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Everything posted by Balguna
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On a slightly different topic, does anyone know if only NA accounts will be able to take advantage of the free Adachi and Marie DLC in the first week? Since there isn't even an EU release of the game and all.
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I've played a few Maries, and while I don't think most of them were playing optimally I feel Teddie could be a rough match-up for her. His item tossing is better if less reliable, his normals have better range, and j.C approaches can be reacted to with 5B/2B without too much difficulty. While Teddie Decoy has been notably nerfed, it still gives him a free exit out of items if necessary.
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That list doesn't have Rise, Ken or the DLCs, so I don't know exactly how much it's taken into account post-physical release findings.
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I'm assuming it's just a way to get the Boss characters without having to play Arcade mode. From what I know, it's just applying all the SA changes. So you get the ridiculous Yukiko with three fans per toss, Fire Boost level 9 and regenerating Fire Break. I believe Junpei starts with one base away from Victory Cry and gets a damage boost, and Yukari's arrows can bounce back from the edges of the screen. Not too sure about the others yet.
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Trophies.
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Here are some fairly non-optimal OMC combos, but they're an option if you have meter and at midscreen. These are mostly unchanged (with the exception of the corner one) from P4A. Note that if 236A is a CH, OMC can be omitted, saving 50 SP. 236A OMC 5AAA 2AB 2347 damage, - 50 meter 236A OMC 5AAA 236B 214214B 3.9k damage, - 100 meter 236B OMC 2B j.A j.A j.B j.A j.236A (j.236236C) 2984 damage, - 50 meter ~4035 damage with j.236236C ender, - 100 meter 236B OMC 214214B ~4241 damage, -100 meter (Does slightly more if OMB is used instead of OMC) Near corner 236A OMC 5AAA 236B j.236236[C] 2AB ]C[ 3565 damage, -100 meter In Awakening, can end with 214214B for 5173 damage and -150 meter. Corner 236A OMC 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) 214214B 4771 damage, - 100 meter
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Also just saying that Ken's IK does the most damage of any character, with 56,065 damage, for whatever reason.
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Added a few more combos. Nothing too fancy yet, but I'll start looking at videos for FC combos. It seems that despite gaining FC properties, there isn't a way to combo off Puppeteddie A without OMC or OMB. Puppeteddie B and SB gaining wallbounce properties means they can be comboed off in the corner on CH, however. Nihil Hand seems to have 1400 minimum damage.
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Some quick stuff, will update later on with damage/SP values. General notes: -For 5AA, you want to hold down the A button to get maximum damage from it. -For 5AAA, if you're cancelling into sweep or jump cancelling, you cancel on the third hit. If you're cancelling into a skill attack, you cancel on the fourth hit. Midscreen: 5AAA 2AB (5D/2D) 1523 damage, 12 SP -Easy combo that allows item oki and leaves you in a good position to continue pressure. 5AAA j.B 1245 damage, 10 SP -For air pressure/crossups. 5AAA 214A 1315 damage, 20 SP (+Poison) If left unchecked, Poison does 14.4% of opponent's maximum health in damage. 5AAAA 1406 damage, 21 SP Autocombo. Links to either Tomahawk or Nihil Hand. 2B (air hit) j.A j.B j.A j.A j.B 1636 damage, 13 SP The j.B > j.A gatling only works at certain heights - you want to be above the opponent during the first j.A for it to work. Alternative if you're at the wrong height is 2B (air hit) j.A j.A j.B. You can also do j.A j.A j.B j.A j.B/j.236A. (air hit) 5AAA j.A j.B 1263 damage, 10 SP With an air hit, you have enough time in the air to do j.236A if desired (and then into j.236236C/D as well). j.B j.A 5AAA 2AB 2000 damage, 15 SP j.B j.A 5A 2B j.A j.A j.B 1627 damage, 12 SP Does less damage, but less likely for opponent to drop out of combo and combos into mid-air Tomahawk if necessary. AOA~C j.A j.B j.A j.A j.236A 3165 damage, 33 SP 5AA 5B 236D 236236[D] 236D 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B./236A 4030 damage, 11 SP, -50 SP Our classic corner carry combo. Might have slightly stricter timing now since 5AA no longer floats on hit. 5AAA 236C 236236[D] 236D 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B/236A 3676 damage, 21 SP, -50 SP Alternative to the above combo that builds slightly more meter. Corner 5AA 5B j.C j.A 5B 5C 2B j.A j.A j.236A ~3001 damage, 26 SP 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5B 2B j.A j.A j.236A ~3229 damage, 32 SP If linking to 236236[D], omitting 2B might be desired for easier comboing afterwards into 2AB or 214B/AB. One can also omit 2B for an easier execution; you lose about ~200 damage and 4 SP this way. 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) j.A j.236A ~2774 damage, 27 SP Leaves Teddie closer to the ground if j.B is used at the end compared to the above two combos. 214B/SB (CH) 5AAA j.A j.236A 2300 damage, 16 SP (only if B version), +Fear/Rage 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) 214214B 4010 damage, -50 SP, (Awakening only) Does more damage than missile ender, but pushes opponent out of corner. 214B (CH) 5AAA j.A j.236A j.236236[D] 2AB ]D[ 3575 damage, -50 SP 214B (CH) 5AAA j.A j.B j.A 214214B 3875 damage, -50 SP, (Awakening only) 214B (CH) 5AAA j.A j.236A j.236236[D] 2AB ]D[ 214214B 5189 damage, -100 SP, (Awakening only) Shadow Teddie Midscreen 5AAA 214A 1073 damage, 25 SP (+Poison) If left unchecked, Poison does 14.4% of opponent's max health in damage. 5AA 2B j.A j.A j.B (j.D/j.2D) 1137 damage, 17 SP Item oki option. 5AAA 5D/2D 841 damage, 21 SP Alternative item tossing option. Corner 5AAA j.C 5B 5C 2B j.A j.A j.B 5AA 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B 5AA 5B s.j.C j.B j.A 5B 5C 2B j.A j.236A Shadow Fury j.236A j.236236[D] j.236236D 236236[C] 214214AB 4592 damage
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Some other stuff I've noticed: After doing a D normal, you can press D again to have Kintoki-Douji throw an additional item without disappearing. Obviously enough though it means he's on-screen for longer. You can't switch from 5D to 2D lists this way; going 5D > 2D will throw two items from the 5D list. If Teddie is in awakening, his autocombo ends with Nihil Hand instead of Tomahawk. However, you don't have the option of timing the charged attack - the game automatically inputs it for you, like Yosuke's auto-tracking on his autocombo Garudyne. I was wrong about SB Circus Bear - if you're right next to the opponent, or fullscreen, assuming they don't move, the second hit will miss. B and SB Puppeteddie wallbounce on CH. Talking a bit about Shadow Teddie: S. Teddie, to me, feels visibly worse than regular Teddie. His damage is notably lower, and even his complicated combos can't match up to anything S.Chie/Mitsuru can do. I've seen combos exceeding 8k, but they require 2C FCs and corner. He has worse corner carry, especially since you're more likely to save SP for Shadow Fury rather than use it on the midscreen corner carry combo, and he doesn't have P4A Teddie's OMB combos or the 2C FC 5AA > 5B loops due to 5B no longer being dash cancellable. He can do some annoying neutral things like setting up What Will Come Out? and Circus Bear twice in a full Shadow Fury to try to panic the opponent, I suppose. His advantages are few, but I guess they're there; he can knock a grounded opponent into the air with 5AA > 2B. He can Shadow Fury mid-air combo into air-AoA to bounce the enemy all the way back down onto the floor (and you can then combo using something like 236C or (j.)236236C/D). You can inflict multiple statuses in the corner. I'm going to experiment with him some more, though.
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Haven' tested it out extensively myself, but from what I've done, it beats Naoto's Snipe, but loses to her SP Pistol A and SB versions. Fails against Teddie's Circus Bear.
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Having played a little, a bit of information on Teddie's new supers: What Will Come Out?: A version: Throws the next three items in the 5D/j.D series B version: Throws the next three items in the 2D/j.2D series SB version: Throws the next two items from both series at the same time, for a total of four. This also means it's possible to get duplicate items, so you could have things like double Amagiya Buckets or Key Scooters. However, Kintoki-Douji's gauge recovers slower. In all cases, Kintoki-Douji can't throw items til the gauge empties. Teddie can't do any Persona moves until Kintoki-Douji throws his last item. Nihil Hand: A version: Longest reach, 400 damage on initial hit B version: Short reach, 800 damage on initial hit SB version: Shortest reach, 1200 damage on initial hit In all cases, pressing A or B normally as giant Teddie is charging up will do a hit that wallsticks. Pressing it at the right time (about 1-3f when the ! appears) results in a more powerful hit that does 4000 base damage and wallbounces twice before the wallstick. I wouldn't really rely on landing it online. Both supers cannot be cancelled in any way, even using OMC. At point blank range, both missiles of 236236CD will combo into each other without additional input, and can combo into Circus Bear D. Same goes for the air version if Teddie is right above them. 214214CD always appears from the side Teddie is closer to. However, it seems impossible to combo off it, as Teddie doesn't recover until he touches the ground.
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[P4AU] Rise Kujikawa Gameplay Discussion
Balguna replied to RurouniLoneWolf's topic in Rise Kujikawa
Quick on the rhythm super I quickly tested: -Three songs for each version of the super. They seem to always go in a fixed cycle separate from each other. Personally I found that the first D song is the easiest to get to max, since the notes are slow and don't flood you with a large amount all at once. The third SB song isn't too bad either. Full damage on D version is 4950. Also, SB Arrow Rain will always miss if the opponent stands in place. -
Funny how Koro and Ken are separate but S-type Labrys doesn't even appear. I'm surprised Yosuke rates as top, I knew he was high but didn't know he was above Partnerkami.
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All skills are free in Shadow Rampage, so in theory, yes. One has to put it into practice though.
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The only thing I can find at a first glance is to mention the airOK on Zio now.
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Shadow Yosuke gets Shadow Fury > AoA > Tentarafoo resets, which I think nets a good 5-6k at least. So yes, he's definitely up there.
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Regarding staggering, it's also worth noting there is a limit to how much you can do it. Most characters can only do 5A and 2A a maximum of three times a string combined - so 5A > 2A > 5A is fine, 2A > 2A > 5A is fine, but 2A > 2A > 2A > 5A is not. Teddie is another exception, as he can only go between 5A/2A once per string. So you can do 2A > 2A > 5A, but not 5A > 2A > 5A. Which means if you're going for 5A > 2A, you'll need another plan if the 2A lands since you won't be able to go straight into 5A. Several characters also have this rule for other normals, such as Yukiko and Kanji's 5C/2Cs.
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Pretty sure S.Naoto should be B at the very worst. She is really no joke. I've seen S.Yosuke played a few times as well, but all other Shadows aside from the three mentioned are pretty rare.
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As said, some characters do have use for their auto combos, though few of them complete it all the way. For instance, Teddie can use his autocombo in the corner for more meter at the expense of some damage, or to use it as 5AAA>j.D midscreen as item oki, for more meter but at the expense of less damage and not being able to keep close on your opponent. Yukiko uses hers at the end of Maragi loops if she wants to keep close. It really depends on the character. Some have very little use for it, as said. Aigis really doesn't want to use anything above 5AA, for example.
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http://www.youtube.com/watch?v=wPzTAGl4eOE Margaret subbed trailer. Does it surprise anyone that she has the best title?
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Also note that Margaret does not have Invigorate as of the trailer. This means that despite both being Velvet Room assistants, Liz is likely to benefit much more from playing defensively since she can constantly generate meter. The temptation is going to be to compare Margaret to Liz, but I'd say try to judge her separately as a character. Of all the new arrivals I'd liken Liz to Junpei more than anything - they need to use all their options, like Mind Charge combos or OMB Homerun combos, to get to the point to do what other characters can, but once they're in control and the conditions are right, they can do a lot.
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Regarding bubble, is it possible it has a damage cap on the projectiles it can eat, like Asterius? That might explain why it might be able to eat multiple fans but pops against Maragi.
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Yu as Nanako, it's brilliant.
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http://www.youtube.com/watch?feature=player_detailpage&v=hCZHb0J3dI4#t=648 It looks like Teddie's air AoA might have Fatal Recovery.