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Vvvv

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Everything posted by Vvvv

  1. It just has a new timing and it feels about the same if not easier. Just try delaying it abit more, has to happen as they bounce from strike fall
  2. I would sacrifice every single one of those buffs just for sweep > 214AB staying. also whatever happened to 5AA>5B being worst apparently?
  3. shadows were changed again. they now have a traditional burst, more attack power, different HP values(this is probably a nerf honestly). they changed their meter gain and how much meter costs in shadow burst so who knows how they'll end up. eitherway if you haven't been learning shadow labrys combos I'd learn a few now. as for labrys changes, they sound nice. need to see DP in action, axe gravitation won't fuck with my green to reds, beast change is cool, throw change is nice but as always i'm more interested in the phantom changes they never talk about.
  4. Bubble is alright but the reward from bubble is too small for the risk involved. 22A~B has better reward from the risk of going for the meaty
  5. S.Labrys is pretty bad. You lose damage and lose defensive options from your already small arsenal in burst(and CA pretty much). SB doesn't really improve her offense like it does for some characters like S.Narukami/S.Chie and SB combos don't really do anything more damaging than her normal red axe combos. Only plus for S.Labrys is like a gimmicky unblockable and on demand red axe from any axe level + some damage but neither really make up for what she loses.
  6. Yeah there's an item. Purepure pushed himself back into it during the combo to trigger BI
  7. aside from combo drops and not confirming CH, you give up pressure and advantage really quickly/easily. a lot of your pressure situations look like 2A > 5B > guillotine axe/sweep. from 2A she can do abit more than that with things like 2A frametraps, 2A tick grab, 2A charged 5B, 2A > 5A, 5B dash cancel and etc. same goes for 5A which can lead to similar options. as for advantage on knockdown you go for some unsafe options/giving it up entirely. for the most part her setplay is going to look like meaty, roll and block. doing say a far confirm sweep > tsurugi into iabd as a bait isn't so great since not only are you giving up your advantage, you're making it harder on yourself to punish whatever it is you're baiting. just blocking in that situation or dash block is fine(though dash block loses to some metered reversals) outside of that everythings fine. you seem to have the jist for what she should be doing and the muscle memory for the kinda new combo routes will come with playing more.
  8. should combos not require timing and execution? they even made it easier to land C Mojuu. as for p4u2 labrys, there's things i miss and things i really like about her now.
  9. this doesn't happen at all, you might want to check your install/game disc. Also you might just be confusing lag with how active the move is since it stops her air momentum and hangs there for a bit. she's not popular anywhere
  10. you need to dash 214C
  11. only listed j.A because it worked, wouldn't necessarily use it over j.C and no it wouldn't. you can j.C then hold 1 and you'll block DP/wakeup supers, but if you can blow it up you should try! it's possible my wakeup buttons timings are just decent at best.
  12. people probably figured this out by now but i don't see it in the thread sooo margaret can safejump j.A or j.C from 214B midscreen. so almost any combination of 5A, 5B, 5C > 214B will work. 5A > 5B > 5C > 214B 5B > 2B > 5C > 214B 5B > 5A > 5C > 214B 5C > 5B > 5A > 5B > 214B it'll pretty much never work with a 2A starter though since they airtech anything other than like crouching 2A > 214B and jumpin starters you need to just scratch off some of your combo
  13. so like I did a thing. crouching/CH confirm midscreen/close to corner ayyy note: all axe level testing was done from the very beginning of that level. both combos will put you in Red Axe from round start(neutral)Green Axe and obviously if you hit from slightly above beginning/neutral Blue Axe > Yellow Axe. Green Axe > Yellow Axe (also Blue Axe > Green Axe) Crouching 5AA > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2773/31%] Crouching 2A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2298/28%] using the wallbounce from j.2B and the ground bounce from j.214A you can extend her low axe level crouching confirms+CH. For Blue Axe you need to neutral jump j.2B to land this or you'll move the screen and lose the wall. it's decently hard and it's something I'd only recommend learning to use for certain characters that're in this handy dandy tierlist I made from my limited(about 20-30 attempts) testing and my own personal feeling, if you have better execution and can hit some of these differently please blow me up. since there's two links in this combo (j.2B > j.214A and j.214A gb > 2B) I made two of them. j.2B > j.214A EASY: Ken HARD: Rise, Adachi, Margaret *REALLY HARD: Marie j.214A gb > 2B EASY: Ken HARD: Rise, Adachi, Margaret *REALLY HARD: Marie *I literally can't even land j.214A on these characters for the ground bounce, but I can hit the j.214A itself so it should be possible. substituting j.214AB instead hits them for the ground bounce easier(as it does for the above also) and makes the 2B link way easier but it's 25% meter. now for even more combos! all combos can be ended with 236236C/D Blue Axe > Green Axe Crouching 5AA > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2487/29%] Crouching 2A > 2B > j.2B > j.214A > 2B > sj.B > j.C > j.214B [2047/24%] *2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2773/26%] CH 5A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2442/27%] CH 2A > 2B > j.2B > j.214A > 2B > sj.B > j.C > j.214B [2063/24%] Green Axe > Yellow Axe Crouching 5AA > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2773/31%] Crouching 2A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2298/28%] *2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2963/28%] CH 5A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2658/29%] CH 2A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2314/28%] CH 5B > 5C > 2C > B+D > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [4362/42%] Green Axe > Red Axe Crouching CH 5Bdc > 5AA > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [3558/26%] *depending on height of the anti-air difficulty in j.2B > j.214A gets a lot harder due to being underneath them from the GB height even for EASY characters if anything is fuzzy or i'm straight up wrong about something let me know!
  14. part 3 more ch+omb combos 【P4U2】ラビリス コンボ集 part3【端コンまとめ(omb/赤斧fc宝珠コン)】http://www.nicovideo.jp/watch/sm24516843 for the lazy http://www.evernote.com/l/ARp6PsBR2z5JCKSLqqrm_XdtnkWMRmqT8AI/
  15. S: sword guys A: weird guys B: guys you like
  16. so this is kinda worthless but hey maybe someone will surprise me. 623A/B/C retain the vaccuum effect point blank->about a character's width away if your opponent is in hit/blockstun even on whiff. this is with anything, you could j.236B > 623A to get the vaccuum effect. but like i said it's kinda not even a thing since DP momentum only sends you upwards which means no real pulling you out of the corner > FF left/right/high/low like with 214A in the corner. midscreen you're like, right outside of falling j.2C range. i did manage to do stuff > 623A whiff > CS > j.B with the vaccuum but not really finding anything worth mentioning damage wise especially for a CS combo.
  17. wait this character isn't dead? Sweet. Show'em the flash. Also you need to confirm if FeMC color is still in that build since that might be the golden one. PR rep was making it sound like they wouldn't have them, but EVO clearly did and he kinda doens't know shit about anything.
  18. hi. i went through and did a thing 5A http://finalclause.dantarion.com/hitboxes/#10/1/3 5B http://finalclause.dantarion.com/hitboxes/#10/2/2 5C http://finalclause.dantarion.com/hitboxes/#10/3/5 2A http://finalclause.dantarion.com/hitboxes/#10/4/2 2B http://finalclause.dantarion.com/hitboxes/#10/5/4 2C http://finalclause.dantarion.com/hitboxes/#10/6/5 j.A http://finalclause.dantarion.com/hitboxes/#10/7/2 j.B http://finalclause.dantarion.com/hitboxes/#10/8/5 j.C http://finalclause.dantarion.com/hitboxes/#10/25/1 j.[C] http://finalclause.dantarion.com/hitboxes/#10/9/5 Throw http://finalclause.dantarion.com/hitboxes/#10/55/1 everything else doesn't work/broken/missing also I dunno what the fuck this actually is but I'm leaning towards it being throw tech. http://finalclause.dantarion.com/hitboxes/#10/60/2
  19. so question. learning her combos and I see it's recommended to do the j.BC route on Hyde, Hilda, Linne, but why would I ever do this? 2C j.[C] wjA works on them. Am I missing something here? lol
  20. hi! this is not a vortex. it's actually nothing. you beat 66B/C by simply down>uping, they're over 10 frames apart. i mean though, if it's netplay then go nuts yolo 420 on them with this but I wouldn't recommend becoming reliant on it as part of your oki.
  21. j.236B with 236~6C crossup isn't cute, it's literally nothing haha. the projectile can be blocked from either side and you can be mashed out hard, the game even auto corrects your mash!
  22. Netplay? overheadsoverheadsoverheadsoverheadsoverheadsoverheads Otherwise it's more the grab/assault game. blockstring into FF j.6D leads to sorta a guessing game between overhead, charged j.C whiff low, charged j.C whiff throw etc. etc.
  23. The Slab is Nerina
  24. 1. 2A, 5B, 2B, 5C, 2C, 236A/B, j.236A 2. Get them to block 2C/5C, j.236A or j.236B then run your shit. 3. 2C/5C > FF > j.236A, 2C/5C > FF > j.6D > stuff, jump-in j.B/C > FF > j.B/C(gimmicky). There's also some stuff posted above using FF to adjust your hitbox for a crossup.
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