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Primiera

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Everything posted by Primiera

  1. Could we please get this list updated with more practical combos, and some fixes? Fixes: "5AB-C (FC) > JD" should be "5AB-C (FC) > J.6D" "5AB-C (FC) > JD > dash 5B > 5C > 236B > 236B > 214C (D in Corner) > 236236D" should be "5AB-C (FC) > J.6D > dash 5B > 5C > 236B > 236B > 214C (D in Corner) > 236236D" "Throw (CH) > dash 2A > 5C > 236B > 236B > 236D (50%@3147)" should be "Throw (CH) > dash 2A > 5C > 236B > 236B > 236D (0%@3147)" Additions: Corner: JBB > 5B > 5C > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2545) (On Crouching) JBB > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 5C >2B > 2C > 5B > 2AB (0%@3374) 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4000) 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%, 1632 damage) Mid-screen: 2A > 5AA > 5B > 2B > 2AB (0%@983) JBB > 5B > 2B > 2AB (0%@1458) I don't know optimal 2A or JB damage enders mid-screen, I'll research it and see what I find.
  2. What are the optimal corner combos off of j.BB and off of 2A, oki and damage? For 2A, in the corner, STD does: 2A > 5AA > 5B > 5C > 2B > 2C > 236A > 236A > 214D > 236236D (50%, 3315 damage) 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%, 1632 damage) Not sure if the 5AA is optimal or not, might just be for hit-confirming.
  3. By doing her standard 2AB xx 5DD or j9.3D, if Chie jumps back and air dashes forward into j.BB or 2A, is she safe from most Furious Actions? I notice Japanese players almost never mash at this point, and I'm going to guess it's because it's so easy for Chie to not only bait it out but to attack safely regardless of an uppercut of sorts.
  4. Are you Eternal from Shoryuken? 5AA is really useful as a mid-screen oki starter into 5B > 2B > 2AB, and in a blockstring you can hit-confirm it into 5B > 2B xx 236A mid-screen or 5B > 5C > 2B > 2C > (2AB or 2B xx 236A etc) in the corner, or cancel it into 2D or JC into a j.C/j.D. I don't see much point in going with 5AAA compared to other options since you get a lot of time to hit-confirm to better options. Also, going into God Hand is inferior to Power Charge after 236A > 236A.
  5. What do you guys feel her match-ups are? Any characters get annihilated by her or vice versa? Is there a match-up list anywhere?
  6. Ah, okay. Are there any other better BnBs into sweep mid-screen off a punish or 5A/2A hit-confirm?
  7. "Throw (CH) > dash 2A > 5C > 236B > 236B > 236D (50%@3147)" This should be a 0% combo unless I'm missing something. I think there should be more mid-screen oki BnBs in the OP, like 5AA > 5B > 2B > 2AB > 2DD. Also, I'd love to see max damage enders for 25% and 75% meter, and I'd like to see 2DD/5DD combos, since it's pretty common to get an AA DD; should I dash up and do 5B > 5C JC etc?
  8. How does Chie get in on Naoto? You can't really use A+C to dash through her gun fire, traps will punish you into a combo. I've been mostly super jump dashing to try to get in.
  9. I love you. I even joked about that, didn't even try it. This day 1 Kanji (NAH Frenchie from Street Fighter 4, actually one of the best Abels in America) I've been playing with went 20-1 in a Player Match because we couldn't figure it out. Eventually I started BD countering it but I was inconsistent and it was a poor gamble for how much damage it did. Any normals to deal with jump back chair from Kanji?
  10. Okay, day 1 Chie scrub here again. How the hell do you deal with Kanji's air dive grab? It's hard to 2BD counter, and her 2B misses it often. For that matter, what's the best answer for jump back chair? 5C and 5D lose to it, all I know to do is j.BD.
  11. What exactly are the stipulations for 236B landing mid-screen in a combo? I see top-level Chies do it after a string, without a juggle.
  12. It's off of an anti-air 2B.
  13. http://www.dustloop.com/forums/showthread.php?14680-%E4%BA%80%E3%81%95%E3%82%93-s-Chie-Combo-Okizeme-Video
  14. The numbers indicate directions. Imagine the number pad on the right of your keyboard is a Directional Pad, where 2 is down, 5 is neutral, 8 is up, 6 is right, etc.
  15. If you guys could name one truly dominant Chie player, who would it be? I've always tried to pick a player and try to emulate their style when beginning a fighting game, and I always try to watch all their matches to see how they handle myriad match-ups and situations.
  16. I'm having a lot of trouble with challenge 28 for Chie. http://www.youtube.com/watch?v=SljTZDXQLZ8&feature=player_detailpage#t=164s I always seem to push Yu away with 2D before I can dash cancel into 5B. Do I have to delay the C? The D? This is busting my balls pretty hard here.
  17. Should I mainly stick to oki enders mid-screen unless the damage is needed to kill or I've got lots of meter to burn? Should I stick to 5B > 2B xx stuff as a mid-screen BnB damage ender and reserve 5B > 5C for corner combos due to pushback?
  18. You have to delay the 5B -> 5C AND the 236B.
  19. How is Chie supposed to get in? I feel like more than half of other characters can keep her out and out-reach her, primarily the top half of the characters. What Chie specific stuff can I do to not get poked out or zoned out? Should I be using her j.D to force an entry? 214214+D works well for a free mix-up, at the cost of 50 SP.
  20. I'll try to focus on the air dash oki. In addition to my previous questions, are there any good tricks to know when to cancel her 236A into another 236A? If I mash, I'll Super cancel; what do you guys look for when canceling it? Also, when's the proper time to cancel her throw into a combo? Sometimes they get reset before I can use 2A, other times it's easy as pie.
  21. Alright, HUGE noob here. My only fighting game background is Street Fighter related, like HD Remix, 3rd Strike, SSF4, A3, etc. I'm pretty good at using rushdown characters in those game, and I'm advanced enough to know option selects, mix-ups to cover every option, setups, max damage combos, risk vs. reward, stuff like that, so I'm experienced with fighting game tactics in general. That being said, I've never played a game like this, so bear with me here. I wanted to pick up Chie because she looks like my kind of character, an up-close beast who has a lot of mix-ups which lead into more oki upon hitting. I'm pretty much set with using her, even if there are easier characters for this kind of system. I've played a grand total of 5 hours of this game, and because Xbox is EXTREMELY laggy right now I can't really play too much, just a few player matches with other noobies. I have a bunch of questions I'd love if a vet could answer for me about Chie: 1. What's her ideal jump-in? j.B? j.C? I've been using j.A for some reason. What are some good air-to-ground mix-ups? Does Chie jump a lot as a character in general? 2. Anti-airs outside of 2B? For that matter, what should I follow up her 2B (and AB?) with? I've been doing the challenge mode combo, j.B, j.B JC j.B, j.B xx 2BD, which not only does pitiful damage but I can't use it mid-screen sometimes. 3. What's Chie's overall goal when doing a combo? End in sweep xx 5D, or Dragon Kick? 4. BnB hit-confirm is what? A sticky here said A X 3 xx 236A, but it seems bad. 5. What are her high-low mix-ups? The only overhead I think she has outside of AB is her 236A. I don't get how I'm supposed to mix up opponents while they're blocking yet - does she have frame traps? 6. Where should most of her meter go? Any particular special worth powering up?
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