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Everything posted by Ciddypoo
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I tried using j.C for a bit, but I'd just get my Persona broken by kunais or Jiraiya's air punch thing D:
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GGs to all the lobby monsters I played today.
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GGs to Psyken and everyone else I played today.
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GGs to everyone I played tonight. suna and that other mitsu player in particular for the longer sets.
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GGs VR-Raiden, didn't know I could find you here.
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Figures as much. I'm perfectly fine with mashing it out though to get it reliably.
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Yeah, that's what I mean about 'weirder'. If you just want to combo into an Agidyne, it's as simple as holding down a button, since you can either store or pop the Agi explosion. With the Maragidyne you have to change the mindset just a little, making sure you hold B, do the super, and then release B.
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Whenever I do air backdash fan, I usually just mash j.B cause I can never get the timing right. Is this is for real, that might explain why I can never get it off a single j.B, but it's probably just a timing issue.
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The mobility issue is a problem. He doesn't really seem to have very good ways of approaching opponents without j.B or catching someone in lightning blockstun. This is a big problem considering how many defensive options are available in the game between universal invincible DPs (that can often be supercancelled), dead angle, rolls and bursting. He's also really reliant on his Persona, which seems kinda weird for a character intended to be upclose and personal. When he's broken (and his Persona is pretty huge), he loses lightning as a way to approach, and he loses all of his oki and mixups (no furious, no AA grab, no ground command grab, no awakening super, no burst), his AoA has pitiful range and his chair super is pretty bad. He's definitely low, but not unplayable. He has pretty big comeback potential.
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I like dead angle as well. I run Yukiko and I find it kinda hard to justify using Dia sometimes.
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You don't actually need to hold A for the super to connect, you can hold the button you used to activate the super (C or D). That way you get the damage from the 236A explosion. Of course, you can hold the explosion for oki or to cover a fire boost/break charge after the super finishes. Comboing into Maragidyne (214214D) is a little weirder. The only way I get it reliably is if I hold 236B until the super flash happens, then I release B and the combo connects. If the 236B explodes before the super flash, the Maragidyne doesn't hit. As was mentioned before, it depends on whether or not you get counterhit. Normally (I think) to be able to react to an anti-air 2B and combo, it has to be counterhit. In that case, if you're having trouble with the IAD, then you'll just need to practice it. If you're having trouble with connecting a combo after you land a j.236A, that's normal since it's kinda height dependent. You can opt for just doing IAD j.A > j.236A > j.236B which gives you two Agis in a combo and a B Agi knockdown where you can set up 2/3D oki stuff. I think the most important thing to practice other than combos is learning fan trajectories. Try and learn what fan will hit an opponent from any range. That'll help a lot. Practice stuff like: jumpcancel > airbackdash > fanthrow superjump > fanthrow > backdash Because you'll be using them a lot in your spacing game. Get used to doing 5AA > jc. It's easy to get into the habit of doing your b&b as a blockstring (5AA 5B 5C 2C . . . ) but doing that as a blockstring can get you killed against some characters. I'd also recommend practicing blockstrings, combos and mixups after a 2/3D that leaves your persona behind your opponent. When I first started doing stuff like that I always wanted to reverse my inputs since the persona was on the other side, but you aren't supposed to.
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You can followup if you're already running as the Maragi is moving on the screen. Easiest to do is probably 5AA 5C 5BB 5C 5B 236A/B. If you're close enough and don't wanna do Maragi loops, you can do 5C 5BB 5C 5BB 236A/B for a bit more damage. You could also do any Maragi loop variation. From absolute fullscreen using 236D, though, the only thing I'm ever able to get is 5AA 5C 236A/B.
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It's detailed on the OP, but I'll add some comments. First, if you're doing something like 5AA > 5B > 5C > 2C > 236A : You won't be able to do an 'instant meaty IAD crossup', so to speak. If you do this combo and hold A and do an airdash, you'll see that Yukiko barely crosses the opponent up at the end of the airdash. This is when you release. It's not meant to be meaty, but the explosion can catch opponents trying to push buttons if they try to react to Yukiko's airdash, like an air unblockable 2B or something. At this range, you can combo off of it if you're timing is tight and (I think) if you get counterhit. Which is mentioned on the OP. You can also do some shenanigans if the opponent is close to you when you do the 236A (like off of a sweep or TK'd 236A if you aren't up to snuff on those combos): 1. IAD forward and release, can cross up but I haven't been able to followup raw like this ever. 2. IAD backwards to bait DPs. 3. Jump up, release A, press A+C for a quick turn, do the 'backdash' j.A and confirm into j.236A or (better probably) j.236B for more range. 3b. On counterhit, you can also do a j.236A+B and lead into Maragi loops after the explosion hits. It doesn't seem confirmable though, and if you don't get Counterhit, they tech really quick and can probably pop you while you're still in the air. With the #3 option, it keeps you on the attack if your opponent blocks so you can go into more stuff if you want. When you're starting out learning this mixup, do it off of a 2A+B > 236A. The timing is lot more lenient to connect the turnaround j.A, and even moreso if you put counterhit on for your training dummy. When you can get that more reliably, do it off a raw 236A or TK'd one. The timing's stricter but you can combo off of it. As for connecting something like a sweep... I'll go to it sometimes after 2A strings (or if I accidentally do a 3rd one, which can't be gatling'd to anything else), or the 'non-Persona b&b': 5AA 3B 5BB 3B 5BB > IAD > j.AAA land 2AA 2A+B > 236A. So even more reason to learn that combo if you haven't. But it only works on standing. ;p
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Interest check/questionaire for XBL Online Ranbats!
Ciddypoo replied to iora's topic in P4A Online Play
No reason to delay a week. Might be better to do is earlier to gauge the real interest. -
Every character has gimmicks you have to learn. The only difference is that an IK will actually win a match, but they're risky and almost always telegraphed. Day 1 I got IK'd a billion times cause I didn't actually know what any of them did (or that they are invincible) but after that I've only been IK'd off of big punishes, on wakeup or after bad blockstrings. In most of those situations I would've lost if they had just done a regular punish anyway. Makes the opponent respect you, too. If you're losing round 1 with 5% health with opponent sitting on near full and you run Yukiko, you probably aren't going to Burst out to try and fight it out. If you're on final round facing the same situation, gambling on an IK might be worth it. You might not 'learn' from it in playing the matchup, but it can nab a win in a tight spot and more importantly, in sets it'll show your opponent that you're willing to add it to your arsenal. If they're at full health and you're a 5% Yukiko, they have almost nothing to be afraid of when pressuring you. I mean you can get ... what, wakeup Dia? Pushback and like 100 damage? They'll just try again. Show em an IK and they'll probably end up being more hesitant in future matches. They have their place, I think.
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The move itself is punishable if there's no followup, otherwise a Dia will beat anything short of super I think. But you're probably better off just blocking it anyway. Don't forget to watch for the color of the ! that you're getting hit by.
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Well, it kinda does since her options vary on the distance between you and the opponent on wakeup. But mostly I meant the difference between A and B agi, since a majority of your oki options will come from some kind of knockdown that ends in one of those two, with the fire being held for oki. Some chars you really wanna get in on, though. Like Liz or something. I'd favor the 5D options that push her towards you unless you've got a substantial life lead.
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Uh, knockdown off of what? If you get an A Agi you can go for a IAD crossover and release for some pressure. If you're against a character with bad reach, meaty 5C/2C at range to push them out for a better 2D distance works too. Off of a B agi the common setup (I think) is to dash forward slightly, release B for meaty explosion while doing a 3D and throwing a fan at them. It should be exploding around the time the Persona hits the corner of the screen, and the fan covers the descent for the most part. 2 fans will catch a wakeup roll, and I think a 4B fan will as well. When the Persona lands you can go with 5C/2C stuff and confirm into a B Agi with midscreen followup, or just A Agi into super which will push the opponent towards your corner where you can followup with a sweep hard knockdown. Or when Persona lands you can do blockstrings that lead into a 5/6D which pushes the opponent towards you while the Persona hits, which gives you some mixup potential (AoA, low/high, IAD turnaround j.A, etc) or a chance at a beefy 5D FC into Maragi loopage. Orrr you could just throw the Persona / fan and build fire stocks.
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I usually dead angle those Kanjis that push buttons to reset the situation. It's pretty hard for Kanji to get in and to be able to push him out for 50 meter is worth it imo. Save Bursts for FC 2C or anything that leads to his air grab corner carry stuff. Just play lame and don't jump too much.
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Yeah, Dia is pretty sick vs. Liz's 5C options and takes a card. Alternatively you can upback and see how they react (mostly on whether or not they'll ever do Liz's air unblockable 214A, which no one seems to do). That also puts you in position to SJ/fan as mentioned above. Once she's knocked down it's pretty easy to pressure her. Just watch for her B+D and be ready to tech it. Also on a more general gameplay note, since Liz is one of the few of the cast that actually has Fear, just be aware that you can't tech her throws when Fear'd and everything, so you gotta respect it, especially since she gets some hefty damage and corner carry off of them. Uh, and be aware of her IK when she has meter, since Konohana Sakuya hits like a billion times for each swing. 5C > 2C blockstrings are out of the question even if you're not in range to get physically hit if they IB for a punish (Liz can usually get a sweep into Garu combo at that distance)
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Interest check/questionaire for XBL Online Ranbats!
Ciddypoo replied to iora's topic in P4A Online Play
Would be nice to have something like this go on! 1. IRC, definitely. Real time communication is a must, especially when these things are first starting out. Sudden changes to brackets or other issues can be addressed immediately. 2. I'm fine with any day of the week so long as it's more towards the late afternoon or evening (I'm EST, so probably evening would be better to get some PST folks in). 3. I'd say allow everyone . . . eventually. Organization is the most difficult part of running this stuff, so I think starting small-ish would be better off the bat. It'll help gauge how much time it'll take to finish X-sized brackets. I'd say 32 is a good number, judging by the uh ... current responses to the thread, but I imagine at crunch time there'll be more. 4. Points for high placement. 5. Forfeit single match. The round stuff is a bum deal since Burst timing is pretty important. However, I would of course favor any other decision if it's made mutual by the two players (if they want to regame, let them regame, and so forth as long as it isn't holding up brackets). -
Unblockable Maragidynes are pretty cool against some chars since you can control the origin of the flames. Other than that though, kinda hard to know if giving up momentum and pressure is worth the time (and health) it takes to buff up with boost/break. At the very least, though, it gives you something to do if there's a lull at fullscreen.
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Yeah, you can extend it but I think the idea for that one was to not require Personas at all in case you get crushed. Still trying to work something out for crouching too, though. If you wanna extend the combo with Persona and a bit of bar, when you come to the JC > IAD you can do ... . . . . . jc > IAD > j.A > j.B > j.236A+B . . . then go into some Maragi followups.