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[CP] ~PtG~ Gameplay Discussion

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Pretty sure Nico deletes weeaboo music all the time, as well. It all depends on the music's publisher, really: I know that Lantis are very lenient about it, but someone like 5pb Records can eat your face off.

Anyways, good to see that you still like Plat enough to make combo vids for her.

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Yeah, the only thing I really like about her is her combo potential. I'm just waiting for the patch that will make her j.C a little better and then I'll go back to playing her as usual.

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There's always the Plat wiki page for these kinds of questions. The thing is that the strategy section is blank lol. I'll work on it one of these days but if you're interested in helping, let me know and I'll ask the higher ups to make you an account.

 

In the meantime, I'll at least make a basic combo guide because I know that it's easier to learn combos when you have visual examples and the notation right beneath those said videos.

 

I'd appreciate this, yeah. I was thinking along the lines of doing a thread given the time along with filling that strategy section. As long as it's alright with the mods, I'll just take time to gather information and all and do the thread myself. 

 

 

Also, stuff. Playing around with shit I can off CH and regular raw RC as far as confirms go. Didn't record the normal stuff, but I will later.

 

https://www.youtube.com/watch?v=x_v5DYAeJxs

https://www.youtube.com/watch?v=mBbo6xAvPKA

 

Also, fuck this bitch.

 

https://www.youtube.com/watch?v=q6QnFmRs0Y8

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Instead of working on the combo thread I'm just gonna make videos like I said before. I started with the Miracle Jean setups because they're just fun lol:

https://www.youtube.com/watch?v=LYqEAYhvDeA

 

I time stamped all the different situations where you can go into MJ in every section of the screen. The order is as follows: standing, crouching, anti-air/CH, FC, throw, air throw.

 

Of all those combos, the only ones that are a bit difficult to pull off are the ones that go like ... 5B > 5C > MJ, 66 2B > 5B > 3C > Persia B > rest of combo depending on the item.

 

@Fuji - if you want you can make a text document that deals with all the different aspects of the strategy section while we get you an account. That way you just have to copy > paste it into the wiki once you get the account.

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H-hi there, i have question about some of the combos that involve a 5C after 22C. I'm having issues pulling it off consistently am i supposed to delay the 22C or immediately 5C. i'm having issues with this

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The timing varies from character to character as well as how late in the combo you went for the 22C > 5C link. The earlier you use it, the easier it will be to land it. An example of when it's difficult to use it would be with the following combo on a crouching opponent near the corner:

 

TK j.236C ~ B, 66 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C, 5C > Air Combo

 

I made a tutorial back in the day, see if it helps even if just slightly:

https://www.youtube.com/watch?v=oah71V6nPk0

 

The thing is that videos and text explanations won't really help you much, you need to get a "feel" for it and just practice it as much as possible. It took me a while to get it down back in the CS2 days but you'll get it eventually.

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Anyone find a fool-proof way to stop certain characters from popping out the corner after 5C otg 6A 6B?

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I try to walk back as far I'm allowed to before I go into the 5C otg. Other than that, I just go for a different combo, even if the damage falls off a few hundred points. Better to have some damage than no damage.

 

I'm being lazy right now and haven't experimented with most of the cast. For now I can at least confirm that Azrael and Jin don't get popped out of the corner by that combo route.

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suffering

https://www.youtube.com/watch?v=fZ_fVri5w9o

 

https://www.youtube.com/watch?v=2B2t6Ir8UOg

 

https://www.youtube.com/watch?v=UH2D0uy6f-s

 

https://www.youtube.com/watch?v=fMALL2HBD4s

 

https://www.youtube.com/watch?v=EGduIcpRvD4

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Well, at least that's some nice Bullet tech to know :v:

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Deal 100 points of damage and get out of pressure with the risk of having it easily baited, even accidentally baited and punished for at least 3K, seems fair :v:

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I'm probably going to dedicate a small section in this guide to Happy(Sad) Magika and its applications.

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Guide is up and running, though not much is on it yet. Any suggestions or feedback would always be nice

 

superior tech is superior

 

 

https://www.youtube.com/watch?v=vjAN8HQza3M

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That suffering makes me hurt inside. If her counter was her taunt, it'd at least be funny.

Sent from my XT1080 using Tapatalk

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It's not a useless move, but you can just 2A and block to bait > Punish, so just remember it's not a DP. Your opponent doesn't have to treat it like a DP, at least on your wake up.
I usually only get real use out of the move against Valk wolf strings, though. Or a Ragna trying to do gauntlet hades or something in their strings.

How do I say this....It's a bad counter, but it's something, I guess. It's something to use when you know there's a gap you normally wouldn't be able to mash/jump out of and you're somewhat sure they're going to do something with a lot of recovery frames. Case in point, Ragna 5B > 5C > Gauntlet Hades.

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Don't you need to autopilot something like 2a> jump to avoid getting hit by that on her wakeup. 

 

if they end up doing heavier attacks on your wakeup because you think it's useless on wakeup and never use it, then you could use it. 

 

if they end up doing jump cancelable moves constantly that's a pattern you can punish with anti airs, running out of the corner, etc.

 

You can straight OS Mu's DP in 1.1 in a completely unpunishable, airtight, way by doing 2a>5b.  You can't do that vs platinum's counter because the 5b will obviously come out and you'll get hit. Even if you can fully OS Mu's dp it again has the advantage of forcing them to OS it with a low damage starter move.

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