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wiredgod

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Everything posted by wiredgod

  1. I can't think of any instance in which you'd want to end the combo with 214B without the missile. Puppetteddie B has too much recovery on its own.
  2. Yeah, I just don't want it to be a trend where the event gradually dies off. Also, I felt bad for Luke, who spent a lot of time in training mode without many people to play with.
  3. I was disappointed with the turnout at GGA on friday. I'm willing to help pick people up if transport is a problem, but lets make an effort to consistently come out on Fridays.
  4. Some people are having problems getting to GGA from the city on Friday. I can pick people up if they can get to the blue line stop at forest park around 6:15. Just let me know.
  5. I actually don't know what a character based skype group is for or how it works. What would it provide that the forums don't have here? Could someone fill me in? Also, we need to start filling in character forums. I asked Rath if he or someone else could set these up for us. Edit: I'm going to start making some of the character MU threads once the old ones get archived.
  6. I really don't recommend starting off with a shadow character right off the bat. Learn the non-shadow version of the character first, then start working on shadow rampage combos once you feel you have neutral and confirms down.
  7. I've been able to pull this off a few times, but other times the opponent keeps teching after the j.C. Any thoughts on where my timing is off?
  8. If you can anticipate the buckets, you can super jump into them blocking and you'll be trapped in the air blocking buckets out of the range of the Teddie circus. If you are forced to choose between the buckets and the circus, pick the buckets. The circus does too much damage.
  9. This bugs me a lot. Available options for lows are 2B, 6B, 4D, and 3C. Is 2B a viable replacement?
  10. These both worked in P4A and they also work in this one too: FC 2C into corner carry: 2C FC> 5B> 236D > 236236D> 236D, 5B > sjc > j.C > j.B >j.A > 5B > 5C > 2B > j.A > j.236A > j.236236D > j.214B; 6502 dmg; -100SP, +23SP FC SB TV: 236C+D, 236C > j.A > dj.A > dj.B > dj.A > dj.C > land > dash, j.A > dj.A > dj.236A > dj.236236C 3800dmg -75SP, +12SP
  11. Wait, if I read correctly above 5B is confirmed jump cancellable on block, but 5C is not. Isn't this a buff overall?
  12. Uggh. At least it is on hit so you can combo if it crosses up. The new Carl looks like he will feel very different.
  13. I want to get some thoughts down I've had on corner pressure. Lets say you finish a combo with j.B (or sweep) into j.C to freeze them in the corner on wakeup. You run up to them to continue pressure. Here are your options. 1) Throw: I think this is your strongest option as it does the most damage and keeps them in the corner either if it connects or if it techs. Beats rolls, a blocking opponent, and sometimes mashing 2) j.B: Do this to beat throw tech. You get a counter hit combo in the corner 3) iad back j.C: this beats DP for a lot of characters. Other characters have DPs that can catch you. Will need to lab this 4) AoA: - I don't like this option since it doesn't crossup in the corner and its very reactable. A few items can push the opponent near you if they're thrown of the screen, but that's situational 5) 2B: - In case they jump. This beats the option select mentioned here. You can backdash cancel it on block, but it will whiff on a crouching opponent unless you're really close. This gives them a few extra frames to DP 6) item drop: - A gutsy call b/c of the startup frames, but allows powerful setups. Some items might also be able to beat the option select linked above such as firework or ice, but will need to lab this. This option is better if you do j.B and don't go for the j.C. 7) 2A: - 2A into microdash grab can be effective
  14. New Shadow Teddie video to add to the archive https://www.youtube.com/watch?v=K5g0XeBFomY&list=UUyV9c57z3v5Ot5d4PklDxeA
  15. New Shadow Teddie Combo video: https://www.youtube.com/watch?v=K5g0XeBFomY&list=UUyV9c57z3v5Ot5d4PklDxeA
  16. I do the same thing sometimes. It's just a case of screwing up inputs. Make the best of it if happens. Sometimes new setups are found on accident.
  17. Finally got around to watching the whole thing. I'd recommend having this video or just the information it contains stickied somewhere. More complicated question, how do you decide when to use this option? How feasible is it to hit people in the jump startup portion of the OS? Edit: After thinking a bit, I think you'd want to save this for keep points in their block strings where they introduce their mixups. Any additional thoughts?
  18. You can hold D down to make the persona projectile invulnerable. Also the bat is a good tool to punish them hitting ht persona. On item setups, just initial ideas: - Hopping robot: offhand I don't see a lot of synergy with other items. You can use it to make unsafe things safe and create crossup opportunities - Bike Key: This is extremely strong on its own. They're going to try to jump it so run up 2B. If you whiff and they try to hit you, they get hit by the bike - Samurai robot: AoA was mentioned. Works well with vanish ball, hiding its movement and rage drink / mystery food X. - Stereo: I see the most creative setups for this item. Drop it in the corner off j.B oki. Cycle through the next two items, thunder drum and then buckets while they're in blockstun. Buckets in the corner is great, nuff said. If stereo hits for whatever reason, they'll get thunder drummed and then maybe confused. Bait DP hard and look for them to get out before the stereo goes off by jumping (use 2B or 2C) or by rolling, which you can punish with a throw. Stereo also is going to work well with rage drink if you can cycle through enough items - electric drum and buckets on an enraged opponent in the corner is pretty godlike.
  19. They made this combo harder in this version. Try doing this combo a little closer to the corner as that part of the combo gets harder the further away you are. You can pull it off further and further away as you feel more comfortable with it.
  20. I plan on practicing this over the weekend, but how does the option select respond to sweep, 2B or something like an Aigis instant overhead j.B? Edit: NM
  21. I haven't had any problems with inputs in this game playing on stick. In the cases when I have screwed up a 236236, its either b/c I missed a 3 or missed a 6
  22. Combo courtesy of brkrdave: FC 236C+D> 236C > j.A > j.236B >OMB > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.A > j.236A > j.236236]D[ > 2A+B >[D] > 214214B Pretty much its an abridged SB television combo bursted into optimal corner combo. Does 7.5k apparently
  23. I'm finding 2A to be more useful in this new Persona version. Specifically when some characters (thinking Yosuke) run right at you to get into their 5A range, you can pre-empt them with this kind of as a "stay out" move with less recovery than your other tools. In some cases I've even knocked people out of jumping attacks with 2A. I'm not sure if this is just me or the people I'm playing against, but it seems better. Any other experiences?
  24. 1) 6D and 46D are both good tools in your arsenal with separate uses. You'll want to use both of them in your neutral game and combos 6D has a little less recovery on it and pushes opponent away (in contrast to 46D), which is sometimes useful. 2) You don't want to block Jin's 2D, you want to hit it during startup. You're trapped in the blockstring if you block it and will need to keep blocking. 3) on 4D, the people in the videos are smart and know the MU. A lot of other players don't know the MU and will overcommit to hiting the doll and get counterhit by4D. 4D will train people not to overcommit on attacking the doll and force them to use lighter attacks with less recovery (saving ADA some meter).
  25. I'll do my best to answer 1) 2D can be punishable on startup if you can anticipate it. Depending on the spacing, I believe 6B (?) or an IAD attack should do the job. If you want to improve your reactions with this, go to training mode and program in a few of Jin's blockstrings into the dummy and have them play back on random. For other neutral vs Jin, try putting the doll between you and him, activating and deactivating it to try and bait a whiff on him attacking the doll. Then use the recovery time to get better spacing. Use brio to prevent him from jumping over or 4D to try and punish them for hitting the doll. If it hits, move in to get better spacing. Use the B version of roll to prevent him from getting into the spacing he wants. These are all just general neutral tips. 2) This is powerful, but I wouldn't make this a priority to learn if you're just starting out since it requires a real strong handle on controlling ADA. At this point, just block on wakeup. 3) They can't mash 2A forever. Learn the times you can get out of their pressure and when to apply barrier to get out. 6D into roll is useful to get them into a Carl / ADA sandwich. 4) This is useful sometimes. Teleport is always there too.
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