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No Limitz

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Everything posted by No Limitz

  1. Mode changing's not that bad lol. Aigis softened me up for that. 3C spacing is kinda killing me muscle memory makes me keep doing sickle storm after I hit 3C regardless of mode and spacing. :V And then I do 3C into gravity in Dia... I played Dorzo's Kagura last night, his 6D>C is a going to be a very strong tool against Nu if you don't have gravity set up. Not sure if I can punish it, it definitely feels unsafe frame advantage wise but it leaves him relatively out of range for Nu's normals. Anyone else fight a decent Kagura yet?
  2. Could someone explain to me the wiki on how it assigns values to movement and velocity? http://www.dustloop.com/wiki/index.php?title=System_Data_(GGACR) Like what's the unit of distance/time and what not. Are these values comparable to the other ASW games?
  3. wtb FRC for sickle storm lol I know it's still a bit early to have a discussion on this since most of us don't have the game yet but.. What are your guys' opinions and preferences for the corner oki enders: Dia: A Gravity, Spike Luna: Sickle, Spike
  4. Are the announcer sets (pairs of characters) just the two announcers in one pack? Or do they talk to each other or something lol
  5. It is. =( But what about ALTERING THE SPACE lol
  6. I think we should just keep it consistent and stick with the textbook names unless the English version says otherwise.
  7. So are those colours above all unlocked in the game? Also 22A links are going to take some time to get used to, especially with the less hitstop.
  8. Just make sure to end the input at 3(or even 2 as long as you hit the 3) and not 6 lol
  9. So when's the android/iOS app coming? ( ͡° ͜ʖ ͡°)
  10. Is there a SirWeeaboo on here? Sounds like a DLer name....
  11. Am i missing something here? http://www.twitch.tv/st1ckbug/b/370584286 1:13:33 5AA > 5B > j.C > j236CD > 214A > 236C > AB > 236236C > 214214D How is that Mitsuru specific...? Wasn't that our day 0 bnb? I don't mind being wrong but I don't see anything special....
  12. GGs Kyou-Chan I still don't know how you remember me from smash lol ... Also Axis... keep on truckin
  13. At this point we just really come up with gimmicks and match up specific tech.
  14. gg choysauce, can't deal with laggy yukiko =(
  15. Wow i wish i saw that video sooner looks so cool =( Just do j214D almost immediately right after you see SB Megido connect; Aigis recovers and is free to move pretty much right away after the first hit of SB Megido and there isn't any side switching. Im not sure about the corner only part, It looks like it could be done mid screen but a lot harder because the jC(2) > 236C > 214A > 236C part at the end seems like it would work only at a particular height
  16. I forgot who but someone mentioned something about Aigis's 2B hurt box making Mitsuru's DP whiff when timed right and they incorporated it into an OS of some sort
  17. Fuuuuuuck this bitch. Hated her in P3 and even more in this game. I don't have a solid game plan in this match up other than hope the Mitsuru does unsafe(lol her DP and what else?) stuff and I go in to punish or hope she does a bad droit and hopefully be close for 5A to change momentum. Lulzy thing I enjoy doing is to AoA quite a bit in this match up(even though we'll get destroyed by 5A). If they're retarded enouh to charge Coup B in range of our AoA. AoAing her sweep feint is funny too, it would beat out her flow chart 4/5/6B or grab. Yea... I got nothing. Just gimmicks. I haven't been able to figure out the 2B OS/whiff thing against her DP as well.
  18. Mitsuru is very well equipped for this match up tbh, not sure what you guys are QQing about. When she isn't in Orgia mode keep the 5A pressure on and stay on her, she has little options(asides from the standard DP, roll, alpha counter) when you're on her since all her ground moves (ignoring her C) are outranged. Her fastest ground normal is 5A which is possibly the shortest normal in the game lol and like any other match up don't get carried away with droit since if they catch on they could 5A you on IB. As for dealing with her zoning, roll through 2B and punish if she gets predictable with it jump in blocking since it's not air unblockable. Roll or just run under her vulcan j236A/B, she's vulnerable on her way down. Gatling is slow, IAD or roll through, it's very unsafe on block and hit if she does it close. Droit on reaction if she tries to mortar you from anything less than full screen. 5D(or even droit since you could hit Aigis before she recovers) will beat her setting up any of her Ds, her 2D is faster so it might be harder to do on reaction. Asides from that don't bother using Artemesia in neutral situations since Aigis's 2B will just take a stock from you. When she's in Orgia mode; god forbid a Mitsuru learns to respect another character and learn to change up her game plan to adapt. 3 things you could do: 1) ideally you keep her locked down with 5A pressure while she wastes precious Orgia gauge while blocking and what not 2) Run away. Aigis's boost takes up 1/5 of her gauge so she has to commit to each boost you can make her waste a lot of gauge trying to catch you. Any hit you get on her while she is boosting is a guaranteed counter hit, be prepared to convert into a combo. If she does 3-4 boosts, get ready and scout for her looking to change modes and go in again. jA is a great tool here, its faster and outranges her jC and has a lot of active frames even on the way down. Keep her honest with 2B and 5A if she just goes straight in from the front. 3) Block Aigis's bullshit. It's usually Mitsuru that forces other people to block her bullshit and now it's her turn. IMO it's easier to predict than to react, watch out for obvious patterns like sweep > boost jB. Remember that boosting takes up almost a quarter of her Orgia gauge so if you can block 4 boost mix ups, get ready for her to make space for a safe mode change which practically gives up her momentum. If the Aigis likes to do cross ups a lot, keep in mind Mitsurus DP has a great hit box behind her so keep them honest with that. If you get knocked down from Megido, she gets an easy safe jump so try not to DP. Experiment with delay teching to throw her off her Oki game. You could also try to roll on wake up if she tries to do any jumping related Oki. This match up isn't that bad, I still think it's in Mitsurus favour(still one of her "harder" match ups though) just learn to respect Aigis in Orgia mode. Sorry for awkward grammar/spelling I might have looked over, typing with thumbs suck.
  19. I haven't really had any long sessions against a decent Kuna yet but I pretty much have to out random him by just throwing shit out there and hoping it sticks. Like this match up looks like a Gunbound/Worms battle sometime haha. I really like Athena in this match up since his projectiles aren't instant so you actually have time to set up 5D/jD, granted you're not in his 5B range. Another lulzy thing I like to do his do a ground C Megido to cross under when he comes down from chucking his shit from the air. It usually beats or trades with his jA when he's coming down, unless you did the Megido too late. Really risky, but if the Kuma gets predictable with his 5B you could roll through and punish with 5A > Triple Megido
  20. If you just let j.C hit once the combo becomes a lot more consistent on Naoto and Kanji. With j.C(1) you can also jump backwards (on everyone) instead of up or forward which makes it a bit more consistent where you land after SB Megido and you're only losing like 100 damage or so. But man...I can't get anything to work on Yukiko consistently....
  21. Yea, the reality is that even if we can avoid same move proration on all of our moves in a combo; it doesn't mean anything when Megido adds like a million hits of normal combo hit proration lol. On another note though, after SB Megido, we could technically use 214B instead of 214A to add a minuscule amount of damage to the end of our combos lol.
  22. I find that I'm constantly dancing in and out on this match like a lot of other match ups where the opponents character has beefier ground normals than Aigis(over half the cast lol). You either want to be just outside of Yu's 5B range or within Aigis 5A range. It can be difficult to approach Yu thanks to the space that his 2B and 5B covers but if he whiffs either of those while you're in Orgia, that's a free ticket for you to go in and start doing your thing. If you ever catch Yu doing 5D off anything but during knockdown, 2B that shit right away, or if you're in Orgia; boost and punish it. Look out for Raging Lion overheads that aren't being covered by Izanagi since that leaves a gap big enough to either roll or some reversal. And like I mentioned above, if you block raging lion A, you can either try to throw or hit him with 5A after words. Yu's a solid character but once you're familiar with his typical Oki pressure and start blocking his mix ups; he will have to get creative and go for more risky gimmicks to open you up. Recognise gaps in his strings to roll or DP even to get the game back into neutral. Also condition your opponent to not DP and make sure they know that they-will-eat-a-4-5k-punish. Safe jump the shit out of Yu. Aigis's 5B is a decent tool on paper because even though Yu's 5B outranges it, our 5B is faster on start up and thanks to the decent amount of active frames on the projectile end of 5B it should stuff Yu's 5B if he presses it. But it's not something you should rely on too often, if you whiff 5B he can easily get in and knock you down then set up his oki.
  23. Easiest is and usually most common way is to boost jC > SB Megido > 214A > jC > D Megido If that's too boring for ya and you got Orgia to spend there was this
  24. Fuck yea time to hit the lab. Now if only Severin will come clean about whether or not the catch and last hit of each version of Megido are unique. MOAR QUECHIONS! Is mudoon a special case for counting/having two unique SMP modifiers?
  25. Anyone know if OMB counts as a move towards SMP bug combos?
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