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xXavierx

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Everything posted by xXavierx

  1. Glad I can help! I feel like the character has a lot of tiny nuances that aren't always super obvious so I try to help out when I can
  2. If the first SG does hit twice, sometimes you can salvage it by RC'ing the 2nd hit and doing a TK SG with a little delay to wallstick again and go into whatever. Also iirc -p- is not invincible this time around. Any meaty will beat out normal mash, -k- being the easiest to time but it uses a lot of meter. meaty -s- is pretty good for this, counterhits lead to big damage but -k- still has it's place in the corner since it allows you to do the j.k doublejump/low 50/50. Also it's worth noting that sometimes a meaty shadow attack will eat someone's wakeup super and you can punish them with Zato. Sometimes it's hard to recognize in the middle of a match but Ogawa does this in some videos. It can look weird sometimes like if a Ram does that wake up crawl looking super she'll hit little eddie but keep running at you but will never actually hit you
  3. You want to make sure the second hit of the SG hits low enough so they slide all the way down the wall and sit on the floor.
  4. What's the advantage of using that over the dust wall stick entry to the unblockable? More damage on a hit with high eddie guage?
  5. Yeah I just saw that. As a new Zato, I feel like 214k is one of his weirder tools to master. Guess I'll have to really study that set of matches more closely.
  6. wut do against Ram? I don't like this match up
  7. But he has the same voice as Dio. What more could you want?
  8. An hour and forty minute video of Ogawa vs Sin for those looking for match up things: https://www.youtube.com/watch?v=EdL7IozDsEU No match-up thread for Sin yet so figured I'd throw it here for now.
  9. Couple of questions I have after playing Sin for a few days. What should I do after counterhit 236h wall bounce? It seems like you can't get much of a combo off it but you can 214p(6) and land right in front of them so maybe just some kind of oki? What is the combo route after an air hit 214s, both midscreen and corner? The higher bounce seems to screw up my 214k(6) stuff. How do you convert off air-to-ground normal hits? j.k j.s and j.hs all seem to have weak hitstun and not knowing how to convert makes it hard for me to incorporate his 214p/k into pressure. Crossup j.k feels especially awkward but I know it's going to be important for mix ups.
  10. I just picked up Zato too and found this pretty helpful: https://www.youtube.com/watch?v=DaLXyvw6284 part 2 is linked in the description.
  11. I'd be in for some games tonight. Can play both characters if you want some match up exp
  12. Are there any primer type things written for P4UA Yosuke? I have no idea what I'm doing other than trying to land the j2c combo as much as possible. The wiki is pretty bare right now too
  13. What times do you guys usually make lobbies? I was in your lobby last night and you two are the first people I've actually had 4 bar connections with. I just started learning Seth so being able to get some netplay matches without much lag is pretty helpful.
  14. Thanks! This is exactly what I was looking for. Quick question. When I bait a DP, is 2c his go to ground punish for guaranteed fatal?
  15. Just some general combo route stuff would be helpful. I just got the American release and didn't follow anything Kanji related up until yesterday so I'm not sure where to start other than putting his auto combo in everything.
  16. Are there any resources for normal kanji combo routes? A lot in this thread seems to be for shadow Kanji at the moment.
  17. Low fly and neutral jump fly are really good vs her in neutral. Ideal range is where her normals will whiff but you can still tag her with a low fly j.b. If she commits to a thrust she will whiff right under you and you can falling j.c to a full combo. You can also 214a thrust if she tries doing them from a distance, just react to the little stance she does before the move. 3b will stop a lot of your usual approaches so you have to play a little lame and wait for an opening. Know your ranges as whiffing 5b and 5c will probably have you eat a thrust and then she's on top of you. Without 100 meter she doesn't have an invincible reversal so if you get a knockdown or the corner and she's without resources, make it count. If you can avoid blocking the persona explosion super, as they will inevitably use this to get in if you're playing from a range she can't hit you. If you're not blocking and it's out 214x to stop her from dashing in for free.
  18. There is a separate forum for that http://www.dustloop.com/forums/index.php?/forum/272-minazuki/
  19. Some more little notes on the Merkava match up. At the round start you can take a step back and if they press 5b it will whiff and you can punish with your own 5b to combo. In regards to 214b, you can get a little gimmicky and jump and dive kick if you think they're reacting to the jump to make their 214b whiff and punish with 214a if you're farther than 2c range.
  20. Is there a reason why some intermediate combos from the wiki say slide C and some say hold C when they seem interchangable? Is there a reason during a combo you would want to use one over the other? In particular I learned this midscreen 5A > 5C > 236A~9D > j.2[C] > 4C > 2C > (4B) > 236BA (slide C) > 214B~D > 66C > j.421A~D and this corner 5A > 5C > 236A~9D > j.2[C] > 4C > 2C (hold C) > 236B > 236A > 214B~D > 66C > j.421C~D but I can hold C after the 2c in the midscreen too so is there any reason why I shouldn't? I feel like holds are easier in general so I want to use them whenever possible.
  21. Are there any options to have the P1 character do things like block while you're recording the P2 training dummy?
  22. Yeah that's what I don't like. It seems like if you're recording as Merkava then the character won't tech while you're recording. You get no visual cue and I feel like I'm just randomly timing the j.a and hoping it safe jumps.
  23. When practicing wake up set ups in this game, how do you guys set up your training dummy? I'm working on the corner flight oki but I'm not happy with my dummy set up. I'm trying to practice the set up with the visual cue of them teching the 66c and reversal super on first frame but I can't get a consistent dummy response. I'll type out how I have them set up if necessary, but I'm hoping someone has a simple way to set this up before I go into detail.
  24. Nice vid, Anne. About the timing of the safejump, does the set up need to be done quickly or is the timing lenient and purely dependent on the timing of the j.a based on their tech? I've never got the safe jump to actually block a reversal (unless I whiff it super early) and I can't figure out if it's because I'm not doing flight fast/low enough or just mistiming my j.a Also, any go to frame traps I should be using besides 2b > 2c?
  25. So I was looking for optimized damage midscreen combos after raw Ex Arms and found these. It seems if you get an anti-air hit at assault jump apex height you can get that long extended combo: 236c > dash > j.B(2) > j.a > j.c > 5b > 6c > 214b 3397 damage http://www.youtube.com/watch?v=4LvspTGbTvw&t=2m36s If it's a grounded hit however the best I've found so far seems to be: 236c > dash > j.a > j.c > j.b(2) > 236a 3045 damage while this isn't much damage in comparison to the plain old universal: 236c > 6c > 214b 2966 damage The grounded one still incorporates the dash after super which would get you in the habit of doing it though. You can actually tag on another EX arms after the grounded version and extend it again: 236c > dash > j.a > j.c > j.b(2) > 236a > 236c > 6c > 214b 4005 damage Has anyone found anything better?
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