-
Posts
126 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Barzorx
-
Sorry for the delayed response, life caught me with assignments and shenanigans. I hold weave immediately after sonic B. It helps if you delay sonic B itself a little bit (JUST A LITTLE) to make the enemy not-go-as-high as he could go. You can also ignore the hook and instead do weave D>cork B but then the damage is not really beneficial so...
-
That's a hard one to respond. There's many ways to efficiently pressure and create oki situations with akihiko! For example, off of corkscrew level 3 or 4 you can do a safe jump jB by dashing to the enemy, waiting when the enemy techs (he flashes white) then jump, jB (delayed to the ground as much as possible). Off of lv 1-2 corks its a bit harder to do with jB (but totally doable), however I prefer to do dash jA (because it gives me more time to do it, mkay guys?). And finally off of lv 5 you have so many options! My favorite is, however, calling 5D - simply because a lot of people feel VERY threatened by his presence. Even when you will do nothing - people think you have a setup off of it, and thus they become prone to screwing up. Other than that keep in mind stuff like hook B is a slight frame trap, and though not really a frame trap, doing Assault Dive B>hook A (when people are really respecting you) can lead to amusing results (free hook A fatal yay!)
-
Haha thank you but I dont think I'm qualified to be a mod or anything like that (I have the staggering amount of what, 7 posts? ish?). Expanding on your combo: Yes, optimally you want to do 5b>duck>DP>2A - this is the utmost optimal version of (most) fatal counter routes for akihiko (in my combo video you see me use this, but detail it as "for tall enemies only") - though I believe I didn't add that particular one you mentioned (I mostly use it on 75+ meter 5bfc confirms, instead of the 50 meter one). The reason I classify it as tall enemies only though is because its too unstable in my opinion (but definitely NOT IMPOSSIBLE) and if you are able to do that in a real match then dude you're freakin' awesome lol. I just use that combo vs tall characters because i'd very much rather get 6.4k nailed down, than 6.7 with a chance of dropping a (very dangerous) DP mid combo (I THINK it's punishable). But yeah that's a great addition man! Keep it up
-
You can usually send me tweets or messages if you ever want to play with me YanuCerda. And yeah I remember you. Let's keep this thread for combo talks though - you can always find me in twitter, youtube... hell I even answer pm's here (and I plan to be more active in this forum to try and bring some life to the Aki section / P4AU in general!)
-
Sadly we are not narukami's that can simply do 2B>5C and then use that time to react appropriately haha, there's no real OS for that im afraid, you gotta react as quick as you humanly can. You can always go of course the safe route and just do 2B>super jump>jA>jB>Assault dive A but then you'll have some mad unoptimal combos at times haha. The trick is in really looking - and I do mean really LOOKING at what your enemy is doing and what he usually did on similar situations whenever you are about to anti air him and sort of predict if it is going to be or not a counter hit. And no problem, I'm glad you like my videos. That's why I make 'em.
-
The only way to get it consistently is to both delay the hook a and cork b as much as possible, so that the enemy will be almost at the ground. Yes, this is actually a kind of tight link, you can simply opt to use the super early and lose 75-150 damage, but it'll hit more consistently (I for one prefer to do that in most cases unless I really feel that I need that extra oomph to kill)
-
Huh! Well. Then your 5A wont work, but your 2A will work wonders.
-
Haha well, even if you dont IB that situation you have a 5 frame 5A(i think?) so -3 means i have 3 frames + 5 frames until my 5A hits - therefore with a well timed 5A you'll counter hit akihiko. A smart aki will not dash in gunsablazing for he'll get hit - however he CAN use 5C dash in as a sort of pressure tool since its relatively safe (aka: worst case scenario you start pressuring me, but im NOT getting hit)
-
It's relatively safe - if you see them block you rush in and block, if they get hit then you laugh and praise the protein gods. People with absurdly slow 5A's / too much respect however you can slap around easier. Doesnt matter if its 5C or [5C], they are both the same -3, since you are canceling out of the move and dashing forward after the hit itself, making [5C] more unsafe (longer startup = people can react to it before its out)
-
I will continue posting this later, but this is what I had time to write for today. Have fun! Before I begin I want to first write up something i'll just call "The OMB route", so whenever i write within a combo something like >5b>[The OMB route]> just insert the following notations in place of the brackets OMB>Weave D>sonic B>weave C>hook B>duck C>sonic A>weave C>hook A>SLIGHT DELAY cork B>uppercut B And the other one being "Shortened OMB": OMB>weave D>sonic B>weave C>hook B>weave D>cork B>uppercut B NORMAL HITS, midscreen, standing enemy 5AA>5B>2B>Killrush A>Sonic A>Hook A>Weave C>Cork A - 2601 5AA>5B>2B>Killrush A>Sonic A>Hook A>Cork B - 2580 5AA>5B>2B>Killrush A>The OMB route - 5362 min - 5512 max (depending on execution) You can use "The omb route" at any point from 5aa to killrush A safely All of these can also be started off of 5B, 2B or jB midscreen, no problem 5AA>5B>2B>Killrush SB>Hook B>Sonic B>Hook A>Sonic A>Cork B - 3440 damage (with upper B, 5105) 5AA>5B>2B>Killrush SB>Sonic SB>Weave C>Sonic A>Hook B>Sonic B>Weave C(hold)>Hook A>Cork B - 3944 damage (5609 with upper B, 100 meter) 5AA>5B>2B>Killrush SB>Hook B>Sonic B>DP>Delayed Uppercut B>Uppercut B - 5268 damage (125 meter) (to properly get this 2uppercut super midscreen to work, the first uppercut B must be executed THE SECOND THE ENEMY IS TURNING DOWNWARDS AFTER THE DP) NORMAL HITS, corner, any enemy 5AA>5B>2B>Killrush A>Sonic A>Hook A>Sonic A>Hook A>Cork B - 2741 damage (with upper B, 4406) 5B>2B>Sweep>Killrush A>Delayed Sonic A>Hook B>Sonic B>weave D>Cork B>weave C>Cork B - 3849 damage 5B>2B>Sweep>Killrush A>Delayed Sonic A>Hook B>Sonic B>Weave D>2C - 3283 damage (these last two work as long as 5AA arent the first hits - you can also use jB as a starter but avoid 2B as it makes it slightly harder to use) NORMAL HITS, midscreen, crouching enemy 5AA>2B>5B(1 hit)>killrush B>Hook B>Sonic B>Hook A>Sonic A>Cork B - 3371 damage (with upper B, 5036) 5AA>5B(1 hit)>Killrush B..... - 3175 damage (with upper B, 4840) 5aa>2B>5B(1 hit)>Killrush B>Hook B>Sonic B>DP>2x uppercut supers (delay required) - 5203 damage NORMAL HITS, midscreen, jumping enemy 2B>super jump>jA>jB>Assault Dive A - 1517 damage 2B>jB>jA>jump>jB>delay jA>2B>super jump>jA>jB>Assault Dive A - 2126 damage 2B>super jump>jA>jB>OMC>jB>5B>jB>2A>5AAAAAAAA - 2820 damage (relatively close to corner:) 2B>super jump>jA>jB>OMC>jB>5B>jB>2A>Killrush A>Sonic B>Weave C>Sonic A>Hook B>Weave C>Hook A>Cork B - 3934 damage (with upper B, roughly 5524 damage) (with weave C>cork B again at the end, 4106 damage) 5AA>5B(1 hit)>jB>5B>jB>2A>5AAAAAAA - 2419 damage 5AA>5B(1 hit)>jB>5B>2A>5AAAAAA>2C - 2036 damage 5AA>5B(1 hit)>2C>The OMB Route - 4488 damage - REALLY dont recommend this one if the enemy has a burst, as it's hard execution wise and they can recover by the hook A~ time 5AA>5B(1 hit)>2C>Shortened OMB - 4155 damage - This I recommend, totally unburstable after 2C, good finisher 5B>jB>5B>jB>2A>5AAAA>2C - 2711 damage 5B>jB>5B>jB>2A>5B>jB>2A>5AAAAAAA - 3116 (the mid 2A can be ommited, depends on height) 5B FATAL COUNTERS (normal route)5b>duck C>hook B>duck C>DP>2B>jB>5B>2B>super jump>jB(1 hit)>assault dive B> duck C>sonic B>duck/weave C>hook A>sonic A> 2C - 4691 damage (6356 with upper B) 5b>duck C>hook B>duck C>DP>2B>jB>5B>2B>super jump>jB(1 hit)>assault dive B> duck C>sonic B>duck/weave C>sonic A>Weave C>Hook A>Cork B - 4899 damage (6489 with upper B, roughly) 5B>jB (hold block, bait burst)>2A>5AA>weave C>sonic B>duckC> weave C>sonic A>Hook B> duck C> hook A>cork B - 4136 damage (5802 with super) 5B>weave C>Sonic SB>weave C>hook A>weave C>Sonic A>Hook SB>duck C>DP>2B>jB>2B>jB>2A>5AA>Weave C>Sonic B>duck C>Hook B> duck D>Cork B - 5816 damage (7481 with upper) (corner) 5B>66>2A>5AA>weave C>sonic B>duck C>weave C>sonic A>Hook B>duck C>DP>2B>jB>5B>killrush B>weave C> hook A>weave C>cork A - 4898 damage (6563 with upper) 5B>66>2A>5AA>weave c>sonic B>duck C>weave C>sonic A>hook SB>duck C>hook B> duck C>DP>5B>killrush B>weave C>hook A>weave C>cork A - 5255 damage (6920 damage with super)
-
Hey guys. I'd just like to say a couple of things: Whenever possible the optimal route for akihiko loops near the corner where he goes 2A>killrush A>sonic B.... is 2A>Kill A>Sonic B>Weave C>Sonic A (delay so enemy is as low as possible)>immediately Hook B>Weave C>(slight delay)>Hook A>Cork B> (uppercut B super, or weave C>cork B). This raises damage (not sure the exact amount of damage though... i think 2b ch near corner 3 jb loops to that should do about 4.3k? Also @ narga, I HIGHLY recommend you learn that optimal situation for shadow akihiko. Seriously, double cork in corners adds so much damage its not funny. Give it a shot yourself with this basic fatal bnb (which is, and I am sure, NOT his best fatal counter combo, but, yknow... just been lazy to write another bible for shakihiko haha) 5B fc>duck C>hook b>duck C>DP>2B>jB>5B>2B>super jump>jB (1 hit)>assault dive B>duck C>sonic B>weave C>sonic A>weave c>hook A>slight delay Cork B>weave C>cork B>rampage>duck C>shoryu reppa B
-
P4A PSN Invitational (June 22nd, 2014 @ 3PM EST)
Barzorx replied to MastaToken's topic in P4A Online Play
Thanks again for inviting me to play. Next time i'll do better I promise *raises fist* UNTIL THEN. *resets someone on his way out* -
P4A PSN Invitational (June 22nd, 2014 @ 3PM EST)
Barzorx replied to MastaToken's topic in P4A Online Play
I guess I might as well, though I don't really get how I qualified for it. PSN Barzorx Skype danbarz1 -
You can also do this, but with 50 meter for less damage, if you do A corkscrew > OMB > duck > weave > cork > cyclone upper. Less damage, but hey, less meter too. Ive done it in a couple of matches when i REALLY need to get the kill. Really though I use my burst for two reasons only. Gold burst out of oki, and red burst to parry bursts.
-
I wasnt entirely sure of where to post this, so i apologize if im wrong... but... I made an akihiko video, and i thought maybe it'd help someone. http://www.youtube.com/watch?v=bVX1HGEO1FU Also, Teddy and Chie really do have different hitboxes, but I already made teddy/chie specific FC combos (off of 5b, hooks and corkscrews), so I might just up and upload them sometime if anyone wants that.
-
This is definitely a 6 to 4 in yukikos favor. Like everyone says, its mostly a waiting game, and a patience game till you can get hit. If you are playing a good yukiko, she will probably try to go for the unblockable setups which require her to use SB agi. You can short hop > jb out of it if timed right, but this is, again, hard to pull. My general advice is to IB as much as possible and wait for a good moment to use an assault counter to get some space. You can also troll her really hard if they are DP happy with EX hook> corkscrew to get a cool 5ish K combo (she can cancel her dia into agidyne though so mind her SP). If her persona is broken most yukikos will jump back and throw fans, you can use a lame roll OR DO THE SUPER AWESOME EX PARRY INTO CORK 'cause fatals. I think pretty much everything that needed to be said has been said already... its a game of patience. If you play your cards right you get a chance, but general battle flow dominance goes to yukiko. Only reason aki gets a 4 in that matchup is because of hsi comeback potential like dacidbro said. If you are patient and you get a lot of SP off of that, your comeback game becomes all the more frightening. :v
-
I know I'm pretty much an unknown dude in... well, the internet in general... but I can say a couple of things about this MU, from fighting against some amazing teddies lately, though I can't say for sure im right... ~2B beats Teddy's j.A - but use it sparingly since it can get easily baited by him for massive damage ~Once teddy gets his loop thing going on (the combo where he just jumps up kicks you down, throws an item), you cant DP him on his way down, you cant use evasive (dem 5A/bat), you cant use wake up parries (because his j.A hits you the moment you are waking up, so far i havent been able to get a single reversal parry to cover my tracks), and so basically... block low, keep an eye out for what item is thrown (they like to roll when they hit the ground if its a timed-offensive item, like those odd missile things or the lightning bolt item) which you can counter-grab them out of, though not without risks depending on what item was thrown... for example, if the item thrown was the uh... rage inducing one, i suggest DPing as soon as akihiko touches it, but even this is hard to pull because teddy is just that good ~jumping in and using j.C is a high risk/high reward setup. caesars sword barely hits him if spaced right which would get you a nice counter hit combo (midscreen you can at least get around 4k damage off of that), but if you screw up his 2B will hit caesar and akihiko into teddy loop shenanigans... ~do not let them be comfortable throwing items. use 5D/j.D to pull them in if they go away to scroll through the items, but dont forget that when he gets sucked in, most of his normals will beat yours. ~do not try to punish teddy claw, cause that thing is bananas on block. from several attempts what worked best for me was a parry into EX weave (you back up and the grab gets auto corrected, time it right and you get a counter grab) but this is very spacing dependant, and doesnt work for B teddy claw. all other versions work. dont attempt parry into cork, hook, or dp, because, since teddy claws has SO MANY HITS, aki gets stuck in his parry stance until teddy is away... ~remember that in teddys item loop, poison > then buckets. as soon as he throws an item post poison (aka. the buckets) use caesar and jump back to mess up his mix up game to get you hit by the buckets. alternatively, if you feel lucky you can try to parry a bucket into ex cork/hook, which if done right can get you either out of the situation, or just get you hit (depending on which section of the bucket rain you are standing under) ***edit: remember also that teddy can throw multiple items, so really be on the lookout post-the red missile thing that he throws >.> This MU is in my opinion VERY in favor of teddy, simply because punishing all of his normals and mix up game is very hard for aki because of his poor range, and poor answers to most of teddy's gameplan. The best way to really get teddy is to be as disrespectful to him (not in a dumb way, of course), and be up in his face. An example would be, if i got raged out of his DP, i immediately did an A parry. If teddy did anything, i'd get out of free, if he waited, then i immediately went to either EX parry or a jump back. Id say... 7 to 3 in teddys favor.
-
Persona 4 Arena Online PSN Tournament #2 (April 12, 2013 @ 6pm EST)
Barzorx replied to MastaToken's topic in P4A Online Play
I'd like to participate if there's still space... PSN is Barzorx.