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ShelledMenace

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  1. Made new post for the sake of not being too cluttered lol. Here's the details of the fuzzy guard stuff. Basically, the first 'loop' (I'll just call it that because it's easier) works on characters with taller hurtboxes. From what I noticed, there's three groups of character's stances, at least that Aki can reach. There are taller characters that his rising j.A will hit them on standing. Then there's some characters with hurtboxes that the rising j.A whiffs, but a rising j.B will hit and you can continue with a slightly different loop. Then there are characters you just can't do it on. Here's the characters - Taller: Yu, Mitsuru, Elizabeth, Yosuke Shorter: Yukiko, Chie Impossible to do on: Kanji, Akihiko, Labrys, S. Labrys, Naoto, Aigis, Teddie (everyone else basically) So for the first loop, using only A, working only on taller characters, is... 5A j.c. j.A j.A j.A (land) repeat 5A j.c. j.A j.B (2) j.A (land) repeat {note; this one is probably the easiest to get a fuzzy off of if you jump cancel after the last 5A in the air into either a j.A or j.B. practicality unknown} 5A j.c. j.A j.B (1) j.A j.A (land) repeat Honestly there's a ton of variations, so I'll just post those. Next is shorter characters... 5A j.c. j.B (1) j.A j.A (land) repeat {note: this is the default loop for these, ONLY the rising jump B with hit them while standing} 5A j.c. j.B (2) j.A (land) ====================== Next I have a list of moves for each character, if any, that Aki's 214C (or 214D if you want to move back) will cause to whiff. Yu: 5A, 5B 236C, j.C (height/distance specific), 5C Yosuke: j.A, 5D (first hit only) Yukiko: 5B, 2B (assuming she would even throw a fan out when you're that close and on the ground), 236236C Chie: j.A, 214C/D, j.C (height/distance specific) Naoto: 5A, A Snipe, C snipe Aigis: 5A, j.A, 236A/B/AB, j.C Kanji: null Teddy: 5B Mitsuru: 5A, 4..6A/B/AB, rising j.B, 5D Labrys: 236A/B, j.D, 236A/B S. Labrys: -same as Labrys- (no other different moves will whiff) Akihiko: 5A, j.C (height specific, must be very high i.e. at the peak of his super jump) Elizabeth: j.A, 5B, j.B
  2. Hmmm...I wouldn't mind the raise for entry fees, especially since it's for SNCI lol. I mean I'd be okay with it whenever anyway, but yeah.
  3. Yeah you're definitely right in that you shouldn't just throw it out, it's recovery isn't exactly the best. It's not like it's really that slow or anything, but you're going to notice how long you'll recover. What's convenient about Caesar's pull is that he's invuln after you throw him out, except I think he takes a hit if you take a hit while he's out. I have to check again later lol. To be honest, I still kind of get confused over what I should be focusing on to fight zoners with Aki. I figure as long as you manage to hit the D without getting tagged, you're free to use it. Just it shouldn't really be relied on a lot. At least that's what my impressions of it are :u Also to the thing about people with lolfullrangebeam like Elizabeth, unfortunately you can't duck or weave through the ground one which kind of sucks. You can really only block the ground one, or you can super jump and airdash over to her, though you'll just end up being completely open lol. Plus, she can do the beam in the air anyway so it's partially a guessing game. Not sure how her beam's recovery is though, so who knows maybe you can snag a hit if you read a full screen beam right lol. Also you can use the j.D, and the air recovery is pretty fast. You can airdash after you completely recover. It's not like j.C that'll leave you open til' you hit the ground and finish landing recovery lol. @donelf Yeah pretty much what DaiAndOh said lol. Also, Dai what've you been doing to fight Elizabeth? All I've really felt is that you have to poke her persona when it's open, otherwise it's really hard to get in (for me at least). Btw I've compiled a list of moves for each character that you can 214C(hold) through, I'll post it to the Technical thread, Skye. As well as the details on the weird fuzzy setups lol.
  4. Yeah the sweep is totally special cancellable.
  5. Maybe there's some kind of godlike combo you can do on a fatal lvl3 boomerang hook lol By the way, something interesting people might want to experiment more with is holding down 5D in neutral and using it to put yourself in range when the opponent doesn't expect it. Earlier today I used it with an EX Kill Rush, so the delayed pull effect is probably something that can be used effectively. Too bad I'm just terrible, gah.
  6. Yeah sure, though I think I'll do that tomorrow because...well I need to wake up, and I already turned off ps3 lol. By the way, posted quite a few combos in the Technical thread, but I don't have some of the notations the same as what was shown, and I didn't put an arrow between hits. I was kind of just buzzing through that akihiko vid and didn't realize I should've looked to make sure lol. Nevertheless there are some combos. And the blockstring so far works on our good old pal Yu
  7. I have to say I really hate Kanji, and if I met him in real life I would shoot him without hesitation. Regards to the fuzzy guards, aaaall the better to frame-trap you my deeeear
  8. Also, I don't know if this is common knowledge but I didn't realize you could hold 5C/2C/j.C and it'll keep the gravity pull thingy from starting. Holding it for as long as possible causes the persona to disappear. EDIT: I'm a derp sorry for double posting. There's another tight blockstring that uses only 5A and j.A. It's 5A j.c. j.A j.A j.A (it's rhythmic) and repeat.
  9. Yeah, of course the blockstring is only really airtight if they stay standing, but it could make for something pretty gimmicky. Who knows lol. It's pretty lolzy though just when I watch the j.A with it's seemingly amazing hitbox.
  10. Ahaha found an airtight blockstring that will work on anyone that Aki's rising j.A will hit while they're standing. Basically, from anywhere on screen, 5A j.c. j.A j.B (land) 66A, repeat over and over until you get a guard bonus. Not helpful in game at all really, but interesting enough lol.
  11. Here's some combos from http://www.youtube.com/watch?v=TdolYHL7EO0&list=FLDT-L_kWnb78DophWIZxPiw&index=15&feature=plpp_video Used numpad notation, I'll continue to pick out some more combos after I eat lol. For now, here's what I have. I double-checked them, so they should be accurate. I've got the times labeled for reference if anyone needs to see what they look like. Obviously feel free to put them in the combo sections they belong in lol. (this is ok right? I hope there isn't a character limit or something, but if there's a problem just tell me. not so good at this forum stuff) EDIT: Oh poopy, I didn't put in arrows between moves. EDIT2: Added rest of combos picked from video EDIT3: I've got the specifics on which characters you can do the possible fuzzy guard setups on, except I'll post them later. I might be able to do Aki's 30th challenge lol. Akihiko Combos (P4U Akihiko Sanada Combos): 5B 2B 2AB 236A 4A 6C/D BD 2AB 236C/D 6B Cyclone Upper x2 (Corner, 6322 dmg, req 100 SP) 5B FC 236B 6C/D BD 2A j.c. j.A j.B (land) 5AA 2AB 236A 4A 4C 4A (4C 4B x2) 4D Cyclone Upper (3:07, Corner Fatal, 5865 dmg, req 50 SP, pretty SWAG) (optional 4D 6B ender, beware of quick tech due to proration) 5B FC 214C 236C/D BD 2C j.c. j.C (land) (5C j.c j.C x2) (land) 5AA 2AB 236A 6C 6B Cyclone Upper (3:35, Midscreen fatal corner carry, 5987 dmg, req 50 SP) 5B FC 236B 4C/D BD Thunder Fists 236D (5B j.c. j.C x2) (land) 5AA 2AB 236A 6C Cyclone Upper (4:21, Reverse corner carry fatal, 5905 dmg, req 50 SP) 5B FC 5C OMB dash-cancel (2B j.c. j.B (land) x2) (5B j.c. j.B (land) x2) 5AA 2AB 236A 6C Cyclone Upper (4:36, Midscreen fatal corner carry, 6939 dmg, req 50 SP) (optional 2AB 236C 6A Cyclone Upper x2 ender, 7719 dmg, req 100 SP) 2B AA CH sj.c. j.A j.B j.214A (5:19, Anti-air, 1567 dmg) 2B AA CH bj.c. delayed airdash j.B (land) (5B j.c. j.B (land) x2) 5AA 2AB 236A 6B (5:24, Midscreen corner carry, Anti-air, 3345 dmg) 2AB 236A 6CD BD 5B j.c. j.B (land) 5AAA 6B (5:32, Corner, off sweep, 3464 dmg) 2AB OMC 2A (5B j.c. j.B (land) x2) 5AA 2AB 236A 6B (5:42, Midscreen corner carry, off sweep, 3268 dmg) (optional same combo with 5C OMC starter, 4068 dmg) 236C/D/CD CD 4A(lvl2) 6B(lvl3) Cyclone upper (6:02, Off throw, start with Cyclone Gauge lvl 1, 3136 dmg, req 50 SP) (various ways to start) CD 4A 6C/D 4B (fully charged) 4D 6B Cyclone Upper (6:12, Anywhere, start with Cyclone Gauge lvl 2, 3546 dmg, req 50 SP) (various ways to start) CD 4A 6C/D 4B (fully charged) 4D BD 2AB 236C 6B (6:23, Anywhere, start with Cyclone Gauge lvl 2, 2189 dmg) CD CH 66 5B 2B 2AB 236A 6B (6:33, Anywhere, Throw counter, 2028 dmg) j.A CH (land) 66 (5B j.c. j.B (land) x2) 5AA 2AB 236A 6B (6:50, falling j.A air-to-air CH, 2940 dmg) j.B (land) 2B 235 AB 6C/D BD 66 5B j.c. j.B (land) 5AA 2AB 236A 6C 6B Cyclone Upper (6:58, Falling j.B on standing opponent, 5702 dmg, req 50 SP) j.B (land) 2A (5B j.c. j.B (land) x2) 5AA 2AB 236A 6B (7:12, Falling J.B air-to-air, 3041 dmg) j.C CH (land) 236B 6B (7:25, j.C ground CH, 3409 dmg) j.C CH (land) 66 (5B j.c. j.B (land) x2) 5AA 2AB 236A 6C 6B Cyclone Upper (7:29, Near opponent, 6419 dmg, req 50 SP) j.C CH 236AB 6C/D BD (5B j.c. j.B (land) x2) 5AA 2AB 236C 6B Cyclone Upper x2 (7:42, j.C Corner CH, 8236 dmg, req Awakened State with 125 SP) j.CD (land) 2A 236A 6C 6B Cyclone Upper (8:00, Off air throw in corner, 4250 dmg, req 50 SP) j.CD (land) 2A 2B sj.c. j.A j.B 214A (8:11, Off air throw in corner, 2408 dmg) j.CD (land) 66 5B j.c. j.B (land) 5AA 2AB 236A 6C 6B Cyclone Upper (8:17, Off air throw in corner, 4839 dmg, req 50 SP) j.CD OMB (land) 66 5AAA 4A BD (1) Cyclone Upper (8:29, Off air throw anywhere, 4256 dmg, req 50 SP + burst) (alt. followup ->66 5B j.c. j.B (land) 5AAA 6A) (3160 dmg) AOA-C j.c. j.A j.B 214AB (land) BD (1) Cyclone Upper (8:58, off AOA-C anywhere, 4186 dmg, req 75 SP) AOA-D 5B 236B 6C/D BD 2A 236A 6C 6B Cyclone Upper (9:32, off AOA-D in corner, 5356 dmg, req 50 SP) (various ways to start) > BD(lvl2) 5AAA 6A (9:47, off FA lvl 2 anywhere, 2199 dmg) (various ways to start) > BD(lvl2) 66 5B j.c. j.B j.A (land) 2B sj.c. j.B 214A (9:53, off FA lvl 2 anywhere, 2327 dmg) (various ways to start) > 4AB FC 5C OMB 66 (2B j.c. j.B (land) x2) (5B j.c. j.B (land) x2) 5AA 2AB 236A 6C 6B Cyclone Upper (10:40, FC off EX Boomerang Hook(lvl3) in corner, 8046 dmg, req 75 SP + Burst) (various ways to start) > 4AB FC 5C OMB 5C (near max vertical height) (2B j.c. j.B (land) x3) (5B j.c. j.B (land) x2) 5AA 2AB 236C 6B Cyclone Upper x2 (10:57, FC off EX Boomerang Hook(lvl3) in corner, 9918 dmg, req 125 SP + Burst) (various ways to start) > 4AB FC 5C OMB 5C (near max vertical height) (2B j.c. j.B (land) x2) (5B j.c. j.B (land) x2) 5AA 2AB 236AB 6B Cyclone Upper x2 (11:18, FC off EX Boomerang Hook(lvl3) in corner, 10189 dmg, req 150 SP + Burst) (various ways to start) > 4AB FC 5C OMB 5C (near max vertical height) 2B j.c. j.B (land) 5AA 2AB 236AB 4A 4C 4A 4D BD 2AB 236C 6B Cyclone Upper x2 (11:40, FC off EX Boomerang Hook(lvl3) in corner, 10296 dmg, req 150 SP + Burst)
  12. @Dacid That's pretty interesting, but I'm glad. Diversity is nice. Also (a bit unrelated but) I'm guessing there's some newer players too because of the P4A release? Lol are there any Akihiko players that are worth mentioning?
  13. Omg I totally forgot he could cancel in Paralysis super, yaaaay. Also, I'm writing down some of the combos from the 12 minute Aki vid, but I'm only writing a few that are actually different from the ones that are already on the Technical & Gameplay discussion thread, just so there's noticeably different combos, rather than just the same combo with minute variations. Dacid, what characters are most of the people in NorCal using? I'm just a bit curious to see what it'll be like when I come back lol.
  14. I agree about the DP being solid, albeit the range is limited. Like DaiAndOh said it's best to just remind people that you have it so they can't just walk over you on oki lol. Also thanks for the summary, I'd have been too lazy to type one Also l.o.l. at Akihiko being braindead, wut a joke. He's pretty yomi-dependent, but his rewards can be really amazing sometimes. By the way, just something random to add, but doing 236D -> Quick Escape is a good way of getting past fireballs (ones that can be dodged at least by empty 236D if you don't read a fireball or 236D when the things already on-screen). Though as with everything, use in moderation lol.
  15. Lol I got a little mixed up, I meant the boomerang hook, just already assuming one had already used ducking or weaving to get into that stance or whatever. Also yeah he can pick it up with the OMB, and since everyone has seen the vids they probably know just how good of a starter it is..lol. Kinda slow/easy to block but regardless it is an overhead he can use. Crossups probably are the brunt of his pressure, even though I'm playing I still get kind of confused while I'm just staggering 5As 2As and 5Bs lol. I haven't exactly watched a whole lot of akihiko vids :c
  16. I think it's probably because it's the frame traps they're being more wary of I'm guessing. That, and grabs. I mean generally I don't see why people wouldn't block low, but maybe they're expecting an overhead. With the blockstun of the 214A/B, it might be a frame trap of some sort too. I'm still messing around a lot in training mode, but as for the primary mix-up, since his high-low game really isn't anything to be afraid of, he has to rely on weaving/ducking into boomerang hook, possibly EX weaving for cross-up into high/low guessing, and throw/throw baits with weaving into the opponents face, and short jumping or whatever it's called. Run-on sentence sorry, but those are the general things I can think of for his mix-up game after playing for a couple days lol.
  17. Not sure if these questions are supposed to go in that thread Jyosua linked, but I'll answer it anyway. Yeah that's essentially the case, but with throw, because it's already a bit prorated and you cant exactly get as many hits in. Also, doing a sekkajin midcombo in a corner combo, especially after a throw, is bound to not work anyway so in this case it's for heat, not sure about damage though. Call me out if I'm completely wrong lol.
  18. Quoting your sig in regards to you saying you started 6B throw bait, "It is what it is..." lol
  19. Thanks for Akihiko sprites, time to oogle
  20. Whoops my mistake, the Akihiko sprite still functions as a Sol palette too as far as I'm concerned lol. And I asked about the goggles 'cause I wanted to see if I could use them playing at the arcade, but I guess that's a no go. Poopy.
  21. Jin is annoying. I really don't like playing against Jin when I'm Jin, just because of the whole "you're not sure if they're going to do something you might do" mindset one typically gets lol.
  22. Oh man the Bang and Sol palettes are great. By the way, I still don't understand how to put on the goggles lol. Skye you wouldn't per chance happen to know how to put them on would you?
  23. Watched the a-cho batch of P4A footage, though all I could find for Aki was near the end with some Aki vs Kanji matches. Lol holy shit, I didn't know Kanji could combo into his grab super.
  24. Really dig palettes 2, 3, and 8, but I'll probably mainly use 8 lol. Can't wait to actually have the game itself so I can actually learn combos and not use my money on cabs going through arcade mode with an awful Akihiko.
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