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Everything posted by Tari
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I like her JP voice more, just for the Kansai-ben, but I really like how they localized her accent. Good stuff from Atlus' localization team, as usual. The 5AAA > 236A > 6 > A combos are always stable, as well, for those times you aren't in range for the last hit.
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Couple important notes. If you do an R-Action against spam, the opponent can almost always cancel their spam into their R-Action or super and straight out win against yours. In that situation, charging your R-Action is occasionally beneficial. A lot of opponents will just jump cancel and/or block, anyway, though. Labrys' R-Action is incredibly slow and acts like infinite superarmor, meaning the startup takes longer the more the opponent hits Labrys. If you break a ground throw against Mitsuru, she actually has the advantage. Off a throw break, she can dash 5A and force the opponent into a block due to the range of her normals.
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Yeah, they should be able to just forward or back air tech. Hell, they might even be able to forward tech and punish you for trying to put a sword down there.
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You can combo into j.D in the corner during j.BB wallbounce combo enders. Mid-screen, it's more for spacing and zoning, though off a low FC j.A/j.B, you can combo directly into j.D, land, and roll through the opponent to side-swap. Pretty hard to confirm that, though. You can also use it to stall in mid-air, but it's incredibly risky to do so. If the opponent is respecting your jump-ins, though, something like a low, falling j.B > j.C > j.D on block is very, very vaguely possible. The j.D there doesn't really get you much, though. Some safe mixup and a side-swap, I guess.
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You have to piano it? Thought it was just the reversed attack that mattered. I haven't even tried doing those yet, I don't have the ability to play the game at home. I can only play at the arcade against other people, and almost no one plays Chie, lol.
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One big problem with your idea, unfortunately: - If the opponent is already in blockstun, air unblockables can be blocked. The opponent has to not be in blockstun for air unblockables to actually be unblockable. That said, though, Labrys does indeed have an air unblockable move (every character has at least one AUB move in their 2B anti-air). Her 2B is pretty good and can be used in resets for the exact purpose you mentioned (though without the j.D).
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They can tech out of the third hit if you don't follow it up with anything. Her auto combo is actually pretty important, though many combos don't use more than the first two hits of it.
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236B usually puts the opponent lower, since it's slower than 236A. A pretty good green-to-red axe combo, by the by: 5AA > 214A+B > 22A > 5A > 2B (sword hit) > j.B > 5A > 5B > 2A+B > oki/guillotine/super The j.B part can be used to side-swap as well. Just jump over the opponent and air-turn before doing the j.B. Costs 25 meter, gets around 6 meter back, puts you pretty solidly into red axe.
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Bolding the most important part. I am officially super hyped for this. C lobelia flies too far for the sword iris to combo, iirc. Either way, we'd still lose the midscreen frog combos and other level 2 j.2C corner combos and whatnot. Some of those combos could probably be made possible with extra use of wind (ie: the corner combos), but it may not be worthwhile to do so.
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I've used that a couple times before. Not a huge amount of use, but still an option to have around.
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Oh, I've just been doing the full 6 reps of the auto-combo loop on FC for corner carry, lol. This definitely would carry further. Gotta test some stuff out with the auto-combo loop, too. I really wish I had my PS3.
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Aww, that's too bad. And that combo sounds hilarious.
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At red axe, you can still combo off of 5AAA > 236B (or A if you really want to) > 6 > A followup. If you're in the corner, it's really easy to do, if you're not in the corner, dash 5A or IAD j.A will work, if I recall correctly. 2B may be impossible there, due to height and time/proration, haven't tested it. All I want to know is if it's possible to combo after the super with that combo. Might be useful if you can. :D Somewhat unrelated, but I felt it should be said: It's possible to go from green axe to red axe in a single combo off 5A as a starter. 5AA > 214A+B > 22A > 5AA (or whatever filler) > Sword hit > 2B > j.B > j.214A/B gets you barely into red axe. It'll drop into yellow as the opponent finishes waking up, but go back to red if you apply any pressure. Using 5A > 5B instead of 5AA before the sword hit is probably more axe gauge and less proration, too.
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Your combo notation is slightly off, excelence. I'm pretty sure "214(bd)" should be "214A+B". Also, as I still don't have the game playable at home, the arcade is closed, and I'm too sick to bother other people anyway, does anyone want to test these for me? Red axe combo stuff, of course. - (fatal counter starter) > 236A/B > 6 > A followup > (dash 2B maybe?) > 236236C > can you combo after this with 5A/j.A? For starters, I was thinking either 5AA/5AAA into chain or 5A/2A > 5B into chain. The former launches the opponent before the chain, the latter doesn't, so you get different heights for the second half of the combo.
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If you're still at yellow off the followup, you can do 236A > 6, A > land > j.A > j.C > j.214A/B, if I recall correctly. Can't confirm that right now, though. It's completely not follow-up-able at green axe, though. For corner loops, I actually tend to do 5AA > 5AA > 5AAA > A+B > oki, where oki is either 5B or 22A or other random crap. 5B there is interesting because if you space yourself correctly, the opponent will air-tech directly into a 2B, which is a nice reset. Unfortunately, I tend to hit people in the corner with 2A or 5B and not 5A, so it usually just turns into chain knuckle follow-up combos, and I tend to just opt for the really really easy j.A > jc j.A > j.C > j.214A/B combo instead of the 2B > j.BB > jc j.BB > j.C > j.214A/B one. >_> Whiffing is pretty bad. The amount your axe goes up by is almost unnoticeable. The only times you want to whiff normals is when you're backing off or doing something where the whiffed normal actually serves a purpose other than just building axe gauge. An IAD back j.B is fairly safe, provides some cover if the opponent chases you, and recovers because you land immediately. Stuff like that is okay. Whiffing normals just to build axe gauge is not recommended.
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Our Matsu does troll with Bang sometimes, though. Everyone has a pocket Bang, after all. Mazo-hime's is just pretty silly. Haven't personally seen any footage of his Bang after CS1, though.
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I'd go through the bbs and try translating stuff out of it, but I'm sick, tired, and about to go to a 24-hour stream event. >_> Fluck did a fine job, anyway. :P I think I'll just wait until more info is released, at the very least. I want to see the spinning umbrella, though.
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Figured out why that combo was so hard. Depending on where you catch the opponent with j.C, the timing on the super becomes easier or harder. If you catch the opponent with the top half of j.C, the combo timing is not quite as strict, but it's still tight. If you catch the opponent with the bottom half, however, the timing becomes much, much tighter. Overall, the combo just has a very strict timing.
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Ive seen it combo before, but I cant get it to work for me consistently. Not sure what Im doing wrong.
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Ah, thanks for the info. And no, that combo must be done with red axe.
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It can't beat most R-Actions. You can sorta beat Laby's (and S. Laby's) with meaties, lol, since it's got infinite super armor and isn't actually invuln. Just hit the super armor, realize she's doing it, and cancel into your own R-Action for victory. Laby can full-charge her R-Action to try and wait out your R-Action, but it's not exactly a very impressive option, especially if you have an R-Action that crosses up (ie: Mitsuru).
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Oh, you're on pad, that actually makes a lot of sense now. Haha, I forgot how hard holding inputs is on a pad. :/
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j.B is incredibly good. Even though it doesn't have the largest hitbox behind her, you can just air turn to make it face the other way if you really want it to. 2B is a very good anti-air, but it actually loses to crossups that have large enough range due to not hitting that far behind Laby's head. B+D has a great hitbox, but is a shitty reversal move. The 22-series of moves have huge ground hitboxes. It's sort of hilarious when people get sucked into them when they don't look like they're even touching the swords. On a completely unrelated note, it's interesting how you can actually air dash backwards further by air-turning before dashing. Not sure if there's a real downside to doing that, either.
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Uh, I suppose you could hold C and D at the same time, but I'm not sure why you'd want to keep more than one button depressed. Not sure which button would take priority for release timing, either, or if the game would consider both buttons to be holding down the sword. Hopefully the game doesn't do something weird instead, like make you burst. Can't recall for sure, and I haven't done any specific tests for it, but I think C~D may work now. A lot of the written info that's floating around in English is from months ago, well before the game was patched. Not sure how much of it still holds true. I'll test it next time I get a chance, if I remember. >_>
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Random other stuff: - Air Guillotine into Moujuu combo seems like it only works with D Moujuu most of the time. Not sure why. Comboing into C Moujuu is much harder. Might be a height thing? - Might be possible to combo BI-B if you do some sort of combo into OMB! with a sword waiting below for the opponent. If you can somehow set that up and immediately go into BI-B startup, it might be long enough? Too lazy to try, lol. - Can't get this one combo from Tsurugi oki to work for me. Haven't had much time to try it out, and I can't recall exactly how it worked, but I think it was like this: 'A Tsurugi Hit > 5B (lvl 2) > 2A+B > 236B > 6 > A+B >...' into a standard air combo off of that. Can't get the 5B > 2A+B > 236B part to combo.