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Everything posted by Skye
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Cool.
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The dive has to connect close to the ground, the closer to the ground the easier the dive cancel is. That's why I recommend the combo I did, because j.c knocks down so j.2a will hit close to the ground. Have you watched any videos on how dive cancels work? It seems you have trouble visualizing it. And Dive cancels haven't been staples for the character since CSE.
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Taken from the Q&A/FAQ thread, which has this in the OP. Q. Dive Cancel, wat do? Dive Cancelling (or DC for short) is when you cancel a dive move with another too close to the ground for it to come out. When performing a dive (j.2a/j.2b/j.2c) upon contact with the opponent, you have a 3 frame window to input another dive, when done close to the ground, it cancels and turns into a ground attack, you can then buffer/kara the attack into anything you want, so to do [j.a > j.c > j.2a > DC (Dive Cancel) 6d], once j.2a connects, you tap 2 and press b or c then press 6d. So it will look like 2/c,6d. Dive cancelling can go into any ground action/command. Remember that if you used the dive, you can't cancel with that button, for instance if you did j.2b, you cannot DC with b, you must use a or c, provided that you did not use j.2a or j.2c. If you are to practice Dive Cancelling, then I recommend 5c (launch) > j.a > j.c > j.2a > DC 5d Note that since dive launches now it's less crucial to learn dive cancelling than it used to be.
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Alright guys I made CF threads, incidentally I will be locking this one to promote conversation in said threads.
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Hearing the additional details about the moth is super interesting. Can't wait to see the translation.
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Iirc it's bc > 22b > 5a > 5b > j.a > j.c > j.2a > 6d > j.3d The throw is special cancelable. Do 22b as early as you can.
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Looks like j.c lost it's landing recovery.
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I'm liking it. Apparently there was some footage last night, I hope someone reups it.
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Well smp is removed from normals and even if it weren't, it no longer affects hitstun.
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We could just go back to the CS2/CSE curse combo approach, which was 1 mix up > 1 combo, reset (probably unblockable) > another combo. The changes Arakune received will not only change the dynamic we play him, but how people fight him. Cloud now puts a fire under patient opponents who used to not mind reading the odd cloud or so, it could also change the game vs zoners too.
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Argent posted new info, some stuff sound super interesting, but bugs count as specials now and do have SMP.
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Wonder if they changed 6c rekka in any way.
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Thank Argent Zero Arakune updates (Notes from post 390 and onwards, this post will reflect mostly post 404's information) Guard Crush Bug still there. Arakune's cloud doesn't go away, will cling on to opponent till Arakune's hit or curse gauge is mazed out, all three clouds still available (can spit out clouds from the ground now) JA>JB no longer connects 2D now spits towards opponent (homes in on them?) Bugs do not use curse gauge meters, its back to time (about 9 secs?) B Bug hit doesn't make opponent float? Permutation (spiders) hit differently, falls down slower? When hit, opponent floats. New move, P Reject, is blockable JD untechable time reduced, after JD Arakune can move (jump cancelable) Dive nerfed, slower? Warp Changes (BPQ, CPQ, and aerial CPQ) BPQ = after taking 4, 6 steps forward, then warps back. CPQ = warps after doing 6D motion Aerial CPQ = warps after doing B Dive motion New Move = P Reject Will hit in air as well, around 900. Think of it as like Platinum's counter (the one where she shakes her butt) After hit, spider will bring opponent up and toss them down. Able to pursue with JA, 6JA. Dive pursue seems impossible? New DD, summons new bug (looks like a anomalocaris). As long as curse is active, will scurry pretty fast around from left to right (3, 4 times?) If Arakune follows the bug, he has the potential to carry the opponent to the corner real easy like. May interfere with combos. Exceed Accel = turns into a rafflesia and hurls the opponent up. Can't seem to pursue. Dive Nerf a mystery 5C>JA>JC>Dive doesn't connect 5C>JA>JA>JC>Dive connects Probably won't be able to connect at a very high altitude, but for the dive to connect, you might need to be a little above the opponent. JD Follow Ups in depth Another JD, jump cancel (j.c), bird, Dive all are confirmed options to pursuit. J6D>j.c>J3D seems possible. JD>Bird>j.c>JA>JA>JC seems plausible (hopeful?) J6D>6D no longer connects due to J6D reduced untechable time.
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Maybe curse will get a massive overall again.
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Yep. Be sure you guys don't go off the rails, you guys are smart so I trust you.
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5c and 2c are much better in neutral. First off the universal change of giving persona invul ok startup will cut back on c attacks getting stuffed. Second, both moves have faster start up and much less recovery. Combine in the increased damage, better scaling and new combo routes, these moves have become powerful high reward low risk neutral tools. Personally I see j.c being better utilized as a pressure tool moreso than a neutral tool.
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http://www.dustloop.com/forums/index.php/topic/6648-p4u2-video-posting-thread/?p=920976
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I saw Shiita do this in one of the recent acho videos, It's possible in 1.1, but it's character specific and relies on them crouching, I'm glad the changes to the rekka turned it into a real mix up, this bit is super cool, because you can alternate between versions for mix up, the a ver into SB is for low or command throw, the b ver into SB for anti jump which could be the most reliable way to get out of the a ver unless your reactions are like that. There could be levels to this as well. I theory crafted a possible OS against Liz and Margaret's DPs using the a ver > SB. I'm super excited for 2.0.
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vs Effenhoog You're playing too safe, you gave up momentum in the first match too much, and in round 1 of the 2dn match you got nervous and jumpy, last match you played quite solid, all and all, you were playing someone who probably didn't know the MU. He didn't capitalize when he could have to truly hurt you for your mistakes. vs Crescens You can punish Marie's dp on whiff with 2c instead of 5c, could have stretched 4k meterless, just a tip for optimization. You can air IB her j.c to make it unsafe to air dp, she can block it or maybe clash it with her 2b (maybe even beat it outright if you're close enough to the ground), but I doubt the Marie player was aware of that. Seeing all of your air hit drops brings home why I almost always opt for auto combo on air hit 5a. Damage isn't big, but oki and free meter. Almost completely opposite of when you fought Effen, you were playing very risky, It worked out, since it seems Crescens had a lot of spaghetti in neutral, but you seem to have a issue adjusting, it could save you against stronger players, Crescens definitely took advantage of it in Match 3 and most of Match 4. Overall, you still suffer from the same issues you always have, you flowchart hard and a better player is going to catch on and make you hurt bad, it worked out since your opponents were not ready and couldn't adjust properly in time, your neutral was sloppy, your combo drops were unnecessary and the risks you took, although they ended advantageously, were very risky and is a habit you should work on when you go against people who are aware of OSes and Minazuki's blindspots. A few baited DPs from Crescens' end and GF could have ended very differently. But senpai noticed you. 4.5/10
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Someone make this DL friendly for me please, I tried, and very clearly failed.
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I've seen Shiita use it in pressure, looks like of executed correctly it's almost a free pressure reset. It's DP safe, catches the OS, recovers in time to catch rolls, combos on CH into 4k corner meterless. That iad air turn it's very hard and I don't think land canceling j.d is possible in 1.1, but it's worth it.
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I still play BB, even tho I shifted my focus on persona. With my job my chances of making a ranbat (on a Saturday) is slim.