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Tari

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Everything posted by Tari

  1. Hey, I never had a sick maid, and they only had 2 bad habits. ;D
  2. I'm assuming everyone here is aware of it already, but Labrys can combo 2A to 2B on crouching confirm. Apologies to anyone who wasn't already aware, because I keep forgetting to mention this. It's actually pretty useful, as it allows her to do around 200-300 extra damage in green axe midscreen.
  3. It depends on spacing and whether the opponent is crouching. At some ranges, I believe you have to use 5B > 5C. Can't recall for sure, though.
  4. That's about it, lol. If it's a punish, you can do 5B (CH) > 5C > 2C > [b+D] > etc. to boost your damage to around 3.6k, iirc, but you're still not really going to get oki without sacrificing a bunch of damage (going directly into sweep after the [b+D], or doing ...2C > 5D (2 hits) > 214A > oki at close range).
  5. If you replace late 2A in long combos with another 5A, combo damage goes down and in some cases the combo stops working. That would imply that 5A either has repeat prorate or a worse P2 than 2A. The latter, of course, can't be true, as 5A > 5B has 5B do 604 damage, whereas 2A > 5B has 5B do only 547 damage. This game's proration is a mess to deal with.
  6. The current guess, iirc, is that almost every move in this game has repeat proration, so proration numbers are all sorts of messed up. But yeah, no real solid info on how the system works in this game. In any case, it definitely seems to just be something wonky with the number of hits before you start doing the 5B loop, I think. It works off of 5AA > 2A > 2B > 2C > hj.B > j.C > j.214B > OMB > etc. That's 15 hits before the first 5B. In the original version (5AA > 2A > 2B > hj.BB > j.C > j.214B > OMB), there are 13 hits prior to the first 5B. If you omit the 2C in my version, it stops working. The version I came up with has more hits prior to the OMB and still actually does more damage (coming out at 8091, compared to 8018). It does slightly more damage before the OMB, and slightly more damage afterwards, too. Very odd stuff.
  7. I'm assuming OMB reverse proration is just a flat number on its P2, but I've yet to test it for sure. What I do know is that its P1 isn't that great, though, haha. ( 5AA > OMB ) or ( 2AA > OMB ) > charge 5B > charge 5B > 5B > 2A+B > 214214C does not combo.
  8. I thought it was P2 at first, as well, but starting off of 5A burst or Guillotine (2nd hit only) burst and the likes should be better than doing a long string prior to bursting. I'm fairly sure, though I've never tested for it, that none of Labrys' moves have positive proration, either, so it just seems odd.
  9. I've tried it with air hits, with and without j.BB, with and without j.C, and a bunch of other stuff. I just can't figure it out. I think it requires that you have at least 11 or 12 hits prior to the OMB, which is why I thought it might be taking advantage of smp stuff (especially since the combos spam 5B repeatedly), but it's honestly hard to tell, and I don't know enough about how the smp loops work, either.
  10. Just went and tested the red axe 5B loop combos (from this video: http://www.youtube.com/watch?v=Z57ujxkTHaA). Those things require very specific starters. It's pretty insane. I can't really figure out what makes them work with those exact starters. For example... 1) 5AA > 2A > 2B > hj.BB > j.C > j.214B > OMB > charge 5B > charge 5B > 5B > 2A+B > 214214C 2) 5A > OMB > charge 5B > charge 5B > 5B > 2A+B > 214214C The first one will combo, the second one will not. I though it might be taking advantage of something like the smp combos, but honestly, I just have no idea.
  11. @last two combos: I just thought of those recently, so I hadn't posted them up yet. Got the idea from someone here mentioning that 236x loops were possible on FC starters and that they carried the opponent really far. The 2/3rd combo can obviously also be done from a grounded 5A starter. Also, pretty much unrelated, but if anyone wants to be really flashy, the jp wiki actually has a mid-screen double girokasu combo that involves SB guillotine for one of the two girokasu: JB>(dash)5A>2B>2C>SB girokasu>B tsurugi(hold)>2B>B girokasu>(tsurugi hit) full charge B+D or partial charge 5B(>sweep)(3800・D moujuu〆6600) Not any real reason to use that combo, either, lol.
  12. No, no, I understood, haha. I just hadn't realized I wasn't keeping up with the new Labrys videos until now. xD
  13. @Transient: If the opponent is too high for anything else, you'll just have to settle for 5A > j.A > j.A > j.C > j.214B instead of any 25 meter combos. If they're lower down or you're in red axe or yellow axe, you can usually combo into 236A/B > 6 > A+B followup. In yellow and red axe, you can combo off of that with 2B > hj.B > j.C > j.214B. In green axe and below, you usually have to combo it into j.A > j.C > j.214B. In the corners, you get other options off of the SB followup, but it's typically not worth it, since you can combo off the A followup in the corner anyway. Those combos are basically all not worth doing. At red axe, there's no real reason to go from 5A into SB Guillotine, since you can save the meter, gain a ton of meter instead, and still get great damage by simply going into FC loops. Not trying to be mean here or anything, just felt like it was something I had to correct. Some examples: Midscreen: (if opponent is high up) 5AA > 5AA > delay 2C > FC B+D > dash 5A > 2C > FC B+D > dash 2A > 2B > hj.B > j.214B (3092 damage, 36 meter gain) (if opponent is lower) 5AA > (delay if needed) 2C > FC B+D > dash 5A > 2C > FC B+D > dash 5A > 2C > FC B+D > dash 2A > 2B > hj.B > j.214B (3721 damage, 42 meter gain) FC 2B > j.B > j.C > 5A > 2C > FC B+D > dash 5A > 2C > FC B+D > dash 2A > 2B > hj.B > j.214B (4088 damage, 40 meter gain) Corner: FC 2B > 2C > 214B (Girokasu) > 2A > 2B > hj.BB > j.C > j.214B (4321 damage, 37 meter gain) FC 2B > j.B > j.C > 5A > 2C > 2C > 2C > 2C > 2C > j.BB > jc j.B > j.C > j.214B (4406 damage, 47 meter gain) (easy version of above combo) FC 2B > j.B > j.C > 5A > 2C > 2C > 2C > 2C > hj.BB > j.C > j.214B (4106 damage, 40 meter gain) Full-screen carry combo: (opponent low to ground) 5AA > 2C > FC B+D > dash 5A > 236B > 6 > A followup > 236A > 6 > delay A followup > dash 5AAAA (3015 dmg, 46 meter gain) 2/3rd-screen carry combo: (opponent higher up) 5AA > 5AA > 2C > FC B+D > dash 5A > 236B > 6 > A followup > dash 5AAAA (2661 damage, 43 meter gain)
  14. Yup. Guess I haven't been checking for new Laby vids as much as I was before, heh.
  15. I saw Aquapazza and the first thing I thought of was snowflakes. Snowflakes! I must spam some. @haketh: that sucks.
  16. The third from last and last vids are new to me, as well. Pretty cool stuff in there.
  17. Throw is 5f, 5a/2a are 7f. Iirc, all the linked videos at the end if the beginner /tutorial vid are the other Labrys combo vids. Pretty sure all of those have been linked at some point. I don't know for sure about the fc ones, though. I tend to watch this stuff on nico, so I lose track, sorry.
  18. You can also late OMC for air-based mixups, including air dash cross-up j.B, air-turn backdash j.A, etc.
  19. My post prior to that one had the combo in it: My posts do seem rather chronologically out of order, don't they.... ><
  20. The only reason, other than a failed reversal, that 236236c > omc is even vaguely okay on block is because you can do some janky mixup off of it.
  21. j.B still has its uses, even if anti-airs can beat it. The opponent has to guess correctly between you perform j.A, j.B, j.C, and j.214x, basically. If you do neutral jump j.B, the opponent also can't just run up and 2B you very effectively. It commands a lot of space while it's out. 5B is not a good spacing tool. I'd put it almost on par with ground guillotines in terms of spacing potential. That said, it's good for baiting and punishing certain moves. It's also arguably okay to do at the start of a round if you think the opponent will eat the hit. 2B is an anti-air, through and through. It's not good for ground footsies. Labrys has fairly weak ground presence, unfortunately. Almost everything she can do to force the opponent to exercise caution involves an aerial move, at least until the opponent shows a bit of respect and stops rushing in. ...I basically just spent a lot of words to agree with Siefer. Haha, oh well.
  22. j.C > j.214x can almost always be confirmed just by listening/looking for the last hit of j.C before you do the 214 input.
  23. Use neutral jump j.B and stuff to keep people from approaching haphazardly. It'll get you at least a bit of respect. 5A isn't good for getting your opponent to respect your spacing. 22x/5C/5D can be useful, too, but only if you have them a bit respectful already, or they'll just run in and smack you.
  24. Also curious if this is true for all wallbounce lobelia, or only off the air throw.
  25. This one entertains me. If a later summon in TD hits, I wonder if Rachel suddenly freezes in place, lol. That would just be weird.
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