Pen_Ninja
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Some interesting combos in here: http://www.nicovideo.jp/watch/sm24414242 most (all?) of these have some help with the timing of buttons on the side.
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Yeah I found this as well when I recorded the setup against Yu then tried it on PerSHOna and the combo dropped at 236B. I always thought this was kind of char specific but then just decided I was being bad. I did get a slightly lower 236B hit to work for the safe jump against Sho but I need to test it a bit more to be sure of it... Best to go for the j.A > j.B > j.2B safe jump if the starter allows it. I found you can neutral double jump on that one to not cross up. Will be better against rolls and 236D should cover backdash but mainly just means you don't have to cross yourself into the corner if you're almost cornering someone
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Oops. I found the same thing and posted it in general discussion but forgot about this thread :P https://www.youtube.com/watch?v=Vd6Vry6qBaU&feature=youtu.be Good stuff
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I'm getting this 236B > j.B safe jump on Yu consistently. You need to hit 236B at the highest point after 236D.
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You should be counter hitting (or just hitting, I don't know if it's CH before the invuln) them out of the startup of the roll then since the high should be meaty? Keeping in mind that I never really played much of the first game... I don't know a lot about the whole roll mechanic along with some other things specific to this game.
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Easier, less swag side swap: https://www.youtube.com/watch?v=Vd6Vry6qBaU&feature=youtu.be
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You're probably better doing 236D on your way down on the 2nd one... if the cross-up hits it's a much easier combo... if not, it's still pressure The first one doesn't really need much Koro action happening.
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uhh... new post I guess... Side swap combo here: https://www.youtube.com/watch?v=GzMqUSijm_0&feature=youtu.be Not sure how practical it is... I have it down like 50% after 30 minutes of trying. The 2149 input is odd to get correctly...
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Hey all, Safe jumps: https://www.youtube.com/watch?v=qhei6nePito&feature=youtu.be Credit to VR-Raiden in the Skype chat for at least the 2nd one.
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Unfortunately there's some combos where you need to hit 2B but the proration is too high for 2A > 2B to connect. I recommend not relying on 2A > 2B until you can recognise when you've messed up the 236B timing and then start going for 2A > 2B instead of 2B only when you know you need it and you know it works.
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j.2B is definitely faster. I've labbed up some combos where 2B > j.B won't work but 2B > j.2B works or where j.A > j.B won't work and j.A > j.2B will
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I haven't actually fought one myself yet but I've been thinking about how that MU would go. As far as I can tell it goes like this. 5A: hers is longer and faster than yours 5B: her 5A is much faster, a bit shorter 236A/B: She has 5D at this range which is faster j.B: DA GOD She seems like she'd beat out pretty much all of Ken's normals with similar but better moves. I feel like you need to abuse the fact that you have Koromaru in the MU because she outclasses you in almost every other way. Edit: I feel like this should be here: http://www.dustloop.com/forums/index.php?/topic/9121-p4au-ken-amada-vs-mitsuru-kirijo/
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You need to be hitting your opponent at a certain height for those links. The 2nd hit of 236B will whiff if they're too high after 236D. They will tech before 2B if they're too low when 236B hits. The trick AFAIK is usually to hit just after Koromaru is finished 236D so that they're not as low as they are mid-236D and they're not as high as possible out of the 236B. There's a few ways to go about it. I generally do 236A > 236AD > 236B where the 236AD is input between the 2 hits of 236A just after the 1st hit and 236B is done immediately. That seems pretty consistent for me. I'm sure other have their own way of timing it. Subconsciously maybe...
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It's kind of odd... Assume you're on the P1 side for the following If you do 5CD, it throws behind Ken, effectively putting you on the P2 side. For most of the throw's animation, doing inputs as if you're on the P1 side will come out properly even thought you're visibly on the P2 side. Once the throw has ended, the game registers you on the P2 side and inputs "reverse". If you do 4BC, it throws your opponent in front of you keeping you on the P1 side. HOWEVER... for the duration of the throw, the game treats you as being on the P2 side meaning inputs are "reversed" even though you're staying on the same side. It seems like the game immediately calculates which side you're on in terms of whether you forward or backward throw but does not calculate after that until the throw ends... meaning that even though you change directions mid-throw, the input direction does not change until the throw is completely over. In the case of a back throw... the input direction changes immediately, then does not change back until the animation is completed. I hate this... so much... I'm so glad we found throw > 66B > 236A... it's so much more consistent.
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Hopefully everyone's aware of this already but just to be sure http://horibuna.web.fc2.com/P4U2/P4U2_KEN.html There's a bunch of niko videos on here split up by character. You can go back a few pages and find a bunch of different anime games with the same thing to. It's really helpful. Edit: A couple of Ken safe jumps: https://www.youtube.com/watch?v=qhei6nePito&feature=youtu.be 2nd one suggested by VR-Raiden in the Skype chat DOUBLE EDIT: Side swap combo https://www.youtube.com/watch?v=GzMqUSijm_0&feature=youtu.be
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I'd probably recommend 2149CD or 9214CD because you're going to want to go in behind this as opposed to spending 25 meter and jumping back to do nothing. I'd say 963214CD to get IAD and that at the same time but the ball won't quite be fast enough and you'll be air dashing in with air throw in front of the Koro-ball... not good. Terrible for neutral unfortunately but if you do get that hit with Koro away... http://www.nicovideo.jp/watch/sm24360219
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214C/D can definitely see some time in corner combos but it's far from optimal as far as I've seen... You just get more damage from 236C/D instead. I've had some success doing 214C+D in neutral... It goes pretty much full screen, covers a bunch of space on the way and seems kind of hard to beat out. Only problem is that I can't figure out how to do it in neutral without Ken whiffing a grab.
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I had that issue playing games yesterday. Going to grind that out in training mode tonight and figure out what I was doing wrong.
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but 214C/D would murder everything... everywhere... forever.
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Famitsu colours apparently make Koromaru huge! http://shoryuken.com/2014/08/28/famitsu-reveals-exclusive-color-palettes-for-persona-4-the-ultimax-ultra-suplex-hold/ Kappa
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Well I spent all night playing friends on their consoles... got home to download my copy and found that PSN is offline for maintenance... I'm really mad...
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I was wondering about 5AAA not using Koromaru too... I thought it was just a change to the auto combo I wasn't aware of
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Sorry for double post... Day 1 combos: https://www.youtube.com/watch?v=uJ6MUGZnK0Y Combo thread not open yet...
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Cool cool... Looks like everything I had going at Evo is still valid :D
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I'm feeling 5AA > 5B > 236AA > 2C > j.A > j.B > j.2B > 236C > 236A/B~(A/B) > oki may be a thing... I'll need to test...... soooooooon