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Everything posted by choysauce
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Also I think the A flashkick would be useful vs someone like Hilda, where you need to stay closer. The opponent does get the option to air tech, but you can react and stay on top of them. Whereas B flashkick give you a set up to start a zoning game, which I find difficult so far vs Hilda.
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if you said 66b we would've understood better. I think the same thing applies, one thing you can try is to delay the j.C so that you keep the opponent in hit stun while landing sooner
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Do you mean 3B after landing? Gotta make sure they're pretty high up when you hit them so there's enough time for the 3B startup. It isn't super fast.
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I can't seem to find any data on invul frames for her flashkicks How comfortable are you guys with giving up vorpal to play her ranged game? or do you guys try to balance with charging and playing the zoning game?
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Just thought of an option select block string/hit confirm that might be useful. 5B > OS (j.2C / 2C) > (3C/5A) if the 5B hits you get closer with the j.2C (don't think it will combo though) if blocked you get stand 2C then follow up with 3C or 5A for on block to keep yourself safer haven't tested it thoroughly but it can be deadly if the 5B hits too far and the 2C whiffs as part of the chain i'll test and edit this post later tonight besides specials are there any good followups for confirming a random 5B poke? ---edit---- it seems from max range this will whiff on hit and block, so do not use this lol but 5B > 236A max range seems really good, with 236A being -4 on block, it seems very abusable. Along with it being able to be CS'd or canceled into 236C
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Wanted to contribute and list some of the combos I feel are pretty useful, It's been day 2 for me and these have been my go to's just starting out. Also I notated some of the combos in that dope video and made some modifications. Let me know if there are better alternatives for the ones I've listed Meterless BnB's ----------- 2A > 2B > 2C > 6C > j.B > j.A > j.C > 3B > 214B > 2C > [22A/B]or [4C > 214B] 5B/2B > 5C > 4C > j.B > j.C > j.214A > 623A > 5A > 3B > 214B > 2C > [22A/B] or [4C > 214B ] (3K) 6B > 214A > 214B > 236B j.2C > 214A > 3B > j.B > j.C > 3B > 5C > 214B > 2C > 4C > 214B (2.8K) 22A/B > 66 > 623A > 3B > 5C > j.B > j.C > 2C > 3C > 3B > 214B > 2C > 4C > 214B (3.1K) 236 > 3B > 5C > 623A > 5A > 5C > j.B > j.C > 3B > 214B > 2C > 4C > 214B (3.5K) Corner only ------------ 6B > 214A > 214B > 3C > 623A > 5A > 5C > 214B > 2C > 4C > 214B (3.1K) 5B > 5C > 236B > 66B > 214A > 214B > 623A > 5A > 3B > 214B > 2C > 4C > 214B (3.2K) 4C > 236 > 3B > j.B > j.C > j.214A > 623A > 5A > 5C > 214B > 2C > 4C > 214B (3.4K) Metered Combos ------------ 6B > 214A > 214B > 236B > 236C > 3C > 3B > 214B > 2C > 4C > 214B (3.3K) Chain shift Combos ----------- 236B > CS > 66C > 214B > 2C > 5C > 3C > 623A > 5A > 3B > 214B (3.2K) 623B > CS > j.D > j.214B > 2C > 4C > j.B > j.C > 66B > 623A > 5A > 3B > 214B > 2C > 4C > 214B > 41236C (4.1K) *edit* removed my "instant overhead" combo, j.A during the jump ascent doesn't make it an overhead. woops lol
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Waldstein Infinite Discussion (Tournament Legality)
choysauce replied to Tigre's topic in Under Night In Birth
For the sake of the competitive spirit of tournaments I think it should be banned. But for hype's sake I think letting people troll with it shouldn't stop them from doing it. So my input is to put a rep limit for it, so someone can show their disrespect for doing it, but not outright let them not be able to do it. I say 5 to 8 reps would be a good length to keep it fun and still demoralize the opponent. -
What does CT stand for? I couldn't find any notes on the abbreviations for Mu. I know SoD is the sword. might be good to list them in the front
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yeah, it seems friday would be more doable, especially if we bring setups
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yes that's the super. i've done a few tests, didn't get too much time to go through all of them. but i've listed in the mitsuru matchup thread DP > Bufudyne you can hit IK on reaction Tested against naoto's DP > followup. it's possible but you have to be in range AND confirm it super fast (window is pretty tiny). impractical unless you're really looking to do it. will test other character's when i have time *edit* here are my findings Labrys -on reaction to superflash: brutal impact -on reaction: awakening -2A absorbed by DP > IK (1-2 frame timing) Mitsuru -on reaction: Bufudyne Naoto -on reaction: awakening -on reaction: silence gun -tight timing: DP activate Yukiko -early prediction: j.B Yu -on reaction: Ziodyne Liz -on reaction: EX flames -on reaction: Zio -on reaction: Diarahan -pretty much any special Yosuke -on reaction: Garudyne Chie -on reaction: Godfist Kanji -on reaction: Chair Super -on reaction: super throw whiff Aigis -tight timing: blocked DP (you'll know u got it aigis is still in the air during super flash) Teddie -?? Shadow Labrys -?? Akihiko -??
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not sure if this is posted, but if they like to DP > Bufudyne. IK on reaction to the super freeze =D
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the bait is for her to get in front of her persona and tag her with fans, also you can back off to try to get them to push persona buttons, back off and B agi or maragi the recovery you mix up whether you are actually going in or not. it is dangerous but i play very impatiently lol. i do fairly well against high psr slabs. i don't feel the "this matchup is impossible" notion from this fight. (i get that with the yosuke fight >.<)
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i think the best thing to do is to stay out of her airdash range. because she moves so fast, letting her get in once with a badly placed fan will be the death of you. so frustrating her at ranges where she won't reach with a single airdash will make her try other avenues where you will have more control over her. always remember when they have more movement options in the air (if they double jump, they have to fall) respect her wakeup (use the safe jump). CH fist super = death don't ever dia to avoid the meteors. super jump and block if you are in neutral (to avoid high/low mixup she gets) setting yourself up defensively with a TK Agi can help, but it does kill your neutral game a bit to do that, probably best to utilize after a knockdown from 236B
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sick, her IK is projectile? this is so in yukiko's favor then. IK all her shit cuz the recovery on all her moves are so bad. also i didn't see it mentioned, but i feel like yukiko outzones liz in the long run. sure liz can catch you with a zio, but if you make her block a single fan, she can't use any more of her specials unless she tries to jump over them and make you stop somehow you can frame trap single 5/6B against spammers cuz the startup is too long on her moves, you'll break the persona and leave her standing there to be CH. (6D FC > Dead) you just don't want to be close to her cuz her card normals fuck you up.
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you can win in this matchup, part of it is taking advantage of the fact that slab can kinda do whatever she wants. even the competent slabs i've run into tend to get wreckless in this matchup, cuz it feels so free. you have to pick the spots where slab gets in front of her persona and use those opportunities to hit her to knock out cards as opposed to attacking the persona directly holding the persona hostage with B agi's is also pretty good depending on how comfortable the player is with losing their cards. the optimal ranges for this match feel like about full to 1/2 screen. 1/2 screen is where you go to bait slab to come to you. (it's how i play it anyway)
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i think a key for this matchup is how you deal with aki's pressure when he does get in. i heard that his sweep is not cancelable on block so you have to be patient enough to wait for this or the overhead or throw to get out of his upclose pressure. and then make sure he stays out.
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i think it's worth to note that you can super cancel Dia on hit/block. you must land in order to get the super to come out, so just mash it out if they bait your dia and are slow to punish it, you can use maragidyne to try and push them away. most likely this will trade in your favor if you are able to get the super out. also i think having a list of things to IK on reaction will be very nice. i know/pretty sure that you can IK the following (correct me if i'm wrong) yosuke's garudyne yu's ziodyne elizabeth specials labrys unblockable super labrys awakening (gears) akihiko awakening maybe: yukiko's maragidyne mitsuru bufudyne baited naoto counter naoto's awakening super naoto's silence gun baited yosuke counter kanji flying squirrel can't think of anything shadow labrys or teddie does that has significant recovery please help with testing if you can, or confirm/deny anything listed
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seems like the startup for agidyne and maragidyne are way too slow for the super freeze fan confirm to work. (would've been too good anyway)
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i'm finding. j.A and also run under 5C works wonders against yosuke. because of the extended range you get from cross unders, you get alot of yosuke's running into it. yosuke's tend to feel like they have alot of freedom to move so this will tag them if they are unaware. j.A is pretty active and has a decent hitbox so it's good for yosuke's that like to hold forward. also i feel like, similar to the labrys matchup, constant movement is important, but not constant attacks (due to his DP) being unpredictable as to where you are going to be allows you to catch him doing a bad kunai toss. and being patient enough to wait during key reversal spots will let u land some damaging FC combos.
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i wonder if agidyne or maragidyne would work in this situation, say the opponent is full screen, you decide to throw out a fan. they decide to do something from full screen but it would allow them to recover and block the fan in time, but you are fully recovered, and you do super to lock them in super freeze and get hit by the fan. i think checking how long it takes to freeze an opponent will be good to know, then we can kinda use this for people with options from fullscreen/button pressers.
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for that blockstring i submitted #5 in the oki section i'd suggest changing the 5C > 2C to the reverse, 2C > 5C the first thing i put down tends to drop at the 2C. but the 2C > 5C is much more consistent also for #8 note that the timing is really tight, and i haven't found a consistent timing for it. the alternative to this would be to throw out 5BB after the 3D, because the fans will hit CH on a roller and then you can follow up with persona attacks after that.
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i dont know why this wasn't mentioned before, http://www.youtube.com/watch?v=TKMPhuQdOoA 3D > 4B > D Agidyne (optional 66 236B) this is pretty sick, just confirm and the super freeze allows the agidyne to connect the timing is tight for this since it's a link and not a cancel (just wait to see when yukiko is recovered from throwing the fan) somewhat unlikely scenario unless you know the opponent doesn't like to sit still on wakeup
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that's really good, i found out last night that good players will punish you on reaction for doing 4D/1D or anything that's pretty slow. (teddie bat >.<) if they're using something that isn't invincible and has startup, 236D is the answer to make them think twice about autopiloting the punish i'm just starting to finally understand blockstring mixups in this game =D
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thanks haha, i was copy pasting, so i overlooked that. thanks for the catch
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i think a super basic thing overlooked that would be useful to new players is the variations of her bnb 5AA > 5BB > 5C > 2C > 236 A/B depending on whether they are crouched / far / or in the air differ crouched 5AA > 5/6B > 5C > 2C > 236 A/B far 5AA > 6B > 5C > 2C > 236 A/B 5AA > 2C > 5C > 236 A/B (not tested, but i think i saw it in a video) air hit (can't be too high) 5AA > 5C > 5BB > 5C > 5BB > 236 A/B of course you can optimize these with adding 3B's and and sweeps, but these are the basic skeletons and easy goto combos that would work in all situations i mainly wanted to list these because many times i forget to use the proper combos myself, esp when they are too far and i throw out noncombo fan and i end up losing out on a lot of potential damage and advantage if there are more optimal combos that are relatively easy (not super tight on timing) and universal for the aforementioned situations, please share