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Posted
Sounds like Titsuru, which is exactly the same reason that I think she's a good character, but not "ZOMG S TIER? I'M GONNA DIE" like people make her out to be. S tier pokes yes, instant death for everyone, no.
Well, I don't know anyone making Mitsuru out to be an unstoppable S-tier monstrosity, but it's worth nothing that she sure can routinely breach 4K with some meter.
Posted (edited)
Elizabeth and those Anti-burst and Anti-DP mechanics. Yeah, long range normals can stop the whole DP spamming, and you can also bait it pretty easily at the lower levels. Once they learn they can eat a 5k+ damage combo of it, it'll stop. I just need to get better with Aigis before I can have such skill!

I think you can safe jump Kanji's if you mean simply jumping up and doing an overhead. But crossing over it, you won't be able to do that, and Kanji's spam the crap outta it cuz it adds Shock status. The DPs to worry about are Aki and Yu's, since they're air unblockable.

Overall, the game is fun. The irony is, I'm not getting mad at any of the losses, I'm more mad about how I can never complete combos. Learning happens every other game for me haha.

it's impossible to safe jump kanji (IE, doing a really low jump attack so you land and block if they do something invincible). His R-Action has frame 1 super armor and you can't cancel the hitstop with anything. Edited by Eshi
Posted

I haven't been able to safe jump Kanji's FA and if you hit Teddie during his action, it doesn't matter if you've crossed him up, he'll still get ya but luckily his doesn't have a very long active frame compared to Yosuke's or something.

I think the best way to deal with Kanji's FA is just to play that medium range game on his wake up to the point where I'll back dash and meaty persona attacks against him at a distance.

Posted
it's impossible to safe jump kanji (IE, doing a really low jump attack so you land and block if they do something invincible). His R-Action has frame 1 super armor and you can't cancel the hitstop with anything.

Maybe impossible for those who can't safe jump with their persona, Naoto's safe jump setup avoids his if he does it.

Posted
I'm wondering what the top players think of P4A so far. I like the fast pace but I'm a little undecided on whether I like the auto combo and f-action. They probably don't matter at high level of play where each player is being very judicious with every move (read: no mashing), but at the low no-fucks-given level of play, the system encourages very mindless play. (is that fair to say?)

Now, I ain't bitching, I love the game, but I worry a little that whenever I play randoms online I'll have to bait DPs all day forever and ever.

I actually like the auto-combo and FA. It takes the beginner's mind off execution and let's them think more about decision making. Now, this decision making might be "mash FA till forever" but it's still better than "goddamnit why can't I make the things I want to happen happen". I know a LOT of brand new players who have said that when they learn even a very basic combo that the game becomes more enjoyable, so why not have AAAAA give them a basic combo that doesn't really net them anything compared to a real BNB? If they are actually trying to get better, they'll start thinking about not DPing when you punish, and they'll also want to know how you did that sweet looking 4k combo when you did punish them. But until their execution is up to snuff, they can still learn to AA, space, etc with FA/auto-combo.

Posted
I think the best way to deal with Kanji's FA is just to play that medium range game on his wake up to the point where I'll back dash and meaty persona attacks against him at a distance.

That's why I love Yukiko, delayable and risk-free oki FTW.

Posted

P4A is just faster that's all :psyduck:

And don't be fooled by the accessibility of it... I myself love the auto combo and 2 button DP idea because it makes it so that beginners can quickly get into it and have fun. When you get to higher levels, it doesn't matter if your DP is easy to input, it's how and when you use it that's important. As for 5aaaaa... well anyone taking this game seriously will eventually stop doing that lol.

Execution wise they dumbed down a lot of stuff, but the advanced shit (can't speak for all characters) is just like any other fighting game : it's hard and takes a lot of practice. I was expecting Chie to be braindead easy but turns out she has some tight fucking links .___.

It's a lot more fun than I would've thought though... I personally love BB but P4A's pace is really refreshing.

Posted
P4A is just faster that's all :psyduck:

And don't be fooled by the accessibility of it... I myself love the auto combo and 2 button DP idea because it makes it so that beginners can quickly get into it and have fun. When you get to higher levels, it doesn't matter if your DP is easy to input, it's how and when you use it that's important. As for 5aaaaa... well anyone taking this game seriously will eventually stop doing that lol.

Execution wise they dumbed down a lot of stuff, but the advanced shit (can't speak for all characters) is just like any other fighting game : it's hard and takes a lot of practice. I was expecting Chie to be braindead easy but turns out she has some tight fucking links .___.

It's a lot more fun than I would've thought though... I personally love BB but P4A's pace is really refreshing.

Yeah. The links in this game is tighter than BB. I'm not sure what's going on but air combos give me a hard time with many characters so I just end them with j.BB. I also find

this game a little flexible because I find stuff that I didn't think work working in some cases. The weird part is this game has critical hits like Mitsuru's bufudyne would sometimes do 3600 while sometimes it does only 3k. I guess there's just a lot to experiment with.

Posted
P4A is just faster that's all :psyduck:

And don't be fooled by the accessibility of it... I myself love the auto combo and 2 button DP idea because it makes it so that beginners can quickly get into it and have fun. When you get to higher levels, it doesn't matter if your DP is easy to input, it's how and when you use it that's important. As for 5aaaaa... well anyone taking this game seriously will eventually stop doing that lol.

Execution wise they dumbed down a lot of stuff, but the advanced shit (can't speak for all characters) is just like any other fighting game : it's hard and takes a lot of practice. I was expecting Chie to be braindead easy but turns out she has some tight fucking links .___.

It's a lot more fun than I would've thought though... I personally love BB but P4A's pace is really refreshing.

Interesting, this is not exactly how I expected the general opinion to be. I'm glad there is more love than hate and more compromise than resistance.

And that's somewhat what I've come to a conclusion with as well--if they aren't total tools and are legitimately trying to get good, they won't be the auto-combo guy.

I'm beginning to enjoy the game more and more, my roomies are even getting into it. Ones getting into Shadow Labrys. . .which I have mixed feelings about and the other into Tistsuru. Rather interesting turnout.

One thing I find rather funny is the conditioning I've gotten from Blazblue; If I can't finish all of the character's challenges, I feel like an inferior tool. I feel so inferior in fact I wasn't really up to playing either of my roomies today when challenged. I guess all of those hours on BB have enforced a --GET THOSE CHALLENGES DONE BEFORE YOU CAN USE THEM-- policy in me. Without their completion, it just feels wrong. Unfortunately for me, the 30th challenges for my interests: Akihiko, Yukiko, and Elizabeth, all look just awful. . .at least at my current level of solidity with the game. The 29ths will have to do for now I guess.

I may have beaten the roomie's asses, but I know the moment I step online I'm gonna get my face pounded in. Not looking forward to that. I MUST GET THOSE CHALLENGES DONE.

For Akihiko's glorious cape!

Posted

The 30th ones are just for creativity anyway. Challenge mode has never been that big a deal unless you don't use the resources here. If you can finish them through 29 though, you can probably do the good bnbs at least.

Posted
Maybe impossible for those who can't safe jump with their persona, Naoto's safe jump setup avoids his if he does it.
ah yes, I forget that akihiko is the only character that never uses persona attacks :3 traditional safe jumps are impossible at least
Posted
The weird part is this game has critical hits like Mitsuru's bufudyne would sometimes do 3600 while sometimes it does only 3k. I guess there's just a lot to experiment with.

Those are counterhits. On counterhit, most (?all?) normals deal 10% extra damage. Supers can get 20%. So when you see Mitsuru's Bufudyne deal 3600, it was her D version (3000 base) and a counterhit.

Posted
The weird part is this game has critical hits like Mitsuru's bufudyne would sometimes do 3600 while sometimes it does only 3k. I guess there's just a lot to experiment with.

Counter hits in this game does more damage, so if you see 3600 it was a CH Bufudyne.

Posted
5aaaaa... well anyone taking this game seriously will eventually stop doing that lol.

I'm not gonna stop autocomboing early in the match anytime soon, because doing 5aaaaa 214C as Chie is basically bnb anyways and nets fucktons of meter compared to doing the bnb manually. The sooner I can do meter combos, the better, damn it.

Posted
The 30th ones are just for creativity anyway. Challenge mode has never been that big a deal unless you don't use the resources here. If you can finish them through 29 though, you can probably do the good bnbs at least.

It's a pride thing, just getting the God damn challenge done is going to be an Out of Body experience

Posted
It's a pride thing, just getting the God damn challenge done is going to be an Out of Body experience
That kinda sounds gross? I'm not sure how someone develops a sense of pride in challenge combos, but don't forget to learn real ones too after you've had that out of body experience.
Posted
That kinda sounds gross? I'm not sure how someone develops a sense of pride in challenge combos, but don't forget to learn real ones too after you've had that out of body experience.

Implying challenge mode combos can't be used or modified to be used in battle

LOL

Maybe the 25-30th are a bit extreme, but I think you're on your own if you think challenge mode doesn't offer "real" combo potential--ESPECIALLY for a new game to get the ropes on

And to actually assume that putting time into something, especially hours into challenges, and claiming it is meaningless, almost pretty much debunks why people get "into" something in the first place--or perhaps I'm not following

Posted
Implying challenge mode combos can't be used or modified to be used in battle

LOL

Meh, most of the time, the Japanese have already built the foundation for most of the combos. So there's just a bit of tweaking here and there. The only times when challenge mode might be even remotely useful is when the game is only popular/played in the US (lol Marvel). That or if it's anything like KoF XIII's challenge mode. That game had a genuinely good challenge mode with actually useful BnBs. The stuff from BB and Persona has left a bitter taste in my mouth though.

Posted (edited)

iirc were the KOFXIII-challenges flashy but useless combos, the BB-challenges on the other side were really close to bnb's you could see in matchvideos. And to get a feeling for a combo-engine of a game, challenge-modes are not that bad imo.

Edited by entnervt
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