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Dopples

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Everything posted by Dopples

  1. Also, a few notes on Aigis since I was able to test her out a little. 222C is indeed Aigis' old 2C. It's still fairly situational, and not all that useful. Orgia dash j.5B>66>j.5B is indeed a true blockstring (lol) And some generic system changes Sweeps now have chest invuln across the board. This means low profiling Mitsuru's 5A shouldn't be exclusive to just Chie like it was in vanilla. AoA mid combo makes combos turn invalid much quicker now, to the point where you can tech in the air if hit with, say...the typical Aigis BnB into super off of Megido>AoA. Raw AoA hitting anti air is unaffected, however.
  2. It's tiiiiiiiime for my second set of notes, fresh from EVO! I tried to cover what I could, and I'll be expanding on the combo paths I talked about with the Atlus representatives on site as well at a later point. For now though, I'm exhausted. Time for some sleeeeeeep~ http://pastebin.com/w0UbdH0c
  3. As in, what SB 236A/B has over the normal versions? That's going to be a part of what I take notes on, but if I were to fathom a guess? It'd probably be a LOT faster in order to catch bad zoning. Either that, or perhaps it'll have some sort of follow up.
  4. Everyone's secret super appears on the command list. It's, uh. Not that secret anymore. :P I'm p. sure j.B is jump cancelable. j.A is for sure though. D will always desummon Koromaru, regardless of whether or not you're in the air. As for j.B being possible to instant overhead, I do want to clear up that I'm not 100% sure it's even possible yet. This is merely me theory fighting from what I did have the chance to try, and what I saw. If it DOES instant overhead, you can probably follow up similar to Mitsuru with j.B OMC j.B. Or, possibly with a Koromaru move. Will add these to the list of things to check. Admittedly, most of my time is likely going to be with Ken, but since Aigis has been my main for a while, I can probably at least point out any differences I notice, along with these.
  5. Gonna do a last minute call for anything in particular people want to ask me about Ken or Aigis. Otherwise, I'm merely going to test what I've written down so far.
  6. Oh, and if anyone has anything they'd like answered about Ken, Aigis, or Kanji, PM me a list of things to test out, and I'll add it to my notes.
  7. From the tools I've explored with Ken so far, and from what I've seen of Yosuke in the new version? I actually feel like Ken'll prove problematic for him. He can't just SJ>run away, since you can likely just Maragidyne to make him eat a chunk of damage. His DP also basically seems to be designed to combat characters who like to hang out in the air a lot, since it'll peg them at SJ height. Mind you, this is all theory fighting I'm doing right now. I know a decent Yukiko player whose going to EVO, which is gonna be good. I'm gonna see if he's gonna be free to test stuff out.
  8. It might do it on block too, though I don't remember it happening. I'll add that to my notes of things to look out for next weekend when I can play again.
  9. Gah, and I forgot one more note. Added to pastebin.
  10. Wow, I apparently put Ken's stab move as a 226 motion. Fixed. Also, random fact about Rise's command grab awakening super, it's not instant like Kanji's. I was able to get out by mashing DP :V Didn't get a chance to fight a Yukiko or a Naoto, sorry. I played against Rise, Aigis, and Yukari, with the 'eating projectiles' thing mostly noticeable in the last two.
  11. http://pastebin.com/S6PyK5sC Compiled some notes/thoughts on Ken from what I played at AX. Dunno if this is anything anyone cares about, but hey.
  12. ggs to everyone I played yesterday. Really glad I had a chance to make it out for once and play a buuuunch of casuals with a wide variety of folks. :D
  13. aw yis, finally gonna make it out today :D
  14. Cool, any idea when casual set-ups will be there?
  15. So, question. Are there going to be casual set-ups for P4A here? Or is it just going to be the tourney?
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