Labrys
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PSN Ranbats #1 - October 13, 2012 (COMPLETED)
Labrys replied to MikelAL93's topic in P4A Online Play
Is that extension extended to other EST players? If not ignore sign-up. Dustloop username: Labrys PSN ID: MechaObama Character: Labrys Location/Timezone: NJ (EST) -
no offense taken, I totally agree. It's just 25 SP combos were requested so I went into training mode and tried them out. Can't really think of much for 25 SP and as mention there's not many situations where it's worth it(if any). NOTE: I did not know about those last two combos, gonna go mess with them.
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[x] Interest I'm up for this What is the best time to host it. Honestly afternoon/night(In regards to the latest time-zone) is always better. Like 8-9PM EST would be pretty ideal for me honestly. What time are you free? Until I get school finance resolved 24/7. Though the ideal time for me is 7PM EST.
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*assuming red axe* off of 5A 5A > 214A+B > 22A/B > 5A > 5B > 66 > [b+D] > 5AAAA [2.3K ; 25 SP] 5A > jc. > j.BB > jc. > 214B > [ground-bounce] > 5A > 214B > 22B > 5A > 5B > [b+D] > 5AAAA* [3.0K ; 25 SP] *Amazing corner carry but hard link in the beginning and won't work properly if you're too close to corner for [b+D]. Also not worth using 25 SP for 300 more damage. FC 5A > [b+D] > 5A > [b+D] > 5A > 214AB > 22A/B > 5A > 2B > [22A/B hit] > [5B] > Oki [3.1K ; 25 SP]* *Just the stereotypical [b+D] combo but sacrifices 400 damage for oki and waste 25 SP. honestly the starter I always hit on airborne opponents is FC 2B FC 2B > 214AB > 22B > 5B > 22B[hits] > 66 > [b+D] > 5A > 2C > [b+D] > 5AAAA (4.1K ; 25 SP) If you're too close to the corner FC 2B > 214AB > 22B > 5B 22B[hits] > jc. > delay > j.BB > 66 > 2B > sjc. > j.BB > j.C > j.214B (4.1K ; 25 SP) I dunno can't think of much, I only use meter if I'm gonna go all in.
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just tested this, yes you can.
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I got a completely different result in practice mode if someone wants to test it to make sure I'm right. Mitsuru is - after 5AAA xx a droit. She can still block after coup and nothing you can have can punish it but if she does try to do something like 5AAA xx a droit. > 2A/5A will clash with your pokes. She can't instant overhead nor jump if poke with 5A but your 2A will get whiff. Grab not fast enough as you can see it getting poked during the start-up. This makes coup less intimidating then it appears to be and the pressure not as safe. her choice after x > a droit 1.) block [completely safe] 2.) DP [b+D] 3.) Super Cancel 4.) OMB/OMC So essentially if they have no meter you should always 5A(2A) after a droit. Even if you eat DPs because they might condition themselves to keep DP'ing after droit, which means less pressure on you and a baited DP leads to huge damage regardless of axe level. Even if she just blocks your poke now you're in the position to pressure. Hell I would still do it even if she had meter unless I had disastrously low health or something says otherwise. (The information above is deemed correct after I tested it, but I might just be playing Mitsuru wrong and if anyone can confirm or deny it would be a great before I make myself look stupid and mess people up.)
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I just can't deal with Kanji. If I don't pressure him I can't keep my axe up and he's free to do his gimmicks; If I do pressure him I get thrown for big damage. How do you guys usually deal with Kanji? My strategy usually revolves on staying full screen spamming 5DD 22B/C/D and if he tries to come to me punish his moves. This is not going very successfully, I do say one thing about the match-up is Kanji's 236B~214B leaves them open to eat a FC 2B to do damage only known to combo videos. However most Kanji player seems to have caught on and aren't spamming it as much since people are Anti-airing more often.
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yeah I realized he j.BB at the height of his jump and I can pull it off now albeit inconsistently. I wanted to post this in the combo thread but realized how ridiculous this combo is but this all stemmed from my friend asking me "I wonder how many j.BB you can do in 1 combo?" Sol-Badrys Bandit Revolver Loop: [Red Axe] FC j.BB > land > IAD > j.BB > land > jump. > j.BB > jc. > j.214B[1-hit] > OMC > j.B > land > jump > j.BB > jc. > j.BB > OMB > land > jump > j.BB > jc. > j.BB (Damage: 4044) The answer is 5 without bursting and 50% meter. 7 with bursting and 50% meter.
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I posted some alternate combos in the combo thread if you want to try them, they might be a bit easier. -5A > 5B > 236B > 6~A > 66 > 5A > 2B > sjc. > j.B > j.C > j.214B > 236236D (5,446 Damage) is pretty good damage off of 5A but harder to hit-confirm then a 5AA combo. Thought I recommend you don't give up once you get the timing down then it's pretty easy. The 66 should be inputted as she returning her axe to neutral position. When you input the 66 she'll move a few frames after instead of instantly; but don't wait, you should input the 5AA as soon as you see start moving.
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I didn't link it because I didn't remember where I found it but I remembered it's in the video thread lol. http://www.youtube.com/watch?v=TR5o0V8JMbM&feature=related 1:06 2A in red axe or outside of red axe? That said she doesn't have a lot of damage off of 2A unless you OMC or OMB so it's usually just 2A > 5B > sweep > oki. With rapid you can throw an extra 1.5-2K damage (depending on axe level) if you cancel the sweep. [Green Axe]-2A > 5B > Sweep > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,189) [Green Axe]-CH 2A > 2B > jc > j.B > jc. > j.B > j.C > j.214B (Damage: 1,657) [Red Axe]-2A > 5B > Sweep > 214A > OMC > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 2,775)
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was watching a combo video and I saw something interesting that I wanted to mess with. AoA[max]~Launcher > j.BB > jc. > j.214B > [rest of combo] The j.214B hit an airborne enemy and caused him to ground-bounce. How exactly does that work? I can't seem to replicate ground-bouncing an enemy who is already in the air. edit: speaking j.214B antics I found an interest OMC you can to extend any air-combo that leads to jc > j.B and you can do some silly extra damage with it. Level 4: 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 2,367) 2B > jc. > j.B > jc. > j.214B[1 hit] > OMC > j.B > land > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,823) not that spectacular and really tight inputs to get the combo in level 4. However this does lead to stuff like... -j.BB > land > 66 > 2B > jc. > j.B > jc. > j.214[1 hit] > OMC > j.B > land > 5A > 2B > jc. > j.B > j.C > j.214B(Damage: 3,233) [50 SP] Yeah you can do more damage for less SP but...it looks cool...
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list of combos I found/do for any starter I think is practical or happens. (A lot of it is the same with different starters) Midscreen Level 3 Axe Combo 5A Starter: -5AAA > 236B > 6~A (Damage: 1,298) 2A Starter: -2A > 5B > Sweep > 214A(Damage: 1,365) -2A > 5B > Sweep > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,189) [50 SP] -CH 2A > 2B > jc > j.B > jc. > j.B > j.C > j.214B (Damage: 1,657) j.B Starter: -j.BB > 236A (Damage: 1,607) -CH j.B > land > 5B > sweep > OMC > 5A > 2B > jc. > j.B > jc. > j.B > j.C > (Damage: 2,944) (It's possible to combo this without CH but it depends on char. and how high you are) [50 SP] 5B Starter: -5B > sweep > 214A (Damage: 1,978) -5B > sweep > OMC > 2A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 2,905) [50 SP] -CH 5B > 236B > OMC > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 2,914) [50 SP] (totally worth that 9 damage) 2B Starter: 2B > jc. > j.B > jc. > j.B > j.C > 214B (Damage: 2,193) CH 2B > jc. > Delayed j.B > j.C > land > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,649) Sweep Starter: -Sweep > 214A (Damage: 1,492) -Sweep > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,454) 5C Starter: -5C > 214A+B > 22A > 2A > 5B > [22B hit~hit] > 2B > sjc. > j.B > j.C > j.214B (Damage: 2127) [25 SP] -5C > 236A > 6~A > (Damage: 1,054) -5C > Sweep (Damage: 930) Throw: -Throw > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,603) AoA Starter: -AoA[max]~C > j.B > jc. > j.B > j.C > j.214B (Damage: 2,645) Level 4 Axe Combo 5A Starter: -5A > 5B > 236A > 6~A > 66 > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,508) *Not entirely sure it will hit everybody[6~A > 66> 5A], will try later, but I know it will hit Akihiko). -5A > 5B > 236A > 6~A+B > 5A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B(Damage: 2,847) [25 SP] -5AA > 236B > 6~A+B > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,405) [uses 25 SP] -5AA > 5AA > 5AA > 5AA > 5AA > 5AA (Damage: 1,345) *must reach Red-Axe before the 4th loop. (Not really worth doing other then hilarity.) -5AA > 5A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 2,165) j.B Starter: - j.B > 5B > 236A > 6~A+B > 5A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage 3,287) [25 SP] - j.B > 5B > 236A > 6~A > 66 > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,948) - j.B > 5B > sweep > 214A > OMC > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 3,175) [50 SP] - j.BB > land > 66 > 5A > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage 2,545) 2B Starter: -CH 2B > jc. > delayed j.B > j.C > land > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,854) Red Axe 5A Starter: -5A > 5B > 236B > 6~A > 66 > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,686) -5AA > 5A > 2B > sjc. > j.B > j.C > 214B (Damage: 2020) -FC 5A > 2B > jc. > Delayed j.B > j.C > land > 5AA > 2C > 66 > 5A > 2C > 66 > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,967) -FC 5A > 2C > 66 > 5A > 2C > 66 > 5A > 2C > 66 > 5A > 2C > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,705) -FC 5AA > 5AA > 2C > 66 > 5A > 2C > 66 > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 2,543) 2A Starter: [Red Axe]-2A > 5B > Sweep > 214A > OMC > 2B > jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 2,775) [50 SP] 5B Starter: -FC 5B > 236B > 6~A > 66 > 5A > Delayed 2B > jc. > Delayed j.B > j.C > land > 5A > 2B > sjc. > j.B > j.C > 214B (Damage: 3,626) -FC 5B > 236B > 6~A+B > 2B > j.BB > land > 66 > jc. > j.B > j.C > j.214B (Damage: 4,062) [25 SP] -FC 5B > 5C > 2C > B+D > 5A > 2C > B+D > 5A > 2C > B+D > 2A >2B > sjc. > j.B > 214B (Damage: 5,024) j.B Starter: -j.B > land > 5B > 236B > 6~A > 66 >5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 3,166) -j.B > land > 5B > 236B > 6~A+B > 2B > jc. > Delayed j.B > j.C > land > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 3,984) [25 SP] -j.BB > land > 66 > 2B > jc. > j.B > jc. > j.214[1 hit] > OMC > j.B > land > 5A > 2B > jc. > j.B > j.C > j.214B(Damage: 3,233) [50 SP] -FC j.BB > land > 66 > 2B > jc. > Delayed j.B > j.C > land > 5A > 2B > jc. > j.B > j.C > j.214B (Damage: 3,398) -FC j.B > land > 2B > Delayed j.B > land > 66 > 5B > 236A > 6~A > 5A > 2B > 2C > jc. > j.B > jc. > j.BB > j.C > j.214B (Damage: 4,193) 2B Starter: 2B > jc. j.B . jc. > j.B > j.C > j.214B (Damage: 2,543) 2B > jc. > j.BB > jc. > j.C > j.214B (Damage: 2,566) 2B > jc. j.B > jc. j.214B[1 hits] > OMC > j.B > land > 66 > 5B > 236A > 6~A > jump > j.BB > j.C > j.214B (Damage: 3,704) [50 SP] 2B > 214A+B > 22B > 5B > 66 > B+D > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 3,892) [25 SP] -FC 2B > jc. > Delayed j.B > land > 66 > 5B > 236A > 6~A > 2B > 2C > jc. > j.BB > jc. > j.BB > j.C > j.214B (Damage: 4,536) -FC 2B > jc. > Delayed j.B > land > 66 > 5B > 236A > 6~A > 2B > 2C > 214A+B > 22A[whiff] > j.5AAAA (Damage: 4.468) [25 SP] -FC 2B > jc. > Delayed j.B > land > 66 > 5B > 236A > 6~A+B > 2B > jc. > Delayed j.B > j.C > land > 5A > 2B > sjc. > j.B > j.C > j.214B (Damage: 4,418)[25 SP]* *Use this instead of the above combo if you cannot reach the corner. Throw Starter: Throw > OMC > 5A > 2B jc. > j.B > jc. > j.B > j.C > j.214B (Damage: 3,227) Had somebody try this one me using 5AA > 214A+B > 22A > 5A > 214214A. You cannot jump out of it but you can strafe and use any attack with start-up invinc/guard point. Ergo I got out of it by B+D. Even if people can get out of it, it will catch some people off guard and it is pretty hilarious. However it's one of those set-ups people see coming so if they know how to deal with it they will(at worse people can even burst out of it).
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I do a very similar combo 5AAA > 236B > 6 A+B > 5A > 2B > sjc. > j.B > j.C > 214B (DAMAGE: 2,581[5,341 with super) On a mission to incorporate more chains I decided to find combos with them. RED AXE Midscreen: 1.) above combo 2.) FC 2B > jc. > j.B > land > 66 > 5B > 236A > 6 +A > 2B > sjc. > j.B j.C > 214B (DAMAGE: 3,756[6,516 with super) not that amazing of a post but I just got the game today but I was really excited about the above combo.