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what are the recommended combos after GA dash jAA?
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is there an established punish combo for like DPs how about CH 2C in both forms can you get anything midscreen from CH phorizer in GA besides another phorizer
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RWA Announcer reacted to a post in a topic:
[Xrd] Ramlethal - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
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Ourozama reacted to a post in a topic:
[Xrd] Ramlethal - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
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you do have to wait a lil bit after airdashing before a+b
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plink glide (marvel 3 plink dash style) use button layout like so for stick: (don't have one for pad) [A] [C] [A+B] [D] airdash, slight delay, plink [A+B] to [C] to glide. Press air normal of choice afterwards. Can do that as fast as you want, but remember you have to let go of [A+B] to actually get out a jA or jB. notes: -plinking just means pressing 1 button then the other really fast. almost at the same time. kind of like mock playing a piano. -make use of button config since we aren't playing in arcades! the A+B button also helps mash out All out attack. -the slight delay is to get the A+B out since you cannot attack out of an airdash immediately. if you are only getting an air turn and not the glide, try airdashing and doing A+B attack without airturn (i.e. don't press C or A+C) and getting the timing down for that first.
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if this char had fatal 2c and that jA............... it would be fair really fair
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use this button layout for stick because we aren't in arcades: [A] [C] [A+B] [D] you just plink A+B to C during an airdash to get glide
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no, basically never use that move.
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ending with 66c 22c? read backdash with long dash 2b, and in corner you can meaty 2a, but neither is 100% safe
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after what combo
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i am not familiar with yosuke in the last game or this game if you read the p4u2 yosuke combo thread, every combo posted is either 5a, 2a, or j2c starter. not just the original post, although the original post only has midscreen combos that start with 5a, 2a, or j2c. overall that combo thread isn't very complete. certain moves i think are punishable but not in counter hit state. for example if you block minazuki's dp canceled into air projectile super, he is in the air after blocking the projectile and sometimes you can get an anti punish but it isn't counter hit. some moves like chie's DP counter, teddie's DP counter, etc. on whiff are so fast that you can't really react with j2c to punish cool. how much does SB suku super cost? hmm. i guess there's an 5aaaa j2c OMB combo that might be worth looking into? wonder what is his best meterless or 25 meter no omb, no FC combo.
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what are some punish combos if i can't get there in time for FC j2c? so like a CH punish or even if i can't get CH
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[P4AU] Rise Kujikawa Gameplay Discussion
LitchiFayeBling replied to RurouniLoneWolf's topic in Rise Kujikawa
forgot 5aa and 5aaa maybe scanned specials -
[P4AU] Rise Kujikawa Gameplay Discussion
LitchiFayeBling replied to RurouniLoneWolf's topic in Rise Kujikawa
couldn't get sweep -> meaty 236b -> dash 5aa 2b to detonate notes in matches gonna have to try shadow rise -
[P4AU] Rise Kujikawa Gameplay Discussion
LitchiFayeBling replied to RurouniLoneWolf's topic in Rise Kujikawa
she just doesn't have good ways to detonate them from afar - some more ideas for shadow rise - pop rampage neutrally, activate satellite, chase them down into unblockable setup on hit, go into some combo that leads into meaty something (2c?) into unblockable setup. could be able to squeeze out combo damage (~2500 probably?) + unblockable damage (~3800). big problem of course is managing their burst/meter. ive seen some examples of this already, wanna see if that itself can be optimized