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Justice7541

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Everything posted by Justice7541

  1. Okay, this has been bugging the shit out of me for a really long time now so I had to log back in and ask: How exactly does Aigis's triple Megido combo work? I don't think it's SMP glitch cause you're not anywhere close to 10 different moves before you hit the C Megido, and combos that should prorate MORE are untechable while combos that prorate less aren't. Also, it seems like even when I do it perfectly it still doesn't work sometimes.
  2. Yeah, now you can send the fireball out and hold to detonate, instead of having to press C/D again and getting 5C from Yukiko as well. Definitely a buff. Also, I hope the new special/changes to C moves means she can do combos for more than 2k that aren't AA or special starter only/using outrageously tight links.
  3. I would be okay with Aigis breaking me.
  4. Izayoi needs more kawaii sugoi nihongo move names so we weeaboos can remember them. Desu.
  5. If Terumi doesn't have all recycled Hazama animations but with different hitboxes like Mu does, I'm going to be disappoint.
  6. It's part of her last challenge so I doubt it's a glitch.
  7. That helps. This in particular, though, why do j.236A? Does it actually make you fall faster after?
  8. Trying to pick this character up again after dropping her in CS1 because lolarcsys. Just had a few questions: 1) How exactly does j.2C level mechanic work? I'm not totally clear on why 2D j.2C works to give you level 2, or why 8D j.236A j.2C gives me level 3. 2) Is there any reason why doing 5B 3C 9D etc. isn't listed on the combo chart? Is it generally considered to not be worth the wind, since it screws with the spacing on the followup combo? 3) Is it socially acceptable to use all your wind in every combo, so long as you can end with frog oki? It seems like ending with a frog oki after being on the ground long enough will give you all your wind back anyway. 4) Is it worth doing 3C 214C 3C if you don't need it to buy time to recharge frog mid-combo? It seems like the damage isn't that good and having a pole on top of the opponent is free pressure.
  9. This has probably been mentioned but I don't see it on your combo list, but if the opponent between you and the Persona, at any distance where a reversed 236B puts the fire mark in front of you, you can do 236B and release it late, then dash up and do pretty much whatever you want. (5AA 5C) 5BB > SB Agi works, or you can just do an air combo or end with 5AAA for meter scoops.
  10. You can do double maragi loop off any "big" starter. 236[AB] 5C 236C ]A[ 5C 236C ]B[ etc. Also, if it's off a raw Maragi you can hit a bit more on the tail end. 5C 5BB 5C is what I usually do when there is extra untech time to spare.
  11. Oh really? Well it has invul at least, if it didn't before. She ate like two jabs when I was trying to hit her out of it in Score Attack. Very obnoxious.
  12. Shadow Labrys: Didn't see much of a change other than general power buffs. Will look into it more if I have the chance. Labrys: Always at red axe. Elizabeth: Meter gain speed is supercharged (like, constant max meter fast). Diarahan is instant and cannot be interrupted, and completely heals her (really dumb). IK only takes one hit to trigger instead of the usual 3.
  13. Thread for those of us who are too cheap to pay for navigator unlocks/want the trophy. As we all know, some of the Score Attack opponents are incredibly bullshit, even though the AI isn't that good, since it does psychic DPs and some of the reversal supers the AI will dial in are capable of killing you in one shot. In the meanwhile the opponents have ridiculous amounts of health and get all sorts of annoying buffs. Fortunately, the AI can be exploited. My general strat: 1) Find an easy combo that gives hard down after which you can run up and do a meaty into the same hard knockdown. If you can do it off 5AAA, great, because you'll want the meter and burst gauge gain. For Yu, 5AAAA works fine. You'll also want some setup that gives you a "safe" meaty, i.e. something that lets you meaty while blocking. For Yu, 5B 2A+B 5D works. 2) The AI gets dominated by meaties. No joke, it will not block a simple 5A meaty on wakeup 90% of the time. That means you can just knock down, 5A meaty, and repeat forever till they're dead. If they do block it, intentionally create a small gap in the blockstring (3-4 frames) then mash a reversal. They will attempt to hit you during the gap and eat the reversal. You can try using AOA for this as well, but it's a bit risky since the AI may throw or do a super. I usually stick to R-Actions or reversal supers. This is pretty much all you need to beat Yosuke, Naoto, Yukiko, Teddie, Mitsuru, Akihiko, and Shadow Labrys. 3) The AI can get out of your knockdown rotation in one of three ways: burst, dead angle, or super. Most of the time, the super will hit you and you lose half your health, then you get back up and finish them off. However, some characters have seriously borked damage on their supers and can pretty much kill you in one hit with them (Kanji, Chie, Aigis, Yu, Labrys, Liz), so you don't want to take that risk. To get around the risk of eating a big DP, use your safe meaty option; the AI will NOT use a super if you don't commit to an attack yourself. The downside is that it WILL block whatever meaty you use. You can, however, use this to force them to dead angle or whiff their reversal. If the AI doesn't dead angle during your followup blockstring, do the above blockstring trick in #2 but make sure you end with something that you know can beat the super, because they are almost guaranteed to use it. Once their meter is out, you can continue mashing them to death. 4) Kanji is a special case, since he can OHKO you with his command grab. Fortunately, the trick is that he will almost always (95% of the time) use his command grab (normal or super) on wakeup if you were running at him while he teched. That means you can just knock down, run at him, and jump as he techs and he will whiff a throw for an easy punish. Also, if he is at neutral and you don't want to risk running at him and accidentally eat a grab, you can sit at fullscreen in STANDING block. He will usually derp around at range for a while with bolts, then eventually jump and do a dive. When you see this, crouch it to make it whiff then punish. 5) To speed things up, the AI gets hit by both gold bursts and IKs really easily. You can start the second round with a gold burst, run up to the opponent, and activate your IK. They don't seem to recognize that you're invulnerable and will run at you swinging at your sprite till the IK hits them. This pretty much means you only have to win one round for each match, because the second is free. And that's pretty much my method of beating Score Attack with characters I know nothing about. It's still extremely random and you will die a lot for stupid stuff (like not being able to land a knockdown at the beginning of a round and then getting hit for all your health in one combo), so if anyone has any good strats for specific characters, please do share. In particular Aigis is where I die 90% of the time.
  14. 5AA (2C) OMB 66 5C 5BB 236[A+B] ]A[ 66 5C 236C ]B[ (236C hits) 66 5C 5BB 236A (basically, Maragi loop) works and hits for around 3.7k if you get all the hits, including the explosion at the end. May or may not be worth your OMB depending on how you look at it, but a combo's a combo. Edit: Combo does 3900 exactly with the 2C and 3659 without. I dunno how I get 3.7k in the first place.
  15. He can do SB Dive to punish Dia after lightning I believe. Regardless it's a shitty matchup for him and an easy one for us.
  16. The biggest problem I've had is getting the initial Agidyne to hit. As far as I can tell there's no way to set up an airtight Agidyne either on hit or block without using another fire move, so you risk getting DPed or supered on reaction when you do it. After you hit the first one though you can just do whatever > A Agi > Agidyne. If you do 5AA 236A Agidyne immediately, the spin will occur behind the opponent and wallbounce them towards you, making it easy to just run up and 5A to pick up the combo.
  17. So does Yukiko have any good OMB combos worth doing off a standard ground poke or AA 5A hit, etc? I've found that generally it's more worthwhile to use the OMB/gold burst first round than to waste it on a blue burst, unless said blue burst is against a really big combo.
  18. How do you make them hit low?
  19. Are you saying air fan his low? What?
  20. The graphics don't actually run at a constant 60 FPS. Even if you recorded the animation and counted frames one by one you may be off by a few frames. Along the same lines programmable controllers/scripts may not help since they tend to skip a few frames, especially in long sequences of inputs. I remember I was reading some post by some TACer who was talking about how it wasn't as simple as just programming the controller to do a million 1f links in a row.
  21. I don't think you can even get into rooms without determining connection quality first. The realistic reasons I can think of are: 1) They were just pressing whatever on the search menu and not really looking at the room info. Then they get in and see something they don't like (i.e. too many players, bad rotation type, round count, etc.) and decided to quit. 2) One of the players in the room has a really bad connection, even though his own connection to the host is good, and he doesn't want to play that guy. 3) He's looking for a particular type of match, and doesn't want to play the people in the room after seeing their P-Cards (i.e. he doesn't want to fight against a specific character, or he only wants to play good/bad players, etc.). Other than that I have no idea.
  22. Is there a way to get announcer Rise (the one with the headphones and the pointing portrait) in versus mode? That's the best Rise.
  23. Anyone figure why Naoto is considered low tier? She has low health but she can get away with it since she's a zoner, and otherwise she has pretty good normals (5B range is huge) and traps are great for both neutral and oki, not to mention SMP loop doing infinity plus one damage. She doesn't seem to be the strongest character in the game but she doesn't necessarily seem that weak either. At least not Kanji tier.
  24. Fortunately, the AI is plenty abusable and doesn't put up much of a fight. The problem is that sometimes the fight it does put up is capable of killing you in one hit if you're unlucky.
  25. I never knew j.236[A] > 5A worked. Does TK version recover faster than ground version or something? Also, I know that if you're in corner you can do whatever > 5BB > IAD j.A j.4B j.236AB and take that into the usual Maragi loop. It's a decent alternative for people who don't want to try doing that super-tight TK j.236AB link off 5BB, i.e. myself.
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