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Primiera

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Everything posted by Primiera

  1. Okay, so, in theory, if you KNOW 100% that your opponent is mashing 2A during your string, what's the nastiest punish for it?
  2. I'm definitely looking forward to these buffs. Her few execution barriers are getting removed, her mix-ups are improved, her JB air-to-air is going to be like Chie's JB (CH) in P4 ... I've only been playing with Makoto for a week and already I can't wait!
  3. I'm trying to get a SF-based friend into BB (I'm a newbie myself at BB), and while his execution and dedication are up to par, he's wary about long combos for some reason. I suppose from a SF background it's a bit foreign for a combo to go beyond light -> light -> medium/heavy xx special move. My question to you guys is, which characters get away with smaller combos? He's already expressed disinterest in Tager, if that's a possibility for smaller combos. Play style doesn't mean much, though he prefers solid characters or dive kick type characters. Super jumps are fine mid-combo, microdashes and tiger knee instant-air motions are probably beyond his capabilities right now. Anyone help?
  4. My main execution barrier right now is doing 66 2C after stuff > 5D > 2D in the corner. It probably just comes down to practice, but man is this awkward to time.
  5. I find "-Corner: B+C > 214AD > 5CC > j.B j.D > 2D > 2C 236A > 66A5D > 665CC > j.B 623CD" to be really unreliable in picking the opponent up near the start. I can get it maybe 2/5 of my attempts. Even with a well-timed level 3 AD, it seems the opponent usually drops too far for 5CC to work, yet sometimes if I get a level 2 AD I can pick them up just fine. Is this combo wonky on some characters, or just really precise?
  6. What are the best ways to use Makoto's heat? I know she gets a RC off of her 214CC~ and air throw, and she can end combos in Super, and she has a decent Astral, but that's about it. What mix-ups should I be throwing my meter at?
  7. Oh, I totally get how oki > damage except for the kill. I didn't realize how absolutely terrible going for PF as an ender is until you threw that number out there; I was wondering why Goro NEVER went for it. In P4A there's at least a 1K+ difference between her oki enders and her Super, so I was going off of that. Is that combo universal to all starters?
  8. Am I to gather that off of a 5B/5C/6B starter, this is the optimal corner combo for damage? Starter > 5D > 5B > 6A > 2D > 2C > 214AD > (66) 5CC > jc j.B > jc j.D > 66 5CC > PF If so, would you just turn the last part into 5CC > jc j.CB > jc j.CC > 326CD without meter?
  9. Alright, thanks, gonna start these videos right now. Very basic question: sometimes (applicable starter) > 5CC > 214ACC gets blocked. It only happens about 30% of the time, but it's annoying, and I know I'm not messing with the hit-stun deterioration. I feel I press C as fast as possible. This is specifically on Noel, if that makes any difference.
  10. Howdy everyone! P4A Chie main here, playing BB for the first time and starting with CSE. I'd like to ask, are there any absolutely inferior combos in the OP? If so, what are the replacements?
  11. I think I understand what you're talking about. If you air dash low to the ground into an opponent, you'll dash kind of at an angle, and you won't be able to attack normally (though I think you can attack once as you start to fall to the ground). I think the only way around this is to just practice the normal height, though you can do jump back mix-ups to alleviate this, IE instead of jump forward airdash JBB or empty jump 2A, you can do jump back airdash JBB or jump back air turn backdash 2A.
  12. I assume when you air dash in this way, you're "falling" into the opponent, right? That means you did it too low to the ground. You shouldn't have to worry about the mix-up being too hard to read a little higher than right next to the ground, we humans can't react to air dash JBB or empty jump 2A, especially because they occur at the same time (so no option select blocking).
  13. Yeah, that works, though the timing's goofy on both the hit and the follow-up. I wonder if 5B > 2DD > 236B etc could give some better combos?
  14. Outside of 214CD, how the hell are you supposed to do anything about her jump-ins? I know her jump-ins don't combo into anything from high up unless they OMC it, but her jump back B and j.A are just walls that are impossible to AA.
  15. You have to delay the 5C and 236B a bit, otherwise the opponent will drop out from being too high. The damage combo off of 5B in the corner is 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D. Personally I don't land raw 5B in the corner almost ever unless it's a punish (most often 5A, 2A, JB, 214D, 5AB, or some other mix-up will start the combo), in which case 5B > 2D etc completely smokes 5B > 5C.
  16. Thanks, always nice to see new footage!
  17. I'll give it a shot! Thanks for the explanation!
  18. 5B works on Teddie off a regular throw, CH or OMC.
  19. I'm trying to figure out a 100 meter "damage" punish that's actually worth it. IIRC adding in a Power Charge to the standard 5B > 2D and completing the combo only adds about 400, which you can just get by changing certain moves to AB or CD versions.
  20. Found out today that you can do C+D (CH) > 2A > 5C > 236B etc on Yosuke without moving whatsoever. Also, Teddie gets hit by C+D (CH/OMC) > 5B > 5C etc, and it's actually easier than 2A as a starter.
  21. Say you know, for sure, that your opponent likes to neutral/down tech after a D Dragon Kick and press buttons (not invincible ones). How best would you counter that?
  22. Her dash is quick and she can use 2A to low profile some really good pokes. Her jumping game is no slouch, throwing out JA is godly as you can do whatever you want on block or hit, JB leads into a nice CH combo, and JC messes with anti-airs if used to stall in air. She's also got 5C dash canceled, which, while risky due to its recovery, does have excellent range and on counter-hit gives a free combo. 214C/D/CD can work somewhat well too.
  23. http://iplaywinner.com/fighting-game-images/persona-4-arena-chie-colors/ http://i99.photobucket.com/albums/l288/raijutag/Persona%204%20Player%20Stream/ChieAlternateColors.jpg What colors do you guys like to run? Me, I run DLC color orange (Makoto's color) with nigh brown Tomoe, the last allowable color for use online.
  24. So my execution with the stick (Xbox controller for 15,000 matches in SSF4) has finally improved enough that I can do her impractical Challenge Mode combos. I'm up to Challenge 30, 3 God Hands. Sadly, I can only find one solution to the Challenge, the official demonstration, and it's harder than the alternative that used to be on jourdal's channel. Anyone know the alternative, or have a link to a video?
  25. I get it now, 2AB > 236A gives slightly better oki and positioning than a standing 236A ender. I was mainly asking because I saw a really high level Kanji player just go for As after a knockdown and I figured there might be little reason to get for the only slightly stronger combos over meter. Another question, much more subjective: who do you guys feel Kanji does well against? While I'm FAR from a Kanji expert, it seems to me like the only character he does well against is Akihiko, then even against a few characters, then disadvantageous against quite a few characters - again though, I don't know all of Kanji's tools, and I don't know the current meta-game with Kanji.
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