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Tari

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Everything posted by Tari

  1. I've only ever done her frog + pumpkin into Astral setup once. It'll be fun trolling with this insanely easy Astral, now.
  2. Thanks for the summary. Some interesting stuff in there.
  3. Alright, I've been out of the loop for a long time, now. Anyone mind filling me in on what I've missed? All my info is months old, with the exception of knowing that Izayoi looks amazing, heh.
  4. So, I'm finding myself increasingly busy (and sick), and haven't really been playing much P4U/P4A lately. Unfortunately, we still need an "advanced combo theory" type of thread, so I'm wondering if anyone else thinks they may be able to handle it? For some inspiration on how we were originally thinking of organizing the thread, feel free to look back in this thread. I believe the discussion about it took place between posts #431-#440. Not sure if there was more discussion elsewhere.
  5. I may consider swinging by and saying hi, but I'm probably going to spend the day at home resting. Been out with a cold or something this past week, and it bodied me pretty hard. It's pretty much over with, but I'm still fatigued.
  6. I don't want to see Platinum with glasses and a bust. >.> And yeah, P4A isn't even close to dead. I have no idea why people are spouting that nonsense.
  7. You still haven't played it? D:
  8. The hitstun difference for axe levels is some sort of special property. The blockstun doesn't vary between axe levels, after all. I'm more or less entertained that Labrys' most active normal is 2A.
  9. Yeah, the advanced version of the smp loop only works with lower proration. Not exactly that easy to tell what counts as low enough proration without just training moding a bunch of combos, though. The combo actually works with all 4 hits of the 5DD followup. It is a red axe FC combo, so most things work, lol. Also, off of [5B] counterhit in the corner, if you're not at red axe, it's usually a good idea to just go into 22A and do a combo that builds to red axe before the 236236D.
  10. Yeah, if you get a corner (FC) [5B] starter, you should just go for the 2C loop. You can't go into 5B SMP loops from a 5B starter, and those combos don't do as much damage as the corner 2C loops anyway. And thanks, lol. My combos are sorta flashy, but most of them are impractical and aren't useful to know about. I still need to actually practice playing the game instead of just making up random combos. \o/
  11. A somewhat more hilarious (FC) [5B] corner combo is this one: (FC) [5B] > 5C > 2C > 5D (1 hit), j.A > j.214A/B > 5D (followup hits, input before final hit of j.214x), 2B > hj.BB > j.C > j.214B > 236236D Does around 7.4k dmg, varies depending on j.214A/B. ~42 meter gain. 5B SMP loops involve using burst partway through the combo. They're the combos that go into "OMB, [5B], [5B], 5B" etc.
  12. Yay, Guilty Gear! I will finally be able to play it. Up for basically anything for P4. Still need to buy a copy of Aquapazza.
  13. Was in LA over the weekend. Got back a few hours ago.
  14. ... Yeah, you can definitely still combo that. If it works at green axe, it'll work below green axe as well. The only combos that don't follow that rule are combos that require axe levels to change mid-combo. Also, the D super also has about 350~1200 minimum damage difference when compared to the C super. So if a combo is prorated to all hell at red axe, you'll still get an extra 1200 damage just because of the D super's minimum damage. Chances are you won't be comboing into D super at grey axe (hard to stay at grey when you're doing a combo, after all), but at green axe, it's still only a bonus 450 minimum damage. That difference only becomes really noticeable at red axe. At yellow, it's still only a 680 difference or so.
  15. I'm still up for BB, lol. Don't really get enough chances to play it, though. Going to be out of town this weekend, unfortunately. Won't be able to make it to any tourney.
  16. You can actually use the corner oki setup for 5DD midscreen if you confirm a combo into 2C fairly close. Not really sure it's worth it, though. 5C > 5D and other weird gatlings into 5D are sorta legit, too, as long as the opponent isn't expecting it. Using 5D at neutral against people who try to jump in on you a lot is fairly reasonable, as well, as long as you space it decently. I don't really feel like there are any Labrys players that really stand out from the rest at the moment. The higher PSR players are play fairly similarly, as far as I've seen. Admittedly, I haven't checked out all the new videos for Labrys stuff. Anyway, I did see a couple of newer videos with Labrys in it. Can't recall exactly which videos at the moment, though. Had them pulled up in another tab, but lost them when I had to restart my browser after leaving it open for two weeks or so. I think the Sega vids pktazn posted up a week ago or so had some of the Labrys games. Haven't really looked through the newer ones. Most of the Labrys players on those videos were around the 400-500 PSR range, though there was one or two at 700+. That said, there's literally nothing new in those vids. No new oki, no new mixup or crossups, nothing. Just a lot of spacing (with a lot of j.B), trying to read the opponent, and 22x oki. Still not bad to watch, though. Advanced combo path/theory thread is on hold at the moment. Sorta busy, and I'm heading out of town for a few days at the end of the week.
  17. Foster City, lol. I would totally accept a gift of a Miku outfit.
  18. edit: I feel it only right to point out that you shouldn't be trying to learn 100% combos to get around dealing with a matchup. If you're getting messed up, chances are you won't have red axe, and if you do have red axe, chances are you'll already have done some damage to the opponent and have some momentum going. If you're comfortable with the matchup and just want to look flashy or something, though, be my guest. With only 50 meter, this is about the best I can think of: [midscreen/close to corner, 50 meter] FC 2B > j.B, dash 5B > 236A -> A followup, dash 2B > 2C > 214B (girokasu), 2A > 2B > 214B > 236236D (7502 dmg, 47 meter gain) [midscreen/close to corner, 50 meter] FC 2B > j.B, 2C > [b+D], dash 5A > 2C > [b+D], dash 2A > 2B > hj.BB > j.C > j.214B > 236236D (7362 dmg, 43 meter gain) Off of other starters, you can come much closer with just 50 meter (which gets generated during the combo). [midscreen/close to corner, 50 meter] FC 5B > 5C > 2C > [b+D], (dash 5A > 2C > [b+D])x2, dash 2A > 2B > delay hj.BB > j.214B > 236236D (7954 dmg, 50 meter gain) If you have a burst and 50 meter, though, you can basically always kill combo Naoto off of a B move FC starter: [midscreen/close to corner, 50 meter, burst] FC 5B > 5C > OMB, 2C > [b+D], (dash 5A > 2C > [b+D])x2, dash 2A > 2B > delay hj.BB > j.214B > 236236D (8347 dmg, 13 meter gain) [midscreen/far from corner, 50 meter, burst] FC 5B > OMB, dash 2C > [b+D], (dash 5A > 2C > [b+D])x2, dash 2A > 2B > 2C > 214B > 236236D (8152 dmg, 10 meter gain) [*][midscreen only, 50 meter, burst] FC 2B > j.B > OMB, dash 2C > [b+D], (dash 5A > 2C > [b+D])x2, dash 2A > 2B > 2C > 214B > 236236D (8063 dmg, 12 meter gain) [*][midscreen only, 50 meter, burst] FC 2B > IAD (sideswap) j.C > OMB, dash 2C > [b+D], dash 5A > 2C > [b+D], dash 5AA > 2C > [b+D], dash 2A > 2B > 2C > 214B > 236236D (8071 dmg, 11 meter gain) [midscreen only, 50 meter, burst] FC j.B > 5B > OMB, dash 2C > [b+D], dash 5A > 2C > [b+D], dash 5AA > 2C > [b+D], dash 2A > 2B > 2C > 214B > 236236D (8106 dmg, 13 meter gain)
  19. Just don't use charged 5B, if you have an option. Otherwise, unless you had a previously placed spike ready to catch the opponent, I think you have to cancel into super or something to combo, which is completely not worthwhile as a punish.
  20. CH charged 5B has lower damage potential than normal CH 5B midscreen, I think. Haven't really checked that to be sure, though. That aside, remember that against some characters, CH charge 5B > 236B will not work. I believe it doesn't work on Labrys and Shadow Labrys. Someone told me it doesn't work on Chie, but I'm not really sure about that one.
  21. Yeah, those combos work with the D super. FC 5B > 5C > 2C > 214B (girokasu) > (optional dash) 2A > 2B > j.B > jc j.B > j.C > j.214B > 236236D (7306 dmg, 39 meter gain) FC 5B > 5C > 2C > j.BB > jc j.214B (air girokasu) > 2B > j.B > jc j.B > j.C > j.214B > 236236D (7304 dmg, 42 meter gain) Your combo gains 46 meter, so it definitely does generate a bit more meter, not to mention the burst regen. It carries further, too, I believe. That said, it also leaves the opponent very far away from you on wakeup, and requires that you be at almost point blank to start the combo. edit: Just as a point of comparison, this is a standard FC 5B ... [b+D] combo: FC 5B > 5C > 2C > [b+D] > dash 5A > 2C > [b+D] > dash 5A > 2C > [b+D] > dash 2A > 2B > hj.B > j.C > j.214B > 236236D (7859 dmg, 49 meter gain)
  22. FC 5B > 5C > 2C > 214B (girokasu) > (dash) 2A > 2B > hj.B > j.C > j.214B (4546 dmg) FC 5B > 5C > 2C > 214B (girokasu) > (dash) 2A > 2B > j.B > jc j.B > j.C > j.214B > 236236C (6106 dmg) --- FC 5B > 5C > 2C > j.BB > jc j.214B (air girokasu) > 2B > j.B > jc j.B > j.C > j.214B (4544 dmg) FC 5B > 5C > 2C > j.BB > jc j.214B (air girokasu) > 2B > j.B > jc j.B > j.C > j.214B > 236236C (6104 dmg) --- edit: You can also go into chain carry combos off a 5B FC starter.
  23. Yup, Green and below all have the same hitstun. Not sure if there's any difference in proration, but I doubt it. The only difference in the lower three axe levels, afaik, is in damage.
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