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stinkymonz

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Everything posted by stinkymonz

  1. random note: air OD CDT doesn't combo into the part at the end unless you comboed into with very little hitstun decay. I was about to say how sucky it is, but I just realised it might preserve pressure better since it's a built-in tech trap?
  2. hey, her autocombo didn't change! also, I don't seem to remember this mentioned before but it looks like she has j.BB by itself as well like regular Labrys, yet another tool for ambiguous crossup shenanigans! Yeah, Asterious looks to be basically his current Titano version as far as startup/recovery of his moves goes which will be fantaaastiiic. At one point the player did 2C -> 214C almost seamlessly. It should be quite certain that you can still get a j.214A 5C knockdown even off a 8C relaunch, or hell, even a 8C relaunch cross-under side-switch right into 5C (for your ambiguous cross-up safe jump setup that I also happen to abuse every chance I get fyi.) So yeah, definitely a general buff from where I'm standing.
  3. just dropping the current writeup of the Google Docs here just to spark some life in here! 5[D] changing directions + multiple 5Ds sealing persona block sounds like an awesssoooome buff. Faster laser will take some getting used to... 5C 236C comboing with current 5C recovery implies a near-instant startup laser... so 5C must have been changed to be closer to Titano's 5C version. Actually, even right now I don't think glitched-Titano persona can combo 5C -> 236C on its own. I was hoping someone could explicitly state if 214A's first hit is still gone, but sweep special cancel into guillotine not comboing seems to imply that. 5A auto-comboing into new anti-air command grab sounds interesting... perhaps this is the new way to end air combos? regular j.214X also ground bouncing is still workable anyway -- if one completely negates 2C (new 8C) relaunches and goes straight for j.214X 5C oki, which you can still get mixups/pressure off of. Otherwise, if it techs high enough maybe you can make them tech into a meaty (new) 8C. Also depending on untech time once again, ground bounce off regular 214X/j.214X may imply possible mid-combo Titano activations on top of the possibility of persona-less Brutal Impact combo! Without needing that weird air-turn ground bounce or EX ground guillotine! edit: oooo anyone else hoping the 5C -> 236C change really means that Asterious can special cancel his normals? one can dream.
  4. Are you having primarily GG sessions or are any games on the table? Actually, the more pressing question really is would it be terrible if I showed up without my own stick? I won't get it back till after this weekend, unfortunately.
  5. yeah, so with that fourth last note, it seems like Persona only comes back right after tech and not during or before. Still a great change, having persona block and possibly supers/EX moves right on wakeup, I've just hyped myself too much on the possible Carl-Nee-san tech dynamic that could've been. It would've been terrible, the persona auto-teleports to Slabs right after she's hit lol. Still rather satisfied with the changes though. Everyone's just getting refined and Slabs didn't seem to outright lose oki or damage like other characters (that one might argue they probably shouldn't have anyway... cough cough) and most other changes need to be clarified with lab time to really be able to judge it either way. what am I saying, being able to call 5C/8C/2C on block combined with DP spam could mean free safe DPs within certain blockstrings! oh, also, the Japanese evernote post mentions that EX Titano lets you chain 4 persona moves
  6. And after you recover, you can air throw? The same moment you can block? If so, characters like Jam and Millia whose airdashes recover so quickly should be able to pull off the iAD air throw stuff that happens in BB/P4A but that's not actually possible afaik. Or is there rather some other rule that disallows air throws.
  7. Reversal backstep still isn't possible right?
  8. It isn't a terribly big deal. If you really want to do it, you can buffer 8C as you backdash or with any normal like 2A to keeo grounded. Someone please translate more info, I'm dying. I already want this game and this Slabs so badly.
  9. Omg I might be heavily optimistic but we are so not nerfed. Having Persona on wakeup could literally mean controlling the pace of your own knockdown. The only explicit nerfs are to DP and Titano which may still be completely workable, and completely called for tbh in trying to reduce sloppy play and scrubby decision making. Persona on wakeup means you can buffer moves as you tech. Instead of getting your persona like 2 seconds after teching.
  10. It's all amazing changes really. Buffed specials in Awakening, having 6 cards, j.D doesn't need airturn, DP FEINT I'm really hoping you can troll by chaining DP feint -> DP feint over and over without leaving invincibility. lmao just saw the command for the counter is [6]4A/B; a move made for trolling http://www.youtube.com/watch?v=3J92BT_vmuU watch from 1:30, going by the new 2C UI icon, Bufu now eats the 2C buff too.
  11. hngghhhh that changelist. I'm salivating. Also, seriously Bace. You judge my phone wallpaper when that's your avatar? Tsk.
  12. Spiffy changes, tbh. I'm really curious what kind of bounce ground 214A/B has now; is it EX ground guillotine height?! is it high air guillotine height?! and what about untech?! But really, in all those situations it'll still be plenty useful and workable. I've always had the habit of holding crouch block at neutral, since it never explicitly used to rule out access to any Persona attacks. Now that they've swapped 2C/8C and there's a [2]8C/D command move, that old turtling let-me-spam-2C style's can't really be done anymore! Sad, but definitely for the best. Has there been word on whether her autocombo has also changed?
  13. Just to be sure, this is sans Labrys right? Slabs is still her own slot on the character screen. And canonically, there could technically be a Shadow for Shadow Labrys I think.
  14. Yeah, j.2H relaunches do seem to be very simple to time across the cast, although I am having trouble getting a tensionless, pinless knockdown on lightweights e.g. Jam, Bridget but eh, that may come with more lab time. From vids, FB Secret Garden is for full-screen pressure, meaty ball oki off 2D and pinless ball oki off j.2H. K pin is fantastic to TK on block since it completely stops your vertical momentum and it goes straight into j.S adc mixups. Actually now that you reminded me of j.K j.H it's way easier to get knockdowns off j.K j.H versus j.S j.H on lightweights, on grounded 2H anyway. You can tap the whole combo asap and get the knockdown on Jam. That might be why; if you mistime your j.S j.H at all the lightweights will be too high to KD off j.2H. And of course, you'll need j.K j.H off like say an air-hit c.S or 6P. Atm, my fuss is with air FB disc FRC. I still can't figure out what it could be for. Ground FB disc FRC seems cool you can sort of force another two mixups on block if the first mixup on oki didn't work with something like running 5K -> FB disc -> FRC -> j.K. The most I could think of with air FB disc FRC is to air backdash FB disc FRC for like a reverse Johnny KJT FRC. Also, since I'm rusty with my iAD pin maneuvers, is there a significant difference between iAD K pin and iAD S pin? Seems like K pin does not stop the horizontal airdash momentum at any point. But I can't seem to *ahem* pin it down.
  15. um yeah thanks I am bookmarking this FOR WHEN I GET TO MY XBOX. IN TWO WEEKS. Guys, I miss playing with you all so much. It sucks being away from Persona for months. I wouldn't wish it on anyone.
  16. I also just managed to sit down and spend a few hours with +R Millia. She's hardly broken (though we could've assumed that from Woshige's current ranking), but so far she just demands more at least compared to vanilla AC. She plays with a lot more limitations -- the shorter backdash invince, pin cooldown, the longer j.D startup are all new parameters to keep track of, makes her a much less forgiving character not that she was very forgiving to begin with. But she's got CH j.D wallbounce back and the old j.H #R oki back + tons of wallbounces in the corner means 4-way mixup all the time. And she's got a slew of new tools to tinker with. tl;dr I'm happy
  17. Yeah, unfortunately there isn't much to say, other than to learn to time j.K as close to the ground as possible and pressing 5S© as soon as you land. I'd recommend doing something like: jump forward, high falling j.S -> adc j.K j.S -> adc -> j.K j.P j.K; and then mess around with how much you can delay the hits in the airdash strings because you generally need some minor delayed cancels to get the last j.K at the right height. The last j.K right before you land should be about the opponent's head or lower (this was on standing Bridget, btw, so that means chest and lower for taller characters) and you should be falling out of your airdash momentum by then too (which comes naturally with delaying the airdash string. tl;dr: don't spam j.K j.P j.K as fast as possible). Also, mess around with linking j.K -> 5H, it's 1F faster than 5S© so that might cut you a bit of slack.
  18. Yo, NYC Slabs represent. Anyway, just to add to Nihiru's answers also keep in mind that EX moves are completely armoured except against supers so that's another way to force an offense; EX laser basically drills a hole for you to run through to the other side of the screen. And persona block is pretty nifty to opening people up too; if Asterious is in front of you or behind the opponent even, he'll stay in that position for as long as you hold D which can allow for ~unique gambits like an off-screen 5C can be useful; a mid-screen 2C + iAD j.B could catch them trying to crouch under 2C or punish them if they are breaking your 2C, or even using 236236C to snipe them trying to move around/hit Asterious. Your milage may vary of course, some characters have little reason not to RTSD when Asterious isn't between you and them or other characters like Liz/Chie can easily break Asterious on reaction but it's something to play around with.
  19. All my shit is officially in storage for the summer and my Gold has expired. It's been fun, XBL. See you in the fall!
  20. I used to switch holding D using my ring finger and pinky finger. Usually, I'd stick to ring, and if I needed to coordinate something like persona block+roll, I'd switch to my pinky. After like thousands of matches though, my ring finger is strong/dextrous enough that I can do almost everything without my ring finger feeling like it'll break in half. Now that I look at it, if I hold D with my ring finger and press A+C with my index/middle fingers, the first ring finger joint bends inward and the second joint bends outward um. And the combo input test is good advice; I'll chip in with: in the corner: 5AAA A+B [D] RC 222A+B, 2A+B OMB 222A+B to get that to work, you'll need to hold/press D through the RC while buffering 222A+B; I think I still need to switch to my pinky for this one.
  21. wholeheartedly seconding this show of appreciation. also wholeheartedly seconding the astonishment at Ruu's performance.
  22. whee GGs Rybuster, Tectal, mimeman, Omecross, Beat By X, to all the people I may have missed because I've been playing a ton all week and SkyKing Oz for all the intermittently laggy matches -- your Yukiko seems like she'd be a boss offline. I would've loved to play more, mimeman, especially since we never seem to get decent connections with each other lately but I'm sooo tired let's do this again another time. also, let's play more, Tectal. My brain just shuts down so bad in the Slabs vs. Labs matchup because I have no idea how to play that neutral game.
  23. I'm cool for this Wednesday, funny enough.
  24. GGs as always Skeetz, aka Biscuits. And GGs to SkyKing Oz as well, despite lag. doh, forgot about the set I had with Miller. Awesome Yosuke play.
  25. I'm probably gonna be online in the afternoon, and other random times, all week (spring break woohooooo). also, whaddup Zealous!
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