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Ikaru

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  1. cancel dash into 5b or 665b. And dj usually means dash jump from what I recall. And that grounded j.B loop I THINK is on the first page of the Technical thread. -5aa > [5b (1) > delay j.b] x3 > 5b > 2a+b > 236a => 6b !!Character Specific on Mitsuru, Yosuke, Yuu, and Akihiko!! !!Point Blank Range only!! !!Standing Hit only!!
  2. Well it's not so bad considering you don't have to cancel 5B into Killrush B for it to combo, you can delay the Killrush B just enough it'll still hit if they block opt for sweep, 2B or KillRush A.
  3. I thought it wasn't character specific if you used the 2B > j.B > 2B > j.B > 5b variation assuming you started from 5b FC etc. But off counter hit j.B you can just do 5AA, 5b(1) > j.B loop. Off CH j.A you can just do 5b(2hits) and loop. The weird thing is some characters have wider hitboxes so after 5B FC > killrush B > duck C > BD, you could do 665B to catch them but the wider hitbox characters (Yosuke/Teddie/Chie) you can just do 5b without dash cancelling. I've only followed up this variation with j.B > j.A > dj.A > j.B xx Assault Dive A. To Kaeru: Weave B > Duck A? Do you mean Weave C > Duck D?
  4. I used this four part video as a reference for the Mitsuru match up. Helped me out a loooot. Link should take you to a playlist I made for P4A. https://www.youtube.com/watch?v=e20eLt0cyd8&list=PL733D8838C2A53726&index=5&feature=plpp_video Nice tips for the Mitsuru match up btw Pozer. After short hopping Mitsuru's sweep can you get any damage or is the recovery from the short hop too long?
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