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DarkZero197

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Everything posted by DarkZero197

  1. About the Skype group thing earlier Mine is darkzero197
  2. I actually saw axis the beast at a local tournament do after rekkas, HS fireball yrc, then 6HS so they wake up into it and get a borderline unseeable high low from there. So there's that, in the corner you can do the same thing, fireball yrc. You don't necessarily have to stance because you can go low or dust, but you can still do the same mixup You don't even have to do the fireball in the corner truth be told, you can just do HS into stance and pick high or low, (keep in mind some characters have good reversals so take that into account) Meaty BT.K beats most wake up options that aren't invincible reversals like sols uppercut and the like If they are waking up with buttons or dp you have a counter so all it takes is one read and you can smoke a lot of players in one or two reads Another note about the corner, sometimes when I combo into rekkas, I'll do 236HS whiff and then 6K, catches a lot of people mashing, in addition to it being plus on block
  3. So I got a message on PSN from like last week about my leo being good and I don't play on my PS3 often so I rarely check messages It was a surprise from a May player I beat But anyway, I need to know exactly what the frame data is on rekka 12 and 214HS on block And does the advantage change in the corner when you do rekka12 because you stay in the corner?
  4. If your opponent does not press a button, the yrc is a safer way and less expensive meter wise to make your self safe I would assume, but if it can only be YRCd during the beginning frames I do not know how that would work out Also I think you are throw invincible during the slow down of yrc so perhaps throw gimmicks?
  5. Judging by the buffs, these aren't ground breaking but leo is definitely stronger and has a better time anti airing and competing with characters with projectiles that go full screen I'm theory fighting but maybe Counter can be yrc OS'd Are these changes official? The damage buff is great, since I get more damage for countering FREAKING BURSTS
  6. What are his 5HS, and 6HS into BT stance on block? I seem to always get counterhit when trying to cancel so I assume it's negative or my timing is bad
  7. darkzero197 Hope it's not too late get added
  8. Kinda started to figure that, but it's still usable against people without MU knowledge, I was put in a situation where I randomly acquired enough meter to do it again I probably went for a BT reset or something like that, but yeah, I was sad when I found out my setup is kinda not worth it, mind you I am coming from SF, any bit of tech I could find was hype for me And I spent like an hour In the training mode just trying it thinking it was cool, little did I know about the tension penalty or anything
  9. How are you guys going about fighting the Zato matchup I know the objective is to go in and go nuts, but Leo's neutral is so limited it's hard to do sometimes
  10. It does, so i think I know his guaranteed good and bad matchups and so far I have one for each Potemkin is a good MU, and the bad is Zato I have a friend who plays Zato and once I block I die, and I ran a set with a Potemkin, he beat me most times but that's only cuz I screwed up a lot of setups, but the last match I stunned him and he rage quit cuz I was about to IK I just wish he was like neutral or -1 or -2 after the first rekka It would make frame trapping certain characters easier But one can only wish Accidental post please ignore
  11. It does, so i think I know his guaranteed good and bad matchups and so far I have one for each Potemkin is a good MU, and the bad is Zato I have a friend who plays Zato and once I block I die, and I ran a set with a Potemkin, he beat me most times but that's only cuz I screwed up a lot of setups, but the last match I stunned him and he rage quit cuz I was about to IK I just wish he was like neutral or -1 or -2 after the first rekka It would make frame trapping certain characters easier But one can only wish
  12. Note, you can just do the heavy fireball without the 2K, it's more guaranteed Makes me feel bad that it may be better than what I find Also this one you can't air tech or jump away from so Yeah, salt levels rising cuz my setup is kinda unnecessary
  13. http://youtu.be/gX62J5_qe9I Just a demonstration of what I found
  14. A way to escape this is jump back a Faultless Defense, or if you are paying attention recover forward and press a button that's quick, but I don't think many people will know that early on or for a long time for that matter
  15. Quick Note Say for example, you combo into rekkas in the corner, so they stay in the corner After the 3rd rekka they are still in juggle state, only a 2K, 2P, and 2S pick the character up but the juggle after does not last long enough for you to get a full extension So what I did was 2K xx HS Fireball The opponent has to wake up into it This is better against characters without reliable reversals, or if they have less than 50% tension, or if the opponent does not know the matchup/respecting you way to much (obviously loses to bursts but that can be baited) Since you are more likely to have obtained 25% bar by the time you do the reset, YRC the HS Fireball From here you can go multiple ways, you can jump and go overhead (iad, or a simple jumpin works) Empty Jump low Dash up Dust or 2K lead into fullcombos (the dust is sort of reactable, also make sure you delay the dust so that the fireball doesnt reset them) You can Use HS to go into stance and go for a high low from stance but you can probably be hit out of it, so parry is also an option In a way you have a sort of vortex against a good portion of characters, since I believe most dont have a reliable reversal Just something I kinda came up with, if someone found it before me and already posted please let me know
  16. Skype: darkzero197
  17. Its a username, my name is Andrew F, so if you still cant find me its all good
  18. Add me Darkzero197 is my skype name, not sure how to improve with Marg
  19. Anyone find anymore combos into Hassou Tobi? The ones that end on a multiple of 8? I know there is the optimized CH 5C combo. Any combos without counter hit or AoA? Jw
  20. Ive been playing sf for about 2 years competitively, I just got Ultimax monday, but Ive been in the lab nonstop I also am known for playing more rush down, so this character is really foreign to me. I do know she has nasty corner pressure and midscreen she isnt really that bad either. I'll PM you my skype name as well if I could be added chat. That cool?
  21. Hey guys, question. I am not "New" to P4A but I had only played the first game for about 3 months, never got really good at it because I've been attempting to level up in my main game (sf) But I saw Yukari and literally said "Maining her" cuz I have a thing for characters with a Bow and arrow, I know the basic mechanics and I have an understanding of what each character can do, but playing Yukari is very tough for me, like out of 20 games last night I got like a round or two. But do you guys think I should stick with her? Tough it out, instead of playing an easier character, or play someone else until I am comfortable with the game? I just want some other opinions
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