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Everything posted by VR-Raiden
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Yes indeed, GGs and nice meeting more P4A players, hope to play you all again soon.
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From what I'm trying, that combo works, but you need to walk back after the 2H jS SW, so they don't fly over you. I get it pretty consistently if you do WT dash 2H jD SW > 2H njSW > 2H jS SW > walk back 2H(or c.S) BR for 175 damage. Exactly when the first 2 SW hit can slightly change how high up he is though, which can change his positioning after the last SW. If you replace 2H SW with njS SW, it becomes a lot easier at the cost of damage (does 168 instead), but do whichever you find consistency with. I know I walk forward/back after SW a lot in certain situations, if you notice the positioning might be iffy after your SW it can fix it for you.
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Neutral - 5B poking is good but he's able to weave and punish. 2C however will FC him out of weave (except EX). It's also hard for him to jump over it at long range due to his short jump arc, making it a pretty useful long range poke in the matchup. If he rolls it, usually you'll at least be at advantage, unless he rolled right before you did it. He can kill rush you out of it but you can punish that attempt by getting it to whiff or putting out a normal at the right time (5A works well, active for 5 frames). - look for IADs or other reckless attempts to get in on you, and punish accordingly. Doing 2B too late will get you CH by IAD jB, so you have to react quick, or you can always DP. Convert hits into knockdowns for 5D Oki, safejumps, or regular meaties whenever possible. - don't swing too many jB out of range in air-to-air situations, his CH jC hurts. He can hurt you with it for getting you anti air 2B attempt to whiff too so be wary of that. Offense - nothing out of ordinary here, except keep in mind his DP first hit is air unlockable, so jumping in after 5D too early too close/in corner is bad. Easy to avoid though since it has pretty short range. It also doesn't hit behind so it won't hit you for certain cross up attempts like others. Defense - IB kill rush, its easy to. Roll gets out of a lot of his mixups but can get you thrown obviously. Don't guess throw techs, try to react or use an OS, his fatal 5B on your throw whiff hurts. I don't recommend many random DP to get out for the same reason. His only low is sweep so keep that in mind, he can't get anything off it w/o meter after killrush (as far as I know). - look for EX duck thing crossups when he has resources/you're low on life. - delay D ziodyne through random maziodyne anywhere on screen.
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I guess the main use for 6H will be after CH f.S for a bit extra damage into FB Fafnir, not that that's easy to confirm or anything. By itself I don't see it having any real use period now, at least before in AC if you got a whiff punish with it or something you got huge damage. Also used to rack up the guard bar a lot more. That's funny you can CL BB those 2 grounded.
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From 214D OMB you're pretty much always gonna get 2 hits, except on Teddie. off the top of my head I remember getting 3 hits unexpectedly off throw OMB, or any confirm that can vary with the OMB height, like timing an air hit 5C OMB. yeah doing just dash 5B to start is easy mode. Less damage (how much less depends a lot on starter) but for OMB combos, you really really don't want to drop it. Especially if easy mode will kill them anyway. So needless to say its worth learning stronger ones but only go for them if you're super confident you won't drop it. If you havent checked em out yet, SKD made lots of good OMB vids. also there's a number listed in the wiki.
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From what I understand, it mostly has to do with how high they are when the OMB hits, but it could also be that your 5D is hitting earlier/later. Depending on the starter before the OMB you should be able to tell if it will hit 2 or 3 times. Also Teddie tends to cause 3 hit 5D more than other characters I believe. 3 hit will mess up the corner OMB combo 5D 2A+B 214B 214A 5DD etc, so on Teddie you just omit the sweep there, or just do a mid-to-corner combo. it can mess you up if you weren't expecting 5D to hit 3 times if you're doing certain OMB combos, but the real simple ones it doesn't really matter.
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That part of VA that no one cares about (Western/Southwestern VA thread?)
VR-Raiden replied to Rhiya's topic in East Coast
http://www.dustloop.com/forums/showthread.php?16498-8-3-13-Top-Of-The-Food-Chain-3-Chesapeake-VA COME PLAY PERSONA we had 13 people for it last time -
Well that's cool, ill fix it in the first post here. I managed to get a CL GV back when I was still trying stuff but yeah its a serious pain
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Here's a vid with character specific throw combos: http://www.youtube.com/watch?v=02qn9zeZ46A most of it is at least somewhat practical I'd say, the Chie one is iffy though. I'm still planning to do the OTG 5D vid too just wanted to take a break from that.
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Maybe, if I do one like that it'll be a while probably. I think the important ones are in vids already mostly. I'm not the guy to ask about the S.Lab match, got beat pretty bad by Danny at ECT5
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I happened to make a vid on that a while back http://www.youtube.com/watch?v=wduiDrsFTxA Kinda hard to confirm and airdash in time but doable I think if you're looking for it.
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It means it will low-profile aka go under certain attacks starting at frame 7.
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Results: Persona 4 Arena (13 Participants) 1. Enigma (Aigis) 2. Jin (Labrys) 3. VR-Raiden (Yu) 4. Team GFAQS 5. Vic Viper 5. Rebel D 7. IRM 7. DBC 9. The Condor 9. Dark Steel 9. SourPatchParent 9. Comatonic 13. Silversnow21 GGs all, glad people still playing this game around here.
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I can't seem to get it, not 100% positive since I'm not great at IAD on Vita but it doesn't look like it'll work. they're teching before the last jD. That is whack, tried it and it appears to CL most light weights and normal hit medium weights. btw I'll update the video thread first post shortly, thanks again for posting vids Orrax
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I'll fix that when I get home. I keep forgetting to put it lol. Well something worth noting, the 3rd knockdown combo from that 2A starter. I didn't realize you could get a sweep 5D rep off that combo til now. Granted, it counts on them not teching and is pretty hard to get the knockdown from the sweep, has to hit as low as possible. Edit: So I just wanna mention, I realize some of these combos will end up being 99% pointless. The ones where you could get the same or more damage by doing a combo before 1 of the knockdowns into more 5D OTG stuff. But I'm just doing those for completions sake. I'll note where you can just go for damage earlier in the combos that applies to. The only thing that makes these not pointless is if you happened to use the extra length of the combo to gain enough meter/burst to go for more damage where you couldn't have otherwise. Also fyi, j214A/A+B knockdowns lead to safejump Oki. Not sure when you'd take this over j2a meaty 5DD Oki, possibly if you already know they're gonna go awakening from the combo to get a little more low def hp gone. More corner carry too I guess.
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Oops you're right, thanks. fixed that where it was missing hopefully. Still editing that post with different starters, I know most common ones will be from 2A oki if the opponent knows what's good for them. I'm starting from 2A since whatever works from 2A should work from anything. yeah non-techs vs oki are most common though, since you can't go as long with the OTG combo on those.
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Don't worry I plan to work on a vid that goes over everything, I'm curious too. If anyone else wants to help by posting OTG combos it would save time maybe, even if they aren't the best its something to compare to. Beat By X, I can't understand your combo notations :psyduck: EDIT: what I have so far from 2A, (KD = knockdown, DMG = damage, ADMG = awakening damage) - 2A 2B 5B 2A+B 5D > jump... jB 5DD 2A+B 5D > jB 5DD 2A+B 5D > j2A = 2526 KD, 0SP jB 5DD 2A+B 5D > 214A 5DD 2A+B 5D > j2A = 2720 KD, 0SP jB 5DD 2A+B 5D > 214A 5DD 2A+B 5D > jB 5DD j214A = 3040 KD, 0SP 2B 5B 5DD 214B run 5B 5C sjB jBB jB+D Ziodyne = 3694 DMG, 50SP jB 5DD 2A+B 5D > 214A 5DD 5B 5C sjB jBB jB+D Ziodyne = 3897 DMG, 50SP jB 5DD 2A+B 5D > 214A 5DD 2A+B 5D > 5B 5DD jB+D Ziodyne = 3973 DMG, 50SP 2B 5B 5DD 214B run 5C OMB 5D dash 2A+B 214A 5DD 5B jB+D Ziodyne = 4273 DMG, 50SP+Burst jB 5DD 2A+B 5D > 214A 5DD 2A+B 236C OMB 5D jB 5DD jB+D Ziodyne = 4179 DMG, 50SP+Burst 2B 5B 5DD 214B run 2A+B 236C CS = 3776 ADMG+KD, 50SP jB 5DD 2A+B 5D> 214A 5DD 2A+B 236C CS = 3999 ADMG+KD (4071 w/ 236C+D), 50SP jB 5DD 2A+B 5D > 214A 5DD 2A+B 5D > jB 5DD j214A CS = 4330 ADMG+KD (4406 w/ j214A+B), 50SP jB 5DD 2A+B 236C OMB dash CS 2B 5C jB jBB jB jBB jB+D Ziodyne = 5039 ADMG, 100SP+Burst jB 5DD 2A+B 5D > 214A 5DD 2A+B 236C OMB dash CS 2B jB+D Ziodyne = 5189 ADMG, 100SP+Burst - 5D blocked, 2A 2B 5B 5DD IAD jB jBB dash 5B 5C 2B 2A+B 5D > ... j2A = 2073 KD, 0SP jB 5DD j214A= 2415 KD, 0SP 214A 5DD 2A+B 5D > j2A = 2706 KD, 0SP (HARD) jB 5DD 5B jB+D Ziodyne = 3396 DMG, 50SP jB 5DD 2A+B 236C OMB sjB+D Ziodyne = 3619, 50SP+Burst jB 5DD 2A+B 236C CS = 3815 ADMG, 50SP jB 5DD 2A+B 236C OMB j214B CS = 4039 ADMG, 50SP+Burst ----- I'll probably just edit this post as I go til I record it all super late edit: I'm not gonna bother finding OMB combos off the OTG 5D anymore, it's a waste of time. Just doing a usual OMB combo from the initial hit always does more damage than doing one after an OTG 5D, as far as I can tell.
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That sounds like a waste of meter to me. From nontech 5D you want to either get a knockdown or kill them (or if you have some funny reset you think might work i guess...) In that situation, my guess is the Narukami thought doing Zio would get him 50 meter so he could super cancel to Ziodyne/Cross Slash for the kill, or just realized too late that he couldn't get a knockdown and did Zio for some damage. I tried stuff from that combo he does, you can do: for knockdown: jA jA 5A 2B 5B 2A+B 5D > [jB 5DD 2A+B]x2 > 5D j2A - 2748 (you have to hit the sweeps really low or they airtech after the 2nd one) jA jA 5A 2B 5B 2A+B 5D > jB 5DD 2A+B 5D > 214A 5DD 2A+B > 5D j2A - 2949 (easier to get knockdown from the 2nd rep and more dmg, but counts on them not teching) for damage: (I'm sure there's better than this but these are examples from trying it for a few min) jA jA 5A 2B 5B 2A+B 5D > jB 5DD 2A+B 5D > 214A 5DD 5B 5C sjB jBB Ziodyne - 4117 jA jA 5A 2B 5B 2A+B 5D > jB 5DD 2A+B 5D > 214A 5DD 2A+B 214C > CS - 4194 I'm thinking there are lots of possibilities for damage, using cross under CS and OMB.
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Probably would've come for GG if this wasnt the same day as TOTFC2 in SOVA If there are more in the future ill see if I could go.
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oops, I took a while to answer this, but I answered the same thing here: http://www.dustloop.com/forums/showthread.php?14462-P4A-Yu-Narukami-General-Discussion-Thread/page8&p=1503857&viewfull=1#post1503857 basically you want to hit the 5B on them pretty high up, 5C then immediately sj.B, then slightly delay jBB so you get a bit closer. Then dash immediately upon recovering from landing from j.214B. but you're probly at UFGT right now anyway, good luck
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The timing is shown here in the first few combos http://www.youtube.com/watch?v=XzSqSTPvt_w You want to do the sj.B immediately after 5C. Then it helps to delay the jBB slightly so you get a little closer to them, but it's not always necessary. The hard part I guess is getting your dash out as soon as you land from j214B then 5A. Also, near corner no dash is required since you go into corner with them. The first 5B isn't necessary btw, but it helps get them to the right height and makes the hit confirm easier I think. If you hit 5C too low your sj.B will whiff. LOL. I could, that's something I've never really tested extensively though, outside of doing 1-2 j.B 5DD sweep reps, then j2A. But if you can get 2 reps before j2A, doing 214A 5DD sweep is more damage. Also I've had Grover do 214A+B instead of j2A for the last knockdown to me before, for a bit more damage. I guess it wouldn't take too long to make so I might do one like that soon. If I understand what you're asking you want to know the most damage you can get while still getting a knockdown, and absolute max damage you can get regardless of knockdown, from whatever starter. I am somewhat curious on this too, if anyone else already knows the answers feel free to share. I know from 5C you can get a huge combo, it was shown in one of the early combo vids, which I'll have to find again.
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I have aim/Skype/Twitter, or you could PM me on here. You should continue asking stuff in these boards too though if you want, that way others can possibly benefit or provide their own input.
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After the 2nd SW in that combo, do neutral j.S SW > BR instead. For more damage, but a bit harder,you can choose to do 2H nj.SW > BR instead (input being 2H 8236H)
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It takes practice and knowledge of how different characters/weights impact your loop timing, and what ways you can land CL SW in any given situation. I'm actually planning to make a beginner/intermediate SW loop tutorial/guide vid soon, since I dont really know of any comprehensive one like that.