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DaGodhand

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Everything posted by DaGodhand

  1. I never really thought about it but I can see how she can play similarly to Rachel. I need to get around to playing soon. One thing about rainy weather that I haven't seen mentioned yet is that one magatama from 214214C/D shoots a laser 3 times instead of 2.
  2. I can confirm that the second hit of 236A/B is an overhead
  3. Nice! I'm trying these out later
  4. Midscreen AoA C > late j.B > j.C > jc > j.B > j.C > j.236AB > 5A > 5C > 2C > 236A > 236236C I find it's easier when you get the most hits out of the AoA. Or at least close to it. Made this one yesterday for if they end up in the corner Midscreen to corner AoA C > late j.B > j.C > jc > j.B > j.C > j.236AB > 5B > 5C > 2C > 236A > 236236C AoA D > dash cancel > 5C > 214A/B~C > j.2B > j.B > 5B > 5BB > 2AB > 214A/B~C > 2C > 5C > 236A > 236236C Does not work on Teddie, Yukiko, Mitsuru, and Rise. AoA D > dash cancel > 5C > 214A/B~C > j.2B > j.B> 5B > 5BB > 2B > 5C > 2C > 236A > 236236C Works on everyone but does ~200 damage less than the previous combo. This one works on about half the cast midscreen with proper delaying on a couple normals. The other half is either too heavy (214A/B~C doesn't hit) or too light (2AB or 214A/B~C doesn't hit). Midscreen: AA 2B > 5C > slight delay 2C > 2B > 5B > slight delay 5BB > 2AB > 214A/B~C > 2C > 5C > 236A > 236236C Does not work on Sho, Minazuki, Teddie, Yukiko, Kanji, Ken, Labrys, SLab, Mitsuru, Aigis, and Elizabeth Midscreen: AA 2B > 5C > 2C > 2B > 236A (2nd hit crosses up) > 5A > 5B > 5C > 2C > 236A > 236236C Works on everyone but does ~300 damage less than the previous combo.
  5. Reuploaded my AoA video
  6. I don't mind it being linked. I had to take the videos down on YT because of copyright complaints from Atlus. That combo route doesn't work on every character. I'm still optimizing it. For sure it won't work on Teddie, Mitsuru, Yukiko, and Rise since they're light.
  7. No. I'll have to check but if I remember correctly it seemed like she was gaining 5 SP every 1-2 seconds. Should be somewhere around there at least. Without snowy weather the AoA D combos I was doing build 54-59 SP depending on which route you use. I think the AoA C one was building ~42 but 25 of that goes to the 236AB.
  8. And with snowy weather you'll be getting that meter quicker.
  9. Yes it is. Forgot to mention that.
  10. I've been training with her throughout the week so here's some random stuff off the top of my head: -Her DP and throw grant shock status during cloudy weather. -I thought about the feint canceling as well but couldn't really find a practical use for it. It's there but there's too much recovery imo. It's nothing like 3S/SF4 Makoto. -Awakening super has potential but the biggest downside is if the opponent is able to hit the persona then all the beams go away. Beams will come from one side then come back the other way (in rainy weather they'll come back a third time). Hitting C shoots a beam starting from your side; vice versa for D. D version of the super shoots the beams automatically. -236236A/B: Despite being low damage compared to some 236236C/D follow ups, they're really good as reversals. A version I really fast. It's also invincible until just after she completes her pose. B version is the same but has longer startup before the active frames and more damage. SB version combines the damage from B and speed from A. This super also gets a damage boost from sunny weather. -236236C/D: Like 236236A/B, this super also has a bit of invincibility. She's completely invulnerable until she finishes her spin/card throw. D version has longer startup before the spin and more damage. SB version combines the damage from D and speed from C. Hold a button to determine the weather that results. Switching from one to another results in a "level 1" element attack. Staying on the same weather gives a "level 2" element attack. Sunny level 2 does more damage. Cloudy level 2 grants shock status. Rainy level 2 does damage on par with sunny level 2. Snowy level 2 freezes, which is great for continuing pressure or going into 236236C/CD [A]. -5AA > 2C is a frame trap. -5BB OMC can be used to set up a high/low mixup with j.A/5A afterward. -Can dash cancel 5C. Not sure how useful it'll be since she ends up being negative afterward on block/normal hit. -2C has a great hitbox (especially vertically). She can hit a standing opponent from just under half screen. Though it's air blockable it still covers a wide vertical range. If it does hit an airborne opponent, they'll be hit to the ground towards you. -236A/B/SB cause ground bounce but the air versions do not, which makes the grounded version perfect for comboing into 236236C/CD. The only exception to this I've found is the SB version during a correctly timed AoA C combo (it's actually one of her challenges). Doing a somewhat late j.B > j.C > jc > j.B > j.C xx j.236AB will cause the ground bounce like the ground counterpart. You can tell if it was timed correctly by the increased hit-stop on the bouncing hit. -I've found Igor (214A/B/SB~C) to be the most combo friendly special DURING juggles just for the relaunch. It won't hit crouching opponents nor will it combo on normal hit to a standing opponent. During a juggle the only way I've found to reliably combo into it is to use sweep before it for the soft knockdown.
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