The Neutral Game
Long Range: Your Tools vs His Tools
Medium Range: Your Tools vs His Tools
Close Quarters: Your Tools vs His Tools
Offense
Your Offense:
His Offense:
Defense
Your Defense:
His Defense:
Gimmicks and Resets
Match Summary
The Neutral Game
Long Range: Your Tools vs His Tools
Medium Range: Your Tools vs His Tools
Close Quarters: Your Tools vs His Tools
Offense
Your Offense:
His Offense:
Defense
Your Defense:
His Defense:
Gimmicks and Resets
Match Summary
Getting blown up by even the worst of Yu online. Most of his attacks seem to knock out Asterius and his dive and lightningcar makes it pretty hard to push out pressure. Trying to control space with 2C seems harder against him than any other character. Anyone have any tips that could help?
If you ever see a dive just go for 2B, and as far as I know the slide is unsafe on block so it's a free punish if he doesn't cancel out of it. I don't really send Asterios out by himself since Yu's 5B can instabreak him.
2B or DP ALL sword dives on reaction. Make him be scared to ever use those moves. His lightning sweep is very unsafe. Punish with autocombo or 2A combo into a setup. 2C works fairly well against a dumb Narukami. Most like to sword dive or lightning sweep.
The ones who know what they're doing will find the sweet spot on 2C and just 5B it, so you need to space it well. Beware of 5B at all times. It's one of the only moves he has that is actually good and can break the persona.
Watch out for 2B. It's really good against reckless IAD approaches and be sure to keep in mind that his DP is really good. Run setups that blow up his DP.
Playing Shabrys is suffering. Bull is best character.
I also got annoyed by his Lightning car but I found 2 ways to get rid of it.
First one is: Ground block and wait for it to finish (is easy to predict even more on Autocombo). Then counter him with this combo :3
5A > 2B > jA > j214B > 2C > jB > j214B. This combo will most likely do 2.1K damage.
Second option is a bit that requires early reaction and good timing: Just AoA > FC with C and j214A in the air so it connects with Knuckle train and make some spacing. 2.5K damage and persona card breaks :3
PS: I'm not sure if the move is unsafe enough for 5B/2B Fatal Counter. I don't think so.
Last edited by Reia; 08-21-2012 at 03:36 AM.
S. Labrys worst match up is vs Mitsuru and Yu IMO. They have superior speed on their normal's and tend to just be able to pressure me beyond belief. They also both have Special moves that jump forward making it near impossible to have Asterios do much at all. I've found she honestly works best when you react to what the opponent should do/ is doing. With Yu and Mitsuru I can see their next move, but before I can get my counter move off they will knock out Asterios or run me down away from where I sent Asterios. I tend to pull wins literally by using the DP to counter their incoming move and use the wall bounce to put on some kind of damage. My favorite is a perfectly timed (Call this combo 1) DP --> (Wall Bounce) --> 5AA --> 5AC --> 5A which is just the auto-combo but the extra C press sets off the Aterios Punch. If you get a really perfect wall bounce the enemy will land in between Slab and Asterio's, which allows for you to follow up Combo 1 with anything you please. I tend to try to look fancy and go 2B --> 2C --> Jump A --> Jump B --> 214 B --> 214 214 C. You can cut out the Jump A and just go for Jump B but the extra hit gives Asterios time to reset his position for the special. In certain situations the special can miss so I would always save your meter and refrain from using challenge authority at all, the awakened specials are much better and can be linked into quite a few easy set ups. Check youtube for Slab combos and you should be able to find a bunch of easy links to her awakened specials.
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You posted twice the same and I'm not very sure what you tallking about D:
The jumps attacks can be countered with 2B! And j214B has bounce enough to be caught with 2C after hitting the floor! Also, 214214C? How casting Titanomachia will help? Didn't you mean 236236C? Still for that damage prorate I would prefer to keep the SP for pressing Yu with 236C+D. Also, You don't jB to cast Brutal A on Super Cancel! You directly j214B then super cancel, and with the damage, the only convenient moment for this cancel is if you have 100 SP Meter and you are facing a corner with the opponent right in front of you so you can string a 5C to another Brutal A.
I disagree with basically everything here. I'd say Narukami is 5:5 and Mitsuru is at worse 6:4 Mitsuru favor. You have to play both match ups tight and be sure to block their mixups(Same for them as well). Teddie and Yosuke are harder match ups than both of these characters imo.
As for saving meter for 214214C/D, there's no reason to be saving meter if you can kill them or lower their health enough for awakening to matter less. Also with how hard Narukami and Mitsuru can hit you, your awakening doesn't even matter to them in most cases. They just kill you before you can even use it.
Playing Shabrys is suffering. Bull is best character.
Yea sorry I'm used to just calling shit quarter circle back or dragon punch forward, etc.... , from SSFIVAE and UMVC3. I was never big on BlazBlue lingo so I'm all sorts of mixed up by this new way of writing out combos. You have it right the way you corrected me. the 214 B is a j214B, you cant land then use 214B they would just recover. Let me try again haha.
Incoming attack:
DP --> (wall bounce) --> 5AA --> 5A+B --> 5A (Knocks away opponent)
Can be followed by (only with a perfect wall bounce leaving the opponent in between Slab and Asterios):
2B --> 2C --> j5A --> j5B --> j214 A (or B / A+B) --> 236236 C (Challenge Authority)
The special is technically a waste of meter like Reia stated above, but i found it makes the opponent furious that you extended that combo further and do something stupid to try and get back at you. I've never saved a replay of me officially pulling this combo off so it's up to you to try and figure it out.
Anyway whether or not I typed the combo out properly, the moral of the story is Slab (to me atleast) seems to rely on the DP to take the opponents move and get the counter hit into the wall bounce when facing chase down characters. After that wall bounce she has enough hit stun on the opponent to do whatever she pleases. I have countered certain supers with her DP which shows its prowess over anything else she can do to counter an incoming enemy.
I hate one, you hate the other, be constructive and post how to counter your most hated characters, don't just disagree. I personally just murder teddies since I also play as teddie and know when and where I can get in on the character.
Last edited by MrAmbitious; 08-23-2012 at 01:28 AM.
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214214C/D isn't too bad after a j.214A knockdown. So long as you're careful and bait their reversals, you get free pressure and multiple chances to mix them up.
Doing DP too much will get you killed. Trust me on this, I die mostly because of it.
Your CH DP combo isn't that good either to be honest. You NEVER want to knock them away, you want to keep them near you so you can mix them up.
Easy DP combo with time for a setup:
CH DP step 5A j.A j.214A -mixup-
Wasting meter on a non-awakening super followup is a bad idea unless 236236C will kill as well. You're going to need the meter for guard canceling.
I already have. I only see you complaining about a match up and posting really bad CH DP combos.
Last edited by .ShotS; 08-23-2012 at 01:41 AM.
Playing Shabrys is suffering. Bull is best character.