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OmniSScythe

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Everything posted by OmniSScythe

  1. Man no one is doing players, I make lobbies and send invites and I'm lucky enough if they accept. lol GG's earlier Deadliest, had to try my converter.
  2. Kanji isn't fun! :P
  3. I'm running around on a another account once again. If we've already played I shouldn't be hard to spot.
  4. Yep, his Chie is really dirty. lol
  5. Kyle, that's all because hitstun delay is horrible by that point, but I took a sec and made a SMP off throw and OMB combo. C+D~C > 5C > j.B > j.C > j.D > OMB > 214D> 236A~B(1 hit)~D > (D-trap hits) > 236B~D x3
  6. The thing with SMP is: 1) It's not an infinite, it's just a loop that last till hitstun decay reaches a certain limit. 2) It's universal, rather or not a character's version is useful or not is irrelevant. 3) There's means of avoiding it such as saving your burst for such a moment. 4) The average SMP combo only ranges around 5-7k damage and share the same damage range as most good characters spending the same around of meter and/or burst for a combo. 5) It does not effect gameplay whatsoever.
  7. GG's earlier Nash, we gotta go again when I'm not trying to learn the chie match up at the same time. lol
  8. You have to either spend 50 meter on a OMC or toss them on a trap to combo off air throw, damage you can get off it ranges from 4-10k. For ground throw just doing CD~C > 5C > 236B > 5C > 236A > 214C/D is good enough.
  9. Just think back to SBO and remember you're not the only one.
  10. Eh, 2B seems to be the least of our problems, Just use evade on reaction and punish her. It's her Persona that's the real problem, shield can eat bullets and her j.C can't really be anti-aired. For the most part I personally use j.D and 5D a lot on this match up, also you'll need a balance of zoning and rushdown in this match up. With good IBing you can 5A her out of her install state during her sweep > j.B mix up.
  11. Her normals are average at best, her 2B AA range is horrible against most of this game air attacks. She's quite persona heavy as her traps, pressure, pokes and DP all relies on it and yet she can be easily persona broken. The SMP loop damage output is going to be 5-7.2k on average unless they get either a really good starter or they spend meter or burst to start it. Since most of this is done before the loops begins one can just save their burst in till a Naoto spend their resources on starting it. Lastly low health and weak defensive options hurt her, she doesn't get Critical Shot till Awakening yet she's prone to dying before so.
  12. Counter hits in this game does more damage, so if you see 3600 it was a CH Bufudyne.
  13. Maybe impossible for those who can't safe jump with their persona, Naoto's safe jump setup avoids his if he does it.
  14. Like wise, I may not have a alt for SJ at this rate.
  15. It can't, though I guessing OMB might also lead the confusion since it does count towards the SMP limit.
  16. GG's Lich, very educational.
  17. Got a lobby going on now. Also Labrys got the best IK in the game, easy. Though I have tech punish set ups for mines. lol
  18. Not to mention this: http://www.youtube.com/watch?v=2McP0KsI9ZI&feature=player_embedded It's good to know your options when you find yourself with a good starter and 0-25 heat. On that note do any Naoto on XBL want to do a set later? I gotta get that mirror exp.
  19. GG's to everyone that joined my room, especially the Labrys/s.lab duo. Match up experience GET.
  20. Hosting a player lobby now.
  21. After 100 or so matches you really just get psr from playing others with a high amount. For the most part you just be getting fraction like 1/3 of one psr.
  22. It is indeed the patch.
  23. You don't even need the jump in for it to kill everyone, 5B is fine, also I personally don't use 2A>2B but instead 5AA then after the trap explode just do 2B > 5C > 236B xN. Also with the carry and P2 236AB has I don't even mind spending that 25 meter.
  24. The funny thing is that you actually weaken that combo. Slashed the unnecessary.
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