit master race while you did an IAD crossup, which is tricky due to her DP anyways. As for her pokes, her mixup isn't anything spectacular, so you can just block...although if you're really inclined to hit buttons, you can 2B to low profile her 5A. But Transient's right. The matchup's not too bad if you just calm down and be patient. She's not plus on anything she does, her antiairs aren't the greatest, and you're Labrys, so any time you bait anything, go to town!
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Since charged 5B in the corner is such a rare situation, I don't know the optimal combo, but your combo seems fairly solid. You could also do 5 22A since you'll probably be able to confirm taht you're charging 5B and having it CH...maybe that would open a better combo path?
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Xie's Laboratory - P4A Gameplay Video Q&A Thread
edollarports replied to Xie's topic in P4:Arena Gameplay
Nope. -
Oh right, some characters can't be 236B'd while sliding. The Labrys's are small, and I believe Naoto was too. Against those characters, is anything possible midscreen? Maybe dash sweep, or a spike?
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CH 5B slide gets you chain into a followup of your choosing midscreen. In the corner, you can just kill them with buttons.
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Charged 2B, like you said, is useful for combos and for yomi layer 10. Not a super solid option, by any means, but it's nice to take whatever you can get. 5{B} is ++++ and you can hold it to bait counters and out of the range of some DPs, although this only works until they learn your 5B range. It's also a decent spacing tool with its hitbox and all. Labrys has tons of way to space the 5B charge, no fancy strings needed. Just hit buttons until you're out of range.
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I remember having someone on IRC test for me, winch dash brake does recover in time, even point blank, to block mashed DP (specifically Narukami's). With that in mind, you can blow someone up for mashing DP after blocking a chain and seeing you dash towards them, although it's still not something you should use too often. If they can block A followup, they can DP it, so yeah. I'll test later, unless someone gets to it first- does mashing throw after A followup work, or does throw protection kick in?
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Not sure that'll fly, since I believe if you mash throw after A chain, I THINK throw protection will kick in (will test later), if there are 5f throw protection like I thought. If there aren't though, yeah, throw stops people from mashing. If throw protection is 5f though, you're just going to get hit.
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Exactly! We must show them love, and TOOOONS of tech.
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Yeah, I didn't see them until they were posted here too. Good shit, I'm going to have to work on my confirms a lot more after this, especially using 236X -6-AB.
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Guard cancel is the one system option Labrys has that's actually good...I hit DP once in a blue moon, since it's reactable unless it's something really slow or they're really really not used to it. Mashing will get you out of gaps in minus strings (Mitsuru) or strings where characters have to run back in. I know roll is risky, but it's a lot harder to bait than DP, and you can do it on reaction to some things, such as IAD. Throw is an important option to note because it is Labrys's fastest ground option, so it'll work where 5A won't sometimes (such as Chie's 5C dash cancel--5A will get stuffed, but you can throw her). All in all, you just do a lot of blocking, preferably instant blocking. In the corner, 214214C will get you out of a lot of things (but is baitable midscreen by all characters and by some in the corner, especially with meter). But yeah, the one part of Labrys's game where she shows weakness (not just 'it's not amazing', but actually 'wow this is pretty bad) is her defense.
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5B is also like one of the few moves in the game that actually HAS that range. At that range, short of projectiles, not many normals or characters can challenge the battleaxe. You can't mash it, but it stops people I'd also like to point out that 5B partial charge's recovery is virtually nonexistent, and it's mad +++++++ on block. 2B functions much the same way, and like 5B, has no recovery on charge. j.B is amazing, as long as you don't mash it like a moron and try to IAD fullscreen with it all day. You can also use air guillotines to bait 2B, as it's safe froma good height (EX is +). As to toenadiz's questions, footsies and neutral kind of blend together for me. It's kind of a risk-reward thing, and for most people the risk of trying to punish 5B isn't worth eating partial charge 5B, and charge 5B is really hard to punish, etc. The amount you get to use these moves depends on the matchup, but in a lot of them, most characters have to respect the massive battle-axe. I don't feel Labrys's neutral is weak, but just like her pressure, against a real opponent, you have to actually do work instead of asking the game for some hold-my-hand option.
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Whoo, back from Summer Jam! Labrys's neutral changes depending on the character. When going in, you need to slowly advance. Chain, like you said, is telegraphed, but so is IAD j.B if you go WHEEEE gung-ho with it. The main goal is to land a clean hit, and then begin pressuring. You don't have fancy DP safe setups or such, so you just kind of have to go about the old fashioned way, baiting and whatever. People have to respect your range though, kind of like a less silly Mitsuru. In some matchups, you can make people come to you, and some characters have trouble dealing with your battleaxe trying to go in. Her playstyle is unique though, in that it's like basic as fuck.
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For red axe corner fatal? I think the optimal is to just do 2C loops, like FC (j.B) 2B 2C x N 214B, one of the pickups that I mentioned above, super-- deals a LOT more damage and builds more meter. Midscreen CH 5B CAN be confirmed into 5B 5C 2C [b+D] etc., which I believe deals more damage...I can't test, but I'm pretty sure.
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Yeah, I don't understand optimization in the corner for fatals. From what I see, you can do 2C a certain number of times, depending on what to do after, so I'm wondering what the optimal follow up is. The choices seem to be, in order of most 2Cs allowed to least 1) 214B 2) 214B, 5A 2B j.B j.214B 3) 214B, 5A 2B j.B j.BB j.C 214B 4) 214B, 5AAAA 4) 214B, 5A 2B j.B j.BB j.B j.BB j.C 214B I'm sure some of these can be ruled out immediately, but I'm still not sure where to go or what to do when I land my corner fatal. Usually I drop the combo actually but when I land it I kind of randomly decide to 214B after 1-3 2Cs and do whatever followup from there.
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I tried doing the above combo (5a 2b 2c 214b 5a 2b 214a 5a 2b 214a) but I can't seem to get it...my execution is terrible though, so that might be it. How much damage does that do? I've been using FC 5A 2B 2C 2C 2C 214B (5/2)A 2B sj. j.B j.BB j.C j.214B, which builds a fair amount of meter, does 4197 damage, allows D super after for a total of 6.9k, and most importantly is really easy to do.
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I haven't noticed this, but I haven't really tried to mash DP or jump out against Yosuke since it's mad risky to do either after throw, so I think it's just an issue with DP inputs being difficult to time on wakeup and Yosuke hitting you before you can jump out. In other news, I played a lot against Yosuke today, so I'm going to sum up what I got out of it: In this matchup, the life lead is a big deal. It's hard to pin Yosuke down, and he has a very good DP (if he knows what he's doing, he won't mash it, but it gets him out of shit). At the same time, it's very difficult for Yosuke to challenge Labrys's normals. Jiraiya rush (5D or j.D) loses to almost any button Labrys presses-- Just make sure you're ready to handle the Yosuke behind the disco ninja frog. J.D is an amazing tool in this matchup. If you get it out, Yosuke cannot challenge that space for the duration of the gears. Yosuke's dashspring (236A/B, he runs up, backflips off your face) is unsafe, like Kurushii said, but you can airthrow a forward moonsault and 5C to punish a backward moonsault. I don't know how to punish kunai, but I assume you can (maybe rocketfist?). You can use 5C oki if he's near 50-100% of max range, and Yosuke will have to respect it-- his counter doesn't go that far. It's notable that tentarafoo is a command throw, but can be rolled. The yosuke I fought, roku, never used sukakaja, so I don't know anything about dealing with that. Your DP is not going to work most of the time unless he tries to counter it and you hold it out--that's gimmicky at best and I wouldn't rely on it. Beyond that, you have to just remember that Yosuke has no real way to challenge your normals safely, he's really fast, and he's going to outpoke you if you're in close range, so respect his staggers (he can't really do big damage unless you let him 2C fatal you for 5k). Outside of his fatal combos, you hit a lot harder, so make sure to confirm off of weird situation hits (you're going to get a lot of these) and keep that life lead. tl;dr: Learn your punishes, don't mash his pressure, and use your (much) larger normals to get hits and keep the life lead. If you fall behind, slowly advance him into the corner and then fish for a hit.
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The reset is completely blockable, it's just that they drop out of the combo before hand. Also, some people try to tech forward out of AOA, especially in the corner, so it'll catch that. ...that's a legitimate explanation. Although realistically, a great deal of netplay hasn't found their block button, so yeah.
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It's true that resets on the ground are more easily blocked, but the fact that tsurugi forces someone into standing hitstun means that the reset is a lot more ambiguous--techs kind throw away most reset options. I just noticed that all your resets off blocked Mitsuru DP were green, too--godlike. And like Iora said, the teddie punishes and chain follow up OMC mixups were great. But yeah, good shit, Tari, you're a hero.
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That's part of the reason I like Labrys-- Her pressure is very basic, and it's hard to disrespect her because of basic staggers and her range. You don't have too many fancy ways to mix them up, especially without meter, or cover DPs without just a clean read, so you just slowly chip them with your normals and wait for them to mess up or get impatient.
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I just read in the Mitsuru thread about FC 5A antiair combos, and that got me thinking, I don't actually know any. In the corner, I know it can 2C loop into the usual, but midscreen, what does antiair fatal 5A let you do? Extra reps of B+D? Slightly related question: What can I get off of antiair CH 5A in green? For instance, a midscreen burst punish or DP punish.
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Yep, a few characters can cancel their DP recovery at any point into a super on hit or block-- Aigis, Labrys, and Mitsuru come to mind. Since Mitsuru's stuff is invul though, I don't think you actually have any way to cover every option...although maybe someone will think of something impressive.
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I think DP can cover all the options, but I haven't tested.