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MegaBlues

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  1. I don't know personally, but the best way to test this would be using Training Mode and setting up P2 to use Tetra/Makarakarn and block.
  2. This thread has been pretty dead for a while, so it's time for some questions about her changes, listed here: http://pastebin.com/1tWyZ9sm 5AA Has the faster startup made this better or worse for blockstrings and tick throws? 5AAA Has the increased level done anything to help this? Has anyone made use of the new gatlings into sweep and AoA? 2B How much has the head invul helped? Can we anti-air things like Adachi's j.5c? 5C/j.5C Has the decreased blockstun made using this in blockstring resets noticeably less safe? 2C Have we seen specifically how this interacts when gatlinged into D moves? j.A Has the decreased attack level affected the move much at all? j.B Has the decrease hitbox area affected the move much? j.2B Is the second hit always guaranteed, or are there situations where it will still miss? AoA Has the reduced recovery made this better to use? Has the startup decreased any? Throw Is this still comboable on CH midscreen? 236A Is 22A 236A 214214CD still a valid corner combo, or is the increased recovery too high? Is this safe on block? Is this safe on hit without super cancel? 236B Is the reduced blowback only for ground or air hit? How does this affect combos? Note Hitbox How noticeable is the changed hitbox area? 214A/B/SB Are these now safe on block, due to the pushback? Is SB No Touching worth using now? 214C/D Are these safe to use while being pressured? SB Arrow Rain Does this only stun on hit, or also on block? How long is the stun? Does the opponent regain air movement if they're stunned mid-jump? 236236A/B/AB Does the reduced recovery mean we can safely restart pressure after hit? How does this move interact with 236A? 214216C/D/CD How has the increased startup affected comboability? Is 22A 236A 214214 C/D/CD still possible? Is 22B 214A 214214C/D/CD still possible?
  3. http://www.dustloop.com/wiki/index.php?title=Naoto_Shirogane_(P4AU)&diff=47219&oldid=47105 I don't play Naoto at all, so I can't pass any judgement on this. But there you go.
  4. I believe the point of SB Mind Charge is having both low recovery and retaining Blue Health, though the lower HP to SP ratio isn't very favorable.
  5. J.5B, J.C. Whenever you have the chance, give yourself Makarakarn mid-combo. This matchup is one where you want to lay the rushdown on a bit hard, since we don't have any projectiles with good recovery. Risette Field is also a lifesaver.
  6. Oh, yes. That combo is -extremely- reliable. You just need to delay the 214 by the smallest hair. If you do it well enough, you can even do a sweep before the 214B.
  7. I believe that AA CH 2B 5C 214B 5AA 22B 214A hop 214B 5AAA 214A 236236B is a valid combo. EDIT: I made a mistake writing this. The correct combo is: AA CH 2B 214B 5AA 5C 22B 214A hop 214B 5AAA 214A 236236B.
  8. If you're in the corner, you don't need to OMB to use dance super. You can simply do something into 22A > Sweep/236A > DDR. Now, midscreen, you need to do stuff into 214B > 2B > 5B OMB DDR.
  9. https://www.youtube.com/watch?v=XySzrWnOFNc&feature=youtu.be A maxed out, FC 5C combo I decided to work on tonight. Simpler, more practical FC 214B and raw plain/counter/FC 5C combos use the same theory, but with possible 22B Delay 214A use. She really doesn't want you to touch her.
  10. Wasn't Glide removed?
  11. So, just to double-check. The OS game is mostly about trying an escape method while also preparing to tech a throw, right? Does this mean that, aside from Fuzzy Jump, you do the input you're looking for, then plink into throw? Annel already listed Fuzzy DP and Fuzzy Roll, but if you wanted to do something like, say, Fuzzy Guard Attack, would you tap C+D, then go into 6A+B as soon as possible? And for Fuzzy Backdash, would you tap C+D then 44 ASAP?
  12. DDR combos existed. But might not now. I hope the startup hasn't been increased too much.
  13. We should also compile the inputs for the fuzzy OSes. Can't do them if you don't know the inputs.
  14. Can someone make a list of the different OSes? I know the 171CD fuzzy jump, but I don't remember ever hearing how to do fuzzy DP and fuzzy Roll. Or any others, if they exist. Also, Aigis' ground throw doesn't follow the normal rules of throw teching. How do we adjust for that?
  15. What is this stuff about 6th and 7th stage?
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