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Everything posted by LitchiFayeBling
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[P4AU] Rise Combo Thread Updated 8/1/15
LitchiFayeBling replied to Tecta1Eastside's topic in Rise Kujikawa
weird, can't do 22a route in corner on crouchers? edit; oh. wat do -
https://www.youtube.com/watch?v=9GIl_2MOINw important
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poke/confirm, force them to block low 2b 2c 5a 2c 2a 2a 2c if 2c is blocked, can cancel 2c into 5[c] which auto frame traps and whiff canceling to 5a/2a is -1 or -2. can cancel slightly late into 22a to try to catch a counter hit and go into big combo. can cancel into 22b, which is + a lot on block, but is shield bait (lose grd) and costs 5 bullets same with 214a, (22a and 214a are lows) but the meterless followup combo is harder (and doesn't work on linne) but with CS or EX you can do decent damage. can cancel 2c into whiff 5a / 2a for -3 or -4 i think. this is mostly to bait out reversals through strings if your other delay options are getting mashed through if you have enchanted bullets, you can go into 236a which is +1 using the B normals are a little more complicated for their purpose of resetting pressure: both are forward moving normals, can delay cancel to C normals or A normals that are -2 and can go into other things quickly. 2b 5a/2a/2c 5b 5a/2a/2c (delay to try to catch mash. otherwise, 2b/5b on block are - a lot, but if they respect the option you can throw/dash up to reset pressure also) what im saying is resetting pressure can be like this 5b/2b -> 5b/2b big gap, but if they are respecting delay 2c then go for it. can go into this with 5a/2a 5b/2b -> 5b/2b you have to read if they are going to mash or respect if you are going to use the B normals to reset pressure, but that is what senaru gets a lot of mileage off of because the C normals are even more punishable if not properly canceled and thus cannot reset pressure similarly. finally look for their shield patterns. you have 6b to blow up crouch shield, and 2a/2b/2c/22a/214a to blow up stand shield. and throw to blow up either. -- basically, there is one autopilot option (2b 2c) but playing her effectively, especially offline, is going to rely a lot on reads, multiple choices, and conditioning trickiness
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you can make it much more consistent if you delay 22b but if you have extra normals it will sometimes make the combo not work period 421b w5a route is that much more stable but really it just depends on how many ground normals you add
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assault jC bnb : assault jC 2a 2b 2c jabc 66c 22b 66c 22b 66c . slightly delay your 22b's after 66c if you're still not getting the combo because of flip outs do this assault jC 2a 2b 2c jabc 66c 421b w5a 66c 22b 66c . slightly delay the 66c after 421b w5a. this is harder, but always works hitstun wise. assault jC max meter and in vorpal for chain shift assault jC 2a 2b 2c 214c (421a) 5a 5b 3c 8 j[c] 9 (slight delay) j214a (CS) (VO whiff) 2b 421c wjA 623a (1hit) IW: 4296 all these combos are challenging for bnb's but they are very applicable to matches
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
LitchiFayeBling replied to PozerWolf's topic in South
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ive watched that match countless times since the game came out /_/
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this is too weird what does it mean when the game (byakuya?) says "chance!"
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what in the world theres subtitles that are in jpn. dunno what they are saying, but it does say FFC which could be force function cancel??? maybe some sort of kara FF into trap lay?
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you can combo off non enhanced 22a counter hit
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Bullet moves: 236a/b , 22a/b. I don't know about 236c. They all get increased damage and hitstun. 22a/b do not change blockstun values. They are always -1 and +a pretty large number 236a/b get 5 frames more block stun. 236a goes from -4 to +1. 236b goes from -7 to -2 i believe.
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oh that's cool. yeah air 214A does a wallbounce and hard knockdown with your back to the corner. heh i wonder how i'll fish for that. ooh uncorner with 214c 421a. very nice. tried it out. very finicky. trying some more. there are definitely some consistent ways to pull off this combo, but off 2b 2c you get better damage with the normal combo. however, if you land 214a 214c in the corner, this is a good combo. after 214c 421a, i find it hard to link 2b so i just do 5a 5b 3c. k so this combo does give you better damage in these situations, probably some more. it also is pretty spacing dependent but you can control it by delaying air 214a after 3c 8 j[c] 9, as well as the ground strings you do. also, compared to 22b ex dp CS ex dp, you don't actually use bullets, which is nice. all with vorpal: corner: assault jC 2a 2b 2c 214c (421a) 5a 5b 3c 8 j[c] 9 (slight delay) j214a (CS) (VO whiff) 2b 421c wjA 623a (1hit) IW: 4296 assault jC 2a 2b 2c jA jB jC 66c 22b 66c 22b 623c CS 623c : ~3860 based on how many hits you get of the ex dp 2a 2b 2c 5[c] slight delay 214c (421a) 5a 5b 3c 8 j[c] 9 (slight delay) j214a (CS) (VO whiff) 2b 421c wjA 623a (1hit) IW: 4706 2a 2b 2c 5[c] 421b jb jc 66c 22b 66c 22b 623c CS 623c : ~4604 when cornered: 2b 2c (slight delay) 3c 8 j[c] 9 (delay) j214a (CS) (VO whiff) 2b 421c wjA 421c wjA 623a (1hit) IW: 5190 note that you can do this combo with less than 200 meter because you only need 100 meter for VO, but you'll probably have to omit one 421c. damage is around 4483. also note that if you are all the way cornered, your VO will probably hit. you can remedy this by using more moves in the ground string before 2c 3c. ---- the 2b 2c j[c] route into ex dp CS ex dp will do more damage than this combo. this includes off raw 2c j[c] i believe, as well as 22a CH into dash 2b 2c j[c] (which works at all ranges unlike 22a CH 3c). but this is still a good combo to know off the "lighter" starters. and with your back to the corner, this is one of the best combos she has period.
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should be able to link 2b after 4b instead of chain to "reset" your chain. you can't use the same normal in a chain (with the exception of smart steer after, but that's not what is happening in this case)
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whats her best resourceless punish? like after dp whiff or block
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Didn't know there was more discussion going on, forgot to check back. Pretty sure special moves have untech SMP. Can't do 2 gordeau Rekka-Rekka series early in a combo and get a normal ender. Same with Hyde's fireball explode. here's what i used to test CS adding hitstun to the whole combo eltnum 6b 2b 2c j[c] wjA 5b 5[c] 421b etc. they tech before 5[c] CH 6b 2b 2c j[c] 5b 5[c] 421b etc. works fine. 6b CS 2b 2c j[c] wjA 5b 5[c] 421b etc. works fine. 6b 2b CS 2c j[c] wjA 5b 5[c] 421b etc. works fine. 6b 2b 2c CS j[c] wjA 5b 5[c] 421b etc. works fine. here's what i used to assume CS adds more hitstun to a combo than CH CH 2a 2a 2c j[c] 5b 5[c] 421b etc. they tech before 5[c] 2a CS 2a 2c j[c] 5b 5[c] 421b etc. works fine 2a 2a 2c CS j[c] 5b 5[c] 421b etc. works fine. 2a 2a CS 2c is hard to link it might just be that CH adds hitstun based on the starting hit though.
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this char got moved to a+ tier on jpn lists???
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ahhh i knew it. tried that combo vs seth and only got it once in 50 tries. its hard
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can't hit anyone when they air tech out of a combo. but both overhead flips should be air unblockable.
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421b is also invincible to throws i am pretty sure. although there isn't a real reason you would use it to beat throws except in some frame trap situations where you cancel some normal into it and then do 2a/22a or 236a OS.
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note that 2gb's string is 236a 214 5a+releaseB repeat
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3c 8j[c] 8 (delay) j[c] w214a should work at just about every range. there is one where the second j[c] will whiff. if you are really far from them, followup with 2b instead of 5b as 2b moves you forward more. it's also a frame faster.
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looking into damage scaling, it seems like repeated moves will give the rest of the combo proration. here's my tests with an eltnum combo. http://i.imgur.com/fdeA8R0.jpg ---- Counter hit/high counter do not add damage or change any damage values. it only adds hitstun to every hit of the combo it seems like. same with chain shift, which seems to add more hitstun than counter hit/high counter.
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i think youre supposed to input j[C] first and input 22a during what would be the charge time of j[c]
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might have been eltnum's A dp, which i don't think is fully invin until active