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Shin Oni

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Everything posted by Shin Oni

  1. i'd still label this thread 2.0 Sho Video thread just to be safe. But that's me. I barely saw the "2" at the end of P4AU on either threads that are the 2.0 threads. BUT that's me.
  2. TKing it always gets super jump from my experience in this game. I'm sure there's height restriction on it because i've goofed with that and air teleport to see how low it can get and both just ended up being super jump from TK. Not really any use off it unless it's after a knockdown or maybe jump cancel move. I do catch people mashing after BNB>rekka knockdown with it since the loop will carry the tall characters to the corner and anyone else it's just a nice thing to throw in from time to time if you expect a 2A or trying to bait a slow move with the B version.
  3. whoops my bad. I thought you were talking teleport. the only time I find myself doing TK j.236 is after the basic BnB and i'm usually using the B/SB versions as opposed to the A version. It's nice if people aren't DP happy or you get them to respect your pressure on wakeup (cause if they do hit something that's not a DP/invincible it's a free fatal combo.) sometimes i'll mix in the SB feint just cause.
  4. I literally do loads of j.B fishing in this match. Otherwise Youske is going to run circles on you.
  5. Yea mostly when I've been playing them 5A is great for tagging his 5B if you see it. Sweep also helps for going under 5B but it's risky. Outside of that when i'm in pressure i'm basically forced to guess DP during pressure or spend meter on either rolling out or counter assault.
  6. 5A is also a decent AA at times. 5A in general is a really fantastic normal outside of it being 9 frames. (but +1 on block and furthest reaching A normal in the game.) A lot of the cast can't challenge that button at max distance so they have to sit there and take the harassment or guess DP and hope you're either in range of it hitting or recover before hitting. another thing about AAs. If you use 2B as an AA, always jump cancel or cancel into 2C if you hit them high enough for 2C to connect into the standard OTG BnB. At least you're not stuck committing to both hits of 2B and you have the chance to follow up if on hit/block. and of course there's always DP as sho has a actual DP. Also anyone have Narukami exp? I think it's pretty bad for Sho.
  7. j.C crosses up. Though it's not practical. Only way i've had it cross up was after oki setups. (knockdown via drive, holding upforward, opponent techs, come down with j.A>jc>j.C. opponent blocks j.A and j.C crosses up.) though for the setup above you have to find the timing and you still have to hope your opponent doesn't late tech/tech roll forward/back. It's not the most practical setup if people know how Bullet works and know day 1 safe jump setups (or a character like Ragna who has a DP and doesn't care about your setups.) But nice to remember if you get a read on the opponent and they respect you enough to not mash something out.
  8. Hopefully you're doing it on someone it works on first. (Yosuke, Chie, Narukami, Yukiko, Ken, Aigis, Mitsuru, Adachi, Marie, Margaret)
  9. I was just stating a route if someone really wanted to do that for some reason. Just take the damage or oki and be fine with what you have. :/
  10. or if you want you can just 5D>623B>RC>214D if you really want the safe H2.
  11. I personally was fine with how she was beforehand. All she really needed was better confirmation getting in on some zoners and decent damage outside of heat.
  12. did 623B D followup always wall bounce on H2 outside the corner? I don't remember it doing so midscreen and if it didn't...it looks like it does now. I remember the hitstun after the H2 wallsplat was really small but watching a nico vid where she does the D followup midscreen>wallsplat>3C>5D>236B.
  13. i've also noticed when someone was streaming it this morning, CH j.C no longer ground bounces. But it looks like you have enough time to pick up the opponent with 2B or 2A or something. (dude got CH j.B like 3 times but didn't try picking them up or got trade hits.)
  14. j.B is really good in neutral. good range, good air to air, good air to ground. 1st hit has a good crossup box. It's just a solid option.
  15. my guess is she'd get legit frame traps with drive>flint in H1 or possibly H2 (of course adding in red lock.) I like what's been shown of the vids. The problem is where she got nerfed because the vid only showed buffs and didn't go over nerfs outside visual cues in other character demo vids.
  16. I've been spamming the hell out of 5A in neutral when i'm in range to use it. 5A being jump cancelable and having a backdash cancel helps. jump cancel allows his silly air high/low mixups to begin if they're blocking too often and need to do something different. backdash at least allows you to stay safe and see how they react. survival knife helps full to mid screen on certain characters. At least full screen it's treated like a fireball to see how they react to whichever one you choose to throw. use it to get in if needed also. but really I abuse 5A. 9f startup is bad for a jab move, but the tradeoff is that range and all the options he can get off it on hit/block. Just play a bit patient and don't get too crazy until you score a knockdown or some type of hit to start your offense.
  17. considering Byakuya's neutral is pretty good, there's plenty of ways for this to stay charged and keep the offensive going. and i'm sure you can get knockdown setups with charge>B+C~whatever followup.
  18. So is it supposed to be easier if D is pressed first? because it does come out if you're doing raw B+C then canceling but it doesn't seem consistent all the time. (there will be times i'll get about 3-4 of it in then it simply doesn't come out afterwards.)
  19. changes look great.Especially if we're able to get to heat 2 off a hit confirm. the H2 swap between piercing engage and capture SHOULD mean you can do the main combo route from capture without having to combo off overhead or doing a risky 3C>41236C. Which i'm fine with because the way i've been ending it lately puts them back into the corner and sets up a reset. But it all depends on how the proration and all the other moves work now. So now when we get capture H2 wall splat we can should get the main combo instead of guessing our spacing is on/off from the wall for the 5B followup. still pretty happy they allowed her to get her other D route moves off her drive. It's a start at least.
  20. I look forward to the new break. Depending on how long/quick/etc the break is, it will help. Because while I like the extra iframes on capture, still getting hella punished for reads because most of the opponents throwing projectiles recover before you reach them. So the break from a "approach" standpoint will allow Bullet to inch in rather than guess, guess right, still get nothing. and depending on speed of the break, it will help out in other areas i'm not going to talk about until I see the break in action. :>
  21. This guy doesn't have an answer to fireballs :/ (well zoning really) He def does good damage and hurts but he doesn't have an answer to fireballs.
  22. if it's after the OTG, then yea what Dere said. you have to wait for that 5C to hit to release the button. I've noticed if you also try to cancel out of her 5B or 2B before both hits, you won't get the next normal. Both hits are special cancelable but you can't reverse beat/chain into the next normal until after the second hit. same applies to jump canceling off 5B/2B. also i'm curious. Can Vartista charge partition? I've been told she can but i'm not able to do so.
  23. Well that helps a lot. thanks on that.
  24. It's possible to fatal 5[C] the DP on the ground. You just need to find the timing. I've done it a few times. Just have to make sure he has no meter for the RC obviously.
  25. am I the only one flailing around trying to understand how to detonate bombs that doesn't consist of hitting them with a normal? Or is that the only way? I keep seeing releasing the button detonates it but that just sets it up. or am I just understanding it wrong?
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