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Everything posted by Correa
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I'm just glad SB tentarafoo beats Narukami's lightning car. I just toss it out whenever I smell one coming, works more often than not. Sometimes can go under Yukiko's stuff as well, when you see a gap in the zoning but are too far away to do anything else.
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I guess I just have to get into the habit of not holding the direction I want to roll in. I'ts just always something I did throughout the entirety of P4A. I also get SB tentarafoo a lot when trying to do: holding back while doing w/e > dash > throw. :/
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So is anyone else getting bodied by [4]6+AC being Tentarafoo instead of roll now? I've already died so many times b/c of that ;;
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UNIEL Netplay Tournament (August 3, 2014 @ 3PM EST)
Correa replied to MastaToken's topic in UNI Online Play
I'm in! tcorrea / Seattle / PST -
What's the best we can get out of Guard Cancel > Burst in the corner? I've been using this a lot recently (mainly vs. Chie): GC Burst > 2B 2DD > (walk under) > 5AA 5B 2AB > B Droit > D Bufudyne But I'm really underwhelmed by how little damage it does, given it's a CH off 100 meter and a Burst. This does more: GC Burst > 6B 2B 2D > 6B 2AB > C Bufula > [6B] 2AB > C Bufudyne But you lose corner. Can you get anything better off that while still keeping the opponent in the corner?
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Persona 4 Arena Online PSN Tournament #3 (June 16, 2013 @ 3pm EST)
Correa replied to MastaToken's topic in P4A Online Play
I'm in, could use some more practice in this game PSN: tcorrea -
Made a mitsuru reset video: I was kind of surprised when I saw Marth's, tbh, I was working on mine right when you posted that. Thankfully we don't overlap too much :P
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Apex 2013 P4 Winner's Finals / Grand Finals: featuring Shadow-Jourdal
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You'll usually hit people crouching when: A) You do the 50-meter double overhead setup that Rath mentioned B) You counter-hit someone out of a crouching move. Lots of people like mashing 2A when Mitsuru is nearby, especial characters like Chie and Yukiko, whose 2A low-profiles most of Mitsuru's buttons. If you make a good read, you can counter-hit those. This also sometimes happens when people don't know their spacing properly (i.e. Akihiko or Yosuke mashing 2A just outside their range but inside yours). C) Some moves force crouch state during recovery. Punishing those always gives you a crouch combo. I.e.: Mitsuru DP, Narukami DP, raging lion and sword-car, etc. D) This doesn't happen as often, but you will get the occasional random air-to-ground hit. Low air-dash falling j.A is pretty good against people playing too defensively. Just don't abuse it or you'll get anti-aired by people paying attention. Side note: Even without big damage, her grab is still useful midscreen. If they don't respect it at all, you get very good positioning every time you land one, since it knocks them back pretty far (and if you grabbed them out of their pressure, you at the very least stopped their momentum, which is a big deal against characters like Akihiko and Narukami). If they start trying to throw tech, you can bait those and fatal counter for a lot more damage. Like Rath said, you're generally not really trying to open people up with Mitsuru's pressure, you're trying to bait them into doing something you can punish.
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Probably because of same move proration. If the damage was scaled enough, I could see a second B Coup doing less than your first A Coup
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Played a long set against a good Naoto, won first few, then got downloaded and lost like 15 in a row. The fuck do you do in this matchup? Her DP beats everything (why does it counter throws?!), blocking to bait it is dangerous since her normals as so damn good up close, and the traps put the pace of the match completely in her control. The guy I was fighting in particular was also the first Naoto I've ever played that while awakened, consistently punished sweep feint, blocked sweep and Coup>Throw setups with her kick reversal (for like 5000 damage each time ). Once I started looking for it and blocked, she OMCed to safety. In the rare cases I managed to get in on her and stay in Mitsuru's 5A range but outside of hers, she can burn 25 meter whenever for a "get out of jail free card" and I have to get in all over again. HRNGGGG, this matchup is frustrating
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You can catch forward techs with sj back > fw air throw, which should be safe if you guess wrong and they tech neutral/up/back instead. Only downside is having to burst to convert off of it. Doesn't look like you can just wait a bit and bufudyne in the other direction (they land too fast after crossing you up), but you might also be able to 2B, if they know about the throw. So, if you could develop these into good setups and followups, it would be a nice guessing game.
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So, has anyone been messing around with resets? I've only started trying to figured stuff on out in training mode, so I haven't spent a lot of time paying attention to how people tend to tech in this game, but if it's anything like marvel (where people pretty much always air tech back unless they have a distinct reason to air tech forward or neutral), Mitsuru should be able to setup some pretty dirty stuff with a good read and Bufudyne. Corner AoA > launch > (don't jump) > Bufudyne and air throw > Bufudyne are both trivial and get you about 5k, in addition to whatever mixup you normally do after that. It's slightly gimmicky, but used sparingly it seems like it could be really useful. I haven't really seen any japanese players take advantage of this at all, not sure why. Has anyone else managed to make something more solid out of this?