I think Chie's.
everybody's except for liz's (because it is a grab). even then i think she's invul to grabs while shuffling towards you.
I think Chie's.
everybody's except for liz's (because it is a grab). even then i think she's invul to grabs while shuffling towards you.
You can grab Liz out of her BD unless it's counter BD.
Aren‘t you thinking of teching?
ay yo.
Fuck Labrys story mode
I didn't sign up for these feels.
goddam
No it isn't, and that's the problem. A DP's negative frames are misleading because DPs frequently have huge hitboxes and cause the character doing them to move, meaning that they spend a lot of those negative frames up in the air or something. Yes, under most circumstances, a blocked DP will be punished, but there are a few things that make Mitsuru's difficult to punish for a DP. For starters, the fact that it goes off on a 45 degree angle means that if she DPs on wakeup, she will likely cross you up and spend all of the recovery frames on the opposite side of the side that she started on; this means that if you are to straight block and punish, it is fairly possible to whiff and attack the wrong way. There's also the giant hitbox, which limits what you can punish with by effectively pushing you out of range.A blocked DP is pretty much a guaranteed full punish.
Can't you just roll to avoid the super and punish her, though?EDIT: I was previously unaware that cancelling into super actually makes her DP safe on block. Holy shit. That's just insane. You can't even argue that that shit's balanced.
Only if you don't attempt to punish the DP or punish the DP really, really early.Can't you just roll to avoid the super and punish her, though?
You can with Yu, don't know with Mitsuru, haven't tested it yet.
I don't know how it is in Japan, but in the US, P4A is significantly better than SF4. According to my friends that play Marvel, P4A is also significantly better than Marvel.
Hmmm, so you should always roll after Mitsuru's DP if she has some meter then.Only if you don't attempt to punish the DP or punish the DP really, really early.
No it isn't, and that's the problem. A DP's negative frames are misleading because DPs frequently have huge hitboxes and cause the character doing them to move, meaning that they spend a lot of those negative frames up in the air or something. Yes, under most circumstances, a blocked DP will be punished, but there are a few things that make Mitsuru's difficult to punish for a DP. For starters, the fact that it goes off on a 45 degree angle means that if she DPs on wakeup, she will likely cross you up and spend all of the recovery frames on the opposite side of the side that she started on; this means that if you are to straight block and punish, it is fairly possible to whiff and attack the wrong way. There's also the giant hitbox, which limits what you can punish with by effectively pushing you out of range.
DPs have short recovery in this game, and Mitsuru's has an amazing hitbox for any game. That's a pretty great combination.
EDIT: I was previously unaware that cancelling into super actually makes her DP safe on block. Holy shit. That's just insane. You can't even argue that that shit's balanced.
Do your all out attacks have super armor or something? I've noticed that sometimes it'll go through a few hits during the starting animation of it.
Hmmm, so you should always roll after Mitsuru's DP if she has some meter then.
Can you punish her if you roll and she doesn't do her super? If so, problem solved! If not, well, her DP is more or less safe when she has meter.
What?try to think of how shitty it is for that person who dp's, super cancels, then gets punished. they lose 50 meter and take extra damage due to the r-action + super cancel.
If you roll and she doesn't super cancel, she'll just hit you for free.Hmmm, so you should always roll after Mitsuru's DP if she has some meter then.
Can you punish her if you roll and she doesn't do her super? If so, problem solved! If not, well, her DP is more or less safe when she has meter.
If they super cancel, you'll get CH'd out of 5C.Yu's DP is rollable.
For Mitsuru, I just start with Yukiko's 5C for a Fatal Counter.
What?
A DP is supposed to be high risk. That's why it has invulnerability frames, high damage, and big reach. As soon as it's not high risk, it becomes a major issue of balance.
What?If they super cancel, you'll get CH'd out of 5C.
Most DPs in BB are not RCable. There's also not a single one that can be made safe on block by cancelling into a super. As well, most of the DPs that aren't guard point are well over -20 on block (Litchi's is -23 and is not special cancellable nor is it RCable, and it's one of the strongest and safest DPs in the game). The DPs that are guard point are... guard point, and therefore aren't invincible or real DPs.once someone has 50 meter, nothing becomes a high risk. again. this is the same as in blazblue, and to some extent, street fighter 4. people can just throw out moves, because if they're blocked, they can make it safe. so again, how is this any different?
and super cancelling your dp is a high risk for exactly the reasons i mentioned. you lose 50 meter and you take extra damage due to both the r-action and the super cancel. how are these in addition to the punish not making this sort of action high risk?
Most DPs in BB are not RCable. There's also not a single one that can be made safe on block by cancelling into a super. As well, most of the DPs that aren't guard point are well over -20 on block (Litchi's is -23 and is not special cancellable nor is it RCable, and it's one of the strongest and safest DPs in the game). The DPs that are guard point are... guard point, and therefore aren't invincible or real DPs.
The closest BlazBlue gets is Ragna, and Ragna spends 50 heat just to not have his DP punished; he's still, best case scenario, blocking afterwards. He also can't get nearly as much damage off of his DPs, even with 50 heat. They're also -30 and -39 on block. I would bet that Mitsuru's DP is somewhere around half of that.
The special cancel isn't high risk because it's a mixup. You don't have to do it, and if you convince your opponent that you will, you can get out of being punished out of your DP for absolutely no cost, and that's crazy. And if you do do it and your opponent guesses that you won't, congratulations on your unprorated super.
Finished Labrys', Yu's and Akihiko's stories.
Did not expect Labyrs' story to be so, so good.
Based on the way Yu's and Akihiko's end,it seems at least reasonable to assume that either Persona 5 will pick up from here, OR they are leaving themselves the option for a P5A after it.
What are the current theories on the identity of the hacker/mastermind?
Spoiler thread is here: http://www.neogaf.com/forum/showthread.php?t=486555
Most DPs in BB are not RCable. There's also not a single one that can be made safe on block by cancelling into a super. As well, most of the DPs that aren't guard point are well over -20 on block (Litchi's is -23 and is not special cancellable nor is it RCable, and it's one of the strongest and safest DPs in the game). The DPs that are guard point are... guard point, and therefore aren't invincible or real DPs.
The closest BlazBlue gets is Ragna, and Ragna spends 50 heat just to not have his DP punished; he's still, best case scenario, blocking afterwards. He also can't get nearly as much damage off of his DPs, even with 50 heat. They're also -30 and -39 on block. I would bet that Mitsuru's DP is somewhere around half of that.
The special cancel isn't high risk because it's a mixup. You don't have to do it, and if you convince your opponent that you will, you can get out of being punished out of your DP for absolutely no cost, and that's crazy. And if you do do it and your opponent guesses that you won't, congratulations on your unprorated super.
It wouldn't be a huge deal if it weren't for the fact that Mitsuru has amazing pokes and history's greatest neutral game.
I think everyone can punish Mitsuru DP when she's still in the air so she can't do anything, if you need a "guaranteed" punish. If not then you can wait a split second as they land then do a fast normal. If they did super you block if not you get a punish. Sure they can delay the super but I haven't had that happen yet. Mitsuru DP is great but it's not broken.
Are there any good "tutorial" style videos out there that I may have missed? To be honest I'm having a really hard time getting a feel for how to attack in this game. It's so different from Capcom games.
I'm playing Mitsuru, who I realize is getting a lot of stick for being cheap, too good, or whatever, but of all the characters I've played she's the only one I feel I can actually do combos with comfortably. Think I'll stick with her, especially as a huge unapologetic fanboy of the Persona series, she was always the mainstay of my party in P3 and P3P. Great character, overall.
Probably doesn't help that on top of the lag I mentioned I'm suffering from, it seems everyone in Japan is already full professional at this game and I have no idea where to even start.
I watched all the videos Cross Counter uploaded (with Gootecks) but despite being seemingly beginner-oriented, they really don't ever go over simple ways to attack / open up opponents, what kind of movement to be prioritizing, etc. It's all about meter management, and I'm not anywhere near the point that I can be worrying about stuff like that.
I watched all the videos Cross Counter uploaded (with Gootecks) but despite being seemingly beginner-oriented, they really don't ever go over simple ways to attack / open up opponents, what kind of movement to be prioritizing, etc. It's all about meter management, and I'm not anywhere near the point that I can be worrying about stuff like that.
The thing with the movement that took the most getting used to for me was the constant dashing. Staying mobile requires a lot of dexterity but it's important enough to gamplay that it's worth developing those skills. I only just learned how to instant air-dash yesterday and still need to work on applying it consistently.
Has anyone else made a habit of immediately turning with A+C every time you jump? I can't think of a reason not to since it sets you up for air-dashing mixups and usually changes the properties of certain moves in your favor. (Venfayth showed me that Elizabeth's D grab in mid-air reaches farther just by air-turning.)
I'm a euro player, so I only get to play zero bar matches against american or japanese guys, and up until now I've only ever had one game that was really unplayable.
SFxT is ok for you but not P4A?
You seem to work on the opposite spectrum of "good netplay": I would suggest you to try KOFXIII, on the off chance it applies to this game as well. ^^
Suggesting KoF13 was the perfect response. =)
This page has been a trip. I'm reading about poor design from a dude with a Litchi avatar.
How can anyone actually play this online? It's like playing underwater, it's so terrible. SF4, Marvel and SFXT have absolutely 0 problems for me, but this game has a huge delay, even when I'm connecting to local people with 4 bar connections...
Frustrating as all hell. Going to have to get my PVP kicks at the arcade.
If you're not gonna cross up, using A+C will just leave you vulnerable.
The thing with the movement that took the most getting used to for me was the constant dashing. Staying mobile requires a lot of dexterity but it's important enough to gamplay that it's worth developing those skills. I only just learned how to instant air-dash yesterday and still need to work on applying it consistently.
Has anyone else made a habit of immediately turning with A+C every time you jump? I can't think of a reason not to since it sets you up for air-dashing mixups and usually changes the properties of certain moves in your favor. (Venfayth showed me that Elizabeth's D grab in mid-air reaches farther just by air-turning.)
Does Liz still grab behind her when you're turned? And does she lunge during the turn or something to get that extra range?
Thanatos still shoots out towards the opponent regardless of which way Liz is facing. Something about the turning allows you to keep some of your initial velocity and momentum from when you started the jump, and how far Thanatos shoots out seems to be directly tied to Liz's velocity.
Or I could be completely wrong. I was never great with physics.
So you're using air D, right? Not air C+D?
The thing with the movement that took the most getting used to for me was the constant dashing. Staying mobile requires a lot of dexterity but it's important enough to gamplay that it's worth developing those skills. I only just learned how to instant air-dash yesterday and still need to work on applying it consistently.
Has anyone else made a habit of immediately turning with A+C every time you jump? I can't think of a reason not to since it sets you up for air-dashing mixups and usually changes the properties of certain moves in your favor. (Venfayth showed me that Elizabeth's D grab in mid-air reaches farther just by air-turning.)
Yeah, that's how people seemed to deal with Yu's DP during SBO.Or time a cross under that would distort the input interpretter, and Bufu doesn't even come out.
How can anyone actually play this online? It's like playing underwater, it's so terrible. SF4, Marvel and SFXT have absolutely 0 problems for me, but this game has a huge delay, even when I'm connecting to local people with 4 bar connections...
Frustrating as all hell. Going to have to get my PVP kicks at the arcade.
It's all about meter management,
I think he means the tutorial is more about meter management, not the game.