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SteelCoil

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Everything posted by SteelCoil

  1. SteelCoil

    [P4A] Labrys - Optimal Combo Thread

    Probably nobody cares, but since I don't see it here, you can go from green to red off of AoA in the corner by spending 25 meter. For the one time that happens, you can use this: AoA~D > 5A > 5B > 214AB > 2B > sjc > j.B > j.214B [DMG 5538]
  2. SteelCoil

    [P4AU] News & Gameplay Discussion

    Liz's j.B is not considered disjointed; it's a projectile. Disjointed moves are physical moves that have disjointed hitboxes, which are significantly sized hitboxes that don't have a hurtbox overlapping with them. Examples of this are Yu's 5B, which has no hurtbox on the sword, or Labrys's rocket punch, which despite its range, is physical and gets caught by Kanji's DP. It's very confusing to state that a disjointed move is some other thing when it's oh so useful for describing Yu 5B as a potent poke.
  3. SteelCoil

    [P4AU] News & Gameplay Discussion

    Here are some shadow related tweets from @LordKnightBB -Shadow characters hold meter between rounds (like SF4) -Shadow chars dont go into awakening -During shadow berserk mode, you can do unlimited special cancels??? (@jiyunaJP also says that it allows to spam supers on a timer) -Shadow characters have different movesets So the cast has effectively doubled. I approve of this.
  4. SteelCoil

    [P4AU] News & Gameplay Discussion

    AMERIKAJIN ‏@jiyunaJP 2m Shadow characters don't have a Burst, but they can go into a Super mode(?) that drains meter. They start round with 100 meter. #p4u Wat.
  5. But CP is faster in comparison, so looking at CSEX is kind of hard. I honestly had more fun with CS2, although that had less to do with the game itself and more to do with me more into the BB series in general. I'm too hyped about the new P4U to think about anything else :p And I'll keep your advice in mind. I hope the venue is not too loud so I don't have to yell for conversations.

  6. I bought CSEX once, and then barely played it lol. Luckily Hakumen seems good in CP, so I won't miss my one chance to be in top tier. After watching a lot of CP, I don't even want to play any more CSEX. It's pretty slow. I'm planning on going to Summer Jam for P4A, though. I'm out of practice in fighting games in general, and I have to get used to the new PS3 stick I got, so I don't plan on doing well or anything. And I have to save up for that PS3 to play CP. Good thing the PS4 is on the horizon.

  7. I haven't been playing P4A at all recently. I took a break waiting for my stick to get dual modded, and now that I know that's not going to happen, I kind of don't want to play it much. I did download Guilty Gear, though, so I might get into that, but I don't really know who to play. I might try out Ky or ABA. Read any manga? It seems to be my favorite past time now. Bokurano is probably my favorite, but Tower of God is super interesting (even though it's actually manhwa).

  8. Hey, remember me? I was the Labrys player at the Rokrew gathering a few months ago. Well, I know I said that I would come once a month, but I wanted to get my stick dual modded first. It turns out, my particular stick cannot be dual modded. And it took me a while to figure that out, too.... So I have to get a new stick just for PS3 if I don't want to deal with the extra lag. That's going to take a while. How've you been doing?

  9. SteelCoil

    [P4A] Labyrs - Q&A Thread

    Charge 5B > 236B will work on everyone except Labrys, Shadow Labrys, and Naoto iirc. Edit: Oh, didn't see the Esports post. Well now you have double confirmation from me.
  10. SteelCoil

    [P4A] Labrys - Gameplay Discussion

    Throwing after the A followup doesn't work. Maybe it works if they are mashing? It definitely doesn't work if they just block though.
  11. SteelCoil

    [P4A] Labrys - Gameplay Discussion

    You can do 5B(CH) > 5C > 2C instead. It brings the opponent closer so the 2C > [bD] can hit more consistently at certain spacings. Adding 5C to your combo gives 3657, 30SP with slightly lower damage depending on the character. I've only had a little trouble doing this after Mitsuru's DP, which leaves her crouching after doing one. If you aren't fast enough, 5C > 2C won't connect, but it doesn't seem to hard. Yu's DP also leaves him crouching, but oddly, 5B > 5C > 2C seems to connect better when he's crouching. Edit: (((
  12. SteelCoil

    [P4A] Labrys - Gameplay Discussion

    Don't worry, I'm a training mode monster. This shit is my specialty.
  13. SteelCoil

    [P4A] Labrys - Gameplay Discussion

    To bait out rolls and DPs, you can try a backdash, jump back, or just wait. When crossing up, you can air turn then air dash "forward" j.A to beat rolls and certain DPs. Edit: Air Turn Air Dash Forward j.A beats the following DPs: Yu Yosuke - When punishing, delay a 5A or use 2B/5B. Chie - Since it's not meaty, j.A will be caught by a 2nd consecutive Chie DP. As long as you block when you land, you won't get hit. Naoto Akihiko Labrys Shadow Labrys Elizabeth - It even works if she delays the DP. Just remember to only use this after a throw or close sweep. There isn't enough time/space after a Guillotine for this to work consistently.
  14. SteelCoil

    [P4A] Labrys - Gameplay Discussion

    So after messing around in training mode some more, I've learned some interesting things about short hops. 1. You can air turn after a hop 2. It carries the momentum from a dash 3. You can special cancel the landing recovery So normally, hopping sucks. j.B is only barely possible, and the only thing you can get after a non-counter hit is a Guillotine Aerial. But with the 3 points above in mind, hopping might actually be a legit mixup option. If you do a hop immediately after a forward ground dash, you go pretty far, far enough to crossup any crouching character. And with a little practice, you can do something like 66 > 2AC > j.AC > j.A for a crossup overhead. This has the most potential with Tsurugi oki, because it also doubles as a throw tech bait. You can also use dash hop j.C for an ambiguous crossup that doesn't need turning, but you can't use it during Tsurugi because they're both Persona attacks. Point 3 gives us a safe-ish option if the crossup/overhead is blocked if you didn't use it with Tsurugi, but it also gives us better combo potential. With point 3, you can do something like deep j.A > land > 214A > 236236CD off of an overhead that know one pays attention to. Considering our only other easily accessible overhead is the AoA (unsafe on block) and Guillotine (hard to confirm into anything) I'd say this makes j.A good enough to consider using in Labrys' bag of tricks. Especially considering it also beats throws, and you can do meaty stuff after Red Axe 236236C.
  15. SteelCoil

    [P4A] Labrys - Gameplay Discussion

    Against Yu, Yosuke, Mitsuru, and Elizabeth; Labrys can do a fuzzy guard rising j.A/j.B after a blocked Guillotine OMC. With j.A, you can only cancel into j.214A. j.B > j.214A only works with Yellow or Red Axe. If your in Red Axe you can do j.B > wait > j.C > j.214B for about 1700. So the reward for landing one isn't that great, but since everyone loves to do Guillotine > OMC > 2A (I know I do) this seems like a good way to mixup people who block low immediately after Guillotine. Edit: The overhead is very possible to do on Mitsuru and Elizabeth. It's just a little harder than it is with Yu.
  16. SteelCoil

    [P4A] Labrys - Introductory Combo Thread

    So since Labrys can combo off of 236x > 6 > A followup with Yellow/Red Axe, I just wanted to point out how great it is to use after a 2A starter (and 5B). Examples: Yellow 2A > 5B > 236A > 6 > A > 66 > 5A > sjc > j.A > j.C > j.214B - 1903 Damage Red 2A > 5B > 236A > 6 > A > 66 > 5AA > 66 > 5A > 2B > sjc > j.B > j.C > j.214B - 2433 Damage with 236236D - 5193 Damage For Yellow Axe, you have to dash a lot shorter after the A followup than you would with Red Axe. If you aren't satisfied with the 1.5k damage or 1k damage + oki you would normally get off of a non-CH 2A starter without meter, you can try this out. But the main selling point of this combo isn't damage, it's corner carry. The Yellow Axe version has about twice the corner carry 2A > 5B > 2AB > 214A gives (+more damage). The Red Axe version goes from coast to coast in 2 combos. So I was thinking, corner carry is nice and all, but I don't know any good corner specific combos to take advantage of that. Help?
  17. SteelCoil

    [P4A/P4AU] XBL Match Finder/GG Thread

    Labby players unite. :ballLB:
  18. SteelCoil

    [P4A/P4AU] XBL Match Finder/GG Thread

    31 wins - 1 loss ggs nonetheless.
  19. SteelCoil

    [P4A/P4AU] XBL Match Finder/GG Thread

    Hosting 5p room.
  20. SteelCoil

    [P4A] News & Gameplay Discussion

    I don't know how air turn blocking works, but at the very least, you don't have to face the opponent to block a wake up DP. Air turn is also useful for creating space because pretty much every character's forward air dash is longer than their back air dash. So you can use air turn to forward air dash the other way to get away from the corner or something. If they try to chase you, you can air turn again and try to hit them. Back air dash also has a certain amount of invincibility frames on startup, so theoretically, you can use air turn to make your air dash approaches a little bit safer too. Hopping is usually only used to punish throw attempts and when you're paralyzed against Kanji.
  21. SteelCoil

    [P4A/P4AU] XBL Match Finder/GG Thread

    gg all, lots of fun. Keep it up, and I might have to actually learn combos Best Game Ever.
  22. SteelCoil

    [P4A/P4AU] XBL Match Finder/GG Thread

    Hosting 3 player room. Edit: 5 player room now.
  23. SteelCoil

    [P4A] Labrys - Gameplay Discussion

    http://mayonakamidnight.com/showthread.php?1298-Labrys-General-Discussion-v1.02&p=54195#post54195
  24. SteelCoil

    [CP] News & Gameplay Discussion (Old)

    Just so you know, Tsubaki also lost her 22D unblockable. She has a command grab instead...
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