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VR-Raiden

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Everything posted by VR-Raiden

  1. I'll be there for P4A as long as nothing unexpected comes up.
  2. If you mean that first one, C+D > 5D, yeah. Not really a combo technically but it's the only meter-less way to get real 5D oki from normal throw on anyone but Labrys/ShadowLabrys, Aigis, Kanji, Teddie. I feel like it's worth mentioning cuz j.D oki (which is what you would normally get from corner throw) is a lot weaker than 5D oki. And this is for when you're directly in corner with opponent, if you're a little farther out you can get a little combo to 5D oki on anyone.
  3. Agreed, I don't mind helping out with it if needed.
  4. Yeah talking about Teddie Circus, the unblockable one.
  5. Definitely, had a hell of a time getting in on your Yukiko.
  6. GGs those I played in Ranked today. I'm so bad at the Elizabeth match it's comical.
  7. Safest way I've found is super jumping, and if you did that too early do j.B+D or airdash. If they do certain set ups you might not be able to super jump in time so just a well timed B+D or roll should dodge it.
  8. You can combo off 214A/SB on normal ground hit if you do it as a meaty and it hits later than normally possible. late 214A/SB > dash 5A > etc Post 5D combos from hitting a j.214A/B, anyone got anything better for damage/oki? j.214A > 5DD > 2AB = 1671 (5D oki) j.214A > 5DD > 5B > 5C > 2C > 214B > j.2A = 3002 (j.D oki) j.214A > 5DD > 5B > 2B > j.B > j.BB (JC) > j.B > j.C > j.214B > Ziodyne = 4278 (damage) Some corner throw combos into 5D oki. You have to do 5D asap or they can jump out. C+D > 5D = 1100 C+D > 2B > j.C > j.214B > 5D = 1827 (Works on: Labrys/ShadowLabrys, Aigis, Kanji, Teddie) C+D > 2A > 5C > j.214SB > 5D = 1895 CH C+D > 5B > j.C > j.214B > 5D = 1955 j.C+D (OMC) > 2B > j.C > j.214B > 5D = 2674
  9. Just realized she can't B+D without her Persona unlike many other characters, so if you somehow manage to Persona Break her don't even worry about it. apparently it's the same way with Naoto and Kanji.
  10. So, it looks like we didn't get any changes in the last location test. Sounds good to me, didn't lose any of the cool new buffs.
  11. hmmm from trying it a bit, it's definitely safe but seems slight disadvantage.
  12. No, the air versions are much worse on block, everyone can at least get a 5A for blocking them anywhere but max range. Worse if they blocked the dive earlier.
  13. Had a great time at Summer Jam. Big thanks to St1ckbug, DaiAndOh, and anyone else who was making brackets and running the tournaments. GGs in GG to Roldy, MarlinPie, Circ, DaiAndOh, Alzarath, and anyone else I'm forgetting to mention. It was cool finally meeting you TrollBadguy, next time hopefully we can get some casuals in. Sol mirrors are the best :D GGs everyone I played in P4A casuals and tourney, let's keep these tournament entree numbers high. And it was cool finally meeting you Axis, haven't had significant trouble with Kanji til our match. I need some serious work in this game. Congrats to the top placers in all the games. Kinda wish I entered BB even though I haven't been playing it, maybe next time. Also sad I wasn't there Sunday and missed a chance to play HnK
  14. Can't block Testament's 5D Summer Jam was fun though. I left wanting to play moar GG. grats on 2nd Shazay.
  15. Man that game looks awesome, when's it supposed to come out anyway?
  16. If there's frame data somewhere why isn't it available on dustloop or the wiki
  17. hmmm might be something better, but with 50 meter I found: 2A > 2B > 5B > 5DD > 214B > 2C > 2AB > 214C > CS = 3386 it's a bit finicky at the end though, this one is more reliable at slightly less damage 2A > 2B > 5B > 5DD > 214B > 5C > 2C > CS = 3310 these are corner only of course.
  18. GGs in P4 at Hardwired on Saturday. I probably won't make it to Xanadu this Wednesday, trying to save money for Summer Jam.
  19. Yeah that works, doing a deep j.B has the same effect. If you mean Ziodyne, then yeah its a free Meteors on block, she even has time to run up and hit you. I'm adding 5C (DC) and 5B (DC) punishes, if you instant block them its a free 5A, but the timing is pretty tight. Either way 5A is the best choice here so you can stop her offense. They're also negative on normal block so you can 5A somewhat safely on normal block as well. Also this is pretty important, if Chie does 2AB > 5DD for oki, Narukami can reversal 5A the persona safely (like many other characters) if you teched the sweep immediately. You can cancel the 5A into attacks or jumping. It weakens her oki midscreen. this is wrong, you can't actually get anything guaranteed punish for IB 5B/5C DC. She can cancel the end of the dash into things. as for the second thing this only works if they don't delay their 5D oki to make it meaty.
  20. What Shinsyn said, and lots of moves in this game leave you in counter hit state during their recovery, so sometimes you know you'll land a CH if you're punishing something specific. So both on reaction and not depending on the situation.
  21. (corner) j.214A/SB (OMC) > 5C > 2C > 2AB = 2264 (using j.214A) (corner) j.214A/SB (OMC) > 5B > 5C > 2C > 214B > j.2A = 2823 (using j.214A) (corner) j.214A/SB (OMC) > 5B > 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA/CS = 3482/4232 (using j.214A) (corner, low as possible) j.214SB > 5A > 5C > 2C > 214B > j.2A = 2996 (corner, low as possible) j.214SB > 5A > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA/CS = 3664/4439 also need to make a correction on one Apparently this is not character specific like I said before, you have more time to get close before the 5B than I thought. Works on all characters.
  22. From what I'm finding all versions of Droit are a free CH 5A on IB if they did it close, but Droit A seems like you can punish it farther too as long as your 5A will reach.
  23. Yeah if they do B+D it'll counter the j.B and hit you, everyone else you can land to block in time. Except on Yukiko B+D you have to do j.B low enough that it only hits once or hers will hit you too. Midscreen you can CH 214A a lot of stuff. CH 214A > dash 5C etc does most for meterless damage midscreen. If that's too slow, 5C works on lots of stuff too. As for CH 2B > 214B, 2B has to hit the opponent high up as a counter hit of only the 2nd hit.
  24. Well what I was doing to practice it was setting dummy to standing, blocking everything, block switching off. Then doing a short combo off 2A into sweep 5D. The j.A will be blocked if you do it right. Unfortunately you can't practice the combo easily this way.
  25. Something I've started trying to apply in matches, comboing into 214C at midscreen instead of 214D (when you have no meter/can't reach with sweep). From 214C you can safe jump with dash j.B(2 hits). Hits their pre-jump frames for holding up back, and lets you block any B+D except Yosuke, Teddie, Kanji. On Yukiko you have to do later j.B with 1 hit.
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