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LoopsScoops reacted to a post in a topic:
[P4AU] Yukiko Amagi Gameplay Discussion
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It's a change they did to Agi. Sakuya will always cast Agi at the same location (aka by Yukiko). This applies to all versions. Not sure exactly why they changed it. 1. Agidyne finishers are best if you know it'll kill them or put them in the corner since Agidyne C in corner lets you set up Fire Break or 2D unblockables. Using more than one Fire Dance in the corner makes it difficult to maintain corner pressure cause you move back too far so a Fire Dance + Agi A + Agidyne C is best for high damage and follow-up pressure. I personally use SB Fire Dance in far reaching confirms, Fire Break unblockables or full-screen but otherwise it's best to save meter in case something bad happens. 2. Not anymore with the Agi B changes. She's very good at resetting to neutral or forcing opponents to start from far away if they fail in their approaches but she can't exactly carry herself to the corner with the opponent except for Maragidyne but even that depends on positioning. 3. It's even now. In P4A Kanji has difficulties dealing with her in neutral, which was why it was in her favor, but patient Kanji players would just learn to block and be patient with their approaches so it wasn't exactly a terrible match-up. Now it's even because he actually has tools to compete with her in neutral. She still has the ability to keep him out, but it's not nearly as easy.
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It's listed on the Pros and Cons section. There's actually two Pro/Con notes regarding Radiant Phoenix. Invulnerable while executing Flying Vermilion at level 6 Fire Boost Terrible Defensive Option without level 6 fire boost
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I'm looking at the Yukiko Dustloop wiki and it states that Yukiko has invul when she uses 214214A/B/SB. The frame data doesn't say that it has invul and from testing I was getting hit out of 214214A/B/SB.
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If in Parenthesis it means you can only cancel into that action on hit. Also, if you mouse over the "Cancel" tab, you can actually see what the annotations mean so if you don't know what it means try to mouse over the tab.
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Even though Dancing Flames does most of the combo work, you should still have SB Agi in mind as it's still good for unblockable set-ups, and it's your best use of meter for grab bait j.C CH.
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So I was testing on DP punishes for the new characters and it seems she can get a 5D FC pretty easily after she blocks Ken's DP. Block the DP, wait until he's close to landing and you should be able to get a 5D FC pretty easily. Not sure if he has a way to make it safe with meter though.
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- Persona 4: Arena
- Yukiko
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I just do 5D > 5A > 5C > 214B combos. This makes it so that if 5D hits them from behind I'll get proper positioning from Sakuya and just do a regular FC combo from there. On the other hand, I would just do 5D FC > 2C > 5C into 214B combos and this works from any range since you don't have to move close to the opponent at all to do. This doesn't work if you're doing Maragi loops but I find that combo much harder in this version and easier to mess up. But the 5AA definitely had a better hitbox and it sucks that we lose it.
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First time writing combo notes so feel free to correct me whenever. General notes: 214A is mostly a combo ender as you can't follow it up normally. 214B will generally only connect on airborne opponents, crouching opponents, FC, or if it is the second move out of most counter hits. 214AB will confirm on most things where 214B can't, which is useful in various confirms listed below. IMO it's better if used later in a combo, when 214B isn't able to combo or makes the damage worse if used a second time (remember that 214A/B/AB have very high SMP prorations). For many of the combos that end with 5C you can tack on 214A for extra damage but you lose knockdown. I'm mostly adding damage and meter values based on the 2C > 5C enders. If you follow with 214A you can follow into 236236A/B/AB or 214214D. Note that if the combo is heavily prorated 236236C might not work. Combos seem to be very inconsistent with 5C knockdown. Sometimes the opponent was able to forward tech despite doing the same combo, so I'll try to figure out the timing. I've been having a hard time finding a good corner grab combo. The one I have allows Agi knockdown but I think the damage could be better. Also, many of the simple combos from P4A work but damage values are different. If I have time I'll check them out. Midscreen: * 5AAAA > 5C - 1605/23 - Same as 5AAA > 214B > 5C. * 5AA > 5BB > 5C > 2C > 236[A] or 236 - 1779/13 * 5AA > 2C > 6B > 214B > 2C > 5C - 2130/13 *f.5AA > 6B > 5C > 2C > 214AB > 2C > 214B > 5C - Will work even on opponents far away but it requires meter. Without meter you're better off doing 5AA > 2C > 236A/B for knock-down and Agi oki. *(Crouch) 5AA > 5B > 5C > 2C > 214B > 2C > 5C - 2441/19 * f.5AA > 2C > 214AB > 2C > 5C - 2103/15 * (Air) 5AA > 5C > 214B > 2C > 5C - 2041/15 * (Fatal) 5D > 2C > 5C > 214B > 2C > 5C > 214AB > 5C > 214A - 4344/20 * 5AAA > 236D > 2C > 2B > 5C > 214B > 2C > 5C >214AB > 5C - 983+3612 - Requires Fire Break Corner: * 5AA > 5B > 5C > 2C > 2B > 214B > 2C > 236[A] - 2363/18 * (Crouch) 5AA > 5B > 5C > 214B > 2C > 5C > 236[A] - 2546/20 * C+D > 66 5AA > 5B > 5C > 2C > 2B > 214B > 236[A] - 2053/19 * C+D > 66 5AA > 5B > 5C > 2C > 5B > A+B > 236[A] - ends up doing more damage than the one listed and provides knockdown. Edit: Updated some of the combos as they ended up doing better damage. Will update the damage later though. Also put more notes.
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Right as you get off the ground you input j.B (so the fan will come out right at the top height of her jump) and then immediately input j.B again. You can't really delay the second j.B at all or else you'll land before it gets thrown out.
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So I caved and bought Ultimax. If there's anything you want me to check then I'll try to do it. Nothing from the patches seem to indicate it was ever changed so I'm assuming it's still there. It's a lot harder to do than people think because she's not always able to make the opponent stand on the ground. Random notes: - SB Agi is super weird. I was doing the CH j.C > SB Agi combo but the fireball closer to Yukiko ends up being the B input instead of the A input, which is really annoying. - Combos definitely are harder than before. Positioning can really mess up her combos (such as if she's too close to the corner or if she's not close enough to her opponent in the corner). You'll need alot of spacial awareness to make sure you get the most out of her combos. - It's possible to do a j.D > falling j.B and create an unblockable set-up, although I'm not sure if I can replicate this in a match. With at least 25 meter she can get some decent damage off of it though. - 5C/2C Dash Cancel has a lot of recovery time, which is sad. Very limited uses outside of combos. Some basic combos: Midscreen: Most of her basic 5A confirms to Agi from P4A still work. 5AA > 5B > 5C > 2C > Agi A/B. For the combos I list below, 214A enders can be omitted for knockdown from 5C. 5AA > 2C > 6B > 214B > 2C > 5C > 214A. (Crouch) 5AA > 5B > 5C > 2C > 214B > 2C > 5C (> 214A) 5AA > 5BB > 5C > 2C > 214AB > 2C > 5C (> 214A). When you use 214AB you have to cancel into 2C immediately or else it'll whiff. 5AA > 2C > 214AB > 2C > 5C > 214A. With meter she now has a solid confirm from the tip of the 5A. (Air) 5AA > 214B > 2C > 5C > 214A. Maragi D > 2C > 2B > 5C > 214B > 2C > 5C > 214AB > 5C > 214A > 214214D or 236236D FC 5D > 2C > 5C > 214B > 2C > 5C > 214AB > 2C > 5C > 214A > Agidyne C/D or Maragidyne D. Corner: Again, most of her basic corner combos from P4A still work. 5AA > 5B > 5C > 2C > 5B > 214B > 2C > 236A. If you're too far from the opponent before you do 214B the Agi will not connect. If you do a combo similar to this from various confirms, such as an unblockable set up or grab, make sure you run up to guarantee an Agi confirm. (Crouch) 5AA > 5B > 5C > 2C > 214B > 2C > 5C > 236A.
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It looks cheap but you have to think about the conditions needed to get an Astral Finish: 1. Requires 100 Heat. 2. Opponent needs to at 35% or less health BEFORE you combo into it. Doing a combo that lowers your opponent to 35% or less will not allow you to Astral; you need to do the combo when they are at that health requirement. 3. Can only be used match point. #3 isn't exactly a tough requirement but #1 and #2 makes Astrals pretty balanced and difficult to execute consistently. Meter is a very strong resource, offensively or defensively, so you're either gimping yourself by intentionally saving it for Astral (which can lead into bad situations) or you're never in a position to really use it. At that health requirement, many characters are capable of dealing 35% of one's health with 100 meter, even potentially less meter, which makes Astral even less appealing in high stakes matches. On the flip side, some characters have Astrals that are very easy to confirm into (Izayoi is a good example) so it's a safe way to finish the game if you happen to have the resources. But for the most part, you're not going to see Astrals commonly unless the opponent is severely ahead of you, in which case an Astral isn't exactly any worse than your opponent having access to 100 meter.