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Primiera

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Everything posted by Primiera

  1. You guys use 2C in footsies at all? I've pretty much only been using it in combos. I've been doing old-school 5C > 66 in footsies, but with the nerf to anti-air confirms off it it leaves a bit to be desired. I saw a pretty strong Chie use footsie 5C > 2C mid-screen and it lead to some pretty nice damage/corner-carry off a random hit, including anti-air. Seems a little riskier than pure 5C, persona card wise and follow-up wise, but it seems like a decent option.
  2. This is genius. Foolproof in terms of spacing and does seem to do more damage than the alternatives. Nice one.
  3. About the midscreen punish combo 5B (CH) > 2DD > 5B > 2B > j.2B > j.236B > 236B > ender combo, it's slightly more damage and, more importantly, much easier to space midscreen if you replace j.2B with j.C. In the corner though, j.2B is actually still easier, oddly enough, due to it being a vertical jump rather than a jump forward.
  4. As a Chie player, how do I NOT get destroyed in footsies against Ken? There's nothing to me that's as obvious a punish as "Evasive Action this, low profile that, punish that." Everything looks safe from the Chie perspective. I'm getting mauled here. Hitbox against hitbox won't work, all I can do to get in are IAD and playing j.C anti-air bait punishes. Help me. Also, in say a situation where Ken ends a blockstring into Gigantic Impact into Korumaru attacking to stop me from hitting the persona, can I make Ken pay for that in any way besides waiting and hitting Korumaru for a little?
  5. Meter's so important I dare say 5AAA should be in most of Shadow Chie's non-punish mid-screen combos, whether it's 5AAA > 214A or 5AAA > 236B > 5AAA > 214A
  6. My experience thus far: Chie's toned down in general. Her strengths are still good but just not as strong; meteors aren't so free, her DP hurts when punished, harder to convert off of some footsie tools, knockdowns are way less threatening, and while her 5A stuff is still good it's more awkward to use and not as bullying. In exchange for all this her 5AA and 5AAA are slightly better, and she got 2C. IDK, for me, she feels way more honest but it makes it harder. She was cheap in P4A I think, and you have to earn your wins now. Shadow Chie is the same but she just has to hit you and she can win. She's great.
  7. Sorry for the double post, but it's been quite a few days. Anyone have experience fighting Ken? Seems really rough to me. Everything he does seems safe, his j.B is just unstoppable (214C's all I got ...), trying to use 5C or dash up 2A/5A/5B seems so risky because of his grounded normals being so hard to deal with. All I've been trying to do is make everything whiff rather than fighting any of it head on. I try to do that and stay in the air, but his air game's not bad at all. Any specific tips? Anything that seems safe that in reality is a full on punish? It seems to me like fighting Mitsuru but without 2A being as good a counter. Help.
  8. Blockstrings: 5A > 66 5A or 5A > 2A > 5A pressure is still good. 5B/5C dash cancel is an okay way to reset pressure but easily disrespected. 2B/5B/5C > 236A OMC j.B is a good, safe surprise overhead, very costly though. 5B/5C jump canceled into j.C is okay, more a read for if your opponent is trained to expect a throw or mash As. 5A/5B jump back canceled into air turn backdash j.B is amazing and safe. You can also do strings into 214D, though it's way less + on block than in P4A. Strings into 236AB work for some more + on block but meter's really hard to spend if you're using Shadow Chie. If you wanna get risky you can end a string with 214A > 214C as a trap to punish the punish You can loosely base your pressure around the opponent being scared to press buttons due to the stuff above and punishing that by throwing them, going into 5AB, or 5B > 2DD Setups after 214A: you can safe jump after 214A with hold up forward j.B but that by itself is pretty weak if it hits, you end up too far to easily do anything. The way I see it the safe jump is the safe option to stop them from reversals, then you go for less safe but more effective empty jumps or low airdash j.BB or dash jump behind j.B after they know a DP will get punished. Setup after sweep: nothing special AFAIK. You can't do 2AB > 5DD or 2DD, it's not a gatling anymore. I believe if you do a sweep in the corner you can back up and semi-safely do a 2DD. The best knockdown I know of currently for Chie is 236B > 236B into 5DD in the corner. You can get straight up P4A oki off of it.
  9. That actually might be it, dashing into them before the juggle hit happens. Thanks.
  10. What's up with 5B (CH) > 2DD not finishing all its hits randomly? Is it character specific, spacing?
  11. Seems like off a corner 2A the best you can normally get is 2A > 236A > 236A > 5B > 5C hc > j.2B > 236B > 236B > 214B > 214D > 236236D (3581) Gotta commit to the 236A unlike P4A's 2A > 5B > 2B route we used to have.
  12. Just realized they nerfed AA CH j.B. It used to be a full 5B into juggle no matter what, now it's hard to get a 5A at high heights. Well that's annoying. Aaaaand it seems they nerfed 5C dash anti-air. Can't do 5C dc 5A juggle combos it seems.
  13. Corner: 5C (CH) > 5B > 5C > 236A > 236A > 5B > 5C hc > j.2B > 236B > 236B > 214B > 214D > 236236D = 4843 JBB > 5B > 5C > 236A > 236A > 5B > 5C hc > j.2B > 236B > 236B > 214B > 214D > 236236D like above works too, less damage though Both starters don't seem to let you do 236A > 236> 5B > 5C > 2C > 5B > 5C hc > j.2B > stuff even if you take some attacks out before the initial 236A; it drops at the j.2B even if you can make it that far. 214C (FC) > OMB > 5C > 2C > 236236B > 5C > 236B > 236B > 214B > 214D > 236236D = 7181, most certainly sub-optimal for 100 meter, burst, and requiring a counter hit, but I haven't seen a stronger one listed on a grounded opponent
  14. Current thoughts on Chie vs Shadow Chie (not match-up, character wise)? Seems in my lowly opinion, Shadow Chie's explosive damage fits her new style of gameplay (less oki, more about getting solid hits in), so with either character you're still doing a few low damage knockdowns but Shadow Chie can end the round after only 2-3 knockdowns. Shadow Chie seems like basically the ultimate form of a shadow character, maximizes shadow rampage off of damn near any hit while not caring so much about the otherwise low damage since she's not doing high damage knockdowns normally unless she's going for damage, normally reserved for finishing off an opponent later in the round anyway. Am I completely off-base here?
  15. Here's my solution to Shadow Chie's trial 30, wasn't too hard to figure out and even easier to execute. B Power Charge > 236B (FC) > 236B > 214B > 236D > Shadow Mode > j.B+D > j.214214C > 236236A > 214C > 236236C Here's the in-game solution: Shadow Mode > j.B+D > 236236A > 5C > 236B > 236B > 214D > 214A > 236C > 214214C > 236236CD
  16. That did it, thanks. Feel kinda cheated, never heard of that before and I just wasted 2 hours on that dumb challenge before knowing about that. Anyone got a solution to Shadow Chie 30? Use every move in one combo. Not even sure where to begin.
  17. I need help with one of Chie's later trials. It seems so damn easy but I can't get the SB Rampage to connect. 5C > 5B > 2B > 2AB > j.C JC j.C > j.236AB > 236B > 214B > 236C j.236AB whiffs after 2 hits. I'm unsure if I have to be faster with j.C, delay something, jump a different way? I've tried j.7C and that lets all the hits connect but the 236B whiffs afterwards Hopefully my flaw is something rather than just not doing the two j.Cs fast enough, as I've repeated the trial enough to hope my speed isn't the issue. Edit: turns out you gotta hold down while doing the SB Rampage. Directly down. Chie drops drastically during her arc.
  18. Unless there's a special trick, this yellow combo drops at the j.8D for me, against Elizabeth and Kanji, the only two characters I've tried it against. However, corner CH 5B > 2D > 236B > 5B > 5C > j.C > j.BB > j.8D > AoA works and does 3947 damage, a worthy upgrade over the standard CH 5B > 2D > 2B > 236B > 5B > j.BB > j.8D > AoA's 3784.
  19. Here's how I did it: after Shooting Star, try to time your Super cancel so she's as far back as possible. Make sure you get level 3 Super both follow-ups, as I don't think it works on level 2. If you do those two things properly, the timing isn't strict on the walk-back > 5C pick-up.
  20. I thought something like that might happen. I guess every character is gonna have the guessing game between 5DD and 2D to counter someone using 5A to hit Tomoe (if they don't change 2D's speed, that is!).
  21. Sorry if this isn't exactly in the scope of the forum here, but it's the best forum sub-section I could find. This is 100% for fun, not for profit or anything like that, and as of now I've mainly posted it on SF/IJ forums so right now the survey is relatively skewed in certain directions. http://www.surveymonkey.com/s/F35YRKN http://www.surveymonkey.com/s/FHM62YG Thanks, I love reading these results.
  22. http://www.youtube.com/watch?feature=player_detailpage&v=5iOL4mAi4C0&t=996 6C > CT > 6C > j.D~B > 5C > j.2D~C > j.D~A > 6C > 4D~B > 236CC > 2D~C > j.8D > 236B X 5 (6173 damage)
  23. Oh, I see it now. Thanks!
  24. How does (possibly jumping) 5D~B combo? Is this new to CP? I always see in-corner combos like "2A > 2B > 2C > 5D~B > 5B > 2C etc." http://www.youtube.com/watch?feature=player_detailpage&v=mkOCQf1CqaE&t=353 If this worked in CSE, my apologies.
  25. It seems like Japanese Taos use this as their corner oki BnB currently (and thus always go into this unless they can kill or are being extra tricky): (stuff depending on starter, into eventually 6C or 4D~B) > 236A > 5D~6 > j.4D~B > Taunt (1 hit) > 236C > 5D Example combos: (mid-screen) CH 6C > dash 5C > j.D~B > 5C > TK j.236B (1) > j.2D~A > 5D~6 > j.D~B > 6C > 4D~B > 236A > 5D~6 > j.4D~A > Taunt (1 hit) > 236C > 5D (3823 damage) (corner) 2A > 2B > 2C > 5© > 6C > 236A > 5D~6 > j.4D~B > Taunt (1 hit) > 236C > 5D (1377??? Very blurry video) Looks like Tao can j.2B (might even be a safe jump) to keep them in check or go for an air dash j.B/j.C, empty jump 2B, or a drive. It's not the most damaging thing Tao can do by any means but it seems to give good damage and real oki.
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