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Buttface

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Everything posted by Buttface

  1. If my understanding is correct, you have to choose each character option for each fight to get it to reach 100 You're probably also missing true end at 94, I haven't done a replay yet and I'm at 98 or 99
  2. I never realized that it was only connecting when they ended up in the corner my bad
  3. Whenever I do it on Yosuke, the hits from j.C don't get spaced out and he recovers before I can get the 5A in I don't do anything special for Chie and Junpei, I just try a few times and I get it. Chie's actually the character I usually use as a dummy because I know you can land that combo on her in full. Well I'll be damned, I guess I was always doing it at a distance where they ended up in the corner, and that's why it connected
  4. 236A/B~C whiffs completely on Kanji, Sho, Labrys, Teddie, and Junpei unless they're jumping it whiffs on Rise unless she's as close to you as possible or jumping which sucks because our only other FC is 5BB
  5. percentage is affected by the few choices made during the story, like what character you use for each fight and that single dialogue option at the end There's a line or two of unique dialogue for each selectable character in fights, so all of those lines count toward 100%
  6. universal FC, but the first 5B timing is more lenient on Marie and Adachi you can 5B later on them than others and still have the sweep connect FC 214A/B~C > 5B > 5C > 2C > 2B > 5BB > 2AB > 236B > airdash > j.B > j.2B > 5AAAA > 236236C [4665-5448/-1%] being able to combo into autocombo and get the boost makes almost meterless supers a thing with snow, we actually gain meter overall also regarding Chie and Junpei should be in the first group, and Yosuke should not be with Yukari, Yukiko, and Ken; you can't connect anything after the j.C besides j.236A
  7. looks like most sweeps low profile her 5B for a nice CH I was also wrong about her 236A being DPable between hits, that's only if they IB the first hit Her sweep is safe on block too, so that's another way to end blockstrings if you don't want to take the risk
  8. you can also combo off 236C with 5B in the corner, letting you do 5AA>5B>5C>2AB>236C>5B>5C>2C>2B>5B>236A [2667/29%] does 4317 with sunny level 2 stop at 2C for setup placement or D oki
  9. looks like 236A isn't actually good for blockstrings, since there's a gap between the two hits that's long enough for a DP Also Yukari's arrows get their durability back if they pass through a wind ball after passing through an eye
  10. did some matches with Guymam and Rath last night and saved some of the replays Buttface(Marie) vs Rath(Mitsuru) Buttface(Marie) vs Rath(Mitsuru) Buttface(Marie) vs Guymam/Good Loser(Adachi) Buttface(Marie) vs Guymam/Good Loser(Minazuki) really got to stop mashing DP this isn't Yosuke anymore
  11. Looks like I found the perfect time to notice this while looking through my rip of the image files for P4U2 I noticed there are placeholder images for Minazuki, Sho, Margaret, Marie, SLab, and Koromaru navigators They're either scrapped or might be added later, but you can't get Marie as a navigator in the store yet
  12. j.2B is a better overhead than j.B except for the startup her overheads aren't very useful outside of blockstrings, unfortunately Fire Lightning should be Hot Lightning, as that's what the move is called in the Golden, and it's worth noting that when two clouds come out during cloudy weather, the additional cloud hovers over you also here's the backstory in english
  13. it's not that the moves themselves are a problem, it's just that he can use them to punish any attempt you make to set something up but on the upside, we can use eyes to block knives
  14. Just Minazuki Sho has to physically approach while minazuki does not his teleport slashes are +4 on block, and he can hit you with 2D from across the screen without putting himself at risk from anything but our 236236C if we block it and all our setup BnBs are alright, it's just the 5A>5AA>5BB>j.C stuff that doesn't work because the j.C doesn't combo on him
  15. There are no matchup topics yet, so I'm just going to throw this out here Minazuki is probably one of Marie's worst matchups he can use his 2D and teleport slash to stuff any kind of setup placement except off of sweeps, her main big damage bnb doesn't work, and he has better normals than us
  16. 236D>5C>2C>2B>5BB>2AB>236B>j.B>j.C>j.236B does 2496 and costs 25 less meter. You can also combo into the weather change super after the grounded 236B for more damage still can't get the second hit of 236B or 236AB though also found you can combo off of 236C in the corner 5A>5AA>5C>236C>5A>5B>5C>2C>2B>236A does 2123, 3773 with lvl 2 sunny
  17. Why did no one tell me 236CD automatically places a magatama at the opponent's location this changes everything
  18. just messing around with corner throw combos, not going to claim they're in any way the most efficient throw>5B>5C>2C>236D is a nice way to set up a 236D to annoy the opponent on their wakeup. beats some wakeup DPs, but not Yosuke's so block to avoid the trip can replace 236D with 214C or 214CD. can be used to setup an unblockable unblockable prorates poorly, best damage I can get is 214CD>5C>2C>2B>5B>236A>236236C~A [3879] throw>5B>5C>2C>2B>5B>236A [2209] gets you a solid knockdown and can be comboed into 236236C for weather change and more damage than the 236236A you have to use in the challenge mode combo
  19. The only weird thing about anti airing it is how the other character is completely invincible to it while doing their 2B otherwise it's really a pretty easy move to AA on reaction if it's aimed at you or in your general direction I'm retarded and didn't realize it was head attribute
  20. Marie's j.C gets stuffed by most if not all physical anti airs I tested it on several characters, and had multiple instances of the 2B whiffing but they still took none of the hits from the j.C even though it clearly passed through them
  21. That's the point of the OMC, you use it to feint the overhead and then go for a quick 5A low Also, here's a little video showing how to set up the magatama super so that Kaguya doesn't get broken http://youtu.be/Z0sf-aOeVtE the chocolate method is better, but the 236C can work if you have the right setup
  22. A nice thing about the chocolate is that once you set it up, you force them to either block it, try to jump it and risk getting anti aired or shocked if there's a cloud, or roll if the roll, you get a free counter grab if they block, you can run up and go for a high/low mixup or a grab before the present opens OMCing just before the second hit of 236A/B is another great way to mix up the opponent in blockstrings. Fake the high and go for a 5A instead. That, the presents, and the 5BB OMC make Marie a really dirty character.
  23. 5A>5AA>5B>2B>2AB>214A~A/B for present setups 5A>5AA>5B>5C>2C>236C for eye setups 5A>5AA>5B>2B>2AB>236A for blockstrings
  24. a simple 5AA>5B>6B>2AB>214A~A/B leaves you safe if it hits, and if they block just replace the 214A~A/B with 236A and you should be safe from anything they can throw at you
  25. P4U2 1.1 Marie Basic Combos by Sugi_VS o-oh, it was already posted
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