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Coma

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Everything posted by Coma

  1. He can also do 3HS(1)>CSE>planet to throw off the SB timing and get great rewards.
  2. I can't get a punish on it at all. Frame data says that the 2nd hit of Ky's 3H is 1 active frame and the entire move is only 3 recovery frames so even if you could act immediately out of a SB, a 5F normal wouldn't be able to punish him. Best I can get is a throw if he's close but he can just jump cancel the second hit. Yeah Kenji, Millia really shines in the oki and mixup department in this game. Her neutral got worse but her confirms off stray hits got a lot better, especially on the ground.
  3. What punish are you getting on SB? I've tried 5F, 4F, and 3F punishes and none of them worked. It seems neutral on SB. Still is useful to SB it at max range to keep him from running back in. To go off on a tangent, at first I hated the changes to Millia in this game but her buffs are great. New K pin is gdlk since it stops millia's vertical momentum so TK K pin is a legitimate pressure tool and it's a way to combo off her j.K>j.K fuzzy guard without a disc out. The increased untech time helps with meaty secret garden setups which has always been her best oki tool, even after FB disc. And while jump dust is worse in neutral, it's great in combos which are more universal now because of j.2H.
  4. Aigis' orgia backdash, like her forward dash can be canceled into any ground special on the first few frames of startup. it's hard to do it with C megido since you have to do a lengthy motion in such a short amount of time but if you want to see the concept, cancel an orgia backdash into a cannon. The motion for such is 2144A or B while in orgia mode. you will she the backdash startup then the cannon. Unfortunately, the invincibility doesn't carry over like it does with Slayer's backdash in GG but can still be useful against moves like Mits' 5A because the active frames are so short.
  5. Since CW I've been trying to find ways to deal with this MU too. low j.2B is a surprisingly good tool against mitsuru's that want to run in once Aigis lands since it's active for so long. j.2B also counts as a projectile and not a head move so if spaced, it'll be AAs. Another underused technique in the MU is BDC. Mitsuru's 5A is only active for one frame so if Aigis has the read on it while in orgia, she can backdash through it then before leaving the ground, cancel the backdash into a C megido to punish. Also, Kurum, EX Droit can be punished even on air IB.
  6. I'm pretty sure on that last combo he's missing 22A after 236CD. It should read: Hard Version: - (2AB), dash j.B, j.C, 5B, 236CD, land, 22A, run, j.A, j.B, j.2B, 5AA, 22B, j.A, JC, j.C, 236D (~4600 off 2AB, ~3900 off j.B)
  7. Can't go to XG this week but next week definitely.
  8. You do mean 22B>j.C(1)>j.236D at the end right? If that's the case make sure you're doing only one hit of 5AA. It's a pretty finicky combo. To be safer, you can do j.A>jc>j.A>j.C(1)>j.236D at the end to make it easier. Damage is about equal.
  9. I have a couple discoveries that may or may not be known. Aigis can cancel the first few frames of her orgia boost into a special and by doing so, no orgia meter is consumed. For example, 5B(blocked)>2366A gives you an air 236A without the cost of the orgia boost cancel I needed to get in the air. This seems really useful when combined with her throw. She can get a combo off it in orgia mode without having to spend the meter for the boost cancel. A basic combo off her throw midscreen while in orgia mode is throw>2366C(grounded C megido). Aigis can also, orgia boost during her pre-jump frames. When combined with a jump cancellable normal (only 5A on the ground on block) she can orgia boost off normals without the higher cost of the boost cancel. I can see it being useful mainly for combos and resets. It's done by doing an IAD with an added 6 at the end really quickly.
  10. There's a big enough gap to roll through goddess shield after gatling blast, even on hit(standing only) unless you were point blank when you did the gatling blast. Your opponent's character and where your opponent was on the screen(if they are in the corner, it's a free punish) depends on if they can punish or not but even then, the game is right back at neutral and you wasted 50 meter and some recoverable life.
  11. I'm finally caught up on my rest. lol. Thanks VR. Nice seeing you and Tiamat, and again, thanks for the Yu specific tips. Couldn't have won that match without you. It was good seeing you Mulligan and congrats on your placing in GG. I didn't enter GG because I just wasn't feeling comfortable in the game and when GG started, I went to take a nap before top 32 of P4U singles. Regarding GG netplay, it's not that bad if you play someone in the same region (EC for most of us in here).
  12. It looks like a safe jump option select. Bullet's invincible command grab is inputted after her j.C but before she lands so that if the opponent gets hit or blocks the j.C, the command grab won't come out but if the j.C whiffs then the command grab is coming out as soon as she hits the ground. I still want to see the options for the opponent not deciding to tech or teching backwards or forwards.
  13. Congrats on the team win and to Pat and Steve H for top 8.
  14. I've been trying to find ways to mix up my orgia pressure/rhythm and here's what I've come up with: 5B>[6][3][1]>5>j.B>[1] you can do various things off the j.B. In a way you want the opponent to block it. You can double j.B>j.C>D megido for a fuzzy(timing is character specific), you can j.B>2A, or just empty dash 2A. The good thing about this string is even though there's a gap between the 5B and j.B, it's reversal safe on everyone besides kuma and kanji(it's even is safe against yosuke's counter) and it sets up for a pure 50-50 mixup. There is a negative though; it can be rolled and backdashed out of but those can be punished if you see them fast enough.
  15. as for your first question: Doing 2K then H disc gives you a little more time to setup a H Disc and gets you closer to your opponent. It's mainly for knockdowns that leave you far from your opponent like off an airgrab or j.D knockdown that's not close to the corner. The opponent can tech the 2K though and mess up your whole oki setup so it's a risk. Millia doesn't see much high level play imo, because she's unstable and really only wins off knockdown. I've heard some people say she isn't fun until she lands the knockdown. I also think it's because of how character specific her combos are. Sure, every character has character specific combos, but Millia can't drop hers or she's giving up the knockdown and oki which is where she's the strongest.
  16. okay. unfly being mode change out of orgia. I've been thinking about that exact same thing the other day. You can safe jump, like you said, if you end with C megido and off certain confirms with D megido but they don't have to tech still. meaty 2A should safe meaty a lot of reversals since it has 9F recovery. Still, it doesn't work against every reversal and is very tight on the timing. I'm trying to still find a more consistent method that works on every reversal.
  17. I got it. That's my fault. I don't get what Kurum is saying about unflying then going for the jump and have no clue where someone said to do that. Are you talking about normal jumping out of unfly or just cancelling it with a normal?
  18. Sweep low profiles Mitsuru's 5A but only at the tip of the 5A. Mitsuru's 5A has a thick hitbox on the inner-half of the sword and a thin hitbox on the outer-half of the sword. And no guess with float safejump setups like Kurum is saying, since you're floating only if they don't tech immediately. If they do tech immediately, you are safe jumping like normal. It's all in the same jump.
  19. turning on shortcut enables quick retry. Is there that Pat? And I should be at the monthly as well.
  20. Here's some oki I've begun to run after megido. It guarantees a safe jump no matter when they tech and keeps your air options(double jump, orgia back dash and forward dash) available: After a megido knockdown, jump with safe jump timing while whiffing j.A on the way up and holding the 8 direction. If they teched immediately, let go of 8 and do an air normal for the safe jump. If they decide not to tech, don't let go of 8 which activates your float. Once you see the tech, come down with a jump normal to safe jump. Once you have the safe jump intact, you can start mixing up with j.B>dj>j.B for the fuzzy guard or j.B>land 2A. You can forgo the safe jump and just land and 2A for another low option. The whiffed j.A is so you don't float too high and too soon. The float shouldn't be activated if they tech immediately. Also, it doesn't start expending a ton of orgia meter till the end of it, which makes this cost effective, reversal safe oki.
  21. C Megido isn't safe on instant block (seems to be -6) against most of the cast. Only a few characters can punish on regular block (seems to be -4) and who they are and their punish is as follows: Kanji - SB command grab Naoto - 214214A or B~C or D Aigis - Heavenly Spear It's easier to list the characters that can't punish a ground C Megido on instant block: Labrys, Shadow Labrys, Elizabeth, and Yukiko Still, Megidos are pretty risky to throw out because it can be r-actioned or 2Bed on reaction depending on how far you do it. In some match-ups the better ground mobility of normal mode and retreat options are actually preferred to get that first hit, then from that combo, you're usually going into orgia mode with a knockdown. As far as offensive options go in normal mode, 5A is jump cancellabe on block so she can do air turn crossups off that. 2A is neutral on block and opens up a few frame traps (i.e. 2A>dash>5A; or 2A>delay>5A,5B, sweep, etc.). Off a 5C or 2C hit, midscreen you can 236236C but not off a max range 5C. You can also 236A or 236AB. If you hit your opponent with a point blank 5C, you can iad j.C for a combo into orgia(5C>iad>j.C(2)>land and dash>j.A(1)>dj>j.A(1)>j.B>j.2B>land>5AA>22B>j.C(1)>236D). In the corner, off a 5C hit, iad>j.B>j.A>land>5AA>22B etc.
  22. I'm going to assume Grifter is talking about boosted back dash (OM = Orgia Mode). Yes, you can do it on wake up. It's even possible to boost back dash out of Yu's Izanagi oki. Yes but you need to do specific combos so that your opponent is alot higher than you before the final megido. One combo that works is as follows: 6 boost dash>j.B>j.C>(1)land 5A>j.B>j.C(2)>land>super jump straight up>j.A(1)>j.C(2)>D Megido. Then you land, deactivate, wait for a few frames, then normal jump and j.B or j.2B.
  23. It's a proration problem. You want to just do j.C>D megido after the 214A.
  24. Every character except for Mitsuru can 2A j.2D oki on wakeup since j.2D doesn't hit any crouching character but her no matter how low you do it. Even if they couldn't 2A it on wakeup, j.2D doesn't last very long and can be late teched really easily. Chie's mixup is 1-dimensional after this too because of how far j.2D pushes back. She's pretty much always airdashing after it to get back in. You could do things like airdash>land>low or triple overheads using a low EX rampage>skull cracker but overall, the mixup options are limited.
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