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Everything posted by Reako
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(10/05/14) P4U2 EU Netplay Tournament @ 10AM EST
Reako replied to MastaToken's topic in P4A Online Play
PSN: Raiko-Sama Tag: Reako (Divine) -
Raiko-Sama. Someone who desperately wants Mitsuru's old 2B back.
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I'm sorry, but I'll refrain from adding you to the list until you actually have the game. It's just to not crowd it with people that you end up not actually being able to play. Just make another post when you have attained the game, okay? Once again, my apologies, but it is to keep the list cloud free, as to be a good source for finding people to play.
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The topic we are trying to make the center of all EUR activity in Persona 4 Arena Ultimax. We try to gather at Lobby 10.. If you wish to join the EUR P4U2 Skype Group, add ReakoDivine/ReakoGemini. and make sure your message contains any kind of explanation that reflects your interest in joining the group. If you wish to be added to the EUR P4U2 player list, fill in this template: PSN: (Below Optional) Country: Main(s): Sub(s): Here is the list of currently registered P4U2 Players:
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Yes, you do cross them up under. It only works on quick reating opponents, because Mitsuru is still facing forwards, the opponent doesn't have to guard the other way, so if they start guarding ''towards'' Mitsuru, they will get hit. And you can OMC, Mabufudyne and THEN do a fully charged 5B (C Tentarafoo only) and get up to 7.5k. It's all chainable. Try it out, you'll have plenty of time. Here's the input: C Tentarafoo(1)> OMC> Mabufudyne> 5> 2AB> B Coup> {C}> 5> 2AB> A Coup> {C}> (5)> 2AB> A Coup> {C}> Myriad Arrows [b~]> {D}> [~B] I'm not sure about the 5 anymore. I'll check tomorrow. Also, is anyone else having issues anti airing people? Mitsuru's 2B's overhead invulnerability has been nerfed insanely...
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Corner cross up reset: Throw> 5AA> 5B> 2> D Bufula> dash C/D/SB Tentarafoo *C Tentarafoo recommended, fastest startup, lowest recovery. Also, did anyone know that you can OMC the first AND second hit of Tentarafoo? The second hit is pretty easily follow up-able if you're not too far away. Something simple like 5AA> 2B> 2DD> 5> 2AB> B Coup does 3175 damage. Myriad Arrows super possible afterwards. Leads up to 3884 damage. The real devastation, though, lies in the (perfectly combinable with the above mentioned reset) is the ''reset''/''free combo'' OMC. It cannot be done on reaction, so it's a gamble, but you'd have to OMC anyway when they block it, because you'll be negative, insanely negative. Anywho, if you OMC the first hit, they won't get blown away, and will stay frozen for the period of a !Bufudyne!. This gives you enough time to jump over them (or evasion dash) and do a fully charged 5B. There is NO extra proration involved either. (except for some reason the very first hit does 30% less damage, but every consecutive hit does the full 100% as if the combo was started by whatever you use. The same way you'll be able to do the full combo of whatever moved you decided to ''start'' with. So, this reset, with a bit of luck and 75 meter (25 for the combo) can net you a neat 4.5k. e.i Throw> 5AA> 5B> 2> D Bufula> dash C Tentarafoo(1)> OMC> cross up> 5> 2AB> SB Coup> 2> 5> D Bufula> 5> AoA~D> B Coup does approximately 6.5k damage for 50 meter. And that's not the end of it. There is enough time, freeze time that is, to do Mabufudyne and then run up and do a fully charged 5 if you OMC on the first hit. With only a small 30% paycheck on the first hit and a free combo further, that can lead up to 7.5k with a 150 meter. (Mabufudyne/Myriad Arrows) If you do just Mabufudyne afterwards you could for example go for a 4.5k combo with 4 shards left, then go for a reset, and get another 3.5k or so, depending on what combos you do how and when and all. Anywho, just thought I'd share this, because it's quite something, really. Final note, you can literally do anything during that freeze time. If you're full screen you can set up a D Bufula and use any Coup to hit them and continue. So it's EVEN useful fullscreen. Though once again, it's a callout. You cannot use B Coup for this situation as the startup is too long. The window frame isn't that large, but it's not that hard to get done either. You have plenty of time charging the D Bufula while the Tentarafoo is doing it's work. Then you have to wait a small bit and do the D Bufula. Then A coup, 5 and do shortened 5 combo as the D Bufula needed in the combo won't freeze anymore. This will net you around 4.5k as well if you do this: (Depends on preference) A Ice Coup> 5> 2AB> SB Coup> 2> 5> 2AB> B Coup> 2A> 2B> j.B (Hard knockdown. Without the 2A> 2B> j.B you will net around 4.1k.) Do note that from FULL fullscreen, as in max range D Tentarafoo or max range SB Tentarafoo you will need a SB Coup to travel all the way to the opponent, which will eaken the combo, as you cannot use another SB Coup, due to heavy proration. I hope you'll be able to make use of this. I sure know I'll try and get this in my regular game. EDIT: Mabufudyne> 5 can only be chained from a C or SB Tentarafoo. The D versions keeps the persona on screen longer, thus not giving you enough time to do 5 after Mabufudyne. You can still do something faster like 5AA> {C}> rest. So you will sacrifice some damage, but not nearly all. You can also make this burst free by just instantly doing Myriad Arrows after the Mabufudyne. The opponent cannot burst while frozen. And that counts for any kind of freezing. From any of Mitsuru's ice moves to every other character's.
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Rath, some of the frame data listed for Mitsuru is off. It says her SB Myriad Arrows has 8 frames startup, like the B variant. This is wrong. It has the damage (ex. kick) of the B variant, but the speed of the A variant.
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A long time P4A EUR player here as well. I play (S.)Mitsuru. Also, the ''EUR lobby'' we've agreed on so far is not official yet, but we mostly go to Lobby 7 room 1. Anywho, I'd love to add any other European player for better connections, more friends (lol) and more fun. My PSN is Raiko-Sama. Also, for any interested, next Sunday is a EUR tournament, hosted by Token. Tournament Link I'll play you anytime! Let's hope more European people post here. I know a handful of them, and I'll link them to this page in the hope that they wil post on it. Another thing that might be useful is for the OP to make a list of the so far listed P4U2/P4AU European players by PSN name. Alphabetically would be nice. A good extra would be to add who they main and maybe who they sub. If this is too much responsibility for you, I am willing to make a new topic for this purpose.
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I'd be glad to answer any of your questions as properly as possible.
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P4U2 EU PSN Netplay Tournament (09/07/14 @ 10AM EST(
Reako replied to MastaToken's topic in P4A Online Play
PSN: Raiko-Sama Tag: Reako (Divine) -
Please stop calling it drill, lol. It's Coup (Droit). Ans if is not exactly known, to my knowledge, but fast characters like Chie and Yosuke might be able to beat Mitsuru if close enough. Though I am not sure about that. In either case, you are positive, if you keep doing 5A after Coup, you should win regardless of who you are playing against.
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These were non-fully charged 5B combos, though. I'm working my way up, but I'm busy and my game got stolen for a week. I just got it back today. Thanks for the info, though.
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Here are some combos I have been working out. Second part corner, first part midscreen. Imput Damage, Meter Cost, Meter Gain 5AA> 5B> 2AB> OMC> 2> D Bufula> 5> AoA~D> A Coup 3683Â, 50, 13 (FC) 5B> 2AB> B Coup> OMC> j.DD> 5> 5C(15)> DC> 2> 5> D Bufula> 5> 2AB> B Coup 4678, 50, 17 (FC) 2B> 2DD> 5> 5C> DC> 5> 2> D Bufula> 5> 2AB> B Coup 3737, 0, 34 (FC) 2B> 2DD> 5> 5C> SB Bufula> Mabufudyne> 5> 2AB> B Coup> {C}> 5> 2AB> A Coup> {C}> B Myriad Arrows (Hold)> {D}> (Release) 7490, 125, 17 (FC) A Coup> 5B> 2AB> OMC> 2> 5> 2AB> C BUfula> 5> 2AB> B Coup 4299, 50, 13 -------------------------------------------------------------------------------------------------------------------- 5A> 2AB> B Coup 1699, 0, 12 5A> 2AB> SB Coup> 2> 5> D Bufula> 5> AoA~D> B Coup 3986, 25, 10 5A> 2AB> SB Coup> 2> 5> D Bufula> 5> AoA~D> B Coup> D Bufudyne 4886, 75, 16 5A> 2AB> SB Coup> 2> 5> D Bufula> 5> 2AB> B Coup> D Bufudyne> B Myriad Arrows 5551, 125, 8 5A> 2AB> B Coup> D Bufudyne> Mabudyne> B Myriad Arrows (Hold)> (Release)> {D} 5128, 150, 0 5A> 2AB> SB Coup> 2> 5> D Bufula> 5> AoA~D> SB Bufula> Mabufudyne> B Myriad Arrorws (Hold)> {D}> (Release) 7387, 150, 3 (FC)5B> 2AB> B Coup> 2A> 2> 5> 5C> 2D> 5> 2AB> C Bufula> 5> B Coup 4853, 0, 45 (FC)5B> 2AB> B Coup> 2A> 5C> 2> 5> D Bufula> 5> AoA~D> SB Bufula> Mabufudyne> B Myriad Arrows (Hold)> {D}> (Release) 8517, 125, 25 5C(15)> 2AB> SB Coup> 2> 5> 2AB> B Coup> 2A> 2B> C Bufula> 5> B Coup 4543, 25, 12 5C(15)> 2AB> SB Coup> 2> 5> D Bufula> 5> AoA~D(18)> SB Bufula> Mabufudyne> B Myriad Arrows (Hold)> {D}> (Release) 8124, 150, 3 CD> 5AA> 5B> 2> D Bufula> AoA~D> SB Bufula> Mabufudyne> B Myriad Arrows (Hold)> {D}> (Release) 6036, 125, 25 j.CD> 5> 2AB> C Bufula> AoA~D> SB Bufula> Mabufudyne> B Myriad Arrows (Hold)> {D}> (Release) 6981, 125, 25 (FC)DP> SB Coup> 2> 5> D Bufula> 5> AoA~D> SB Bufula> Mabufudyne> B Myriad Arrows (Hold)> {D}> (Release) 7135, 150, 3
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I'm busy making an optimal combo list. Here are some midscreen neutral (standing) 5A combos. They aren't truly optimal, because you can change 2> 2D> 6 into 2> 2DD> 4 for around ~30 more damage, but this makes the combo a million times less practical, so I decided not to include it. Also, it's adviced to do shortdashes after OMCs, or it might not work. e.g OMC> (3)2B or OMC> (3)2AB. And so on. If a combo doesn't seem to work, add in the dash. Imput - Damage - SP Cost (Minus pre-use SP gain) - Post combo SP gain (Minus SP Cost) - Burst (Yes/No) 5AA> 6B> 5C(6)> [4]6A (Far) 1630 12 5AAA> 6B> 5C(6)> [4]6A (Mid) 1737 13 5A> 2B> 6B> 5C(6)> [4]6A> (Close) 1778 13 5AA> 2B> 6B> 5C(6)> [4]6A (Close) All - Labrys, Akihiko, Shabrys 1849 14 5A> 2AB> [4]6B 1816 12 5AAAAAA > 236236B 2515 28 5AA> 6B> 5C(6)> [4]6A> 236236B (Far) 2770 38 5AAA> 6B> 5C(6)> [4]6A> 236236B (Mid) 2857 37 5A> 2B> 6B> 5C(6)> [4]6A> 236236B (Close) 2888 37 5AA> 2B> 6B> 5C(6)> [4]6A> 236236B (Close) All - Labrys, Akihiko, Shabrys 2969 36 5A> 2AB> [4]6A> OMC> 2B> 2D> 6> 2AB> [2]8C> 5> 2AB> [4]6B 3814 40 3 ~5A> 2AB> [4]6A> OMC> 2B> 2D> 6> 2AB> [2]8C> 5> 2AB> [2]8D (Oki) 3457 40 2 5A> 2AB> OMC> 6B> 2> 2D> 6> 2AB> [2]8C> 5> 2AB> [4]6B 3883 43 3 ~5A> 2AB> OMC> 6B> 2> 2D> 6> 2AB> [2]8C> 5> 2AB> [2]8D (Oki) 3505 43 2 5A> [4]6A> OMC> 2AB> OMC> 2> 2D> 6> 2AB> [2]8C> 5> 2AB> [4]6B 3791 93 2 ~5A> [4]6A> OMC> 2AB> OMC> 2> 2D> 6> 2AB> [2]8C> 5> 2AB> [2]8D (Oki) 3434 93 2 5AA> [4]6A> OMC> 2AB> OMC> 2> 2D> 6> 2AB> [2]8C> 5> 2AB> [4]6B 3789 92 2 ~5AA> [4]6A> OMC> 2AB> OMC> 2> 2D> 6> 2AB> [2]8C> 2AB> [2]8D (Oki) 3242 92 2 5AAA> [4]6A> OMC> 2AB> OMC> 2> 2D> 6> 2AB> [2]8C> 2AB> [4]6B 3623 91 2 ~5AAA> [4]6A> OMC> 2AB> OMC> 2> 2D> 6> 2AB> [2]8C> 2AB> [2]8D (Oki) 3266 91 2 5AAAA> [4]6A> OMC> 2AB> OMC> 2> 2D> 6> 2AB> [2]8C> 2AB> [4]6B 3616 90 2 ~5AAAA> [4]6A> OMC> 2AB> OMC> 2> 2D> 2AB> [2]8C> 2AB> [2]8D (Oki) 3026 90 2 More to come. And thought they might not always seem practical to everyone. It never hurts to practice more damaging combos for in good connection matches. This is just 5A neutral hits. I am planning on doing all starters, with every amount of meter (50, 100, 150), with burst, with every amount of meter WITH burst. Awakening, every enemy position. Aerial, neutral, crouching, and for every screen position. Midscreen, close to corner and corner. It will take a while, but look forward to it. EDIT: Sorry for the weird layout. It seems the tables and cells I had used in wordpad appear when I copy past it to the site, but dissapear when I post the actual post. I'll keep this in mind next time. Also, I am not doing per 25 meter unless it's required (e.g Mabufudyne/Myriad Arrows combos without burst). We all know you can replace an A Coup with an SB coup for more damage. In some cases you can even readd the 5B you had to omit, but still, this only adds around a 100 more damage and costs quite some meter. An example of what I mean: [2]8C> 2AB> [4]6B (Proration too low to add 5B) can be changed, with 25 meter, to [2]8C> 5> 2AB> [4]6AB. It seems better, but it barely makes a difference.
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Okay, I fight Aigis all the time. Here is my experience on the matchup. Aigis' like to 2B into delayed sweep. Unless they are in orgia, keep blocking low, she can keep blockstrings going a lot longer than you'd expect. Don't jump too much, but do it enough to make them think you will so you can roll their 2B. Some Aigis' like to quickly orgia change next to you. If they orgia change out, just 2B, or if too far away, 5A> 2B. If they 2B orgia change next to you in offence, 2B the hell out of that. They will go for a j.B out of it almost 99% of the time. Aigis can't orgia change safely anywhere against Mitsuru, if you always keep your SB Coup Droit charged and ready. Stay on max range 5A a lot, but watch out for disrespecting 2Bs. Baiting is essential. Feel out your opponent and see how much you can get away with. j.B is a great tool here against her 2B, but don't get predictable, if they start rolling it and 5A punishing it, you know you are. For blocking her high low set up... Just practice. One good thing to do is to DP quite often and once they start respecting you, just keep jumping out with a j.B or just a regular safe/chicken jump. Once Aigis loses momentum against Mitsuru it can be really hard for her to regain it if you can properly keep her out. j.A is the most important tool in this MU. Watch out for Aigis' Heavenly Spear reversal, and don't go crazy with the 5Cs (Especially if you delay them), she can Goddess' Shield right through it, and she's safe after it if she's close enough to you due to 5A missing on her. Don't try to punish her Heavenly Spear on block, because you can't. Not even with IB. Aigis can Heavenly Spear through your D Bufula setup as well, but not if you do 2A> 2B> C Bufula> B Coup Droit> D Bufula. It sacrifices damage, but you'll be able to block her Heavenly Spear. Her j.C is something you have to watch out for a lot, after a burst, don't 2B her, even on full screen orgia dash in, her j.C will hit you before your overhead invulnerability sets in. Don't 2B Aigis too much, she can bait it very easily. If you feel they are being gutsy, though, by all means, do a dash in 2B, it's much more effective than you think. I want to say watch out for instant orgia dash crossups, but... you can't react to that. At least, I can't. When Aigis is safe jumping over you after a Megido fire prepare for such a crossup, a j.B or a land hold/2A. Don't do a B Coup Droit if Aigis has a shield set up. It will hit you before your Coup Droit is done recovering. Doing a 4[6] 4 Coup Droit won't make a difference to this. If you end up hitting Aigis you got lucky. j.C can be used once in a lifetime, but it's not much use here, Aigis' j.C beats it plain out, no questions asked. Baiting and waiting is quite important against Aigis, yet you can't give her enough time to go into Orgia, or you'll be on the defense until she runs out. If you do happen to get to pressure her doing orgia, you'll have to really watch out for disrespect 2Bs. Because these can go into sweeps for around 4k damage. Aigis can IB your 5A and punish you, going into a 3.5k combo with 25 meter. Aigis has an insane reversal potential. If you pressure her the entire match, get her down to awakening and think you've won. Think Again. Aigis' are really bold, they will burst even when you've been clobbing them this entire round, because if they get one hit in with awakening and 75 meter it'll go up to 5.5k damage. With another 50 add another 1000. She'll put you back on equal grounds before you know what happened. If you're sure you can't block Aigis, block low, her sweep is much stronger a combo starter than her j.B or any other move is. Don't do throw mixups too much on Aigis, at least, don't go for the actual throws too much. If they realize you are going to do so and throw before you do, it will end up in you getting special propertied and getting FC'ed. A and SB coup droits CAN be handy in this matchup as a random pressure tool, in case they were going to 2B, but if they expect it and IB it, you'll be in for a sour ride. All in all, it's really knowing your opponent and making gambles at what they will do. You will play safe, but without a few unsafe/not optimal actions here and there you won't get anywhere. There is no all-in-all advice though, you'll have to deal with the situations as they come, you have to be insanely cautious and good at keeping your opponents out. Don't be afraid to waste 50 meter against Aigis for a guard break, but be aware, Aigis doesn't do ''full'' blockstrings in orgia mode all of the time, and you might just accidentally end up SB Coup Droiting and getting j.B'ed for it. 5A wiff is also very dangerous, she can jump and Orgia dash in to punish you for 4k damage. Don't think it's futile to block Aigis in orgia, because you think you'll get hit anyway. The more you drain their orgia, the quicker they will have to switch out and they might end up not even having enough for a full combo. If you can get through entire Aigis blockstrings and getting hit only at a point where she can do a small 2.5k combo to quickly end her orgia you're doing fine. You won't always be able to block everything against Aigis anyway, no matter how hard you try. Try your best, see what you can do, and see what they do. This matchup (IMO) really is playing extremely safe, waiting out, baiting out, a few handful of times (dangerously) calling out and keeping out. Not to forget, taking the b*tch out. Do your best and show them that this MU, if played right, can be hell for Aigis as well. If there are any more questions regarding this MU, I'll answer best I can.
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I probably assume it is something like Akihiko. Where once she is in one charge special, the rest can be activated by just pressing the ''activation'' button. As in: 5AAAAAA> Rampage> 2AB> [4]6B> 6AB> 8CD> etc. I assume you'll still have to charge the first one outside of every string, but not the consuctive ones in a string. Just my theory, though.
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!! (x)combo, the x indicates the position. Read about positions bellow. !! Damage versions: Damage/SP Gain Midscreen: [2]8D(3)> 5AA> 5B> 2> 2DD> 4> 2AB>[4]6B 3210/28 Note: If you attempted a j.B -> 3302/29 [2]8D(3)> 5> 2> 2DD> 4> 2AB>[4]6B 3335/27 Note: If you attempted a 2A -> 3382/28 (1) 2A> [2]8D(2)> 6> 2> 2DD> 4> 2AB> [2]8C> 2AB> [4]6B 2909/33 (1) 2A> [2]8D(2)> 2AB> [2]8C> 5> 5DD> 4> 2AB> [4]6B 2725/30 Note: This is a mix-up variant. If the 2A is blocked you can feint sweep to go into either a hold or anything else you desire. (2) 2A> [2]8D(1~)> 2AB> (~1)> j.> j.C> [2]8C> 5> 2AB> [4]6B 2804/29 (2) 2A> [2]8D(1~)> 2AB> (~1)> 2[C]> 5AA> 6B> 5C(6)> [4]6A 2032/20 Note: A variant that inflicts Marin Karin. Marin Karin will connect during the end of the combo. Proration high, recommended to block after. j.B> [2]8D(1)> j.DD> [2]8C> 5> 5DD> 4> 2AB> [4]6B 2537/29 Note: Juggle around with the j.C and/or 5 a bit to get the 5> 5DD to connect properly. 2A> [2]8D(1)> 2B> 2DD> 4> 2AB> [2]8C> 5> 2AB> [4]6B 2650/32 Oki Versions: Damage/SP Gain Midscreen: 2[8]D(3)> 5AA> 2> 2DD> 4> 2AB> 2[8]D 2548/20 Note: If you attempted a j.B -> 2680/21 You can add a 5B, But if the sweep connects when they are too high they will tech out. 2[8]D(3)> 5> 2> 2DD> 4> 2AB> 2[8]D 2831/21 Note: If you attempted a 2A -> 2899/22 (1) 2A> [2]8D(2)> 6> 2> 2DD> 4> 2AB> [2]8D 2128/21 (1) 2A> [2]8D(2)> 2AB> [2]8C> 6> 2AB> [2]8D 1955/19 Note: This is a mix-up variant. If the 2A is blocked you can feint sweep to go into either a hold or anything else you desire. (2) 2A> [2]8D(1~)> 2AB> (~1)> j.> j.C> [2]8C> 5> 2AB> [2]8D 2363/26 (2) 2A> [2]8D(1~)> 2AB> (~1)> 2[C]> 5AA> 5B> 2AB> [2]8D 2032/20 Note: A variant that inflicts Marin Karin. Marin Karin will connect during the bufula setup. Connect the 5AA while the opponent is aerial. j.B> [2]8D(1)> j.DD> [2]8C> 5> 2AB> [2]8D 1767/19 Note: Juggle around with the j.C and/or 5 a bit to get the 5> 5DD to connect properly. 2A> [2]8D(1)> 2B> 2DD> 4> 2AB> [2]8C> 2AB> [2]8D 2082/24 (Position 1) A few things on the D Bufula midscreen oki. You can only get 2 consuctive hits after a 2A in these circumstances; -Raw sweep. -Sweep after 2D or C Bufula -Sweeping a aerial opponent (Position 2) You can get 2 D Bufula hits otherwise, but not consectively. You have to chain the second with another move in these circumstances: -Anything other than C Bufula and 2D on a grounded opponent into sweep Getting 2 D Bufula hits from a j.B guard break isn't possible, thus doing 2A before the second hit from D Bufula is guarded is unwise. It does allow for some amazing things, though. I'll edit in corner and nice damaging variations with meter tomorrow.
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Thank you, I'll try that. It might not work so regularly with me, because i always press 236236A in such a way that I kind of press the second 236 motion and A at the same time.
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A quick question about that recently uploaded video. I was aware of these combos before, but I can't get the micro dash done properly in most cases. When it does happen it's through sheer luck. Any advice and/or hints and tips?
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I honestly had no idea of any of this. Thank you, I will be trying this out... Though most Narukami's I fight don't really go for decent pressure, but just try to sweep every second, lol. But as soon as I fight a good Narukami and am stuck in the corner, this will be the first thing I try. You have my thanks.
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Mitsuru can sweep under Narukami's 5B> 2C? I had no idea, but I doubt that will come in handy much, considering they tend to go for a 5C first. Anywho, I didn't know, so I learned something new. Thanks for the info, this actually helped me a bit too.
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I forgot to mention that in the above combo you do not let the A Coup Droit connect. You just use it as a means to quickly get to your opponent. If you're already in the corner, I assume you'll be able to skip this and go straight for B Myriad Arrows (Instead of an A). I think you can do this from a runup midscreen as well. And I'll add more footage as I see any, nothing has come up, though. And indeed, MAD is an insane Teddie. He pretty much just annihilates his opponents. So you can't blame Yamashita for that, but I am honestly not sure whether those were the matches I was talking about. I'll edit this post if I come across them again. (Looking now) Edit: On a side note, Maliwan shows an interesting new Berserk route for S.Mitsuru right here. It's no where close to as optimal as the one(s) we have seen a thousand times before, but it's a fun idea to have in the back of your head when you want to finish it in a different. BUT here is the thing to it, (I think) it's burst safe! So it could be an insanely good finishing Berserk combo against opponents with a lower amount of health. Edit2: I don't think it was Yamashita that I remember playing rather badly, but Maliwan. I must have somehow mixed them up. I remember Maliwan coming off as a rather promising S.Mitsuru. He seemed really interested in her too. But the footage (I posted it to the video thread) of him of a recent tournament didn't really show much promising... Maybe he just choked up? He seemed to know some cool combos, but he did some weird stuff at certain parts. Such as a 2B> 2DD> 2B, or a 2DD> 4> DP. Probably just messing up from nerves? Edit3: I just noticed this ''altered'' route Maliwan went with didn't actually chain. It seemed the upponent just desided not to tech after recovering. Weird. Anywho, I still assume it's a working combo nonetheless, or I doubt Mariwan would execute it in a tournament match. Perhaps the timing is just somewhat more tricky?
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Some things i noticed about the 1.1 changes to Litchi: 4B[m]> Itsuue A doesn't work anymore if your oppenent isn't up high enough in the air. 4B recovery has DEFFINITELY increased. (Itsuue A startup change shouldn't make such a major difference. Can't chain j.B> j.C> j.B> j.C after 5B> 4B anymore either.) Astral animation time lengthed. The kicks now take longer (Hit 3~99). Rest is on already known changelist.
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No problem at all. I'll try and add any footage I see. I'm glad to help. Also, I saw some other Yamashita footage, and though I am not sure whether this was newer or not, he did not show the same skill as before... Perhaps it was an older piece of footage? truly hope so, because he was doing so well. On the other hand, he did show some new interesting moves, such as auto combo with a Bufudyne C finish into Coup Droit A (Close enough to the corner, assuming if you had 25 SB to spare you could do it midscreen with a SB Coup Droit) into a A/B (Not sure) Myriad Arrows, holding it till the third tresshold. Interesting concept IMO, BUT it allowed the opponent to tech pretty much instantly and ended up killing him instead due to the high Myriad Arrows kick recovery. He intended for it to finish and then it would have been great, but it backfired because it JUST didn't finish them of. I am not sure if you can do the slower B version, but considering SB is just as fast as A, that one should be fine to use.
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All the changes have been getting me really exited. I cannot wait to import the game, or if close enough to the Japanese release date, import the game from America. I have a lot of combo ideas I would like to test. Most of all, I want to test if Tentarafoo is somehow possible as a combo finisher, which I haven't seen anyone do yet. perhaps it's just not possible? If you think about it, it should be possible after an AoA~D now, considering the insanely reduced recovery on it. Also, AoA gives a lot of meter now, so it might not even be that bad to sacrifice a bit of HP if you could, this way, use Tentarafoo as a combo finisher. Perhaps someone could test this out? I would greatly appreciate it.