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Effenhoog

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    Effenhoog

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  1. I feel it's a tie between AC and +R, depending on which character you play and how they fare in each version. I would love a version that lets you choose the AC or +R version of your character as you see fit, keeping the system mechanics of +R. +R is my personal favorite since it has the most enjoyable version of Dizzy, but some characters like Baiken got a bunch of weird changes in that version and I understand why players would not prefer it. I don't care for Xrd much personally.
  2. It's a bad habit. I used to do this a long time ago but fortunately I ironed it out early on before it became too much of a long term habit. There are specific uses for controlled mashing of buttons or intentionally pressing a button multiple times in a row but 99% of the time you should only be pressing buttons the minimum amount of times it takes to execute the commands you want.
  3. I've been getting a glitch with the P fish quite frequently, both intentionally and otherwise. Basically it seems to trigger when you grab the opponent right before P fish is about to bite the opponent for the third? time. All it does is make the fish freeze in place instead of disappear, and it seems to last until you summon another fish. The previous fish will then animate the same way as the new one but seems to have no hitboxes or anything. I can't replicate it with any consistency at all but I've seen it happen dozens of times from both trying to force it to happen and just playing normally. Probably doesn't have any real gameplay affect but I found it strange how often and easily I have been seeing it, I'm surprised it wasn't caught before release. I really don't understand the P and K fish summons in this game, they have so many huge gaps and feel really awkward to use effectively. The timing on H fish feels pretty bad too but it at least works off 2D knockdowns so I understand it more than the others.
  4. You have to tiger knee the K dandy step during the homing dash after the 5D. So, 5D 6 2147K To get both K pilebunkers after the 5D, you have to hit with the first one before they start sliding down the wall at all. If you see them slide even a tiny little bit before the first K pilebunker hits, do not try to go for the second one. Do a P pilebunker, 5H 2H, 5H 2D, 2D, or whatever else instead.
  5. Azrael keeps me playing BB. I've played since CT but I was kind of lukewarm towards every game after it, until CP. Azrael has a much more tolerable combo duration and just the pure fun factor that I was looking for.
  6. has anyone been able to get 5D > K pilebunker to connect? I've seen it done but I have not been able to get it to work even once
  7. You can also roll through the orb safely. If you are paralyzed and he tries to IK you rolling back and forth through the orb until it ends is the best way to avoid it also
  8. *reserved* still a work in progress obviously. I based this thread on the format being used on other character subforums, i have some stuff typed up already but i am still working on the formatting to make it match obviously I am not a mod and am not attempting to pretend to be one so the stuff about infractions and whatnot is just the basic site rules statement copied from another thread if you have any combos that you think should be included above feel free to post them and I will try to add them in when I can. Please do me a favor and try to format them appropriately to make it easier on me if you can
  9. Midscreen Collapsed: ] 5AAAAAA => 8A => 4B => 8B => 4D => 2C (character specific) 5AAAAAA => 8A => 4B => 8B => 4D => 6C => 6B (character specific) 5AA > 5B > 2B > 236A => 8A => 4A => 6A/B 5AA > 5B > 2B > 236A+B => 4B => 8B => 4A => 8A => 6B > 236236B *you have to input the super facing the same direction you started, and wait a moment for them to bounce back closer to you 5B[FC: > 236B => 4B => 8B => 4A => 8A => 6B > 236236B easymode 5B fatal counter combo, only do this if you autopilot into 236B or if you know that it will be enough to kill and you want a virtually undroppable combo 5B[FC] > 236C => 4B => 6C => B+D => 2B > j.B > 5B > 2B > sj.B(1 hit) > j.214B => 6C => 8B => 4C => 4A => 8A => 2C => 236236B 5B FC [AA] > j.B > 2B > j.B > 5B > 2B > sj.B(1 hit) > j.214B => 6C => 8B => 4C => 4A => 8A => 2C => 236236B hook (any strength or cyclone level) FC => 6C => B+D => 2B > j.B > 5B > 2B > sj.B(1 hit) > j.214B => 6C => 8B => 4C => 4A => 8A => 2C => 236236B 5C [OMC] 2A > 5B > j.B > 5B > j.B > 2A > 236A => 6B 5c CH > dash > (2A) 5B > j.B > 5B > j.B > 2A > 236A => 6B 5c CH > dash > (2A) 5B > j.B > 5B > j.B > 2A > 236A => 6B j.C CH > 236C => 6A/B j.C CH > 236A+B => 6A/B 2B CH > jump back > airdash j.B > 5B > j.B > 5B > j.B > 2A > 236A => 6B j.A CH jc > j.A > j.B > j.214A j.A CH land > 5A > 2B > sjc j.A > j.B > j.214A j.A CH counterhit airdash j.B > 5B > j.B > 5B > j.B > 2A > 236A => 6B AoA > C launcher > j.A > j.B > j.215A Corner Collapsed: ] 5AA > 5B > 2B > 236A => 8A => 4A => 8A => (4A) => 6A/B 5B > 2A+B > 236A => delay 8A => 4B => 8B => 4D => 6B [??: 214C 6B (this works off of 5A but you have to input exactly 5A 5B sweep, no 5AA 5B, no 5A 5B 2B, etc. Timing is harder on some characters.) 5C [OMC] > 2A > 5B > j.B > 2A > 236A => 8B => 4C => 4A => 8A => 2C > 236236B 5C counterhit > dash (2A) > 5B > j.B > 2A > 236A => 4B => 8B => 6C => 4A => 8A => 2C > 236236B j.C counterhit > dash (2A) > 5B > j.B > 2A > 236A => 4B => 8B => 6C => 4A => 8A => 2C > 236236B j.A counterhit > 5B > j.B > 5B > j.B > 2A > 236A => 4B => 8B => 6C => 4A => 8A => 2C => 236236B AoA non-fatal D ender 236A 8A 2C AoA fatal D ender 236B 4B 8B 6C 4A 8A 2C 236236B
  10. ***WORK IN PROGRESS*** *Note* - When browsing the Akihiko forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. Information 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 here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations. Please refrain from going off topic in this thread. This thread is for posting of combos only. Only the most optimal combos will be listed in this thread. Collapsed: General Notations Used: [table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump hHop hcHop Cancel adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel OMCOne More! Cancel AoA~CAll Out Attack into C ender AoA~DAll Out Attack into D ender CHCounter Hit FCFatal Counter [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table] Collapsed: Guide Specific Notations Used: Notations in red are for prefixes only. Notations in blue are for suffixes only. [table] c.The attack must be used as close to the opponent as possible. f.The attack must be used as far away from the opponent as possible. [sS]Side Swap combo [CO]Crouching Opponent [AA]Anti-air or Air-to-Air [RP]Roll Punish [sD]Shadow Only Combo [N%]Player SP % required before combo start. [N/N%]Damage/SP Gain %[/table] Challenge Mode Combos [COLLAPSE=] Mission #01 - Mission #02 - Mission #03 - Mission #04 - Mission #05 - Mission #06 - Mission #07 - Mission #08 - Mission #09 - Mission #10 - Mission #11 - Mission #12 - Mission #13 - Mission #14 - Mission #15 - Mission #16 - Mission #17 - Mission #18 - Mission #19 - Mission #20 - Mission #21 - Mission #22 - Mission #23 - Mission #24 - Mission #25 - Mission #26 - Mission #27 - Mission #28 - Mission #29 - Mission #30 - [/COLLAPSE]
  11. Quoting myself because laziness
  12. Way back at the start of P4A I mained Elizabeth and Akihiko was the only matchup I actually felt good about. Unlike many other characters Akihiko actually has to respect a lot of her stuff and his mixup isn't the best so once he is in she isn't that scared of getting hit and killed in 2 combos. One important thing to remember is that both her DP and ghastly wail are grabs so jumping or hopping during pressure are safer than they would be against most other characters (this is also somewhat true for Margaret since her DP is also a grab). You just have to be careful on the approach like with any annoying long range/poke character like Margaret, Ken, Sho, Yu, Mitsuru, etc. Make careful use of SB kill rush and SB corkscrew, and don't forget 5D exists.
  13. Don't we already have that color? I think it comes in the old BGM/stage DLC packs
  14. Losing midscreen IAD combos hurts a lot, they were the most fun part of the character. I hope something else fun is discovered, Azrael seems fine overall in 2.0 but removing fun things is not a good way to keep people playing your game
  15. Lack of moderator involvement basically. I've been considering making a thread myself at least temporarily
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