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Vvvv

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About Vvvv

  • Rank
    YUNG KUN
  • Birthday 12/14/1991

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    Hellsalem's Lot

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    @Mmmmaxu
  1. Different people get different things out of stuff. Just because Izayoi is stronger doesn't mean you must be satisfied at the result, especially if it changes an aspect of the character and game you enjoyed.
  2. BASIC BITCH
  3. 2D gives the most advantage on knockdown 214K gives the best corner carry 5Hx5 pretty just for far confirms that 2D, 214K wouldn't combo on like max range f.S as for what's best.. honestly right now I'm not too sure. 2D can lead into empty jump low/IAD high, safejump which if landed can lead to some pretty nice damage+corner carry. Also grenade toss meaty throw mixup or pressure which is real nice. 214K doesn't give as good advantage but you still get a safejump if you don't use 236P, you get IAD j.S meaty with grenade cooking or you get grenade toss meaty into throw mixup/pressure the way i see it 214K is most dangerous when you're already nearing the corner, El gets some of her best options once she's there and her throw mixup is really scary. 2D is like a more safe knockdown for when you're just playing neutral without the meter necessary to really solidify her damage/unblockable game and better mixup to score your hits. as for j.214K it's pretty nice. real + on block if it hits certain places, pretty nice YRC for overhead or if you wait for the momentum to kick in a low.
  4. Vvvv

    [P4AU] Labrys Video Thread

    Yeah there's an item. Purepure pushed himself back into it during the combo to trigger BI
  5. Vvvv

    [P4AU] Labrys Combo Thread

    so like I did a thing. crouching/CH confirm midscreen/close to corner ayyy note: all axe level testing was done from the very beginning of that level. both combos will put you in Red Axe from round start(neutral)Green Axe and obviously if you hit from slightly above beginning/neutral Blue Axe > Yellow Axe. Green Axe > Yellow Axe (also Blue Axe > Green Axe) Crouching 5AA > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2773/31%] Crouching 2A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2298/28%] using the wallbounce from j.2B and the ground bounce from j.214A you can extend her low axe level crouching confirms+CH. For Blue Axe you need to neutral jump j.2B to land this or you'll move the screen and lose the wall. it's decently hard and it's something I'd only recommend learning to use for certain characters that're in this handy dandy tierlist I made from my limited(about 20-30 attempts) testing and my own personal feeling, if you have better execution and can hit some of these differently please blow me up. since there's two links in this combo (j.2B > j.214A and j.214A gb > 2B) I made two of them. j.2B > j.214A EASY: Ken HARD: Rise, Adachi, Margaret *REALLY HARD: Marie j.214A gb > 2B EASY: Ken HARD: Rise, Adachi, Margaret *REALLY HARD: Marie *I literally can't even land j.214A on these characters for the ground bounce, but I can hit the j.214A itself so it should be possible. substituting j.214AB instead hits them for the ground bounce easier(as it does for the above also) and makes the 2B link way easier but it's 25% meter. now for even more combos! all combos can be ended with 236236C/D Blue Axe > Green Axe Crouching 5AA > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2487/29%] Crouching 2A > 2B > j.2B > j.214A > 2B > sj.B > j.C > j.214B [2047/24%] *2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2773/26%] CH 5A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2442/27%] CH 2A > 2B > j.2B > j.214A > 2B > sj.B > j.C > j.214B [2063/24%] Green Axe > Yellow Axe Crouching 5AA > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2773/31%] Crouching 2A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2298/28%] *2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2963/28%] CH 5A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2658/29%] CH 2A > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [2314/28%] CH 5B > 5C > 2C > B+D > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [4362/42%] Green Axe > Red Axe Crouching CH 5Bdc > 5AA > 2B > j.2B > j.214A > 2B > j.B > j.B > j.C > j.214B [3558/26%] *depending on height of the anti-air difficulty in j.2B > j.214A gets a lot harder due to being underneath them from the GB height even for EASY characters if anything is fuzzy or i'm straight up wrong about something let me know!
  6. Vvvv

    [P4AU] Labrys Video Thread

    part 3 more ch+omb combos 【P4U2】ラビリス コンボ集 part3【端コンまとめ(omb/赤斧fc宝珠コン)】http://www.nicovideo.jp/watch/sm24516843 for the lazy http://www.evernote.com/l/ARp6PsBR2z5JCKSLqqrm_XdtnkWMRmqT8AI/
  7. Vvvv

    [P4AU] News & Gameplay Discussion

    S: sword guys A: weird guys B: guys you like
  8. Vvvv

    [P4AU] Labrys Video Thread

    The Slab is Nerina
  9. Vvvv

    [P4A] Labrys - Gameplay Discussion

    lol dat end of the video. I wonder why that's the only stable way C super combos from j.214A~B anyways? Similar situation happens with j.214A groundbouncing mid-tall height characters standing from any height.
  10. Vvvv

    [P4A] Labrys - Video Thread

    Aigis is Pika, Chie is Raru Slab is Sagara and Teddie is Souji
  11. Vvvv

    [P4A] Labrys - Video Thread

    http://www.nicovideo.jp/watch/sm21432151 some neat Labrys stuff. i like the recorner and crouching confirm into oki on Chie, definitely stolen.
  12. Vvvv

    [P4A] Labrys - Gameplay Discussion

    Yeah charged 5B > 22A is meaty. It's a free safe jump and you can't really late tech it since it's active so long. Not many things can go into a charged 5B ender though. Atleast you can do it for 25 meter midscreen :V
  13. Vvvv

    [P4A] Labrys - Video Thread

    actually the footage wasn't so bad, I took away a really important thing from it all. Japan is late teching Labrys oki 99% of the time now and it doesn't seem like the Labrys players know what to do at all in the scenario. Going to have to find options.
  14. Vvvv

    [P4A] Labrys - Video Thread

    worst part is Bob beat Tetsu like twice in that last round
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