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Celerity

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  • Birthday 09/28/1982

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    ItsCelerity

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  1. 5BB > Sweep is also rather height dependent if you're doing it from an AA starter, so you should get used to doing it from her ground routes (like corner throw, 236A > OMC, etc.) first to get the timing down.
  2. The j.C(w) means it's a whiffed normal, although in this case, you're just using it to get a fastfall after j.2B. If you don't input anything after j.2B, Marie will finish the animation and spend a lot of time bouncing backwards. It's not supposed to come out fully. The second combo looks like a typo, should be 2C > 5B, sorry.
  3. No, it's actually better. The D-Pad is very precise compared to DS2/DS3, especially the diagonals. Personally, I can't use it because the weird shape hurts my hands, but it is very good if you can get past that.
  4. When you extend the combo too much and get them higher with extra jump cancels, they recover way too early, so it doesn't work for oki at all. If you're doing the oki properly, it beats late tech because the third arrow will hit meaty.
  5. You're right, it connects with 2B, but it's still only 2848 damage. I don't know where you're getting 3150 from. 5AA > 2B > 5C > 2AB > 236A > OMC > 5B > 5C > 2C > 5B > j.B > j.2B is 2875
  6. Not sure about that. You need to be RIGHT in the corner for this to work, and I don't think you can connect 2B at all if you dash before 2AB. Secondly, your damage is off, it's actually 4166. Don't use weather buffs to pad your numbers. I'll include it because it's more optimal, but I wouldn't recommend the massive increase in difficulty for an extra ~70 damage. j.B whiffs. Also the damage on this combo (yellow beated) is 2852. You must have been doing it from a raw B starter or something.
  7. Anything(2) means the second hit. It's a combo specifically for when they block the first hit of 236A and get hit by the overhead part, although you can use it off of a full 236A as well.
  8. Yeah, if Strike Fall is only cancelable when you reach the ground (I haven't seen otherwise?), then some kind of landing recovery would be implied. I think this is quietly a nerf to strike fall oki, but a buff to AA confirms/stock usage/overall damage.
  9. It's definitely after the ground bounce, because in longer combos the sweep won't connect as they ground tech from 5BB immediately. And delaying the 2nd part of 5BB does seem to make the timing slightly more lenient, or at least it doesn't hurt.
  10. The difference in timing between IAD j.2B and land 5A is very large, ~10F at least, so you can fuzzy it by blocking high for a bit and then blocking low or throwing out any poke. In Yukari's case, it would be 2A. I mean, it's not a real pressure reset, it's just a random IAD in neutral. Yukari's tools aren't so bad that she can't deal with this.
  11. In the corner maybe, but back jump j.2B is Yukari's typical response to stuff like this, and I'm pretty sure it beats anything Marie can do in that spot aside from a yomi card toss. Also, empty jump low is so slow from the IAD that you can likely just block high and throw out a 2A to option select both halves of the "mixup".
  12. First of all, I hope you all already know, but just to clarify, that combo is from an AA 2B. For any of the AA combos, 5BB can be done as quickly as possible. I only delay the second 2B enough to get them at the proper height for 5BB > 2AB to work. Delaying the 2nd hit in 5BB might give you a little bit of extra time to combo the sweep because it delays the ground slam, but it also makes your descent slower, so I'm not really sure what is easier. You'll have to decide on the timing that's easiest for you. Just remember you need to be doing these combos off of a (sometimes very) high/close AA confirm, and the height/distance is character specific, so you should probably practice on a big character like Yu until you understand the range and can contrast it with other characters. Also, that's the reason why I added an AA route that works from low 2B > 5C > 2C confirms, so you can go into that one if you think they're too low for the better combo to work.
  13. I think he's just saying it that way because fuzzies are so incredibly common in P4AU compared to other games. Basically every character has a fuzzy, so it's not even a matchup-specific thing.
  14. Depending on which parts you use, old-style American sticks are known for having the linear button layout, concave buttons, and bat top sticks.
  15. Bright Arrow yes, it's amazing, you can set it after any sweep midscreen or 2C in the corner. It's going to take some experimentation to figure out the optimal setup, but in the corner you can definitely do (combo) > 2C > 214214C, then 66 5C~AA > 5B~C~B~D > 2B to meaty 5A their wakeup and start the arrows flying to cover the gap from jump canceling 2B. It gives you two free mixups, but I feel like there should be potential for more. Midscreen you need to meaty with 5B instead, so it's a little harder, I just mash 5CCD after the super and take what I can get from it. With her persona broken, Marie is better off than most characters, since she still has decent normals, and she can always end combos with sweep into gift. 5BB > 2B routes still work on crouching/AA, and AA 5BB > 2AB > 236B routes still work on everyone. If you're hard pressed for damage, you can do something like this: 5AA > 5B > 2B > 2AB > 236A > RC > (66 if you want side switch) 5BB > 2AB > 236B > delayed airdash > j.B > j.2B > j.236B for 2975. If your persona recovers in mid-combo, you should be able to end that with the j.C(w) fastfall > land 5AAAA > 236236C also.
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