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Etherlight

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  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. I caved and bought the digital version. I'm in Worcester though.
  9. 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.
  10. 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.
  11. 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.
  12. I'll only be able to make it this week before I go back to Worcester for college. Since it's coming out this week I wanna try it out before I go back. Unless they do stuff on Saturdays as well, then I could make most weeks.
  13. I live in Allston, so basically at Boston. Is P4AU part of their weekly game night at 7pm or are they hosting it earlier than that? It's been like years since I went to their last tournament, so I haven't kept up with what they've been doing.
  14. Is anyone in the Boston area importing or buying the digital Japanese version of Persona 4 Arena Ultimax? Would totally come over and play some casuals.
  15. 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.
  16. I was not aware that the charge change applied to all of her Agi specials. Looks like SB Agi combos will be a lot easier but I'm interested to see how this will affect her pressure. And I'm wondering if the damage nerf applies to all versions of Dancing Flames as well, the notes aren't exactly clear.
  17. From the newest patch notes. The Agi A increased untech time is very nice, honestly I'm not sure why it was lowered to begin. Maybe we'll see the TK Agi A combos again. Exploding twice sounds interesting. Fire Amp is a nice buff too, a little more incentive to get to Fire Lv. 6. Nerfs for Dancing Flames but nothing too serious. 214B/SB make the bulk of her combos so 214A nerf hardly means much (maybe you can't AAA > 214A > 5C anymore? No idea). The nerfs to B and SB don't change much either since they're not combo starters outside of Fire Break starters but that's not a big deal.
  18. It's probably the matches you watched. With proper spacing in the corner you can punish rolls and DPs with j.B or 5A/2A and jumping won't necessary get them out of the corner. Landing unblockables, however, requires conditioning your opponent and not being predictable when you do your 2D set-up. Sometimes you need to extend your blockstrings or end them quicker to mess with your opponent's blocking so that they end up blocking instead of trying to disrespect your set-up. Sometimes you don't even bother with the set-up and then try to roll or DP in anticipation of the set-up, only for you to just get in a free punish. Just having 2D and the set-up is enough to force responses of some sort, which is important because at the end of the day you choose when you want to do the set-up. It has gaps though. Teddie gets out of the set-up easily and Chie can at the very least get herself out of the corner. Without Agi in place alot of characters can easily disrespect it even if you space yourself correctly. If you're too close you can't punish rolls nearly as well. And it also depends on the context. What I've said above it mostly for corner so the set-up is very practical in the corner, but in mid-screen 2D mostly functions as a zoning tool and to extend her pressure. After Agi B 2D allows Yukiko to extend her pressure with her C moves for some full-screen pressure and zoning.
  19. Going with that, I'm wondering if you can jump cancel her 5AAA on hit. Would be another alternative to bait bursts but I think once people understand the match-up more they'll burst AFTER she uses her Fire Break (aka during the start-up of Maragi and when the Fire Break meter turns gray).
  20. P4U2 1/11/2014 Urban Square Pre Tournament Casuals [2014.1.11] Narihei vs. (Aguro) Narukami http://www.youtube.com/watch?v=eHAvy32QiwY [2014.1.11] Narihei vs. (???) Kanji http://www.youtube.com/watch?v=eHAvy32QiwY&t=5m41s [2014.1.11] Narihei vs. (Don) Teddie http://www.youtube.com/watch?v=eHAvy32QiwY&t=10m3s [2014.1.11] Narihei vs. (???) Aigis http://www.youtube.com/watch?v=eHAvy32QiwY&t=14m50s [2014.1.11] Narihei vs. (Cho) Narukami http://www.youtube.com/watch?v=eHAvy32QiwY&t=21m4s [2014.1.11] PART 1 ??? vs. (Cho) Narukami http://www.youtube.com/watch?v=eHAvy32QiwY&t=27m37s (continues to the next video) [2014.1.11] PART 2 ??? vs. (Cho) Narukami http://www.youtube.com/watch?v=67i3CUh7lD0 [2014.1.11] ??? vs. (???) Chie http://www.youtube.com/watch?v=67i3CUh7lD0&t=6m41s
  21. All existing moves that were changed for P4U2 (such as Yu's 5D oki no longer giving easy oki set-ups) still apply to the Shadow mode characters, the only difference is that their auto-combos are still the same from the previous game. So S.Yukiko has the new P4U2 changes and her new special moves but instead of the new auto-combo she gets the P4A auto-combo.
  22. All Shadow characters have their original auto-attack combo and all of the other Shadow mechanics (reduced damage, meter gain, .etc etc). I don't see many S.Yukiko but from what I've seen, I'm not surprised because there's really no real benefit to going S.Yukiko. Losing her new auto combo is pretty huge just because of how easy it is to convert into high damage with Auto Combo + Fire Break. She can spam Maragidynes with shadow bursts but I don't think her specials cancel well with each other enough to warrant using it (214 A/B can cancel well with each other but that alone wouldn't make me go S.Yukiko). On top of losing a Burst, I don't think it's worth it at all.
  23. So I don't have BBCP but I do have BBCSE. I play Yukiko in P4A. For the following characters: Tsubaki, Hakumen and Nu-13. - How easy is it to transition from CSE to CP with these characters? Can their combos work well in CP or do I have to completely relearn combo routes for these characters? - Are these characters good at teaching you the mechanics of BB? I play P4A but even trying out Training Mode for these characters the game feels very new and awkward to me. - How difficult are these characters? I seem to like Nu-13 the most in CSE but she seems to be very execution heavy in CP and I'm not a huge fan when it comes to mode change characters.
  24. I really liked the way they changed Yukiko going from P4A to P4U2. She lost some of her full-screen oki and her 2D unblockables are harder with the Agi change but she gets more raw damage and a much more threatening Fire Break. IMO increase in damage is much better than oki, especially since her oki wasn't as insane as the rest of the cast. And about Fire Break, I agree. Fire Break was good in P4A but was difficult to use outside of corner set-ups. Now, with 214A/B and her 5AAA > Maragi D, it's much more easier to land and much more dangerous. Any CH ground confirm is going to net Yukiko 4k meterless when she has it up, which is insane. She doesn't even have to commit to using her Fire Break charge in blockstrings, giving her way more mid-screen mix-up options. Also, Fire Break SB Maragidyne is lulzy as well. Overall, really like the changes she got. As for her defensive options, it seems that Dia has less recovery but most of her problems on defense came from her slow moves. Once we get the frame data we can see if they adjusted it at all. Despite people calling the Vermilion Bird special really good, I haven't really this move much at all. I imagine it's because of that Fire Lv. requirement and that certain matches don't really require it. However, this move might be integral against S.Lab because it's fast and huge-hitbox can easily give her the ability to break Asterius, something she had so much trouble before. But we'll see once people put more time into the game. Edit: Also seems good against Aigis as the special apparently beats the bullets. Awesome.
  25. According to Stunedge's tweet, only Fire Break, 2D and 3D (but not 1D), and all versions of Maragi have FC state. Much better news than having her fans or Dia on FC state.
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