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Everything posted by Tari
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Yeah, you can OMC for red axe, but in most cases, I'd probably save the meter and just do some oki. Ending in sweep + oki still puts you halfway into yellow, saves you the 50 meter, and lets you pressure you opponent better. One more combo from there is guaranteed red axe, anyway. And I agree with the 25 meter G->R 2A combo being virtually impossible. Mid-screen, that is. Corner is confirmed possible, even without CH. 2A CH > 2B works, but won't get you red from green. You can't chain enough B moves into a green axe air combo for it, unfortunately, and 2B doesn't combo into 2C at green, nor does it combo directly into 214A+B. edit: I figure I might as well post some of my stupid gimmicks for the hell of it, so here's a new one: 5AA > 214A+B > 22A/B > 2A > 2B > sword hit > AOA > ... Where ... can be any of the following: 1) FC D ender for knockdown 2) FC C ender for instant air tech and throw possibility or the actual gimmick, which is 3) delay FC C or D ender for reset from AOA, with the Fatal Counter as a starter. That FC has pretty normal proration on it, but it does about 2k raw damage if it's the start of a combo, haha. Did the C version into j.A > j.B > j.C > j.214A > 236236C > OMB > 214B > 236236D and got around 7.7k damage. Compare that to starting with 2B FC into that combo (7k) or just starting from j.A (6.3k). There're also setups for resetting in the middle of the AOA mash attacks, which apparently has some amazing proration or something. Those also require SB Guillotine, but you just repeat a lot of 5As and crap instead, so you super prorate your combo before the AOA.
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Labrys basic tutorial vid: http://www.youtube.com/watch?v=Tue8oCXW8KQ Just listing it here, since people can't find it easily. Setsuna Edit: Added
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You can do 2A > 5B > 214A+B > 5AAAA in the corner for a G->R combo. Was thinking of universal-use combos, so I forgot to post it, but that one does exist. Also goes into 5AAA > AOA > 5B for the 2B reset.
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I don't know of any 2A starter G->R combos. The closest you can probably come is CH 2A > 214A+B > dash 5A > 2B > j.B > jc j.B > j.C > j.214A/j.214A+B, or CH 2A > 214A+B > dash 5AAAA. Those still leave you about one 5B/2B short of red axe, though. If you do those from almost yellow axe, they'll get you to red, but it's not really that worthwhile. You'll get better oki and a reasonable amount of axe gauge from just doing 2AAA > 5B > Sweep > oki/214A. @2A > 2B > Sword whiff: You're probably too close for the 22B to land. If you start at point blank, do 22A.
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I just burn the meter if it's the only way for me to close out a round. If I don't have to burn it to win, I won't. Not too worried about characters or anything else, haha. Obviously, I won't burn it if I think I'm so far behind that it won't let me win, either.
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Yeah, second value listed for air guillotine's frame advantage is for level 2 air guillotine. SB version is +4 on block when done from high enough. Adjusted the wiki for her chain knuckle info. Didn't realize it wasn't updated, thanks for pointing that out. Any example of a combo that's unstable with D super? I've yet to have a drop I don't just consider a failure in timing on my part, so I'm pretty curious about this.
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Just as a note, it's actually possible to combo into C super even if the opponent isn't above you during j.C. The window you have to successfully combo the super cancel, though, shrinks to only a few frames, so it's by and large not worth trying to do outside of the optimal j.C catch height.
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If you IB the coup, you should be able to punish with throw, unless Mitsu is out of range. I can't test at the moment, PS3 is packed up for my trip back to Norcal.
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I think I've listed this one before, but it's very, very useful to know: - 5AA > 214A+B > 22B > 2A > 2B > (sword hit) > j.B (can side swap here) > 5A > 5B > Sweep > oki Puts you fully into red, allows you to switch sides with the opponent, and still ends in sweep oki. The only reason I bothered coming up with those j.B starter green-to-red axe combos is because you can't do the combo I just listed if you start from j.B. Pretty unfortunate. Beyond that, green-to-red combos are basically all variations of "blah > 214A+B > some B moves". I think it takes about 3 B moves after the SB guillotine to hit red axe.
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If you want to do ...22A (hold) > 2A > 2B > (release)... for example, then you input 22A~C and hold C. That notation basically means that when you input the 22A, you immediately also hit C. For Labrys, if you input a second button while the startup for the Tsurugi placement is still occuring, you can instead hold that second button down to delay the sword appearance. ...and yeah, I think we're all annoyed with the axe gauge being so inflexible in training mode.
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Yeah, short jump is foot and throw invuln from frame 1. Didn't realize the 2A/5A off the 22x setup was still meaty, good to know.
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Because it's superarmor and not invuln, Labrys' dp slows down when it gets jabbed, so something like 5AA > dp or 2A > 2A > dp is a very feasible response to seeing Labrys' starting up her dp. You don't have to hold it down for that to happen. Most characters can dp Labrys' dp on reaction if they strike the super armor with a normal. Sad but true. You can actually punish people who do that by holding your DP down so long that it super-armors through their entire reaction DP and you punish with yours, but that's pretty ridiculous and dangerous.
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I'm not actually sure we can even get a move to hit 3 frames after an opponent's wakeup. If we could, then roll outs shouldn't be possible. The reason jumping out isn't possible is because, in addition to the jump startup itself, there're a couple frames after the opponent goes airborne during which they cannot block at all.
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5B works in the same way that 2A+B works. Unfortunately, nothing you do there is truly meaty. If the opponent decides to do wakeup roll or wakeup dp, your fake meaties will lose. Against some characters, a max range 5B on wakeup is dp-safe (Yukiko, Akihiko, Aigis, Yu, etc.). A 2B on their wakeup is not a meaty, nor is it safe. It would be a call-out if you did it in that situation.
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Off of midscreen CH throw, you can do this combo for around 8.2k at red axe: CH Throw > OMB > dash 2C > dash 2C > FC B+D > dash 5A > 2C > FC B+D > dash 5A > 2C > FC B+D > 2A > 2B > hj.B > j.214B > 236236D If you end up too close to the corner during the combo, you can drop a loop and replace it with corner aerial enders into 236236D. If you start from non-CH, you can drop one of the starting 2Cs and add j.C at the end for 7.8k damage mid-screen. If you do go for that gimmick, have 50 meter for a OMC, or you'll end up in a punishable situation.
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22x oki does not lock the opponent down by itself. If your opponent always jumps, you can punish them by just doing a 2B as they're teching and jumping.
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People respect that you can go into 5AA or 5A > 5B and frame trap them for trying to punish. :P
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Yes, startup is counted from the first frame of the move up to and including the first active frame.
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Tested it. http://www.dustloop.com/forums/showthread.php?14496-Labrys-General-Discussion&p=1379055&viewfull=1#post1379055
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Alright, tested Labrys' frame bonus for each axe level: At Grey, Blue, and Green axe, there is absolutely no difference in frame data for any of her moves. At Yellow Axe, axe normals have +4 frames of untechable time on hit. There is no other difference in frame data. At Red Axe, axe normals have another +4 frames of untechable time on hit. There is no other difference in frame data. So that's it. You get no frame benefits on block with axe level. The only benefits you get are untech time on hit, and those only apply for axe normals. Moves like 2A do NOT get bonus untech time on hit. ----- As a side note, this info came out as a result of that testing (you can figure out the hitstun values for other axe levels yourselves by subtracting): 5A: 7 frame startup, 7 frames of blockstun, -7 on block, +2 frame advantage on hit (red axe), 37 frames of hitstun on red axe hit, 51 frames of hitstun on red axe fatal counter. 2A: 7 frame startup, +0 frame advantage on hit (all axe), 27 frames of hitstun on all axe levels hit. 5B: 15 frame startup, +1 frame advantage on hit (red axe), 43 frames of hitstun on red axe hit. edit: Frame advantage numbers are all based on the assumption that the move hits on its first active frame. edit 2: for people curious about 2A and 5B's frame adv. on block, you can _probably_ figure it out by taking their frame adv. on hit at green axe and subtracting 1 or 2 frames from it. Haven't done any testing to confirm this, yet. Looks like axe normals may be -1 and non-axe normals may be -2.
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Didn't bother checking the rest of it, but 5A is definitely 7 frames of startup. The move starts on frame one and goes active on frame 7, hence 7 frames of startup. The numbers we have for 5A/2A on the wiki are actually from Arcadia, by the by, so unless they're outdated, they should be accurate. I believe most of the 5A/2A info has been double-checked by other players, as well.
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Yeah, basic idea for her is to get pressure, get to red axe, and then kill her opponent. You can't always get to or stay in red axe, though, so being comfortable with just doing half combos and ending in oki in lower axe levels is pretty important. Not sure about the axe levels below green, but for every level above green, there are extra untech frames added to each move. At red axe, axe normals become fatal counter. We don't have exact numbers for the axe level bonus frames, unfortunately. I was planning on getting them later, but I'm being really lazy.
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You can go beyond 5 in that combo, lol. It actually caps at 7. FC + OMB is a lot of untech time. Level 2 5B (FC) > Sweep > OMB > charge 2B > 2C > 2C > 2C > 2C > 2C > 2C > 2C > 214B (B girokasu) > 2A > 2B > j.B > j.214B > 236236B It does 10283 damage. With 150 meter, you may be able to reach or break 10.5k. edit: Probably the best part about that combo is the fact that you can leave out a couple moves and make the entire thing after the OMB completely burst safe, just by spacing yourself properly. Still kills lower health characters in a single combo, too, I think, haha. Also, I can't get any more damage than the combo I listed. I don't think there's any real point to trying to get higher damage, but it was an interesting experiment regardless.
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If you know they're going to do an air move and you can't anti-air it, you can roll out to reset yourself to neutral, or you can just block it. In some cases there won't be any gap between the aerial move and the move before it, so in those cases, you just have to block. You can try backdashing, too, but it's pretty risky in that sort of situation.
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Optimally, I think that starter hits around 9.2-9.5k damage starting with no meter. Off 5B FC > Sweep > OMB, it hits 10.2-10.5k damage starting with 50 meter.