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Everything posted by Justice7541
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No, I mean Yukiko. Her 2B fan works similar to Yukari's (except it covers a better angle). She doesn't have very good options to counter stuff like Minazuki teleport overhead as a result. On the other hand she still zones most people pretty well and once she hits them with Fire Break active that's usually worth at least half of their bar if not more.
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Yukiko doesn't have AA either but she does just fine. She does ridiculous damage with her unblockable though so I guess that makes up for it.
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Adachi has meterless Ziodyne and unblockable rage resets, I don't think anyone really ever thought he was THAT weak. If anything the one week one character that everyone was pegging as trash in the respective subforum was RIse and ultimately I think she turned out to be pretty good.
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[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
I don't think Field detonate > roll works as an actual crossup, this game has pretty aggressive crossup protection now. Even jump over j.B doesn't actually cross up. Also I think 5A 2A or 2A 5A should still work. Maybe even 5A 2B since 5AA startup is actually kinda slow. -
Most likely Strike Fall will get some added recovery so silly stuff like Strike Fall > 5C won't work. If it does though then lol.
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How can you block high and 2A at the same time? You mean 5A maybe?
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[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
Guess he was just doing it wrong then. I'll give it a shot myself when i get home just in case. -
Still valid on Yukiko/Yukari/anyone else who doesn't have a real AA.
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[CP1.0] Izayoi Combo Thread - Better Late than Never! (Updated 03/28/14)
Justice7541 replied to Celerity's topic in Archive
It's okay off a Slaver Trans-Am starter (something like j.B 5C 2C Trans-Am, 5C 2C ODC 5C 2C 5A 2C > reset > etc. Mostly it ensures that you have enough meter to actually do something significant with the reset you do, i.e. if you do 2C > TK Noir reset you're going to need 3-4 stocks if you want enough damage to make a kill likely which means you'd have to start at 8 stocks once you factor in the 4 stocks needed to activate Trans-Am. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
Anyone got some good tech for corner mixup once you've got them in lockdown? i.e. after blocked 2C or lightning or something. I've mostly just been doing empty jump low 2B/airdash j.B stuff but I'm wondering if anyone's figured out anything really ambiguous or tricky. Also, if anyone has the time and wants to test something for me, can you see if it's possible to safejump Rise's DP and/or cancel i to DP/any other invul move upon triggering it? My friend kept trying to safejump it with Minazuki and it wasn't working. I'd also expect to have seen something DP out on reaction too if it was possible to do so, since the hitstop is so long. My guess is that it works sorta like Hakumen's Yukikaze (not his regular counters) where you actually get locked in hitstop once you touch her shield, in which case it's actually really good since every other counter in this game can be safejumped. -
Random Byakuya matchup notes based on all the people I've played thus far. Some are better than others so take with a grain of salt I guess. Linne: - j.2[C] is really good for air-to-air. - Her normals beat yours if she put your hurtbox into then (i.e. press a button) otherwise you have more range. - Max-range pokes like 2B will get hit by first hit of DP then you will fall out, giving free punish. Hyde: - Block a lot, his pressure is good but he has no mixups. - Standing shield his 5[C] then immediately switch to crouchblock in case he does 3B. - DP will beat your shit, respect it. Can be safejumped. Eltnum: - DP works the same way as Linne's - 2B moves her forward a lot and is fast, use 5A or 2B to challenge it. - Respect her strings and learn when to mash/jump out, it's not that bad once you know her tricks Waldstein: - 5B beats assault j.A/B if you do it preemptively - Easily safejumped - Webs are easy lockdown. Space it so he has to attack to destroy webs but you can reach him with 5B/2B when he does. - Whiff j.B after B followup sometimes hits him and makes the combo drop. Do whiff j.A/C instead. Vatista: - Probably Byakuya's worst matchup IMO - Flashkick will hit pretty much everything you do and can't be safejumped. Max range 5C/2C or 5C/2C whiff 2A are your only safe options vs. flashkick but she can press buttons to take pressure if you use these. Everything else will lose/be punished by FK on reaction. Not sure how to deal with this in general. - Orbs and laser are really hard to get past. Best way seems to be to wait until she throws a fireball then dash jump and block. Will have to repeat this multiple times to get in as you will get pushed back constantly. - You will likely lose by time over if you ever get FK'd out once you are in since getting in takes so long. Again, not sure how to deal with this. - Don't use 66B/C. She can jump over it and fireball you. - Crystal 5A spam is almost inescapable. if your opponent does this a lot save your meter/Vorpal so you can VO/GT out. - If she ever does overhead B divekick you can shield and punish with 5A or 2B. As far as I can tell this will be your only real opportunity to get damage on her if she is playing smart so make it count. Gordeau: - Probably Byakuya's other worst matchup lol - Try to stay just outside of Grim Reaper range. Shield Mortal Slide if he does that instead. Punish whiffs with 66B. - EX Grim Reaper catches literally everything. A bit slow at 7f startup so try to bait it out with raw blocked 2B or 236A or 5C/2C whiff 2A if the Gord isn't paying attention. - EX Grim can be safejumped. Watch for EX Assimilation, if you see him holding the scythe during superflash then block, otherwise jump. - If you ever get put in block you are pretty much guaranteed to eat huge damage. YOLO mash and try to at least catch him on a gap since you're gonna die anyway if you don't. - 66C to 22A blockstring loop is pretty much inescapable since Byakuya doesn't have a 5f jab. You can shield 66C and try to mash out of 22A but Gord can just 214A on reaction and get a counterthrow. Best bet is to block and hope he gets bored and tries a gold throw so you can tech out. Alternately, if midscreen, just let yourself get hit by 66C so you fly out but watch out because he can confirm to Mortal Slide for a combo if he's fast enough. - If you ever get momentum try to sit on all the GRD you can so Gord never gets CS. Once he has CS pretty much everything confirms to 4k+ so it's probably better to not let him get it ever even if it means you don't get to use yours either. Hilda: - Need to block and be patient but not too bad otherwise. Still an annoying character though. - At fullscreen, stagger dash and crouch under lasers. - At midscreen, block low and watch for 5[C] and lantern overheads. - If she ever does low spike, 66B gets you in free. - 623B (spike from behind) is super plus on block. Startup animation looks like 5[C] but you can block it both ways, including while dashing forward. Easiest way to approach on it is to do 6[6] when you see the animation and block back if you see a flash. If she does 623B you will autoblock it while dashing. - At close range, Hilda is pretty free but watch for 2B if you get pushed out of her deadzone. She will probably try to jump out of 2B/2C gap and do divesword, frametrap it or AA with 5B/3C. Merkava: - Not that bad of a matchup. Probably the easiest of the so-called "top 3" (or as I call them, "Gordeau + Vatista + the other two whatever") - Grabarm is unsafe. Dash in after it. - Standard approach tactics apply. Mostly watch for 5C whiff cancel 5A. - 3C is free vs. Merk. Run under him and charge it while he is flying. Release whenever he tries to dive or j.C, otherwise let it charge to full and hit him out of the air. Don't use 5B as j.C beats it. - All of Merkava's reversals are easily safejumped. 236C is safe though, just settle for making him burn meter. Yuzu: - Annoying matchup but again not that bad. - She can theoretically keep you out forever with battous and win by time over but she probably won't/will mess up. Just stagger dash in and keep blocking until you get your chance. - Mad free once you get in. No real reversals so do whatever you want. IW can reversal but is super slow. Byakuya mirror: - Lol - Web shuts down Byakuya really well (lol) because it keeps him from web pulling for mobility + he has tons of opportunities to set up a wall. Just 5B/2B your way through them. - Whoever does j.2[C] first wins. Can't be reliably AA'd either. - Byakuya has no reversals but he also can't use spacing to make blockstrings safer cause if you can reach them, they can reach you. There's gonna be a lot of web sets and rekkas to end blockstrings so just block and wait for your chance to retake pressure. - Putting a C web above Byakuya keeps him from doing web set at that location (he will float into it and get hit if he tries). Good for being the one to set up a web wall while denying them the ability to do the same back to you. - Burn your GRD whenever you get it since otherwise you're just stocking up more for him to steal back if he ever hits you.
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I feel like people are very quick to oversell Marie and undersell Rise. Rise seems pretty universally hated in general, either you use her and think she sucks or you play against her and think she's OP. I guess Marie has a more balanced gameplay and isn't so momentum-reliant so she gets a pass from the same people even though they're basically the same character.
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Taking away beneficial options (even if they are bugs) from mid-tier characters and nothing from the best character in the game counts as pretty lolworthy to me I think. It'd be like if BBCP 1.1 nerfed everyone but left 1.0 Kokonoe untouched.
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Well if they end up fixing (i.e. nerfing) the Wald/Byakuya/Yuzu bugs and leave Gordeau untouched then lol.
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Hopefully they nerf Gordeau.
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[P4AU] Rise Combo Thread Updated 8/1/15
Justice7541 replied to Tecta1Eastside's topic in Rise Kujikawa
The damage is considerably worse without the OMB bonus proration, it drops down to like 5.2k if you do something like 5aa 2a+b 236c+d dash 5c(1) 22b 214a dash 214214c+d. That's especially true if you get a crouch confirm or something and can just end in 5aaa 214a 236236b for the autocombo meter build to almost break even and still get like 4k. -
Mine are up on the Mizuumi wiki, you can start with those.
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[CP1.0] Izayoi Combo Thread - Better Late than Never! (Updated 03/28/14)
Justice7541 replied to Celerity's topic in Archive
I think he means switch to GA mode and start with 5B. -
He can throw a knife to cover teleport, that's what I see Minazuki doing 90% of the time.
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Now that people with an actual motivation to learn this character have had a chance to mess with her a bit, how are her oki setups looking? Just from what I played with her at a pretty scrub level, she felt somewhat similar to Rise but more lacking in strong oki setups and pressure but compensated for it with better neutral zoning options and damage. Wondering if that really bears out since the two characters seem to have pretty similar gameplans otherwise.
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She's a setplay/oki character mostly. Has lots of strong setups and okay zoning, decent close-range as well. Lacking in midrange though and her long-range zoning is kinda slow so she loses to "true" zoners like Yukari or Yukiko.
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I just use A+B shoulder button macro in conjunction with button hold. Holding A+B and A and releasing A+B gives me B release, holding A and pressing A+C macro on the other shoulder gives me C press, etc. Bit convoluted but it works out just fine.
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It's probably kyu (colored belts) which go down (1st kyu being one short of black belt) then dan going up. Typical Japanese martial arts ranking system. Yukari: Always shoots 3 arrows even uncharged, arrows bounce off walls. Rise: Opponent is always scanned, has a gauge that gives SB Tetrakarn automatically. Marie: More damage, weather effects multiplied
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[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
It's your choice but from what I played Marie doesn't have as good normals for pressure as Rise and her setplay/oki is also weaker. She has better zoning to compensate but she's still not really a zoning character. Rise having a low-hitting, advancing 2B where mostly everyone else (other than a few characters like Yu and Sho) only have an upwards AA gives her a lot of strong options that are more or less unique to her. Also on a totally different note Shadow Rise can't do 5AA 5B 2B 5C 5B 2B 5C Rampage? What's up with that? Rampage just doesn't happen period.