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Adelheid

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Everything posted by Adelheid

  1. Yeah, well, {{FrameData-P4M |damage=000 |guard=All |cancel=O |level=4 |attribute=Body |p1=1000 |p2=100 |smp=50 |startup=18 |active=4 |recovery=24 |invuln=1-22 Unthrowable Autoguard |staticDiff=-24 |hitbox=ShadowLabrys/5AAA |description=Based on her 5AAA normal. Can combo through with 2C or with One More! Cancel, but a combo off of Guard Cancel Attack can never kill an opponent. }} I like it more now ε:
  2. Okay I just happened to notice something really weird. I'm sure you've all noticed that Shadow Labrys damage is really weirdly nonround. Everyone else has nice round numbers, but our 5A is 190? Our ground throw is 760? Huh? Well. In the Famitsu guide, those numbers are listed as 200 and 800, respectively. After factoring out combo rate from its values and with knowledge of how proration works in this game, it becomes evident that for whatever reason, all of Shadow Labrys' damage values were multiplied by 0.95 before release. This doesn't seem to be true of any other character. Edit: Our wiki page is now awesome. http://www.dustloop.com/wiki/index.php?title=Shadow_Labrys_(P4Arena) Nearly complete frame data. A lot of new notes. Actually listing our combo rate (it's 0.5, the lowest in the game). A lot of new notes. More information than was on the famitsu guide.
  3. Oh hey, it's 7th Fonon I'm always afraid of getting baited when guard cancelling. I never want to go for it unless I have 100% for OMC outside of matchup-specific situations. Just feels like it's usually not worth taking the unnecessary risk.
  4. In fairness FB stinger aim still looks stronger than it has any right to be. That move is... Well. It's Carcass that lost bounces, not both FB balls. They probably thought of it as necessary as, well, "Danmaku" was pretty silly. Adding recovery to Tactics Arch seems to have made it so that people don't want to use it, which is sad but also what I expected to see. More than anything else, the tools he had in loketest 2 were, well, ridiculous. Venom does not seem weak and I will be happy to keep playing him. He still has 6P to give coverage to an important new (old) angle of coverage, FB Stinger is still a very silly move even if it doesn't grant you pressure for free, and he still seems to be able to shut people down with the right reads. That's enough. He doesn't need to be the best character to be viable. I'm really excited for getting pressure for sniping someone with a random FB stinger aim, instead of saving it for clutch game-enders.
  5. Adelheid: Them giving +guard bar back to Rensengeki Adelheid: is so disgusting Watches: S TIER OR BUST (But honestly I've never agreed with that change) Adelheid: Is that change even noted anywhere Adelheid: I just noticed it today Adelheid: After seeing it knock a venom's gb to flashing, then going back and saying "wait, WHAT" Watches: I don't know that it's noted anywhere Watches: Have you checked other projectiles? I think that was a global change in AC that might have been undone Adelheid: Yeah Adelheid: When I saw that Adelheid: I went and checked Adelheid: None of Ky's stuff does +gb Watches: Ha Watches: Ha Watches: HAAAAA Watches: Yup Watches: S-Tier Axl coming up I may have to back to siding this character, he looks a lot more fun now Edit: Oh yeah, footage,
  6. http://famitsu.jp/fmbk/p4u/table/13.html So, this happened.
  7. My understanding is that it is they hit your DP autoguard and an SB skill autoguard at the same time, you get that except-by-super autoguard on Asterius for the rest of the match, or something like that. But I've never actually been able to get it to work! I might not have all the details quite correct? [1:40:28 PM] : BD [1:40:54 PM] : Then you kara asterius' blocking animation he gets from bd into ex command grab [1:41:22 PM] : If they attack and it hits both asterius' guard point and the bd guardpoint he becomes unbreakable for the rest of the round This is the explanation I've heard floating around, but I just don't think it's accurate. Edit: There's also the glitch of doing a persona move as you get persona broken and having it come out anyway; if you have the timing to do Titanomachia you can pretty much have that whole recovery period covered, which is pretty cool. It's not Shabrys specific though. It's also weirdly inconsistent sometimes for reasons I don't fully understand.
  8. It's pretty difficult to deal with, yeah! But it's not insurmountable by any means. As always with playing Shadow Labrys, when you have offense, the name of the game is "restriction" and you need to shut down your opponent's options. It's hard to do that against Mitsuru but it isn't impossible. Timing your Asterius moves to cover your mixup even if you can't time them to get combos out of your blockstrings is important. Just don't be stupid and predictable and get yourself DP'd out of your blockstring, and you can work your various mixup options when you're there with her. Neutral is where you really falter, though, but you do have ways to get in. Angry Guy, you say "S. Labrys normally wants to make the enemy come to her," I think that's you projecting your playstyle? That's not my feeling. I always want to press my offense and carefully work my way towards the opponent, and this isn't too different. Yes, you have to be patient, but that's not the same as being passive! I think if you wait for Mitsuru to get in, you are conceding the neutral game, which I think is really, really bad against her. It comes down to, I think, making her respect your options. If you know she wants to droit, 9j rising j.B for instance can be cool to make counterhits happen and get a minor combo. Sometimes I think it is okay to sacrifice cards by throwing out persona moves that make her "want to punish them." 5C DP is an important tool. Getting in your opponent's head is important especially in this matchup, because if you are passive then Mitsuru can really do whatever she wants and you want to make sure that's not how it plays out. Likewise, when you get a knockdown, the name of the game is "Bait that DP!" 5C knockdowns especially can be good to set up safejump stuff to immediately press things to your advantage with your most obvious option, but otherwise recognize that they want to get a free out and exercise your various options to deal with that. When you can get inside your opponent's head, you can be "Shadow Labrys," and you can win, even against Mitsuru. I wish I could write more but this train ride just ended so I have to leave for several hours ugh
  9. 214A is actually -7. It's still safe on block against most people due to it stepping back, but critically it's not safe against Mitsuru.
  10. 214A is actually -7. It's still safe on block against most people due to it stepping back, but critically it's not safe against Mitsuru.
  11. Shirt looks even better in person <3 koogy
  12. Ehm. Spinning fire move, as in EX Megido Fire? That move is bad on block. It's not unsafe on block but them using it is basically giving you free meter (mash that instant block!) and pressure, unless they decided to be particularly cheeky and DP right after it. Which is a concern, but not, y'know, a serious one, since risk reward is rather in your favor if they try to use that move outside a combo. They can orgia backstep, too, but that's about it. The exception is if they have 50%, when they can OMC to get mixup, but outside of that yeah it's not actually good.
  13. Not relevant to gameplay But relevant to my heart
  14. ... Well, the DP doesn't become active until frame 15, but it gains autoguard on frame 1, yes. It's not THAT bad, lol ε: If you're getting counterhit out of it at the start you are probably messing up the button press or something, and you're actually getting hit out of 5B.
  15. You absolutely can wakeup DP. Though if they're doing 5A, you should beware of people OSing against it with meaty 5AA > confirm what you've done and cancel to their own DP if they see themselves hitting against yours. Autoguard is really not as good as invuln. There's a lot of things it can lose to but that just feels particularly bad, haha...
  16. Well, what he's really saying is that it's kinda hard to avoid being hit by any of the bullets unless Asterius is directly covering you, so most things you try will lead to having to block a bullet anyway and Asterius stopping its movement. This means a rapid approach pretty much won't work in most situations, which is unfortunate. I also think he's giving too much credit to it, but just the same I would never want to make waiting for her to come to me a core strategy.
  17. You can DP through 2B bullets, too, haha~ And if you're too far away to do stuff like 5C > DP to bait 2B, you can still at least force your way in by cautiously approaching under SB Flame of Hades or SB Buffalo Hammer. Edit: Also, since Aigis is most threatening when right in front of you, when she's rushing down, you musn't forget guard cancels... Especially if you have 100 for GC OMC to reclaim pressure even on block.
  18. But rather than "Force," the F stands for "Free."
  19. This is fair, but do be aware that it only has that ability in tournaments held on or before A.D. 2005, and using it afterwards just causes people to roll their eyes and lose respect for you.
  20. Something rogue mentioned awhile ago gave me a cool idea, gets about 6.7k really easily off of ch 5B with 150%. I'll make a video when my setup isn't being taken up by these people near me, lol... Edit many hours later: Well, here. rogue previously showed off the BI A to laser thing, but the version I saw had spacing issues holding it back. These three variants easily cover (almost?) all potential spacing between them. And here's something else cool! This combo is a very simple way to get the 8C 214B do-i-or-do-i-not-cross-under setup, which I particularly like. It's cool enough on its own but it's expecially good for "More setups = more power" Shabrys. The combo at the end is just something I think is snazzy, crossing under before using j.214B so the buffalo hammer hits them in the opposite direction you start running, building enough distance for 214214B to connect.
  21. SBs and Titanomachia are sweet for forcing your way in. She doesn't have any sort of super that can be thrown out to break the super autoguard, since all she has that is damaging is her super throw and IK traps.
  22. It needs to travel a sufficient distance down before it hits. That's all there is to it. (This also affects is frame data and makes it less awful on block; I think j.214B becomes neutral after falling long enough.)
  23. The "pull the opponent out of the corner and then ambiguously cross them up jumping over them" thing doesn't work against Yosuke. His walk speed is such that that initial bit after wakeup will walk him back into the corner. (it doesn't work midscreen either but I are more about the setup against cornered people, haha.) Edit: obviously you can still roll through him, but for various reasons that is not always the best idea.
  24. Well, the gameplay focus is pretty much completely different. And you'll probably be tripped up by stuff like, the different properties and speeds of the various normals. I think the few similarities they have may actually make it harder to transition between the two than to pick up an entirely separate character would be, since you sorta want more to be similar than is. Still, no one's particularly difficult to learn in this game compared to blazblue, and they're all cake compared to the average guilty gear character. So I don't think you'd encounter any insurmountable problems.
  25. You don't break a card for beating his r action, unfortunately, lol. I should state that when you do the rising j.a this way, you have to delay it a bit, 'cause it will hit him on the way up. It needs to be active above him. If you need footage, though, I think I have a replay somewhere of me doing this to a Kanji, but maybe not. This is awesome.
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