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Circuitous

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  1. Her kick's better, too. ~Axis edit the sequel~ Mitsuru is a tough customer, she has fast pokes, a really fast charge special that she can do anytime on the ground, obnoxious hitboxes, and a very heavy hitter. Needless to say she is dangerous when she gets her way but look at the bright side, her frame traps aren't so bad against us since she can't safe poke our DP. (lol yosuke) Full screen: Not too comfortable range but not the worst, you don't have anything too safe at this range, she can use her D attacks to whip you in or just hit you for a good 3k damage for not blocking it. If Mitsuru charges B coup you can actually j.214B her you just need to jump and gauge the range. Mid screen: Really hard range to win at but a good read her puts the match in your favor, sweep goes under her 5A but you gotta do it early. (sweep is 13F her 5A is 7F and you are considered airborne during the early parts of it.) otherwise play the spacing game and make a read, remember do not do anything that has too big a start up at this range. Coup will keep you in check. Close range: On the offense you have so much power over her, Her R-action can be called out and punished before she can bufudyne, even if she uses bufudyne just roll during flash and kill her. Your R-action also defeats her R action too, something she has to keep in mind. When defending against her Mitsuru is a frame trap character, her charged B attack beats grabs but not your DP. When she slides in then she is doing sweep. The only time sweep is safe is when she uses a charged B attack before it otherwise command grab her or IB punish the sweep. (yes sweep is mad punishable) Fun stuff: Coup is unsafe on block point blank so press 5A, if she jumps back she gets caught on start up, if she tries to poke it loses to your 5A and if you IB it then she is free to a command grab, this gets you around bad Mitsuru's and punishes a good one on occasion. you can beat 5D with j.214B/A+B depending on positioning but you gotta be fast on it. You can roll behind her bufudyne. Optimal DP Punish is 2C but it's really tight, use 5C or 2B for the punish, if you roll bufudyne then you can still punish with command grab. If you don't want her to use meter after her R-action then punish her with 5A or 2B before she touches the ground. Your persona loses to 5A, j.A and coup droit for free. Feeling bad. Yes I hate this match up. I am gonna edit this when I wake up.
  2. Don't let her get red axe.
  3. Fight your inner self or whatever.
  4. ~Axis edit~ Full screen: J.D beams and move get midscreen fast unless you want to challenge beams or block a EX Maragidyne. Mid screen: Good you are in the perfect range to beat 5B and 5C, both can be rolled and grab punished. J.B is something you HAVE to respect if you have no meter, otherwise 236CD her if she decides to jump. Close range:Cool your on the offense! run your normal grappler game, I suggest using jabs more in this case since Liz can 2B you for grab attempts. (She is airborne when using 2B godly hitbox too.) You can also 5A/2A whiff jump her R-action too. I suggest j.Cing it. some things to know: Liz 5C is really fast and swings twice, she has a few things that she uses to mix you up: 5C(1) > 5D (persona grab) 5C > 2C (that rawr move) Those are the normal midscreen block strings players will like to use. You can block 2C and walk 5A or 5B it which gives you a free card, do it for 4 times and poof no more persona. You can also jump forward j.B over hear if she uses a grab, if you feel confident you can j.214B her for this too. Her 2B is a really strong anti-air if you are gonna challenge that move then use j.C at an angle or j.B. In other words do not be directly above her! It's a death wish. Her corner game is scary but really beatable. In the corner she has this really cool setup where she knocks you down and uses 5D, if you wake up you hop the grab but you are in range to get punished by 5B/2B. You can solve this easily though, just delay tech the 5D and if you see 5B start up then roll it late and grab her. Trust me roll late or you eat the 5B. Bittles: When her back is to you while in the air her j.D moves further, it's already really fast. Garudyne's direction can be influenced, not safe on block though. Her J.C is not an overhead. Ghastly wail is not a good reversal. Liz can Spell charge > Diarahan to put herself in awakening and gain a lot of health so a character with 7500 health max can take more than 2 good combos to beat. God edit enjoy.
  5. Such muscles. ~Axis edit~ Full range: J.D, play some footsies, keep him a bit out of 5C's range. Mid range: Decent range to fish for stuff, fish CH and stay out of close range, your jabs cannot compete. His persona is a overhead but you can roll and punish on reaction if he goes for it. Close range: If he is on you then you still have options. If he does sweep you can IB punish it with grab or 5A, crouch confirm usually leads to around 2k. You don't really want him in though, never let Aki get in if you can't help it If you got the momentum then you will be happy to know you that your 214D goes through his R-action. Now for some extra info. Akihiko has a very short jump so you can actually AA with 5B on some occasions other wise stick with the usually blocking and dodging. 2B works too but as usual it's risky. That's all I can think of atm. Will update later.
  6. No. I'm saying when you're ready, you won't have to. My fun begins. ~AXIS edit the sequel~ Neutral: Full screen: Your gameplan is using J.D and close in the gap. fullscreen is good since you can snipe her with D if she turns on orgia mode. Don't worry about full screen approach it can be punished with 236D/2B. You can also run away which is gonna be the best option in general. Mid screen: 5D range is a good place to be, 2B becomes punishable if you roll it now. Grab her or 5A crouch confirm if you get around 2B. At this range play to your advantage and punish accordingly, she isn't scary. Close range: Close range on offense is pretty simple, do your normal mix up game and do as much damage as possible in case she DP's you. If you Bait a DP then pick your punish, if you use C normals then she should lose 5k+. Normals to worry about: Normals you have to worry about from her are: 5B: You can't DP her cannon it just beats you. 5C: hits pretty far, can be rolled if you yomi. 2B: 7F start up and covers a lot of area I told you how to punish it already. 2AB: Her sweep has good range, if you get hit she gets a free orgia change, IB it and punish her. Her normal string will usually involve some jab into dash cancel overhead stuff like: 2AA > dash j.B or sweep > j.B If the player notices you are blocking that then she can opt to empty dash and 2A. Eating a j.B overhead leads to almost 4k while eating the sweep gets her almost 5k. Some of these strings do have gaps that you can DP and IBing the sweep makes the j.B not air tight. So step up on the defense and make her change out of orgia. You are at an advantage when she is not in orgia mode. How to punish her R action? If you block it then you have these choices. dash up 5AA>air bnb. Run 214C/214C+D dash 2C fatal (must be close) Dash 5C > 236A+B confirm 2147B (tiger knee pounce/wayne brady) it will CH so you should make sure to practice the confirm for this. Notes: It hits about a character length away and it pushes her back so you cannot R action her R action unless she is in the corner and punishing is spacing dependent. Her Megido flare (spinning flame wheel move) is safe on block if it's the A version or SB version. (A version horizontal and B version goes more vertical.) They are also unburstable on hit as well. Learn a good time to burst Aigis if you choose to or be me and not burst because you want to half life people off confirms. Some extended info since I got better from playing different players etc etc.
  7. He's too lazy, obviously. I'll go ahead and do it.
  8. PSR's a (slightly) better indicator but it's still questionable. Honestly most randoms you fight won't give a shit about your stats, and if they do, their opinion is of little consequence until they fight you anyway. Basically, don't worry about the numbers, just focus on improving yourself as a player and doing the best you can. If you can make a reputation for yourself as someone worth fighting, that'll stick better than your stats.
  9. No one gives a shit about your W/L record unless it's preposterously high.
  10. The Dustloop wiki is now open access, you're free to register an account for yourself.
  11. I recall it being mentioned during the Cross Counter special by an Atlus rep, but I could be wrong. Too lazy to dig through the archive for it.
  12. Last I heard it was in Certification. Should be up in a week or so.
  13. Hey online actually feels pretty okay in this game. I might actually fight people!
  14. Not from me. My tools don't work on the files they're in and I lack the resources/skills to change them.
  15. Omni's training at one hundred times USA's lag before heading to Japan to face off against Jiyuna.
  16. Shadow Labrys can. If anyone else can, I've yet to see it.
  17. No, they're not ripped. I can't open those files. As for ImageEX, I'll upload a new one later (meaning probably tomorrow). For now either get the complete pack or wait. Sorry for the trouble.
  18. Being available in the arcade version is a good metric of balance effort. CT Nu/Hakumen and CS DLC chars all had some derpiness when they first came out that could've been refined through arcade mode patches. DLC characters (in BB and other games) have generally worked out in recent years, but as a grumpy old man I'm still reminded of broken-ass console exclusives and I get nervous at the thought of just slapping in a character late and not knowing how they'll operate even after the rest of the cast has been largely figured out.
  19. Story Mode rips have been posted. THESE FILES MAY CONTAIN SPOILERS. VIEW THEM AT YOUR OWN RISK. Enjoy P4U everybody.
  20. They could figure out three completely new characters, but couldn't come up with an overdrive for the Murakumos. Yeah, I dunno... I'm not saying they're definitely not gonna be in the game, I'm just saying there's no good reason to not include them in the loketest if they're actually going to be playable. Or maybe Super-Nu will be an unlockable boss character again.
  21. The DLC characters were added to arcade pretty quickly, so they weren't really console exclusive. At least not for long. Kliff and Justice say hi.
  22. Or maybe it's just the symbol on every Cauldron and a key graphic element of the core storyline. The Murakumos aren't even in the playtest, meaning they're either going to add them late (which is silly but has been done before), they'll be added to the console (and won't be tourney legal), or they're gone for good. The latter seems most likely.
  23. Stop requesting translations or information. You'll get it when it's posted.
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