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Also, don't forget to check out https://docs.google.com/document/d/1eJ5x1SYvjtA3oMdXOKAEXe9thIAhhd_AVLORgC9lzs4/edit?usp=sharing I've been updating it constantly with stuff that I'll be adding to the wiki soon (This doc is where I do all my labbing / notes / testing)
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I didn't think so at first, but after some testing, it seems if it's really extremely close to the ground you can't cancel into anything, interesssstiiingg Edit: All air actions have a minimum height requirement, it's hard to do manually but it's more apparent when doing low low low j2D > air action
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Greek and I were messing around with Kunai and found some stuff. https://www.youtube.com/watch?v=AIv0agAAj1o&feature=youtu.be https://www.youtube.com/watch?v=53ey4hlvIAU&feature=youtu.be
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Sorry Greek, just block Magarula, these options just waaay to risky. Berserk > SB Garu = This option is okay (at best), but Yukari can still block (OMC is an option for you though due to berserk cost) Suku 5A = Whiffing a Suku 5A is not a good idea, Yukari can get mad CH damage and Suku 5A has 23f recovery on whiff. Whoo = Same as above, 15/18f of recovery while falling + 5 landing These are less "How to deal with Burst > Magarula" and more "How to avoid the Tornado but Yukari is still a thing".
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I broke the game (Yosuke breaks the rules during hops). http://youtu.be/h22aS267OAQ
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Should be fixed now, thanks for the heads up.
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Following the steps of MashThat5A and ChosenNinja, I took to time to make a player database for Persona 4. This list can help you find characters and players for matchup experience! You can sign up here and view the complete list (sorted by characters) here Signing up is easy, try and be accurate (You don't have to put every single sub you play, maybe just the ones you focus on the most) If you have any questions, want anything changed, feedback, etc, shoot me a message here or on twitter
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I need some help finding good gliding setups after knockdown
Pssych replied to Solid Faphands's topic in Yosuke Hanamura
https://docs.google.com/document/d/1eJ5x1SYvjtA3oMdXOKAEXe9thIAhhd_AVLORgC9lzs4/edit?usp=sharing If you're "too lazy" to read that... -
If it's a direct swap from the old j2CD (most likely is); that means it has 15~ frames of landing recovery + Fatal Counter recovery. There's not really much you can do with it thanks to the landing recovery and every "gimmick" is too much of a risk.
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I'm confused. "IAD > j.B > delayed j.214C > j.2C" Are you V Slashing backwards?
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[P4AU] News & Gameplay Discussion
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[P4AU] Yosuke Hanamura [1.1] Guide
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[P4AU] Yosuke Hanamura [1.1] Guide
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This stuff has been around for ages (It was used in Vanilla), but yeah, it's okay if you can't do the glide mixup Rolls and DP blow it up though sadly.
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Are you talking about the mixup after j2C? If so, it's extremely hard to react too. If you do it tight enough, the opponent have almost 0 time to react. You can block while gliding so it counters stuff like 5A / DP mash.
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That mixup has been around since vanilla. Before the increased pushback of 2C and the removal of jA's backwards hibox, a common Yosuke reset was: stuff > 5C > 2C > IAD Glide > High / low / throw / empty. But in Ultimax, that mixup has been primary used in the corner along with 5C > 2C > IAD jA xN.
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Throw was weird because start up or anything wasn't changed, but he says it's +4, He must be talking about hit stun (I just looked at the patch notes again). And jA confused me (Hence the question marks), but it's a possibility that it WASN'T changed in Ultimax (aka listed as 7f in the mook but still has 5f start up) and they fixed the error this version.
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Mokke noted Yosuke's frame data changes and I translated them; http://i.imgur.com/lryt1gv.png 5B; forever getting nerfed
