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About Coma
- Birthday May 14
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Odenton, MD
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It's 25 frames but I don't think people are anti-airing it on reaction. when I throw in cmd dashes and 5ACA and 5AC RC, it opens up the overhead kick more.
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so something you can do off 5ACB overhead is RC and go for a fuzzy guard. You can fuzzy with j.B>delayed j.C>5A on taller characters and have to use j.C on the shorter ones. This shows the j.B version. https://twitter.com/Coma_Astra/status/793297283110449153
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I know 4r5 and Rei are in MoCo but it's best you come out to a public session first so we all get to know you and such.
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Took me forever to figure out how quoting works now. Anyway, yes, at both places, GG and BB are played. There are weekly sessions at both The Cave (on Tuesday evenings) and at Xanadu (on Thursday evenings). I don't know when the next cave monthly is.
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There are monthlies on the weekends (the next one for Xanadu is Nov 19th). As for as weekly sessions, they are on the weekdays.
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We don't use Dustloop much anymore but welcome to the MD/VA community. The cave is still active. I know people are there playing fighting games (mainly BB right now when it comes to airdashers) every Tuesday and people play at Xanadu on Thursdays.
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Good job at Winter Brawl VR, Robert, and to anyone else from MD/VA that repped. Robert, I guess one can learn a match-up in 10 days.
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Rhannmah reacted to a post in a topic:
[Xrd] I-No Gameplay Discussion
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Kieofire reacted to a post in a topic:
[Xrd] I-No Gameplay Discussion
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Some shadow mode combos(if anyone knows more optimized ones let me know) midscreen to corner 5B counter hit: 5B(CH)>shadow activate>236236A>236236A>dash>sweep>214C>236B~236B>delay>236236A>214CD>236D>j.214214C>236236D (9528 damage) midscreen air hit 5B counter hit: 5B(CH)>shadow activate>236236A>236236A>dash>5C>214CD>236B~236B>236236A>236D>j.214214C>236236D (9403 damage) midscreen or corner: 5B>2B>sweep>214A>236C>shadow activate>j.214214C>*236236AB*>236236D (5681 damage 37 units of meter left on shadow rage) This is a combo used to conserve meter. It's burst safe after the shadow activate and there's no added fluff so it gets the damage done quickly. The good thing about this combo is if you need to do less damage to kill, you can change the power charge you do and you'll save more meter.
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About 5C>2C string: It's not the most reliable and ends pressure right when you use it. For getting a 5C air confirm hit, I do 5C>iad>j.A(j.B works on tall chars if they got CH on the ground) and 5C>jump cancel forward>j.B
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Seran Zealot reacted to a post in a topic:
[P4AU] Chie Satonaka Combo Thread
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true, midscreen, 5AAA is the go to combo unless you get a 5B(CH) or something that will net more meter anyway. I was talking more for the corner confirms off prorated hits like 2A>2B>236A~236A>5A>5C>TK air B rampage>skull cracker B>Ender.
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Combos are definitely a huge part of it. Make sure you have burst safe confirms and max damage confirms off any situation and you are able to mix up when you shadow rampage for the burst safe ones since people usually wait till the rampage>skull cracker to burst. As for your main question, S.Chie's neutral consists of blackspot, 5C and 2A as your main poking tools. You can dash cancel off 5C and on counter hit you will get a combo but on block, the dash cancel is -3. 214C has a better hit radius and is safer for the persona; the reward is less in most situations though. 2A and sweep low profile so they beat problem normals like narukami's 5B. Chie has a ton of pressure tools such as dash and backdash cancels, short hop cancels, 2DD, j.D, etc, but Chie's pressure consists of 5A mainly. It's neutral on block so it sets up ticks, pressure resets with another dash up 5A, and frame traps really well. It also chains into 2A. In the corner, D blackspot and 5C play more of a role. Midscreen, you can use airturn mixups off jump cancelled normals but it can be punished if scouted. S.Chie's non shadow rage BnBs are mainly the same. The only thing different are the autocombo confirms. Where you see a normal chie doing 5AA>5C>236B~236B, substitute that with 5A>5C>j.236B~236B.
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Mo the Hawk reacted to a post in a topic:
[P4AU] Chie Satonaka Combo Thread
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Here's an optimized version of the damage shadow Chie combo route: 5B>2B>sweep>214C>Shadow Rage>2A+B>236236A>2A+B>236236A>dash 5C>214C+D>236B~236B>236236A>236D>214214C>236236D (Around 8.8k to 9k depending on the character) And about the burst safe combo. The only characters that can burst it are Teddie, Labrys, and shadow Labrys (finnicky against Akihiko). Against the other characters that you said can burst it, you delay the shadow rage after skull cracker and do the combo as normal. The burst will now whiff and both god hands will still hit.
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The reason is because it's not something you can control easily. Not only can the opponent airtech neutral, back, or forward but they can do it late or not at all. Both options make it so your mixup doesn't work.
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It's the most useful outside the corner. Instead of going for the air tech chase where there are 3 techs to bait, you can go for [6]CC and only have to react to two techs(neutral and back and that doesn't include no tech). Linne's fast enough where she can catch up to the back tech and still get a meaty. And if you want to roll through them for better positioning and still get a meaty, you can do that. It's just an easier situation to control and a lot safer but the air tech-chase stuff is more damage and better reward off oki but is hard to predict and can potentially backfire on you. Your choice of what to do.
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Hagane reacted to a post in a topic:
[P4AU] Yukari Takeba - Gameplay Discussion
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Chris Chaos reacted to a post in a topic:
[P4AU] Yukari Takeba - Gameplay Discussion
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Okay. I'll start filling in the combo thread on here once I get my hands on the game. I feel like it'll be better posting combos without having to guess what the moves are from videos. I'll get to work on making matchup threads as well.