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Everything posted by Soriphen
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I started a petition to try and get an answer from Atlus about the status of Persona 4 Arena. Thought it would help to spread the word here. It has about 206 signatures so far, so I think there's a chance we could get SOMETHING out of them if we continue. https://www.change.org/p/atlus-co-ltd-bring-persona-4-arena-ultimax-2-0-build-to-home-consoles
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Nvm...it seems like it only gets held up to 2C's length like in the previous game. And 5D is only guardpoint for a small amount of time instead of its whole duration. Well that's lame . On the plus side, sonic punch blockstrings are good pressure.
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Oh snap you're right lmfao. Just checked his loketest notes and forgot that his 5D has guardpoint and 5C can be done from it. Also, 5C can be held! and 5B is dash-cancellable! And 5AAA is a blockstring without autocombo animation! If 5C can be held long enough, that means we might be able to hold it before going into a blockstring, then release it in the middle of a blockstring. Where's Moke to capitalize on this?!
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Watching Akihiko's new stuff...I'm really confused. His pressure game got better, but, at the cost of a nerfed neutral game that ALSO nerfs his pressure game...So basically, he's higher risk and higher reward now. The only guaranteed buff I see is that he can keep pressure consistently now that he can do regular bnbs for safe jump oki anywhere on screen, but, I don't know if that's enough to help balance his riskier pressure game now. He needs either a good blockstring that isn't too risky, or the best overall damage in the game...and so far it seems like he has neither :/. Hopefully sonic punch has good frames on block, cause that seems to be his only hope for solid pressure with minimal risk.
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I have a feeling that's Kubo. Dude seems really rusty, haha. His fundamentals are on point as always, though.
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2B used as an anti air counter hit will net you 4 loops. I'd stick to 3 just to not risk dropping. Killrush B > B+D will net you 2 loops, but I'd stick to 1 for consistency, since it's difficult. A/B Hook > B+D will net you 2 loops, but stick to 1 for ease. You can also use EX Killrush for 2 reps if you do 5B > 2B > EX Killrush or just 5B > EX Killrush. Almost forgot, 5A and j.5A anti-air counters are really good too. Nets you about 2 loops iirc.
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Max j.B loop is usually 1 to 2 without fatal counter. You can do 4 with a counter 2B anti-air. Generally, you want to do it once you hit the peak of Akihiko's jump, and you want the opponent to be high enough in the air. When you do a fatal counter, you can go a bit beyond the peak of Aki's jump to make things easier. I'd need some specifics though...which specific combo is hard for you? There are so many scenarios where you have to decide whether the j.5B loop will work or not, so, you have to get a feel with a bunch of combo situations.
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So umm...is it safe to say that Moke is one of the hottest P4A players as of yet? Cause he's bodying everyone in the ArcRevo Cup LOL...... Last matches against S.Lab had me jumping on my seat lmfao. Was all like "YEA, U GOT DIS MOKE!" http://www.youtube.com/watch?v=iqAt_Tpf6mM
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Akihiko works by the cyclone gauge. Take a good look at the aura around him when he performs the throw during the demonstration. Different cyclone levels indicate different properties for certain moves, the hook being one of them. So start off with a Weave > Duck > Throw > A Hook > etc. As for Akihiko tips? Read the tips I wrote on page 14. Also, read anything Skye and Alpha say (the resident Aki gods).
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Ohh, that explains how Banchou has vids that no one else has. Darn it, guess I'll scroll nico or just wait it out on youtube lmfao. Thanks mang.
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Maybe a match-up video series? Like clips of what to do against characters like Yu, Mitsuru, etc. Basically, the first part of your video, except extended. Also, I got a question. Where do folks like BanchouJP and Jourdal get their vids from? Like, the JPN PSN videos, so I won't have to wait forever for a youtube release D:
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Did you make this? If you did, you are da bess! Otherwise, <3 for the link! I haven't ever dealt with a wiki article, but, think it'd be cool if we compile all this info in it?
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I added some more stuff, so check it! I gotta fact check some stuff, since I'm doing this all by memory and some of the things there I haven't used in a while, but everything should be correct.
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Killrush blockstrings is a start. When doing blockstrings, you want to mix it up with Killrush blockstrings, C Duck/Weave blockstrings, 5C/2C blockstrings, and AoA stuff. Killrush blockstrings are basically buttons > Killrush > wtv you feel like. C Duck/Weave blockstrings usually involve cancelling a normal into one of em, like 5AA > C Weave > Throw, 5AA > 5B(1 hit) > C Duck > A Hook > Sweep. You know what, I'll just list all the blockstrings I can think of, cool? Aside from the ones up there, here are more: 1. 5B > 2B > AoA 2. Killrush > A Hook > Sweep 2. (when the opponent is at the corner, thinking they can't get crossed up) 5AA > EX Duck > B Corkscrew 3. 2A x N > 2C 4. 2A > 5B(1 hit) > Sweep into Killrush/AoA 5. 5B > 2B > D Duck > Throw 6. 5B > 2B > D Weave (to cool off pressure when opponent is in the corner and might evade) 7. 5AA > 5B(1 hit) > 2C (0f on block) 8. 5AA > 5B > C Weave > B Hook (+3f on block) 9. 5AA > 5B > Sweep > C/D Weave > Sweep/5C 10. 5A/2A > Jump cancel for cross up > j.5B 11. Anything > A Hook > Short hop > j.5B 12. 2A > C Duck > Throw (really good tick throw) 13. Anything > A Hook > D Weave > 5C 14. Anything > A Hook > AoA 15. Anything > B Hook > wait till it's done to be at 3f advantage 16. 5AA > 5B(1 hit) > C Duck > reset pressure 17. Anything > A Hook > EX Duck immediately > B Corkscrew 18. Killrush > A Hook > EX Duck > A Hook > C Duck > B+D > wtv combo you feel like (starting with a hook into B+D scales really well for you to be able to do a pretty big combo, as opposed to starting with B+D) 19. 5AA > 5B (1 hit) > C Duck > D/C Weave > EX Duck > B Corkscrew 20. 2A > wait till it recovers > dash towards em > back dash back to bait their throw tech > forward dash into 5B 21. Anything > Sweep > C Duck > B+D immediately > hit confirm into 236236C (only good for using when you are desperate and low on health) 22. Anything > A Hook > Weave/Duck > A Hook/EX Hook 23. (At corner) Hold 5D > 5AA > 5B > 2B > let go of 5D > Sweep > Killrush > A Hook > B Corkscrew > wait till opponent gets up > super jump IAD behind them for a cross up j.5B 24. 5AA > 5B (1 hit) > C Duck > Short hop > j.5B > hit confirm 2A into a blockstring or an attackstring. Some notes to think about: - 2A > C Duck > Throw is good because 2A has less blockstun than 5A, so you can cancel from 2A into C Duck into grab immediately. - 5B has the same blockstun for both hits, but different hitstun for both hits (first hit has more hitstun). - 5AA creates a vacuum effect that can be used to make cross-up opportunities at the corner. - 5D also allows cross-up opportunities at the corner. - You generally don't want to cancel a sweep into a duck, since a lot of people see it coming and just DP. - 5C is faster and has longer range than 2C, but it doesn't mask its obvious overhead as well as 2C does (since you're crouching, making the opponent think you're gonna do a low). - 2C is 0f on block, compared to 5C which is -5f on block. - First hit of B+D is air-unblockable - Use 2B for anti-airs a lot, and if it counters, just wait a bit and then do a forward jump into j.5B. If you're outta range, you gotta jump back and then forward aerial dash into j.5B. - 5B(1 hit) > AoA/Sweep is a really fast high/low mix-up game. - Use Akihiko's safe jump option select for oki, most of the time. You usually do it after a level 2 corkscrew near the corner, dash for two steps, IAD, j.5B close to the ground while holding block, hit confirm from there. - C Duck recovers faster than C Weave, so if you want to reset pressure after 5B/2B, you'll have to make risks based on that. C Weave is good for keeping distance. - 2A has a slightly longer hitbox than 5A, but scales more (???). Preferable for approaching from neutral game when you don't IAD instead. - Usually, you condition folks with A Hook > Sweep stuff, and then you switch it up for the next blockstring into an AoA or something. - Watch Moke (Top PSR Aki), Kubo, and Domi (not Dobi, his Aki still needs some work to be up there with the Aki gods). You can find their videos in the video section here that I posted. I also posted some stuff in the general discussion. I'll post all the recent ones of the top Aki players here, after an edit. - Watch out for frameholes with Akihiko that work as combos but not as blockstrings, like 5A > Sweep, and 5B(1hit) > A Hook. - Depending on which parry you do, you get meter if you wait for the thumbs up animation. EX Parry gives you lots of meter. - Parry makes your whole body invincible during the whole animation, so you can use it to parry unblockables. - 5D > EX Corkscrew makes you safe. - 5D when you're at the corner and the opponent is approaching you > evade. Very good for switching spots at the corner. - There are some people you can pressure for free on wakeup, like S.Lab, Labrys, Chie, Elizabeth, and Yukiko. I'll list the ways you can do it... Yukiko: You can meaty sweep her just out of range of your hurtbox, so that your sweep clashes with her DP. Elizabeth: Option select 5A > 5B > 44. If she blocks, your 5B comes out, if she DPs, you backdash after whiffing your 5A. Also works with 2A. Chie: Meaty 2A and hitconfirm into a jump-cancel to block her parry attack in the air. Labrys: Any easy meaty attack that can be cancelled into a DP or a B Parry. S.Lab: The same as Labrys but harder. Videos: http://www.dustloop.com/forums/showthread.php?14482-P4A-Akihiko-Video-Critique-Discussion-Thread/page4&p=1480391&viewfull=1#post1480391 http://www.dustloop.com/forums/showthread.php?14482-P4A-Akihiko-Video-Critique-Discussion-Thread/page4&p=1490884&viewfull=1#post1490884 http://www.youtube.com/watch?v=MAk330-a6kg http://www.youtube.com/watch?v=gJVRN1S_pJE&t=14m30s http://www.youtube.com/watch?v=aKH_AXwldLA&feature=youtu.be&t=17m (He's spread throughout the video) I didn't link some others because they weren't really playing their best, like Kubo against Mute etc.
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He just shuts down Doubt's offense like it's a joke, making Doubt go like "DID THAT DWEEB JUST DO THAT?" Made me bust out laughing a couple times lmfao.
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Yo, Moke is a beast! I never knew you could let go of 5D after holding it, and still have it run as long as you would by just pressing 5D. Thought holding 5D was useless, guess not LOL. Holy shit, he does IAD j.5B loops to swag out!
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New Moke footage from Banchou's channel (top PSR Akihiko in arcade iirc) with Doubt, one of the Narukami gods in Japan. It's 30 mins, so grab a meal and get watching! http://www.youtube.com/watch?v=tyNmx8h65-o
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WOO! <3 ya Alpha! I gotta start learning about the level system haha.
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Lmfao thanks guys. Also, what's the blockstun of 5B(1st hit)? Is it just the same block stun for all hits but different hit stun for each hit? Reason why I'm asking is because I was wondering which has the bigger frame hole between these block strings: 5B(1 hit) > C Duck and 5B(2 hit) > C Duck.
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Yo for real, what's the start up of Akihiko's parry stance? How do you figure it out if no one has it?
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New corner combo for Aki that replaces our previous FC 50SP corner combo. http://www.youtube.com/watch?v=MAk330-a6kg&t=2m10s
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That Kanji loves to jump. Stop randomly doing Kill Rush against him. Use that time instead to prepare for a counter for when he keeps doing j.5B, like countering with a 2B or a B Parry. You can also just run underneath him as he keeps jumping away, then super jump and grab his ass or fish for a counter with j.5A. Replace those random Kill Rushes with a properly spaced 5C/2C. Using 5C/2C as a footsies tool, aside from j.5C, is really important. Kill Rush is still important in this matchup for closing distance and punishing whiffs, but don't do it randomly. When he does his blockstrings against you, instant block as much as you can and A Parry > A Corkscrew in-between his blockstrings. One last thing, crouch a lot when in neutral game, because it's easier to react to j.5B than his aerial command grab. Against Mits, stop mashing 2A blindly. You can mash 2A after successfully blocking (preferably instant blocking) Coup Droit, but don't do it all the time, and make sure to confirm when to stop mashing, like when she holds 5B to fish for a fatal. Also, one thing a lot of Mitsuru's like to do is j.5C, land, Coup Droit. If you see them doing that at a certain distance, get ready to D Duck through the Coup Droit once she lands. 1:24 would be an example of where you could've done a Duck. To clarify, these are tips on those matches you had with those folks. They aren't utilizing all of their character's strengths, either because they don't know how to, or they are capitalizing on your weaknesses. Once you fight better Mitsurus and Kanjis, you'll find them doing much more annoying tactics. Kanji will start using 5B for frametraps during his blockstrings, Mitsuru will fish for counters with j.5A and 5A, and approach you with 5A > Sweep. Both of them won't let go of you once they have you in a blockstring. General Akihiko advice would be to have more solid mixups. Don't just EX Weave and then mash 2A, you have to know when it's best to use a certain mixup. Here are some good Akihiko videos: This is Domi (I made a mistake, I don't think he's the Top PSR Akihiko as I commented in the video lmfao): http://www.youtube.com/watch?v=hMRUxYrswGM&t=2m55s This is about 40 mins of Kubo vs a really good Mitsuru (subscribe to BanchouJP if you already haven't): http://www.youtube.com/watch?v=Em38Cg9pgDY This is a really good Akihiko (might be Domi). Watch him throughout the video, as he appears a couple more times after the time link: http://www.youtube.com/watch?v=WfSTXD1CKW4&t=36m40s If you want, I can show you some stuff on PSN.
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43 mins of online Kubo stuff from February for all you dweebs. http://www.youtube.com/watch?v=WfSTXD1CKW4&t=36m40s Here is some more as well. Pay careful attention to this Akihiko's blockstrings...He makes good use of C weave and duck to continue pressure, cancelled from the big frame advantage of 5B (1 hit). I also suggest y'all to subscribe to BanchouJP and MrTSUTAYA, as they upload P4A stuff that no other channel has.
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That combo was hot!
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You can do the same with 236C > 4C > B+D, trust. Remember, since 236C > 4C > B+D is only like a few hits and has less proration, it means you can add more to the combo, bringing the opponent to the corner. OK when you do 5B FC to 236B, you only can get 2 2Cs into auto-combo from there. With 236C > 4C > B+D, you can get 3 2Cs into auto-combo. Or if you wanna do a corner specific combo with 5B FC > 236B > 6C > B+D, you can only do 5B > 2B > j.5B(1hit) > j.214B > etc. With 236C > 4C > B+D, you can do a 2B from there > j.5B > dash 5B > 2B > j.5B(1hit) > j.214B > etc. So basically, you can replace every FC combo you have to get about 20 to 100 or so extra damage, without sacrificing distance.