Valin Posted October 5, 2012 Posted October 5, 2012 (edited) another thing i just remembered them doing was -knockdown after high hit stun decay if you want a knockdown and you know if a 236A will allow the opponent to tech in the air (which greatly decreases advantage in the pressure game) do the 3rd hit of the auto combo AAA, this will bound them to the ground, you can then cancel into 236C for meaty maragi pressure this may or may not work depending on your combo because there is a significant gap between the 2nd and 3rd A just putting this here as something to highlight for creative use This is great too, because if they don't tech, the C maragi invalid combos for very low hit stun, which makes for a great air throw set up. Stunedge does this to Jiyuna in the Jiyuna vs Stunedge videos, I forget which part, I think its part 2 somewhere. Bored at work so I'll start noting stuff I noted, I'll be going in an editing and updating this as I think of more: 1) This is subtle, but after landing a Dia Stunedge does a small dash input right before the 6D in order to shift the screen slightly to the right. This allows the 6D some extra room to push aki further away, and as you can see, he no longer is in range to punish with a 5A. So smart... Edit: The Aki adapts later on in the match and starts punishing it with 66 5A. http://www.youtube.com/watch?v=YtI4_l1B80E&t=2m31s Edited October 5, 2012 by Valin
choysauce Posted October 5, 2012 Posted October 5, 2012 (edited) i think a super basic thing overlooked that would be useful to new players is the variations of her bnb 5AA > 5BB > 5C > 2C > 236 A/B depending on whether they are crouched / far / or in the air differ crouched 5AA > 5/6B > 5C > 2C > 236 A/B far 5AA > 6B > 5C > 2C > 236 A/B 5AA > 2C > 5C > 236 A/B (not tested, but i think i saw it in a video) air hit (can't be too high) 5AA > 5C > 5BB > 5C > 5BB > 236 A/B of course you can optimize these with adding 3B's and and sweeps, but these are the basic skeletons and easy goto combos that would work in all situations i mainly wanted to list these because many times i forget to use the proper combos myself, esp when they are too far and i throw out noncombo fan and i end up losing out on a lot of potential damage and advantage if there are more optimal combos that are relatively easy (not super tight on timing) and universal for the aforementioned situations, please share Edited October 5, 2012 by Choysauce85
Ryd' Posted October 5, 2012 Posted October 5, 2012 You need to fix the crouch combo to 5B instead of 5BB; second fan will miss and whatnot. There's also corner combos and the fan-spam variety (5AA 3B 5BB 3B 5BB etc.)
choysauce Posted October 5, 2012 Posted October 5, 2012 thanks haha, i was copy pasting, so i overlooked that. thanks for the catch
Valin Posted October 5, 2012 Posted October 5, 2012 (edited) One BnB I've been using for a while is 5AA > 2C > 5B > 5C > 236B. It's a true combo on hit, and on block the 2C to 5B is a frame trap. If they block it all, instead of going to 236B, I do 4D, 1D, 236A, or 236C/D instead to continue pressure. This seems to be a string that many JP players go with. I figured everyone knew about it already so I didn't post it lol. Edited October 5, 2012 by Valin
choysauce Posted October 5, 2012 Posted October 5, 2012 that's really good, i found out last night that good players will punish you on reaction for doing 4D/1D or anything that's pretty slow. (teddie bat >.<) if they're using something that isn't invincible and has startup, 236D is the answer to make them think twice about autopiloting the punish i'm just starting to finally understand blockstring mixups in this game =D
Valin Posted October 5, 2012 Posted October 5, 2012 (edited) Oh, there are character specific options too. Instead of the follow ups listed above after your blockstring, against Akihiko and Mitsuru I often times throw out 2A, since it low profiles a lot of their options. Against Elizabeth, I use C maragi instead and explode it right away, so if they roll or DP, they move right into it for a huge punish. But its like Choysauce said before, gotta kinda have a feel of what your opponent is thinking, sometimes your best option is just to do nothing and block. Edited October 5, 2012 by Valin
Ciddypoo Posted October 6, 2012 Posted October 6, 2012 One BnB I've been using for a while is 5AA > 2C > 5B > 5C > 236B. It's a true combo on hit, and on block the 2C to 5B is a frame trap. If they block it all, instead of going to 236B, I do 4D, 1D, 236A, or 236C/D instead to continue pressure. This seems to be a string that many JP players go with. I figured everyone knew about it already so I didn't post it lol. Very good to know. I'll have to try this one out cause I'm always extremely wary of getting DP'd between 5B and 5C at some ranges.
MikelAL93 Posted October 6, 2012 Author Posted October 6, 2012 Oh, there are character specific options too. Instead of the follow ups listed above after your blockstring, against Akihiko and Mitsuru I often times throw out 2A, since it low profiles a lot of their options. Against Elizabeth, I use C maragi instead and explode it right away, so if they roll or DP, they move right into it for a huge punish. But its like Choysauce said before, gotta kinda have a feel of what your opponent is thinking, sometimes your best option is just to do nothing and block. This is good to know. I'll need to try this out once I am against another Mitsuru or Akihiko player online.
Ryd' Posted October 6, 2012 Posted October 6, 2012 Be careful with Mitsuru. If they catch on to you (ab)using 2A excessively, you might end up eating FC 5B, and you really don't want that.
choysauce Posted October 6, 2012 Posted October 6, 2012 i dont know why this wasn't mentioned before, http://www.youtube.com/watch?v=TKMPhuQdOoA 3D > 4B > D Agidyne (optional 66 236B) this is pretty sick, just confirm and the super freeze allows the agidyne to connect the timing is tight for this since it's a link and not a cancel (just wait to see when yukiko is recovered from throwing the fan) somewhat unlikely scenario unless you know the opponent doesn't like to sit still on wakeup
MikelAL93 Posted October 6, 2012 Author Posted October 6, 2012 i dont know why this wasn't mentioned before, http://www.youtube.com/watch?v=TKMPhuQdOoA 3D > 4B > D Agidyne (optional 66 236B) this is pretty sick, just confirm and the super freeze allows the agidyne to connect the timing is tight for this since it's a link and not a cancel (just wait to see when yukiko is recovered from throwing the fan) somewhat unlikely scenario unless you know the opponent doesn't like to sit still on wakeup This sounds nice. The timing may be strict, but this is definitely useful.
choysauce Posted October 10, 2012 Posted October 10, 2012 (edited) for that blockstring i submitted #5 in the oki section i'd suggest changing the 5C > 2C to the reverse, 2C > 5C the first thing i put down tends to drop at the 2C. but the 2C > 5C is much more consistent also for #8 note that the timing is really tight, and i haven't found a consistent timing for it. the alternative to this would be to throw out 5BB after the 3D, because the fans will hit CH on a roller and then you can follow up with persona attacks after that. Edited October 10, 2012 by Choysauce85
Ryd' Posted October 10, 2012 Posted October 10, 2012 i dont know why this wasn't mentioned before, http://www.youtube.com/watch?v=TKMPhuQdOoA 3D > 4B > D Agidyne (optional 66 236B) this is pretty sick, just confirm and the super freeze allows the agidyne to connect the timing is tight for this since it's a link and not a cancel (just wait to see when yukiko is recovered from throwing the fan) somewhat unlikely scenario unless you know the opponent doesn't like to sit still on wakeup I think the most interesting part of that video is the fact that they kept the whole "projectiles keep moving during superflash" thing from GG (was this in BB?); zoning characters could do some pretty hilarious stuff with this if the right situation arose. I hadn't noticed it in P4A until now. Sadly, I don't think there are too many (if any) practical applications at the ranges that Yukiko needs it most. I think some testing is in order.
choysauce Posted October 10, 2012 Posted October 10, 2012 i wonder if agidyne or maragidyne would work in this situation, say the opponent is full screen, you decide to throw out a fan. they decide to do something from full screen but it would allow them to recover and block the fan in time, but you are fully recovered, and you do super to lock them in super freeze and get hit by the fan. i think checking how long it takes to freeze an opponent will be good to know, then we can kinda use this for people with options from fullscreen/button pressers.
Ryd' Posted October 11, 2012 Posted October 11, 2012 (edited) Going back to that full screen blockstring into unblockable that I posted a while back; it does work if you set it up like the ]B[ crossup; removed the fan and flipped the Agi releases so that it looks like this: 3D ]B[ 6B 5C 2C 236[A+B] ]A[ 2D ]B[ dash 2A+B The gaps in pressure are a bit larger than I'd like without the fan in place, but seeing as the opponent is under persona+Agi at around half screen, intimidation is still a factor. One thing I learned the painful way (when running it with the fan): this setup is not outside of Mitsuru's Droit range. If you want to run this against her, you either need to be psychic with Agi pops until she learns to respect it, or jump and use j2D (pretty sure it's 2D) to drop the persona; if you opt for a jump, make note that you will need a microdash earlier in the set up (probably when throwing the fan after the initial 3D) to make up for j2D's shorter range, otherwise you lose the reversed persona 236B follow up that gives you another unblockable setup. The only problem here is that the jump heavily telegraphs the setup after it's been attempted once, and you may be in range for Mitsuru's DP/Bufudyne (forgot to test, my apologies). Alternatively, you could run the modified setup and hope she doesn't get itchy with Droit in the middle of it. On the other hand, you'll have no trouble blocking it if you use the ]B[ off of SB Agi to cover the 2D setup, so you just have to deal with Mitsuru in your face...fun. I've found my mindset with Yukiko is becoming a bit like MMO assassins; I'm starting to want to play conservatively and build up resources until I get an opening that I get massive damage off of (read: combo into double~triple unblockable setups; possibly quad with Fire Break+SB Agi corner setups) and see if I can't end it all in one fell swoop. I wonder how feasible that is... Probably not as much as I'd like thanks to having to watch for reversals and whatnot. Edited October 11, 2012 by Ryd'
Synthesis Posted October 12, 2012 Posted October 12, 2012 i wonder if agidyne or maragidyne would work in this situation, say the opponent is full screen, you decide to throw out a fan. they decide to do something from full screen but it would allow them to recover and block the fan in time, but you are fully recovered, and you do super to lock them in super freeze and get hit by the fan. i think checking how long it takes to freeze an opponent will be good to know, then we can kinda use this for people with options from fullscreen/button pressers.
choysauce Posted October 12, 2012 Posted October 12, 2012 seems like the startup for agidyne and maragidyne are way too slow for the super freeze fan confirm to work. (would've been too good anyway)
Synthesis Posted October 12, 2012 Posted October 12, 2012 seems like the startup for agidyne and maragidyne are way too slow for the super freeze fan confirm to work. (would've been too good anyway) You can do it with 214214D if I remember correctly. I don't remember the exact setup, but I did 4B 214214D with Firebreak. Super freeze keeps them pinned where they are while fan keeps moving, forcing a hit or a block, into the unblockable Maragidyne. Hella telegraphed, though so mix it up with something else.
Ryd' Posted October 12, 2012 Posted October 12, 2012 There's nothing else to realistically mix that up with =P Throw a fan, buffer the motion; if they're still there when it comes time to push D, do it.
choysauce Posted October 16, 2012 Posted October 16, 2012 i think it's worth to note that you can super cancel Dia on hit/block. you must land in order to get the super to come out, so just mash it out if they bait your dia and are slow to punish it, you can use maragidyne to try and push them away. most likely this will trade in your favor if you are able to get the super out. also i think having a list of things to IK on reaction will be very nice. i know/pretty sure that you can IK the following (correct me if i'm wrong) yosuke's garudyne yu's ziodyne elizabeth specials labrys unblockable super labrys awakening (gears) akihiko awakening maybe: yukiko's maragidyne mitsuru bufudyne baited naoto counter naoto's awakening super naoto's silence gun baited yosuke counter kanji flying squirrel can't think of anything shadow labrys or teddie does that has significant recovery please help with testing if you can, or confirm/deny anything listed
MikelAL93 Posted October 21, 2012 Author Posted October 21, 2012 i think it's worth to note that you can super cancel Dia on hit/block. you must land in order to get the super to come out, so just mash it out if they bait your dia and are slow to punish it, you can use maragidyne to try and push them away. most likely this will trade in your favor if you are able to get the super out. also i think having a list of things to IK on reaction will be very nice. i know/pretty sure that you can IK the following (correct me if i'm wrong) yosuke's garudyne yu's ziodyne elizabeth specials labrys unblockable super labrys awakening (gears) akihiko awakening maybe: yukiko's maragidyne mitsuru bufudyne baited naoto counter naoto's awakening super naoto's silence gun baited yosuke counter kanji flying squirrel can't think of anything shadow labrys or teddie does that has significant recovery please help with testing if you can, or confirm/deny anything listed
choysauce Posted October 23, 2012 Posted October 23, 2012 (edited) yes that's the super. i've done a few tests, didn't get too much time to go through all of them. but i've listed in the mitsuru matchup thread DP > Bufudyne you can hit IK on reaction Tested against naoto's DP > followup. it's possible but you have to be in range AND confirm it super fast (window is pretty tiny). impractical unless you're really looking to do it. will test other character's when i have time *edit* here are my findings Labrys -on reaction to superflash: brutal impact -on reaction: awakening -2A absorbed by DP > IK (1-2 frame timing) Mitsuru -on reaction: Bufudyne Naoto -on reaction: awakening -on reaction: silence gun -tight timing: DP activate Yukiko -early prediction: j.B Yu -on reaction: Ziodyne Liz -on reaction: EX flames -on reaction: Zio -on reaction: Diarahan -pretty much any special Yosuke -on reaction: Garudyne Chie -on reaction: Godfist Kanji -on reaction: Chair Super -on reaction: super throw whiff Aigis -tight timing: blocked DP (you'll know u got it aigis is still in the air during super flash) Teddie -?? Shadow Labrys -?? Akihiko -?? Edited October 26, 2012 by Choysauce85
Shadow_BCE Posted November 13, 2012 Posted November 13, 2012 hello guys, im a yosuke user, and i posted it on yosuke vs yukiko match up: please somebody enlight me, what can i do when i got cornered by yukiko ? she can literally spam and spam 5C>2C>agi A if : 1- Dodge = my FA dont destroy the persona and i get a free fatal counter 2- jump/super jump = thanks to this bullshit anti chicken block system, i get hit by 5C 3- try to destroy the persona with 5A/2A = the 5C>2C is block string and when she uses agi A, the persona float a little back, making impossiable to my 5A hit. 4- Evade = i eat a FC 5C leading to a beautiful combo the only thing that i can do is try to mash a garudyne and try to handle the aftercoming or i can try to jump and super fast use J2D. theres something that i m missing against this matchup when she corner us ? please yukiko players, can somebody tell me your secrets ? =3
TransientFaith Posted November 13, 2012 Posted November 13, 2012 hello guys, im a yosuke user, and i posted it on yosuke vs yukiko match up: please somebody enlight me, what can i do when i got cornered by yukiko ? she can literally spam and spam 5C>2C>agi A if : 1- Dodge = my FA dont destroy the persona and i get a free fatal counter 2- jump/super jump = thanks to this bullshit anti chicken block system, i get hit by 5C 3- try to destroy the persona with 5A/2A = the 5C>2C is block string and when she uses agi A, the persona float a little back, making impossiable to my 5A hit. 4- Evade = i eat a FC 5C leading to a beautiful combo the only thing that i can do is try to mash a garudyne and try to handle the aftercoming or i can try to jump and super fast use J2D. theres something that i m missing against this matchup when she corner us ? please yukiko players, can somebody tell me your secrets ? =3 5C>2C is not a clean blockstring. You can short hop over the 2C and hit her. Then she'll start doing 5C agi and you get to play fighting games
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