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TransientFaith

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Everything posted by TransientFaith

  1. TransientFaith

    Jam Kuradoberi General Discussion

    Changed my wording, was just a general post but yes it would be more accurate to compare it to reload which is what this game is based on
  2. TransientFaith

    Jam Kuradoberi General Discussion

    guess i'll take a stab at this... they took away a lot of her really good old moves and replaced them with some decent but not-as-good new ones (refer to 2s, 6h, 6p??) No force breaks which made her really scary (fb breath, fb puffball) they took away frc and replaced it with a less useful yrc (with respect to jam, she really doesn't have any good yrc moves) they added forced proration on rc during slowdown which doesn't help... lack of good damage overall outside of ridiculous 46pk link, can still make up some of the damage off dust and other stuff but overall really watered down character overall she's less derp than her previous counterparts and when you're playing a game with characters such as leo, sin, elphet there's not as much reason to pick up this character
  3. TransientFaith

    [+R] Kliff General Gameplay Thread

    If your hurting for damage, CH 623H 1hit (maybe you can do a couple more, but 1 hit gives you the best stun from CH) RC lets you do a limb severer combo which you can imagine the rest depending on location (midscreen/corner) and the remaining meter. Aside from that its just really a shut out tool that may make your opponent second guess an air approach at best
  4. TransientFaith

    Evo 2k14 Side Tournaments: Hype and Volunteers Needed!

    For people who are not entering main tournament events, what kind of pass do you think we will need to get into the side tourney area? $40 Full Access Pass Tournament and Exhibitor Hall access, Friday, Saturday, and Sunday $20 Basic Pass Exhibitor Hall access, Friday, Saturday, and Sunday I'm guessing side tournaments are taking place in the exhibitor hall?
  5. TransientFaith

    [+R] Kliff General Gameplay Thread

    Not at my game right now, but if you do a j.D FRC into a move and the move is blocked (ie. falling j.P), do you still have the ridiculous landing recovery of the FRC or do you get a more "normal" recovery of blocked j.P?
  6. TransientFaith

    [+R] Kliff General Gameplay Thread

    Yeah I thought j.D frc was neat... until I tried to mash buttons out of its recovery. Just awful. The only real use I can see of it is, if your opponent crosses you up (either in the air or crossunder) so you're facing away from them and you are out of jumps, you can do j.D frc to fling yourself across the map to avoid a possibly dangerous antiair situation. But even then... 63214S has a really nice hitbox for clashing with antiairs so meh
  7. TransientFaith

    [P4A] Labrys - Gameplay Discussion

    Yeah...if you're going to end it like that you really better make that next mixup count. Haha yes. That's as silly as whiffing DP to bait a button and catching them with chain.
  8. TransientFaith

    [P4A] Labrys - Gameplay Discussion

    Oh here's an interesting thought. If you do corner charge 5b -> 22A. Can you actually get the chain to hit meaty? Effectively setting up a jump in high/low mixup on their wakeup? Obviously there's the options of chain set > 5a meaty that we have a nice thread about. But since people are talking haha
  9. TransientFaith

    [P4A] Labrys - Gameplay Discussion

    I'm pretty sure charge 5b has different properties for air/ground. Air hit charge 5b (ie after OMB) will link into another charge 5b. But ground charge 5b (ie after sword chain lock) will NOT link into another charge 5b. So it goes like: Tsurugi hit in corner -> charge 5b (grounded) -> 22A -> 5AA (or whatever filler) -> charge 5b (grounded) -> 5b -> sweep -> oki Tsurugi hit in corner -> charge 5b (grounded) -> charge 2b -> do something -> OMB -> charge 5b (air) -> charge 5b (grounded) -> 5b -> sweep -> oki Can't remember this off the top of my head but something like: Tsurugi hit in corner -> charge 5b (grounded) -> 5b -> sweep -> gear super -> charge 5b (air) -> charge 5b (grounded) -> 5b -> sweep -> oki ^ That's the general idea but probably won't work if you dont have an SMP starter
  10. TransientFaith

    [P4A] Labrys - Gameplay Discussion

    No, it's completely useless. You don't mash DP out of the BI, you just wait for superflash and do it. It will only beat people who are dumb and trying to hit buttons or as a reset. Which again is the worst reset in the game considering if you are in a combo and your opponent knows that BI is free to DPs, would just mash DP on superflash. I mean... quack
  11. TransientFaith

    [P4A] Labrys - Gameplay Discussion

    5A/2A > 2B is a frametrap you can use. BOB was using it a lot iirc Also any nonsense into 236A/B can be used as a ghetto frametrap 5AA > 236A 5A > 5B > 236A 5A > 2B > 236A ...
  12. TransientFaith

    [P4A] Labrys - Gameplay Discussion

    Sadly the standing reset is arguably the most gimmicky worst reset in the game... as if you're opponent has even an inkling of what to do to beat BI in neutral, they can do the same thing in a "reset" combo
  13. TransientFaith

    [P4A] Labrys - Optimal Oki Thread

    Easiest BI corner combo is 50 meter from tsurugi hit (red axe, yellow??? and awakening implied of course) tsurugi > charge 5b > 22a > 5a > 2b > BI A > 5a > I have no idea what to do here if they aren't dead haha maybe >AA AoA Why would you hold 3 after a jump in the corner? unless your 2P and your holding down-back that way??
  14. TransientFaith

    [P4A] Labrys - Gameplay Discussion

    Did it in tournament once, never really "accidentally" done it before then. Just wanted to churn butter...
  15. Not sure if I should make a thread for this, but along with the side singles tournaments, any chance for teams (P4, BB, GG)?
  16. TransientFaith

    [P4A] Labrys - Optimal Oki Thread

    Pretty standard problem with this game. It's like Surfeit says in the last post, she has options to beat most setups. However, wakeup in this game is whack where the pressuring side has to make big guesses/risks and half the time it doesn't work. You get SOME advantage in this game for knocking down, but its nowhere near the extent of other games where they have to guess a 50/50 with universal DPs, rolls, jump outs, backdash, 5A, blah blah blah Just keep practicing and something will click.
  17. TransientFaith

    [P4A] Labrys - Optimal Oki Thread

    Well...2A meaty is as unsafe as 5A meaty. It's not like they can punish 2A meaty, you just dont get as many mixup options without the jump cancel. Though you do get 2A > Throw that you wouldn't normally get with 5A. In the case 2A meaty is blocked, you can just block (lose pressure) or take risks and try to make them safe with the set chain (lose damage from no chain hit) As noted in Eshi's first post, DP beats everything (bar roll), so 5A and 2A are equally bad in this case.
  18. TransientFaith

    [P4A] Labrys - Optimal Oki Thread

    It was also noted if you land a close sweep, you can go for meaty 2a. This will either hit them out of roll (being meaty) or you will recover in time to punish the roll ideally with either CH 5A > 2B or CH 5AA 236AB (with meter). Not sure if you have enough time to 5B in that situation
  19. TransientFaith

    [P4A] Labrys - Optimal Oki Thread

    This x1000. Not sure how you're setting up 5DD to lose to Narukami DP (I'm not saying you should always beat it). Are you doing... - some move(s) > 5D then 5DD meaty and losing to DP? - 5D > poke > 5DD and losing to DP? - 5DD > jump and losing to DP (being air unblockable) obviously if he blocks 5DD, he can't DP so....
  20. TransientFaith

    [P4A] Labrys - Optimal Oki Thread

    I would imagine that is actually a safe variant. This is a short BD loop (2 BDs) that starts from a grounded BD (as opposed to 2C > charge BD which is aerial). Its easier to 5AA > 2C after a grounded BD vs. 5A > 2C since your opponent's height is lower than what is expected for a "standard" loop. Well I still need to get my game to actually try this out either way
  21. TransientFaith

    [P4A] Labrys - Basic Combo Thread

    I will half-second this. What is the timing on C gear (pretty sure it can't be D gear or I'm just really bad) > charge 5b? I've seen this done midscreen and in corner so...
  22. TransientFaith

    [P4A] Labrys - Gameplay Discussion

    Pretty much this. 5B is one of the silliest tools she has...it works as a super ghetto antiair with no reward, its slow so you're probably going to get hit out of it in neutral, reward is low unless you're in red axe or CH (where its super high). Add on to what you read from the above: Labrys is an easy enough character combo-wise that you can start learning some of the gimmicky damage combos early on (C super > OMB > 214B > D super, 100 meter one more cancel combos, etc etc). Fundamental links/chains would be like CH B+D > dash 5A, j.214A/B > D super, 22X chain > charge 5b, charge 2b, charge B+D. Secondary/useful links would be charge 5b > sweep, charge 5b > 236B, 2C > dash 5a or s.j > j.B. Go nuts and have fun
  23. TransientFaith

    [P4A] Labrys - Basic Combo Thread

    Some other random stuff: (Assuming you get the wall bounce) Low air-air j.BB around single jump height [j.bb wallbounce] > land > 66 > {j.bb > land > 66 } jb > jb > jc > j.214a/b the middle section works if you have yellow/red axe iirc, but even with yellow/red axe the last part won't work if you're too high Against grounded opponent http://www.youtube.com/watch?v=Tue8oCXW8KQ&list=UUhY-oigNFnXC88DZ1fJYUGw&feature=player_detailpage#t=173s
  24. TransientFaith

    [P4A] Labrys - Video Thread

    Thanks! Not very much applicable stuff, but I definitely want to see if I can use that 5D 2AB D 5 5 2B bridge for some of my combos...
  25. TransientFaith

    [P4A] Kanji Tatsumi Q&A Thread

    React react react! All of her mixups are telegraphed as hell. Block low and react to her extremely slow overheads. She will never take a round with 5C, unless you are playing hella bad (~1k-1.5k damage per 5C mixup = you guessing wrong 8-10 times...) You can buffer 214D during her awakening gear super and take the round free (unless you magically let her get into awakening and gain back to 50% health or something ridiculous). You don't have to respect j.B and can just DP it. So if she's in the air, block high and wait for air dash/double jump and either anti-air or DP when she gets in range. It's not like she can delay her descent with j.C/j.D/j.214A. Maybe j.214B but blocking high and punishing beats that free too. What a good matchup.
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