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Everything posted by Moy_X7
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I'd do it, the damage is well worth it.
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Just play around in training mode with the IAD Air Turn j.A and memorize the cross-up sweet spots. I could just go into training mode and tell you the sweet spots myself but it's better if you personally know exactly when to do them. If they're jumping away, you could always IAD > throw or IAD > j.A x N > mix-up. Also, you could always mess around with the j.A x 2 fuzzy guard or j.A > 2A. If they switch block to low, they'll get tagged by the second j.A which will count as an overhead. If they remain blocking high, they'll get tagged by the 2A.
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I do them the same way. They're still distance dependent so if you're really close to the opponent after the SB Agi, you can do the 236C loops and it should get you the 2 hits (wave and pillar). Too far and you'll have to settle with the less damaging, single hit, 236D loops (pillar only). The pillar detonates automatically after it touches the corner, you don't have to worry about manual detonation here. The thing about doing the SB Agi > Maragi loops in the corner is that a lot of times the opponent will be launched too high using the 236D loops and you might not be able to follow-up with anything else after the 2nd 236D.
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lol, just hop over it if he's using it randomly from full-screen. I he's doing it on reaction to your fans then there's not much you can do. Well this match-up is pretty damn gay. Full-screen: Slide shuts down your fans. Mid-screen: 5B molests you. Close: His jabs are hella fast. Air-to-Air: j.B has more range than your j.A and his j.A is faster than it too. Aerial Approach: His 2B is godlike and DP knocks you out of your anti-anti-air j.Bs. In the other hand, he can anti-anti-air your 5A with le dive kick lol. WHAT DO? lol, just gotta completely outplay him.
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So if you use Agidyne + Fire Break, you'll get UB Agidyne's for the rest of the round? Sweet, I was wondering why Himajin was doing that during SBO lol. @Choysauce, - It's not really that cheap, you're limited to using Agidyne only for your UBs and Agidyne costs 50 SP.
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Well I know what the abbreviation meant I just didn't know why he would do TK j.236A+B in this scenario. Edit: Oh, he's talking about the grounded version of the SB Agi loop. Meh, that thing is too difficult to be practical. That's the reason why I removed most of the grounded TK j.236A > 66 5AAA combos from the thread.
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It actually does seem pretty similar, I guess we'll have to wait and see. At the very least, we won't have to do that silly cross-under crap.
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I don't know what the "jc" before 236AB means but if I'm understanding this right, you're being too slow on the 5BB > 236A+B cancel. You have to do it really, really fast or else you'll drop the combo, like Ryd said.
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Thread updated, I updated the mid-screen and corner section. I'll dig through the thread again some other time to find and post more combos. From now, I would like for people who have questions to submit those to the Q & A thread.
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Something x N means to repeat a certain move for as long as you're able to. 2A x n would mean that you would use 2A until the pushblock kicks in, at which point you'll want to dash back in and repeat your 2A pressure. Sorry, no videos as of now. We really procrastinated this time around but once Chrono Phantasma gets released, I will make sure that a combo tutorial is up and running as soon as possible. It's a bit too late for a video tutorial for this game due to it being on its dying stage. If you have a question regarding a certain combo, I'll try to help to the best of my ability.
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Meh, most of the time, the Japanese have already built the foundation for most of the combos. So there's just a bit of tweaking here and there. The only times when challenge mode might be even remotely useful is when the game is only popular/played in the US (lol Marvel). That or if it's anything like KoF XIII's challenge mode. That game had a genuinely good challenge mode with actually useful BnBs. The stuff from BB and Persona has left a bitter taste in my mouth though.
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It apparently does recover faster than the ground version as I can't get that combo to work off the ground version no matter how hard I try. That's really good to know about the latter, good find.
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I actually like long matches myself. It's just that the hit-stun in BB really slows the pace down. As for combos, if they're going to take that damn long, then they might as well be done from very specific starters and do a crapload of damage. Persona has the right idea, you can kill people relatively quick with the right starters and I pretty much have to mash during combos to get them to work since the hit-stun is like half of BB's lol.
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Yukiko Amagi combo tutorial by me: https://www.youtube.com/watch?v=TTU1GL0haKg&list=UUSh5jJYogoBoVX3Yd6rBKwg&index=1&feature=plcp
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Yukiko Combo tutorial by me: http://www.youtube.com/watch?v=TTU1GL0haKg&feature=youtu.be
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I've never seen or heard of this Maragi OS before. An alternative to an anti-air CH B is dash in 5AA. Edit: Combo tutorial is up and running. It covers IAD > j.A x 3, 5B > TK j.236A, anti-air j.236A, and SB Agi > Double Maragi.
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Well, Persona pretty much took BB's thunder and it's a little too late for a tutorial now seeing how Chrono Phantasma is on the horizon now.
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I have no idea why I had a 3B in there, I went ahead and fixed the combo on the front page. Try doing 5AA > 5B > TK j.236[A] > stuff to practice the link. I plan on doing a combo tutorial sometime soon once more combos get added to the thread. Almost there though, soon enough I can start Part 1 of the tutorial which would be the mid-screen stuff. You want to release Agi at the latest possible time or else the combo won't work. This combo if hella tricky so you'll need to practice it a lot. The meter gain makes it totally worth it though. Edit: Fuck it, I'll do it now and I'll at least cover the ways to do IAD j.A x 3, TK. j.236A, and SB Agi > Double Maragi combos
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Spend more time in training mode and get familiar with your moves. I know exactly what you're talking about and it's better for you to try it in training mode than to lose matches and be frustrated when things don't work like you expect them to. One example is after doing Agi, you have to wait a bit for your Persona to recover from Agi before you do something else Persona related.
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You can't really blame them, spending time learning how to play a game and practicing hours upon hours is not something the average person would do. That's why I don't even try to persuade any of the people I know into playing fighting games at a competitive level. Hell, getting them to play the game at all is an achievement on its own lol. Anyways, I'm looking forward to seeing how they handle making combos "shorter" without completely butchering the character's gameplan.
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[X] = Hold ]X[ = Release ~ = Do the following thing immediately after Basically what you're doing here is inputting the 236D, immediately releasing A, and immediately detonating the 236D (Maragi).
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Oh God, the bit where Elizabeth drags Yukiko off-screen just killed me XD
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The opposite also applies to the zoner. If the other guy gets the lead, the zoner has to risk it and try to rush down. I did that last night with Yukiko vs this one Kanji. It's not that bad for Yukiko since she can send her Persona to attack in her stead lol.