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Everything posted by Zephyrion22
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(10/05/14) P4U2 EU Netplay Tournament @ 10AM EST
Zephyrion22 replied to MastaToken's topic in P4A Online Play
I should be able to be here PSN : zephyrion22 tag : Zephyrion GMT +1 and the tag is just how you want to appear on the brackets or the name of your Challonge account if you have one. Like if you don't want to put your PSN with lots of numbers, signs etc or want to be easily found on Challonge, your best bet is to give your tag . ,You are free to register with your PSN to make inviting easier, or just go by a completely different pseudo, that won't really change anything ! -
PSN : zephyrion22 Country : France Main :Yukiko Subs : Elizabeth, Ken, Yosuke ( and troll Yukari) showing up randomly, often here on Wednesday afternoon and week-ends (evening)
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Posting a combo for 2B AA normal hit, non Awakening midscreen : -2B>jC>236CD(8~2)>5B>2B>jc jB>jA>jC>2A>5B>5C>>2C>214A : 3194 dmg, 25SP If you hit the opponent too high with your 2B, you can also do -2B>jc jB>236D[2]>5B>2B>jc jB>jA>jC>2A>5B>5C>>2C>214A :3237 dmg 25SP If you get the counter, just go for the route Elochai posted !
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So, for Vermilion Bird, after testing, only the bird is invincible to projectile, Yukiko herself doesn't have sort of invulnerability at any point ! It's a downer, but oh well^^ Some notes regarding S.Yukiko's combos I poster earlier -You can actually set a shadow fury combo from an AoA even midscreen : AoA>Shadow fury>236D>run up>2AB>236A into combo listed earlier -the combo is strongly affected by placement as the Agis are set differently depending on your opponen'ts position : you need to be close to get all the charges and the midscreen combo. To alleviate the issue of placement, I strongly recommend doing things like 5AA>2C>Shadow Fury cancel on the two first hits> micro dash>236A into combo listed earlier. of course, corner combos are unaffected - given that you can't always do all the charges, I also recommend getting 1 to 3 levels before going into Shadow Fury combo : this way you can get max damage from corner resets, and you can skip charges midscreen if you're not placed ideally - Combos I found don't work on Sho and Minazuki because their hitbox is not detected by Maragi when they are falling. Off an UB Maragi starter, it's often better to go for Dancing flame loops into double super if you want the damage, and don't need the level-up. Be careful though, in shadow Fury, you can cancel any hit of 5C/2C into specials, so you'll have to be wary of your timing on dancing flames if you don't want the combo to drop : the classic and easy route is 236D>214CD>2C>2B>delay 5C>214B> delay 2C>5C>214AB>5C>214A>214214D>214CD>236236D>214CD for 5.4k + lv 6. Of course the more levels you had before the UB, the more damage you'll get from this (beginning at lv 5 will get you 7.6k for example) If you want the level-ups from a basic ground starter, you'll have to set for a far less damaging route : 5AA>2C>Shadow fury> micro dash >236A>236AB>delayed 214CD> release B>214CD> release A> dash forward >5C>214B>214214D>214CD>236236D>214CD> (214C) for 4.6 k and level 8 minimum. This is also the route you'd want to use if you want to capitalize from a 2A starter. -you can set the corner UB reset I mentioned in the previous post from a 2A. remember this if you're a greedy S.Yukiko with a corner to work with ! it's harder to get the knockdown from 214B to make the UB hard to punish though !
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All clear for me except one minor detail, fuzzy guard breaks like Naoto's jC>jA, also exists in GG and BB, but that doesn't have any incidence on the fact that fuzzy guard breaks work in P4A so^^
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Not sure this is the proper thread to ask this but oh well. How do you know which set of glasses is to which character on the PS Store ? or is each pack containing a certain number of glasses for every character ? I'm kinda confused since I didn't see the names of the characters on glasses set ?
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Vermilion is not invulnerable at all to my knowledge, it plows through any projectile though, so maybe Yukiko herself has projectile invulnerability ? surely enough, she doesn't have physical invuln while doing so(I spam it like crazy when playing S.Yukiko and never saw it win against physical attacks) ! It's most likely a mistake, hope it will be fixed
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[P4U2] Yukiko vs. Shadow Labrys (Asterius)
Zephyrion22 replied to Doobylover's topic in Yukiko Matchups
It was, but people found ways to deal with this MU. Even so it still is easily 6-4 for Shabrys, and still one of the hardest MUs in the game. It obviously didn't get better in this ver , but it's still not as much of a trainwreck as people thought it was at first !- 4 replies
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- Yukiko
- Shadow Labrys
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[P4U2] Yukiko vs. Shadow Labrys (Asterius)
Zephyrion22 replied to Doobylover's topic in Yukiko Matchups
Chain knuckle doesn't change a lot of things in this MU, but the changes to the number of persona cards, along with the changes made to Yukiko (most notably C maragi) make this even harder than before : knocking Shabrys' persona out is now too hard and tedious for the little reward you get from it. AAing her with the new 5AA, or 2Bs is also harder than before due to the changes that were made. Dancing Flame can help you for some situations because Yukiko creates space between her and Shabrys by doing so. Nothing has really changed here : try to stop her from gaining momentum through the use of 2D/5D, and use Agi and Maragi to take out the persona when you can do it safely. Don't hesitate to use fire boost if the Shabrys turtles, as Vermillion Bird make the neutral much more bearable against her. if you can score a decent hit, try to get a knockdown and go from there. On offense, be careful about the persona's position, as it can eat your mid-pressure fans and create big holes for Shadow Labrys to escape. be also weary of the horizontal range of her DP. if you can get a good opening, don't hesitate to use your resources to take as much health from her as possible before she enters Awakening : even though Titanomachia has been toned down, it's still extremely scary. Do note that moving 236236C can help you take out the persona while making shabrys block if she uses it On defense, you're mostly wide open, as Shabrys will rarely ever be on range for you to DP out, so rely on blocking and try to jump out or backdash if you see an opening. you can also rely on your 5A's range to surprise her if she left a big hole in her pressure (it's still has 10 frames of startup so use it very cautiously). as usual, IBing the first hit of 214A/B allows you to DP between the two hits, so make use of that when you can To me, this matchup is still dreadful in many respects, and the damage buff Shadow Labrys received doesn't help in the least. However, you still have good options to gain the upper hand, but you'll have to play extremely solid, as one mistake can easily spell the end of the round, and/or the match- 4 replies
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- Yukiko
- Shadow Labrys
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This MU is kind of tricky for Ken. Well, take everything with a grain of salt but here are my impressions - neutral game is kind of balanced in this MU, Koromaru can beat her out of her usual zoning tactics involving D orbs and arrows : if she wants to avoid Koromaru's offense, she'll have to commit to 236A (multi-hit arrow) or spacing moves, like 2C or 5D orbs. Even though her zoning abilities are a bit hindered by Koromaru, she can still zone to some extend, and also rush you. Remember that Yukari is fast and is also quite good in close quarter combat, so don't be reckless with Koromaru or you'll pay it dearly. Most of the time, using fast attacks like 5C and 2C, depending on Koro's position, works better than using slower attacks like 236/214* series. Try to space well with 5B/jB and your own 236x series in addition to dog attacks to prevent her from jumping out, or using her own 236A. Yukari becomes a monster in Awakening. I strongly recommend to de-summon Koromaru when this happens, and only summon him with C/jC for a surprise attacks, or in the middle of pressure/combo : Magarudyne just destroys the dog regardless of how much life he had when she triggers it , and also puts you in a must-guess situation that is very dangerous for Ken : even if you do guard the mixups, you'll be unable to counter her properly if Koro is knocked out. -On offense, you'll have to be surprisingly careful : Yukari's DP is not that damaging, but it travels a fair horizontal distance and can completely mess your spacing. It also kills the dog in one blow if he was around, so if you're not careful, you'll only have sub-par punishes at your disposition. Worst case is her hitting both you and the dog of course, since neutral without Koro is hardly bearable in this MU. -on defense, Yukari is often forced to be very close to you to apply her mixups/pressure, so our DP isn't complete garbage here, even though it should be used very sparingly. Be wary though, her high damage output combined to her status alteration game can completely screw you up if you're not careful. Her 5C punish route will always deal more than 4K meterless, and she can go above 6k with resources in the corner, so be wary of that whenever you want to mash out/throw tech/DP Overall, I'd say the matchup is pretty balanced, with a slight edge for Yukari because of her ability to knock out Koro efficiently. You'll have to be very flexible (transitioning quickly from passive harassment with Koro to aggression with Ken is key here) and manage your pressure well to get the upper hand !
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it's actually not that easy to punish, it has some recovery, but it's more like Yukiko's furious action's recovery than Ken's, both in duration and in the way it works. you'll need a good air punish route if you want to make a Liz player pay for her Randomizer. It's just that much better (except for the input) compared to Shuffle Time !
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on normal hit, it is now really hard to confirm out of 5A, especially at max height : you're forced to go for air combos in this case. on max height counter hit, you can either go for 5A>2B>5C >214B or 5A>delay>5AA>5C>214B. those confirms take some time to get used to for 5D FC, the routes proposed by Etherlite are perfectly fine, but if you hit the opponent too high for either the 5A or 5C to hit properly, you should go for dash>hjc>jA>236AB>release B>delay >release A>5C> dancing flame loops : it costs an additional 25 meter, but it is definitely on of the most consistent I've found so far. It also lets you end your combo with double super (without the boost since you don't have enough meter) if you need to end the round quickly !
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2A>5B and 5A>2B are full blockstring on normal block only 2A>2B is always full blockstring regardless of IB and yeah, frame traps are the way to go with Ken, try to work your pressure with Koro in such a way that a gap that is easily exploitable by the opponent becomes a tricky frame trap. One simple yet very effective example is doing max distance 5A>2AB to push the opponent into either, roll, jab or jump your pressure, and then do 5A>5C>2AB. with the right timing you can punish all of those three options clean, and net an easy 3k combo into dog okis also another mixup I like is 5A>jc>5C>air-turn> air back-dash>jB fake j2B/2A : if you do it right, the jB acts as a safe-jump, and you can also somewhat control on which side you'll fall if you do an almost point blank 5A (depending on whether you used forward jump or neutral jump before air-turning. for this you'll need to use a 5A without Koro's assistance, which is risky, so you should use it with caution. Great finds ! thanks for sharing the techs !
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Yes, a lot of combos don't work on him. You can still get the fatal combos but you'll have to get used to the difference of timing, and manually detonate the Maragis, which is a pain.
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Shadow Yukiko actually benefits from the loss of Awakening : the 2k bonus health the Shadow versions have greatly compensate for this loss. not to mention the fact that being able to use Maragidyne at anytime is great, both for the neutral game and for setup combos. the fact that Shadows gain so much SP also helps her against those who just keep their burst, has you can almost always do the SB dancing flame combos, or just level up without using the Frenzy. Yukiko has an edge over her Shadow counterpart, but I still find the latter to be surprisingly viable !
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By the way, even though Ken's AoA is pretty bad by itself, it allows for slick mixups in the corner when combined with OMC. AoA> OMC> jA (2hits) AoA>OMC >delay jA (1 hit)>2B AoA> OMC >jB AoA>OMC>late jB(no hit) > 2B What is cool is that you can use Koromaru to cover the startup of the AoA, or even order him while doing the OMC (you just input the special you want while pressing A+B+C) effectively making the mixup harder to see, and giving you a chance to attempt another one AoA>OMC +214C>jA/jB>5A>jc>214C(hit)>air-turned IAD>jB/2A/throw AoA>OMC+214C>jA/jB>dash> throw before 214C connects Possibilities are endless, and those are already relatively safe : Even if you use 50 meter to do those, your opponent will probably be forced to use counter assault/counter roll, or waste his burst.And even if they manage to block all of this, Koro-chan should be back when the mixup ends, leaving you time to try other things !
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Untech time on counter hit fans have been greatly reduced, so your preferred routes would be : Meterless : 2B>(5AA>)5C>214B>2C>214B>5C. if you're near the corner, the 2C won't reach, so on counter fan, you'll have to run up and do 5AA to make it connect Metered : 2B>>(5AA>)5C>214B>2C>5C>214AB>5C(>214A>214214D>214CD>236236D) this route are the most damaging ones : the more meter you put, the more damaging it is. you can also go for UB reset by replacing 214CD by 214D, and put a SB Agi on their wakeup (it's harder in this version but it still works) Also, I've been fiddling around with Shadow Yukiko, and she has a lot of potential. The loss of the UB reset is really a problem to her game but you have very good options and insanely hard, but rewarding combos, like this one -5AA>236A>Shadow fury>236AB>236D>214CD>214CD>release B>dash>214CD> 214CD>release A>>dash >5C>214B>214214D>214CD>236236D : 6172 damage + lv9. Also works with the following starters : 5C, 2C (for those you want to do Shadow Fury and then dash and do 236A and follow),5B/2B/5BB, 2AB,2D + 2AB,6D fatal (obviously),jA>5AA,jB>5A, 236C/D on ground opponent or CH air opponent. If you feel dirty, you can also try to replace the last 214CD by a 214D and go for a fire reset : 214214CD does 4.7k raw with lv 8 on so that's that. you can also go for Maragi mid-pressure or anything you see fit really. if you love UB resets you can do 214D and then use the spin state of the throw (midscreen and corner) or the spin state of the AoA (corner only) into Shadow Fury> 236C/D>236A and the combo above (The repeat proration on Maragi make this incredibly tight though, so be prepared) In the corner, you can go for an easier, although slightly less damaging combo -5AA> 236A Shadow fury > 236AB> 236D>214CD>214CD> release B>214CD>214CD>release A>214CD>236236D>236236D for 5.6k + lv 9. again you have a possible reset that is far from being full proof, but still lets you deal a huge amount of damage : you end your combo with 5C>214B>214D (this one is hard as hell though) and then try to mess up with the opponent's mind to land a UB. again you should still have meter left from shadow Fury so you can go for optimal routes like those ones -Maragi>2C>2B>5C>214B>2C>5C>214AB>5C>214A>236236D for 5865DMG -You should have just enough meter left to attempt this one in the corner : 214214AB>dash >2AB>214AB>236AB>5C>release B>236D>release A>dash>236236D for about 6.6K bonus combo on lv 8 ! -236236CD>2AB >236A>236236C : tightest combo when it comes to meter, but gives you 6k on lv8 (6.8k on lv9) and double detonation Agi for corner okizeme.
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Nice findings ! Yeah jB is definitely one of the best air normals in the game. It's one of the few that allow you to do a fuzzy overhead (deep jB> jump cancel> jA). you can even confirm from it if Koro is idle by doing 2C, then dash jA into combo of choice ! it is a bit hard to set up though, so far, I use it in my press when I do 236B>214C and then use the blockstun from the dog to go for the deep jB. The advantage is that Koro recovers in time to do the 2C is the fuzzy connects, or help you mid combo if you got a 2A/2B confirm It can be mashed out with IB, but the fuzzy itself is full proof so there is probably a way to set it up safely. EDIT : turns out it isn'"t as useful as I thought it would be, the timing is actually far too strict (something like a just frame) and doesn't seem to work on some characters. It exists though.
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I think he just meant you have to use Hama as early as possible in a combo so that the opponent doesn't tech before the time is up and therefore miss your IK
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I think he means that a teleporting AoA, though it is probably better than Liz's, doesn't mean it's good either. It looks slower/easier to see than Sho's AoA, and god knows this one is already situational enough, despite is (kinda) subtle animation and decent startup I think we've already covered the balancing issues. though it is sad that Liz isn't as strong as other characters, I think we'd better use our time in the forum to share ideas,things we want to test,things we look forward to... She has enough cool and flashy stuff right now to be a lethal elevator attendant (even if siscon guy says "screw that") so why not focus on that One thing I want to really check is the timing on Awakening SB Magaru into D, is it as tight as it looks ? I hope not, but hey, if it is, then practice time !
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This "feature" is really sick ! I really look forward to see what setup people will find with it. I've found a pretty neat route for 3[C] overhead midscreen and in the corner, again a modification of a pre-existing route but it's pretty cool Midscreen close or half distance3[C]>236B>6B>4A~A~B>whiff jA/jB> 2C/dash B into known routes In the corner : 3[C](>delay)>236B>6B>4B>214B~A~A into known routes (either quadruple webs, okizeme, or 236C enders) or3[C]>delay>236B>delay>6B>4C~C~D>214A~A~A into known routes This also works from A rekka at the right distance for the delayed routes. non-delayed versions of the loop don't work against Linne, so do the 214C follow-up on her instead when midscreen you don't gain much damage from this, but you can set the D oki really easily, and it make 3[C] pressure much less risky since if it is blocked you're left at -7 from the first rekka at a reasonable distance. you can also do the second rekka and CS to extend your pressure, or go for web shenanigans. the delayed version also makes a very good frame trap, and you can easily confirm from a 236A/B counter ! It is therefore a lot more easier and versatile than the 214C follow-up, even though the latter is still a valid and useful route, especially midscreen
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Also here is another possible corner gimmick involving 623C 623C>2B>2C>TKj214B>214A~A~D>CS> jB This can work once since the CS forces the opponent to reverse his guard so this is a true cross-up. Even when guarded, the ground web gives you good chip damage while the air web will extend the blockstun. the last web is used for tick throw setups or simply to create advantage after normally unsafe normals during pressure. you can also create a reversal trap just by inputting the 214A dash follow-up as early as possible and the D web as late as possible. The opponent can avoid the mixup by delay teching but you still end up being safe. he can also back tech, but he should end up too far to DP or anything, and right into the TK214B web, so you can still pressure, and get to the other corner with the right combo routes. You can of course use throw + 4 follow-up to send the opponent in the A web before it connects. From this you also get a last resort gimmick : since the traps were set in reverse, the opponent is actually pulled back towards you in the corner so if you assault jC, it will whiff, but the following 2B will actually hit cross-up (careful though, cross-up protection is disabled because there is a hole between webs hitting and 2B, meaning this can be DPed out both before the assault and after landing from it). you can also assault jB : this will trigger the cross-up protection but you succesfully put back the opponent in the corner if he didn't expect it (no hole after the assault means extra layer of safety) All in all this setup his kinda risky and expensive , but it's a good one for when the opponent starts respecting the usual setups too much, since it has the advantage of really messing guards up
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Byakuya's official guide with subs. Watch it even if you're not a Byakuya beginner, you might learn a thing or two, notably about web's chip damage https://www.youtube.com/watch?feature=player_detailpage&v=8RAugPFMUuk