Jump to content
Dustloop Forums

Osuna

Members
  • Posts

    1,304
  • Joined

  • Last visited

Everything posted by Osuna

  1. Is it really that hard to believe that Lambda(Zoner) had an advantage over Tager(Grappler)?
  2. Supposedly 214C is 5 frames and 214C+D is 3, but much more important than that is that 214214C/D is active During the super flash. Please make note of that so no one misunderstands.
  3. This thread exists so that people who rather read about or discuss match up can do so. There are video threads where you can post things like this if you didn't want to talk about it in any detail.
  4. Well, yeah, but it's not 'real' pressure in most cases. They have a lot of options still, you can't count on people to freak out, does it punish some things? Also that mid screen combo seems to not work on the entire cast.
  5. If you want that in exchange for a damage cut like that, then you can get it off of pretty much Any fatal. Just be like 5C(FC)>2C>5B>2Bxx236B,2A>2Bxx236B,2AxxB+Dxx236236A/B So is there anything really cool you can do with shock+ chair cover? It doesn't seem super meaningful to me because the Shock mix ups seem like they don't change with the chair present? Iunno. I'm still learning.
  6. Having a slow sweep doesn't make the overhead faster. The animations aren't particularly similar, just look for the overhead. If you're going to bock low you don't have to Look for the sweep, you'll block it normally if you don't see the overhead. You're obviously seeing it in time to block, how much more time do you honestly need to throw them? like a tenth of a second? Anywhooo it is an option that works in more situations at least.
  7. I play almost exclusively online, so yeah sometimes I get hit when I shouldn't have, but I'm not going to make a habit of blocking a move instead of going for the better option just cuz of lol netplay. The grab is largely invincible and people don't overhead in very many clever ways yet, so just grab em. But I guess if in particular your internet isn't that great it might be a problem. I have decent internet and a laggy TV, but I can still get it reasonably often.
  8. You guys are Blocking those? I just 214D AoAs.
  9. The guide says 236A+B has a minimum of 300, but I've done some crazy combos and always got 600, what combo causes 300?
  10. It was 5A. Maybe the whiff circle appeared because I hit the sword after the active frames? 236 Tech traps in general seem to lose to forward tech. j.214B traps lose to neutral tech.
  11. Except it doesn't. Tager just walks forward after and it looks like Hakumen moves because the screen moves in and the background is dark. @Tagertime, maybe then. I just assumed it didn't work because I recall people whiffed with normal throw resets a lot. It is easy enough to test.
  12. Try not to get knocked full screen as often, but if that's all she does then you can get a lot closer to her a lot easier than if she was throwing crap at you. I wish Yukiko's would do that more often because the life they gain isn't worth giving me another shot at half screen.
  13. A 90 degree angle would be straight up. I'm pretty sure she can anti air us from more angles than straight up. Unless you meant to say anywhere in a 90 degree angle which would be anywhere in front of her.
  14. There's some problems here. 5C isn't a good poke, and Chie doesn't really use any moves that you should be able to punish with it either. Your combo notation is confused, I'm pretty sure you mean 236B not 216. Full screen jD into 214AB is really really really bad/scrubby tactic that doesn't count as match up advice. I'm not even sure why Chie would be full screen or what she could be doing to get hit by j.D to become paralyzed, but even on hit it would still not be good advice. I'm pretty sure you mean 5A 5B 2B 236B, which has no overheads, lows or throws in it. I don't see how that opens someone up. Also your fatal combo is weird or unfinished? I'm very confused as to how it came to be.
  15. Kanji is not very strong in this game it seems. That's just how the match ups seem to shake out so far, even with a lot of ambiguity for most match ups in the game people are already saying "Yeah that's a bad match up for Kanji" Pretty often. Burst systems typically disadvantage his type as well. He's still viable, most characters can't fight him without taking any risks at all because he has a lot of options that let him attack if he can yomi something from most distances. Don't confuse his ability to punish a mistake with a players ability to predict a decision or a successful mix up. They aren't really the same thing. That said, the grappler match up has always been initially unintuitive and a lot of mistakes get made figuring it out which will make him look better than he is. I wish he did more damage, or rather I wish a few other characters didn't randomly do a lot more than him.
  16. Was just about to post that, I did it like 6 times last night. Whiff circles and everything. Similarly, Mitsuru's 2B seems to actually have upperbody invincibility or something because sometimes standing moves create whiff circles through it? The F?
  17. That is the weirdest least relevant thing.
  18. 214214C 2147B 236236A(3)OMB 236C+D 2147B 236A+B. Really funny 150 sp burst combo in the corner that I'm goofing around with now. Only notable in that it is burst safe. From less deep in the corner you can 2147A+B and just not ex the cruel attack.
  19. Huh, I learned something. I was assuming it happened a lot in p4 because you couldn't view matches if you join after they start and joining right before one started would be watching a lot of nothing for who know how long. In retrospect that was a pretty silly assumption.
  20. That kinda sounds gross? I'm not sure how someone develops a sense of pride in challenge combos, but don't forget to learn real ones too after you've had that out of body experience.
  21. In a weird and unsettling way...this explains a lot. So I never got to see much persona pre patch, were things stupid back then?
  22. It'll nullify her back step, but strictly speaking they should have at least a few frames to jump any throws so it isn't a punish so much as a mixup reset. Same with lambda, but don't tell them that because they have a tendency to eat 360B every time. Of course if they don't quite reversal the backdash and you Do reversal the GF then it might become inescapable (especially if you are 720ing), but that's not a technically accurate expectation.
  23. You can't throw anyone 'out of an airtech' in the way you are describing.
  24. You can punish her R action from pretty much anywhere with J.214A+B. And from surprisingly far away with run up 5C 236A+B.
  25. so you found an even on block move and had them jump while you super and they were still on the ground when the super whiffed right?
×
×
  • Create New...