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Everything posted by Sindelian
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Well I was hoping the unblockable would make it on the OP, and for that I didn't do an explaination, but since some people need some help, I'll put a tutorial/explaination/notes. The key to pulling it off is to have the opponent in the air as long as possible. Contrary to her SB Agi bnb, you want to hit them dead on with your Maragi so that they shoot up as high as possible. All of your inputs must be quick, but try to release your B as late as possible so that you can have tine to oki with your unblockable D Maragi. I just tested it on the whole cast and it works on everybody! I even used the same recording and it didn't fail. If you do it fast enough, jumping away, evasive actions, hops, all miss the Maragi. Some Supers will get through, but most of them still get his by Maragi. On top of that I had to do them really really fast. So your opponent has to anticipate the reset and be able to do their super FAST. Some jump away Supers like Naoto's will go right through it, and instant kills will go through it as well. It's at a safe enough distance to avoid any DPs, so you don't have to worry about that. I think the best time to use it, is when you have some good fire boosts racked up. Damage can go all the way up to 2.9 + 4.7k.
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How do you view other peoples Replays?
Sindelian replied to aspectsofwar82's topic in P4:Arena Gameplay
Had to the leader boards. I believe this only applies to the top players, but some of them have little cameras next to their name. Opening their Persona 4 info will show a face off between two characters at the bottom. Downloading the replay with save the match into your theater. -
Tip: Yukiko's unblockable reset. (off any SB Agi combo) 236D, 5BB, 236[A+B], 5C, 236D, ]A[, D, 214D, ]B[, 236D oki (D detonate) Video:http://www.youtube.com/watch?v=cjajMZ7vZ1I&list=UU2i81YrGEQQRKU7AMBTZxbg&index=1&feature=plcp
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Thanks for your help! I made a video to help others out too: http://www.youtube.com/watch?v=cjajMZ7vZ1I&list=UU2i81YrGEQQRKU7AMBTZxbg&index=1&feature=plcp The combo I used was: 236D, 5BB, 236[A+B], 5C, 236D, ]A[, D, 214D, ]B[, 236D oki (D detonation) This version is like yours but it keeps Yukiko at a safe distance to avoid some possible escape attacks. I also detonate it to avoid late techs. And I tossed in a follow up combo to show exactly how much damage it's capable of.
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What are some cross overs that Yukiko can use? I have a hard time with people who block low, so since she is lacking in over heads I try to cross them up. I know you can IAD over them, turn around and j.a, but I can't seem to find a good distance, and they always end up jumping anyway. Anything that can be done mid block string?
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I saw in a video someone did a fire break mid combo and then oki'd off with a D maragi (which of course was unblockable) Does this sound familiar to anyone?
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What is Yukiko's unblockable reset? I saw in in a tourney match and I forgot to save it. It involves fire break mid combo followed by a D maragi unblockable.
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I don't know why Yukiko's fire boost and fire break have been made so terrible to use. The bads outweigh the goods by a long shot. For her fire break, she gets one free unblockable fire attack... That's it. oh, and it helps with pressure. There is a fifteen second cool down, it's slow, it puts her in counter hit, it costs health, she doesn't gain the fire break status until the animation is fully complete, it requires her persona, she has to sacrifice her momentum, oh, and it could still easily miss. The fire boost as pretty bad too, pretty much all the same problems, but for a 10% increase. And don't even get me started on the ex version.
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What do I do after a normal hit 5d?
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Yeah I don't see a purpose in costing her health since you already sacrifice enough to use the move, where it be finishing off the combo or a decent Oki. Don't even get me started on the ex version. 25 meter, health, and still not guarenteed? Kind of silly. Question: My opponents usually expect lows so they will block low tbhe whole match against me. So aside from her all out attack and 2d, does she have any quicker methods to break an opponent's low guard?
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Is the fire boost useful? Her 214C command raises her fire level. That was my focus when I first started playing her, but I havent seen any pros use it. I feel like in the long run its useless.
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How do we beat out Noel's 4D
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1 min 20 sec
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I don't know Valk's commands so bare with me, but how do we defend against his backflip into wolf stance after his shoulder tackle? In CS1 he has no follow up (or at least no one used it) and I would just instant block and punish, but now he can do a command to jump back and enter wolf stance. "???
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Arakune's IAD? Any idea on how to get it off consistently?
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Once again Rachel's wind proves to be one of the best if not the best drive in the game with the most versatility. Burst Baits: Normally the best way to burst bait against a standing burst is to jump cancel a normal into a barrier block and that's it. The problem is hat they're very hard to punish. So I encourage you guys to toss in a 3d right before the move you jump cancel in order to be able to easily punish your opponent. Use the forward jump to make sure you don't get pushed back far. Also, remember to NOT barrier block, regular air block will work just as well. Besure to DELAY your forward jump to prevent a super jump, 5B has enough hit stun to make sure they won't do anything (unless they're mashing up a storm) The best thing about this is that Rachels always do down winds into jumps so your opponent won't even KNOW you're trying to burst bait them if they end up not even bursting. You can delay an air attack or land and attack, but either way your opponent won't know your attempting to make them waste their burst. My favorite method of doing this is: 2B >5B > 3D > (wait) > fwd jump + air block If it's unsuccessful an I still think they'll burst I will land and and start the combo again. Only a successful 2b would lead into a burst bait for me. This also works great for counter assaults and random supers people do between Rachel's 5B and 5C gatling. Let me once again emphasize that you will be close enough to the ground to punish them. Let me once again also emphasize to NOT barrier block. Otherwise they'll know you're trying to bait.
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They were dangerous enough as it is in CS2, so I can second your claim. If barrier takes that long to regenerate then we're in some really good luck. It's a shame that 5CC doesn't break primer anymore, but I think with a frog we can still squeeze in 2 4B's into the guard stun and start the hacking away at guard primers. It's not hard to do a 2 or 3 pole BBL in the corner, and it' definitely worth the heat. Since the barrier pushback applies to everybody (and Rachel has wind to push herself right back in), then I honestly think the new barrier system does Rachel players more justice if anything. Rachel's pressure is still flawless.
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Kinda puzzled as to why for some reason I can't always IAD with Arakune =-s I don't remember having this problem in CS1. Any help?
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I imagined CH 6B could be used the same way 5CC worked on a midscreen airborne opponent in CS1. Throw down frog or A lobelia followed by winding them towards you and then combo mumbo jumbo.
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Well keep in mind that Serori was versing Tager, Rachel has to completely alter her gameplay against him. Let's wait for a match that doesn't involve Tager before we jump to conclusions. Though I feel like she's still far from CS1 status. CS1 Rachel had horrendus damage and very few tools. But she still has most of her CS2 tools and some new ones. I doubt that damage is as bad as it was in CS1, but I understand, it still sounds bad.
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This kind of applies to anyone, but what should I do against people who just block eeeeeeverything? They just completely see my mix ups coming and can always detect cross overs. This usually applies to Tagers, I guess they realize that a Tager who knows how to block is unstoppable.
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Yeah good point, I guess it makes more sense to use it off of random tempest dahlia.
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Double cross under combo: (Based on Jason D's Baden double-cross under) 5B > 5C+D > 3C > Tempest Dahlia (lvl3) > frog > dash under > dash towards > 2a (whiff) > (frog hits) > B lobelia > 5B > j.c > 2d > dj.2c > B lobelia > j.c > dj.c > Air Iris The red part is one combo and does 2.6K -Requires four winds for a lvl3 TD The blue part is the second half and does 3.1K The fully successful combo will do 5.7K and requires 4 winds to start and 50% heat Video: http://www.youtube.com/watch?v=cCnwIdUtmG0
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The best I can get for an anti-air is j.C because he's so high up. But it's really not that convenient, so if anyone else has a suggestion. My problem is when he's doing his wolf flying approach thing. I can't really react fast enough to interrupt with an A lobelia. any other suggestions?
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Are there any other options besides 6B against sledge, but I feel like it just postpones the issue. Often times they tech forward and do a long sledge and they're back in front of me.