Jump to content

choysauce

Members
  • Content count

    369
  • Joined

  • Last visited

Everything posted by choysauce

  1. choysauce

    JP Player Diaries from EVO translated

    super cool find
  2. choysauce

    [Xrd] I-No Gameplay Discussion

    I'm recently discovering the power of TK SM. I'm not sure how practical it will become, but it seems like a very viable anti air tool for anticipating an attack any time someone goes into the air. At certain distances you'll expect an airdash once someone leaves the ground, and pre-emptive TK SM will def get them for it. Same with if someone jumps in on you and attacks, reacting to the jump and going for TK SM seems to beat out a good amount of stuff. (mostly just tested this w/ Sol, but I'm sure will work on most characters) obv double jumps or air backdash will avoid it and most likely they'll be able to punish by simply running up, but for those who are insistent on going in will be getting a big surprise with this move.
  3. choysauce

    [Xrd] I-No Gameplay Discussion

    Yesss I didn't of utilizing this but this will be great for our wakeup game and save tons of meter. But def still gotta watch out for Slayer 6P or other normals that just beat it outright. Thanks Vryu sensei~~~
  4. choysauce

    [Xrd] I-No Gameplay Discussion

    Thanks for the info on this OS, it's so good! I've been implementing it this way 2K > 6P > 5H > IAD > 2K > immediate KSH > confirm VCL or SM when I input the KSH the buffer allows the j.S chain to come out and gives a ton of time to confirm to VCL if the j.K whiffs I get the YRC as soon as it can come out and gives plenty of time to input the SM
  5. choysauce

    [Xrd] I-No Gameplay Discussion

    They're mainly for corner carry and a little extra damage. totally fine to not have to use it. But there are some ways to artificially make the execution easier. If you establish the use of something > 6P > 5H > IAD > command grab reset, the opponent will very much want to NOT TECH to avoid the reset. after you feel that they are trying to avoid the reset, they will black beat vs your combo, essentially making it super free to get the link. (cuz we all know the IAD > j.K is the hardest part of the combo)
  6. choysauce

    [Xrd] I-No Gameplay Discussion

    What would you guys say are key things to work on for her neutral game? I was playing a bunch of GG vets online and they were destroying me in the neutral. I think I'm having most trouble with dealing with ppl that jump at me, esp at heights that HCL won't tag people at. Would j.P be a good answer for people coming in at the 35/45 degree trajectory?
  7. choysauce

    [Xrd] I-No Gameplay Discussion

    So I've been messing with the P dive ender and it seems you can choose if you want to get the hard knock down or go for this Meaty HCL reset/Hoverdash Throw reset. If you do combo > Pdive > airdash > delayed j.H > Pdive then you can get the hard knockdown since they're closer to the ground without having to use the K dive ender (where you don't get the choice between note oki or FFVCL oki) Is there any situation where K dive is the more optimal situation over P dive > Note oki? If you do the airdash j.H > Pdive as high you can allow the Pdive to hit, then it will do the low air tech. for the meaty HCL, it has to be delayed because of the invul frames the opponents get for air teching. Also the delay masks that you're trying to meaty them from that far away as well. An early HCL > YRC is a huge tell and they'll start blocking if they decide to forward tech. Also this reset is GREAT for doing hoverdash > airthrow resets (works for back and forward tech really well, neutral tech seems to be the toughest to get though) Unfortunately It doesn't seem like SM will work in any situation for this. Unless someone can find something But I'm testing this all on Elphelt so far. It may be a different case for different characters. Let me know what you guys find.
  8. choysauce

    [Xrd] I-No Gameplay Discussion

    How do you guys feel about her P dive combo enders when there's so much hitstun deterioration that it doesn't cause a knockdown? Usually they tech pretty low to the ground, so I had an idea of if meaty HCL for these instances would work well. Mainly this would be for people who are looking for forward tech and tag them. But it would be an option to keep people locked down if the air tech is in the line of fire. Haven't tested this yet, but I think it's worth exploring.
  9. choysauce

    [Xrd] I-No Gameplay Discussion

    We talked about this already. try to make sure you're releasing D when you hit the P+K after. You don't have to worry about this if you used your burst already You can tell you got it if you hear her audio clip for the j.D but an FD green block comes out.
  10. choysauce

    [Xrd] I-No Gameplay Discussion

    the setup at the 28 second mark uses this tech for a super fast cross up https://www.youtube.com/watch?v=rNabIUcd6jI
  11. choysauce

    [Xrd] I-No Gameplay Discussion

    That's a pretty sick find. I was trying to practice this the other day with +R (don't have the game yet lol). and thought I should just rage burst early so I can utilize this lol. Good to know there's a way to not accidentally burst while using this technique. I think another good way is to buffer with a Hoverdash > j.K or j.S after a knockdown. It'll look like you're setting up for a high/low on the 2nd Hoverdash but you go for the cross up FD cancel instead.
  12. choysauce

    [CP] ยต12: Combo Index

    What does CT stand for? I couldn't find any notes on the abbreviations for Mu. I know SoD is the sword. might be good to list them in the front
  13. choysauce

    California Love: The SoCali Thread

    yeah, it seems friday would be more doable, especially if we bring setups
  14. choysauce

    [P4A] Yukiko Amagi - Q&A/FAQ Thread

    does anyone have any theories of the usefulness of EX maragi? the only thing i can think of is creating a whole bunch of stuff everywhere quick. since the recovery is better than D maragi at least. you can throw it out, toss a fan upward and buffer the C pillar input any thoughts?
  15. choysauce

    [P4A] Labyrs - Q&A Thread

    Thanks kro! i didn't know you could cancel her 5C into anything, that should prove super useful! when do you guys ever (or do you ever) use her charged B moves? i can see 2B charge being somewhat useful for mistiming an anti air, or maybe even baiting a double jump bait (yomi layer 10). is there a string (pushes you far enough) or situation anyone uses to charge up the 5B to get them scared to just mash dp or escape?
  16. choysauce

    [P4A] Labyrs - Q&A Thread

    what do you feel are the best uses for her persona normals (5C, 2C, 5D etc.) i really want to find a place for these and see what they would be best used for. i find myself playing games where i've never touched D, and only used j.C or 2C for combos from what i can tell, 5C doesn't seem that great, is it + on block or comboable on CH? one thing i can see it being useful for is if you OMC it and you get a big mixup opportunity. 5D seems really gimmicky. the follow up is great for mixups. but getting it out seems really risky due to it's range and bad startup. i can see it being kinda useful in the corner at max range, where the opponent might be waiting for you to do something, then doing the follow up for a mixup. when else would someone use this? j.D just seems like strictly space control for people with big air to air normals or people who like to dash in. also good for it's air momentum stoppage. since doing airdash j.B will get you thrown or counter hit out of in an air to air situation, i guess this is for baiting that and making them run into it. any combos that can be done off this? (sorry i'm at work, can't test atm) j.C combos only as far as i can tell. same with 2C, although i can see this work as a pre-emptive anti air, since the hitbox is so big. this is if you don't want to time and react with a 2B let me know what you guys think of her normals.
  17. choysauce

    [P4A] Labyrs - Q&A Thread

    I'm having trouble connecting the super after j.214 moves is there some sort of trick/character specific thing that causes this to miss? i've lost so many rounds because this super keeps missing.
  18. choysauce

    [P4A] Yukiko Amagi - Q&A/FAQ Thread

    i would say start it and lets start posting them in there
  19. choysauce

    [P4A] Yukiko Amagi - Q&A/FAQ Thread

    i feel like with the nature of yukiko, we need to have a thread for blockstrings/frame traps is anyone down to make a thread like this?
  20. choysauce

    [P4A] Yukiko Amagi Gameplay Discussion

    lol if they hit you with it then they did the right thing. just gotta catch on to how dumb ppl play and exploit their randomness/tendancies
  21. choysauce

    [P4A] Yukiko Amagi Gameplay Discussion

    the reason why yukiko's matchups feel hard is because you have to be on point with your zoning, and make alot of reads. obv spamming is not the style of zoning yukiko excels in, because a) throwing 2 fans has a ton of recovery b) A and B agi have very specific spacing c) maragi has very slow startup so you need to be able to lock them down with air angled fans since most will want to approach above the 5BB and agi's. one thing i feel that is under utilized is her B agi. if you are in the range that will let you throw it out safely, you can keep your opponent at bay if your release timing is on point. this way you can actually level up your fire in this neutral state, since they are scared to approach. if they get hit or block it you can place another one and frame trap them or make them second guess their approach. if you sense they are gonna try to jump over and fly over it, you can just release it and react to whatever they do (throw out a fan/5C) that's my take on general yukiko play so far. (anti airing is so hard with her @.@)
  22. choysauce

    [P4A] Yukiko Amagi Gameplay Discussion

    aim for their shins, and a green ! should pop up, indicating that it is in fact a low hit
  23. choysauce

    [P4A] Yukiko Amagi Gameplay Discussion

    Yes they can hit low. Sent from my R800x using Tapatalk 2
  24. choysauce

    [P4A] Yukiko Amagi Gameplay Discussion

    everyone is gonna learn how to deal with that setup in the neutral game, won't last long as a tactic, but i just realized something. you can rushdown with unblockables! lolllll. airdash 4/5/6B and then mash j.A theoretically if you can aim the fan at their shins and then reach them and hit overhead with j.A you got yourself a pretty fast unblockable. (that's if you can hit them meaty with the fan or if they just decide to sit there.) *edit* hmmmm i wonder if you could short hop and throw a fan and j.A
  25. choysauce

    [P4A] Yukiko Amagi Gameplay Discussion

    i think fireboost is best used when you're in a position where your neutral game is a bit stale. or when your full screen pressure strings are pretty much done. ala 5C > 2C > 236[A]. at this point i would fireboost if they didn't have an answer to punish me for it. or say you tag them with a fan fullscreen and they're at super jump height, what can u really capitalize off of? it seems to me that people think to keep up pressure is to keep throwing out fans or your persona and hope to lock them down. a good player will break your persona unless you're more methodical about it. so i think in those situations fireboost is there to give pressure to the opponent to come at you and then you can set up the wall again and there are some sick firebreak setups out there, just gotta practice them. putting that feeling of helplessness into your opponent using firebreak is way worth it's long cool down
×