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Speakeasy

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Everything posted by Speakeasy

  1. Looking forward to seeing everybody tomorrow. I honestly have no business entering the P4AU tournament, but I can't justify going if I'm not competing and the only way to get better is to play.
  2. Can you break throws if you're grabbed at the tail end of a wind tech, or does that fact that you pressed/ are holding D get you throw countered?
  3. Sorry if the videos on this page cover it (Tapatalk hates my phone and won't let me watch them), but what can we do to call out rolls? Just not press anything after the first hit of pressure when we're expecting one and get that juicy CH? Do we have to condition people to stop rolling before we can do pressure/mixup?
  4. I guess I'll use my extremely basic knowledge of this matchup to start us off. I'm probably wrong on a lot of this, so would somebody better please correct me? This matchup feels like Yukiko has to play Margaret's game. 5A can pop poorly spaced persona attacks safely pretty much anywhere, and with the range on that, it isn't too hard to whittle away her cards. As long as you make good reads on when Yukiko will leave her persona open, it isn't too risky to eat cards. If Yukiko commits to too much fullscreen, we can use sweep and spear to remind her to hold that. The biggest things to do are be mindful of fireballs and maragis, recognize gaps/vulnerabilities, and know when to stuff things and/or get counter hits for big damage.
  5. Which of the two Sho Minazukis is this thread for, anyway?
  6. Maybe this is one of those matchups where it wouldn't hurt me to play a bit of Yukari myself to get a basic understanding of her setups and game plan, so that I can more easily recognize them. I also feel like j.A is pretty handy in this matchup, since it doesn't have much recovery vs j.B and Yukari can punish the living hell out of a bad j.B.
  7. You have to get mind charge off the moment the ice spikes hit the opponent for Zio to come out, if I remember correctly. Re: No dia combos: It doesn't seem like I'll be getting much use out of Dia anymore. I was kinda okay with spending the meter on it last game in a combo because I could retain oki afterwards, but if I have to give up control of neutral for it, it just seems like wasted effort. I would rather spend that meter on combos/mixup now.
  8. Holy crap, this matchup is hard. I know I'm terrible at this game, but the only way I've been able to get hits in is to call out a poorly-spaced persona summon and punish. Other than that, there's a lot of worming my way in and blocking while I look for a mistake. We can't really do anything fullscreen since she can 5B us out of the startup of just about anything. It feels like we have to make her scared to shoot at us, but I'm not sure how we can do that when they're so good. IB and hope we're close enough to punish?
  9. How suffering is S. Labrys? I messed with her challenge and rotating in place with Guillotine Axe for your shadow combo is almost too much to pass up.
  10. Not that I would necessarily want to spend the meter on it, but are there Dia combos in awakening anymore, now that Maragidyne is so much faster in awakening? Is it when worth in the first place?
  11. I remember Digimon: Rumble Arena kind of being poop, but I played it a decade ago, so I may have poor memory.
  12. Hey, don't knock that poncho thing. I would wear it all day.
  13. What ate some things we can do with the space we get from a 214C pushblock? Obviously it depends on who/what got pushblocked, but should we capitalize on the time we have to get something like 2C/5D out, or just use the time to make space and reset to neutral?
  14. Is there some way to set up SB Brutal Impact? Oh, how I want to see someone get hit by it.
  15. I'm having trouble getting the garu loop stuff down. How do I do stuff>2AB>236CD[2]>2A>2B>jc>j.B>j.A>j.C>stuff? Is there some trick to the timing? It looks like you need the j.A so that you're below them when j.C comes out so you can do 2A and continue the combo, but I keep either winding up too low and getting j.A to whiff or thinking "I got this" and pressing j.A>j.C and only getting j.C. Sometimes j.A will connect, but then I'll immediately land. Is there some trick to the timing?
  16. I've been doing 2B stuff too, but if 5B stuff works, that's probably the better option.
  17. I didn't mean that they just turtle until I come bring them the pain, but that they react to me doing anything that might constitute trying to get closer and then go back to camping out. It's a huge problem with me in general, but I have no idea what to do. I'm used to forcing/punishing mistakes and it doesn't feel like I can efficiently do that with Margaret yet.
  18. I'm trying to change my playstyle and improve my Elizabeth play. I'm trying to get better with neutral and pressure so I'll ask for tips along those lines. Thanatos pressure is starting to feel like it isn't quite worth it anymore. If I want to do more than 5C>one other attack I have to spend meter, and all I get out of it is either a broken card if they guess right again or a combo with 50 meter less worth of damage than I could have had. Where do I even start with non-Thanatos pressure? (Also can people up back 2C now?) I'm finally getting it jammed into my head after almost two years of playing Elizabeth that 5B is probably the worst out of all of her moves to be throwing out outside combos. What do I do with pressure if I want to avoid using it? Stagger pressure? Does 5AA> 5C or something like that work? But if it does, I'm trying to move away from using my Persona so much. I'm lost. The only inkling of an idea I have would be 5A>2A>2B>stuff (OMC j.A?). Any help is appreciated.
  19. A few questions: 1) Is 2D not an AA grab? I've been trying to use it to keep people jumping out but they have enough time to hit the persona and still jump away with no consequences. How do I keep them from just jumping out of my persona pressure? 2) What do I do about people that sit crouching full screen and refuse to do anything at all? I can't force/punish a mistake if they won't move. Do I just throw spears all day until they die of old age at the stick or something? 3) Is 5D regularly in pressure (not in predictable blockstrings, just used like twice per round) a terrible idea? It's so slow they can also smack this one and jump out before getting grabbed too. (also when's matchup threads)
  20. Is there a video somewhere of how this combo is done? I'm not understanding how you can get close enough for 2C>214C>2B(1) to connect. Or are you supposed to jump and do j.22C? Any info would be appreciated. For more information on where I'm screwing up, I'll either get the persona performing 2C behind me or in the wrong direction, and if I do manage to connect 2C>214C, it seems too far a way to get 2B to land.
  21. You may be doing 1/3B. I've heard the j.2B of some other characters won't come out unless you specifically input 2, but I haven't tried myself so I may be wrong.
  22. Unawakened A Zio can be DP'd on reaction. help
  23. Can you not cancel blocked DP into 236236C/D to catch people steppin'? I was doing it in ranked yesterday and I couldn't get it to work today.
  24. I'm bad, but I'll do teleports in mixup if the opponent has been conditioned to respect and in certain matchups if I see the enemy committing to a bad idea (cough Yukiko cough cough), but I feel like it's best to just not do it at all vs Minazuki. If you actually can react to teleport with teleport, I may learn how to do that just for style.
  25. But it wouldn't be activated. He would stand there, countering nothing as the gravity well came out under him.
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