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Justice7541

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Everything posted by Justice7541

  1. The AI: 1) Almost never blocks if you're not pressing a button. 2) Almost always tries to poke through invul moves. So if your character can DP into a safe Persona oki (i.e. Yu CH DP > 5D, Ken CH DP > anything) you can literally just run up DP > oki forever until they're dead. That's pretty much the only way to beat Boss Liz without being Naoto near as I can tell since she will use Mediarahan and heal to full if you give her more than a couple of frames after a wakeup to do anything at all.
  2. Use 2A for that, it's +1.
  3. Will do. In my experience 214C usually works if you input it early enough and Koromaru isn't hugely out of position, but I'll be sure to note the quality of the 214C oki as well. EDIT: Here's what I've got: 2A starters: - 2A 5B 236A~A 236C 236B~A 214C = 1780, 214C can't be rolled - 2A 5B 5C 2A+B > same = 2210, same - 2A 5B 236A 236D 236B 2B(2) j.A(1) j.B 236D j.2B 236B~A = 2560, 214C beats mash and jump but can be rolled - 2A 5B 5C 2A+B 236C > same = 2870, same - 2A 5B 236A 236D 236B 2B(2) j.A(2) j.B JC j.B 236D j.2B 236B~A = 2720, same - 2A 5B 5C 2A+B > same = doesn't work 5A: - 5AA 5B 5C 2A+B 236A~A 236C 236B~A = 2556, can't be rolled - 5AA 5B 236A~A > same = 2118, same - 5AA 5B 5C 2A+B 236A 236C 236B 2B(2) j.A(1) j.B 236D j.2B 236B~A = 3207, 214C can be rolled - 5AA 5B 236A 236D 236B 2B(2) j.A(2) j.B JC j.B 236D j.2B 236B~A = 3147, same - 5AA 5B 5C 2A+B > same = doesn't work I would say the ones in bold are the ones worth doing since the damage differential isn't that high. 5C 2A+B does bring proration up quite a bit but that doesn't affect better confirms quite as much so if you can manage those (i.e. point-blank 5B immediate confirm into 5C) they will add significantly more damage. Otherwise if you're okay with rollable oki the damage difference doesn't matter as much, if you want perfect unrollable oki you do take kind of a big hit.
  4. Rise gets a bit more than 1k lol. It depends on whether she gets standing/crouching confirm and whether she wants oki or not. Meterless crouching confirm with no oki is around 3k damage iirc. On the other hand Ken getting 3k+ off 5A is definitely an outlier, not even Yu gets that much in the normal course.
  5. His 5A is his only jump cancelable move so that might be what you are thinking of, especially if you're comparing it to Relius 3C where you can just jump cancel into a mixup while the doll covers you. Unfortunately nothing actually chains into 5A so you have to get used to using the dog to do a pressure reset (i.e. 5a 5b 236b 2c 5a JC > mixup) which is at least made easier by the fact that Koromaru isn't limited by a usage gauge like Relius is.
  6. I will go ahead and check some of the damage numbers when I have the chance. I do know that starting with 5C sweep route prorates the combo a lot more by the end so you have to do shorter combos off it, which sort of offsets any damage advantage you might be getting from that extra sweep. For example, the BnB route I usually use (5B > A pull > dogespin > B pull > air combo > dogespin > B pull > slam) doesn't work from 5A 5B 5C sweep starter. I do know the triple pull route I started out with (5B > A pull > dogespin > B pull > slam > dogespin > B pull > slam) deals around 2.9k which is also more than the comparable sweep starter combo listed in the first post, which says 2.6k. I'll do some testing on it and see if I can't figure out exactly what the best minmax damage route off any given starter is.
  7. If Noir ends up being fast enough to be comboed and it's still overhead then lol.
  8. So I've been looking at the damage listings for the combos in the first post and it looks like 5B 5C 2A+B isn't really worth using a combo route? From a practical perspective it's already kinda limited since it requires a really close-ranged confirm and Koromaru basically needs to be immediately available and in position, and the 5B 236A route seems to deal more damage universally and is otherwise much more flexible in general. Just wondering because the first post makes it look like 5B 5C 2A+B sorta makes it look like it is the default optimal BnB that everyone should be learning first.
  9. Uh there's a big bar that fills up while you hold it. If anyone's DPing you while you've got the big blinking S-Hold bar onscreen he deserves to eat massive damage.
  10. I dunno if it's 100% necessary for the entire cast but it's definitely good for Ken.
  11. It seems like the crossover lasts a lot longer than 2 frames but it's hard to be sure. You can try it with something like Rise notes too, do 5AA jump forward j.B (to detonate the notes) and you can see that Rise is well over to the other side yet it can still be blocked both ways.
  12. Crossup protection only seems to apply if they're standing. You can try with stuff like Teddie IAD j.B, it only crosses up if you block it crouching.
  13. So to follow up on the hop crossup thing from the other thread, hop crossup > dogespin (either 214C?D or 236C/D) will cause dogespin to hit crossup even if they stand up after the hop goes over them. My guess is crossup protection only applies if they're already standing up when you cross over them. So you can do dash hop airturn j.B/2B, 214C dash hop (214C hits) 2A, etc., so even if they stand up to prevent the hop crossup you can still catch them with a low if they don't properly time their switch back to crouch block. Also j.B has a ton of startup which makes it pretty funny for regular jump high/low stuff, do j.B so it hits super deep or so you land right before it connects (but after the animation's already come out) into 2A low. It's fuzzy-blockable but it's a relatively small window since 2A is only 6f startup.
  14. Looks like Transam is now doable with any number of stocks but it still requires four for full duration. Otherwise it starts out partially empty according to the number of stocks you had, i.e. 1 stock = 25% gauge.
  15. Other random stuff: AOA~C j.B 236D j.2B land 236A 236C 236B~A = 3k~ depending on mash AOA~D 236A 236D 236B 236C 236B~A = 2.6k~ depending on mash FC 236B (5B) 236A 236D 236B 2B j.A(1) j.B 236C j.2B 236B~A = 2.9k Cleaned up the original combo I posted too: 2A/5A(A) 5B 236A 236D 236B 2B j.A(1) j.B 236D j.2B 236B~A = 3.1k Should be able to end all of those combos with any super you want for guaranteed damage.
  16. Disable offline rematch button when
  17. It's not my post. I'll edit for new info though.
  18. Seems like you gotta do it hella early though? Unlike most other characters where you can wait until he's basically right on top of you before pressing 2B.
  19. http://www.dustloop.com/forums/index.php?/topic/9565-boss-mode-characters-bufflist/
  20. Because people keep asking this in the general thread. Not sure if complete, going off the top of my head for some of these, so let me know if I missed anything and I'll edit. In general: - All characters get health and damage buffs (exact amount of buff varies by character) Yu: - All special moves can be canceled each other freely (basically permanent Shadow Rampage but better) Yosuke: - Permanent Sukukaja (allows him to do his new Sukukaja super infinitely for free) Yukiko: - Permanent Fire Break - Starts at max Fire Boost level - Throws three fans with each toss Kanji: - Sweep is super fast and goes farther Teddie: - Circus Bear goes back and forth three times in total Akihiko: - Permanent Thunder Fists - Always at level 5 Cyclone level - 5D stays out forever Aigis: - Starts in Orgia mode and has infinite Orgia gauge - Starts each round with 999 bullets - Megido Fire has more hits Shadow Labrys: - Asterius move startups are faster Chie: - Permanent Level 3 Power Charge Naoto: - All attacks reduce Fate counter - Bullets reload instantly - Increased meter gain - Can fire DP countershot without actually countering a move Labrys: - Permanent red axe - Unblockable super is really fast Mitsuru: - All attacks inflict either charm or freeze. - Droits pass through opponent - Tentarafoo is unblockable Elizabeth: - Meter recharges really fast - Mediarahan heals to full extremely quickly - Mamudoon/Mahamaon activate immediately - Megidolaon (IK) triggers after only one hit Junpei: - Starts at 9 runs with bases loaded Ken: - Koromaru is invulnerable (can't be hit) Yukari: - Arrows ricochet off the edge of the screen - Arrow normals are always charged (triple arrows) Rise: - Opponent is always scanned - Has a gauge that grants automatic SB Tetrakarn when filled. Depletes when triggered. - D Risette Field always tracks. C and SB Risette Fields work like normal. Marie: - Strength of weather effects are boosted (i.e. faster SP regen, faster HP regen, etc.) Sho: - Normals inflict status ailments (Charm, Confuse, Rage) - DP recovers really fast Minazuki: - Non-Persona normals inflict Silence - DP recovers really fast Adachi: - Extra meter gain Margaret: - Sweep and Hassou Tobi are unblockable - Mediarahan restores all health. - 5A goes fullscreen - AOA cancels into itself - Has a double airdash
  21. Another Day 3 Ken mixup, not sure how legit since i've only done it on netplayers so far, and not very good ones at that. Still: - Hop j.B hits mid = not a mixup - AOA hits overhead but is super slow = not a very good mixup - Hop j.B startup looks kind of like AOA startup = you can train the opponent to stand up on reaction to hop - Hop j.B hits "overhead", hop j.A (whiff) 2A hits low = "high"/low mixup
  22. Trying to figure out how to actually open people up with this character, I spent most of my import preview period on Rise unfortunately. This is like day 2 Ken stuff mostly but so far: 2A/5A 2B/5B hop j.B looks to be airtight (if they don't IB) and heavily + on block, which means it's possible to do something like 2A 2B hop j.B 5A jump forward 2C > mixups. Unfortunately I don't think there's any way to make airdash j.B airtight so it looks like you'll either be baiting the DP mash or just going for something safer but less ambiguous like IAD j.B > j.2B or 2A. Looks like jump forward j.B JC j.B 5C j.2B works as a fuzzy too but it's pretty hard to time, j.B has to hit pretty deep. 236C+D is pretty + but still not enough to prevent them from mashing DP vs. airdash mixup. You can delay it so the spin covers your airdash but then they can roll on reaction to the jump. 214C+D seems kind of useless as a mixup tool outside of setting up a meaty unfortunately since it doesn't have that much blockstun and the spin doesn't hit them till super late unless they jump into it. Ken's AOA is super bad and not really worth mentioning but it's worth going for sometimes I guess. Since he has super armor on the move itself you can delay Koro followup a lot to cover only the recovery since they won't be hitting you out of the startup anyway. Obviously don't try it vs. Yu or anyone else with a good super they're likely to mash on defense.
  23. Looks like Ken can do 5AA(2C)AAA (up to Gigantic Attack) 236C 236B 236C 236B~A 214C oki for the autocombo meter build and burst regen and still scoop 2.3k. Pretty funny, not sure if totally optimal though.
  24. So how are people dealing with Minazuki's teleport as Ken? It seems his 2B's invul doesn't start up fast enough (or maybe it was netplay) to stuff the teleport and DP seems to whiff randomly. Jump throw doesn't seem to work either, I almost lost to random scrub Minazuki #47 on ranked because he would just randomly spam teleport every two seconds and I couldn't figure out how to deal with it.
  25. Definitely catches up-back, although I think doing 2B(2) j.A(1) j.B (236D) j.2B is better if you want to make sure you cover rolls too. You lose about 100 damage for doing that though but it does make the combo a lot easier as well so it's not too bad. And yeah A ender is better, I didn't know about the no-tech option.
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