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Buttface

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Everything posted by Buttface

  1. you can option select proper eye oki mixups with 7>1CD>7
  2. you can safejump with IAD j.B after 236A knockdown do the IAD after completely landing, instead of before like you would for j.C safejump
  3. Discuss your thoughts on the Margaret matchup here. General Gameplan Get in and stay in. Her poor defense means she has to respect Marie's pressure a lot more than most other characters. Setplay Her 236C and sweep both shut down neutral setplay attempts, so you have to pull presents or place eyes after a knockdown. Her spears also destroy eyes, so you can't really work them in aside from extended blockstrings. Offense - Defense - Things to Look Out For Even more so than in other matchups, you do NOT want to whiff 5C, 2C, or 5B because of their huge recovery and Margaret's ridiculous CH damage. Summary -
  4. Margaret (and Liz) both have atrocious defence, so they have to respect a lot more of your pressure you just have to slowly make your way in like you would against yukiko, but once you're in it's a lot easier to stay in and you can keep them really locked down
  5. 2.0 is coming to arcades in January, consoles likely a few months after
  6. if you do 5B>slight delay>5BB, it'll pretty much always work Teddie and Mitsuru are exceptions, where it's a pain in the ass
  7. it's better to do AA 5B>5BB>2AB>236B>j.66B>j.2B>j.C(w)>2A>5B>5C>2C>236A>236236C~A [4472] you can stop at 236A and get j.C safejump, stop at 2C and get knockdown right in front of you, or do autocombo after j.C(w) for meter, burst, and j.C safejump
  8. Marie is still a setplay pressure character, not a zoner. the 5C change is to offset the atrocious whiff recovery, so now it can almost never whiff the 236D change is likely to allow you to end combos after 5C that 236C wouldn't reach because of the new 5C range
  9. I don't know what gave you that idea, Sun is great for the damage boost and Snow is still the best because of the SP regen even if the regen is reduced in 2.0 (and I'm not sure that that's actually the case).
  10. this is my best guess as to what new 5C looks like
  11. what I imagine the 5C buff is is that Kaguya comes out in front of you instead of in the same spot do 5C>omc>backdash and that's where I'm imagining she'll come out also 236D is now a long range version of 236C card super damage decreased significantly, sun does only 1k and rain does only 400 (I assume at the end of combos, and a lot of supers took big hits too; Minazuki's EX Moonsmasher now only does 3k on CH) something weird about j.C but he's not sure what yet
  12. sweep is faster 5C range is huge, like 60-70% of the screen can combo into 236AB off ground starter(!!!!!) 236C/D is faster meter only increases by 2 in snow(?) 5C>2C doesn't work due to increased range (not sure if always or sometimes) 5BB>sweep>236AB is harder(?)
  13. Presents are already really good for oki in the corner, though if anything, chocolate being active faster might ruin our ability to mix them up with a run up grab before it triggers 5C having better reach is great with the new C buff that gives C normals persona invuln on startup, though the recovery is still going to be an issue
  14. eyes will stop fans, making it much easier to get in during her pressure you really just have to wait and block, while slowly making your way in
  15. also, 2.0 changelist is out 5C reach significantly increased chocolate and cloud become active sooner, SB version comes out faster SB Run Amok is faster and is a more solid hitconfirm
  16. not specifically, but anyone can 5A you out unless you dash forward and then block. as for sweep after 5BB, you have to establish respect by baiting some DPs if they get to comfortable DPing you out when you try to keep pressuring. You can also delay the second hit to make it plus, but of course then there's a different DPable gap.
  17. http://youtu.be/wSlZuZCgrUc combo video
  18. set up 236D on knockdown and then roll through them to cross them up as for dealing with turtling, use the dash cancelabilit on 5C to mix them up with 5A or throw You can end blockstrings in sweep and then restart pressure with 5B or 5A if they're close enough you can also do stuff like 5BB>sweep or 5BB>6>throw
  19. it might, but even then, if that's the case, there's so little head invuln that it's not worth planning around The whole reason it has no or so little head invuln is because 2B is safe, fast, has good range, and your hurtbox during it is already pretty small it's not particularly hard to hit people out of air normals with it because of this you want to use 2B to hit Mitsuru out of the startup of her j.B, if you try during the active frames you're likely going to get hit or maybe clash
  20. if they're close enough that you can get 5BB, you can always do jc>j.C>5AA>5C>2AB unless it's one of the characters that j.C loop doesn't work on if it's CH 5B on the ground, you can always do 5B>236B>j.B>j.2B>j.C(w)>5AA>5B>5C>2C if it's air hit 5B, CH or otherwise, you can always do 5BB>2AB>236B>j.B>j.2B>j.C(w)>2A>5B>5C>2C or 5B>5C>2C>2B>5BB>2AB>236B>j.B>j.2B>j.C(w) depending on the height you hit them from from max range normal hit on the ground, you can really only go straight to 236A for knockdown and safejump or OMC combo if you have the meter
  21. transcribed from bace's new videos: midscreen CH AA 2B>214A~C>66>5C>2C>5B>delay>5BB>2AB>236B>j.B>j.2B>j.C(w)>2A>5B>5C>2C [3654] - doesn't work on Teddie, Mitsuru, or Rise CH 5C>jc>j.2B>j.C>5AA>5C>j.C>5AA>5B>5C>2AB [3696] - everything after the first j.C is just the normal midscreen j.C loop, so same character specificity as that combo. CH AA 2B>5C>5B>delay>5BB>2AB>236B>j.B>j.2B>2A>5B>5C>2C [3430] is an alternative to the other AA combo that works on everyone midscreen to corner none of these work on doesn't work on Teddie, Labrys, S.Lab, Sho, Minazuki, or Elizabeth. they're also a pain in the ass on Yosuke because of the 5BB>j.C timing following two work on Narukami, Marie, Kanji, Mitsuru, Akihiko, and Margaret CH 5C>j.2B>j.C>microdash 5A>5C>5BB>j.C>5AA>5C>5B>2B>5C>2AB>236A>236236C~A 5781 max CH 5C>j.2B>j.C>microdash 5A>5C>5BB>j.C>2A>5B>5C>2B>5B>5C>2AB 4002 Meterless following two work on everyone else besides the aforementioned six CH 5C>j.2B>j.C>5A>2B>5BB>j.C>5AA>5C>5B>2B>5C>2AB>236A>236236C~A 5781 max CH 5C>j.2B>j.C>5A>2B>5BB>j.C>2A>5B>5C>2B>5B>5C>2AB 4002 Meterless corner FC 5C>214A~C>214A~C>214A~C>214A~C>2C>2B>5BB>2AB>236B>j.B>j.2B>j.C(w)>2A>5B>5C>2C 4997 meterless FC 5C>j.2B>j.C>5C>5BB>j.C>5C>2B>5B>2AB>236C>5B>5C>2C 4566 meterless CH 5C>j.2B>j.B>j.C>2B>5C>5BB>j.C>2A>5B>5C>2B>5B>5C>2AB 4263 meterless - doesn't work on Teddie, Labrys, S.Lab, Sho, Minazuki, or Elizabeth. pain in the ass on Yosuke and Narukami
  22. https://www.youtube.com/watch?v=BwaIUdDyWN8 https://www.youtube.com/watch?v=xthSCDKBSwo https://www.youtube.com/watch?v=jcxznu1zsME https://www.youtube.com/watch?v=3GI58bF5Qc0 https://www.youtube.com/watch?v=SgQ0iqibNlY Bace posted a few Marie combos definitely worth checking out I'll post the transcription in the combo thread
  23. most people seem to think she's pretty solidly mid tier, but it's still too early to tell Margaret is definitely stronger, but Marie is about the same as Adachi if not a bit better in my opinion
  24. Marie 2B doesn't have head invuln
  25. yes, it's air unblockable
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