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Rsquared

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Everything posted by Rsquared

  1. Gonna just leave this little tidbit here https://www.youtube.com/watch?v=fzQPGGeHDTY
  2. Gonna be posting little bits of stuff I know at a time, this is mainly matchup stuff I'll be doing so I dunno whether to post it here or the Matchup Thread. Will post in both just for safety: https://www.youtube.com/watch?v=fzQPGGeHDTY
  3. the bit at 5:50 in the first one had me rolling Anyway, you have the right ideas, but you could use a bit more work on your pressure strings and general hit-confirms. Defense can be improved just by being willing to block more and then your reaction time will get better and you'll be able to answer things much much easier. 5A/Sweep meaty after sweep>22A/B will lend you a lot more pressure if you're willing to risk the DP, cause they're not gonna DP 100% of the time. 5AA>5B stagger and 5AA>5AAA stagger is actually pretty strong in certain matchups (5AAA stagger really strong vs. Margaret cause you OS her DP). You honestly DP too much but it's not thaaaaaat bad considering that you still don't do it that much in comparison to others I've seen. In neutral I noticed you're jumping a lot and limiting your answers to other buttons, so I'd practice your ground spacing and get comfortable with it so that you can make them respect you. Vs. Shabrys in particular what I noticed you do at one point is 5B>236D from hitting the persona. Now that's not too bad but Shab can come in and put you in pressure if she's waiting for it. So a strategy I like to use is a lot of 5B>backdash in neutral, hitting the persona and backing off. You keep her persona blocking or broken while you get to move in at your own pace.
  4. Anyway, felt I'd let the guys here know about the Labrys chat we started a while back on Skype. I'll be posting all the new stuff I find there before I post it here so that I can get second opinions and optimize it before I post it in the threads here. In the chat we can also help any newer/struggling Labrys players who can use advice or ideas. You can hit me up on Skype at rsquareda if you're interested!
  5. At the moment it's still reaaaallllyyy sketchy with her. They didn't really help her defense options but they did give her some decent mid-range fuckery tools with 5B dash/backdash and sweep low profiling a lot of important moves that it didn't last game like Mitsu 5A and Narukami 5B. She did also lose reward off 5A outside of yellow or crouch confirms cause of the 5AA change but 5AA>5B>sweep goes green to yellow on block so it's kinda even I guess? Kinda feel like they made her around the same area as last game. Most of the options are kinda bad but then since no one plays her the matchup is weird to everyone and Labrys is still good at punishing bad habits and straight -murdering- people for them (case in point https://www.youtube.com/watch?v=B4ZPeXBg4Zk )
  6. Found a way to basically start at each axe level without having to stick at default and combo your way to the axe level you wanna start at. So what you have to do is pause and set it to 1 level under the axe level you want. Then unpause it and let the effect take place and then set it back to default. This should take somewhere around 2-3 seconds. With the axe levels listed the training mode options puts them at just the end of the threshold so it should only take 1 hit to go up an axe level. Tl;dr example: I wanna practice a Yellow Axe combo starter. I pause and set it to green, unpause, then pause and set it to default. Then I hit the dummy with 1 5A and I'm in Yellow. Simple
  7. Really it's mainly after 214A that she can't super as well. 236236C is actually much better for long combos now, but the speed change to 236236D made it sketchy in certain stupid-long combos with 214A/B ender
  8. SB Gears>OMC>A Brutal Impact is a true unblockable.
  9. Daaaayyyy 1 glitcheeeesssss https://www.youtube.com/watch?v=3J6QKavA4wY
  10. Maybe, but maybe I'm thinking it's just cause fans are a lower level than Maragi or something of that nature. It does the same to Narukami fireballs. It took a fan before it hit the maragi iirc so maybe it's cause of the durability being taken up.
  11. Very lazily copy-pasted Alright I'm writing this immediately after I got back from WNF at about 5 in the morning while I still remember things. Please forgive any mistakes. Starting with tech data and moving into matchup notes after. Discovered a lot of stuff already at EVO and with the time I had I didn't really catch as much as I did back then. Tech -S.Labrys still sucks. However, she keeps the accent in shadow mode from the bits I heard. -h5B>236B now works on Naoto/Labrys/Shabrys. No complications with anyone else so far. YAASSSSSSSSSSS -5AA>5B>sweep>214AB still doesn't work, sweep>214B/AB doesn't seem to confirm off regular combo -Throw teching no longer breaks Ariadne arrow setup. If you set up arrow and go for meaty throw and they throw tech, the arrow puts them in blockstun (this is secondhand from watching AcidAce play, will test further upon release). May just be cause of being used to holding the arrow setup causing it to not come out until the throw but I thought this was interesting. -Chain Knuckle>6A overhead is still not a legit blockstring. However, the gap is smaller than in P4A. -Chain Overhead>214B is a legit blockstring. However, when done from long distance, the first hit can whiff causing a gap in the string. Should be noted if you decide to chain from long range in neutral -Bubble (Hojuu/236D) eats other projectiles for breakfast -Chain Knuckle overhead>214B red axe chip is real. Got somewhere around I wanna say 1.2-1.5k chip off 236A>6A>214AB>236A>6A>214B. Rough estimate however. Was done to a Narukami. -max distance 5B>5C>2C>236D in corner can be an interesting blockstring pressure setup. If not punished, will allow nice spacing harassment options. However, extremely minus, punished by Minazuki microdash 5A (may have been me being too confident and pushing a button after, memory is fuzzy). May want to also consider using 236A as a frame trap or 2C dash cancel, or just ending in 2C. Matchup Notes Jesus Christ-I mean Narukami -rekka move is special cancellable, player I fought mainly used it to go into B Lion feint -command grab is actually more telegraphed and seems more reactable than previously thought -Labrys 2B seems to go under Narukami air fireballs even when done extremely low to the ground -Issen is 2 hits. Letting you know now. Block. The. Second. Hit. Before. You. Punish. Minazuki -If Minazuki teleports, 2B will snuff that move on reaction. The teleport is also Fatal Recovery, meaning yay fun 2B combos. -Hojuu/Bubble/236D is so far no good in the Minazuki matchup due to his Persona normals hitting Ariadne from behind and popping her before the bubble happens. -His Persona normals all have a huge amount of recovery on block and his options afterwards are pretty limited. Other than teleport, he can also cancel into knife toss on block, which still presents a huge gap. -Minazuki 5A is generally easy to outspace with 5B in neutral -Minazuki's special that launches him in the air on block will give him a few options. He can either go for straight pressure with it (very easily reacted to with 2B), air backdash (still gets beat by Labrys 2B cause of lolactiveframes), use 25 SP for a frame trap (beats rolls, and there is a gap. He lands immediately, so unsure if gears will work), or use his air DP that sends him downwards. -Tsukuyomi normals have very deceptively large hitboxes. Always be ready to block them, even when Minazuki is in the air. -without meter, Minazuki can't seem to answer wakeup gears when Labrys is cornered Yukari -5B>5C chain will autobait Yukari DP mash: She'll slide forward, the attack will whiff right in front of Labrys, and the returning 5C will hit her -Bubble/Hojuu is great for keeping her neutral a bit more restrained, or letting you move in a bit better. Unsure of future lockdown possibilities, but it seems to be a viable option to set up between full-screen projectile gaps. -Punishing Yukari's DP is a crouching confirm. Yukiko -Can toss 2 j.B fans now, however the hitstun on 2B seems to have been reduced (according to LPT) -New move with level 6 fire is an okay spacing tool but not too much that I'd worry about -If you get the bubble out, fans get eaten up by it. And I mean -multiple- fans. -Bubble seems to get broken when it comes into contact with Maragi
  12. Compiled all the notes from yesterday. Not as much combo tech as my EVO notes, but a lot more matchup stuff this time around: https://www.evernote.com/shard/s447/sh/51a14ebf-6f04-42a3-af1a-e6bf36e4ad88/20e4cd0e0dbeaceb2142bf7d97d45ac3
  13. Alright everybody! I'm going to be going to Wednesday Night Fights this week, where they're having a special event with P4AU there! Imma give another rundown of stuff I learn using the extra exp I got from playing the demo at EVO. I'll write it all down Thursday afternoon most likely.
  14. I made this possible game-breaking setplay tech off 214C. Youtube caused me issues so my pal GreekAngel was kind enough to upload it for me: https://www.youtube.com/watch?v=7_j3m5CSoi0
  15. Decided to mess around with mixup options and discovered this. Don't know if this is new or not, so I'll post it anyway: https://www.youtube.com/watch?v=NHrWC52Hviw&feature=youtu.be
  16. I tested a couple of matchup things in this video I made: https://www.youtube.com/watch?v=ev6ZneIrwFo most notable things -Eltnum can backdash Gordeau 22A after 66C where he'll be minus -214B is -hella- in the Nanase MU -Eltnum can Anti-air certain assaults and jump ins with 66C (wald not shown but possible) -Eltnum can react to Byakuya's web setups with a gunshot for a counterhit
  17. to fix this, you can replace 2B with 2A>2A (so the combo would go 2A>2A>2C>etc) should also work with 2B>2A>2C but I forget so that's worth testing my friend Omnix found that out so it'll work on Hilda, Linne, and Hyde
  18. Got neat combos of 5A fatal here, plenty of ideas to work with, even if the combo itself may not be so viable in match: http://www.nicovideo.jp/watch/sm24161584 And here's a Youtube link of the Purepure vs. Nerina matches: https://www.youtube.com/watch?v=up8V67uI5Ts https://www.youtube.com/watch?v=ypOooF0B0TU&feature=youtu.be https://www.youtube.com/watch?v=_Ywb6bj7UAY&feature=youtu.be
  19. Tectal was kind enough to link us this footage of Purepure vs a Shabrys (don't know who unfortunately) http://www.nicovideo.jp/watch/sm24137636 http://nico.ms/sm24137848 http://nico.ms/sm24138182
  20. And also referred to me by a friend, an OS for 6B on hit and block! https://www.youtube.com/watch?v=KfOrn9wKmI0 And a safejump setup that lets us OS Gordeau's EX Grim Reaper and EX command throw on wakeup with normal teching https://www.youtube.com/watch?v=5rjArVzkEqI
  21. Got 2 Eltnum CMVs from Jourdal's channel here, will start transcribing the combos soon! https://www.youtube.com/watch?v=EwVfGdoANIs https://www.youtube.com/watch?v=gIm95VMslN4
  22. Here are some matches from Jourdal's channel. A lot of footage from this Labrys player who I can't identify and is just listed as "Labrys" in the desc. https://www.youtube.com/watch?v=Vqk79eskJCU https://www.youtube.com/watch?v=zuC-8chIXkU https://www.youtube.com/watch?v=ewjBbMAnOQw Funny thing is I never noticed how much farther gears goes in P4AU than in P4A/U.
  23. All my thoughts: https://www.evernote.com/shard/s447/sh/3e8ffab4-2b95-4483-9e5f-fb3c6a0d201c/68347c6738d8bf6f7f89260662b64ad0 Organized better here: Important notes-S-type Labrys is ass -Don't use her -P3P FeMC color best color New Tools5AA>5B/2B/Sweep: Crouch confirming is bullshit easy. Auto Combo: Fairly certain it's a legit blockstring all the way through. A bit tougher to pick up off AA 5A cause of the lower 5AA hitbox but shouldn't cause -too- many issues. Should require slight timing adjustment. 5B dash/backdash: No one has punished the forward dash but it is pretty minus so you should be careful using it unless you held 5B. 5AA>5B>backdash puts her -hella- far back, just at 5C range. 2C Dash: Only forward dash possibility hurts it a bit, but being 0 on block doesn't hurt. Good for combos, okay for pressure, better if you expect them to not block. Chain Knuckle brake jump cancel: I like it for pressure and sticking at your own distance. Can go for jump in pressure or just back up. Pulling herself in with no followup is projectile invuln so it might be good for certain matchups (gonna try to see if it beats Naoto traps when P4AU drops). 236C/D bubble (Hojuu): Actually a lot better than people thought for neutral if you can get yourself space. Huge possibility for mindgames, if the bubble's out Labrys wins neutral free. Functions like arrow where if the bubble's out already and Ariadne is popped the bubble stays. Eats other projectiles up. Only use the C version unless you're fighting a character that's in the air a lot. D version is super based. Brutal Impact counter followup: It's not so good. Beats throws free. Most basic meaties body it though cause they can just jump cancel. Think Hakumen Yukikaze if it's hit by a projectile. Except punishable. j2B: Really nice. I like it. Works for combo proration, slightly better than j.B. Also requires it's own 2 input, won't come out on accident. SB Arrow: Used it once, immediately regretted it. Don't use it. SB Bull: Too slow to use in practical combos so far. SB Gears: Based. Gets her in full screen. Opponents either in the air or without meter seem to be unable to punish safely. Functions like Yukiko Maragidyne where it starts in front of her and then spreads full screen, except -all- the gears stay. Covers full screen length in front of her, no part behind her so ill-advised midscreen. Chip damage is somewhere around 1-1.5k if I'm estimating correctly. D Gears: Instead of covering the half of the screen in front of her, it covers the opposite half of the screen. Possible tool for full screen whiff punish. Possible full screen Agneyastra punish. Lets her in full screen on block, but still pretty vulnerable. Really good for feeling yourself. (Quick theory: Blue burst into Awakening>D Gears setup?) Changed Old Tools2B: Not feeling the nerf that hard. Whiff recovery is very slightly annoying but it was kinda silly in P4A anyway. 5B: nothing changed. It had options, and all they did was add dash cancel. That's leaving a lot of room open to get your opponent confused on what you want to do. h5B: It's got stupid long recovery, even on hit. Some kind of cancel is required at all times. Chain Knuckle A followup (236A/B>6A): Still doesn't seem to be a legit blockstring but it seems to be tighter than previous version. B Guillotine afterwards seems to be a legit string. Unblockable DP (Full Charge): Tried it somewhere around 15 times. Worked twice. So it's kinda not so good. j.B: Still dagawd. Ignore frame data changes. j.A: not feeling the speed nerf too hard, will likely have to see it in the Chie/Yosuke MU before I start talking about it more Meter gain (still counting as an old tool): Seems to be buffed. Seems to be cause 5AA>5B/2B and Chain Knuckle A followup. Arrow oki: Not being able to hold it eliminates throw as an option for a meterless combo but otherwise it's generally the same. Blue Axe Gravitation: Fucks with original 50 SP green-to-red combo using sweep>214A>OMC>5A>2B in green axe cause she can start lower off in green. Easily adjustable. Optimal combos should get better actually. Possible Combo RoutesAuto Combo: Extreme corner carry, decent axe level gain, 5AAA corner carry is -hella- (Sidenote: can OMC 5AAA for high/low mixup cause she's airborne) Sweep>236D. Doesn't combo, but I feel it may be decent for delayed pressure. Won't let her meaty though, seems sketchy in setups. Sweep>236C may in theory be nice for the Aigis MU to cover Orgia backdash. Basic starter>SB Guillotine>236C/D>5AA>2B>j.B>j.C>j.214A. Didn't get to test in all axe levels, but should consistently work. Safe combo. Feel like old arrow stuff would be more optimal but I wanted to test things. CH 5B>5C>2C>hDP>5AAAA You have to time the DP release manually now but it's pretty easy timing to feel. Sweep>214AB Didn't mess with it too much cause I wasn't used to the confirm, but sweep has good proration and I think it can be a nice possible starter in the future. Red Axe (Yellow Axe crouch confirm iirc, will test further when game drops): 5AA>5B>236A>6A>214A/B (214A more consistent ender) Red Axe specific: 5AA>5B>236A>6A>214AB>236C>5AA>2B>j.2B>j.B>j.214B Did just about 4k iirc. Non-optimal after watching Purepure combos with it. Lolsy Red Axe combo: 5AA>5B>236A>6A>214AB>236A>6A>214B. Chains 5evr. May need counter hit, can't quite remember. 2B>2C>5DD combo seems to no longer work. May have messed up my timing, but it doesn't seem to be a thing anymore. However h5B>2C in the corner works. Can function off OMB and arrow catch setups. Matchup NotesBubble is shit in the following matchups so far: -Ken (Koromaru can take the bubble hit, also can interrupt startup with no risk to Ken) -Junpei (can bat the bubble, every Ariadne everything. Possible Gears punish with 5B fireball?) Didn't fight a Yukari or Rise that knew what they were doing. Naoto matchup's gonna require a bit of work/adapting. J.B'ing traps doesn't work anymore but she also can't stick with bullets for too long. Should attempt to set up bubble so that Labrys can safely eliminate traps and move in. Much harder cause of SB gun super combos taking off all your fate counters easy and ability to Hama oki. Should watch yourselves against S.Naoto. Mitsuru matchup seems slightly Labrys favored now, at least in neutral. If Labrys sets up bubble, neutral is won free. 5AA>5B>Backdash puts her at a really good position in which you'll be able to gauge how respectful the Mitsuru player is cause of Mitsuru's options being more limited at this point and also answerable. Ken's blockstrings seem like they have potential but his gatlings don't leave him with many options to really mix you up from his optimal distance. Decent air-to-airs, but his 2B is ass. Hits low and then does an upward swing. People have told me it doesn't have head invuln on the second hit, but can't confirm. Slightly hard to anti-air with Koromaru able to hit you on the ground. DP punish timing is doing 2 back dashes and then tossing out 5B. SB gears on wakeup takes most if not all of Koro's health if he's on screen. Ken's Koromaru super doesn't have invuln it seems. Kanji matchup seems like in P4A in that it's just sheer intimidation vs. intimidation. Labrys has new based neutral-winning bubble but he has direct Primal Force fuck-yo-projectile setup. Can force him into other options with this in mind. Labrys bubble is actually really nice for neutral if you can set it up. Full screen people seem to let it happen more often than not. Should be used to catch people sleeping. Overall ImpressionsWhile certain things got changed and some of her frame data got worse, she got better ways to mess with people in neutral and play mindgames abusing her spacing on her normals. They really didn't do much for her defensive game which is still a massive problem, but with SB Gears and new neutral and offensive tools I'm feeling like she's better off. Lack of setplay in matchups is still gonna be a gigantic load off. New possibilities for combo routes have some really nice potential, and the amount of meter she gains is pretty legit. It was good in P4A but now it just feels great. A much more fun and open-ended character. I also feel like she's a character people will have to learn the matchup harder to fight.
  24. Gonna make a compilation on all my thoughts on P4AU Labrys. Most of them are good actually.
  25. Wait, so what's going on between this and the EU netplay tournament?
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