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TastyPancakez

New, and have a few questions

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Hello! This is my first fighting game and I've been looking to get better so I can do things like tournaments maybe. There are a few things I don't really understand though. I main Elizabeth, and for me it's hard to judge when a combo will start to drop off. 

 

I memorized some basic combos (j.236D, 2A, 5B, 2AB, 236D, 2A, 5B, 2AB, 236D, 2A, 5B, 5C, 2C, 214B) and I can execute them sort of consistently, things like that, but I don't understand what determines when that combo will end, if that makes sense. This doesn't just apply to Elizabeth. I heard in BB you can only use a certain number of moves in a combostring based on how you start the combo, so idk if that applies to this, or if it's just sort of random.

 

Also, in this video: https://www.youtube.com/watch?v=Moxp-DDd56o at around 3:17, Elizabeth jumps and turns around to hit the enemy on the other side. I see a lot of people doing this but I can't figure out how to execute it. It would help with my Yukiko as well if I could do that.

 

This other question is actually just Elizabeth related but I figured I'd ask it in this thread to see if anyone could answer it, but in that same video above I can never execute the combo at 1:08. It looks like it's Fatal Counter only but even then. Do I use 236C or 236D..?

 

Finally, if there's just any other general advice more experienced players can give me, those would be much appreciated.

 

Sorry if this thread is clutter. It's probably best to post here rather than egg people over XBL anyways for a more general purpose because I think I've been annoying all the S-ranks I've private messaged asking for advice, lol. This game is just real fun and I want to improve my game :)

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I ain't a liz main but i can tell you what she did in that video is using the air turn mechanic as soon as you start jumping and then immediately doing an instant air dash. Since liz air turned and then dashed the one she used was an instant air back dash, which allows the arc of the dash to go around and behind the opponent, rather then going over the opponent and not being able to hit the opponent because your facing the wrong way. If your new to this game it will take a lot of practice to learn this maneuver but it's very rewarding if you are able to learn it. 

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Okusan is using 236D in that combo at 1:08. I don't really know of anyone who uses 236C.

However, it might help to know that using 2AB>236D doesn't work against every character, only against Labrys, S. Labrys, Akihiko, Elizabeth, Yosuke, and Naoto. I might be missing some but there are some other Elizabeth players here that can confirm/correct that statement.

 

The version that works against every character is the one that he uses at 1:08, that involves 2B> j.B> 236D.

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For future reference, if you need to ask about character specific we have character specific forums you can use. They come in handy.

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Hello! This is my first fighting game and I've been looking to get better so I can do things like tournaments maybe. There are a few things I don't really understand though. I main Elizabeth, and for me it's hard to judge when a combo will start to drop off. 

 

I memorized some basic combos (j.236D, 2A, 5B, 2AB, 236D, 2A, 5B, 2AB, 236D, 2A, 5B, 5C, 2C, 214B) and I can execute them sort of consistently, things like that, but I don't understand what determines when that combo will end, if that makes sense. This doesn't just apply to Elizabeth. I heard in BB you can only use a certain number of moves in a combostring based on how you start the combo, so idk if that applies to this, or if it's just sort of random.

 

Also, in this video: https://www.youtube.com/watch?v=Moxp-DDd56o at around 3:17, Elizabeth jumps and turns around to hit the enemy on the other side. I see a lot of people doing this but I can't figure out how to execute it. It would help with my Yukiko as well if I could do that.

 

This other question is actually just Elizabeth related but I figured I'd ask it in this thread to see if anyone could answer it, but in that same video above I can never execute the combo at 1:08. It looks like it's Fatal Counter only but even then. Do I use 236C or 236D..?

 

Finally, if there's just any other general advice more experienced players can give me, those would be much appreciated.

 

Sorry if this thread is clutter. It's probably best to post here rather than egg people over XBL anyways for a more general purpose because I think I've been annoying all the S-ranks I've private messaged asking for advice, lol. This game is just real fun and I want to improve my game :)

 

In P4U, combos work with the proration system. Basically, every move has a 1st proration (P1) value which determines how much you can do with the combo. P1 values are applied when that move is used to start a combo. Take, for example, Elizabeth's 236D. 236D has a P1 of 0 (0 is the "best"; the closer to 0, the "better" the combo will be), and so Elizabeth can loop 236D>2A>5B>2AB>236D for like 6-7k damage. On the contrary, a move like 214A has way higher P1 (400 or 500 I think?), so you can't get as big of a combo off of it. There're P2 values and same move penalties which affect combos as well, but I believe that my explanation would suffice for explaining why certain combos end early and others don't. 

 

I (and I'm sure my fellow Elizabeth compeers as well) would love to give you more advice if you so desire it. You should post your questions in the Elizabeth Q/A thread

 

Okusan is using 236D in that combo at 1:08. I don't really know of anyone who uses 236C.

However, it might help to know that using 2AB>236D doesn't work against every character, only against Labrys, S. Labrys, Akihiko, Elizabeth, Yosuke, and Naoto. I might be missing some but there are some other Elizabeth players here that can confirm/correct that statement.

 

The version that works against every character is the one that he uses at 1:08, that involves 2B> j.B> 236D.

 

I don't know where you got this from, but 2AB>236D is a universal combo route that works on everyone. Holding 2 doesn't work on every character though, but 2AB>236D most definitely does. 

2B>jB>j236D is universal too, but it requires a fatal counter. You can use 236C in short combos where 236D wouldn't work, like jA>jB>j236C.

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In P4U, combos work with the proration system. Basically, every move has a 1st proration (P1) value which determines how much you can do with the combo. P1 values are applied when that move is used to start a combo. Take, for example, Elizabeth's 236D. 236D has a P1 of 0 (0 is the "best"; the closer to 0, the "better" the combo will be), and so Elizabeth can loop 236D>2A>5B>2AB>236D for like 6-7k damage. On the contrary, a move like 214A has way higher P1 (400 or 500 I think?), so you can't get as big of a combo off of it. There're P2 values and same move penalties which affect combos as well, but I believe that my explanation would suffice for explaining why certain combos end early and others don't. 

 

I (and I'm sure my fellow Elizabeth compeers as well) would love to give you more advice if you so desire it. You should post your questions in the Elizabeth Q/A thread

 

 

I don't know where you got this from, but 2AB>236D is a universal combo route that works on everyone. Holding 2 doesn't work on every character though, but 2AB>236D most definitely does. 

2B>jB>j236D is universal too, but it requires a fatal counter. You can use 236C in short combos where 236D wouldn't work, like jA>jB>j236C.

Oh, I was referring to the garu loops, but I forgot to mention that >_>

Yeah, I was just talking about how holding 2 when doing D garu only works on specific characters, but I'm so rusty I forgot that it is still possible with different movements.

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