MegaBlues
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[P4AU] Rise Kujikawa Gameplay Discussion
MegaBlues replied to RurouniLoneWolf's topic in Rise Kujikawa
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. -
[P4AU2] Rise Kujikawa Loketest Changes and Discussion
MegaBlues replied to RurouniLoneWolf's topic in Rise Kujikawa
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? -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
MegaBlues replied to ludwig van's topic in Naoto Shirogane
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. -
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.
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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.
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[P4AU] Rise Combo Thread Updated 8/1/15
MegaBlues replied to Tecta1Eastside's topic in Rise Kujikawa
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. -
[P4AU] Rise Combo Thread Updated 8/1/15
MegaBlues replied to Tecta1Eastside's topic in Rise Kujikawa
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. -
[P4AU] Rise Combo Thread Updated 8/1/15
MegaBlues replied to Tecta1Eastside's topic in Rise Kujikawa
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. -
[P4AU] Rise Combo Thread Updated 8/1/15
MegaBlues replied to Tecta1Eastside's topic in Rise Kujikawa
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. -
Wasn't Glide removed?
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LordKnight Explains Defense and Defensive Option Selects in P4U2
MegaBlues replied to Anne's topic in P4:Arena Gameplay
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? -
[P4AU 2.0] Rise Kujikawa Final Changelist
MegaBlues replied to RurouniLoneWolf's topic in Rise Kujikawa
DDR combos existed. But might not now. I hope the startup hasn't been increased too much. -
LordKnight Explains Defense and Defensive Option Selects in P4U2
MegaBlues replied to Anne's topic in P4:Arena Gameplay
We should also compile the inputs for the fuzzy OSes. Can't do them if you don't know the inputs. -
LordKnight Explains Defense and Defensive Option Selects in P4U2
MegaBlues replied to Anne's topic in P4:Arena Gameplay
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? -
What is this stuff about 6th and 7th stage?
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I believe that Character Rate refers to Combo Rate. AKA, his overall damage is lowered now.
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[P4AU2] Rise Kujikawa Loketest Changes and Discussion
MegaBlues replied to RurouniLoneWolf's topic in Rise Kujikawa
Do we have any more information on this yet? -
[P4AU] Rise Combo Thread Updated 8/1/15
MegaBlues replied to Tecta1Eastside's topic in Rise Kujikawa
Here are a few good, easy combos that deal respectable damage. 5aa 2b(2) 5b 5c 2b(2) 5b 5c hjc j.5a 5aaa 214a 236236b (hop cancel the second 5c as soon as possible, and j.5a as close to the ground as you can, so it links into 5aaa) AoA~D 236B 2B(2) 5C(2) 236C 5AAA 214A 236236B (the 5A of the 5AAA needs to be timed to connect.) AoA~D 22A 236A 214214CD (Laughably, this does the most damage of any AoA~D combo into Dance Super I can come up with.) -
Trapping people in block with Arrow Rain and using Dance Super, or in the corner, throw, OMC into Dance Super for a spin state reset.
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[P4AU] Rise Kujikawa Gameplay Discussion
MegaBlues replied to RurouniLoneWolf's topic in Rise Kujikawa
Use Arrow Rain to make airspace unsafe, abuse j.B's enormous hitbox and longlasting frames, and if possible, use j.D holding to limit their options. This is all assuming that they're airborne enough to give you breathing space, of course. -
[P4AU2] Rise Kujikawa Loketest Changes and Discussion
MegaBlues replied to RurouniLoneWolf's topic in Rise Kujikawa
If I had to guess, he's saying, Makarakarn and Tetrakarn recover more quickly, j.B only hits Mid now. Rock You! B version has a changed note trajectory. "No sound game time stop". I guess we can still run down the timer with Live on Stage? There are more intricate details, but Google Translate only helps so much. -
[P4AU] Rise Kujikawa Gameplay Discussion
MegaBlues replied to RurouniLoneWolf's topic in Rise Kujikawa
I would like to be added too! My skype is "(SHSL Critic) MegaBlues". -
Boss Rise's Risette Field seems to behave like this: C and SP versions always appear near her, regardless of auto or manual scan. D version always appears on the opponent, regardless of auto or manual scan. She also seems to get a damage buff. Maybe something like 1.5x. Also, the Rapid Recovery of Risette Field/ SB Makarakarn isn't mentioned.
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Turn on input history in practice mode, and try to find your error. I had a bit of trouble at first too, but about 15 minutes of playing the game fixed it.
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For Chie, you mean Power Charge, not Mind Charge.