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MegaBlues

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Everything posted by MegaBlues

  1. I wonder how scary this will make Shadow Rise. There aren't any real combo videos of her AFAIK, so we don't know her real potential.
  2. I wonder why Chie moved down the tier-list so much. Even though she lost her Okizeme game, she can still pull giant damage out of nowhere.
  3. Whoa. Did they speed up the footage, or did Chie's IK get improved a -lot-?
  4. Oh, wow. I have a slight tendency to lose out at times. Mind telling us exactly how to do it correctly? Also, would you explain the instant Skull Cracker trick to Whimsikal?
  5. Yes, I meant j.BB! It's good that you're learning enough to catch that mistake. And, no. All you need to do is double-jump. Fatal C end j.BB j.C (double jump) j.BB j.C 236D. Input the 236236 while 214D is charging up! This can also be used to super-cancel 214C into 236236D mid-screen, though, obviously, that takes more skill. But it's good for finishing people off. You need to mix up your use of 2DD and 5DD, and your jump-in okizeme. There are a -lot- of options you can use to keep the opponent unsure about what you're going to do. Also, when I use IAD here, I mean 'Instant Air Dash', which is a technique used to go from standing to air dashing rather quickly. (IAD) j.BB j.A AoA (four hits to block high) (IAD) j.BB j.A 2A (Three high, one low) (IAD) j. BB 2A (Two high, one low) (IAD) (Delay) J.B 2A (One high, one low) (IAD) 2A (Empty jump) (Wait, Dash) 2A (Catches people expecting air pressure) (Wait, Dash) AoA (Catches people expecting the above) (Back jump, air turn, air backdash) j.A (Comes out quickly, ambiguous with the following) (Back jump, air turn, air backdash) 2A (Comes out quickly, ambiguous with the previous) Though, you -always- block for a moment when the opponent rises, as they might try to DP. Usually, they hit Tomoe first, which gives them enough hitstop to let you block. And, lastly, this technique is rather advanced, but literally impossible to react to on block. You can: (IAD) j.BB j.A j.236AB (Skillboost Rampage), but when you hit the ground at just the right time, the attack instantly cancels, but the game still considers you to have done Rampage. So you can follow up with 236B on the ground to hit them with Skull Cracker. Colpevole can probably explain this better than I can.
  6. Shannon was clumsy cute and ordinary. Adachi is twisted and ordinary. Having Adachi making surprised noises and 'accidentally' hitting people wouldn't fit his personality that well.
  7. If he only has three cards, he might not be as Persona reliant as he seems. But then again, Chie has three cards as well.
  8. I do it, usually, to bait DPs, and get a nice 5B CH combo. And crossing over them if they don't know how to block. Oh, also, another random tip to Whimsikal. 5AAA can be useful to do, even on block, as you can jump cancel the 5AAA, air turn, and backdash behind them to surprise them. Especially if they're in the corner, if you're feeling risky. I did this against an Akihiko, once, while he was in the corner. The backdash went through his DP, and he ate a 5B CH combo. But you have to be pretty dexterous to pull it off.
  9. For her J.D, series as pressure on wake-up, you'll want to use j.2D as soon as you're in the air, then back-dash to bait DP attempts, or air-turn and do a mix-up with either j.5A, or 2A when you land. If you're fast enough, you can pull off a 5A microdash 2A, but it can be very difficult, even when not offline. And if you miss, you'll drop the combo. Or, you can dash over them. The last hit of the J.2D will hit them if they don't block in the new direction, after which you have plenty of time to knock them down and restart your Okizeme. For AoA's, I find her J.D combo to be a little too hard to do, so I prefer a simple C end j.BB j.C .BB j.C 236D combo. And, in the corner, D end 5B 5C 2D j.8D and then AoA again to force a hard knockdown, or 236B 236B 214D 236236D. Or, if you want to save your SP, 236B 236B 236C. Also, 5A pressure is a good way to catch an opponent with a tick throw. But you have to watch out for CHing with that 5A, missing your throw, then getting punished.
  10. She has her j.D series, her 5A is +1 on block (which is an advanced pressure tool, as it requires you to dash, then attack while holding back), and, personally, I've had good luck with throwing in All-Out Attacks on the enemy's wakeup, too. Her 214CD also has guard point a little bit after startup, so if you throw it out when the enemy is in the middle of teching, you might catch them for a good Counter Hit combo.
  11. That's not a very practical combo to use, especially midscreen. Try using 5B 2B 236A 236A 236C instead. Or, if you're in the corner, 5B 5C 2B 2C 5B (Yes, again), 2AB. Okizeme is a big part of Chie's game too, so scoring a knockdown is much more favorable than a few more points of damage. So you want to sweep instead of use Dragon Kick.
  12. If you mean me, no. I'm in the Southeastern Virginia area.
  13. For Agneyastra, it seems like it won't be able to be thrown out for easy reversals and momentum-stopping, since the opponent can just hit you and stop it. For High Counter, it's probably still safe, considering how quickly it comes out and recovers. Sometimes, people don't even realized the catch failed, and when they try to counter-hit Chie, she's already recovered in time to block or try another one. But you'd probably be better off using the SP for a reversal God-Hand instead of Agneyastra, unless you -really- need to get in. Or you want a full-screen punish. EDIT- Or, for one of those 100 SP Instant-Kill CH combos from the combo thread. SB Power Charge is going to be amazing.
  14. I do play Chie. And it feels like I have to earn a lot of victories. Getting in takes a lot of effort.
  15. I think it's interesting that the Chie players feel as if they have an advantage over everyone. Except for Yu, of course.
  16. Oh, if you meant his parry, you could do a 2A combo into okizeme, or wait for a 5B CH combo. Or even Power Charge into 236236D.
  17. Well, for starters, welcome to P4A and Chie! 1. No! Burst is the only way to escape a combo in this game, short of the opponent dropping a combo. 2. On counter-hit, you can follow up with a microdash 2A 5C 236B 236B 236C (Might be D). 3. With Chie, you want to focus on keeping the opponent in Okizeme. But a -very- useful combo is (CH) 5B 2D (dash) 5B 5C j.5C j.BB j.8D (land) 236B 236B > (for no SP) 236C / (in the corner) 214D 236236D / (midscreen) 214C 236236D. 4. If you mean her unblockable super, either get behind her, or use your DP (Which can be done very easily on reaction). 5. You'll have to be more specific?
  18. I don't know, really! What Chie needs is more ranged options that don't leave her extremely open on whiff. Though her new 214A/B seems to be a start.
  19. Imagine if S. Adachi and Adachi are seperate DLC.
  20. Shadow Adachi confirmed! http://i.imgur.com/E5Y72vG.jpg
  21. How do you deal with Yu's range? His 5B and 2B have such big hitboxes that it's nigh impossible to get close. Trying to low-profile 5B usually doesn't work, and when I fight online, people are smart enough to use 2B when they think that's what you're going for. And 5C is too dangerous to use, because it ends up making you eat a nasty counter-hit combo.
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