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UmaiCakes

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    UmaiCake

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  1. I'm pretty sure any setup you can get from 2D oki you can also get from crumple oki, including the high/lows and safejumps. Main advantage of crumple oki seems to be that its hard to reversal out of
  2. If you jump that high before setting swords then yes, that setup is jumpable. They still have to block after jumping however. Also if you neutral jump after crumple c.S 5H you won't get counterthrown since you'll land further. Can also do the empty low with 2K which has more range.
  3. Haha, PPP ender is not terrible, you'll get it alot from midscreen confirms that don't fully corner-carry. And an oki thread would definitely be great. I think in terms of her combo enders, its basically: -far knockdown (PPP, midscreen throw, midscreen j.8D) -close knockdown (2KK, 2D) -crumple (post wallsplat) Close knockdown and crumple definitely have setups, but it seems JP players just kinda do whatever after a far knockdown, often its just set both swords and try to get in. I'm not really clear on this either, hopefully someone can clarify
  4. Corner PPP ender is pretty bad, if you're in the corner you pretty much always have the option to end in 2D, and wallsplat crumple may be the most optimal. And yeah dash -> deploy -> dash -> mixup isn't legit as its always jumpable, if you don't want them to jump you have to deploy immediately after knockdown. One way is to deploy both swords immediately, dash jump and go for the high low, then confirm it without help from swords. If they do block your sword mixup, you still have all your options open for another mixup...6K/2D, 2KPP/2KPK, 214K, 236K, etc. Or just Toranshi
  5. The easiest way to do this is to start buffering 623 as early as possible. Like doing 3D -> hold 6 -> 23P It is a cancel, so you have all of 2D's hitstop to buffer a special
  6. Also the combo is not really optimized, you an add in an IAD loop. Its also possible to set j.2HS lower than I did to make it tighter, else you can upback out of the airdash j.K overhead option.
  7. Its because you're hitting them too high with c.S and they haven't reached the grounded state yet. Delay the PP~P more and wait longer to c.S after the wallsplat
  8. A couple of ideas for corner wallsplat crumble oki instead of normal 2D knockdown: https://www.youtube.com/watch?v=CMlrSO4Q6fg I see alot of JP players doing this so I thought I should test it. Seems main advantage is that its rather hard to reversal out of since you don't have the wakeup animation to time your DP/super...if you set j.2HS lower you can "meaty" a 2D and there only a 1f window to input a reversal. Could probably also do j.7HS low airdash j.K to make it a safejump, as posted earlier
  9. UmaiCakes

    [CP] Noel Vermillion - Combo Thread (Work In Progress)

    It is character specific, but it seems to work on more characters than not. I'll give an actual list when I go test it out lol The main reason I was looking for alternatives was off of 4D or 6D confirms, most times I just autopilot d.6A d.5B and it will drop...so doing d.6B was more consistent (on the characters that it works on) Also an Assault Through combo for 6D/d.6B... (6D > d.5A >) d.6B > d.6A > d.5B > 214D > 66 2C > 5C > sj.C > j.D > 5D > d.6B > 236D > 6C(2) > 22B (3.6k) You'll usually get 200-300 more damage than going the d.5B Optic route, provided you're aware of corner spacing when you confirm. I think its good to keep both options in mind Oh and another route I think that is good to know for corner -- ... > air hit 5B > 5C > sj.C > j.D > 4D > 2D > 5D/d.6A > d.6B > 236D > 6C(2) > 6B > 22B Useful for Chamber Shot RC combos. If proration allows and you still have your 22C you can do -- air hit 5B > 5C > sj.C > j.D > 4D > 2D > d.6A > d.6B > 22C > 66C > 5D > d.6A > d.6B > d.5C > d.6B > 236D > 6C(2) > 6B > 22B Useful for catching tech roll with 5B...and it does like 4.2k damage. A higher damaging corner throw combo with a similar route: 5BC > 2C > 5C > sj.C > j.D > 5D > d.6B > 236D > 6C(2) > 6B > 22B (3.6k)
  10. UmaiCakes

    [CP] Noel Vermillion - Combo Thread (Work In Progress)

    Another combo route you can do is d.5B Assault Through for confirms from ~1/3 screen away from corner, this allows you to save your j.D. Example: 6B > 5D > d.5C > d.6C > d.6A > d.5B > 214D > 66 5B > 5C > sj.C > j.D > d.6B > 236D > 6C(2) > 6B > 22B (3.6k) You can also do d.6A d.6B Optic Barrel dash 5B off of midscreen drive hits instead of d.6A d.5B Optic Barrel, it does slightly higher damage and is preferred from some starters where d.5B might drop the last hit and not wallbounce... Example: 4D > 2D > d.6A > d.6B > 236A > 66 5B > 5C > sj.C > j.D > 2D > d.6B > 22C > 66C > 5D > d.6A > d.6B > 236D I'll fill out the combos for d.6B, 6D, etc starters when I get home
  11. UmaiCakes

    [CP] Noel Vermillion - Combo Thread (Work In Progress)

    Really nice list Alpha, I'm going to try these out as soon as I get the chance. Couple of things though... -About 5B j.C again, do you really not need to do sj.C? Personally I'd love that as getting TK Revolver Blast is a problem from sj.C motions, but so far I've found that often you'll be out of range for j.C after AOptic dash 5B unless you superjump. This brings up another problem in that after the crossover from sj.C you'd need to 2D to crossback again to do the corner-carry Assault Through enders, which may ruin proration. -You might get more optimal damage with 5B 5C sj.C in many cases. It also might ruin proration for the enders, particularly the 22B 2B 6C, but should work on the other 2. -The corner ender (d.5C d.6A d.5C 22B 2B 6C(2) 22B) seems somewhat finicky, the Silencer will whiff out off the edge of the corner on some characters much like it would after deep 3Cs in previous versions. Or it might require some slight delay
  12. UmaiCakes

    [CP] Noel Vermillion - Combo Thread (Work In Progress)

    missing a j.D? And I assume that's a sj.C for the crossover Here's a couple of useful ones gleaned from matchvids... CH 6A antiair 6A IAD j.C 5C sj.C j.D d.6B CSilencer 66C(2) 2D d.6B d.5C d.6B BloomTrigger 3163 Damage corner throw BC 2C 5C sj.C j.D 5D d.6B BloomTrigger 6C(2) 6B BSilencer corner drive hit (6D) d.6B d.6A d.6B BloomTrigger 5B 5C sj.C j.D d.5C d.6A d.5C BSilencer 2B 6C(2) 6B BSilencer 3072 Damage midscreen 6B for corner carry 6B 5D d.5C d.6C d.6A d.5B AOptic dash 5B sj.C j.D 2D d.5B Assault Through 66C(2) 6B BSilencer 3385 Damage seems in alot of drive enders, the 22C dash 6C 6B 6D -- part can be replaced with 22C dash 6C 2D d.6B --, any reason for doing this? also alot of enders can go into d.5B Assault Through for more corner carry
  13. It's like you dropped off the face of the Earth.

  14. UmaiCakes

    [P4A] Elizabeth Gameplay Discussion

    I agree that 5A/2B air turn j.D is the better option if you you're going for a midscreen reset, it can catch forward tech too Its just jump cancel block on reaction, its not too hard if you're expecting a burst after 5D/j.D After reacting to bursts in P4A, it seems so easy in BB lol
  15. UmaiCakes

    [P4A] Elizabeth Gameplay Discussion

    Yep, Liz mirrors are always fun. And weird I think its really good that you 2C wakeups to catch roll, I've had so many bad instances where people wakeup roll through 5C and 5B lol Btw people were telling me afterwards "there's always a Liz mirror on that TV", I guess that's interesting Also 5D 5B is actually pretty 'burst safe'...most people do burst as soon as they get close enough to Liz again, and you can jump cancel 5B on reaction to bursts And Liz is really hard to burst after all...though yes if you play her against her alot you can get used to bursting during 5C(2) and being pretty safe.
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