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Celerity

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Everything posted by Celerity

  1. Why do you need the burst? Does it not work from the standard midscreen 236CD > 5C > 22B > 214A? I haven't tried yet.
  2. There is a lotttt of character specificity in her midscreen routes. Not only 5BB > j.C, but also the amount of stuff that you can fit before 5BB and before sweep depends on the size of the opponent. Example: 5AA > 5C > 5BB > jc > j.C > 5AA > 5B > 5C > 2AB - [2495] Against a lot of characters, you need to use 2B instead of the first 5C. Some characters require omission of 5B before sweep, some don't. Similar situation here: CR j.2B > j.B(w) > dash > 5AA > 5C > 5BB > 2B > 5C > 5B > 236C - [2534] I'm still testing exactly what works on who, and I'll include that in the OP once I have the first full wave of BnBs to post.
  3. 236C has about ~4F more advantage than 236A if you're just doing a short combo into sweep, but keep in mind that it will be air techable on anything longer than that, so you'll have to use 236A if you want knockdown and space. 2AB > 236A > 214A~A is punishable by card toss super, but SB gift should be safe against most characters, and 214C/D will leave you with slight advantage.
  4. Marie has a million ways to convert random air hits, and I don't know what the exact best route is yet. I don't like this challenge mode route because it's very spacing specific, and even in this example, you're not likely to get close enough to convert a 236D hit with 2B. Looping 2B and 5BB seems to work about as well: 236D > 5C > 2C > 2B > 5BB > 2B > 5B > j.B > j.C > jc > j.B > j.C > j.236AB - 3497 (That's without the second hit of 236AB, but it should be possible to land it, and it's advantage either way) AA 2B > 5C > 2C > 5BB > 2B > 5B > j.B >j.C > jc > j.B > j.C > j.236AB - 2962 Doesn't work on crouchers either, but the route itself is good. It gives a lot of corner carry.
  5. I'm having a lot of fun messing around with her so far. She feels like a REAL setup character, not just a knockdown/setplay character, or a character who has some mediocre zoning as an excuse for them to get in. Marie can control a lot of space, and convert real damage from everything. It feels really good. The gifts seem adequate enough at keeping the opponent locked down. I haven't found any setups involving chocolate, because it's so outrageouslly slow, I'm not sure you can use it for real oki, but the fact that you can cancel either gift into your FC move or feint at any time means it will be really hard for most characters to punish you throwing them out at full screen. At midrange, 5B/2B/j.B/DP all seem absurd. I'm not totally sold on 5C/2C yet as pokes, since they appear to leave the persona very vulnerable to bad trades and Marie only has five persona cards. 5D seems meh, but despite what someone else was saying, I think j.D is godlike. I've been using Rise's j.C a lot more often lately, and this move is basically just better version of that. It preserves your air options, can be great with trap cover, and if they block it you a free jump-in. j.2B has an amazing crossup hitbox. Even with crossup protection, I imagine this will be hard to block, and easy to set up. By default, Marie will bounce away after it connects, but you can cancel into j.B, which will either chain, or cause her to fall immediately (for example, after midscreen IAD air turn j.2B > j.B(w)), and you can then dash 5A from there to combo or continue pressure. Her mixup as a whole is just okay, like most characters in the game. AoA is bad, but you're probably going to use it, and it might be tricky to block from behind chocolate or arrows. If you get 50 meter, you can OMC the 2nd hit of 5BB/236A for a free mixup anytime you want it, which is pretty scary, and of course in awakening you can make them eat 30 seconds of Aeon Rain hell.
  6. We're talking FC punish, yes? You can actually juggle with 2B(2) twice, but you have to be careful about how high you're putting them when they get close to the corner. If they get too close, you have to either take the side switch by making them go higher, or cut the combo short with an early 22A extension. FC 5C(2) > 214B > 2B(2) > 5C(2) > 214B > 2B(2) > 5C(2) > 214B > 5AA > 5C(1) > 22A > 5C(1) > 214A > 236236B is 5670 5C(2) > 22A works on everyone, it's 5C(1) > 22A that's character specific, and for most corner scan routes etc you need to do the lightning as early as possible.
  7. This game looks like a hot janky poverty mess. Can't wait to try it.
  8. Not every game needs to be the pinnacle of ingenuity and depth to be fun. To be honest, DFC's simplicity makes me more likely to buy it, since we've been getting so many releases lately and this is going to be hopelessly competing with Xrd for new game hype.
  9. Welcome to the Marie Video Thread! Please be respectful and follow the rules during your time here. Don't be a jerkface! If you're not familiar with the rules, they can be found here -> Site Rules. If you'd like to contribute, please feel free to do so! Just link the video along with the time that Marie appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it. Again, please include timestamps if you are linking a longer video with footage that is not relevant to this thread. Listings are going new to old, and with the Marie player's name on the left side always. Please refrain from going off topic in this thread. This thread is for posting of videos only. Notable Players Player 1 [??th Dan] Twitter: @??? Player 2 [??th Dan] Twitter: @??? Misc Videos Collapsed: Tutorial Videos: - Collapsed: Combo Videos: - Match Videos Vs. ADACHI [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. JUNPEI [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. :ballKA: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. KEN [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. MARGARET [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. MARIE [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. RISE [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. SHO [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. P-SHO [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. YUKARI [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes]
  10. Welcome to the Marie Combo Thread! Please be respectful and follow the rules during your time here. Don't be a jerkface! If you're not familiar with the rules, they can be found here -> Site Rules. General Information: If you'd like to contribute, please feel free to do so! This post will be updated frequently with the community's most useful and practical combos. Please follow the notation provided, and try to make your combos as readable as possible. Don't forget to tell us the damage, as well!All combos are listed without the benefit of weather buffs unless otherwise stated.Please refrain from going off topic in this thread. This thread is for the posting and discussion of combos only.Notation Used j Jump sj Super Jump jc Jump Cancel sjc Super Jump Cancel IAD Instant Air Dash CH Counter Hit FC Fatal Counter CR Crouching AA Anti-Air AoA All-Out Attack (5A+B) OMC One More Cancel (A+B+C) OMB One More Burst (A+C+D) SB Skill Boost (A+B or C+D) Attack~N Followup with N after Attack Attack(w) Whiff Attack Attack(N) Cancel on the Nth Hit of Attack (Attack) Attack is Optional or Spacing-Specific [N] Hold N Sequence xN Repeat Sequence N amount of times. Recently Added: Midscreen AA 2B > 5C > 236A (sideswaps) > 2A > 5C > 5B >delay 5BB > 2AB > 236B > j.66B > j.2B > 2B > 5B > 5C > 2C > (236A > 236236C) [3948/4846-5716] low hit onlyAA 2B > 236A (sideswaps) > 2A > 5C > 5B >delay 5BB > 2AB > 236B > j.66B > j.2B > 2B > 5B > 5C > 2C > (5B > 236A > 236236C) [3678/4678-5548] does not work from max height Corner AA 2B > 236A > j.66A > j.B > 5B >delay 5BB > 2AB > 236B > j.66B > j.2B > 2B > 5B > 5C > 2C > (5B > 236A > 236236C) [3454/4454-5324] does not work from max height Combo Theory: Challenge Mode Combos: Mission #1:B+DMission #2:236CMission #3:236AMission #4:214A~AMission #5:214CMission #6:214AB~CMission #7:236236AMission #8:236236C~[A]Mission #9:214214C>CMission #10:222CDMission #11:5AAAAAMission #12:2A>5AA>5B>2ABMission #13:5B>2AB>236AMission #14:j.B>5A>5B>5C>236CMission #15:AA 2B>jc>j.B>j.C>jc>j.B>j.2BMission #16:5AA>5B>5C>236C>236236C~Mission #17:CR 2B>5B>slight delay 5BB>2B>2AB>214B~BMission #18:5AA>5B>5C>2AB>236C>5B>5C>2CMission #19:2B>5BB>2B>5C>2C>236A>236236C~[C]Mission #20:214C detonate>2AB>236B>j.66B>j.C>j.236B(1)>236236AMission #21:Throw>5C>5B>delay 5BB>2B>jc>j.B>j.C>j.236A(1)>236236AMission #22:AOA>AOA rush>C launch>slight delay j.B>j.C>jc>j.B>j.C>j.236AB>236236C~[D]Mission #23:AA 2B>5C>2C>2B>236A>5A>5C>jc>j.B>j.C>jc>j.B>j.C>j.236ABMission #24:AOA>AOA rush (all 18 hits)>D launch>dash cancel>2AB>214A~C>j.2B>j.B>5B>delay 5BB>2AB>236B>j.66B>j.C>236236AMission #25:Possible solutions: Game solution: 2B > 5B > 5C > 2AB > 236A > 236236B > OMB > 2AB > 214A~C > j.B > j.C > jc > j.B > j.C > j.236AB > 236236C Easier solution: change to rainy weather>214214D>214214D>214214D>214214DMidscreen:Normal Starters 5AA > 5B > 5C > 2AB > 236C - [1672] (used for situations where j.C loops are impossible and creating space. Fast, fullscreen supers like SB Atom Smasher can punish setup attempts after 236C. does not work on )5AA > 5C > 2AB > 236C - [1488] (variation for )5AA > 5B > 5C > 2AB > 236A - [1753] (used for situations where j.C loops are impossible and for the safejump options after 236A. does not work on )5AA > 5B > 5C > 2AB > 236A - [1584] (variation for )5AA > 5B > 5C > 2AB > 236A > 236236C~[X] - [2710-3445] (Super route when j.C loop is impossible. does not work on )5AA > 5C > 2AB > 236A > 236236C~[X] - [2604-3372] (variation for )5AA > 5C > 2AB > 236A(2) > OMC > 66 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5B > 5C > 2C - [3604] (universal OMC combo into knockdown, can crossup at 5BB>sweep midscreen depending on how far you dashed forward after the OMC)5AA > 5C > 2AB > 236A(2) > OMC > 66 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5B > 5C > 2C > 236A > 236236C~[X] - [4502-5122]5AA > 5C > 5BB > jc > j.C > 5AA > 5B > 5C > 2AB - [2495] (Only works on )5AA > 5C > 5BB > jc > j.C > 5AA > 5B > 5C > 2AB > 236A > 236236C~[X] - [4121] (Only works on )5AA > 2B > 5BB > jc > j.C > 5AA > 5C > 2AB > (236A) - [2318/2555] (Sweep allows for safe present pull, while 236A does more damage and leads to safejump. 236A ender on 5C version results in airtech, removing the safejump option. Works on everyone except . Liz, John Cena, and Yosuke require a delay after 5BB)j.C > 5AA > 5C > 2AB > 236A > OMB > (66) > 5C > 5B > delay > 5BB > 2AB > 236B > j.66B > j.2B > j.C (w) > 2B > 5B > 5C > 2C > (236A >236236C~[X]) - [4688/5576-6446]AA 2B > 5C > 2C > 2B > 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5C > 2C - [3242] most stable, will never let you down. Use when not confident in sideswap 236A routeAA 2B > 5C > 2C > 2B > 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 5AAAA > 236236C~[X] - [4096-4956] super ender for above routeAA 2B > 5C > 236A (sideswaps) > 2A > 5C > 5B >delay 5BB > 2AB > 236B > j.66B > j.2B > 2B > 5B > 5C > 2C > (236A > 236236C) [3948/4846-5716] low hit only, most damageAA 2B > 236A (sideswaps) > 2A > 5C > 5B >delay 5BB > 2AB > 236B > j.66B > j.2B > 2B > 5B > 5C > 2C > (5B > 236A > 236236C) [3678/4678-5548] does not work from max height, next best damageAA 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5B > 5C > 2C > 5B > 236A > 236236C~[X] - [4049-4919]CR 5AA > 5C > 5B > delay 5BB > 2B > 5B > 2AB > (236A) - [2257]CR 5AA > 5C > 5B > delay 5BB > 2B > 5B > 2AB > 236A > 236236C~[X] - [3043-3913]CR j.2B > j.B > 66 > (5AA > 5C) > 5B > delay 5BB > 2B > 5B > 2AB > (236A) - [2659]CR j.2B > j.B > 66 > (5AA > 5C) > 5B > delay 5BB > 2B > 5B > 2AB > 236A > 236236C~[X] - [3457-4327]CH 5C > 236B > j.66B > j.2B > j.C(w) > 2A > 5BB > 2B > 5C > 2C - [3319]CH 5C > 236B > j.66B > j.2B > j.C(w) > 2A > 5BB > 2B > 5C > 2C > 236A > 236236C~[X] - [4457-5327]CH 5C > 236B > j.66B > j.2B > j.C(w) > 5AA > delay 5C > 236A > 2A > 5B > 5C > 2C > (5B > 236A > 236236C~[X])- [3666/4699-5569]CH 5C > j.2B > j.C > 5AA > 5C > 5BB > jc > j.C > 5AA > 5B > 5C > 2AB > (236A > 236236C~[X]) - [3696/4659-5529] (Only works on )CH 5C > j.2B > j.C > 5AA > 2B > 5BB > jc > j.C > 5AA > 5C > 2AB > (236A > 236236C~[X]) - [3536/4509-5379] Works on everyone except . Liz, John Cena, and Yosuke require a delay after 5BB)Special Starters 236A > OMC > 5C > 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5B >5C > 2C > (5B > 236A > 236236C~[X]) - [3802/4835-5705]236D > 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5B >5C > 2C > (5B > 236A > 236236C~[X]) - [3551/4689-5559]System Starters AOA > AOA C Launcher > j.A > j.B > j.C > djc > j.B > j.236AB > 2A > 5B > 5C > 2C > (236A > 236236C~[X]) - [3405/4314-5184]Throw > OMC > 5C > 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 5AAAA > (236236C~[X]) - [2490/3270-4140]Corner:Normal Starters 5AA > 5C > 5B > 2B > 5C > 5BB > jc > j.C > 2A > 5B > 5C > 2B > 5B > 2AB - [3099] (does not work on )5AA > 5C > 5B > 2B > 5C > 5BB > jc > j.C > 2A > 5B > 5C > 2B > 5B > 5C > 2AB > 236A > 236236C~[X] - [4236-5106] (does not work on )5AA > 5C > 2B > 5BB > jc > j.C > 2A > 5B > 5C > 2C > 5B > 2AB - [3099] (variant for )5AA > 5C > 2B > 5BB > jc > j.C > 2A > 2B > 5B > 5C > 2C > 5B > 2AB > 236A > 236236C~[X] (variant for )5AA > 5C > 5B > 2B > 5C > 5BB > jc > j.C > 2A > 5B > 5C > 2C > 5B > 2AB - [3099] (variant for )5AA > 5C > 5B > 2B > 5C > 5BB > jc > j.C > 2A > 2B > 5B > 5C > 2C > 5B > 2AB > 236A > 236236C~[X] (variant for )5AA > 5C > 2B > 5B > 5C > 2AB > 236C > (66) 5B > 5C > 2C - [2716]5AA > 5C > 2B > 5B > 2AB > 236C > (66) 5B > 5C > 2C > 2B > 236A > 236236C~[X] - [3470-4342]5AA > 5C > 2AB > 214C(detonate) > 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > 2B > 5B > 5C > 2C > (236A > 236236C~[X]) - [3748/4700-5570] (for when you get a hit with an eye already out)5AA > 2AB > 236A > 214214C > 5A >2B > 5B > delay 5BB > 2AB > 236B (1) > C > 236B (2) > j.66B > j.2B > 214A~A - [2889]AA 2B > 236A > j.66A > j.B > 5B >delay 5BB > 2AB > 236B > j.66B > j.2B > 2B > 5B > 5C > 2C > (5B > 236A > 236236C) [3454/4454-5324] does not work from max heightSpecial Starters System Starters Throw > (66) > 2AB > 236B > j.66B > j.2B > j.C(w) > 2A > 5B > 5C > 2C > (236A > 236236C~[X])- [2532/3495-4365]Throw > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5C > 2C > 5B > 236A > 236236C~[X] - [2613/3667-4537] (Optimal route, but slightly more difficult)Throw > 2AB > 236B > 214214C > 5AAA > C > 5AAAA > 214A~A - [2490]AOA > AOA D Launcher > dash cancel > 5C > 5B > delay 5BB > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5B > 5C > 2C > (236A > 236236C~[X]) - [3708/4606-5476] (requires all 18 hits for fatal D launcher)Air Throw > 2AB > 236B > j.66B > j.2B > j.C(w) > 2B > 5C > 2C - [2362]Air Throw > 2AB > 236B > j.66B > j.2B > j.C(w) > 5AAAA > 236236C~[X] - [3123-3993]
  11. It is, after 214A, but you won't be able to get a knockdown from it. The most I was ever able to get afterwards is a j.B or 5B and then they tech. Maybe can get 5AA, but sweep won't combo.
  12. I grinded this route for some more time today. I got it consistent from most starters, so I think it's perfectly fine. Here are some notes. -From point blank 5AA, 2A, 2B, or an air starter where you can dash 5AA, you can go straight into 2AB > 236CD > dash 5C(1) > 22B > 214A > dash 5AA > 2AB and it requires no timing, just do everything as fast as possible. These are probably the most practical starters for this route. -From longer range 2B > 5B or 5B confirms, you need to do 2AB > 236CD > dash 5AA > 5C(1) > 22B > slight delay 214A > dash 2C > dash 5AA > 2AB. The reason 2C is required here is because the delay on 214A means lightning won't keep them in place for long enough to combo 5AA into sweep. This is more difficult, but I was still able to get it consistent up to about max 2B(1) distance. -From max range 5AA or 2A, you can go into 5B > 2AB > 236CD > dash 5C(1) > 22B > medium delay 214A > 2C > dash 5AA > 2AB. No dash before 2C here, and you need to time the sweep to hit right after the final hit of 2C. I would not recommend using the route from these starters, as it was very picky about the exact distance. TLDR: (j.B > j.A > dash 5AA) or (point blank 2A, 5AA, 2B) > 2AB > 236CD > dash 5C(1) > 22B > 214A > dash 5AA > 2AB - recommended, no timing required (max range 2B > 5B) or (mid-range 5B) > 2AB > 236CD > dash 5AA > 5C(1) > 22B > slight delay 214A > dash 2C > dash 5AA > 2AB - recommended, consistent but tricky (max range 2A > 5AA or 5AA) > 2AB > 236CD > dash 5C(1) > 22B > medium delay 214A > 2C > dash 5AA > 2AB - not recommended but doable Worth noting I've only tested this route on Aigis, Rise, and Yosuke so far. I know some characters might have weird air hitboxes that would change the timing significantly.
  13. What are you guys doing from DP? Right now I'm just using Orbs > 66 5AA > 5C(orb) > 5B > (orb hits) > 214A because it's simple, but I know lots of other things are possible, I just can't get them consistent yet. Orbs > (all orbs hit) > 5AA > 2AB > 236B works, as does Orbs > (all orbs hit) > 5C > 2C/22AB. But timing all of the orb hits to keep them low is proving difficult.
  14. After sweep > 236CD, 5AA > 5C works from further out than raw 5C, in my experience. If you can get microdash 5C down, that's even better. I managed to do this combo ~50% of the time, and got it 3 times in a row before I posted it, so I'm pretty sure it's a stable route as long as you're close enough. If the 2C part is wonky, you can always just omit that, but I never ran into that issue. I agree that the note+scan setup is good/better in some ways, but it does seem to be very distance-specific and more difficult in execution for me personally.
  15. It's not selectable in the on-disc DLC from what I saw, so probably not.
  16. So is there a list anywhere of all the navis in the game? And also, what do you get if you beat score attack with Rise, or a character who has no navi?
  17. Some other unofficial frame data was posted a page back, but it looks like what you have matches almost perfectly.
  18. It was posted in the video thread: http://www.twitch.tv/xiei/b/565714593
  19. Some things I noticed from watching the long set of DIE-chan playing vs Xie and Guymam: -In ~2 hours of play, DIE-chan presses 5B in neutral a total of 3 times, pretty much only when no other move will suffice, like to catch someone as they're landing. Otherwise, IAD j.B was the preferred poke in every situation. -The only 4 moves he used extensively in neutral were: IAD j.B, 236A/B (mostly A), j.C (surprising to me, but it didn't get beaten a lot, and the persona ended up trading sometimes), and 22X (mostly SB) which he used to control space and also as an anti-air. -He was getting a lot of damage from crossups (or crossovers, at least), and using a route which I didn't know worked: IAD j.B > j.A > 66 5AA > stuff, in order to be close enough to get crouching-only/point blank wallbounce combo. You can fit j.B > j.A > 66 5AA > 5C > 214B > 5AA > 5B > 5C(1) > 22A > j.B > j.D > dj.2B for scan, or j.B > j.A > 66 5AA > 5B > 2B > 5C > 214B > 5AA > 2AB > 236B for note, and it's about the easiest confirm ever.
  20. Also, even though the notation says 9j., it's really distance specific. From starting positions or near corner I think it's easier with 8j..
  21. So I found this while I was messing around today, and it seems like it could solve some of our corner carry problems: (2B) > 5B > 2AB > 236CD > dash 5AA > 5C(1) > 22B > 214A > dash 2C > dash 5AA > 2AB > 236B - 3061 + note oki The trick here is that you need to delay the 214A just enough to bypass the first hit of lightning, so they land in the middle, near the ground. This gives about 50% corner carry if done correctly, and if you want, you can also just end with 214A > 236236B for about 4.5k and 80% carry. You can also side switch from the initial 5AA if you're close enough. Even if you mess it up, you can still finish with an air ender, or something like 5C > 214A, depending on how high you put them.
  22. That's pretty much it, as far as I've tried. You need both hits of the lightning to get scan, and you need to keep them very low in order to end the combo in sweep, so routes are limited. The combo is difficult but it's not inconsistent. If you do everything as fast as possible, it will work every time. Personally the hard part for me is the microdash 5C at the start, plus judging whether they're close enough to be able to do it (5B > sweep is a much more common confirm than 5AA > sweep). But I still use the route for fatal combos midscreen since it's pretty easy after a 214B > 5AA. Edit: Oh, and keep in mind, even if you mess up the timing and they end up too high for 5AA to connect, you can still end the combo in j.B > j.2B and they will be scanned like usual.
  23. Hard to say. Most people who play on XBox pad use the analog stick, but usually they're playing games like Street Fighter where finer movements and quick diagonals aren't really required. D-Pads are definitely more accurate, but as you noted, the one on the XBox pad is horrible and it's in an awkward position. If you have to stay with it, I guess I would recommend analog, since that can be mastered with practice, while the inaccuracy of the XBox D-Pad will always be there no matter how good you get. Other options: PS2/PS3 pad + adapter, any Hori pad, Saturn pad modded/cloned if you can find it.
  24. Nothing was saved, unfortunately. He was pretty careful to keep everything on the down low.
  25. Was watching a Marie stream tonight, some things I noticed (you guys might know most of this already, but whatever): -Her DP is ridiculous. Like, maybe the best DP in the game. It's big enough to counterhit some moves from starting positions, and the startup is extremely fast; faster than Yu's at least. The active frames on the outer hitbox seem shorter than the inner one, so it's easier to win trades the closer they are to you (vs other DPs for example). -The jack-in-the-box is her FC move, and the SB version is very quick (looks like there's no actual SB version, but you can kara the SB gift into it. Unsure if this actually changes the startup). None of the versions have any sort of invuln, at least not head/body. -Traps can be manually detonated. The detonation has pretty slow startup, but very fast recovery, so it's possible that they could be good for pressure or making stuff safe. -Gift can be feint canceled, but I'm not sure how practical this is. There didn't appear to be any kind of stance cancel shenanigans with it. -AoA definitely seemed to be >30F startup and very obvious "ass attack" animation, which is a shame, because I was hoping ambiguous AoA mixups behind licks/arrows might be a thing. -The unblockable (from SB trap detonation) is easy to set up in the corner, but damage scaling is massive. So far looks like you can only get 2k-2.5k from it, although you can crank it further if you use OMB to unscale and go into a ground combo. -Regular supers seemed pretty meh at first glance, very unsafe and limited use in neutral. The AWAKENING super on the other hand, is basically Litchi's OD. It stays on the screen foreeeeever. At least long enough for 2 free mixups. I need this in my life. -Her colors are the best, and her glasses are an eyepatch. Why would you not pick this character.
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