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Primiera

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Everything posted by Primiera

  1. I've been trying to work on my close-mid-range game after realizing how pathetic 5C is against good 5As/5Bs in general when in range (counter-hit into combos for days). It seems to me like 2A is by far her best way to counter these, and based on hit-boxes counter-poke 5B, but I don't know the best conversions into damage. When used defensively or in a countering fashion, what do you guys like to buffer in there? 2A > buffered 236A? 5B > buffered 2D?
  2. It's a straight up cancel. Were you doing 5C > 66 214D? I don't even see how you could get the 214 started without getting hit.
  3. I'm pretty decent at timing when it comes to links and punishes. For the life of me, I cannot beat the string 5AA > 5B > 5C > 214D on block with Yu's As or Bs except in the corner, at which point it's an easy punish. Anywhere else on the screen I either traded or just flat out got beaten by pressing normals, and both situations resulted in a Fatal Counter combo. Could it be that you were testing in the corner, or you didn't have enough pushback from normals first, or you delayed the 214D?
  4. Hmm, might 5B or 5C > 214D be a decent frame trap? Right now I kind of have problems with people who mash good As or Bs during my pressure, as I usually initiate jumping mix-ups off of 5AA on block and some characters can really spam their normals while holding back or down-back - I really should use 5C > 66 throw, or that godly 2A > 5A > 66 2A > 5A frame trap/throw game I see high level Chies do. I'm gonna test out various normals > 214C and 214D, find out how tight the strings are.
  5. Indeed, JC is extremely easy to dodge his Furious Action with. A tip I learned to stop his jumping flip mix-ups is to air grab or jump back B, though it's not foolproof. I find this is a hard match-up as Yosuke controls the pace of the match. His 5A seems unbeatable outside of max range 5C/Black Spot, much to my chagrin, as he can just dash up and start abusing it into mix-ups, and Chie doesn't have anything fast enough to stop that on reaction. Any advice?
  6. To add to the above: Mid-screen oki: 2A > 5AA > 5B > 2B > 2AB JBB > 5AA > 5B > 5B > 2AB JBB > 5AA > 5B > 5AA > 5B > 2B > 2AB (crouchers) 5C (CH) > 5AA > 5B > 2B > 2AB Mid-screen damage: 2A > 5B > 5C > 236A > 236A > 236236A > 66 5C > 236B > 236B > 236D JBB > 5B > 236A > 236A > 236236A > 66 5C > 236B > 236B > 236D JBB > 5B > 236B > 5AA > 5B > 5C > 236A > 236A > 214C > 236236C Corner Oki: 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB JBB > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB JBB > 5B > 5C > 2B > 2C > 236B > 5A > 5B > 5C > 2B > 2C > 5B > 2AB (crouchers) Corner damage: 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D JBB > 5B > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D JBB > 5B > 5C > 236B > 5B > 5C > 2B > 2C > 5B > 236A > 236A > 236236D (crouchers, not sure what's optimal here over this)
  7. What move has the most block-stun to initiate mix-ups like J7 > 2D, or AoA, or throw, or J9 > JC? It's probably 5B or 5C, I'm not sure.
  8. You can easily dodge her DP during pressure so long as you don't do 5AA, which can kind of lock you into it. JC is perfect for pressure, she has virtually no answer. Air-to-air Labrys seems dominant, but it's easy to anti-air her and hard for Labrys to AA Chie. This match seems pretty well in Chie's favor.
  9. What are highly practical 5C AA combos? Right now I just use 5C > dash 5A > JB > JC > JD > dash 2AB. Should I convert 5A to 5B > 2B? Should I just add a 2B to 5A? 5A/2A are what I use on auto-pilot to hit-confirm, though I can CH confirm immediately.
  10. Good finds! Thanks!
  11. Howdy, I'm a newbie Chie player. How can Chie, or anyone without a great vertical Furious Action, stop those air flip mix-ups? 2B rarely works and can be dodged, Furious Action universally misses or whiffs, and blocking is do-able but tough (from my limited experience). Where's the flaw here? Is this a legit mix-up (IE not on knockdown, on standing) or is this punishable?
  12. I don't know, I don't find 2A is good in this match-up. While it can low-profile his 5B, if he lands 5B that's a bit of damage into nasty oki or quite a bit of damage if he has meter, while if you land mid-range 2A it's virtually nothing, into nothing. I find the only way to punish 5B is to stand just outside its range and whiff punish it with 5C for a counter-hit combo.
  13. What do you guys use for go-to fast, farther out punishes, a little beyond 5A's range? 2A > 236A etc? 2B > 236A? What do you guys like punishing AoAs with? Also, is Labrys's overhead special safe on block? Haven't successfully punished it yet.
  14. What are the safe oki options if you're unsure a Furious Action is coming? Obviously we can just not attack and bait it out, but are there better options? The only one I know of is if you go for the empty jump 2A mix-up, if you air-block the whole time it blocks air-blockable Furious Actions. I suppose the same principle applies to blocking until the air dash JBB? I'm gonna have to try that against an Aigis player I spar with constantly. Once she gets in sweep range there's almost nothing I can do to keep her out, including jump back D or C, so this seems like a good option if it's safe on block like 214C.
  15. What are the general consensus worst match-ups in the game?
  16. I have to second this notion. This seems like a terrible match-up. What are ways to punish her zoning? Are you supposed to 5C punish her DP (which IMO is hard to react to)?
  17. Chie's actually the same way, she needs the right starter and a good amount of meter to reach 4K. Most of her BnB corner oki enders are 2-3K damage.
  18. 5AB-D (FC) > 5B > 5C > 2D > JD > 236B > 236B > 214D > 236236D (50%@4720) In this combo, the very last hit of JD always drops. What's the trick here?
  19. Do you guys use 214C/D in footsies? I noticed high level Chies throw it out occasionally, it almost looks positive on block.
  20. "5B (CH) > 2D > dash 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%@5333)" Are there any beneficial modifications to this in the corner? This seems to be her go-to counter-hit/B+D punisher combo, just wondering if it can be made even deadlier.
  21. Corner only, must be 16 hits with a D finish.
  22. This is gonna sound really nooby, but seeing what Yu is capable of, it seems like he is in general superior to Chie. Chie's main advantage is an incredible oki game into high damage if they're cornered and she has meter, but it seems like Yu gets virtually the same or better oki, and his footsies are far stronger. I know they're different characters, with different movesets and mix-ups, but where's Chie's direct advantage over him? I'm not switching over to him, I'm just curious of the opinions of people who know Chie and Yu better than I do.
  23. I've been thinking, might CH 5C > 236B > 236B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D do more than other the standard CH set-ups? I'm getting a lot of punished Furious Actions in the corner right now, and I'm doing 5C dash 5B > 5C > 236236A > etc. right now - I feel like I should be getting more. I'll check to see if this is even possible. Edit: doesn't seem to be possible; 3rd 5C fails.
  24. This match-up seems like a nightmare in terms of footsies. She has air superiority, and even jump back C and D usually fail once she's in dash range. On the ground she can zone you out, only really leaving herself open if she does a too close circle spread shot, which you can A+C through and punish. Any match-up tips?
  25. You should be able to dash or air dash in and do 5C > 236A > 236A > 5B > 5C > 236B > 236B > 214C > 236236D for damage, or Dusk Thanatos's suggestions for oki.
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