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UmaiCakes

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Everything posted by UmaiCakes

  1. 5C > 214A > IAD j.B > j.C > j.236D > 2A > 5B > 5C > 214A > j.C does 4k. It only works on characters that you can DGaru [2], the others you can't get 2A after j.DGaru Starting with 5B 5C it does 3.8k ... so about 200~ish damage more than if you omit the j.DGaru\ Neutral jump j.B DGaru only works on FC 5C btw, and if you do get FC 5C you can just do 2C
  2. 5A is probably safer anyways, since 5B drops on alot of characters that close to the corner Also finally a good AOA~C combo that works on all characters!
  3. j.B > j.C > j.236D 0_o Also how much does that do? I know in corner crouch confirms you can also do something like A.Bufu 5C 2C etc This avoids IAD since IAD combos when you're in the corner puts you out of the corner...however you can also neutral jump j.B instead of IAD but the timing is harder
  4. For full screen 5D/j.D, you do need to run up j.B (5B sweep Garu combo is easier in this case) Actually on max range crouch confirm you need to do a microdash before IAD after A.Bufu, it is quite hard...
  5. Wow its going to be freezing...still gonna try to make it though =)
  6. B.Bufu catches back tech and up tech, but not neutral (they land too fast) None of the Bufus catch forward tech...well this is when you do it as reset When you do it off OMC 5C or 2C I'm pretty sure it catches all jumpouts
  7. Use 2C in the combo? Also I'm not sure if the 2C's damage bonus for Memento Mori has a time limit or something C.Agi can be poked away, I'm pretty sure characters with a fast 5A can wakeup and hit Thanatos before Agi comes out. I think ending corner combos with 2C Zio [something] is already pretty optimal, paralysis and fear means that to avoid the 5D afterwards they have to short hop, which also gives you a free punish (5B). Then its just a DP guessing games, and not everyone's DP hits Liz from that distance anyways. Actually you could also late tech to avoid meaty 5D... just like late tech to get out out of S.Lab's gulp setup, but no one seems to do it vs Liz 5D
  8. j.B is better than 5B because you can cancel recovery by landing. 5B is like 20+ frames recovery on whiff So yes j.B is her main approach. Also Garu when they start anti-airing j.B 5C isn't really a zoning tool, its very risky to just throw out... it gets Liz hit if they jump over it, or you lose a card. Stick to the j.B and well-spaced 5Bs. 2C is there to make opponents stop mashing against 5D because it has superarmor...that's her basic mixup and eventually players will just upback out of both options so you'll have to vary it up with Bufu or j.D
  9. yeah neutral jump, I think forward jump makes D.Garu [2] go too far under them and the upper tip of the hitbox won't pop them up like you want I don't think the jump is much delayed, I just hit 8 and try to input D.Garu asap. Doing it close to the ground is what makes it work. I wonder if you could TK d.Garu off AOA~C...though when I tried it Liz just jumps and does nothing. I feel like there should be a timing that would make it work though And lol, this combo is way harder than j.BAC, might even too be too hard to be practical
  10. I got it to work on Yosuke, and I assume it only works on characters that have long falling hitboxes (perhaps the ones that can be looped with D.Garu [2]) Trick is to neutral jump after AOA~C and input D.Garu as low to ground as possible, then you can hold [2] AOA~C (FC) D.Garu[2] 2A 5B 5C 2C B.Bufu 2C SB.Zio 5C is 3.7k damage
  11. Yeah or 2A. Its a decent mixup, but it requires you do 2B OMC j.A first to make it threatening since you can just dashup throw/2A anyways And lol I still don't see where the optimal AOA~C combo is. I do remember seeing somewhere that you could SB.Garu elevator back to the ground, have a link?
  12. Because j.A is really hard to use as an "overhead"...only viable situations is like 2B OMC j.A or D.Agi j.A or empty jump 2A mixup. D.Agi is is near impossible to setup, and 2B OMC I've been trying to use but find that the timing is somewhat tight, also it puts Liz in a dangerous position since you'd want to dash up and do it point blank, while Liz really prefers to keep her pressure at 5B/5C length so you can't get DP'd so easily (except by S.Labrys and Mitsuru anyways) Also you can pretty easily get poked out of any Zio OMC dashup, I don't think its +frames unless you do it really close On the subject of overheads, what's an optimal combo off midscreen AOA~C, can you get any j.B Garu stuff off it? It does really suck as the slowest AOA, but I think its worth throwing out every once in a while since Liz has no other real overhead options...it also superarmors through DPs and other things, so pretty useful as a hard read (though you get a groundbounce combo in that case)
  13. Ah well. I had tons of fun at casuals (lots more people came this time), definitely going again next month One thing I noticed, the A/B. Bufu reset whiffs if they tech towards and Liz get punished for free Oh and playing LotkaVolterra's Kanji, I realized I don't know how to play the matchup at all lol, do you try to stay level with him in the air at j.B range? If feel like if you're under him, Liz can't do much against j.B and j.C...also he can dive over 5B so getting 5D or 2C jumped out = dangerous to try to continue pressure
  14. You didn't come to taisho with us
  15. 2B => j.D doesn't catch all techs midscreen tho, just like 5C j.D won't By (AC) do you mean IAD air turn? Or just IAD? When Damosu does it, it looks like just IAD Edit: Ok, so I tried it out...what Damosu does is just IAD j.C => Garu. The j.C does not crossup...then the Garu also does not crossup but it looks like it should because you switch sides momentarily after the j.C. (Kinda like Jin's IAD EX Hishouken) To get j.C to crossup you have to airturn IAD
  16. If its going to be 3v3s, which 2s team needs an extra scrub
  17. Or 5B...or 5A Best place to burst is during any of her specials (Zio and Bufu mostly), she won't recover fast enough to punish burst even if only Thanatos gets hit Or burst Garu, obviously
  18. So is this 2v2 now? My teammate can't make it, but I really want some of that ramen...
  19. Another option I find sort of useful is j.C after 5C block...if they chicken block to avoid 2C and 5C, j.C will get airblocked and force them back on the ground to resume with 5C/5D/2C Alot of characters can block j.C and break Thanatos with a falling air normal though You can also OMC 5C (with 2ABC) and do Bufu to catch chicken block. 5C OMC or 2C OMC seems to be really crucial to Liz pressure to catch the easy ways out of her mixup and prevent Thanatos from being broken too much, plus she gets so much meter anyways
  20. S nOn another note, I've been trying to implement 2B j.B D.Garu[2] combos and feel like its really unstable..off of fatal 5D midscreen is fine for a little extra damage, but off fatal corner throw, you must jump neutral or back and often it messes with your spacing for 2A 5B. Not all that practical I think and more for show Haha yeah. Most often I find a chance to IK Yukiko is when she does double Maharagidyne with Fire Break in between (if you don't IK you die) Though if she has 150 meter I guess not viable if she can OMC it...I'll have to test that out
  21. That is hilarious and great to know for when playing other Liz =p So I guess that would apply to any of the common IK situations, since all of them require hits so you can always OMC? -Chie oki -Yu oki + 1 hit -Yosuke kunais -Yukiko persona pressure -random supers in general Also I'm having some hard time hitting j.B j.A j.C combo on Aigis, her feet are too small...and triangular...its like all the 3Cs whiffing on Nu and Mu in BB Also when is next TSB =x
  22. another useful thing is that the Fatal corner throw is easier to burst bait because it starts off with 2B instead of 5C...and you know they're gonna want to be bursting the 5-8k there if possible...
  23. Hmm yeah, new Garu combo is mostly for Fatal 5D and corner throw...which happens somewhat often actually, given how Liz works. I also tried out the D.Agi empty jump high/low from the vid, and yeah it only works on FC...so you need to end a midscreen combo early with 2C Zio and then go for D.Agi (which can be jumped out of).
  24. ...well it is easier than [9~2] Garus, you only hold 2 I think I might switch to doing this just for that reason
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