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Tari

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Everything posted by Tari

  1. Corner stuff is mostly red axe, though there are yellow axe variations for some things. All axe corner combo: 5AAA > AOA > oki Basic yellow corner only combo: 5AA > dash 5AAA > 5AAAA Basic red axe corner only combos: - 2A(AA) > 5B > 236A - 6 - A > 2B > j.B > jc j.B > j.C > j.214B - 5AA > 5AA > 2C > hj.BB > j.C > j.214B (might be remembering this one wrong, so you'd want to test it to be sure) There're also corner-specific AOA combos (seeing as how you can end in fatal D ender in the corner), but most of them actually do about the same damage as midscreen red axe AOA-C combos. Fatal counter and counter throw corner combos are basically all something into 2C loops into either Girokasu or j.BB into D super for 7k+ damage. By the by, midscreen red axe, you can also do this: 5AAA > 236A/B - 6 - A > dash j.A > j.C > j.214B.
  2. Some new notes: - Labrys can do 5A > j.A as a gapless blockstring on the taller standing opponents. Even if the opponent IBs, most characters can't DP or 2B Labrys there, because she's jumping forward and they'll whiff behind her. - Following on that, rising j.A > (delay) j.C > j.214A is actually an ambiguous crossup. It's pretty hard for a lot of characters to DP this, as well. Narukami, for example, has to time his DP at the right time, or he'll either whiff the wrong way, or simply go around Labrys as she's doing j.C and get sucked into the swords. 2B has similar problems, but is a bit more reliable than DPs. On characters who can't be hit by rising j.A, a rising or falling j.C works fine as well, it's just a bit more dangerous. An example: http://www.youtube.com/watch?v=n0eZvpCAru0
  3. I really want to, but I'll be out of town this weekend.
  4. For the normal Labrys stuff, I said C and D, but it's actually A and B. Got the letters/buttons wrong somehow, sorry. All the info on how to deal with it is correct, though.
  5. If Labrys had really good oki, I'd totally agree that standing resets would be a huge loss. As it is, though, we're losing about 2 hits worth of axe meter and knockdown for a somewhat hard to see mixup. It's not really an amazing trade to make, still, but it's just something else to have in your bag of tricks if you ever need it. I sorta like the reset option for Labrys, actually, since you can opt to end the same combos with actual knockdown. Some characters can't turn their normal combos into resets as easily. xD edit: The idea behind the Teddie super punish comes from apologyman. Figure I'd mention that, since you guys seem pretty hyped about it. :P
  6. That reset is safe on block, but it's mostly a one-use gimmick that should only be done with 50 meter. It's legit only if you can enrage the opponent. You also don't have to actually reset there, you can just end the AOA as a legitimate combo by inputting the final hit slightly faster. If you launch them upwards, they tech immediately at the top, so you can try for an air-throw reset or something if you want. Also, the standing resets are basically a form of ambiguous oki. It's not much different from knockdown for Labrys. The swords and their flashing dispersal animation help hide mixups a bit, too.
  7. If you're wondering about normal Labrys' BI (which is actually unblockable), just roll when the super flash happens. You're basically guaranteed to dodge it every time if you roll on the flash. Shadow Labrys, on the other hand, you can just block. If the Labrys is fully cornered, it's a bit harder to roll or jump behind her, but since normal Labrys has to sit there charging her super for the full duration, you can just jump away from her. C super won't reach far enough to punish you jumping away, and D super takes so long that you'll land and be able to roll through it when it actually happens.
  8. Some new crud: http://www.youtube.com/watch?v=tUSPhjA38kg Useless stuff and sorta useful stuff all mixed together in one messy package. edit: Copy-pasted part of the vid description. It covers these things: - corner air tech reset - 5A fatal counter combo - Tsurugi resets - unburstable super punish against Teddie's unblockable super - fuzzy guard and setups for it - 5A anti-air counterhit and more Tsurugi resets - pointless 5A CH super combo - 5A fatal counter anti-air combo - (125 meter + burst) AOA reset into another combo for 9k+ damage total and a variation that starts with only 100 meter.
  9. It's mostly this. If the other player is patient enough, Labrys' mixup can be blocked with relative ease unless she burns 50 meter or has her opponent cornered (and even then, 50 meter helps her mixup a lot).
  10. I already miss PNW scene. I must come up for the next major.
  11. Red axe: Anti-Air CH 5AA > 2C > FC B+D > dash 5A > 2C > FC B+D > dash 5A > 2C > FC B+D > ... 1) ...2A > 2B > hj.B > j.214B > 236236D 2) ...2A > 2B > 214B > 236236C/D (if you miss one hit on a previous 2C, you can do 2A > 2B > 2C > 214B, I believe. Weird stuff, so I'd suggest against trying to do it) 3) ...2A > 2B > 214A+B > 22B/C~[C] > 2B > 214214A (release sword here) The BI combo requires weird spacing and hits, so I would avoid trying to actively do it. When in doubt for Labrys, start doing 2C > FC B+D loops. It's her high damage combo filler. --- In green axe, you get significantly less. You can do 5A (CH) and then a pretty short combo. For example, 5A (CH) 2B > hj.B > j.C > j.214B, or 5A (CH) AAAA. You can go into Green-to-Red combos, as well, or probably even do 236236C extended combos, but the damage just isn't going to be very impressive, as far as I know.
  12. FC 5B > 2C > FC B+D > dash 5A > 2C > dash 5A > 2C > dash 5A > 2C> dash 5A > j.A > j.C > j.214B > 236236D - 6902 damage. FC 5B > 2C > FC B+D > dash 5A > 2C > FC B+D > dash 5A > 2C > FC B+D > dash 2A > 2B > j.B > j.214B > 236236D - 7588 damage. The first combo is actually harder to do, in my opinion, lol. You've got a pretty reasonable game plan there, so I won't add anything to it. Oki and corner carry is fairly important. Her alternative oki is stuff like safe jump j.B, normal wakeup pressure stuff, etc. The only other one really worth noting is 5C at range. Her resets are mostly things like 5AA > (opponent air techs) > 2B, or in the corner 5AAA > AOA > 5B > (opponent air techs) > 2B. There are some other interesting (if less practical) resets I've written somewhere in this thread. I'll make a video with some of them soon, I think.
  13. 5A fatals in red axe, so it's not a bad starter. You get around 3.8k meterless as a punish off anti-air FC 5A. 5.3k off C super, 6.5k off D super. 5.9k~6k off of 75 meter BI combo.
  14. Yeah, someone else pointed out that you could meaty with 5A/2A. Definitely good to know. Not sure why I thought otherwise. :D As far as the D super dropping goes, just be as tight on the timing as possible, I guess. You could always try to be the god of Labrys and learn to 100% combo the C super, lol. Phase out that D super!
  15. Not really legit off of throw, you're still in counterhit state when the opponent finishes teching. Any character can poke out of it.
  16. It's minus, but safe on block, lol. In fact, without IB, it's very hard for the opponent to even stuff you before you can follow up with another 5A, due to the last hit of AOA pushing them away on block. They can mash DP before the last hit, though, since that's where it resets.
  17. After the SB Guillotine or off of sweep, though, it's a pretty reasonable setup. - loses to roll, almost any type of jump, certain wakeup dps (Mitsuru, Teddie, etc.), wakeup supers. - can be made gapless between DP and Sword, so it's completely safe if they block the DP, even if they IB both the DP and the Sword. - after SB Guillotine, can be made into a meaty DP (beats rolls and jumps), but it's so obvious that people will probably just late tech or reversal/reversal super. It won't super armor as long, either, since it's meaty, so it will just straight-up lose to some DPs.
  18. I'm also going to assume you combo into 214A+B for the special cancel property? Otherwise, I don't see how you're not just getting poked out of the sword summon after 214x.
  19. That's really pretty entertaining. I feel like trolling netplay with that, now. The SB knuckle is probably the best response at range, since you basically spend 25 meter to beat a 50 meter move.
  20. I feel like your setup would be more viable off of sweep rather than 214x. Might check later.
  21. Wait, what? I can't recall this ever happening to me. Need to test that out later. Can't you just roll it, too?
  22. Yes, and it can also land behind you for Yukiko to start doing some sandwich pressure.
  23. If you get placed in an unblockable setup, you can probably jump and air block the persona. Yukiko can try to call out the jump, sure, but then she wouldn't be doing an unblockable setup anymore. And yeah, her 5A is bloody slow. It has huge range, though.
  24. They should definitely be able to roll that, but it's a pretty funny setup anyway. Their reversal, roll, backdash at far range, and maybe superjump would all win. Still good to know. My policy on gimmicks is as long as it works once, it's done its job.
  25. Or getting hit by the other guy. xD Grats on the S rank.
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