-
Posts
442 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by mixedmethods
-
Please use this thread to discuss and contribute to the Yosuke matchup. This post will be updated as information arises. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... His Offensive OptionsMirage Slash is a low and now Fatal Counters. 2C does not Fatal Counter unless in Sukukaja. ... Defense Your Defensive Options... His Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss and contribute to the Katana Jesus matchup. This post will be updated as information arises. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... His Offensive Options... Defense Your Defensive Options... His Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss the dumbest, most unpleasant mirror in the game. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as information arises. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Shadow-Type Notes ... Match Summary
-
Please use this thread to discuss and contribute to this matchup. This post will be updated as members contribute. The Neutral Game Long Range... Mid Range... Close Range... Offense Your Offensive Options... Her Offensive Options... Defense Your Defensive Options... Her Defensive Options... Shadow-Type Notes ... Match Summary
-
Amazing. A+, would lulz again. That's evil and beautiful. Remind me to add you on PSN so you can body me again. We don't have a Naoto in the training lobbies, so MU experience would be great. :D
-
It's not, which is my nightmare, actually -- if the combo drops, you can tech through the finisher. Watching the replay, I think you were teching during the second super-freeze (the 19f one that highlights Asterius and signifies that the finisher is coming), but your tech input may have been swallowed by the freeze. It looks like you were in manual wake-up versus ground tech. Since teching is 33f of invuln, yeah, the finisher shouldn't have hit -- the combo dropped, you should have been invuln, I would have been screwed, etc. It wasn't a CH, so you definitely weren't tagged for mashing rather than holdinga button, and it doesn't look like you delayed your tech. Honestly, I think the super-freeze just glitched things, because you're clearly in a wake-up animation when the finisher hits.
-
I'm a pretty shabby Shabrys, but I've fought this MU quite a bit and I did some testing, so I thought I'd share what I've found: I'm not 100% confident in this number, but testing (lots and lots of testing...) suggests that when Asterius blocks Magarula with Shab, you lose ~42 active frames. Long story short, your mix-up time is drastically cut. The frame loss applies even if you interrupt an Asterius attack (which nets you a card, at least) because Asterius immediately returns to Shab afterward, so all Shab has to do is start holding D once he returns. If Shab is fully separated from Asterius (for some reason, he's blocking on the other side of the screen) or Shab is persona-broken, Magarula runs normal length. You can use Magarula D to lock Shab down if you're fullscreen (though the risk there is Shab moving away from the pillar entirely and letting Asterius block it while taking no chip damage), and at closer ranges, Magarula C should give you enough mix-up time to start something. Not sure what exactly you can do with the time available, as my testing suggested it was pretty spacing dependent (point-blank vs. max range for Magarula C to make contact on block), but I'm not a Yukari main. Non-IB meter gain off Magarula: 5 with Asterius; 3 without Asterius. Somewhat relevant, as Yukari gives Shab a lot of meter during the match, so that extra 5 can go toward another Titano, EX Challenge Authority (TV Punch super), etc.Buffalo Hammer and Flame of Hades will both hit you post-flash, when you lose invuln, if you go for Magarula, unless you time the invuln to beat the projectile quake from Hammer. 2C/Hammer Uppercut is dicier -- if Shab punches 2C and you go for Magarula in response, you'll invuln the uppercut and take a card, but some timings allow 2C to counter-hit you out of the super, post-flash, before it's active.From the high-risk/high-reward category, all versions of Shab's Brutal Impact go through Magarula and will hit if you're already committed to something (particularly AoA) and don't OMC or block in response. Probably not going to happen, but Awakening CH Brutal Impact A damage is 2.2k, so it'll probably kill if you give Shab the punish opportunity.Magarula during Titano is high-risk, due to the lack of invuln -- either Shab or Asterius can hit you before the super becomes active. If Shab activates Titano at range, it's a better option; if Titano is activated off Guillotine Axe SB, a CH DP, or another legit starter, then you're going to have to Burst, pray the sequence drops, or take the damage. Titano with Brutal Impact B off 5AAA > Guillotine SB is well over 5k, so it's pretty easy to die pre-Awakening if you aren't careful.Once Shab hits Awakening, having the meter to OMC in response to a Titano activate is recommended. At range, 236x will lose to the Titano input invuln and leads to a CH Asterius attack into pre-Awakening death. (It happened in a match, so.)Silence is your best ailment as it completely removes Asterius. Charm is dicier, in my experience, as whatever meter lost is usually quickly regained due to all of Yukari's attacks being projectile attribute, which is food meter for Asterius.If you DP as Shab activates Titano, the DP completely whiffs while Shab inputs the bull commands. I need to test this more, but it happened in a match -- the DP just completely whiffed, no side-swap, and Titano went off without a hitch.[2]B in response to a jump has caused strange outcomes, including a kill punish with Challenge Authority. This shouldn't happen unless you release the arrows or just fail to block; start-up for the [2]B is 16f, TV Punch is 18. Challenge Authority C is -25 (plus landing recovery, if airborne), D is way too slow to use unless you really commit to a bad idea (over 30f start up) and -4 (plus landing recovery if done in the air), and EX is 18f (same as C: 4+14) start-up but only -4. Invuln until recovery, but not OMC/OMB cancellable, and you can OMC off Asterius. Challenge Authority starts from Asterius's position, not Shab's, and has a good number of active frames (6). The hitbox is always bigger than you think, so if Shab has 50-75 meter, just be aware of a super sniping you.[2]8x is the anti-air grab, which does crazy amounts of damage and sends you bouncing. If Shab moves from downbacking to standing block in response to a Feather Flip, that's an option. (Getting it to hit is dicier, but beware.) You can be swept into the grab.Short of catching Shab not blocking, you don't have many ways to break Asterius. All D attacks, j.C's second hit, your sweep, Feather Shot, HyperFeatherShot, and Magarula will take a card if the bull isn't blocking and/or you interrupt a move with those. Naturally, some of these options are more viable than others.Any successful throw or throw tech while Asterius is active breaks a card.Terra's Eruption/8C (formerly 2C) seems to break your cards. The good news is that it cannot hit grounded opponents, so treat 8C as a cue to stay grounded or get back -- the combo juggle into the fire will do 3k. Buffalo Hammer is another cue to not jump (or block if you're already airborne). You can jump the quake. Running into the fists is going to hurt, so don't.Stay nimble. 2C (formerly 8C) is Hammer Uppercut, the move where the bull locks on to you, then comes out of the ground and punches you to the sky. Once the bull is underground, Shab can block and the move won't be interrupted, and that thing does 2.2k on CH (pre-Awakening) into stuff. If you like to stand in one place while fine-tuning your set-ups, this will hit you clean out of them. If you block it, the blockstun gives Shab time to dash in and start offence; try to evade it if possible. Do not Burst this. I don't know why people do, but Bursting a CH 2C leaves you hanging out at the top of the screen, now without your most valuable resource, while Shab gets to cancel 2C into a bull special or super and maintain offence.You take off about a quarter of Shab's health with an airthrow, so learn an airthrow combo and be prepared to use it. Mix it up with other offence options (if you do nothing but airthrow, you will get teched each time), but, yeah, your airthrow is good and Shabs tend to abuse the air, so any time you can land one, go for it and follow up. Be wary of Shab's airthrow, though, as it'll send you to the other side of the screen. Same story with j.2B, off a hop or a 2B -- it's j.BB in isolation, it wallbounces, it's a great tool.Delay tech or Gold Burst if you're in the unblockable bite set-up (ground command grab + Shab priming j.A > stuff).Shab has the best airdash in the game, so watch out for her quickly closing gaps from above. Due to frame data changes, she gets more damage off her IAD j.A, and IAD 2A is still a thing.2B and 5B always Fatal on CH, so know the range and timing on those buttons and avoid, avoid, avoid. Particularly if you're going for Magarula.Watch out for Asterius commands while Shab is blocking. If Asterius disappears, it means 2C is coming, so move. EX attacks will armor through everything but supers.Shab's DP always hits further in front of her than it appears. Just jump it or cross it up, and stay alert in case Shab goes for a super-cancel if you go for a punish on a blocked DP (assuming Shab has meter).It feels like a battle for real estate most of the time. Once Shab is in, it seems like there's not much Yukari can do but try to DP or throw, but if you're baited, good game. Running or rolling out of the corner is pretty damn risky because Shab can now charge 5C/Knuckle Train, and there's a slight backward hitbox on that thing that catches people for trying, or you could just get CH grabbed. Lasers (C, D, and EX) let Shab control a good amount of the stage; Buffalo Hammer works as a disruption; 2C keeps you from staying in your sweet spot; 8C and [2]8x contest some of the airspace; 5C is big and groundslides on hit (and on whiff or block, it can be cancelled into anything); and of course no one wants to deal with Titanomachia. Shab's meterless damage is easily 3k into oki, so once she gets going, it's tough. Unfortunately, because so many of Yukari's attacks are projectiles, Shab doesn't have to take too many risks if you're playing passive/long-range only: just block and hold D, maybe send Asterius out if you forget to keep moving. Otherwise, Shab has to inch her way in, but once she is in, it's ... not fun. If you're in on Shab, her escape options are relatively limited. Bait the DP, watch out for the bull disappearing on block, and remember she has GCA and GCR if things are truly dire. Her GCA has a slight backward hitbox, so if you're attempting a cross-up, GCA is actually useful. Because most of Yukari's attacks are projectiles and rolls are frame 1 projectile invuln, it's ... an option, but only if the Yukari is content to stand there mindlessly firing off various arrows. Otherwise, you're probably going to have to turn on rushdown mode more than you would in other MUs. Shab only has 8k health, so once you get a hit, make it count -- those 4k+ combos with EX bombs are nasty and if you can add silence to make it unburstable, even better. It's not pleasant to be on the receiving end of Yukari's damage-- I've been there. Knowing how Shab works and being familiar with the MU are critical, honestly. Once you're familiar with the bull's animations, it should be easier. It's why I picked up Shab -- I'm an Aigis main, so, yeah, I've been there with the "my projectiles do nothing" problem. When playing Shab, once a Yukari turns on RTSD, my life becomes much harder, but the longer you fire off various arrows across screen, the more meter I accumulate and the fewer risks I need to take, as I can simply frustrate you into making mistakes and snipe with 2C. It's a tough MU, no way around that, but if you can start a kill combo before Shabrys Awakens, you can avoid the comeback factour via Titano -- burst-safe combos are your friends. ShinSyn played BananaKen recently, so he probably has more insight. In no way am I an expert -- this is just what I found in the lab and some observations after playing a lot of Yukaris in lobbies. And dive-slam told me to post my lab results, so... there you have it.
-
It's Colpevole trolling.
-
Please add me on PSN so I can invite you. While having a mic is not required, you do need to be able to hear us while we run over the rules pre-match, and then you can ignore our talking again. ONCE AGAIN: THE RULES. 1. Netplay stages only. (Mitsuru's/school at night; Yukiko's/music room; non-crystal altar.) Allow intros to fully load. There are two intros: one for the stage itself and one for the characters (where each gives their pre-battle one-liner); the game will cut the stage intro if your connection is good. Don't skip either. Don't hit a button. You will incur my wrath. 1a. No one is going to kick you for lag itself (we will kick you for exploiting lag as a way to win... not okay), but if you have godawful lag while playing a match with someone -- lag to the point where neither of you is actually playing -- the respectful thing is to quit the match and either try again or just refrain from playing them. It's not usually an issue, and we have players outside the US (let alone East Coast and West Coast), but that would be the optimal solution should the problem arise. 2. Do not hit "Random" for music. The following songs are banned: The Junes Theme (the commercial jingle, not Yosuke's track); Spirited Girl; Memories of You; and Burn My Dread (Last Battle). If you want to use any of those songs, you must say so beforehand. This allows me to change my sound settings so I can avoid the migraine trigger. (No, I'm not exaggerating. I have a stupid disabling illness, noise sensitivity, etc. ... picking Spirited Girl thinking it'll be "cute" to give me a migraine is going to get your ass kicked.) 3. If you land an All out Attack, you must mash out at least 12 hits or you forfeit the match. Long story short, AoAs are ... not good for a variety of reasons, so if I see another six-hit midscreen AoA into a few (dropped) follow up moves, I'm ending the match and losing what remains of my mind. You are free to whiff AoA as many times as you like. There are exceptions for situational uses of AoA (Yukari using it to knock someone into Magarula, Yosuke and Liz set-ups, Aigis or Ken using an AoA > OMC to stay airborne, using the guard frames for a very specific and obvious reason, etc.). If your AoA connects, though, you need to do more than four hits and then mash C. It's a netplay epidemic. 4. Do not just pass after you lose unless you need to go AFK. Rooms are set to Winner Out so that if you happen to draw one of our stronger players for your first game, you aren't locked out of playing and/or someone goes on a rampage. There is a consecutive game limit, so you won't stay in forever, but the idea is that the loser gets a chance to gain more experience by staying in for a few more games.
-
I heard you snoring.
-
Use this thread to discuss the Junpei matchup.This post will be updated as members contribute. Round Start:... Neutral:... Offense:... Defense:... Punishes: On Block: ...On Reaction:... Character & Shadow-Type Specific Notes: Combos: ...Mixups:...Shadow-Type:...
-
Use this thread to discuss the Marie matchup.This post will be updated as members contribute. Round Start:... Neutral:... Offense:... Defense:... Punishes: On Block: ...On Reaction:... Character Specific Notes: Combos: ...Mixups:...
-
Use this thread to discuss the Yukari matchup.This post will be updated as members contribute. Summary:Yukari is a high-mobility chatacter who excels at "anti-zoning". She can take a more conventional, straightforward zoning approach or constantly flit out of range and threaten with various Garu orbs, preventing you from hitting her.At high levels of play, rounds going to time-out is a valid outcome.MU verdict: favourable, but her damage is high (whose isn't?), so sloppiness can kill. Round Start:Expect 2C. It will break Asterius if active. If Asterius is guarding, she can jump-cancel on block.... Neutral:SB Hammer glitch is somewhat effective, but you're forcing Yukari into the air (where she often wants to be), but it will prevent her from breaking cards and give you time to close in on her.... Offense:... Defense:236A arrows (air and ground) will break Asterius on the second hit; B and SB do not.Asterius nullifies the 236x series when Shadow Labrys is behind him; however, the animation does not reflect this. If rolling at close range, watch for last moment super-cancels.Magarula: loses approximately ~42 active frames if not Persona-broken.Guard Cancel Roll is an option versus Magarula only if Yukari does not have an orb set behind the pillar; if she does, she's baiting the GCR.Blockstring: 5AA > 5C > 2C is punishable if 5C is Instant Blocked by dash CH 5AA. This only applies if the string begins with 5AA; 5A > 2A > 5AA > 5C > 2C is not punishable unless the entire chain is IB'd.... Punishes: On Block: DP (blocked) > supercancel Hyper Feather☆Shoot: roll the super, 2B FC punish....On Reaction:236x (spacing dependent): roll > 2B or 5B FC. (Can also jump > IAD over the arrow at certain spacings.)5AA > 5C > 2C: IB 5C, dash CH 5AA.... Character & Shadow-Type Specific Notes: Combos: ...Mixups:Poorly executed Massive Slaughter set-ups can be escaped with wake-up DP or a well-timed Feather Flip (command jump). EX flip is fully invuln.236A(1) > OMC high-low mix-up is not an option due to Asterius....Shadow-Type:...
-
Use this thread to discuss the Adachi matchup.This post will be updated as members contribute. Round Start:... Neutral:... Offense:... Defense:... Punishes: On Block: ...On Reaction:... Character Specific Notes: Combos: ...Mixups:...