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Everything posted by Speakeasy
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So a long, long time ago, I made an Elizabeth Skype group to talk to fellow players in real time. That group is still around, and if you're on Skype and want to talk, you can reach me at kansasfielder and I can throw you an invite. Most of us are still on Skype and can talk and answer questions there. However, we jumped to Discord some time ago. It's a new chat client made with gamers in mind, that's rapidly growing popular in the FGC. All of us are in there, and that's by far where we're the most active. Due to the way Discord works, I can't leave a link to that Discord server in this post, because it will expire after a set amount of time. If you wanna join, PM me here or reach me on Twitter and I can generate a new link for you to join then. It's a little wonky, but that's just how it works at this point in time. It'll also be easier to reach me on Twitter, since I don't log in on Dustloop very often, but I do make an effort to check my PMs every now and again. Hope to see you there! Have fun and enjoy your hama combos, because they're here to stay!
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It's me again! I'm updating the thread to tell you that some of us have made the move to Discord. There's been a split in the groups, with a Lambda group run by moi and a Nu group run by @Daramue. Both of us are in both groups, so message either one if you want to join one or both of them. It's also going to be easier to reach me on Twitter. This is the first day I've logged in to Dustloop in literal months, and I don't really have occasion to come here all that often. Just a heads-up. I dunno about Daramue's posting habits, though. so maybe he's more active.
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Messed with some safejump routes. Writing these ones off the top of my head so if they're wrong, I'll come back and fix them later. Midscreen: 5CFC 5D 236C 66A 214D 66A 6C 236A~236B 5DCH 236A 214A 5C 6C 236A~236B Corner: Throw 214D 6C 236D 236C 3C 236B 5B 214A 66A 6C 236D 236C 3C 236B 5CFC 214A 5C 6B 5C 214D 5C 6C 236D 236C 3C 236B
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Bump to announce that we're on Discord now! We've reached FGC Hollywood, ladies and gentlemen. There was also a decision to split the one Skype group for Lambda and Nu into two separate Discord groups. I run the Lambda Discord chat, but the Nu chat is run by @Daramue so hit up either of us to join. It's easier to get a hold of me on Twitter, since I don't have occasion to check Dustloop very often anymore. EDIT: Here's a link to the Discord chat. It should never expire, so give that a click to join us. https://discord.gg/0jwXvRdj3JtOACR0
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You can put "lackluster" as the frame data to every single one of her moves and I doubt anyone will disagree with you. That aside, OD Calamity vs Rachel is hilarious. If I ever find motivation to actually play this game I'll play with it in more matchups and see how it goes. It's a fun gimmicky off button for zoning.
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Mehhhhhhhhhhhhh. I work full time nights and am pretty busy aside from that so get back to me when you have a date if you're one person short. (But yeah sorry I think Team Lambda will get slept) Sent from my XT1080 using Tapatalk
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Me and Papermarkis did a thing to help Liz players out with Yukiko but seeing what Liz wants/can do may be helpful for Yukiko players too. https://docs.google.com/document/d/1-edHFMoo4iDrofJYvYH3I2XztuyYnfC2KjgzFJeW8Bg/edit?usp=docslist_api
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- Persona 4: Arena
- Yukiko
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(and 1 more)
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Frost, where exactly is the sideswap in your sideswap variant?
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I tested it on Ragna and Jin at the time. Finals are done so I'll have time to finally lab this and other stuff up... If I can pull myself from GTA V. ^^;
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I would imagine that this is a matchup where being locked into both swords of a drive attack makes us cry. Eat a yukikaze once and then despair over the loss of 5DD. Old 5D and then nor committing to anything was helpful from time to time against Hakumen.
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Do corner combo routes (I'm assuming you mean stuff 236B 2B 6A 6C) whiff on Bullet or do you just need to microdash? Also, respect the ring. You aren't going to be poking her out of her drive after she locks on, especially at level 2 heat. If you press a button you'll only get hit.
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If you want to sideswap midscreen, you can combo into A gravity > 665C 6C delay 236C. The delay on 236C determines whether or not you'll swap sides, and you can follow up with 2D/whatever you want after it to keep a knockdown.
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It hasn't really been a go-to antiair for me, but I've pressed it and they jumped at it for whatever reason and it's beaten out more than you would expect.
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I played an hour or two of this matchup offline the other night. It still feels basically the same as 1.1, but the new air drive angles are nice to have. If you can prevent Hazama from getting in, he can run out of Ouroboros and feel the struggle to get in. The floor is still lava if he's grounded and has 50 meter, so don't throw out 236236D or something like that if he fulfills those conditions. I'm bad and still like using 236236D to hold people down if I'm just a hit or two from winning though, so I should probably stop that and hold on to the meter for other things. From my short time with someone that's a really strong player but doesn't really play Blazblue, the matchup is basically still the same but we have a slightly easier time of sniping him now. Yay?
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I'm still not sure how well I like changing 5B to the old 6B. On the other hand, it's nice and big and an okayish anti-air, but on the other hand, you can low-profile it with next to no trouble. I'm using it basically like I used the old 5B, but I'm not sure I'm using it in the right way. Thoughts?
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Sorry if this was already posted, but I just skimmed before posting this combo. Corner: 5B>3C>214A>5C>6C>236C>22D>2D>5D>j.56D>jc>dj.25D>dj.214D = 4552/34 And that's nowhere near optimized. Gravity damage is real.
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I'm not saying it should be ignored, just that I don't think it should be the go-to thing. Not that I really have an answer for what is.
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How safe is 22D, though? I know people can jump out of things like 236A~22D, and you can definitely be hit while in the air. I wouldn't say that should be your primary tool for opening people up, but CH 22D gives you *a lot* of momentum. In my limited time with the game, I've done basically what I did last game, which is try to annoy them into making mistakes with as little risk to myself as possible. Obviously you're going to have to take a few risks, but I try to limit them and not do a ton of yolo things like random 236A~236C or something.
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This matchup feels about where Nu vs Rachel in 1.1 was thanks to Rachel's wind nerfs. Feels basically the same to me - you can out-zone her and she should have to take the risks to get in on you. Getting cornered will still probably kill you, though. Also, three cheers for the bat fan only lasting about 5 seconds now. Hip hip!
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Dealing with his 5B is hard. Do we just have to not do anything within his 5B range?
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Wow, is 2C IAD really that good? I figured it would just result in me getting 6a'd in the face every time I tried it. And if you're going to use 6B, use it earlier than 5C, like 2B 6B or something.
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1) Something to keep in mind is that you don't have to challenge every single jump. If you have the read or they're doing a really obvious approach, then by all means tag them, but a lot of times, if they jump, the best answer is to not press anything and see what they do. 2) That's good that you're noticing things like that! Experiment with your pressure and see what works where. Build up as big a repertoire of strings and ideas as possible so you'll always have something new to go to. 3) 236B is safe-ish on block, I think. I don't think you get pressure afterwards, but you won't be punished for it at least (someone please correct me if I'm wrong here). 236C is unsafe on block. I honestly wouldn't throw it out that much, because it has tremendous startup and is very punishable. You can always RC it to make it safe, but Lambda has better ways to spend meter. 4) I'm iffy on 2C in pressure, but I haven't really labbed it up myself. That doesn't sound very safe, but it could be a tool to keep in your head and use from time to time. If it works, it works, right? 5) Meaty 5D is good off of a 236B knockdown midscreen. 236D still has its uses for oki, but it doesn't seem quite as strong as it used to be. Meaty attacks work well too, as well as simply waiting to see what they do. After all, you have the advantage after a knockdown. I wouldn't use 4D for oki too much though, since they can just roll away from it. In the corner, you can get 236C 236D to get pizza wheel oki, and you can also get 214D oki off of various things. 6) I'd say to just keep playing Lambda until you find a playstyle that works for you. Thus far I've personally played her pretty aggressively - keeping a good enough distance to tag them with drives, and going in when they're respecting me - but you can playbjer however you like. Something I will say, though, is that Lambda has crazy corner carry off of just about everything with things such as 6B IAD combos and 236B RC 236C, so you don't need to worry too much about pushing them to the corner. And there's no need to apologize for asking questions. We're all here to discuss, learn, and improve together. ^-^
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I'm week one with Lambda as well, but I think I have some ideas that may help. 1) One thing I'll say about using Lambda's drive is that you should always be mindful of throwing out a sword. If you whiff it, that's a lot of recovery you're going to have to sit through, and against a character with a fast run speed such as Terumi or Makoto, your turn may be over. It's also helpful to keep in mind that Lambda's drives have crazy gatlings now, so you can do things like Frost mentioned. A word of warning, though, that you don't want to autopilot something like 6D>5D and end up whiffing a sword. 2) You'll want to mix your strings up a lot, especially depending on what the opponent does. Try using 2B and 3C a bit more to stick some lows in, as well as 6B for an overhead. Be careful though, because 6B is unsafe on block iirc. Something else to experiment with is 236A. At different spacings, such as after just 2B 5B, it'll cross the opponent up and leave you at a distance, giving you time to shoot them with a drive or otherwise be safe. What you do otherwise depends on what the opponent likes to do when you pressure them. If they like to try to jump out of your pressure, for example, don't use 236D to reset pressure, since they'll get right out. A lot of Lambda's tools fall under "Use it, but don't use it too much or you'll get blown up." 3) Defense is something that has to be learned. You'll basically need to know what your opponent's pressure options are and find what to do about them. Lambda's only reversal costs meter, so it's really important for her to escape pressure in other ways. I wish I could help more there, but defense in CPEX is my weakest point. I hope I helped. Please let us know if you have any more questions.
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Hello! I made a post about this a few days ago, but I figured I'd make a thread for this so it doesn't get buried in the discussion. A few months back, I made a Nu skype group for 1.1. It's since evolved into a joint Lambda/Nu skype group, and it's blown up since Extend came out. Please feel free to come join us and discuss the two characters and general game stuff! PM me your skype name to join.
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Hello! I posted about this group before, but I figured I'd make a thread for it so it doesn't get lost in the discussion. A few months back, I started a Skype group for Nu. It's since evolved into a joint Lamdba/Nu skype group, and we've been discussing the two characters a bunch since CPEX came out. Feel free to come join us! PM me your skype info and I'll add you to the group.