<?xml version="1.0"?>
<rss version="2.0"><channel><title>Ken Amada Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/304-ken-amada/</link><description>Ken Amada Latest Topics</description><language>en</language><item><title>[P4AU] Ken Amada Video Thread (Updated 09/12/2014)</title><link>https://www.forums.dustloop.com/forums/topic/9097-p4au-ken-amada-video-thread-updated-09122014/</link><description><![CDATA[
<p></p><ul class="bbc"><li>If you'd like to contribute, please feel free to do so! Just link the video along with the time that Ken appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it.</li>
<li>Listings are going new to old, and with the Ken players name on the left side always.</li>
<li>Please refrain from going off topic in this thread. This thread is for posting of videos only.</li>
</ul><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Notable Players</b></div>
<ul class="bbc"><li><strong>Kubo</strong> [??th Dan]<p></p><p style="margin-left:40px;">Twitter: <a data-ipb="nomediaparse" href="" https: rel="external nofollow">@kubo0055</a></p>
</li><li><strong>Name 2</strong> [??th Dan]<p></p><p style="margin-left:40px;">Twitter: <a data-ipb="nomediaparse" href="" https: rel="external nofollow">@???</a></p>
</li>
<li><strong>Name 3</strong> [??th Dan]<p></p><p style="margin-left:40px;">Twitter: <a data-ipb="nomediaparse" href="" https: rel="external nofollow">@???</a></p>
</li>
<li><strong>Name 4</strong> [??th Dan]<p></p><p style="margin-left:40px;">Twitter: <a data-ipb="nomediaparse" href="" https: rel="external nofollow">@???</a></p>
</li>
</ul><p></p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Misc Videos</b></div><p>
</p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Tutorial Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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<p>
-</p><p>

</p></div>
</div>
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</p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Combo Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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<p>
- [08/28/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2 1.1 Ken Amada Day 1 Combos</a></p><p>
- [08/28/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">Persona 4 Ultimax - Ken 5A Combos</a></p><p>
- [08/30/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2 Basic Ken BnB (Meterless, Midscreen/Corner)</a></p><p>
- [08/30/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2 Ken Basic Combos</a></p><p>
- [08/30/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2 1.1 - Ken Combos</a></p><p>
- [08/31/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Ken Amada &amp; Koromaru combos (day 1)</a></p><p>
- [09/01/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">ken stuff</a></p><p>
- [09/01/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Persona 4 Ultimax - Shadow Ken Combos</a></p><p>
- [09/03/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">Persona 4 Arena 2 Ken Safe Jumps</a></p><p>
- [09/03/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">Persona 4 Arena 2 Ken Side Swap Combo</a></p><p>
- [09/03/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4AU Ken Side Swap 2</a></p><p>
- [09/03/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">Persona 4 Ultimax - Ken 2A+B 3.6k Meterless Combo</a></p><p>
- [09/04/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">Persona 4 Ultimax - Ken/S.Ken Combo Video</a></p><p>
- [09/04/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2 1.1 - Ken Side Swap Combo Option</a></p><p>
- [09/04/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2: Ken Safejump Tests 1</a></p><p>
- [09/04/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2: Ken Fuzzy j.2B Tests 1</a></p><p>
- [09/05/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4AU2 1.1 : Ken Amada Basic Combos #1</a></p><p>
- [09/05/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2 1.1 - Ken Meaty Oki Theory?</a></p><p>
- [09/06/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">P4U2 Ken Combos</a></p><p>
- [09/07/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Ken Amada &amp; Koromaru Intermediate Combo Movie (nicovideo)</a></p><p>
- [09/09/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">More Ken Combos</a></p><p>
</p></div>
</div>
</div></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Videos</b></div><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAI.png" alt=":ballAI:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAK.png" alt=":ballAK:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballCHIE.png" alt=":ballCHIE:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballEL.png" alt=":ballEL:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballJU.png" alt=":ballJU:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballKA2.png" alt=":ballKA2:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> KEN</p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballLB.png" alt=":ballLB:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> MARGARET</p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> MARIE</p><p>
[11/14/2014] Kubo vs Masao <a class="bbc_url" href="%22https://www.youtube.com/watch?v=KD-qoL_pYhY&amp;list=UUigXphTRJdzpFoStm13_VPA&amp;t=0m37s%22" title="External link" rel="external nofollow">https://www.youtube....m13_VPA&amp;t=0m37s</a></p>
<p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_BALLPSHO.png" alt=":ballPSHO:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballMT.png" alt=":ballMT:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballNA.png" alt=":ballNA:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> RISE</p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballSLB.png" alt=":ballSLB:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_BALLSHO.png" alt=":ballSHO:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballTD.png" alt=":ballTD:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" https: rel="external nofollow">https://www.youtube.com/watch?v=3bMVkU_sf6M&amp;list=UUigXphTRJdzpFoStm13_VPA&amp;t=21m41s</a> [Notes] </p><p></p><p><strong>Vs.</strong> TOHRU ADACHI</p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYO.png" alt=":ballYO:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYU.png" alt=":ballYU:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_BALLYUK.png" alt=":ballYUK:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p><strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYK.png" alt=":ballYK:"></p><p>
[00/00/2014] <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Player 1 (XX) Vs. Player 2 (XX)</a> [Notes]</p><p></p><p></p></div>

]]></description><guid isPermaLink="false">9097</guid><pubDate>Mon, 25 Aug 2014 16:44:02 +0000</pubDate></item><item><title>[P4AU] Ken Amada Gameplay Discussion</title><link>https://www.forums.dustloop.com/forums/topic/8917-p4au-ken-amada-gameplay-discussion/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://i.imgur.com/8GFCa2j.png" alt="8GFCa2j.png"><br><br>
Welcome to the Ken &amp; Koromaru discussion thread! All gameplay-related posts for "a boy and his dog" belong here. Be polite, stay on topic, and follow site <a data-ipb="nomediaparse" href="" http: rel="external nofollow">rules</a>. Combo and video threads will be opened after the Japanese console release.</p>
<p> </p>
<ul class="bbc"><li><a data-ipb="nomediaparse" href="" http: rel="external nofollow">Dustloop Ken Amada Wiki</a>
</li><li>Your forum mod and Ken expert is <strong>Agito.</strong></li>
</ul>
]]></description><guid isPermaLink="false">8917</guid><pubDate>Tue, 15 Jul 2014 21:36:39 +0000</pubDate></item><item><title><![CDATA[[P4AU] Ken Amada Q&A/FAQ Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/9095-p4au-ken-amada-qafaq-thread/</link><description><![CDATA[
<ul class="bbc"><li>Have a question regarding Ken? Feel free to ask in this thread for an answer!</li><li>This first post will be updated with a FAQ section once more info is available to help prevent redundant questions.</li><li>Before asking a question, please take a moment to see if you can find the answer in the below FAQ or on the <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Dustloop Ken Amada Wiki</a>.</li></ul>
]]></description><guid isPermaLink="false">9095</guid><pubDate>Mon, 25 Aug 2014 16:40:18 +0000</pubDate></item><item><title>[P4AU] Ken Amada Combo Thread (Updated 09/30/2014)</title><link>https://www.forums.dustloop.com/forums/topic/9094-p4au-ken-amada-combo-thread-updated-09302014/</link><description><![CDATA[
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Information</b></div>
<ul class="bbc"><li>If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page <a data-ipb="nomediaparse" href="" http: rel="external nofollow">here</a>. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Ken. Also refrain from using move names and abbreviations.</li>
<li>Please refrain from going off topic in this thread. This thread is for posting of combos only.</li>
<li>Only combos that have a practical purpose will be listed in this thread.</li>
</ul><p></p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>General Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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[table]<br><tr><td><strong>&gt;</strong></td><td>Gatling/cancel the previous move into the following move.</td></tr><br><tr><td><strong>,</strong></td><td>Link the previous move into the following move.</td></tr><br><tr><td><strong>|&gt;</strong></td><td>After landing.</td></tr><br><tr><td><strong>j</strong></td><td>Jump</td></tr><br><tr><td><strong>sj</strong></td><td>Super Jump</td></tr><br><tr><td><strong>h</strong></td><td>Hop</td></tr><br><tr><td><strong>hc</strong></td><td>Hop Cancel</td></tr><br><tr><td><strong>ad</strong></td><td>Air Dash</td></tr><br><tr><td><strong>iad</strong></td><td>Instant Air Dash</td></tr><br><tr><td><strong>jc</strong></td><td>Jump Cancel</td></tr><br><tr><td><strong>sjc</strong></td><td>Super Jump Cancel</td></tr><br><tr><td><strong>dc</strong></td><td>Dash Cancel</td></tr><br><tr><td><strong>OMC</strong></td><td>One More! Cancel</td></tr><br><tr><td><strong>AoA~C</strong></td><td>All Out Attack into C ender</td></tr><br><tr><td><strong>AoA~D</strong></td><td>All Out Attack into D ender</td></tr><br><tr><td><strong>CH</strong></td><td>Counter Hit</td></tr><br><tr><td><strong>FC</strong></td><td>Fatal Counter</td></tr><br><tr><td><strong>[ ]</strong></td><td>Hold Input</td></tr><br><tr><td><strong>(N)</strong></td><td>Attack must deal N amount of hits.</td></tr><br><tr><td><strong>[???] xN</strong></td><td>Repeat ??? N amount of times.</td></tr>[/table]
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<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Guide Specific Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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<ul class="bbc"><li>Notations in <span style="color:#ff0000;"><strong>red</strong></span> are for prefixes only. Notations in <span style="color:#094ead;"><strong>blue</strong></span> are for suffixes only.</li>
</ul><p>[table]<br></p><tr><td><strong>c.</strong></td><td>The attack must be used as close to the opponent as possible.</td></tr><br><tr><td><strong>f.</strong></td><td>The attack must be used as far away from the opponent as possible.</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[sS]</strong></span></td><td>Side Swap combo</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[CO]</strong></span></td><td>Crouching Opponent</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[AA]</strong></span></td><td>Anti-air or Air-to-Air</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[RP]</strong></span></td><td>Roll Punish</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[sD]</strong></span></td><td>Shadow Only Combo</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[N%]</strong></span></td><td>Player SP % required before combo start.</td></tr><br><tr><td><span style="color:#0085cb;"><strong>[N/N%]</strong></span></td><td>Damage/SP Gain %</td></tr>[/table]
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<b>Challenge Mode Combos</b></div>[collapse]<br><strong>Mission #01</strong><br>
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<b>Mid-screen</b></div><br><strong>Koromaru Immediately Available</strong><br>
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.<br>
[collapse]
<p style="margin-left:40px;"> </p>
<p><strong>- 2A &gt; 2B &gt; (5B) &gt; 5C &gt; 2A+B &gt; <span style="color:#0000cd;">236A~A/B &gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</span></strong></p>
<p style="margin-left:40px;">= 2292-2612 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage. Only include 5B if 2A+B will reach.</p>
<p><strong>- 2A &gt; 2B &gt; (5B) &gt; 5C &gt; 2A+B &gt; 236A~A/B &gt; 236D &gt; 236B~A &gt; 236D &gt; 236236B/214214B</strong></p>
<p style="margin-left:40px;">= ~3500 / ~3900 damage. Requires 50SP (and Awakening with 214214B).</p>
<p><strong>- 2A &gt; 2B &gt; 5C &gt; 2A+B &gt; 236A &gt; 236C &gt; 236B &gt; 2B(JC) &gt; fj.A(1) &gt; j.B(input 236D immediately after) &gt; j.2B &gt; 236D hits &gt; run B+D &gt; 236236A</strong></p>
<p style="margin-left:40px;">= ~3700 / 4000 damage. Requires 50SP (and.Awakening with 214214A). Alternate version with more corner carry, and for extending damage with extra resources if it brings into corner.</p>
<p style="margin-left:80px;"> </p>
<p><strong>- 5A &gt; 2B/5B &gt; 5C &gt; 2A+B &gt; <span style="color:#0000cd;">236A~A/B &gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</span></strong></p>
<p style="margin-left:40px;">= 2526-2872 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.</p>
<p><strong>- 5A &gt; </strong><strong>2B &gt; 5C &gt; 2A+B &gt; 236A &gt; 236C &gt; 236B &gt; 2B(JC) &gt; fj.A(1) &gt; j.B</strong><strong>(input 236D immediately after) &gt; j.2B &gt; 236D hits &gt; run 5B &gt; B+D &gt; 236236A/214214A</strong></p>
<p style="margin-left:40px;">= ~4200 / ~4600 damage. Requires 50SP (and Awakening with 214214A).</p>
<p style="margin-left:40px;"> </p>
<p><strong>- far 5A &gt; 5B &gt; 236A~A &gt; 236D &gt; <span style="color:#008000;">236B &gt; 2B(JC) &gt; nj.B(input 236C immediately after) &gt; j.2B &gt; 236C hits(twice) &gt; 236A~A(input 214C immediately after) &gt; meaty 214C</span></strong></p>
<p style="margin-left:40px;">= 2847 damage. Goes into meaty 214C oki.</p>
<p><strong>- far 5A &gt; 5B &gt; 236A~A &gt; 236D &gt; 236B &gt; 2B(JC) &gt; fj.A(1) &gt; j.B(input 236D immediately after) &gt; j.2B &gt; 236D hits &gt; run 5B &gt; B+D &gt; 236236A/214214A</strong></p>
<p style="margin-left:40px;">= ~3800 / ~4200 damage. Requires 50SP (and Awakening with 214214A).</p>
<p style="margin-left:40px;"> </p>
<p><strong>- 2B &gt; 5B &gt; 5C &gt; 2A+B &gt; 236A &gt; 236C &gt; <span style="color:#008000;">236B &gt; 2B(JC) &gt; nj.B</span></strong><span style="color:#008000;"><strong>(input 236C immediately after) &gt; j.2B &gt; 236C hits(twice) &gt; 236A~A(input 214C immediately after) &gt; meaty 214C</strong></span></p>
<p style="margin-left:40px;">= ~3700 damage. Goes into meaty 214C oki.</p>
<div><strong>- 2B &gt; 5B &gt; 5C &gt; 2A+B &gt; 236A~A &gt; 236D &gt; 236B &gt; 2B(JC) &gt; fj.A(1) &gt; j.B(input 236D immediately after) &gt; j.2B &gt; 236D hits &gt; run B+D &gt; 236236A/214214A</strong></div>
<div style="margin-left:40px;">= ~4700 / ~5100 damage. Requires 50SP (and Awakening with 214214A).</div>
<p> </p>
<p><strong>- far 5B &gt; 236A~A &gt; 236D &gt; <span style="color:#008000;">236B &gt; 2B(JC) &gt; nj.B(input 236C immediately after) &gt; j.2B &gt; 236C hits(twice) &gt; 236A~A(input 214C immediately after) &gt; meaty 214C</span></strong></p>
<p style="margin-left:40px;">= 2962 damage. Goes into meaty 214C oki.</p>
<p><strong>- far 5B &gt; (see far 5A combo 2)</strong></p>
<p style="margin-left:40px;">= ~4000 / ~4400 damage. Requires 50SP (and Awakening with 214214A).</p>
<p style="margin-left:40px;"> </p>
<div><strong>- air hit j.A(1) &gt; j.B(JC) &gt; j.B(input 236D immediately after) &gt; j.2B &gt; 236D hits &gt; run 2A+B &gt; <span style="color:#0000cd;">236A~A &gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</span></strong></div>
<div style="margin-left:40px;">= 3012 damage. Goes into meaty 214C oki.</div>
<div><strong>- air hit j.A(1) &gt; ...</strong></div>
<div style="margin-left:40px;">=</div>
<div style="margin-left:40px;"> </div>
<div>
<div><strong>- anti-air 2B &gt; ...</strong></div>
<div style="margin-left:40px;">= ...</div>
<div><strong>- anti-air 2B &gt; ...</strong></div>
<div style="margin-left:40px;">= ...</div>
</div>
<p style="margin-left:40px;"> </p>
<p><strong>- AoA~D &gt; <span style="color:#0000cd;">236A~A &gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</span></strong></p>
<p style="margin-left:40px;">= ~2500 damage. Goes into meaty 214C oki. Works on non-FC. Exact damage varies with number of AoA hits.</p>
<p><strong>- AoA~D(FC) &gt; 236A~A/B &gt; 236D &gt; 236B &gt; 2B &gt; fj.A(1) &gt; j.B(input 236D immediatey after) &gt; j.2B &gt; 236D hits &gt; run B+D &gt; 236236A/214214A</strong></p>
<p style="margin-left:40px;">= ~4200 / 4600 damage. Requires 50SP (and Awakening with 214214A).</p>
<p style="margin-left:40px;"> </p>
<p><strong>- CH B+D &gt; 2A+B &gt; <span style="color:#0000cd;">236A~A/B &gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</span></strong></p>
<p style="margin-left:40px;">= 2487-2687 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.</p>
<p><strong>- CH B+D &gt; (see Throw combo 2)</strong></p>
<p style="margin-left:40px;">= ~3700 / ~4000 damage. Requires 50SP (and Awakening with 214214B).</p>
<p><strong>- CH B+D &gt; 2A+B &gt; 236A &gt; 236C &gt; 236B &gt; 2B &gt; fj.A(2)(input 236D during first hit) &gt; j.2B &gt; 236D hits &gt; B+D &gt; 236236A/214214A</strong></p>
<p style="margin-left:40px;">= ~3800 / ~4100 damage. Requires 50SP (and Awakening with 214214A). Alternate version with more corner carry, and for extending damage with extra resources if it brings into corner.</p>
<p style="margin-left:40px;"> </p>
<p><strong>- Throw &gt; dash 5B &gt; <span style="color:#800080;">236A(input 236C during 2nd hit) &gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</span></strong></p>
<p style="margin-left:40px;">= 1998 damage. Goes into meaty 214C oki.</p>
<p><strong>- Throw &gt; dash 5B &gt; 236A~A/B &gt; 236D &gt; 236B~A &gt; 236D &gt; 236236B/214214B</strong></p>
<p style="margin-left:40px;">= ~3300 / ~3600 damage. Requires 50 SP (and Awakening with 214214B). Easier with ~A but less damage.</p>
<br><p><strong>- CH Air Throw &gt; 5B &gt; <span style="color:#800080;">236A(input 236C during 2nd hit) &gt; 236C hits &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</span></strong></p>
<p style="margin-left:40px;">= 2318 damage. Goes into meaty 214C oki.</p>
<p><strong>- CH Air Throw &gt; (see Throw combo 2)</strong></p>
<p style="margin-left:40px;">= ~3600 / ~4000 damage. Requires 50SP (and Awakening with 214214B).</p>
<p>[/collapse]<br><strong>Koromaru Delayed Availability</strong><br>
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p><strong>- 2A &gt; 2B &gt; 5B &gt; 236A~A(input 214D immediately after) &gt; meaty 214D</strong></p>
<p style="margin-left:40px;">= 1403 damage. Goes into meaty 214C oki, but will land from dash jump at about max 2A range.</p>
<p><strong>- 2A &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<p style="margin-left:40px;"> </p>
<div><strong>- crouch/CH 2B/5B &gt; 2A+B &gt; 236A &gt; 236C &gt; run 2A+B &gt; 236B &gt; 236C &gt; 236B~A</strong><strong>(input 214C immediately after) &gt; meaty 214C</strong></div>
<div style="margin-left:40px;">= 3283 damage. Goes into meaty 214C oki.</div>
<div><strong>- crouch/CH 2B/5B &gt; 2A+B &gt; 236A &gt; 236C &gt; run 2A+B &gt; 236B &gt; 236D &gt; run 2B(JC) &gt; fj.A(1) &gt; j.B(JC) &gt; j.A(1) &gt; j.B(input 236D immediately after) &gt; j.2B &gt; 236D hits &gt; run B+D &gt; 236236A/214214A</strong></div>
<div style="margin-left:40px;">= ~4900 / ~5300 damage. Requires 50SP (and Awakening with 214214A).</div>
<p>[/collapse]<br><strong>Koromaru Not Available</strong><br>
Combos for when Koromaru is knocked out or off-screen during the combo.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p><strong>- 2A &gt; 2B &gt; 5B &gt; 236A~A</strong></p>
<p style="margin-left:40px;">= 1403 damage.</p>
<p><strong>- 2A &gt; 2B &gt; 5B &gt; 236A~A+B &gt; 214A/B/A+B</strong></p>
<p style="margin-left:40px;">= 1710 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).</p>
<p style="margin-left:40px;"> </p>
<p><strong>- 5A &gt; 2B &gt; 5B &gt; 236A~A</strong></p>
<p style="margin-left:40px;">= 1648 damage.</p>
<p><strong>- 5A &gt; 2B &gt; 5B &gt; 236A~A+B &gt; 214A/B/A+B</strong></p>
<p style="margin-left:40px;">= 2032 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).</p>
<p style="margin-left:80px;"> </p>
<p><strong>- far 5A &gt; 5B &gt; 236A~A</strong></p>
<p style="margin-left:40px;">= 1254 damage.</p>
<p><strong>- far 5A &gt; 5B &gt; 236A~A+B &gt; 214A/B/A+B</strong></p>
<p style="margin-left:40px;">= 1619 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).</p>
<br><p><strong>- 2B/5B &gt; 5B/2B &gt; 236A~A</strong></p>
<p style="margin-left:40px;">= 1655-1801 damage. 2B and 5B are interchangeable, but cannot be repeated.</p>
<p><strong>- 2B/5B &gt; 5B/2B &gt; 236A~A+B &gt; 214A/B/A+B</strong></p>
<p style="margin-left:40px;">= 2020-2185 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).</p>
<p> </p>
<p><strong>- far 5B &gt; 236A~A</strong></p>
<p style="margin-left:40px;">= 1285 damage.</p>
<p><strong>- far 5B &gt; 236A~A+B &gt; 214A/B/A+B</strong></p>
<p style="margin-left:40px;">= 1669 damage. Safe point to heal Koromaru. Paralyzes, making it extra hard punish healing. B version is susceptible to very fast long range attacks (tested with Narukami 236236A+B).</p>
<br><p><strong>- AoA~D &gt; 236A~B</strong></p>
<p style="margin-left:40px;">= ~2400 damage. Works on non-FC. Exact damage varies with number of AoA hits.</p>
<p><strong>- AoA~D &gt; 214A/B/A+B</strong></p>
<p style="margin-left:40px;">= ~1700 damage. Safe point to heal Koromaru. Works on non-FC. Exact damage varies with number of AoA hits. B version leaves you at slight disadvantage.</p>
<p><strong>- AoA~D &gt; 236A~B &gt; 214A/A+B</strong></p>
<p style="margin-left:40px;">= ~2300 damage. Safe point to heal Koromaru. Works on non-FC. Exact damage varies with number of AoA hits. Leaves you at slight disadvantage.</p>
<p style="margin-left:80px;"> </p>
<p><strong>- CH B+D &gt; 2A+B &gt; 236A~B</strong></p>
<p style="margin-left:40px;">= 2116 damage.</p>
<p><strong>- CH B+D &gt; 2A+B &gt; 214A/B/A+B</strong></p>
<p style="margin-left:40px;">= 1479 damage. Safe point to heal Koromaru. A/A+B version leave you at slight advantage, B version slight disadvantage.</p>
<p style="margin-left:80px;"> </p>
<p><strong>- Throw &gt; dash 5B &gt; 236A~B</strong></p>
<p style="margin-left:40px;">= 1837 damage.</p>
<p><strong>- Throw &gt; dash 5B &gt; 236A~B &gt; 214A/A+B</strong></p>
<p style="margin-left:40px;">= 1837 damage. Safe point to heal Koromaru. Leaves you at slight disadvantage.</p>
<p style="margin-left:40px;"> </p>
<p><strong>- CH Air Throw &gt; dash 2B &gt; j.A(2) &gt; j.B(JC) &gt; j.A(1) &gt; j.B &gt; j.2B</strong></p>
<p style="margin-left:40px;">= 2263 damage.</p>
<p><strong>- CH Air Throw &gt; Throw &gt; dash 5B &gt; 236A~B &gt; 214A/A+B</strong></p>
<p style="margin-left:40px;">= 2157 damage. Safe point to heal Koromaru. Leaves you at slight disadvantage.</p>
<p>[/collapse]<br><strong>Koromaru Returning</strong><br>
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p><strong>- 2A(input 5C immediately after) &gt; 2B/5B &gt; 5C hits &gt; 2A+B &gt; 236A~A/B &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</strong></p>
<p style="margin-left:40px;">= 2185-2612 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.</p>
<p><strong>- 2A &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<p style="margin-left:40px;"> </p>
<p><strong>- 5A(input 5C immediately after) &gt; 2B/5B &gt; 5C hits &gt; 2A+B &gt; 236A~A/B &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</strong></p>
<p style="margin-left:40px;">= 2541-2857 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.</p>
<p><strong>- 5A &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<br><p><strong>- far 5A &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<p><strong>- far 5A &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<br><p><strong>- 2B &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<p><strong>- 2B &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<br><p><strong>- far 5B &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<p><strong>- far 5B &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<br><p><strong>- AoA~D &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<p><strong>- AoA~D &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<br><p><strong>- CH B+D &gt; 2A+B(input 5D immediately after) &gt; 236A~A/B &gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</strong></p>
<p style="margin-left:40px;">= 2487-2687 damage. Goes into meaty 214C oki. Easier with ~A but slightly less damage.</p>
<p><strong>- CH B+D &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<br><p><strong>- Throw(input 5D immediately after) &gt; dash 5B &gt; 236A</strong><strong>(input 236C during 2nd hit) </strong><strong>&gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</strong></p>
<p style="margin-left:40px;">= 1998 damage. Goes into meaty 214C oki.</p>
<p><strong>- Throw &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<br><p><strong>- CH Air Throw(C+D input re-summons) &gt; 5B &gt; 236A</strong><strong>(input 236C during 2nd hit) </strong><strong>&gt; 236C &gt; 236B~A(input 214C immediately after) &gt; meaty 214C</strong></p>
<p style="margin-left:40px;">= 2318 damage. Goes into meaty 214C oki.</p>
<p><strong>- CH Air Throw &gt; ...</strong></p>
<p style="margin-left:40px;">= ...</p>
<p>[/collapse]</p></div><br><br><br><br><br><br><br>
---<br><br><br><br><br><br><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Near-Corner</b></div><br><strong>Koromaru Immediately Available</strong><br>
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.<br>
[collapse]
<p style="margin-left:40px;"> </p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p>[/collapse]<br><strong>Koromaru Delayed Availability</strong><br>
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p>[/collapse]<br><strong>Koromaru Not Available</strong><br>
Combos for when Koromaru is knocked out or off-screen during the combo.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p>[/collapse]<br><strong>Koromaru Returning</strong><br>
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p style="margin-left:40px;"><strong>- starter &gt;</strong></p>
<p style="margin-left:80px;">= ...</p>
<p style="margin-left:40px;"><strong>- starter &gt;</strong></p>
<p style="margin-left:80px;">= ...</p>
<p>[/collapse]</p></div><br><br><br><br><br><br><br>
---<br><br><br><br><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Corner</b></div><strong>Koromaru Immediately Available</strong><br>
Combos for when Koromaru is usable at any moment after starting a combo, and combos starting with a Koromaru hit.<br>
[collapse]
<p style="margin-left:40px;"> </p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p>[/collapse]<br><strong>Koromaru Delayed Availability</strong><br>
Combos for when Koromaru is in recovery or not in position at the start of a combo, but is usable midway through.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p>[/collapse]<br><strong>Koromaru Not Available</strong><br>
Combos for when Koromaru is knocked out or off-screen during the combo.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p style="margin-left:40px;"><strong>- starter &gt; </strong></p>
<p style="margin-left:80px;">= ...</p>
<p>[/collapse]<br><strong>Koromaru Returning</strong><br>
Combos for when Koromaru returns from off-screen with 5C or 5D during the combo.<br>
[collapse]</p>
<p style="margin-left:40px;"> </p>
<p style="margin-left:40px;"><strong>- starter &gt;</strong></p>
<p style="margin-left:80px;">= ...</p>
<p style="margin-left:40px;"><strong>- starter &gt;</strong></p>
<p style="margin-left:80px;">= ...</p>
<p>[/collapse]</p></div>
]]></description><guid isPermaLink="false">9094</guid><pubDate>Mon, 25 Aug 2014 16:38:07 +0000</pubDate></item><item><title>[P4AU] Ken Amada Critique Thread</title><link>https://www.forums.dustloop.com/forums/topic/9096-p4au-ken-amada-critique-thread/</link><description><![CDATA[
<ul class="bbc"><li>Looking to improve your Ken? Post match footage of yourself in this thread for feedback from other Ken players.</li></ul>
]]></description><guid isPermaLink="false">9096</guid><pubDate>Mon, 25 Aug 2014 16:41:54 +0000</pubDate></item><item><title>[P4AU] Ken Amada Okizeme/Mixups/Gimmicks Thread (Updated 09/09/2014)</title><link>https://www.forums.dustloop.com/forums/topic/9429-p4au-ken-amada-okizememixupsgimmicks-thread-updated-09092014/</link><description><![CDATA[
<p></p><ul class="bbc"><li>This thread exists to gather and discuss any ways to hit people in pressure or after knockdowns, so they aren't lost in the clutter of Gameplay Discussion.</li></ul><ul class="bbc"><li>If you have okizeme, mixups, or gimmicks, share them in here with an explanation of how/why it can work.</li></ul><ul class="bbc"><li>It helps to share how the opponent can avoid it as well.</li></ul><ul class="bbc"><li>This post will be updated to compile all useful info.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Gigantic Impact A &gt; meaty Getsu-ei C Okizeme</b></div><p></p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>236A/B-&gt;A &gt; meaty 214C oki</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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<strong>Summary</strong><p></p><p style="margin-left:40px;">- Combo to 236A/B-&gt;A, input 214C quickly, dash jump while blocking, come down on the opponent with high/low/delay airdash mixup.</p><strong>Details</strong><p></p><p style="margin-left:40px;">- Koromaru must be available for use at the proper spacing to execute this oki effectively. Example combos for setting this up correctly are listed below.</p><p>- 214C should connect on the frame the opponent wakes up (meaty) after immediate teching. Opponents inputting Evasive Action will be hit out of it, and opponents holding upback will be hit grounded out of jump startup.</p><p>- 214C can only be avoided by delaying the absolute maximum amount before teching, which may be difficult to time consistently.</p><p>- 214C will still be meaty if the opponent delays too long and the automatic late wake-up starts.</p><p>- If the opponent immediate techs into a reversal, you will block it in the air from your dash jump.</p><p>- Following this oki, you are unable to use Koromaru for a brief period of time if they blocked 214C, so that must be taken into account for pressure and combos.</p><strong>Options</strong><p></p><p style="margin-left:40px;">- Dash jump deep j.A/j.B/j.2B</p><p style="margin-left:80px;">High. No gap after blocked 214C. j.B is the strongest starter, but susceptible to techs into reversals since you must start it higher in air. j.A is easiest to make safe. All are susceptible to slight delay tech into reversal.</p><p style="margin-left:40px;">- Dash jump j.A(2)</p><p style="margin-left:80px;">High for 2 hits. No gap after blocked 214C. j.A done high enough will allow the second hit to come out for a second high hit. Susceptible to immediate or slight delay tech into reversal.</p><p style="margin-left:40px;">- Dash jump j.A(1) &gt; j.B(land cancel) &gt; 2A</p><p style="margin-left:80px;">High for 1 hit then low. Gap after blocked j.A(1). Should be done at a height where j.A(2) would connect to trick the opponent into thinking a second high hit is coming. Susceptible to immediate or slight delay tech into reversal, and reversal after blocked j.A(1).</p><p style="margin-left:40px;">- Dash jump land 2A</p><p style="margin-left:80px;">Low. No gap after blocked 214C with perfect timing. Land cancelling a j.B/j.2B can make it potentially trickier. Susceptible to max delay tech into reversal.</p><p style="margin-left:40px;">- Dash jump land 2B</p><p style="margin-left:80px;">Low. Gap after blocked 214C. Slower than 2A so it gives more time to react or reversal, but more reward on hit. Land cancelling a j.B/j.2B can make it potentially trickier. Susceptible to max delay tech into reversal, and reversal after blocked 214C.</p><p style="margin-left:40px;">- Dash jump close-to-ground airdash j.A/j.B/j.2B</p><p style="margin-left:80px;">High(fake low). Gap on normal block. Catches the opponent thinking you landed into a low. j.B is slowest but most rewarding on hit. Susceptible to reversal after blocked 214C, but most reversals can be blocked if you airdash without attacking.</p><strong>Combos</strong><p></p><p style="margin-left:40px;">- 2A &gt; 2B &gt; (5B) &gt; 5C &gt; 2A+B &gt; 236A-&gt;A/B &gt; 236C &gt; 236B-&gt;A &gt; meaty 214C</p><p style="margin-left:80px;">2292-2612 damage. Easier with -&gt;A but slightly less damage.</p><p style="margin-left:40px;">- 5A &gt; 2B/5B &gt; 5C &gt; 2A+B &gt; 236A-&gt;A/B &gt; 236C &gt; 236B-&gt;A &gt; meaty 214C</p><p style="margin-left:80px;">2526-2872 damage.</p><p style="margin-left:40px;">- CH B+D &gt; 2A+B &gt; 236A-&gt;A/B &gt; 236C &gt; 236B-&gt;A &gt; meaty 214C</p><p style="margin-left:80px;">2487-2687 damage.</p><p style="margin-left:40px;">- Throw &gt; dash 5B &gt; 236A &gt; 236C &gt; 236B-&gt;A &gt; meaty 214C</p><p style="margin-left:80px;">1998 damage.</p><p style="margin-left:40px;">- CH Air Throw &gt; 5B &gt; 236A &gt; 236C &gt; 236B-&gt;A &gt; meaty 214C</p><p style="margin-left:80px;">2318 damage.</p><p style="margin-left:40px;">- far 5B &gt; 236A(input 236D on 1st hit) &gt; 236D hits &gt; 236B &gt; 2B &gt; nj.B(input 236C) &gt; j.2B &gt; 236C hits &gt; 236A-&gt;A &gt; meaty 214C</p><p style="margin-left:80px;">2939 damage.</p><p style="margin-left:40px;">- Combo 7</p><p style="margin-left:80px;">...</p><strong>Character Specific Notes</strong><p>-
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]]></description><guid isPermaLink="false">9429</guid><pubDate>Sun, 07 Sep 2014 12:31:05 +0000</pubDate></item><item><title>[P4AU] Ken Amada Wiki Discussion</title><link>https://www.forums.dustloop.com/forums/topic/9416-p4au-ken-amada-wiki-discussion/</link><description><![CDATA[
<p>Welcome to the "why don't we have a shiny, info-packed page like Narukami" thread. In order to keep wiki-related posts from being buried in the gameplay thread and for ease of coordination, all discussion related to Ken's wiki page now belongs here. </p><p></p><p>
If you'd like to contribute to the actual editing of the page, please drop a post in here so that all editors can work together and avoid clashes. Frame data calculations, damage numbers, cancel options, and any other relevant information can be posted here so that wiki editors can easily add it to the page. If you've spotted an error, disagree with a moves's description, or have any other feedback, please post here so necessary corrections and edits can be made ASAP. </p><p></p><p><strong>Current Editors</strong></p><p>
mixedmethods (primary editor)</p><p>
Avarspike (??)</p><p></p><p>
Unless someone else would like to play martyr and should we get new editors, I'll coordinate tasks. If there's a particular section you want updated, let me know; I'm doing my best to collect and migrate info, but it's a long list. Under the cut, I've broken down the various pieces of Ken's wiki and the work left to be completed. If a section is marked "done," all the relevant info has been written up and formatted, but errors may lurk and edits for ease of reading/style/clarity are welcome. If something is tagged as "reserved," it means someone else has already started work on that area and to leave it be until their text is posted, at which point you're welcome to revise it. </p><p></p><p><a class="bbc_url" href="%22http://www.dustloop.com/wiki/index.php?title=Ken_Amada_(P4AU)%22" rel="external nofollow">Ken's Dustloop Wiki page.</a></p><p><a class="bbc_url" href="%22http://www.dustloop.com/wiki/index.php?title=Help:Writing_Character_Pages%22" rel="external nofollow">Wiki writing guide.</a></p><p></p><p>
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<strong>Introduction</strong>: Done! Background text will likely be edited after North American console release.<p><strong>Overview</strong>: Done!</p><p><strong>Normals</strong>: Format to Wiki standards. Add attribute, guard, damage values, cancel options. (May require testing.) Descriptions needed for some moves. Section isn't far from completion. (Yay!)</p><p><strong>System Commands</strong>: Add AoA and throw frame data, damage. Note Fatal Recovery on AoA, input reversals for throw. Add description, cancel, attribute, guard for DP, AoA, throw. </p><p><strong>Specials</strong>: Add confirmed frame data. Include damage. Test cancel, guard, attribute. (Damage for some Koromaru skill attacks variable based on number of hits... include max damage and note discrepancy?)</p><p><strong>Supers</strong>: Descriptions needed. *<strong>reserved by mixedmethods</strong>. (Almost complete....)</p><p><strong><em>All areas need edits to conform to wiki standards!</em></strong></p><p></p><p><strong>Koromaru</strong>: </p><p>
* 2D and 5D need to be merged. </p><p>
* Damage, attribute, guard for commands. </p><p>
* Add <strong>9:02 AM's</strong> frame data results. (Note variability due to positioning.)</p><p></p><p><strong>Strategy</strong>: Need to solicit feedback from several players before finalizing this. </p><p><strong>Tips &amp; Tricks</strong>: Combos, safe-jump set-ups still developing. Rather than having to edit this 500 times in 10 days as new tech is found, would prefer to see info solidfy before posting it, particularly since non-regulars will read the wiki before the threads. </p><p><strong>Combos</strong>: See above. Need to separate and note "basic/challenge" combos. Hoping to keep this section from growing out of control. </p><p></p><p><strong>Images</strong>: Would be nice, waiting for American console release to panic. </p><p></p><p><strong>Full Frame Data</strong>: ... I wish we had it. Some parts of gatling table confirmed by Skype chat.
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I don't mind being the one to migrate and write-up info for the wiki, so corrections and data are always appreciated if you don't want to wade into wiki formatting and editing!</p>
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