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VR-Raiden

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Everything posted by VR-Raiden

  1. Nice, I remember that combo being pretty difficult on anyone but Johnny. That could be pretty awesome if it does end up being more practical, I'm thinking it would solve the issue of them bursting out then hitting you in midscreen GV combos like 2K>2H>GV, where your fully mashed GV goes under the burst if they did it soon after GV hit. That still makes me sigh to this day (makes for a good psychic burst bait point if you can RC at least). Since the GV doesn't start hitting them until it's pretty much ready to clean hit in the 6P combo, their burst should hit you in that situation.
  2. 214B tricks edit: here's another involving the close to ground j.214A+B j.214A+B combos/setups and btw congrats to SKD jourdal for taking APEX
  3. Thanks, here are stronger versions to use from those starters for your info (from the wiki which has a more up-to-date list): midscreen 5A+B~FC C > j.B > j.BB > j.A > j.B > j.C > j.214B - (2601, +Ziodyne 3512) corner C+D > 2A > 5C > 2C > delay 214B > sj.B > j.B+D - (2425, +Ziodyne 3336) C+D > OMB > 5D > dash 2A+B > dash 5B > 5DD > 214B > dash 2B > 5C air combo ziodyne stuff or something...can't recall details atm, basically a high proration OMB combo. EDIT: from an earlier post, maybe these can be improved since then?
  4. Haven't seen that EX one before but it looks like delaying your tech would escape it. If you already teched as soon as possible, I'm thinking the only things you could do are reversal gold burst or Ziodyne/Cross Slash OMC (but she could roll/super you for doing those probably).
  5. Just pre-regged, coming for P4A and GG.
  6. 1- I have been on the receiving end of this before and asked the SLabrys how to deal with it, but I haven't explored it in detail yet. They said you can delay your ground tech to mess up their timing. They probably have some solution for this though, a SLabrys player would be able to shed some more light here. I do need to know the details on this though so I'll figure it out and post if nobody does it before me. 3- The best solution here is reacting to her doing the 5D (throw) and then jumping/backdash/whatever to avoid it, but if you're close enough you can DP her for doing 5C or 5D. If you aren't that close you can Ziodyne through either and hit her. Obviously these are risky options if you don't have meter to OMC. Try to anticipate and react to what they do, rather than 100% guessing. 4- I don't really do anything fancy with 214D OMC 214B. It's really just getting the 214B to hit AS SOON AS POSSIBLE after 214D OMC. So you have to be starting the 214B input as soon as you can after the OMC. I don't bother going for this combo if there's any lag, you will drop it in lag. 5- I still need a better understanding of dealing with Akihiko pressure myself. In general you should be worrying about throws and overheads more than lows. If he does sweep later in pressure, like after already using kill rush, he has to OMC to combo after it(?). Don't guess throw techs like me and get hit with fatal 5B. It's not worth guessing DP to get out of his stuff, if they bait it you will die. You can still use it, just sparingly. Sometimes mashing 5A to get out works, but he has answers for that obviously. Any Akihiko player correct me if I'm wrong about any of this. 6- I'm pretty sure she can do that because she tells her persona to do C right before doing her DP. I haven't messed around with that either so I can't really comment on how to deal with it other than being aware of it if her persona is in range.
  7. Cool, I would definitely appreciate it and I'm sure others would too, that is what these forums are for right? I don't plan to stop playing this for a long time, regardless of how "dead" people say it is.
  8. Made a vid involving the Chie specific 214C+D > 5A: http://www.youtube.com/watch?v=a5dm1bo1oGk
  9. You can do 2B > j.C > j.214B > 5D on Labrys/Shadow Labrys, Aigis, Kanji, and Teddie (don't 5D Teddie of course). They can choose to delay tech and cause the 5D to whiff here, as usual with the corner 5D from dives, but it's still better oki for the damage than any alternatives.
  10. Thanks for posting those, they must be where I originally saw the combo. They cover a lot more than the vid/description I posted.
  11. Here's a GV combo, details in description. http://www.youtube.com/watch?v=6TDTUP7Jtkw
  12. Hey what's up guys, I moved closer to NC recently. I'm thinking of trying to go to RockemSockemRegionals in Charlotte, and Mindgames:Ignition in Greensboro. I only play P4A and GG at the moment, do you know or expect these games to get players at these tournies? I don't care if it's a small number I just wanna play dedicated players and try to improve btw I remember playing some of you around here in GG and/or BB at a few old Lucky's tournaments, TitaniumBeast, purifyweirdsoul, Zoogstin, Frank the Tank. Hope to play you guys again soon
  13. GGs Hokuwokk and Brandinoli
  14. Sure it'll be awesome to finally get to play you in AC.
  15. Yeah why wouldn't I be haha, I still learn stuff from playing people of any experience level. plus I'm always glad to find someone I have 3 bars with.
  16. GGs to Starblast0r and Mr_Biscuits tonight
  17. Yeah after trying the combo I posted more it's kinda finnicky, I would probably not land that in matches. I did find this though, which seems more stable: air throw cS jSKD jBR(2) 5K(1) cS jBR(2) 5K(1) BR (120 dmg on Sol) still not as stable as just doing 5K 2H HVV, since you have to do 5K(1) low enough or the BR won't hit EDIT: Actually I'm finding the combo I posted to be a lot easier on Axl, you can just normal jump back jS (or jD), but he's the only one I've found so far it actually seems practical on. Seems like j.BR loops are the way to go on Robo, for damage and the meter gain. I really wish they would stop getting dizzy while I'm trying this stuff EDIT2: Alright so I'm trying to organize the combos you posted Kaizen. not including air BR loops yet, which definitely seem optimal on at least the lightweights and Robo, but I think these combos are still worth knowing since they're very easy on most for good damage. I only found a couple things different from what you posted originally when I was trying them on everyone, but correct me if I'm wrong. cS > jSKD > jBR > 5K(1) 2H HVV - AB (103), AX (123), CH (152), ED (123), FA (118), KY (119), OS (112), SL (112), SO (118) (I get cS to work on Slayer like the others) delay cS > jSKD > jBR > 5K(1) 2H HVV - AN (123), DI (133), IN (123), MI (145), TE (119) dash cS > jSKD > jBR > 5K > jPS SVV - BA (136), BR (123), JA (119), MA (123), ZA (118) (works on Zappa but really tight timing on the cS, below combo on him is easier) 5K > jKSD > jBR > 5K(1) 2H HVV - PO (95), VE (115), ZA (111) (5K hits on the 2nd hit here, and you have to do 5K immediately into jK immediately or it misses) 5K(1) > jKSD > HVV - JO (97) cS > 6P > HVV - RO (83)
  18. Alright cool, I got similar results. I never really explored corner air throw combos in depth before, but it's been happening enough for me to realize I could be doing much better ones. Using your first combo, I got this: air throw cS jSKD jBR 5K(1) jPS SW superjump back jS SVV corner knockdown for 123 on Sol (instead of 118). Only tested on him so far. It's probably pretty character specific, and I'm still messing around with it so it might be improved. I'm also curious what characters you can get multiple air BR reps on, and how many for each. and I'm finding that cS jBR misses on some characters, where 5K(1) j.BR works (such as RO). oh for now on RO and JO, looks like theres this: RO - air throw cS 6P HVV (83 dmg) JO - air throw 5K 5H HVV (90 dmg)
  19. I love the new 6p too. I keep hitting air 6p now and being like, wow can't wait til I can combo off that! The other changes are great too. Ive been thinking, theres a lot of moves you could always punish on block with a f.S, now with the fafnir cancels you can potentially make those punishes hurt a lot more.
  20. Wow I was literally just trying some air throw combos in corner haha. I'm trying to find out what characters you can c.S, and which you have to 5k. I'm not sure what exactly changes the amount of hits on air BR, I assume it to be a combination of how high/far they are when BR hits and, the characters hitbox.
  21. Hmm how come it seems like people arent on whenever I check What's the psn chatroom?
  22. Here we see another normal, ground hit ID© 1st hit RC. It appears to be untechable til they reach the ground (unless he just wasn't teching, which I doubt) so that's cool. http://www.youtube.com/watch?v=_Gx4JNfEfjs&t=9m18s edit: and from other recent posts it seems to be the same for cross up air ID 1st hit RC, at least they fall so low that 3C will hit. I guess I'll actually try to get good at using that finally
  23. We're talking about guaranteed FC ID(D) punishes on block here (at least I was). There is no try *yoda voice* I think it's application will be situational, but we haven't seen the damage off it yet either so we can't really be sure how strong it is.
  24. Well most of the posts in here are pretty dated. Personally, I've fought her a lot more over time and gotten more comfortable with it, and I would agree with you. I don't think there's really any reason not to call the match up even. I'll have to try SBing that 2H 2nd hit, I could definitely see that being very useful.
  25. Um yeah a 7F move that FC sounds like a pretty good punish option to me...I bet there are decent amount of moves that can punish where FC 2C, or 5C couldn't. I bet you can FC ID(D) on reaction if another Ragna does a ground scythe.
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