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Everything posted by MegaGrandTale
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Found some Nihil Hand Tech: On FC if you do a combo where you Nihil hand in the middle of the stage you can combo into another Nihil hand if you have the timing right. It only works with Nihil hand A version since it covers the distance it takes to connect the punch. The timing is the same as doing Teddie's challenge 25 where you have to hit 3 Nihil hands. I even connected 3 Nihil hands so this is another way to do challenge 25.
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My Teddie ain't as good as last games Teddie (mainly because all my hidden tech from last game is gone because of the changes to most of Teddie's moves), but i'm always willing to help out fellow Teddie players. I'm the Teddie who focuses on damage more then item setups so if you need combos I'm someone to talk to.
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I don't think this has ever been discovered yet but i found a new way to do FC combos. This isn't practical though, it's more like a showoff combo. I comboed 2C into sweep into 2A. The trick to this is to get the fatal from 2C, then hit sweep as high and as close to the opponent coming down as you can. If the spacing and timing is right the 2A will combo. It then leads into 5A, which at that point it's whatever you want to do with the rest of the combo. The combo drops very quick after one missile so it's not practical, but it can lead to about 7k if you know what your doing. If your going to try this it will take some time to learn as it sounds confusing to begin with. In the corner however, it can lead to a poison combo off of the 2A into teddiepuppet A into missile.
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If you have 50 meter you can guard roll during block strings, just make sure you have enough time to jump over Teddie Circus. If he throws out the bucket and you can move, run towards and jump over Teddie so the buckets go behind you while you run forward. If he does SP Teddie Circus and you can move just remember the order is always Teddie Circus C then D. If you need help staying above the super when you can move do Air dash over the first then air turn and dash over the 2nd one. You can also roll though Teddie Circus but only when it's the C version but even then it's risky. If you have any moves that can keep you in the air the do it as long as it won't drop you to the ground super fast.
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Pretty much as soon as you can, provided the teleport into 5B is close enough to the corner for s.J.C to land properly. This time around the basic Teddie corner combo isn't as forgiving as last game, so if you need to practice it, try doing throw into 5B > s.j.C > j.B > j.A > 5B > 5C combo to get a feel for it. Keep in mind though that the combo really once works on special starters like counters and fatals.
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Be careful using J.A, J.B J.A in combos it destroys combo rates because of the multihiting J.A and i feel like using the same moves in a combo ruins combos faster then last game this time around.
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I'm not the only one getting Item super when trying to confirm a bearscrew really fast right? Mainly it's after a super jump because the game saves the input to a quarter circle motion. And if so do you think Arcsys could flip the input for nihil hand and item super around? Because when it happens I drop my combo and the opponent hit's me on wake up and I lose 3 items and time that I can't throw out any more items.
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I found an easier combo for challenge 25 (I don't know if this was the replay they showed after you complete it, as i didn't check after i did it this way); With Teddie in the corner, Nihil Hand (make sure to hit Yu as high as possible), 5A, 5B, 5C, dash cancel, 2B (while Teddie is in the corner), Nihil hand (hit Yu as high as possible), Nihil hand.
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Fair enough, makes sense considering he's the only one who can air AoA. Now fatal recovery on his DP after the attack lands however...
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That actually got me thinking; since Teddie's only overhead is his AoA, is it still an overhead if he hops and does his AoA in the air (since he is the only one who can do that)?
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it's not hard if you use both buttons instead of 1.
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I ain't a liz main but i can tell you what she did in that video is using the air turn mechanic as soon as you start jumping and then immediately doing an instant air dash. Since liz air turned and then dashed the one she used was an instant air back dash, which allows the arc of the dash to go around and behind the opponent, rather then going over the opponent and not being able to hit the opponent because your facing the wrong way. If your new to this game it will take a lot of practice to learn this maneuver but it's very rewarding if you are able to learn it.
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I'm pretty sure there's going to be another attack after Adachi laughs, cause the trailer cuts off while he's still laughing
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The realization that even though nothing has changed with Tager's frame data from last game to this one (in terms of normals) and it just feels like it doesn't come out the same. Or maybe it's just because they nerfed him to shit and i can't win without purple throws now. Or maybe everyone i fight is literally a person who sits in the corner when i'm at a pixel left and they are at a full HP still and just taunt because i'm too fucking slow and no matter what they can keep me in blockstun for 15 seconds anyway. Seriously i don't understand how you people get any enjoyment out of this game...
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From the latest patch, the nerfs for Teddie doesn't look like he was affected as much as i was worried about. Except for the meter gain on his auto combo (I haven't seen if you can still do 5aaa into sweep after the patch) you can jump cancel after the 3rd hit of the last part but you won't get the auto combo meter gain which sucks to be honest. J.a into J.b into J.a is still working after the J.a nerf (although it looks like it could miss at times possibly). Missile, sweep, missile is still working (wasn't quite sure what the patch meant about his sweep). I haven't seen people baiting his DP after hitting it yet (since for some reason they decided to make it blockable now...) so i don't know how his recovery is as of now. As for the item super buff, you can do part of the auto combo into Teddiescrew A on block into his super and it still gives enough block stun to combo into 2A for more pressure. Seems good to me. I also noticed that now since J.a is 8 frames, you can get away with airdashing J.a a bit more now since if your close to the opponent, the block stun will still be their longer after Teddie hits the ground, making pressure a bit more on his side then before. (Edit) Actually J.A-J.B-J.A seems fine as it was, however doing Teddie's basic corner combo as it is in Arena might be a bit harder to do besides the old J.C nerf awhile back.
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This games tech off the ground and rolling sucks so much ass. It doesn't fucking matter which way I roll, doesn't matter what the opponent does, your always going to get fucking hit and just lose the round. Plus most of these characters are just unfair. Ragna has way too many safe moves, mixups and can get free healing off of blocks. Carl is a fucking run away pussy unless your stuck between him and his doll. At that point your screwed and should just leave. The robot girls just run away and spam because they require no skill. Most of the new characters to this game are just too strong and require no skill to use (except Azreal). Don't even get me started on Litchi... I really don't see how people can enjoy this game when everything is so wrong compared to other fighting games.
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Both Teddie's have Nihil Hand. Only difference is Teddie appears as a giant for his and Shadow Teddie has his boss from P4 appear.
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I know I'm sorry. I'm just excited to play this version and i've been thinking of combos and theories as much as i could.
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Actually Teddie has 3 ways to rage, 1) DP, 2) SP Teddie Puppet, 3) Rage drink. He can rage reset in regular P4A as well, i do it whenever i can land it. Also you can combo after DP in 2 ways that I had it happen. 1 was a barrel thrown at one edge of the map and when i switched sides i DPed and the barrel came rolling in while the opponent was spinning (i still have the replay too) and 2 is appearently Teddie's air bomb can hit characters in a spin state. It's extremely rare but it happens.
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At least i'm not the only one who noticed the rage. If you can one more cancel the crumple state into AoA and it works (i don't recall if you can), then Rise could possibly kill in one combo since the rage resets do a ton of damage and can still combo afterwards.
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From the Rise trailer did she put the opponent in rage after her super around 0:42?
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Just because the fighting games are considered Canon to Persona 4 doesn't mean you have to take it seriously. Honestly i still say the original ending in the PS2 version is where it ends for me but just remember that making stories for fighting games can be tough. Especially if they have to combine 2 different games into 1 game and make it work as if they are intertwined from the start.
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Well now we have all of the Persona 4 characters playable (unless you really wanted Marie). I kind of wish all the Persona 3 characters were playable but It's not that big of a deal.
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On topic of character changes, did Teddie get mostly nerfs? The hitbox on sweep to me sounds like he can't do missile (hold), sweep, then explode anymore and the stuff to his auto combo sounds bad in terms of setups combined with his meter gain from it (although you might still be able to just do 2b on 4th hit if i'm remembering right to get his jump back). Also i don't under stand the changes to his J.d and 2d so if someone could explain it to me that'd be nice.
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If that image is real then i can see why Aigis is their, since either story in Portable has Aigis wanting to protect the MC.