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Persona 4 Arena


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  1. P4U2 Sho SB Metsuga Kara Cancel Tutorial by platefork

    25jv8ee.jpgOne of Sho's air specials, Metsuga, has a height restriction which limits it's usage in both combos and pressure. platefork gives a tutorial on how to bypass that by kara cancelling from C or D air Kousoku Idou. Check out the video below to see how to do the kara cancel as well as the various ways it can be applied.

     

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    • 3,358 views
  2. P4AU: CEO Match Analysis Tonight (9PM EST)

    Ever wondered how Souji went from 5-1 to 0-3 against BananaKen at CEO? Well, tonight, Jose (@BananaKen), Bace (@bacesk8), and I will be discussing this newly-public set as well as Winners Finals. In addition to the match up, we'll be covering how to adapt to an opponent and how to prepare. Tune in, ask questions, bring popcorn!

     

    The stream will begin at 9PM EST here

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    • 2,212 views
  3. Aigis Optimized Combos and Oki

    Anne posted two videos pertaining to Aigis: One is a optimized combo from Koichi and the other is a video full of safejumps, oki and gimmicks she can do. 
    https://www.youtube.com/watch?v=Uo96HWyBirY - Optimized combo
    https://www.youtube.com/watch?v=DbWp8PQ_Zac - Safejumps, oki and gimmicks

    Hit the jump to see both videos embedded!

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    • 1,575 views
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    • Boston Blue Beat: Beach Episode 2026 was a super sick tournament! Here's the Top 8 if you missed it: https://x.com/BostonBlueBeat/status/2078917825465331972 And you can also watch those matches on Replay Theater, which has recently added Sailor Moon S as a game! We're currently moving through the backlog of events and adding them slowly, but there's already a bunch of timestamped matches for each character from many different levels of play. In other news, HeatXD's BSNES fork has an update that does away with port forwarding and now utilizes his Weyvelength lobbies, making it much easier to connect to people. Check it out here - https://github.com/HeatXD/bsnes-netplay/releases If you're interested in using it to netplay Sailor Moon S or any other SNES games, the Moonlight Fight Society discord is a great place to find matches!  
    • Normal.mp4 There is this combo I've been doing for a while now. Normally it looks like this because I usually if not every time do it from point blank range. I randomly set the setting to close range instead and then I sometimes but not always got this other result where the combo ends on the opposite side that I start it from.   SideSwap.mp4   I feel that this would actually be good if I could do it on command since it would let me do a the full combo while also picking what side I end on. But alas I can't figure out how to do that. Any feedback would be appreciated.  
    • How about choosing between XXAC+R or XRD Rev2? Which game is more interesting or more beneficial to fundamentals?
    • I don't have the mod unfortunately (and I'm not really comfortable with installing one).   I'm looking at the boxes for 6H here (https://www.dustloop.com/w/GGST/May) and it seems her hurtbox (the teal boxes) doesn't extend past the edge of her outstretched hand. Looking at Ky's 5P hitbox (https://www.dustloop.com/w/GGST/Ky_Kiske), it seems like that wouldn't extend past his fingertips (the red boxes). I'm in training mode now, and there isn't any way for Ky's fingertips to come even close to May's outstretched hand in this scenario, yet the punish damage still happens.   The only way how that can still occur and the wiki also be correct is if May's hurtbox stays by her fingertips during active frames, but somehow grows to an enormous size encompassing her entire anchor on whiff. Is this what you mean by "extended" hurtbox? How would I be able to tell when / how / whether a hurtbox has been extended? (I don't see anything in the wiki regarding character-specific extended hurtboxes for character-specific movesets)   I'm confused... what am I missing here?   EDIT: I found a very old version of her hurtbox dating back to June 2021 where it DOES cover the entire anchor. I see that this was changed back in Oct 2024 so that should be old info, but if GGST 2.0 somehow reverted back to the ancient hurtboxes then that could explain what I'm seeing (https://www.dustloop.com/w/File:GGST_May_6H-2-Hitbox.png). That would be a crazy oversight though, as I'm not seeing this in any of the official patch notes. I doubt that's the case.
    • No, disjoints did not get any changes. If you're doing this kind of test, make sure you have a hitbox viewer mod installed so you can see for yourself ingame.   What I'm suspecting is that ky's 5P is hitting may's extended hurtbox that lingers when 6H whiffs
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