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Buttface

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Everything posted by Buttface

  1. If you do the AoA~C combo I posted in the post above yours, you don't need any delay, and the sideswap should be much more consistent
  2. Marie vs Adachi thing https://www.youtube.com/watch?v=TGYeMUQpHgs it was confusing We only had 7 people, but Tech thought we had 8, so while we got 7 wins no problem, Flux bodied all of us after let's just say we won the 7v7 and Flux won the bonus round
  3. ok at this point we need 3 more and the thing is at 8PM EST tomorrow anyone pls respond
  4. that makes six total only four more, guys I believe in you
  5. alright, give me your challonge username and I'll add you to the team
  6. like I said, I'm not sure it works on all his ways of setting it up, but I've used it to get out a couple times
  7. you can get out of his unblockable ziodyne setup with superjump forward>airdash>j.B or j.2B to hit Magatsu Izanagi, but I'm not sure how consistent it is or if it works on all of his ways of setting it up
  8. I've asked sonicfox and bace, and sonicfox is up for it and no, I don't know of 10 good US Marie players this'll be interesting to say the least
  9. We've been challenged to a 10v10 against by the Adachi DL players on 10/25 around 7pm EST http://challonge.com/AdachiVMarieDL here's the Marie team http://challonge.com/teams/team-adioooos
  10. SB version of chocolate also has no timer or at least a much longer timer before autotriggering, while the normal version will trigger automatically after 4 seconds
  11. If there is then nobody's told me about it
  12. -Sunny: 236236A/B super does more damage, card super does more damage if you don't change weather, damage modifier is 1.2x, highest damage from weather super -Cloudy: DP and throw shock, cloud present produces two clouds instead of one second cloud hovers over you, level 2 cloudy super shocks, lowest damage off weather super. shock lasts 2.5 seconds -Rainy: slow HP regen, extra beam off each magatame fired from awakening super, level 2 rain heals a small amount and does more damage than level 2 sunny when used raw, but due to proration it will generally do less than level 1 sunny if used at the end of combos, level 1 rainy has second lowest damage -Snow: SP regen by 5SP per 2 seconds, level 2 snow freezes on hit, second highest base damage, try to be in snow a lot next round weather based on round end weather, works on the "next 2" basis (will be one of the next two weathers, like A->B/C or C->D or A) sunny->cloudy/rain cloudy->rain/snow rain->snow/sunny snow->sunny/cloudy She's really easy to pickup since she mostly relies on like 3 basic combos that are basically just mixed with each other There are two SB versions of presents, if you do 214AB~A/B you pull both presents and the recovery is shorter if you do 214A/B~AB you get an SB version of the present you pulled with enhanced properties SB chocolate will autocorrect direction if jumped over or rolled (but it can still be tricked and avoided) and it has no timer before autotrigger SB cloud will shock on block As for her playstyle, you want to use your items to aid your somewhat mediocre neutral so that you can get in, get a knockdown, and sometimes that's enough to win a match because items really help limit people's wakeup options and keep them locked down She has great corner carry, a standing low, safejumps off almost every combo, j.C which has good movement and is usually plus on block, blockstring extension through the huge blockstun provided by eyes, unblockable setups, crazy good oki with her awakening super, and dirty OMC mixups
  13. AOA D ender into eye oki setup https://www.youtube.com/watch?v=P-xOQGYjAyw
  14. in neutral use 2D/j.2D, presents if possible (some characters can punish neutral present pulls), eyes to pull them closer, 236CD, and 5B/j.B/j.2B throw in j.C occasionally, but don't rely on it oki setups are generally eye/present setups or safejump stuff in the corner she can do SB presents to force them to block, short hop, or roll she can also do hugely extended blockstrings with eyes like https://www.youtube.com/watch?v=jrbB84-SXpc for pressure you can continue after sweep with 5B or 5A depending on range or you can jump cancel 2B for j.C/j.B/j.2B you can also do stuff with 5BB, but be careful, they can DP out if you do it if you delay the 5BB it's plus but they can DP between 5B and 5BB if you don't, they can DP or CH with fast moves between 5BB and an attempted followup
  15. Marie safejump stuff she gets j.C safejump off 236A: https://www.youtube.com/watch?v=dicqoRh4CZk and j.B or j.C safejump off sweep or air hit 2C: https://www.youtube.com/watch?v=NKEmnc9_30I
  16. safejump video http://youtu.be/NKEmnc9_30I
  17. huh, never considered that
  18. does anyone know what SB Bright Arrow actually does?
  19. his j.C is really good, but he gets no movement options after it. It has a lot of blockstun though, so I don't really know what there is you can do besides block it j.2D/2D should also be blocked and then you can just 2/5A the persona before he can follow it up with 5C
  20. eyes are amazingly helpful if coupled with 2D eyes stop ground level arrows, 2D breaks her persona, and then you can get in pretty freely
  21. someone mentioned it might be possible earlier, but I can confirm we definitely have safejumps off air hit 2C knockdown and close sweeps with j.B
  22. Adachi 2C is air unblockable and a very real threat, don't forget about it his 2D can fullscreen punish raw setup attempts, so don't be too careless with it fuzzy jump is really useful in this matchup due to his command grab and DP, fuzzy after ending a blockstring with 5BB will keep you from being taken by surprise by a DP
  23. new AoA~C combos midscreen: AoA~C>j.A>j.B>j.C>jc>j.B>j.236AB>5AAAA>236236C [3100-5003 depending on number of AoA hits and weather choice, 4753 with max hits and level 1 sunny] corner: AoA~C>j.A>j.B>j.C>jc>j.B>j.C>j.236AB>5B>5C>2C>236A>236236C[3458-5289, 5039] You can omit the 2C to make the 236A connect way easier at the cost of 118 damage from the maximum amount The j.A in these combos both makes the delay needed for the ground bounce off 236AB much smaller and makes the midscreen one sideswap much more reliably for the autocombo followup Also, better corner and non 5C midscreen CH combo CH 5C>236B>j.66B>j.2B>j.C(w)>5AA>5BB>2B>5C>2C>236A>236236C[4383-5206, 4956] works off CH 5A, 5B, 5C, 2A, 2B, 2C, j.A, j.B, j.C OMC combo 5AA>5C>2AB>236A>OMC>5C>5BB>2AB>236B>j.66B>j.2B>j.C(w)>5AAAA>236236C[4446-5269, 5019] OMB combo j.C>5AA>5C>2AB>236A>OMB>5C>5BB>2AB>236B>j.66B>j.2B>j.C(w)>5AAAA>236236C[5339-6062, 5912] gains 21 SP 4512 damage meterless does 6843 with 100 meter if you do double super, over 7k with double SB super
  24. 236236A/B isn't "safe" like against everyone else because droit is fast and large enough to hit it even with the pushback SB version is still safe of course Artemesia's whip can shut down careless j.C, j.D, or present pulls from fullscreen I don't know how to deal with Mitsuru's neutral or pressure, so I can't give any insight on what to do, just what not to do
  25. the corner eye pressure I posted a while back also works midscreen with SB eye, but they're able to roll out of the beginning since you can't properly meaty 5A them
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