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Ohno

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    AidenKet
  1. I went and reread it and you're right, it doesn't need CH. Don't know why I thought it did...
  2. Decided to randomly translate stuff. Most of these are from loketest day 4. 5A nerfed (doesn't say how). Less recovery on D moves. Float on B Soaring Fang is different (can cancel into Destruction Fang earlier). B Destruction Fang is super plus on block. SB Destruction Fang > B Flash Fang > B Soaring Fang possible on grounded opponents. Since 5C ground bounces, 5C > 2C loops are insanely good. antiair 2B starter: 2B(1) > 5C > 2C > 5B(1) > 5C > 2C > 2B(1) > 5C > 2C > 5D > 236C > 2A > 5B > 214A > 4A > 4A does 3850dmg Also it was mentioned elsewhere that 5B is no longer jump cancelable on block
  3. So is it supposed to be really difficult to confirm into Victory Cry stuff midscreen with no meter? Because the only thing I can ever use to enter into a Clean Hit combo is ~5A > 5AA > 2C~ and it has to be right next to the opponent, otherwise they recover to block 2C. Would it be better just to do a regular combo and end with bunt or some other knockdown and build meter for a OMC combo that's easier to hit confirm?
  4. Does anyone know if anything from P4A's Sukukaja is still there? Most players only seem to use Sukukaja for combos so I never see it used in neutral anymore, minus the 5A teleport reset stuff. For example, I know 2C doesn't launch anymore. I'd particularly like to know if his air moves still cancel into each other (like Moonsault > j.AB) and if j.2C/D > special still works? ... Or did they give that to Shadow Yosuke...
  5. Is it already known that j.ab > SB Moonsault works on regular hit (not sure if it's j.ab, I mean the old j.2b)? http://www.youtube.com/watch?v=w27GoQ1Z20k#t=11m40 I like how you can extend his combos with SB moves now, like SB rush launching on regular hit, etc. Hoping there's something similar for SB V slasher and SB Kunai.
  6. I vaguely recall that the original P4U story established that the main villain was someone who didn't have a Persona and therefore couldn't enter the TV world, so he had to get someone else who did have a Persona to go inside for him. So now that we see these two Sho's, one with a Persona and one without, you can sort of assume that they are different people, and maybe by extension two separate characters? Also, for the people wondering how Adachi is going to deviate from Naoto's playstyle, I'm gonna guess dual-wielding pistol and police baton lol... Actually that sounds really badass...
  7. Denpaaaaa! http://www.youtube.com/watch?v=4JfsIPFnR2Y And they didn't even use/need the SMP loops And sorry if this is the wrong thread to post videos, but the video thread looked pretty dead...
  8. Denpa (Naoto) vs Hama- (Narukami), Kaicho (Chie), Raltan (Chie) http://www.youtube.com/watch?v=4JfsIPFnR2Y
  9. Are there any other practical applications for B Moonsault besides: 1. Better positioning for FC j.2Cs 2. Getting higher in a regular combo that uses 2 Moonsaults so you can end with j.236C instead of j.236D? Seems the B version only has significant advantages over the A version inside of combos since using it outside of a combo does one or more of the following...: 1. You're usually too high to do the Crescent Slash followup as a combo starter. 2. Doesn't move as horizontally as the A version so not as good for crossups. 3. Keeps you in the air longer than the A version (?) so it just gives the opponent more time to react to you. Thinking about it, being too high might make you pretty safe from AA so maybe you can bait into j.2C or something, but I've never really seen it used like that so idk..
  10. I think quick escape (A+C) is also viable for escaping the Moonsault crossups. Does anyone know why, during Sukukaja, some players end their air combos with a back dash? Sometimes they throw out j.D but other times they don't do anything and I can't see why this would be a better idea than just ending normally with a kunai throw (236C/D)?
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