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Celerity

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Everything posted by Celerity

  1. I'm kind of in the same boat as you, actually. There are a lot of characters in this game that I like, but none that I am completely in love with, and my old main is a shadow (literally) of her former self. Haven't gone in as hard as I wanted on P4AU because I'm sort of waiting for the DLC to be released.
  2. I find it way easier to use the roll button + B or D to get OMC/Burst, rather than mapping them to their own buttons. So in your case, R2+X/Circle. My layout that I've used since P4A (which is practically the default): A: Square B: X C: Triangle D: Circle A+C: R1 B+D: R2 AoA: L1 And that's it. As I said, AC+B/D is used for three-button commands. The only reason I map AoA is because mashing it on pad with my thumb is a bitch, for me anyway.
  3. Well, the other possibility is that you're too far away for 5B to connect. That combo needs to be done as close as possible. From further away, you need to do 5AAA > 214AB > 5B > 2C instead.
  4. The main problem is that Rise doesn't get much damage from stray hits in neutral; you really need to open your opponent up. So even if you land some awesome 6K unblockable, all that will happen is you'll activate the opponent's awakening and be left with no meter and no burst, and you'll still need to open them up twice more to win. On top of that, Rise gets much more damage than average from spending meter in combos, she needs meter to convert properly on a lot of her confirms, and she has one of the best supers in the entire game. The tradeoff for shadow rampage is just not worth it.
  5. It's unofficial, but considering how comprehensive it is, I'd say the guy knows what he's doing. I don't think it could hurt to add it to the wiki in lieu of anything better (which we probably won't ever receive).
  6. Wait what? Why would it wipe your hard drive? Are you talking about the P4AU save data overwriting your P4A data? Because that doesn't happen.
  7. I think shadow mode just exacerbates her already low damage. The unblockables are interesting, I admit I haven't tried it, but I don't like the idea of needing to open the opponent up an additional 1-2 times per round. I think you'll end up blowing all of your meter on SBs and OMCs just to compensate for the damage reduction.
  8. You have to cancel into 214A at the earliest possible moment, so at least in my case, it comes out cleaner when I think of it like a cancel from the 2nd hit of the arrows.
  9. I posted it earlier. You can squeeze in a couple more 5C's if you cut some stuff out of the beginning, at least 5AA > 2B/5B > 5C > ... should work.
  10. Depending on the character, you can just cancel whatever you're doing into your own DP and you will usually win. I don't know the actual startup frames, but it seems slow enough to be reactable to me, especially when you're looking for it.
  11. This probably belongs in the gameplay thread, but just keep in mind that hop j.B has landing recovery, so you're not getting better than ~+1 afterwards. Also it seems like OMCing from a hop normal (at least for Rise) doesn't leave you with any air options, so there's no possibility of a mixup with something like hop j.B > OMC > j.A/2B.
  12. Sweep is always hard knockdown in P4A, no? And I'm not sure about all her different oki options yet, but I think note oki is actually more effective than lightning in the corner; you can 2B > 2C on their wakeup and get a free mixup from that (or 2 with the fuzzy). Thank god for good routes that don't involve a hop cancel. Be careful in ending long combos with 236A though, the setup is pointless if they can air tech over your head. 5AAA > 236A usually allows this.
  13. Was messing around with some more meterless corner routes with Soniti, here's what we ended up with: (22B routes - work vs all characters) 5AA > 5B > 5C > 22B > 5AA > 2AB > 236A - 2109+notes 5AA > 5C > 22B > 5C > hop > j.B > j.236C > 5AA > 2AB > 22A - 2210+lightning Throw > 66 5AA > 5B > 2B > 5C > 22B > 236A - 2250+notes Throw > 66 5AA > 5B > 2B > 5C > 22B > 5C > 214A - 2499 (22A routes - work vs Narukami, Kanji, Chie, Naoto, Yosuke, Junpei, Elizabeth, Aigis, Yukari, Ken) Throw > 66 5AA > 5B > 2B > 5C > 22A > 5C > 5D > 214A - 2592+scan Throw > 66 5AA > 5B > 5C > 22A > 2AB > 214A > (lightning hits) > 236A - 2654+notes Throw > 66 5AA > 5B > 2B > 5C > 22A > 2AB > 214A > (lightning hits) > 5C > 214A - 2955
  14. vs crouchers/small characters, you can still do: xx > 5C > 214AB > 5AA > 5C(1) > 22A > 7j.B > j.D > dj.2B or 5B > 5C > 2AB > 236AB > 2B(1) > 5C(1) > 22A > 5C(1) > 5D > j.2B which gives you note+scan oki
  15. It's the system in BB and P4A where you can hold a button to repeat its input for 3-4F, but I find that people take the word "hold" too literally, since 3F is more like a hard tap than an actual hold. The system will give you a good amount of leniency even if you don't go out of your way to acknowledge it.
  16. From near max-range 5B: 5B > 2AB > 236CD > 66 5AA > 5B > 5C(1) > 22A/B > 214A > sj.B > j.C > j.236C - 3162 5B > 2AB > 236CD > 66 5AA > 5B > 5C(1) > 22A > sj.B > j.D > j.2B - 2803/scan 5B > 2AB > 236CD > 66 5AA > 5B > 5C(1) > 22A > 236A > 214C - 2597/notes+tetrakarn (while scanned) 5B > 2AB > 236236C > 214B > 5C(1) > 22A > j.B > j.C > jc > j.B > j.C > j.236C - 4076
  17. If it's part of a combo or something, you could always buffer the 6, for example if you wanted to do 5B > 2C > 623A, you could input 5B > 62C > 3A. Personally, I have never done this because I find it confusing for my fingers, but some people like it. Whenever I have to combo a 623 motion from crouching, I just think of it as a 236236 motion and that makes it easier. Speed is the key.
  18. Does the difficulty in game options actually affect the difficulty of the course you take? Is there a difference between a Risky course on easy vs hard difficulty?
  19. Midscreen: Throw > OMC > 66 5C > 214B > 2B(1) > 5C(1) > 22A > delay j.B > j.D > jc > j.2B - 2758+scan Throw > OMB > 66 5C(1) > 22A > j.B > j.D > jc > j.2B > 2216+scan
  20. Official site: http://www.arcsystemworks.jp/arc-revo2014/ Stream: http://live.nicovideo.jp/watch/lv189803883 I believe it starts at 3:30PM JP time, which would be 2:30AM EST tonight. Not sure how much of that is the pre-show, last year it lasted for like 2 hours.
  21. Yup, it's especially useful from midscreen after 5C > hop, or any hop in general, since there's landing recovery if you try to do a regular empty jump low. Unfortunately, I think 236CD (or 236AB in the corner) is the only way to get anything substantial from it. If you have a note out, you can pop it with 236A into combo.
  22. I'm not sure about that actually, since DLC is tied to specific game versions. If the HK version really is identical then it should work, but you wouldn't be able to use a JP code on the NA version, for instance. It's only $3, so maybe you could be our guinea pig?
  23. That's a Nanase video btw.
  24. http://www.mmcafe.com/tiermaker/p4u2/index_customize.html?tc=ya0-trj83h0023gl2s0023dw96du7x6f9p004rn6af007ffx5i007fbu7z00a3en6u00a3kr4rma5idh4700crg3cv9b6shz68o0496y7y00i3aqcu00i300kr00kr00kr00kr00nf00nf5jby00nf-bkg-naYMST-tiTier%20Chart%20for%20Persona%204%20Arena%20Ultimax-ct999999-c1FFFFFF-c2EEEEEE-tvFF7101-thDD3C3C-d1%E5%BC%B7%E3%82%AD%E3%83%A3%E3%83%A9-x10-d2%E5%BC%B1%E3%82%AD%E3%83%A3%E3%83%A9-x210-d3%E9%9B%A3%E3%81%97%E3%81%84-x319-d4%E7%B0%A1%E5%8D%98-x47 It's relatively accurate IMO. Still too early to tier Ken and Rise.
  25. 22A (the initial hit) is plus on block if you're within range in the corner, and it gives you enough time to do 5A > 5C > hop mixup. Pressure midscreen is a little weak without notes/scan, but you can still end strings in 236A and be safe, or even slightly plus if you space it correctly. One thing I'm noticing is that her corner carry isn't that great, so I'm wondering if ending combos in 236C might be a good idea to blow them away and put up a shield or lightning, similar to what Rachel does sometimes. As for the fuzzy, you need meter to make it worthwhile I think. j.B > j.C > OMC will leave you at advantage if they block it, and give you a combo if they don't.
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