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zankoku

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Everything posted by zankoku

  1. Normal Kanji gets pretty straightforward. I can write something up later today, unless you're looking for a specific starter.
  2. Elizabeth and Minazuki can gatling from sweep into 5D.
  3. Wrote some Shadow Frenzy stuff. http://pastebin.com/b73TzsGy Mostly suboptimal, but easy confirms.
  4. Music DLC and Navigator Pack B, among other things, don't seem to have been released yet.
  5. Just as a note, 236236A+B doesn't deal more damage than 236236A/B except for the third hit, so if you're using the chair super to OMC into 214214C+D, there's no point in spending the extra ~8 Shadow Frenzy meter. That said, I like the damage, and I'm wondering if there's some more possibilities in there. I've seen Shadow Frenzy Kanji combos involving something like j.B > j.C > dj. > j.B > j.C > j.214A+B
  6. Well, aside from not overusing command throws, you should stop going for that air confirm. Almost always, 5AAA > j.214A works just fine as a ground-to-air confirm, along with providing plenty of meter; at ranges where the third hit would whiff, you can instead do 5AA > 2B > 236C. Stop using 214214CD unless you're reading a slow, frame-trappy attack and want to punish that. It has a TON of post-flash startup, making it rather useless as a tick throw. After 236236AB, if you're in the corner you can follow up with 236C (just mash it if you don't know the timing) or another 236236AB (this one takes a bit of timing). Sweep is VERY punishable on block in this game and provides very little reward meterless, don't mixup into it during your pressure unless you have the meter for OMC, to either extend for proper damage or to keep yourself safe. I guess I'll post my matches from the tournament I went to last weekend. Comments, questions, and advice from you guys would be appreciated, as well~ https://www.youtube.com/watch?v=jj9f6JPB_QI#t=48m50s - vs Kanji https://www.youtube.com/watch?v=jj9f6JPB_QI#t=1h06m25s - vs Labrys https://www.youtube.com/watch?v=jj9f6JPB_QI#t=2h00m20s - vs Sho https://www.youtube.com/watch?v=jj9f6JPB_QI#t=2h17m30s - vs Narukami https://www.youtube.com/watch?v=jj9f6JPB_QI#t=2h49m45s - vs Shadow Naoto
  7. Play seems overall very random. He jumps a lot without much thought behind what to actually do the air, picks nonsensical or all-or-nothing actions like dash-in DP and raw dive grab, etc. I think he should get a bit more familiar with his normals and figure out how to get some more stable neutral play in, as well as learning his confirms.
  8. This is an issue on Ultimax? I thought it was only for LoveMAX.
  9. Yes, having previous DLC navigators will carry over
  10. Okay, here's a full compilation of the DLC and some numbers. I hope nobody is actually insane enough to spend more on DLC than the game itself. http://pastebin.com/nHJqmRtP
  11. Found a slight optimization to the corner combo. This also has more leniency on distance from the corner, working in a range where 6C would normally fail to connect. OLD: 2B > 214A > 5A > 214B > 3C > 2A > 5B > 6C > (dash) > 2C > 3C > 214C = 3817 damage 2B > 5B > 214B > 3C > 2A > 5B > 6C > (dash) > 2C > 3C > 214C = 3600 damage NEW: 2B > 214A > 5A > 214B > 3C > 2A > 5B > 5C > j.C~6C > 3C > 214C = 3828 damage 2B > 5B > 214B > 3C > 2A > 5B > 5C > j.C~6C > 3C > 214C = 3616 damage I never really looked into high counters much, but here's something silly. hc 2C > j.A~B~C > 5B > 214B > 6C > 4B > [4]6A = 3130 damage
  12. j.214A/B -> CS leads to over 4k for 100 meter, so I wouldn't call it a low damage option. If you're jumping back and burning CS to see whether an air normal or j.214A/B would be better, j.214A/B still deals a good 1.4k on its own (assuming you're not able to get a strong conversion off of a jump normal).
  13. UNIEL 1. HitBox | Trophy Club - Carmine 2. Prinny - Linne 3. SUGOI | UNIEL Sucks (Munsu) - Orie, Waldstein 4. The Main Character (Archer) - Eltnum 5. Inferno702 - Vatista 5. Kirinope - Gordeau 7. SUGOI | Zankoku - Waldstein 7. TBD P4AU 1. SUGOI | P4U Rocks (Munsu) - Shadow Mitsuru 2. The Main Character (Archer) - Narukami 3. SUGOI | Zankoku - Kanji 4. Kirinope - Minazuki 5. HitBox | Trophy Club - Ken 5. Alex - Shadow Kanji 7. Inferno702 - Rise 7. TBD - Chie BBCP 1. The Main Character (Archer) - Jin 2. SUGOI | Munsu - Hakumen 3. SUGOI | Kiri - Taokaka 4. SUGOI | Zankoku - Azrael 5. Inferno702 - Stylish Noel Thanks to those who showed~ Our next monthly will be on October 11th.
  14. ch 6D > 2C > 6D > 5C > TCL > ender or ch 6D > 5C > TC > Valiant
  15. I don't think it's a normal you can anti-air on reaction with, but if you're expecting a jump-in and it works then you've got pretty heavy reward.
  16. iirc, 5C 6C j.C 6B 214C deals a bit more damage than 5C 5C 5C 5C.
  17. 2C, 5C, 5B, 66B, occasionally 5A and 3C
  18. Ah, I was wondering why this was a thing.
  19. I haven't been able to do that combo you listed yet, getting a proper timing after 2B > 5C seems really tough. From what I can tell, most optimal fatal routes (including punishing fatal recovery) involve ... > 5C > 5B/5 > sweep > 236B > 2A > 2B > 5C > 236B > 5AAA > j.214B > (ender) In damage, enders are around.. 236A - 200 236AB - 450 236236A - 700 236236AB > 236C > 236A - 900 Omitting the 5C in the 2A > 2B > 5C > 236B piece will sacrifice 300 damage but allows you to do 2A > 2B > 236B without any delayed cancels. Using 5A > 2B > 236B further reduces damage by another 150, but makes the timing for following up after 236B much looser. Performing j.214A instead of j.214B sacrifices about 100 damage for the same sort of ease in execution. The routes I'm currently running for fatals are: fc 5AA > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 4.3k fc 2B > 5[C] > 236B > 2A > sweep > 236B > 5AAA > j.214B > 236A - 4.7k fc [4]6C > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214B > 236A - 4.7k fc 2C > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 5.8k fc j.C > 2C > 5C > hop > j.B > 5B > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 5.8k EDIT: Quick and easy 10k for Challenge 25 2[C] > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > OMB > 5C > 2B > 236C > 5AAA > j.214B > 236236A/B > OMC > 214214C/D - 10052
  20. After experimenting with the 5B > sweep > 236B in a variety of combos, from what I can tell it's a somewhat tight timing in that it's possible to get both too early and too late. In other words, this is the new 5B > 2B > 5C > 5B > 2B > 236B combo piece. In the case of after 5C, if you do 5B way too early, they fall to the ground before you can connect with sweep. If you do it slightly too early, you connect with sweep but they hit the ground too soon after the sweep and the untech time runs out before 236B can reach. If you do it slightly too late (and still do an immediate sweep), they're still too high and your sweep goes under them. If you do it way too late, they bounce out of range of 5B.
  21. easy timing fc combos fc 2C > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A > 236A -- 5.6k (close) fc j.C > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A > 236A -- 5.4k (far) fc j.C > 2C > 5C > 2AC > j.B > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 5.3k As far as I can tell these combos are extremely consistent and don't have any "late timing" points, though they sacrifice around 500-600 damage from the optimal.
  22. Your netplay performance overall (both player matches and ranked matches can affect it). Only playing against same-color (or maybe similar-color too?) squares will count towards the square. Ranking goes Purple, Orange, Yellow, Bright Green, Green, Dark Green, Blue, I think. Gray means unranked, but I believe it's roughly bright green as a default.
  23. Just some quick counterhit things ch [4]6C > 5AAA > j.214A is an easy 2.7k or so fc [4]6C > 2B > 236B > 2A > 2AB > 236B > 5AAA > j.214A is 4.5k fc 5A > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A is 4.1k
  24. Was bored, here's the DLC BGM pack contents. 追加BGM【P3パック】 Additional BGM Pack [P3] Burn My Dread Memories of You (P3 ending theme) Deep Mentality (Hierophant/Lovers Shadows theme) 追加BGM【P4パック#1】 Additional BGM Pack [P4 #1] Pursuing My True Self Heaven Quelorie Magic! (Rise commercial theme) 追加BGM【P4パック#2】 Additional BGM Pack [P4 #2] Never More (P4 ending theme) Time to Make History It's SHOW TIME! (Shadow Rise theme) 追加BGM【P4パック#3】 Additional BGM Pack [P4 #3] Shadow World (P4G opening theme) Let's Hit the Beach True Story
  25. With 4B alone already being +9, I don't know what I'd do with more, and in the combo I listed it orange bars after 4B anyway. I can test adv on hit for a 4B 214B when I get back tonight
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