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AshtonDragon

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Everything posted by AshtonDragon

  1. Video I put together regarding Izayoi's safejump setup, covering her OS options against backdashes and a few other reversal options: https://www.youtube.com/watch?v=vc81dEaiwb8 Mostly made this to help myself remember it, but hopefully it'll help some people here, too. EDIT: Made a short follow-up video showcasing the possibility of option-selecting a DP, since some people were asking me about it: https://www.youtube.com/watch?v=wT2QoK6piqc I'm not entirely sure if it's practical, and even then it's only actually useful in a couple matchups, but I might as well be comprehensive.
  2. Well, there's definitely more important things that I need to work on, but I guess I won't give up on that.
  3. Yeah, not having a counterhit available due to punishing a burst is what made it so hard for me to figure it out, and I know that 125 meter combos are possible even from a throw, so I really wanted to see if I could figure one out from a burst bait. After giving up on the crush trigger, I had a combo that started with 2C > 3C > 236C~6D, 2C jc OD 5C > 2C >236D that seemed pretty good, but the jump cancel overdrive seemed too tight to be practical.
  4. Is it possible to do a 125-meter combo off a 2C? Specifically from a corner burst bait situation. I was working on a combo that started with: 2C jc j.236C RC, crush trigger, overdrive, 2C > 236D etc, but I could not figure out a way to end this combo. Tried a bunch of routes after that, but it always either didn't build enough meter to end with a super, or else the scaling was so high that 623B~D didn't even combo. Not really a big deal, since other potential combos from 2C are powerful enough. The above start just seemed really powerful and I couldn't figure out how to put the rest together.
  5. While I'm not sure about what people said above, I can absolutely confirm that you are correct. Normal mode corner combo: Throw>236B~A(cancel),j.236C, dash j.A>j.A>j.B(slight delay)j.C>j.236C, microdash 6A>623C (2470 dam, +6 stocks) Slightly less damage, but 6 stocks and 623C ender off corner throw. EDIT: Also can confirm that it's still possible to RC the 623C and tack on 623B~D to get better oki. Can of course add 6D>236236C on too if you really wanted to, but I'm sure there's more optimal combos for damage than this one.
  6. Been playing around with maximizing corner combos in normal mode. A big part of these came from that combo video posted above, so credit to Absol for that. (NM)2B>5C>236B~214A,2C>5C>623C,5A>5C jc j.236C,623B (2706 dam, +8 stocks) (NM)2B>5C>236B~214A,5C jc j.236C, dash j.A>j.B(delay)j.C>j.236C,5C>623C (2533 dam, +8 stocks) (NM)throw>236B~A(cancel),j.236C, dash 5C>623C,5A>623B (2551 dam, +6 stocks) (NM)throw>236B~A(cancel),5C jc j.236C, dash j.A>j.B(delay)j.C>j.236C, 5B>623B (2526 dam, +6 stocks) Been trying to figure out how to get a 623C ender on the last combo, but even if you adjust it to make a 5C possible at the end (like by removing the early 5C and adding a j.A in the air string), the 623C just doesn't combo. There's probably a way I'm missing, though.
  7. Does anyone have any experience playing against a good Slayer? I'm specifically wondering how I'm supposed to go about mixing him up on knockdown. It seems like his option of backdash > jump cancel > faultless defense just gets out of any mixup I can do. It might be possible to throw him out of that or something, but I feel like there has to be something simpler that I'm missing, or else that matchup is surprisingly awful.
  8. Just another person saying that ranked matches in Xrd are currently unplayable. Specifying a minimum number of bars for the connection does absolutely nothing, and 4-bar connections vary from 2 frames of delay to 20. I also got a bug where I couldn't enter myself for ranked matches at all, and it kept announcing that I had a challenger with no prompt for me to accept the challenge, and then gave me a message when trying to connect to a lobby that my online profile was corrupt, and continuing would delete all of my match history/statistics. I dunno if everyone is having issues, but it might be a good idea to avoid online play against people who aren't local for awhile.
  9. As posted in the okizeme thread, here's my combo/oki video: https://www.youtube.com/watch?v=LH82ClR6ZO4
  10. Finally got my recording stuff and made a video of my oki: https://www.youtube.com/watch?v=LH82ClR6ZO4 The main reason I like this mixup compared to the 214C oki is because the combo itself generally does a lot more damage and corner carry for comparable oki. I personally would use both, though, as changing the setup a lot makes it that much harder for your opponent to defend against it.
  11. I was able to set up an ambiguous crossup where the super hits fully (or at least it did over 3k damage, didn't look at the number of hits) but it definitely wasn't practical because people could just DP it or whatever on reaction. I wasn't able to combo it into hitting like that, but I didn't try for very long.
  12. Delay tech beats the double jump crossup. In the safejump setup, all it does is sandwich themselves between Ken and Koromaru, as the airdash goes over them. I'm gonna try to cover their options in my video, as there are definitely escapes to each setup, but there isn't a universal one.
  13. So in regards to the safejump oki I was talking about earlier on this page, I've recorded some combos/setups in training mode which I should be able to make a video of later this week (or the week after if shipping gets delayed). I found that if you double jump forward instead of doing the airdash j.B, you can get a pretty safe left/right mixup on them, which is super ambiguous thanks to Koromaru being offscreen. And even though Ken is way above them when the dog hits, a combo can still be picked up with 236AB. Ken can be blocking anyway in case they try to DP out (barring Teddie or maybe some other reversals I'm not thinking of right now), and the crossup version will also beat rolls (as their roll follows Koromaru). Hopefully videos in a few days.
  14. Yeah, this is what I figured, although it's hard to believe that the safejump would work if the attack wasn't even meaty. Imagine my surprise when I had the setup recorded and was able to roll out of it. I agree with mixedmethods though that it's probably not anything to worry about, since rolling is a big risk for them and we can probably punish it anyway.
  15. The safejump in my combo is definitely a bit tricky. I think the key is having a very slight delay between jumping and doing the very last j.2B, so that you can airdash as early as possible afterwards and be very low to the ground. Also, even though I recorded it and it was safejumping most character's DPs fine, I found that they can evasive action out, for some reason. I'm not sure if those have head invuln on frame 1 or if the j.B is being low profiled, though. Might not be a big deal, as I imagine you could punish it on reaction if you're looking for it.
  16. I keep seeing videos of Ken players where Koromaru gets hit immediately after recovering from previously getting hit. I'm sure people know that he's invincible as soon as 5D is used, but I'm not so sure if it's common knowledge that you can simply hold down the D button and Koromaru will get out of there at the earliest possible opportunity. I haven't seen that mentioned in this thread yet, and it's really nice to know. It's also possible to pick up a full combo while Koromaru is off screen recovering, as long as you hit 5C early enough. For example, 2B (hit 5C during the first hit) > 5B (dog hits) > 2AB > 236A > 236C > etc. works. I believe you can continue the combo if the dog hits after 236AA as well, but I had more issues getting consistent with that. EDIT: Just confirmed that this safejump setup works, at least on Narukami: 5A > 2B > 5C > 2AB > 236A > 236C > 236B > 2B jc j.A[2] > j.B jc j.A[2] (input 214D during first hit) > j.2B (214D hits) jump, j.2B, airdash, meaty j.B You recover fast enough to block Narukami's DP if you do it correctly. This doubles as a high/low mixup as you can land and do a low instead of doing the airdash j.B, and it also leaves Koromaru in a perfect position for a 236D > roll mixup. Gonna try this on a few more characters. EDIT2: I got this safejump to work on everyone except Yosuke, Kanji, Teddie, Naoto, Akihiko, and Rise. It works on Chie even though the other counter-type DPs beat it, and in Elizabeth's case you'd obviously have to avoid or tech her grab. I didn't test reversal supers or other specials besides B+D.
  17. Yeah, 236D certainly better if there's enough time. I just want to reduce the chance that they can jump away or something after blocking the j.B. Will test later, regardless.
  18. Those safe jump setups look really good. The dog's not doing anything at the end, so if the j.B is blocked, you could still get a 236C > roll mixup at the end. My followup combo to Whatever > 236B > 2B currently is j.A[2] > j.B jc j.A[2] (input 214D during first hit) > j.2B (214D hits) land, rejump j.2B. That video makes me wonder if a safejump is possible off that, since it would be a bit more optimal if so.
  19. On the note of finding a use for 214C/D, I find that using 214D is far more reliable than 236D to follow up from a j.2B at double-jump height. You can easily follow it up with either another j.2B into oki, or DP into super. Granted, it does do a touch less damage than 236D, but I haven't been able to consistently hit that off a high j.2B and actually get a followup (either IAD into j.2B into oki, or 236B). That's pretty much the only situation I use it in combos, though. Agreeing with what someone said above that 2B is just miserable as an anti-air. It works occasionally, but not nearly often enough for it to be worth using. I've seen the second hit of 5B work before, but as it's not jump or special cancelable, I don't think that's useful either.
  20. Apparently you can download it by searching for ペルソナ, bringing up the PV page, and then clicking the boxart from there.
  21. Seems like people who downloaded it early from preordering it can play now, but it's still not up for regular download on the PSN store. Unless I'm just blind.
  22. Yes, I read that, and it is a very poor explanation. Does "use" mean it activates as soon as you release the button, or do you need to hit with a fourth one? Do you actually need to "use" the bombs in the middle of the combo, or can they already be on screen and just explode? I'm especially confused because I watched a combo where I could swear only two bombs were used. Like, if I have three bombs on screen and am holding A, if I hit with the bombs and immediately release A, the move comes out. But if I wait for them to be on the way down in the air after the explosions hit and then release A, I just release another bomb. Why?
  23. So Vatista has a move where she kinda explodes three bombs at once, at seems to be done when you do a third or fourth bomb in a combo, or something. Can someone explain exactly how this works? I've seen it used in a combo and I have no idea how they got it to come out at all.
  24. Yeah, it doesn't have the invincibility to beat out meaty attacks or other invincible moves, but in terms of raw speed, it's incredible. Kagura can definitely punish some things that nobody else can. I'm gonna have to test tonight if he can get a decent combo off it when RC'd.
  25. 1+1 for his super. Does that make it the fastest move in the game? I could tell from testing that it was his most reliable punish, but I figured it'd be at least 5 frames startup.
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