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Justice7541

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Everything posted by Justice7541

  1. Easymode day 1 Ken combo, improved version of the above: 5AA 5B 236A 236D 236B 2B(2) j.A(2) j.B JC j.B (input 236D) j.2B (236D hits) land 236B~B > either 236236A/214214A ender or 214C oki = 3261 damage meterless, 4061 with Thunder Reign, 4301 with SB Thunder Reign, 4447 with A Cross, 4647 with SB Cross Works off 2A too and can be done from like 75% of 5A's max range so you don't even need to confirm the starter or distance, you can just autopilot like a scrub and it'll still work.
  2. I'm not sure I get the point of this. Why would you want to tech a tick throw if you could just DP it? Why would you even get the tech in the first place, if there's a gap your DP should just be coming out, yes?
  3. Midscreen you can do sweep > 236C+D 665C(1) 22B 214A 66 214214C(/+D). Not as much as the OMB version though and still runs the clock, so usefulness is kinda limited.
  4. My PS3 pad bugs the hell out in BBCP, not sure why. Maybe you've got a similar controller issue.
  5. Guys which characters in this game can still sweep 5D? I don't mean like any sweep into meaty oki into mixups like Rise or someone might be abe to do, I mean actually being able to chain sweep into 5D specifically. Mostly cause I like saying "dude just sweep 5D him" when watching other people play and I want to know which characters can actually do that.
  6. I'm not sure what there is to say about this. You're not going to be throwing out yolo 5Ds and having them actually hit, you're gonna have to actually play a legit approach game instead of "lol i press button now u ded" gimmicks like you might have with Minazuki or Yu or someone of that sort. Once you're in it's pretty easy to stay in as long as you don't get DP'd, Yukiko has really bad close-range pokes and no actual AA. Beyond that it's just basic pressure with RIse and knowing what works and what doesn't.
  7. I put a bunch of starter combos on the wiki, you can check there. That's probably as good a place to start as anywhere else.
  8. She's not like insanely high execution, if you like her playstyle just stick with it. It's not like you're gonna get any better with her if you don't play her.
  9. - Pop with B normal > 2C = airtight 2C set, use the 2C for mixups or combos. - Pop with B normal > 22B/A+B = airtight lightning set, same as 2C - Pop with 236A/A+B = airtight pressure reset into any action - 5AA rising j.B = un/crossup depending on timing if they don't stand up to block it - Meaty 5B/2B that detonates note = explosion trades favorably with most DPs since they lose blue health too
  10. It should be 5C delay 214B. The farther out you hit them the more advantageous it is and the easier it is to follow up. It is tigher on some characters, i.e. Minazuki. Ideally you want the 214B to connect after the second hit of 5C and as close to to the move's max range as you can get it. Also note that it only works on crouch at most ranges except for I think point-blank 5C.
  11. Someone did that a few pages back. I know I posted on that page about boss character so looking through my post history might get you something.
  12. That's how it was for the JP release too, it's like noon which means most players on will likely be japs doing a late night session, whereas most Americans will either be at work, in class, or are neets who are still asleep. Pretty much the worst time for games period.
  13. Her Furious Action is possibly the worst one in the game except for maybe Liz's. It's basically Liz's reversal throw but slightly faster, less forward range, and doable in the air. Deals okay damage but doesn't give you any kind of oki or anything, just gets them off you.
  14. I was mostly joking but I actually got to play against my friend's Margaret and she's not that bad. She hits hard and has crazy good neutral but both her pressure and defense games are somewhat lacking. I was rolling all over her for free with Rise pretty much anytime I got her in block.
  15. I will have to test it again but when I did it I wasn't able to make it work no matter how fast I input it. I even used Shadow Rampage to make the input buffer extra easy but still nothing.
  16. AoA OMC 214214C+D doesn't work, it doesn't have quite as much spin as throw. They can mash or DP out. Also I believe Risette Field detonation crossup won;t work unless you go really far past them since crossup protection from projectiles applies until you recover from the roll. Haven't tested extensively but I guess they learned their lesson from Yu's sweep 5D shenanigans.
  17. Arcsys has a history of releasing brokenly good DLC characters. I think Platinum and Terumi to the extent that he actually counts as a DLC character are the only ones that haven't been broken at release. If you look at just their track record, the odds are better than not that Margaret will be broken tier lol. And to be fair she does seem pretty good.
  18. Wow, and here I always thought active frames were just converted into hitstop.
  19. The unblock is legit. It's obviously not something you just arbitrarily do but it's a really good "come run into my zoning" bait. Yukiko does have issues with strong rushdown characters stuffing her crappy slow pokes as well as strong approach characters not giving a shit about her zoning (see: Minazuki for both) but I don't think it's as fatal of a matchup as you're making it sound. She's definitely a lot better than in P4A1 at the very least. Now that's a game where she couldn't convert into anything, at least now she gets competitive damage off most of her pokes; maybe not Minazuki or Chie tier damage but still pretty legit, and if you let her play her game she can get pretty scary. Beyond that I can't comment since I haven't really played her that much since P4AU, been focusing mostly on Rise.
  20. Someone said something along the lines of "If there's no 50/50 mixup the games will go on forever and we'll need touch-of-death combos on everyone to compensate" and I brought up how UNIEL has no 50/50 mixup but then mentioned Gordeau command grab as an exception. Then things snowballed from there. I'll stop now.
  21. Merk has no mixup other than his safejump 50/50 and his neutral isn't that good compared to what other characters have; he still needs to open you up which is hard as well as potentially risky if you just block well. Wald assault is reactably AAable, it's matchup-dependent though so I will give you this one. Vatista doesn't have an IOH. She does have TK divekick but that is 20f startup + 4f jump startup which is plenty reactable since you just watch her feet and block high if she's in the air, low if she's not. She also has no fast low so if she tries to do something like j.C > divekick/2C mixup that's also reactable. Seth's mixups are heavily gimmicky due to crossup and overhead protection so most of his mixups are actually hard reads to try to punish you punishing his unsafe pressure. He only has like three actual ways to cross you up, all of which are pretty slow, and his other mixup mostly revolves around setting you up for his command throw (which is really bad) or his dive unblockable, but those aren't 50/50s either, it's more of an issue of getting them to respect you enough that you can sneak something in when they should be mashing. Mixups obviously do exist but they are much more in the vein of frametraps and mindgames than raw reaction times. It is entirely possible to just turtle out a good portion of the cast if you have semi-decent reaction times until they self-destruct, you can watch vids and see it being done all the time. There's very little in the way of "I made you block, now I'm gonna do a thing that is straight-up unreactable" like what Rachel or Valk have. That's pretty much what I was addressing, plus the argument that Vat/Linne/Bya/Seth have unreactable crossups/overheads. Whether they have other mixups that might work in any given scenario is besides the point.
  22. I realize this isn't even the focus of the discussion but if you're going to claim that what I'm saying is "horribly wrong" maybe you'd like to inform me what Byakuya's or Vatista's or Linne's or whoever's 50/50s are, because either you have a very loose definition of 50/50 or you know tech that the vast majority of players who actually main those characters don't. Either way if you're gonna go so far as to specifically call someone out for being "horribly wrong" you can't just go "fuck it" and leave it at that.
  23. - Merkava 50/50 needs knockdown where he is actually close enough to do a safejump. Contrary to popular opinion his mixup and neutral aren't THAT good so he will struggle to get that knockdown in the first place. - Wald 360A has very short range and he has a crap dash meaning he usually needs to assault to get close enough where it's actually a threat, meaning you can AA him when he tries. 360B is techable. - Carmine's command throw is easily reactable, you can jump out after the superflash, same with any other EX throw in the game. If he sets up crystal to cover it you can still DP it and trade with the crystal and he will take more damage than you. It's only a legit unblockable if you're Byakuya since he has no DP, everyone else has some way out I think. - Vatista has no IOH unless you're talking about j.C CS dive/2C which can be DP'd on reaction. - Seth has no crossup unless you're talking about dash C to 623A which is reactable. - Linne has no crossup other than roll 2A which is reactable. - Byakuya's FF is like 30f startup and his FFC glitch has comparable startup and the same FF startup animation, so you can just block overhead either way. All of those characters still manage to open people up and actually win doing combos that deal about 30% of a bar so I'd take that as proof that 50/50s aren't a requirement to actually finishing a round.
  24. j.B j.D timing is pretty tight. It should be superjump also btw but I don't know if that makes any difference for what you're trying to do.
  25. UNIEL has way less mixup (almost none unless you're in Gordeau in fact) and people still find ways to open people up without the match ending in time over TOO often. You don't need unreactable 50/50s on every character to make a game flow quickly, although it does help.
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