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Adelheid

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Everything posted by Adelheid

  1. Oh man. This move. So good.
  2. As a point of reference, Massive Slaughter + rising j.A does in fact awesomely beat Kanji's general wakeup plans, since if he DPs j.A will go over him, recover, and let you block on the way down, jumping is unblockabled by the j.A to a combo to knockdown, and standing/rolling gets him eaten to a combo to knockdown. Not something you can always go for, but when you have the spacing right it is pretty good.
  3. You really should just post it already, haha... Also, SMP isn't an acronym, it's an initialism, acronyms can be pronounced as words
  4. Shadow Labrys crosses under them there during the j.214B because of the momentum on it, yeah. It requires them to be hit at a pretty specific height for the j.BB at the start, but it's easy to confirm whether you've done it or not, and if not you can do something else there. If you're awakened and have meter, though, the correct thing to do off of it is Titanomachia, since you can string it to Titanomachia Finish and get whatever setup you want as they fall.
  5. Shadow Labrys 5C crossup knockdown mixup tutorial http://www.youtube.com/watch?v=QBL0Ab9xNXA
  6. I did a thing oh my good it's like thirteen hours after I started on it uggggh what is sleep? i don't know or care i'm not tired Edit: ACTUAL EXPLANATION? I've made a tutorial video explaining how you can get a very powerful setup as Shadow Labrys off of anything you can end in a 5C hitting from the opposite direction. This isn't everything, or even most things, but there's enough ways to set it up for it to be relevant. Based on stuff I used to do in my brief Melty Blood days and thinking about sandoori, this setup just occurred to me recently. I've been running it in matches lately whenever I get the chance, and it's... Worked out well, shall we say. So I thought I'd share, since I've never seen other people do it or talk about it.
  7. pktazn uploaded a pretty cool video showing various mixups and what you can easily get off of them, as well as other combos. http://www.youtube.com/watch?v=okVFwrIr6Q0
  8. This happened last night. It was a pretty laggy match and I fell more than I was trying to before j.BB came out, and managed to cross myself up while inputting for Massive Slaughter, thereby making it... VERY difficult to see. So much so that I wasn't sure it even came out, and missed getting an actual combo out of it in my surprise. Still, it's interesting enough that I thought I should post it.
  9. You don't know what you're getting in to
  10. I wasn't really sure if reset was the best word, but yes, her mixup after knockdown is very strong and she has a huge amount of ways to go about it, but what's important is that it all goes back into knockdown again, ie, the setup is reset. However, there's enough other ways to go about it, and "Okizeme Thread" seems a touch offputting... Well, it doesn't really matter.
  11. It's my belief that resets are pretty much what Shabrys is all about, so I'm working on a thread about them, but I'm not really sure how to organize it. Well, I think I pretty much have a good idea at this point. Illness has gotten in the way of any dedicated attempt at writing it but I asked Kurushii to make a graphic for it and hopefully it'll be up tonight or tomorrow.
  12. Nanako navigator has hidden synergy with Shabrys. (Note: This is not actually true)
  13. Jump startup is 3 frames long. You enter the air on the fourth frame.
  14. That lag was pretty bad That match was mine x: lol, j/k. Things can go any way.
  15. Be in IK mode > NO ONE WANTS TO DP They know
  16. Well, I've only really watched through the first video right now, but for now: Well, you do actually seem to be quite good, so that's refreshing. One thing I would note, is that you seem to chain to sweep in situations where it's really not safe. It usually pays off for you, but you should note that sweep is actually -6, and when you do it close to the opponent, most people can jab you on normal block. It's fine if you cover it with Asterius, which will also let you easily combo near the corner, but often you don't. I've noticed times where you could've covered yourself, but I think you were trying to be cautious and avoid them possibly breaking a card if they read you... Which is both good and bad, but in those situations specifically could be punishable if the opponent knew to do so. You missed a lot of punish opportunities against the Yu in the first video. It's important to note that you can't generally get a combo off of reversal DP CH > Titan because Asterius won't be there for you to cancel at a timing when that combo can work; that's something that works when you're calling your opponent out at neutral, but other than that... Well, also DP > Titan on block doesn't save you at all. A better "!!! ESCAPE" string on block is DP > 5C > 214214A, I generally find; They can bait it if they know what you're doing, but it is at least going to get you to neutral if they block the super. At about 8:30 you blocked a DP and didn't run under him, so he could super cancel to punish your punish. He turned that into his win, when you had a commanding lead and could've taken it. Also against Yu, I don't really get, sometimes you go for command grab reset but then jump? That's something that can work against some people to bait DP if you think they'll read an air unblockable, but against Yu his DP is air unblockable, so... I don't get what you're going for. Other than that, your play looks fairly solid, just make sure not to accidentally OMC anything, tighten up your resets, and don't drop your combos, lol.
  17. Asterius' passive autoguard is actually 400 damage or less; Yosuke's 2B (410) breaks it, various 450 moves break it. How unfortunate~
  18. Any move can be used to counterhit; the move that way a counterhit puts the opponent into increased hitstun, allowing moves to be done afterwards that wouldn't combo normally. As for moves of Shadow Labrys that are particularly better on counterhit, 5B and 2B both cause Fatal Counter, meaning hitstun done for every move in the combo is increased by a small amount, in addition to the large hitstun boost for the first hit, and her Furious Action causes the opponent to wallbounce on counterhit.
  19. When playing Teddies, I pretty much only go for laser oki. The different versions of laser come out with different timing, as I've outlined on the wiki, and there's enough ways you can mix them up that you can force a guessing game on him when he tries to counter. In this matchup, I feel that all meter should go towards SB laser as a means of disrupting him and forcing a way in; it's difficult for him to snipe it. Titanomachia, too, is useful when you awaken. Teddie has a lot of ways to disrespect you, as dotShotS has mentioned, and it's important to work the few reliable things you have.
  20. Well, the most common is the so-called gulp trap, perhaps only called that by me. After a knockdown, Massive Slaughter is timed to hit the opponent as their throw-invulnerable frames end on wakeup, such that they have two options: Jump, and risk being air-unblockabled into a reset, or reversal, which can generally be dealt with in any number of ways, or specifically avoiding certain counters. Done sparsely, and the opponent will periodically actually be grabbed by it, which you can always turn into another reset, and it's a great tool in the corner. Unfortunately, Teddie's basically immune to this, since it's trivial to defend against with his counter which is unpunishable if it activates. Beyond that, if the opponent is full screen, it's really good after Titanomachia D, since it does quite resemble 8C with its disappearing. And CD Massive Slaughter is something you can just use from neutral in many situations, since it won't be interrupted by you blocking or Asterius being hit by anything other than a super, and it comes out really quickly, which again you can easily turn into a reset. That's basically the extent of how I use it.
  21. I mean, that comic isn't funny
  22. BB comic had its moments.
  23. Oh, hey. I did a thing. Double posting, I know, but it has nothing to do with the previous post.
  24. You can do some interesting stuff with it in the corner, and the D launch can give you some tricks and resets, but in general, no, not more damage.\ Edit: Asterius frame data is on the wiki. http://www.dustloop.com/wiki/index.php?title=Shadow_Labrys_(P4Arena)
  25. I actually outlined this on the wiki, but if you haven't read it, At all times, Asterius has autoguard against moves with less than 500 base power. While performing EX moves or during Titanomachia, Asterius has autoguard against all moves except supers. Beyond that, moves that strike it and break its autoguard will take a card like any other Persona. You'll also lose a card if Shadow Labrys is hit while Asterius is active, but note that during Asterius' idle animation and while you're holding D, Asterius is not considered active. (And note that getting your throw broken counts as a 0-damage hit against you, so that'll take a card too.) This is true for every other character, but it's particularly likely to come up for Shadow Labrys.
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