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Everything posted by Colpevole
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Cool. GT: melee12, main Chie, and I'm in NJ.
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I'd be up for this actually, although I'm not sure if you're accepting more names . Still, I guess I could commentate too if you want me to.
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you would end with 236A after 236B when you recognize that the B Rampage is hitting too high up and the last hit will whiff. Under normal circumstances, 236B > 236B ender is far better since it does more damage, and in that combo you can get another 5C > 236B > 236B in there only if you use the 236B ender.
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I would strongly advise against this except in the case of Teddie, and even then I'd rather put him in air blockstun at least. Air reset is high risk, mid-ish reward. Oki setup is low risk, but the same reward. That said, you might catch a good player with this once or twice, so up to you if you want to go for the reset. I just wouldn't.
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the best possible combos off 214C fatal vs Narukami DP are: Meterless: 214C > 66 > 5B > 5C > 2D > [5C > backdash] x4 > 66 > 5B > 5C > 236B > 236B > 5C... then either > 66 > 5B > 5C > 214C > 236236D (for damage; combo builds the meter it uses after the blocked DP) [6.7k] OR > AoA > 5DD (for oki; builds about 45% meter) [5k] 50%+ meter start, just add a powercharge (or 2 if you have the meter) either after the 2D or before the God's Hand (before the God's Hand will build more meter than after the 2D) Burst and 50%+ meter: 214C > 66 > 5B > 5C > 2D > j.BB > j.C > OMB > D God's Hand > 2A > [5C > 236B > 236B] x3 > 5C > 236B > 236A (> D God's Hand if you have the meter). Does about 9044 damage if you use both God's Hands
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5DD is far better for Oki in every situation except 100% inescapable Tomoe setup after AoA bounce because it gives far more advantage and lasts longer in general, so delay tech doesn't screw it up as much. Blockstrings can range anywhere from 5A > 5A > 66 5A > 5A, etc to running 5B staggered pressure to blitzing through all of your normals and throwing in an AoA/crossup/backdash to reset pressure in there. Chie is very freestyle that way, just watch vids and see what you think works best. The combo thread probably isn't the best place to be asking these types of questions.
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j.BBC > instant overhead skull cracker might be a nice gimmick though, although probably somewhat tough to time.
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IMO midscreen it'd be better to do a power charge fatal starter since the side switch against Narukami doesn't hurt nearly as much midscreen as it does to your positioning in the corner. The main great thing about 214C fatal against DP is the meter it builds, I'm pretty sure for 50 meter, 236A fatal leads to more damage.
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unfortunately, unless you're sitting on full meter, that is nearly useless since 5B CH exists and will build far more meter for extremely similar damage
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typically, if she's doing jump back j.b or j.a, just let her. She's pushing herself towards the corner free of charge, which is great for you since Mitsuru in the corner is practically a free win for Chie unless their blocking is super on point. If they're jumping at you or neutral when they're doing it, just 2B it since while Chie 2B is bad, it'll still beat an obvious jump in like that. If you have the read and want to yomi it, early jump forward j.a will stuff it, score a counter hit and lead into oki. And if they're in the corner and STILL doing it, and you want to absolutely kill them for it, early dash 214C so you get the fatal into meterless 5k + oki setup, and I promise they'll stop doing it then. If the STILL insist on doing it, you already practically killed them for it, so just keep killing it. Sparing use of j.a from Mitsuru must be respected, but that's similar to them having to make reads on our dash 2A, and our reward is far higher than theirs is.
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[Mar. 30, 2013] Team St1ckbug Grabs Your Legs
Colpevole replied to DaiAndOh's topic in Tournament Results
I guess I'll ask here as well since it's pretty important: I think I left my stick at the venue, did anyone happen to take or leave at the counter a 360 Madcatz TE stick with a second, PS2 wire hanging out of it? -
I'm about 99% sure that both A: there's NO way you're getting to an opponent without 5C midscreen and B: excluding 5C from the first 10 moves won't make a difference. I've done a decent amount of testing with that. Despite that, there is still a part of me that wonders if I just screwed up, so it IS worth further exploration I would say.
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Very nice vid! Put together a lot of 214C stuff, and some nice notes about usage too, which is good. Just a note though, if you DO end up hitting with 214C midscreen from max range, you can OMC instead of power charge to get the extra time you need to get there. Rare use, but good if you need that boost in damage from a 5B starter, and 214C OMC can be used for max range, fairly scary pressure since there's little commitment outside of spending the 50 meter (okay, that's a decent commitment, but so is 5B > 2D during pressure while fishing for CH).
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being repped by their one and only true leader... we were not needed (and I was watching dogs for money )
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Chie is definitely one of the easier characters to get into in this game (I'd argue Labrys was easier, but she's bad so...). IMO, anyone who can at least just do her Oki is decent with the character and can easily start beating people. Her neutral game is a bit odd since it's more about positioning and forcing them to screw up, and less about having great buttons, but once you get it down even that becomes somewhat easy. Combo wise, she doesn't have too many tough combos since most of the time you'll be going into either sweep or confirming into stuff into B Skull Cracker which has an easy link after it; the only thing I think could be hard, and it's hard due to timing not executionally taxing, would be links after A skull cracker, but a little bit in training mode will make those easy too. Chie is super strong and pretty simple, so winning with her shouldn't be too much of a problem once you understand her game, and she's really fun to play too, so I'd say go for it.
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While the knockdown may be further away, does this combo push closer to the corner (even slightly)? 5AAA 236B is still better for crouching confirms but for standing confirms if this other combo does a good amount more damage/corner carry than it's worth the slightly worse Oki (if it's that far away, just use 5D and go for pressure; midscreen mixup isn't that great anyway)
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Never again, you haven't earned it!
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I'm guessing from your post and the vid that you're very new to the Labrys matchup. Alright, so first round, you threw out 2 super max range 5C's (and by super max range I mean slightly too far, I'm guessing you wanted him to run into them which isn't a bad guess, but it IS a guess that you should make rarely since it's very dangerous, especially against Labrys) which both missed, luckily they didn't get punished. Then you got hit and it turned into just one of those rounds. Nothing went right and it doesn't help that you probably don't have much exp against Labrys offense since you got hit by her special move overhead, that's purely a matchup exp thing; don't worry too much about this round after you got hit, these types of rounds happen to everyone. Second round: alright, at the start you look like you let the last round get to you a bit. This time the 5C's were a bit more wild and from further away, definitely not something you ever want to do especially against Labrys since j.B will more than likely destroy it anyway. You take a few hits but get out and land an AoA reset (questionable to not go into sweep instead, but I'm going to guess it was a mistake since you said you're somewhat new to Chie and this IS netplay too) but, you drop the combo. The follow up situation there isn't that bad anyway though, you still get pressure, however you run through your string way too fast and go into sweep IAD back. In that situation, and against Labrys especially, dash 5A + staggered 5/2A pressure is better; you can opt to reset back into 2DD if you think they'll respect (which Labrys often will do because of her poor defense), go for staggers into 5B to catch mash which can also reset your pressure if they block, go for air turn crossups which are EXTRA effective in netplay, throw, AoA, or just simple 5A walk forward backdash 5C to catch throw tech. Never end your string that fast, you lose so much momentum that you NEED in this matchup. Anyway, at this point the Labrys is in the corner and starts jumping around with j.B to defend her airspace. After the second one, a nice dash 2B to catch this would've been a completely respectable guess (and it would've been right too); Chie is really fast and doing things like this Labrys was doing right here are great ways to lose against Chie. Instead though, you back off, which again I can understand because you were a Liz player and also Chie's 2B isn't that good, so you were probably somewhat afraid. You definitely can challenge that jump in if you call it out though. After the situation is reset, you start using 5C a bit recklessly again, watch that. You end up getting hit and mixed up a bit, against Labrys blocking for a bit isn't that bad there's not much she can do to you. You burst out eventually and AGNEYASTRA (always a good decision against Labrys full screen when you're sitting on that much meter, so good job). Just an FYI, a better approach after Meteors is probably dash, IAD j.B, as there's practically nothing they can do about it, and if they respect (which they probably will; that or mash DP), you can set up 2DD and go for mixup. Anyway, you go for an AoA, which gets blocked and you DON'T OMC it, which with your life you really needed to (Watch that meter!). Luckily, you don't get punished. Finally, you break an airthrow, we go back to neutral and you eat a random chain knuckle into j.B pressure and don't guess right on the throw, not much you could have done there. Overall: Watch those 5C's, don't be afraid of pressuring Labrys, try to make every shot you get at offense count since it could be the last one you need to win, don't be afraid of 2Bing obvious jumps and try to block a bit more against low mixup characters like Labrys, you don't want to end up taking more damage than you need to. Hope this helps. Edit: WHOA, didn't realize I typed a huge essay... uh, bottom part is the only SUPER important part if you don't want to read all of that lol. Edit 2: not sure if you have other matches you want me to go over on there, that vid is... LONG to say the least lol. Just let me know if you do.
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[P4A] Chie Satonaka Vs. Akihiko Sanada - MEAT FIGHT
Colpevole replied to Amadeus46Art's topic in Chie Matchups
Dustloop wiki has frames for Chie at least, not sure about everyone else, don't really care about them but I'm pretty sure it does -
[P4A] Chie Satonaka Vs. Akihiko Sanada - MEAT FIGHT
Colpevole replied to Amadeus46Art's topic in Chie Matchups
well, it's not so much that max range 2A beats 5A FREE, 100%, although I'm pretty sure it DOES have more range, but it's the fact that you can move so much more than he can that unless he's literally standing there mashing 5A (in which case just run up and hit him with 5C), you should easily be able to outmaneuver his 5/2A with your 2A. As for 2B vs j.B, just do it earlier, head invul for Chie 2B starts really late into the move, and doesn't last too long. -
[P4A] Chie Satonaka Vs. Akihiko Sanada - MEAT FIGHT
Colpevole replied to Amadeus46Art's topic in Chie Matchups
well, on the most basic level, you pretty much control the ground due to the fact that both Chie and Akihiko have fairly poor normals range wise, but you're a lot faster and your pokes lead into more reward (Chie gets far better Oki than Akihiko does, especially midscreen). Just keep moving around, poke with max range 2A occasionally and if he's getting too 5/2A mash happy just 5C him for it. Risk reward on the ground is by far in Chie's favor due to her movement speed. Nothing really changes in the air except that his IAD J.B is very fast and low to the ground. This normally would be a real threat, and it is to an extent except that Chie controls the pace of the match and ground space so much in this MU that the Chie player can divert some attention to looking out for that move and 2Bing it. 2B leads into massive corner carry, damage and oki on Counter Hit, so even one of those can end a match.