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Posted

・コークスクリュー corkscrew dragon
AorBコークの補正が重く

A ro B corkscrew has more proration – nerf

初段補正22→27pt、中継補正22→27pt

Proration as a starter is up from 22pts to 27, proration midcombo  is up from 22 à 27pt
 

2A連追撃不可(サイクロン追撃可能)

Can’t cancel into it from 2A (but can go into a cyclone attack)

端のダブルコークも即受身反撃される

In the corner, after a double corkscrew, the opponent can immediately recover and counter attack

 

Lv12Bコークヒット壁バウンド後に空中受身可能になったため攻め継続が出来ない。
(足払い→Aキル→Bコーク後等)

Lv12 B corkscrew hit à after the wallbounce the opponent can recover in the air and because of this akihiko can’t continue to attack
 

Aキル→Aソニ→Aフック→Bコークは今まで通りダウ

A kill rush à A sonic punch à B corkscrew still knocks down

 

 

SBコーク初段補正が緩く22→18pt↑

Sb corkscrew proration as a starter has been made more lenient 22 à 18pt - buff
中継は据え置き7Pt

The midcombo proration is unchanged at 7pt

 

 

今までBコーク後に追撃していた連続技はSBコークで可能

SB corkscrew after B corkscrew has now been made possible (?)

 

使用例 – example usage
・適当→A sonic punch→SB duck→A hook(hit)→A sonic→Lv5SB corkscrew→FC腹崩れ (?)→2B5B(for chie/teddyuse 2A5B)→JB→2A(3 times)→C weave B sonic pucnh→C duck B hook weave B corkscrew 3800

 

このコンボは家庭用では出来ないのでAソニック中継とSBコーク中継補正が緩くなっている可能性あり

Because this combo doesn’t work at home, there is the possibility that A sonic and SB corkscrew have become “looser” when used midcombo

 

 

SBコークの発生速度上昇
18F→810F↑

SB corkscrew comes out faster 18F à 8-10F - buff

 

中央で足払いAキルラ→SBコークが可

After a midscreen sweep, A kill rush -> SB corkscrew works

 

足払いAキルラBコークombが出来なくなったがSBコークombなら可

 Sweep into A kill rush B corkscrew omb is no longer possible but, if you  do SB corkscrew omb then it works

 

FC削除でコンボミス時のリスクが低下

Akihiko is less susceptible to FC so there is less risk after missing a combo – buff

 

SBマハジオ – SB Mahazio
強制感電削除

No more forced electric shock - nerf

 

SPスキルダメージ – SP skill damage
レートが下がっているので保障で与えるダメージが今までより少ない。

Because his rate has decreased, the damage that this move gave as “security”is now less
B kill rush~B corkscrew→Lv5SB cyclone does about 1450 damage

 

まとめ - summary
レートが下がったので大幅な火力低下

Because his character rate has fallen he does a lot less damage now
現在使っているしゃがみ限定のBキルラコンボ完走で2500程度

The currently used crouch only B kill rush combo does around 2500 damage (if you do the entire combo)

フックのダメージが下がったのも追い討ちを掛けている。

Hook does less damage and… (I don’t understand the second part of the sentence)

5BFCが無いので端以外の高火力コンボはゲージ依存率が高い

The FC off of 5B is now gone high damage combos outside of the corner now require a lot of meter

 

ゲージ回収のA7が専用アサルトでバウンドするため補正値が重いとAコーク〆しかできないのでダメージ+ゲージ回収しながらの起き攻め不

Because of the scaling of the special Assualt (that can only be used after the seventh A after the A chain that recovers meter) is quite heavy, the only move you can do after it is A cork. This means, although you can build meter and do damage, you can’t get okizeme

 

逆ギレからのリターンが無いのでゲージ不足になりやす

You don’t gain meter from the reversal, your meter runs out more easily

 

新要素のミニジャンプアサルトはLvによって変化しないのでコンボに使いづらい。

The new minijump assault doesn’t change based on your cyclone level so it’s difficult to use in combos
補正が重いとBアサルト後に高空受身、コンボの後半に組み込む場合は現バージョンでも練習可

 If the scaling is high then the opponent can aerial recover high in the air after a B assault, you can practice using this move in the later part of a combo in the current version of the game

 

中央でBアサルトをコンボに組み込むにはLv3以上のSBソニ又は空中ヒット時のBソニックからしか繋がらず、Bアサルト後の追撃にソニックが残ってない場合はBコーク追撃かDダック逆ギレ2ABコークになる。

When using B assault modscreen, it will only work after a lvl3+ SB sonic punch or (when comboing an airborne opponent) B sonic punch. If you don’t don a sonic punch after the B assault then you can follow up with B corkscrew or D duck into reversal into 2A chained into B corkscrew
 

(しゃがみ限定Bキルラ→Lv12SBソニ→mjcBアサルトは間に合わず)

Crouch only b kill rush à Lvl 1 ~ 2SB sonicpunch à mjcB assault doesn’t work
中央ソニック~Bフック→mjcBアサルト不

Midscreen sonic punch ~ B hook à mjcB assault doesn’t work

 

端の足払いAキルラコンはディレイAソニ→BフックBソニ→MJCBアサルト→Bコークでダメージアッ

Corner sweep A kill rush combo – delay A sonic →B hook B sonic →MJCB assault→B corkscrew does more damage

 

 

基本火力低下と5BFC削除で逆転要素が減ってキツイ

less damage overall and no more 5BFC means it’s harder to make comebacks
OMBコンは必

OMB combos are more important now

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Posted

I have questions, and the Q&A thread seems to be for the old game. 

 

  1. What all moves can be rekka'd out of?
  2. Is there any way to Shadow Frenzy without losing Cyclones?
  3. Can you Shadow Frenzy out of a 2C confirm to any useful effect?
  4. What are the applications for EX rekkas?
Posted

1. Ground Throw, Assault Dive, Kill Rush, Weave, Duck, Autocombo, successful Closeout Blow.

2. Not that I know of, but Shadow Aki won't have too much trouble rebuilding it especially with C Weave

3. Standard application I believe with 2C in a combo is straight into unburstable B Uppercuts > SB Uppercut. That might change with 2.0 since Frenzy is unburstable anyway. As for a grab from 2C, that one I'm not too sure on.

4. Typically, more damage (Hook and Sonic Punch), or for the invincibility/guardpoints in blockstrings.

Posted

Alright, as far as EX and normal duck, weaves, and parries, how can they best be used for a better neutral?

Also, after 8A and 4A, there is a dead spot of vulnerability. What are different ways to circumvent it?

Posted

The addition of Gravity usage in cyclone is a great one, makes timing moves a bit more easier. I don't see why they had to INCREASE proration on corkscrew when starting combos. Mid combo I can see but corkscrew starter was already pointless. Ouch

Posted

New combo video came out.

It's super interesting that he can invoke fatal counter status in the middle of the combo now instead of the end. It helps a lot for his damage.

Posted

Hmm...Would it be wrong to say that B Kill Rush is his new go-to big damage punish now? I can live with that honestly.. Him having a 6f Fatal Counter normal always felt a little bit disgusting to me lolol

Posted

Seems like you guys were in need of a 2.0 Video thread since there's been a lot of Akihiko footage lately so I went ahead and made you one. Feel free to dump vids in there and I'll update the OP at my earliest availability.

  • 1 month later...
Posted

Seems appropriate to ask here, How in the heck do you play Akihiko in neutral? I literally have no idea what do do with him in neutral. I mean sometimes I get a lucky Kill rush or air dash in but really what should I be doing in that situation?

Posted

Seems appropriate to ask here, How in the heck do you play Akihiko in neutral? I literally have no idea what do do with him in neutral. I mean sometimes I get a lucky Kill rush or air dash in but really what should I be doing in that situation?

Moved your post since it wasnt really about 2.0 discussion, but rather akihiko general discussion.

 

Akihiko in neutral is all about knowing how to use your meter properly, and your rekkas to retain pressure. You should not do random killrushes, those are generally a bad idea. Air dash in jb is great if done in the right situations - after a cork b you usually have a safe jump option / cross up option so you can also use that to your advantage. 

 

Ex hooks/sonics are good to get in so dont forget you have those. Same goes for ex duck. But dont just randomly rush. That's bad. You can however 2A>236A since it'll OS - if 2A whiffs rush wont come out so its safe. You also want to bait grabs and the such by doing things like, air dash jB, land, 2A, 66grab. They'll start seeing your jump ins 2A as a grab route, so you can then hop it, or back dash, or 2B depending on how they deal with that grab (eg if they jump grab [fuzzy jump], normal grab, or back dash)

Posted

why not sub that 66 for a C duck ? 

 

I believe you can be grabbed out of C Duck (and it'd be untechable since it's considered a CH?) whereas if you dash you can still tech it.

  • 2 months later...
Posted

Yo, so I picked up P4U pretty recently, I played a lot of P4A but it was after most of the interest in the game had died down (shoutouts to the EU release date) so I was more of a lab monster than anything else. One thing that's been bothering me is all these 2.0 changes. I guess there's no date on when console players are gonna get the changes? Just wondering if I should bother putting in the work to learn Aki when a lot of his stuff is gonna get changed up when the patch drops. He's a blast to play but it just feels kinda pointless practising fun stuff like crazy fatal counter combos when that's gonna be completely different. I suppose his fundamental stuff isn't going to change but that stuff's harder to just grind out in the training room.

 

Maybe I should just play Adachi until I can get my hands on 2.0 Akihiko...

Posted

You should definitely still put the time in akihiko, although his combo routes are getting changed, his general gameplay has not. All we need to do is change our combo routes a little bit! I'd highly suggest playing akihiko because, his gameplan consists generally of good and precise reads, and you can only get those by consistently getting destroyed by others until you understand your own normals, range, what works and what doesnt in neutral, down to a T

Posted

Yeah problem is I don't know anyone who plays this game in my area and online isn't looking that great either (I live in the UK btw). Although that's the case for a lot of fighting games I wanna play! I'm looking forward to moving to a place where there's a bit more of a fighting game scene when I go to university in October.

 

Don't worry about me not sticking with Akihko though! If I'm gonna try and be anything close to good at this game, it's gonna be with my boy. Loved him in the RPGs and love how he plays in Arena. I don't think I could move to Shadow Akihiko in 2.0 though, the personality change is too much! 

 

Some random other questions then. How do you punish someone for high blocking as Akihiko, just go for a raw sweep? He feels a little starved for lows, it was like this in P4A but I'd figured I'd ask anyway. And is it worth threatening with throws as Aki? With no cyclone levels doing 1200 damage and sending them full-screen doesn't sound that enticing considering you want to be up in their grill.

 

Oh and thanks for all the work you've done in the community Barz, I didn't know you existed until like 2 weeks ago but you seem like a pretty cool guy. Good shit at NWM too!

Posted

Sweeps and throws, yeah. Even a charged B Hook if they're being really respectful. And don't forget Aki's throw doesn't send them full screen, it leads into Kill Rush followups.

Posted

His grabs are definitely threatening, and they're getting twice as strong in the next version. Although Aki is definitely starved for lows, a good trick is to simply keep pressuring until you get 50 meter. Once you have 50 meter you can actually trick them with sweep>OMC>5B>jB>2A>236A>rekka stuff>cork B for about 3+k in the corner (4+ if you use the double corkscrew technique). Make them scared of this option and they'll start blocking low, whether they want to or not haha.

 

However, Akihiko doesn't really NEED those lows. Like I've said before, he's all about being tricky and making proper reads. That plus delayed pressure techniques and safe jumps are what makes him truly scary. Look at it this way:

 

Safe jump jB (they cant dp or roll), into 5aa>delayed grab, if it works, back to safe jump

safe jump jB (^), 5aa>slightly delayed 2B (if they tried to jump away, it hits them, if they mashed normals, it hits them), if blocked>5b>duck>ex weave to test the waters.

 

These are like, TWO possible situations, but within those two situations you are basically taking down on each situation about 3 options at once, and forcing them to make hard call outs, and if in one of those situations you actually read something like a grab or a dp with say, a back dash, and you punish it with 5B? It's good night time for them, bruh.

 

//edit with this being said remember these are all also risky options that can simply be DP'd through - the idea is doing these things to learn your enemy's habits and mind-state and then work your way through there. At least thats how I play! All those risky things i do like randomly falling with assault dives or starting the match now and then with killrush, I do them assuming i'll get punished, but only because it helps me learn about the person im playing against, and then use that information later. Did they block that obvious cross up? That means they are good at left/right mixups. Does he grab break easily? Is he using fuzzies? Try going for delayed anti airs next time maybe. Does he mash super or DP? Then add some EX hooks here and there, force him to respect your options.

 

Also thanks for your kind words, I love fighting games and if I can help people out with what little I know then I'll share it. It's my personal opinion that no one should be left behind in the fun and I'll answer anything I can to the best of my abilities. With that being said never take what I or any other player regardless of experience say to face value. I always provide an explanation of why I say what I say, but always read into what people say or tell you and make your own opinion based on that. If you agree with them, cool beans! But remember no one is perfect and even the highest level players can be wrong. What I am saying to you is from my own experience, knowledge, and opinion.

  • 1 month later...
  • 3 weeks later...
Posted

It's not terrible but please remember it's far from perfect. Sonic A>Weave>Sonic A is not a true blockstring so people can see through it and hit you - but doing it from time to time is good just to keep your enemies on the guessing game. Ex ducks are risky moves too, but when they work they provide massive damage for akihiko, so again, do them from time to time, without abusing them (it is a high risk high reward kinda thing)

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