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Everything posted by Tari
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Throw is 5 frames, and guard cancelling becomes available as an option once you hit 50 meter. Rolling is useful, don't think it's a horrible thing to do. It's not always the right choice, but it'll get you out of a lot of situations. The main downsides are that it's punishable if the opponent did a quick move and recovers before you do (or if you just roll into an already active move) and that it can be thrown. Do not use Labrys' DP like a real DP. It's very situational and is more like a hard call-out for your opponent doing high-commitment moves than a real reversal move. Beyond that, just look for gaps in blockstrings. There always are some, and they get bigger if you instant block. 5A will work in a lot of those gaps.
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Baiting 2B, sliding through 5B, and hitting him if he does unsafe blockstrings. 2B against jump-ins and unsafe aerial stuff. Don't have a very strong gameplan against Teddie at the moment, unfortunately.
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I want to make it to this, but that's probably not going to happen. Still a bit sick, and that's the day I drive back from WA.
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http://www.youtube.com/watch?v=Tue8oCXW8KQ Labrys various stuff tutorial video.
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tutorial thing: http://www.youtube.com/watch?v=Tue8oCXW8KQ Finally had a chance to make that video I've been wanting to put together. Covers a couple of things: - Air guillotine ground bounce (Air girokasu) - Ground non-SB guillotine combo (girokasu) - Comboing air guillotine into C or D Beast/Moujuu super - j.B starter green-to-red axe combos and a useful fatal counter combo
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Certain moves have mid-combo fatal properties. In the case of Labrys, the move you're probably thinking of is her fully charged R-Action (B+D). At red axe, it fatals mid-combo.
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Haven't really tried, but the only way I can think of that you would be able to combo the IK is off some sort of super untechable wall bounce (probably won't work, though) or off of a very high OMB. Like Shaf says, 22X can't combo into it, due to 22X using Ariadne.
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@BI setups: If you are not being hit or in blockstun when the superflash happens, you can always react by hitting roll during the superflash. You'll escape and be able to punish BI. 66 makes those combos stable from all ranges, basically. It's unnecessary if you're at point blank, but it's useful to get in the habit of doing it, especially if you ever feel lazy and do the 5AA > 5AA > 5AA > 5AA > 5AAAA combos.
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Pretty sure it doesn't. You literally just carry over whatever you have at the end of the round to the next round. The 4 seconds you mention is referring to how long it takes for a maximum charge red axe to fall to yellow by itself, it doesn't mean that as soon as you hit red axe you get 4 seconds.
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If you hold the Tsurugi and they don't tech, you can start a new combo with 5A or 2B or something while they're still on the ground. Just have to wait a little bit.
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Nice notes. I'm surprised Yu and Yosuke dps lose to that, though, especially Yosuke's. SB Guillotine is special cancellable at any point on hit/block. It's not really useful to cancel before the second hit, like you said, but it's there for people to mess with. Might be able to confuse people with things like 1-hit SB Guillotine > Chain Knuckle > B-followup or something, but basically every option has its risks.
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You're doing the 5AA > 5AA combo at red axe level, right? Just have to make sure. If you're having issues comboing it at red axe, try setting the AI to jumping and starting with an anti-air 5AA so you have a bit more height to work with. The timing on the dash isn't very strict, it's just a matter of getting used to it. At yellow axe, the timing is a bit tighter, and you can only do one rep. At green and below, can't do that combo. I wouldn't worry too much about the FC B+D parts of the combo until you get the 5AA to work.
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Ah, I see. Interesting combo. As for the BI combos, they all require SB Guillotine. I'll see if I can fix the notation later if Setsuna doesn't beat me to it.
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Can't check, but the meaty max range 5B is safe against some (Akihiko, lol) dps, I think.
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D is easier to do due to startup, I believe. It does more damage starting at green level, I think (could be wrong), but it's not worth doing that super below red, basically, unless it'll kill.
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Do the D version of the super to make it stable. I'll make a video to explain it on Monday or something.
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How much damage does 5AA do compared to 5A > 5B normally? Then check and see which one has better proration by adding another move onto the end, like 2B and seeing how much damage is added. Set the dummy to not tech, of course. If you want to figure out if there's repeat prorate and how much it is, you'll have to test the proration of 5B normally, first. You can do that by checking its damage and the damage of another move and then comboing 5B into the other move and checking damage, etc. After that, you check the proration you get from comboing 5B into itself.
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Which combos are those? Hahaha, it's probably a typo if there're any written that way. xD Ah, I see. Then 236A hits before the 2nd hit of Tsurugi, and the A-followup hits after the 2nd hit, I assume. Hm. Well, Guillotine moves give you a lot of axe gauge, and then B moves give a pretty good amount, too. Not sure how much sweep gives. Wish I could test these out on my own, too, since I'm always wondering about other weird combo paths, haha.
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This is not matchup advice. Labrys has decent matchups and her damage output can be quite ridiculous. Mitsuru is hard for most characters and players to deal with, anyway. If you get in on Mitsuru, you can keep her pressured and win in a few combos. Bait anti-airs, play patient, don't get randomly frozen. Figure out if your opponent spams DPs and Bufus and respect them only as much as necessary.
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I'll make a video on Sunday or Monday to better explain some of the eccentricities of Guillotine combos. Where is that Tsurugi actually hitting in that combo, by the by? I can't really visualize it in my head at the moment. Hm. It gets to Green from Grey, huh? What if you change up the second half and do this one? 5AA > 214AB> 22A > 5A > 2B > (sword hit) > j.B > 5A > 5B > Sweep > 214A/B Does that work and/or get it to yellow or red? Not so sure if 5A > 2B will work at very low axe levels, though. Might have to think of an alternative there if it doesn't. Rather wish we knew for sure how much axe gauge each move generated.
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Does that go from Gray to Red? It's about as many axe hits as you could probably do in a normal combo, so I'm pretty curious about that. Might be able to do a Guillotine in there somewhere, but not sure it'd be worthwhile.
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All reversal actions will beat that setup and the setup that Setsuna mentions. Roll may or may not, depending on how tight you set it up (roll is frame 3 invuln, iirc), though in normal situations, opponents can always beat BI by rolling on the superflash. Gold burst is questionable, not sure how long BI lasts, and gold bursts don't have that many active frames themselves. I'd guess the burst would win, though. In the linked setup, it might even be possible to guard cancel and recover in time to jump out of the setup. All those setups are good to know, though. Even if they only work once, once is plenty. And for axe combos, I'm going to agree that everything below green should probably be focused on building gauge.
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Not sure if your stuff agrees or disagrees with the JP wiki chart, but I'll link it anyway: http://w.livedoor.jp/p4u_matome/d/%a5%e9%a5%d3%a5%ea%a5%b9%a1%a1%b4%f0%cb%dc%a5%c7%a1%bc%a5%bf On the bottom half of that page, the JP wiki recently added a frame data chart for Labrys. In order, the columns are as follows: Move Name, Damage, Active Frames*, Recovery, Startup, Frame Advantage, Notes. Those aren't official numbers, they're just numbers people have tested out for Labrys, so they're not 100% accurate. I'd ignore the active frames column, since they seem a bit unreliable. The startup and advantage columns seem solid, though. Official 5A/2A numbers are here: http://puu.sh/QeD4 All of Labrys' aerial moves are probably minus on block, by the by, in an air-to-air situation or whatever. She seems to have next to no landing recovery off of them, though, so doing any of them close enough to the ground makes it plus, except maybe j.C. *or so we're guessing, anyway
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Against zoners, just move towards them slowly. That's about all I can say. SB Chain Knuckle has its uses, but more often than not you'll just be jumping or dashing towards them slowly. Tsurugi (Sword, 22X series of moves) and 5C have their uses, as well, but you have to be pretty cautious with them.
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This. Pretty important, actually.