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Everything posted by zankoku
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Do 2C > 2B > 236B > 2A > 2AB > 236B > 2A > 2B > 236B > 5AAA instead. It's actually more damage too, for some reason.
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As an actual combo the best you can get is 5AAA > j.214A > omc > 2C > 2B > 236C > 236A, but that's like an additional 1000 damage, so I wouldn't really think about going for it unless you want to maximize damage before Awakening.
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ggs to Eater_of_Time, pretty neat to get recognized from my name here on DL, haha.
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Actually 8 frames, since you also can't block for the first 5 frames of being airborne.
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If you mash it you'll use up your bolts before you reach them, you kinda have to figure out a slower rhythm where it still combos.
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On air hit, keep them juggled with the bolts until you run under them and 236C for the knockdown. It might also catch an airtech for even more damage. On ground hit, you can actually combo into autocombo if you're quick enough.
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[P4AU] Kanji Tatsumi Gameplay Discussion "Brofist it out!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
Play patiently, I guess? Her stuff is hard to deal with as long as she keeps her distance, but she has a decidedly poor DP option and relatively slow startup on normals so she's not as capable of just poking out. On the other hand, you can't just force your way in since spear doesn't care about shoulder charge and her normals are fairly quick for their range. -
That's odd, I'm pretty sure I have a yellow/orange name at C rank? Do people who play enough ranked to get to A or higher universally become red names? Unless you're talking about grade equivalencies? I'd like to re-iterate that this is talking about the color of the NAME, not the color of the square beside the name.
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I'm actually curious too, we've all seen plenty of square colors, but I've yet to hear any sort of explanation on name colors.
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Apparently you need to complete Risky Score Attack with both Minazuki and Shadow Labrys.
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[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
You sure you're not accidentally muscle-memorying 5C? I just tried it and it connected pretty easily. http://youtu.be/3Egev6PebYo Hold 6 during the OMB to walk forward, then tap C at the right timing. http://youtu.be/06WOxDe_r9w -
Wait, were we supposed to be doing GOOD combos? I'd been spending my whole time making this thing happen. :v http://youtu.be/_JBuQYNDxDE
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[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
Why does this combo work? fc 2C > 2B > 236B > 2A > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A -
I just noticed in this: http://youtu.be/L6VSIj6r9Ds You can 5D > Afterburner to go from lv0 to lv2 midscreen. This loses any advantage on knockdown you might have, though... although the Bullet abused that for a full 720 in the first round.
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Auto-combo normals beyond the first two seem to follow a different formula in terms of meter gain.
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New crouch confirm bnb seems to be stuff > 5C > 3C > 5D > Miquelet/Shear
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Full Screen Footsies 3 results http://sugoifactory.challonge.com/ Persona 4 Arena Ultimax 1. Archer - Narukami 2. SUGOI | Nanako Dojima Love Affair (Munsu) - Shadow Mitsuru 3. SUGOI | Zankoku - Shadow Kanji 4. Kirinope - Minazuki 5. Clario - Chie, Sho 5. Inferno702 - Rise 7. Haken - ??? 7. TBD - Teddie Under Night in-Birth 1. Archer - Eltnum 2. SUGOI | Zankoku - Waldstein 3. Kirinope - Gordeau 4. Clario - Linne 5. SUGOI | Munsu - Waldstein 5. PSG Varg Matador (Fernando) - Linne 7. HAKEN - Yuzuriha 7. Inferno702 - ??? BlazBlue Chronophantasma 1. Choku Red - Iron Tager 2. Addons - Nu-13 3. SUGOI | Unit Cookie Dough (Munsu) - Hakumen, Ragna, Azrael 4. SUGOI | Zankoku - Stylish Bullet 5. Kirinope - Ragna -. Archer - Jin Thanks for playing, everyone! The next monthly will be on November 8th.
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Shadow Labrys is missing her Persona command throw, Massive Slaughter ([2]8C/D)
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[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
Non-counterhit 2C doesn't put them in spin state. -
There's also First Hit bonus (which I think is higher for regular than for Shadows), and I believe final autocombo normals have more meter gain than the formula would indicate? Other than that, this is cool to know.
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Yeah, High Counter allows for j.A-B-C > 66B > 214B. 4.5k for 200 meter and Chain Shift is about standard, though..
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[P4AU] Kanji Tatsumi Gameplay Discussion "Brofist it out!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
Kanji can force some airtech traps with his j.214 dive grabs and his 236D Persona anti-air grab, and his 5B is fairly useful at resetting into a command throw. -
[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
You can combo into throws with spin state. Things that induce spin state are: 5 counterhit 5B counterhit 2C 236236A/B/A+B (second hit) -
[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
Not every DP is slow enough on recovery to punish with 2C, but if they are and they don't have super cancel, go for it. -
[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
NORMAL HITS, METERLESS 5AAA > j.214A > 236A -- 1880 (crouching OR anti-air) 5AA > 2B > 236C > 236A -- 2039 5B > sweep > 236A -- 1383 2A > 5B > sweep > 236A -- 1320 2B > 236C > 236A -- 2258 sweep > 236A -- 1328 throw > 236A -- 1860 (cornered) throw > sweep > 236A -- 2124 (close) 5C > 5 > 214C > 236A -- 3888 (anti-air) 5C > 236B > 5AAA > j.214A > 236A -- 3662 2C > 2B > 236C > 236A -- 3054 214C/D > 236A -- 2854/3154 (corner) 214C/D > 2B > 236C > 236A -- 3440/3740 j.214A/B > 236A -- 2080/2280 236C > 236A -- 2160 236D > j.B > 5AAA > j.214A -- 2740 COUNTERHITS, METERLESS ch 5A > 5 > 214C > 236A -- 2734 (this is probably unconfirmable) ch 5B > 214C > 236A -- 2855 ch 2A > 2B > 236C > 236A -- 1912 (close) ch 2A > 5 > 214C > 236A -- 2752 ch 2B > 5[C] (slight charge) > 236B > 5AAA > j.214A > 236A -- 3725 ch 5C > 2C > 2B > 236C > 236A -- 3655 ch [4]6C/D > 5AAA > j.214A > 236A -- 2701 (Easy) FATAL COUNTERS, METERLESS fc 5A > 2B > 5C > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4162 fc 5B > 5AA > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 3434 fc 2A > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 3603 fc 2B > 5[C] (slight charge) > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4730 fc 5C > 2C > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 5572 fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 5586 fc j.C > 2C > 5C > hop j.B > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 5334 fc 214C/D > 236B > 5AAA > j.214A > 236A -- 4023/4323 fc [4]6C/D > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4683 (Harder) FATAL COUNTERS, METERLESS fc 5AA > 2B > 5C > 5 > sweep > 236B > 2A > (slight delay) 2B > 5C > 236B > 5AAA > (slight delay) j.214B > 236A -- 4598 fc 2A > 2B > 5C > 5 > sweep > 236B > 2A > (slight delay) 2B > 236B > 5AAA > (slight delay) j.214B > 236A -- 4147 fc 2B > 5[C] (slight charge) > 5 > sweep > 236B > 2A > (slight delay) 2B > 5C > 236B > 5AAA > (slight delay) j.214B > 236A.... you get the idea fc j.C > 2C > 5C > hop j.B > sweep > 236B > 2A > 2B > 5C > 236B > 5AAA > j.214B > 236A -- 6123 VARIOUS THINGS From j.214A or j.214B enders, you can usually do j.214A > OMC > 2C > 2B > 236C > 236A for around an extra 1000 damage. If you did it from a raw j.214, it adds an extra 1600 or so. From raw j.214A or j.214B, you can do (midscreen) j.214A > OMC > 2C > 2B > 236C > 236A -- 3638 (midscreen) j.214A > OMB > 5C > 236B > 5AAA > j.214A > 236A -- 4335 (corner) j.214A > OMC > 5C > 2B > 236C > 5AAA > j.214B > 236A -- 4375 (corner) j.214A > OMB > 5C > 236B > 5AA > 2B > 236C > 5AA > 236C -- 4915 (corner) j.214A > OMB > 5C > 2B > 236C > 5AAA > j.214B > 236A -- 4657 (use this route if you want the j.214B ender, to allow for extra damage off of super cancels) For 150 meter, you can end any combo from j.214 ender with 236236A > omc 2nd hit > 214214C/D. At full scaling, the minimum damage of this is an additional 2610 unburstable damage. At full scaling, the minimum damage of 236A ender is 200. The minimum damage of 236A+B ender is 450. The minimum damage of 236236A/B ender is 690. In the corner, for 75 meter, you can end the j.214 with 236236A+B > 236C > 236A. This deals 950 damage at maximum scaling, 1200 if 236A+B is used for a total of 100 meter.