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Phones01

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Everything posted by Phones01

  1. While in H2 off of 6dd or 2dd in the corner you can do : 6dd/2dd, 236a (charged), 6a, CT, 5c, 3c, 41236c, 5b, 6b, rage aggressor. Thu combo doesn't work off of 5d/j.d they will tech right after the 5c.
  2. what were the bugs with terumi's listed moves?
  3. I usueally will throw orbs to gauge what the opponent will do. on a blocked jump c I like to go into air stance to 2d a or into 5d b if they start catching on I do the stance cancel 1DD (4DD also works). on a blocked jump b if it's a normal jump b then i try to cross over with a nother jump b or go for the air stance to 5db or stance cancel (1DD/4DD)
  4. you can buffer the 720 during the j.a Xn but you have to be careful since it could be counted as a combo'd throw and the opponent could jump. 6c rc you could probably do ja, j.c, to j.d for the heat.
  5. jin yosuke always :3
  6. I also have more vids but against relius and I'm uploading some against valkenhayn as well.
  7. http://www.youtube.com/watch?v=SLH9OEdo-_s sorry about the terrible quality the only thing I have to record with is my phone. can you guys critique my bullet? unfortunately I only got to face him with bullet once the match before this was with hazama.
  8. This combo is like the challenge mode combo but with OD tacked on. Also ct is 25 percent so there's still meter usage
  9. valk can shut down j.d with wolf j.a or j. 236 (the wolf charge) in any heat level. also his 5c is too fast for bullet to low profile it with 3c and it effectively beats her pokes as well. j.d is good to use for mixups but once he gets out of the vortex the match is in his favor. his neutral game is obviously a lot better than ours so flint shooter should come in handy somewhat to force him to approach from the air so we can hit him with 6b or 623c. don't try to counter assault him unless you're sure a counter, he can easily recover from the counter assault and go right back into wolf form to begin his pressure again.when knocked down in the corner it's best to barrier block to push him away enough for you to jump and get out of there or to use J.d to hit him out of wolf form but it's risky since he can air grab you out of J.d. I honestly feel like this match up is 6-4 valk's favor due to his high mixup, strong neutral and better pokes.
  10. in corner you gotta block and pray lol.
  11. Also forgot to mention puppet punch super keeps going until it's animation finishes. best to try to avoid if you can this since it gives him his strongest mix ups. His gear super gets destroyed by j.d. also another thing to note is his led ley ( the twirl) has recovery and if you think heçs gonna do it during wake up you can pressure him with a charged D/j.D it will catch him on it's recovery damn near everytime.
  12. You have to respect his mix ups for the most part. If you see him go for airdash j.b, j.c during his mix ups it's best to counter assault it. When puppet gauge is low relius is gonna want to fo for a throw in most scenarios so puppet gauge will come back by the end of the combo. He has a move that can trip you up without puppet from full screen to stop you from doing afterburner. He also has a move that makes puppet appear vehind you and it staggers in CH it's also a cross up iirc. General state when puppet gauge is low rush him and respect his mixups since you can get blown up pretty hard if you don't.
  13. the blue glow could mean that persona sho = shadow sho while persona less sho is the normal one.
  14. here's the trailer 「ペルソナ4 ジ・アルティマックス ウルトラスープレックスホールド」トレーラー映像#2 / P4U2 http://www.youtube.com/watch?v=Zqmnp2wZRU4
  15. ah ok thanks for letting me know. is the spacing character specific by any chance?
  16. for 720 I normally just do it off of 2b since it won't count as it being comboed unlike with 5c.
  17. she has an overhead, cross up J.d, j.d cancel (hold 4 while charging), flint shooter, charged flint shooter, 2a, 2b, and maybe more but those are the common tools you'll use for her oki.
  18. Azrael is johnny, amane is izuna, bullet is axl low, kagura is kliff, terumi is chipp iirc idk who koko is supposed to be.
  19. im not at home atm but after watching this vid mainly the last set up kokonoe does I was wondering if that escape option can also be applied to bullet. can anyone test this? https://www.youtube.com/watch?v=yk2m1cGX3tY
  20. Any ch 5b combo should work. 5b ch can also go into 6c for max damage meterless iirc.
  21. Damn that sux welp just gotta beat koko down before she can set it up I guess.
  22. I can't test this atm but can someone test if bullet's miquelet capture (41236C) projectile invulnerablity can be used to escape black hole unblockable setups?
  23. On some characters I think j.c can work after a charged block flint shooter on wake up.
  24. Do the junp cancel into overdrive as low to the ground as possible and go int 623c 623d. Afterward hit the 5c kinda high like right on top of her punch into the 5dd red lock. After the 41236c 236d input 623c as soon as possible. That should at least give you enough time for the rest to still be in OD but ur still cutting it very close.
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