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Everything posted by Soriphen
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As these guys have said, j.A counter-hit is godlike. As for dealing with Lab's j.5B, use B Parry > A Corkscrew or B Parry > A+C if you wanna get away. Optimal follow up combo from B Parry > A Corkscrew combo near the corner is: Dash up as close as you can, 2A(if you think you're close enough to omit 2A as a starter, do so)> 2B > j.5B > wait a bit > 5B > 236B > 6C > B+D > (5AA > 2A+B > 236A > 6B) or (5AA > 2A+B > 236C > 6B).
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Nah, It's better to follow up 5B FC with 236C/D > 4C > B+D; it leads to slightly more damaging combos. 5B FC > 236B is good if you wanna hit confirm from a distance, but, you can do that with 5B FC > 236C > 4C > B+D if you aren't too far. 5B FC > 236D > 4C > B+D ain't good for hit confirms though.
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Can't you just do A Hook frame-traps? It's much safer and still can beat people who jump out or mash throw with a fatal counter to boot. Albeit, it gets beat out by jab, but it's better to be safe on block and worry about their jabs than having to worry if they'll block the Corkscrew. They take more risk having to deal with your A Hook frame-trap than a Corkscrew.
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Hey, smash is fkn awesome. I find it weird that it's up on top though, considering how old it is. I'm surprised P4A is rly low.
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For an FC OMB combo? I haven't really optimized my mid-screen FC OMB combos, but I've got one for ground hit that's decent. FC 5B > 5C > OMB > 236C > 4C > 4B > 4D > 4A > 2C > 2B > j.5B > 2B > j.5B > 5AA > 2A+B > 236A > 6C/6D (only if you're near the corner) > 6A > 236236B Around 7.5K for 50 Meter? I forgot since I'm running on memory. I don't really have one for air punish, however. If you're talking about general FC punishes, the air punish I assume would be the most important. Mitsuru does her DP > you block dat shit > hit her with 5B while she's still in the air > 236C > 4C > B+D > 2B/5B loops.
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LOL OOPS. I meant to put the 2C. lemmefixdat. It's legit damage, honest. FC 5B > 5C > OMB > 2C > mini dash if you want > 2A > 2A+B > 236A > 6C > B+D > 2B > j.5B > 5B > 236B > 4B > 4D > 4A > 4D > 4B > 4D > B+D > 236236B 8373 dmg. Should be the best option (?) for a 50 meter 5B FC OMB combo near the corner. It's also EZPZ.
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FC 5B > 5C > OMB > 2A > 2A+B > 236A > 6C > B+D > 2B > j.5B > 5B > 236B > 4B > 4D > 4A > 4B > 4D > B+D > 236236B Does 8373 dmg for 50 meter.
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Might I consider that B Parry is really damn good to use in this match-up? Good as an anti-air like Dudley's Corkscrew -- except without taking damage. Also, her options on wake-up are pretty shit; you could 2B hit-confirm into either 5B or B Parry > C Duck if she decides to use a DP. Safe Jump Option Select also beats the crap outta her wake-up options. Also, everything Dacid said lol.
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The cool part about 5D at the corner is that since you can't cross up someone at the corner, they feel safe without having to worry about the other side; then you bust out the 5D at the last second LOL. So a combo at a corner could be like (any starter ground combo) > Sweep > A Killrush > A Boomerang Hook > C Duck > B+D > Sweep > 5D > (get ready to jump to other side). You can even do the same combo except switch the C Duck with D Duck, which makes you go in the corner instead, until you bust out the 5D and go right back to where you started lmfao. Another fun gimmick to do -- which doesn't do much damage -- is to do a Lvl 2 Grab > A Boomerang Hook > D Duck x2 > Charged B Boomerang Hook > 5D > quickly run underneath the opponent as they fly in the air > once you're at the other side, cross them up as they wake up LOL. It's a cross under with a cross up. It's not the best grab tactic for damage, but it's fun to do and kinda confusing. Just gotta switch it up from time to time, or use it like once every 5 battles lol.
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Akihiko has the highest combo rate, so using OMB during combos isn't exactly needed unless you wanna get that extra 200-500 dmg to kill them off. The OMB combos that are best to learn are the fatal counter ones, however. I'll list some later tonight. Thanks for the vid Shelled. Didn't even see that jourdal uploaded em. As for 5D/2D being useful...they can be useful as like an extra tactic that you can use once in a while. The one you showed in the video is good. Corner crossups are good for oki as well.
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Jeez, seems like everyone is on a P4A break and on dat UNIB and GG. I decided to search Kubo n shit on youtube and got lucky! CHECK DIS OUT..... Team Yukiko vs Team Akihiko/Kubo There's 3 parts, but I think it'll auto play 'em anyway.
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MMMMM SO FKN JUICY.....Look at all dat data......makes me all giddy inside :').
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Definitely agree. In the end, it's all about who ya like the most lol.
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I'd honestly say Yu is the best for learning the game. He's pretty damn easy to start using, not to mention he teaches all the fundamentals well.
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Forget what I said about the meaty stuffing DPs and shit. Made a mistake in recording there. Though, what I said about Safe Jump Option Selects holds true, of course. Anyway, for neutral game, you can always approach with jump back > forward air dash > j.5B. You can also just do a regular jump into j.5B or a super jump over the opponent > air turn > j.C. You can advance with A Killrush if they whiff an attack; you can do a regular running jump into an instant press of 5A to net some counters (as an air-to-air attack); you can C/D Duck into a grab at a moderately close distance if they're scared; you can do exactly what you described as well. As for meaty attacks, you can't do shit against the good DPs since there is no 3s sort of meaty for those DPs (my mistake lmao). Well, you can do SJOS, but I'm talking about ground meaties. You just gotta have good reads and keep abusing dat SJOS. Oh yeah, almost forgot to explain his SJOS. It's just doing his j.5B close to the ground during the opponent's wake up. Try doing this: RECORD the AI (choose Yu as the opponent) to do their DP (just keep mashing the DP button RIGHT when you press RECORD) starting at the 0th or 1st frame of that recording counter. Do C/D Duck into EX Corkscrew and press the PLAY button right when you hit the opponent with the EX Corkscrew. Since you were mashing dat DP during the recording, the opponent should tech as early as possible and do a DP at the first to second frame of wake-up; depending on the accuracy of your recording. As the opponent techs and is in the air by their tech handstand animation, jump towards them -- a regular jump -- and time the j.5B to hit close to the ground, while simultaneously holding back to block. You should be able to see the j.5B pass right through them during their DPs start-up frames. After that, you'll land on the ground and block their shit. The reason why it's an option select is because if the OP stayed idle at wake-up, you'd hit them with that j.5B . If the DP came out, you would've gone through them during their invincibility frames, blocking their DP since you landed on the ground faster than their DP hitting you. Anyway, you can be creative/dynamic with your neutral game. Watch Kubo on youtube and keep grinding online. You don't need to care about PSRs...all that matters is upping your skill. Make a 1v1 lobby with 3 rounds and just let all the folks come in; grind with them.
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Oh I know about the safe jump option select. It's just like SF4's. Anywho, I made a mistake with recording. Thought I was able to do something better than SJOS and more like meaties from 3s. Of course the dp not coming out was a huge give away to the fact that it doesn't work LOL. DISREGARD ALL THAT I SAID.
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It's used for a safe jump option select/meaty attack and for approaching the opponent. I might be wrong, but, I've tested it out a bunch of times; Akihiko can stuff DPs on wake-up if you time his j.B. 'Stuff' as in the DP wouldn't even come out, or it's just a tight reversal for the opponent to input. I confirmed it when I saw my recording of the AI's DP action performed on the first frame (or so it seemed) of wake-up. I used this as comparison for my jump in j.B meaty attack performed roughly on the same frame.
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I think it's safe to say that almost every fighter has high damage combos for one mistake. However, they mostly all have one thing in common, you need meter. If you're worried about the abare in P4A, there's nothing to be afraid...since you'll need resources to do high damage. It's not like Skullgirls 1.0 with the insanely high abare everyone has (<3 SG and we all know it'll be patched). You can't just jab someone and expect a ~60% combo starting with no meter. It may be at the higher end of the spectrum of damaging combos, but, it doesn't overdo it and executes it with fairness.
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P4A's Training Mode (Frame Data Related)
Soriphen replied to TheRealBobMan's topic in P4:Arena Gameplay
Holy shit, that never crossed my mind LOL. BB had the same thing. Though, it won't be accurate...and how would you know when the active frames begin and the recovery frames end? It would be much easier if the game had a hitbox viewer though. -
I'm not even gonna lie...but I think it's the one of the best fighting games next to 3s IMO. After watching days worth of accumulated footage of P4A since release...I can honestly say that the game went past my expectations. It has all that I want in a fighter engine with the accessibility that I think every fighter should have. The thing I always advocate is ease of gameplay for fighting games, so that a player can get better technically in a shorter amount of time. Then you can focus on your play style and mind games. Just wish they used GGPO online D:
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I find the game easier than BB. It's easier tech skill wise, but, the actual fighting is more difficult since the pace is fast and you have to be constantly reading and hit confirming etc. Though, I feel like this is the best buffer system I've played in any fighting game.
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Wat. BB's burst system works the same way with positive proration. I don't see how P4A has more combo potential than BB, not that it's a big deal. Anyway, the one thing I noticed when I first touched P4A was that everything felt tight and the buffering felt perfect. IADs seem easier than in BB. All the inputs feel perfectly fine-tuned to how I'd like inputs to be in a fighter. It's got a fast pace like GG along with a nice balance of fundamentals involved in the game. It's like if SF, GG, BB and KoF had a baby or some shit LOL. IMO I feel the combo potential is less so far, since I've seen way more varied combos in BB than in P4A. The thing I like about it is that there's more focus on short and sweet combos as BnBs instead of ridiculously long ones.
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Xie's Laboratory - P4A Gameplay Video Q&A Thread
Soriphen replied to Xie's topic in P4:Arena Gameplay
So, no ambiguous cross ups? WOOT! Also, was wondering if there's option select safe jumping in this game. I think I saw an Akihiko do it against Kanji or Aegis iirc. He ran and did a normal jump to j.5B and the opponent woke up into DP and Akihiko whiffed the whole j.5B on him and was safe to block. -
True say...though, the auto combo makes it all the more annoying. I'm gonna be honest and say I didn't see auto combo mashing coming cause of watching too many high level Japanese vids LOL. It's actually not a big deal...but, P4A uses delay based netcode instead of rollback based; so it's hard to be reactive as nuts. I have to say though, the online is the next best thing after GGPO. Reminds me of BBCT days. Also, the game is FUN AS FUUUUUCK. It's like all that I wanted in a fighta :').