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Everything posted by Drake Aldan
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Initial analyses done for Akihiko, Margaret, and Naoto. I think I need to get back to playing the actual game... sigh. So many matchups, so little time. 2AB's low profile is the business- I knew something was fishy when I swept my way out of Yukari scumbag supering, but now I know for sure. The reason why its hurtbox is so bad and it's so poor as a spacing tool is because it's great for sliding right under chest attribute stuff. The range is great when you take that into account.
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Here are my initial thoughts on the Naoto matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play. Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration. Underlined text is hyperlinked; click to view a video demonstration. Collapsed: General Punish List: ① http://youtu.be/16KM46L6YiI 5B > 5C > 2AB > 214A or 236BB ② http://youtu.be/tIoKxDt34FE CH 5B > 5C > 2AB > 214A or 236BB CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ③ http://youtu.be/cwHyOa00Kaw CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ④ http://youtu.be/8Z9jiKf_sO4 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑤ http://youtu.be/GxsJ8KW4Tzs 5C > 2AB > 214A or 236BB ⑥ http://youtu.be/kSRBEYRbaC0 CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB ⑦ http://youtu.be/1FtbjHkkJ_Y CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑧ http://youtu.be/BC4SEnRFHkw FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑨ http://youtu.be/ILfFJmsAmmE 236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C --- Naoto is a strong zoning character. She's able to pressure you within a set distance, and then retreat, giving her multiple mixup opportunities while weaving in and out of her range. As always, your objective is getting in, defeating her spacing and navigating through her traps. Once inside, Naoto has relatively low health and poor defensive options, so fight to maintain your position until the round becomes yours. 5AA/2A - Notable, as they are tick throw setups for Naoto. 5AA requires a delay before throwing, and 2A requires a dash-in. They can be hard to interrupt with your 5A or 2A. I would advise just being aware, ready to tech if you need to. If you are sure that they will throw, you can challenge them with 214D or 214CD. 5AA also hits low, so if Naoto wishes to be brave and intrude on your space, she can force a mixup between 5AA and 5A > AOA. 5B - Long range. Dash cancelable. Safe. Recovers quickly on whiff. When used with microdash, Naoto can use 5B to completely shut you out of that space, making it impossible to proceed. She can keep you out with it, or she can aggressively bully you with it while keeping herself just out of range. With 5C's jump cancel on block, Naoto can easily disengage her pressure and maintain the space between you. So how can you combat this? You can't whiff punish, you can't roll, you can't jump, and counterpoking with 5B is going to be extremely risky. The answer is 2AB! Your sweep will slide right under Naoto's leg and give you a much needed entrance. You will have to save this for a good read, since sweep is a terrible move in normal play- but it's one of the few tools you have to fight back. 5C - Should Naoto think to use this instead of 5B in neutral- it's an opening for you. 5C is much worse on whiff, and 2AB works as an answer to it just like 5B, low profiling right under the slash. In blockstrings, 5C is jump cancelable. If Naoto jumps towards you, she's open to 2B attempts (watch for double jumps and other trickery); if she jumps away, you should try to use this chance to move forward and gain some screen position. Be aware that an IAD backwards is going to have her recover much faster. 2[C] - Naoto may use this in blockstrings to catch you off guard. It hits three times and leaves her at advantage. If you can sense it coming, roll through it; Naoto recovers crouching, so you can get a bigger punish. 5D - Naoto can use this to pressure you from fullscreen with her Persona. As it becomes transparent, it is unhittable. The Persona can perform followup slashes regardless of what Naoto is doing, meaning you may get caught in pincer attacks if you are unaware. If you are forced into blocking this, try to Instant Block the second or third hit, and then jump back and jA to take a Persona card from Naoto. Be warned that Naoto can have her Persona perform 5C on location to stop you breaking her Persona if you are too late. Shield of Justice (Furious Action/DP) - Naoto's Furious Action is a counter-type, that only activates if struck. You'll have to stop your pressure to call it out, but on her whiff you can punish with ③ or ⑦. ⑥ is an option, but I would advise against it if you are point-blank due to Adachi possibly airdashing over Naoto's reeling animation and crossing yourself up. jC - Naoto's main jump-in tool. Has a disjointed hitbox, so it can be somewhat hard to anti-air at certain angles. You may challenge it with 2B, but always gauge it based on Naoto's position and not her Persona's. At farther ranges, you may be able to neutral jump in order to avoid it and come down with an attack of your own. AOA - Relatively fast and hard to spot if you're not on edge. Naoto can get a lot of mileage out of sneaking in AOA attempts, as the animation is somewhat deceptive. On block, you get to punish with ②. If you're cornered, watch out for any combo ending in Air Double Fangs. Naoto recovers faster than you do, so when you air tech try to dash out of the corner or Naoto will have an Air Unblockable 2B waiting for you. 2AB - Naoto's sweep. Watch for sudden cancels into Double Fangs A to force you to block high, and a subsequent tick throw/snipe mixup. (If Naoto has no bullets, she will have to use her 6D Persona shot, which is unsafe to ⑥, ⑦ or ⑨). Aim/Snipe (214A/B) - Naoto starts shooting at you. She has 5 bullets, and the shots travel fast; don't try to roll them, as she controls each individual shot. Sit back and block if she uses this to zone you out; feel free to Instant Block if Naoto does not stagger her shots. Once she runs out of bullets she'll have to reload, which is denoted by a gauge near her meter. Watch the gauge and take the opportunity to get closer. Double Fangs (236A/B) - A two-hit attack, the first hit being mid, and the second being high. Double Fangs immediately transitions into Aim stance (which contains a low option) so watch your guard after blocking the high. Both Double Fangs (if used in neutral) can be challenged with 2B if you have the reads or reflexes. Hair-Trigger Megido (214C/D "Trap") - Naoto sets objects that control static space. They are invisible, only becoming visible when you are close to them. She can set up to three at one time. The only way to get rid of them is to either hit Naoto, or hit the traps themselves when they become visible (I recommend using 2A for this purpose for its quick whiff recovery). You can blow through traps with 236AA, but you must be aware of your position, what Naoto is doing, and where you will end up. 236AA will leave you at disadvantage at best and leave you open to a punish at worst, so use it wisely. Anti-S SP Pistol (236236A/B) - Naoto pulls out some bigger guns and starts firing. A version causes silence, while B version causes Fear and greatly reduces your Fate gauge. The SB version inflicts both status effects. Naoto is going to want to use this in combos to reset you back to fullscreen, while also giving you ailments. When Silenced, you can't burst, 2C, or use Atom Smasher- but depending on how you play this may not be a big deal to you. When you are Feared, however, you should be very careful. You must hold out for 7 seconds or hit Naoto to remove the effect. Naoto may start to rush you afterwards, so the choice is up to you- try to hit them when they run in, or attempt to block their mixups for 7 seconds. Remember, you cannot tech grabs when you are Feared! Should she attempt to use this as a reversal option when you are close, simply roll through or 2AB under the shots, and then ③ on the way down. Punishing should be even easier in the corner. Hamaon (236236C) - An instant kill, if your Fate gauge is at 0. Hamaon hits multiple times, and holds you in place so that you are prone to mixups. Its position is related to the Persona's position, so Naoto may attempt to set her persona with jD or 5C/2C blockstrings to place Hamaon further out. You can attempt to roll through Hamaon if you are close enough to its edge (about near center is fine); remember that you're still not out of the woods yet, as Naoto recovers fast and she may be able to push you back in while it is still active. Since it has quite a bit of startup, if you have the meter you can countersuper with Atom Smasher C (buffer during the superflash). Raid (Awakened 214214A/B) - Naoto walks forward, invulnerable for 19 frames. She can shoot up to three times (5 if SB). When she is close (or if she wants to immediately reversal) she can cancel into a powerful followup kick. You can avoid the gunshots by simply crouching. Should she attempt to kick in front of you, roll through the kick and punish with ⑥ or ⑦. If she tries to walk in front of you to bait you to do something so that she can kick you and counter, just roll through her- she cannot punish your roll with the kick, and now she is facing the wrong way so she cannot hope to shoot you. In this situation, you may walk forward (stay out of range of the kick!) and/or 2D/5D where you'd like. If her kick breaks your Persona for some reason, just run in and punish her anyway. --- 2AB is your friend to stop 5B keepout. When your opponent knows you are looking to low-profile, you may be able to get away with using 5C more, but don't use 5C until you've put some doubt in their head. Don't try to 2C > Magatsu Mandala. Naoto has various ways of dealing with it...
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Here are my initial thoughts on the Margaret matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play. Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration. Underlined text is hyperlinked; click to view a video demonstration. Collapsed: General Punish List: ① http://youtu.be/16KM46L6YiI 5B > 5C > 2AB > 214A or 236BB ② http://youtu.be/tIoKxDt34FE CH 5B > 5C > 2AB > 214A or 236BB CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ③ http://youtu.be/cwHyOa00Kaw CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ④ http://youtu.be/8Z9jiKf_sO4 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑤ http://youtu.be/GxsJ8KW4Tzs 5C > 2AB > 214A or 236BB ⑥ http://youtu.be/kSRBEYRbaC0 CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB ⑦ http://youtu.be/1FtbjHkkJ_Y CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑧ http://youtu.be/BC4SEnRFHkw FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑨ http://youtu.be/ILfFJmsAmmE 236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C --- Margaret is a spacing/zoning character that can really play keepaway with her long range on almost all of her attacks. The difficulty here will be weathering the storm and getting in. Once you're in, Margaret has relatively poor defensive options and a 9 frame 5A- get in, stay in, and don't get pushed out again, or you may be spaced to death. 5A - Margaret's 5A hits at about 1/3rd screen. It can be used as a "stop kick" to keep you from moving/advancing/attacking, or as an aggressive poke to harass you while keeping distance. The trick is that 5A loses much of its range if you simply crouch. You may be able to whiff punish it with 236AA, but it's very spacing and timing dependent. If you have a good read, your 2AB (Sweep) will slide under it for a nice combo. 5B - Margaret's 5B is a fast, advancing attack that covers a range up to just outside of 5A's. As with 5A, it can be used to check your movement on the ground. 5B has a fair amount of recovery on whiff, but it controls such a large amount of space that backdashing to make it whiff has to be done at an uncomfortable range. A good read with a neutral jump jC may do the trick- you shouldn't have to air turn if spaced right, thanks to jC's huge hitbox. 2B - Margaret's "anti-air". Only the first couple of hits are Air Unblockable, and Margaret does not have any head invulnerability frames- so this means that any 2B Margaret does has to be preemptive, a hard read. (2B recovers terribly on whiff, to boot.) Seriously consider challenging her on this with jB or jC. 5C - 12 frame ranged poke that puts your own 5C to shame. Incredibly fast for its range. 5C is Margaret's money button, as she gets somewhere to the tune of 4.1k meterless on counterhit + corner carry- so she'll be fishing for this all day. A raw 5C can be rolled, if Margaret is not pushing her Persona out. If you wish to jump over it you'll need to jump preemptively, as there's a bit of a vertical hitbox to the spear. Watch for 5C when Margaret starts to set her Persona away from her, as it will catch you by surprise. 2C - A long, telegraphed (25 frames) attack that can be used to set Persona position. When 2C is used in blockstrings it's your chance to roll through and get closer. Don't let her use it often, or spacing you out will be easy. 5D - A "command grab" of sorts. Very slow at 35 frames, but Ardha has guardpoint- so attempting to break the Persona will leave you reeling. The easiest thing to do if you see this coming is just to backdash. Always be mindful of the Persona's current position on screen. Margaret may attempt to 2C > 5D, or possibly 5D you when you are cornered. Remember that rolls will work against Ardha, as long as the grab does not become active (you must roll early). 10/18 Edit: 5B > 5C > 5D is really insidious, and leads to 2.5k on normal hit, so watch out. (It can't be rolled at midscreen.) If Margaret has you stuck in the corner where backdashing can be kind of difficult... just roll early or DP instead. 10/30 Edit: Hopping (2AC) seems to always work (Margaret's 2D can't catch you in blockstrings due to the reduced range, unless you are cornered). You can jA to break the Persona (and recover in time to block any fullscreen sweeps or the like), or jC if you are close enough to Margaret. You can always Atom Smasher C if you feel like it's worth the meter. Ultra Suplex (Furious Action/DP) - A techable, invincible grab. Like all grabs, it will become unbreakable on counterhit. It has Fatal Recovery. You have a few options when dealing with it: - Backdash and punish with ⑧. - Hop or neutral jump jB/jC. - 214D. Be aware that for some reason a followup 5C doesn't seem to hit on Margaret, so you'll need to spend meter (I'd recommend Heat Riser A) or be in the corner to get further damage. AOA - Margaret teleports and crosses you up. Think Minazuki's Tsukiyomi teleport. Unlike Tsukiyomi, however, you shouldn't try to challenge this with 2B (she still has some guardpoint when she reappears!)- just block it and punish with ②. 2AB - Margaret's sweep hits fullscreen. This is a good reason not to do anything silly from fullscreen, like random 2D, or whiffing 5C. 2AB is 5A punishable if you block it point blank... but that will never happen. jA - Hits high, and cancels into itself. If you're standing to block Margaret jumping in on you, be aware that she can pull a Yukiko and force you to stand block longer than you'd expect. jB - Her 5B, in the air. It is just as good as controlling space as it is on the ground. Try not to contest this with air-to-airs, as it's likely you'll lose. jC - Like yours, but hits overhead. It's possible to challenge this with 2B, but watch Margaret's position carefully- you do not want to only hit Yoshitsune and leave yourself open. j2D - A common way to both control space and set Margaret's Persona. Watch for surprise 5C after this as the range is greatly extended. Remember that with both jD and j2D, your roll is projectile invulnerable from frame 1. Divine Vacuum (236C/D) - A fullscreen projectile. The recovery pushes Margaret back, and blocking it pushes you back, allowing for instantaneous creation of space. A preemptive jump over (+ airdash forward on confirmed whiff) or well-timed rolls should help. Be aware that the projectile is thrown at the Persona's current location, and not Margaret's. 236D's vacuum has a higher hitbox that will be harder to jump over and harder to roll (you have to wait until the spear comes out to roll). Margaret also recovers much faster than C version. Double jumping or superjump airdashing may be an option, but be careful and watch her recovery. If 236D is used in blockstrings, you may Instant Block the later hits for free meter. Watch out for 5C afterwards, and be careful where you roll. Gale Slash (214A/B) - A sliding low that covers a lot of space. (10/18 Edit: In neutral, Margaret can use it to check your forward/backward walk or run.) It is at least 5A punishable at tip range- but Margaret recovers crouching, so you can get a bigger punish if you have at least 25 meter. Be aware that the SB version will force you to use 2A to punish instead. God's Hand (214C/D) - A high-damage overhead. If you see the startup, you can easily roll through it and punish with ② before Margaret recovers. Margaret may try to use God's Hand in blockstrings. Remember that this move's position is set, not influenced by Persona position, and rolling through it is always more beneficial than blocking it. Power Slash (236236A/B) - An invincible super, one of Margaret's reversal options. Its position is related to the Persona's current position. You are usually guaranteed an Atom Smasher C punish on block, or possibly a free Evil Smile attempt if aimed correctly. If you are close enough, ⑥, ⑦, or ⑨ are options. You're free to instant block the second hit if you like. Panta Rhei (236236C/D) - A tornado wall, that forces you to block and possibly get mixed up. Its position is fixed and will always appear near Margaret. Do not attempt to roll it, as its hitbox is too large. If Margaret does not set this up right and you are at neutral, it's possible to mash out an Atom Smasher D during the superflash. Instant block the later hits for free meter, and watch for AOA or other trickery. Hassou Tobi (Awakened 214214A/B) - Essentially, a stronger, fullscreen version of Power Slash, with more invulnerability frames. Its position is related to the Persona's current position. Again, Atom Smasher C or a free Evil Smile attempt are yours on block, and ⑥, ⑦, or ⑨ are available within range. Mediarahan (Awakened 214214C/D) - Margaret heals both you and herself. Don't let her do this at neutral; 2D her, Atom Smasher C, run-up ⑥, ⑦, or ⑨. --- It may seem obvious, but never, ever DP through blockstrings involving Margaret's Persona. It'll only make things worse. Try not to whiff if you can. Margaret has whiff punishes for days. Try to cut down your use of 5C as well.
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Here are my initial thoughts on the Akihiko matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play. Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration. Underlined text is hyperlinked; click to view a video demonstration. Collapsed: General Punish List: ① http://youtu.be/16KM46L6YiI 5B > 5C > 2AB > 214A or 236BB ② http://youtu.be/tIoKxDt34FE CH 5B > 5C > 2AB > 214A or 236BB CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ③ http://youtu.be/cwHyOa00Kaw CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ④ http://youtu.be/8Z9jiKf_sO4 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑤ http://youtu.be/GxsJ8KW4Tzs 5C > 2AB > 214A or 236BB ⑥ http://youtu.be/kSRBEYRbaC0 CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB ⑦ http://youtu.be/1FtbjHkkJ_Y CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑧ http://youtu.be/BC4SEnRFHkw FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑨ http://youtu.be/ILfFJmsAmmE 236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C --- Akihiko seems somewhat similar to Adachi in some ways; get in, stay in, hit buttons. No real range or spacing. I find this fight to be very "honest"- it's a battle of patience, as always. 5A/2A - Akihiko can control the space in front of him very well with these attacks. They recover quickly when whiffed and can cover even more space when used together with microdashing. Sometimes, Aki may attempt to whiff these in your face to catch an errant limb or movement. There is not much you can do; if you want to risk it, you can try to counterpoke with 5B or 214A. Watch your spacing very carefully. Should Akihiko attempt to stagger your block with 5AA, 2A5A, etc. just stay calm. He is at disadvantage when doing this, so you can counterpoke back with 5A or 5B- but you should be very aware that he may be setting you up for a 5B frame trap (5B is always Fatal on counterhit). Pick your spots and remember you can always just block. jB - The big one. Aki will probably be throwing this all over the place. He has a noticeably shorter jump arc than most of the cast, so you'll have to get used to this. In neutral, a well-aimed 2B should be able to do the trick; make sure you stay crouching to lower your hitbox, to make Aki have to press his button really late. If you must block it remember that it is two hits, so don't crouch until that last hook comes out. When you are knocked down, Aki may jump at you with jB. Wakeup DP is not really effective when Aki learns to stand block it... SB Atom Smasher (quick enough to hit him out of the air) or Ghastly Wail D (to give him time to land) may work if you have meter, depending on the situation. The safest thing for you to do would be to mixup your wakeup timing. You don't always have to tech immediately- you can tech late, or you can just wakeup naturally. Usually, just small adjustments are enough to throw off his meaty pressure. Watch out for a dash 2A/2A2A; using the momentum from the dash, Aki can air turn and jB to land a crossup hit. If you see this coming, simply jump back and air throw. (Don't try to 2B, DP, roll, etc. as you may get punished for it.) Blockstrings/Cyclone - When Akihiko tags your block with jB or a stray 2A, he'll usually head into 236A (Kill Rush) and then proceed to pummel your guard for a short while. Aki's blockstrings are somewhat free-form, so I won't cover all the possible combinations- I think just knowing his options is enough. Extending - 8A (Sonic Punch) and 4A (Boomerang Hook) are normally the go-to followups here. I would advise that you just block and wait it out; you may instant block if you want, but if it's too much trouble I wouldn't worry about it. Aki will only be able to do one of each before he has to get closer or stop; note that if you are cornered he can extend things for one more set. Advancing - 8B and 6C (Duck) are what Aki will have to do once he pushes you out of range. Look for these: they are your chance to DP, reversal, roll, or even risk a 5A/2A/throw interrupt (be warned that 8B Fatal Counters if your timing is bad, and 6C can be canceled into 214A/B which will Fatal your 5A/2A). You can opt to just sit and block, but these are your break points if you wish to use them. Mixup - Aki has a couple of mixup options during Cyclone strings. He can AOA, he can sweep, he can throw. AOA - As long as you stay lucid, you should be able to see this coming. It is unsafe on block, but you don't get too much from it; you can punish with ① or ⑨. Personally, I would just go directly for buffering 236236A into combo for ease of execution. Watch for OMC. Sweep - Going for 2AB post Kill Rush ends Aki's momentum, as it can only be super or One More canceled afterwards. If you sense it coming, instant block it and you can 5A or 5B punish it. Aki will have to spend meter to make it safe (Thunder Fists/Maziodyne/OMC) but due to blockstun and/or superflash he should not be able to directly punish your punish. Throw - Due to blockstun protection, Aki will not be able to throw you right after hitting your guard- and this means that he will most likely have to Duck (6C) before he can throw you. If you are looking out for it, this should not be a problem. Your throw will actually beat both 8B and 6C (and Closeout Blow!), so as long as you stay aware you shouldn't get thrown. 10/28 Edit: Akihiko's AOA, because it's airborne, prevents throw from being a catch-all response to Akihiko's pressure. Just be aware of it. 5C - A slow Persona overhead. Blocking it will usually stop Aki's momentum. You can try to last-minute DP through it, if you want- don't try to roll through it, as you'll end up at disadvantage right in Aki's face. Corkscrew - If Aki does this on block he's really messed up. Fatal Recovery means you can punish with ⑧ or whatever you'd like. As always, watch their meter for a counter-super or OMC. You may get lucky if they try to use super to cover themselves, as they have to input it very late; if they jump the gun you can easily just sit back as the blockstun eats your initial inputs and punish them when they're done. Odds and Ends - There are some lesser used options that I should list here for the sake of completeness. 4B hold (unblockable Boomerang Hook) - Aki needs to be relatively close to pull this off. The attack is also somewhat slow, even after the !! bubble has faded- so it is worth trying to challenge this with 5A/2A, or even DP. Be warned that if you are way too late on the interrupt you will be Fatal Countered. As a small sidenote, if you eat something on hit (e.g. SB Kill Rush) and then Aki transitions into this, you must DP to escape as you will most likely not have enough time to react. 4D (Weave) - Aki may suddenly back off during a blockstring, most likely to bait a whiff from you so he can Corkscrew whiff punish. If you think your timing is good enough, just 214B and shoot him in the foot (or block and punish the Corkscrew if he has a habit of doing it preemptively). 6CD (SB Duck) - SB Duck is special, as it will cross you up and force you to block the other way if Akihiko is close enough. The thing is, it is slow enough to ignore crossup protection, but that also makes it slow enough to interrupt. If you have been challenging Duck (especially with throws) you should be fine. 6AB (SB Corkscrew) - SB Corkscrew has a noticeable windup, but it also has 18 full invincibility frames! By spending a little meter, Aki can call out any aggressive response you have during his blockstring (and sometimes even in neutral). However, SB Corkscrew still retains Fatal Recovery, so it's a very big coin flip for him. jC - Not that this will happen a lot, but if you are close enough, this does have enough recovery on it to be punished with ⑨. Double Uppercut (Furious Action/DP) - Same old, same old. Watch for super, punish with ⑥ or ⑦, yada yada yada. Kill Rush (236A/B) - When you are within range, Akihiko can dash over to you with this and immediately put you in a blockstring. Kill Rush happens just to be a quick run that recovers fairly well on whiff and only fully animates on block or hit, so attempting to bait one and 236AA whiff punish is out of the question. So, knowing that Akihiko can bully you on the ground with this, how do you deal with it? You can attempt to interrupt the startup with 236AA/5B/5C, but this requires a very, very hard read. If you are caught whiffing Akihiko will just whiff punish you with Kill Rush instead. You still have to sense it out, but what you can do is roll. Rolling through Akihiko's dash will start his punching animation, but he'll be punching at air, and open to a nice 236AA (⑨) punish. 10/30 Edit: You don't even have to roll, just jump. As soon as Akihiko gets close to where you are on the screen he'll start whiffing punches- simply land and punish him (or CH jC while you're still in the air if you like). The B version is Fatal Recovery... Cyclone Uppercut (236236A/B) - A fair amount of invul frames, but I've never blocked this in play. (Thunder Fists or Maziodyne are probably better reversal options.) I recommend punishing with ③ or ⑦ for consistency. Maziodyne (Awakened 214214C/D) - A fullscreen super, like your Atom Smasher. Maziodyne gives Aki a large amount of invulnerability frames to work with, but it's fairly slow, and every version is unsafe unless it is used in Cyclone strings. Punishing it depends on how close you are- ⑥, ⑦ or ⑨ could do. Watch for OMC, and note that you can Instant Block some of the later hits for free. (Also, don't ever try to roll through it- too many active frames.) If he does this fullscreen for whatever reason (probably SB to freeze you in place), you need meter for an Atom Smasher C punish if you choose to do so. C version can be punished with 2D but who would ever do that? If you don't have the meter for an Atom Smasher C punish, you could possibly sneak in an Evil Smile D/SB if you aim it right (they should not be able to avoid it if timed properly). Be aware that SB Maziodyne will Shock you whether it hits or not. --- Be very careful about using your 5C as a spacing tool in this matchup. It's just not reliable- jB beats it, dash 2A beats it, if Aki is awake it's free Kill Rush whiff punishes for him. Try not to use 2D, either. It's unlikely that Aki will be doing anything stupid at range as to get caught by it (most likely he will just run forward and clip you while you summon Magatsu-Izanagi).
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(11/1/2014) #2 NA P4U2 Netplay Tournament (PS3) 4:30 EST
Drake Aldan replied to PhantomIndex's topic in P4A Online Play
I'll sign up. Is there a Challonge page? 4:30 PM Eastern time zone? -
http://youtu.be/uwE5mUegF74 Some options against Round 1 Fight air backdash. - Evil Smile D - move forward (walk or run), take screen position - dash up 214B I find that "smarter" players like to do this often, so maybe we can do something about it. --- Regarding Evil Smile D (and Evil Smile in general) - I find that if I ever successfully land it, the opponent is always far, far away. At first, I thought, "oh, this is our chance for sick tip-hit FC 5C IAD combos!" but, in practice I have a very hard time landing 5C in the traditional grounded footsies sense (most people will just airdash in jB and that's your ass + a card). I think maybe the best thing to do would be to just block and wait for a 5A/2B opportunity (or sneak in a 214AB I guess). Fear lasts about 7 (real-time) seconds by my (totally unscientific) account, so maybe being patient isn't so bad. If they end up locking up because of it, you get some time to think and possibly take some screen position.
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Pretty much. Looking at the options, really the only thing this has over blocking is that you may be able to escape the opponent starting their own 5A/2A blockstring pressure. Which is... not a terribly bad purpose, to be honest. I just wish it wasn't so damn expensive. You are probably not gonna catch someone mashing if you use 236236D... if you catch them on CH you can combo off 236236C, but otherwise you blew 75 meter on 2200 damage (with poor oki if you weren't right up next to them). You could DP, but like... ew, no. So, it seems like things only really get cost-effective if they DP and whiff, or if you're in Awakening and you do Ghastly Wail, preferably with Mandala on... If you know they mash 5A instead of 2A, it might be better, since you can just confirm the whiff, tackle for 2.4k and be done with it.
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I really just want some numbers behind that. The invulnerability doesn't start up fast enough for 5AA > 236AB > 214C to be effective against 5A/2A mashers... (ed. I see the issue now- it's not the same timing as 5AA > 236B > 214C. You have to wait for the other guy's attack to whiff.) The two applications shown in the video are after throw and after 5AA > 2B > jC, two situations I just don't find myself in. The issue, if the invulnerability takes some time to startup, is where to place it without it seeming totally obvious. My first thought is 5AA > 5B > 5C > 236AB but I can't think of anything else. (ed. ok, this is not so good. 236AB's walkspeed is kind of poor and you need 5C to cancel into, which you can't do if it's already out.) (for those tl;dw types, the other suggested uses are 5A/5AA/5AAA, jC, 2AB, and 5B.) Would it have use as a spacing tool? Something you did preemptively, right before the enemy rushes in? Would they be able to react? What about as okizeme? How early do you have to time it to get it to work right, and does this create a reactable period? Would you have to cover yourself with an invincible super (the whole gambit costing you 75 meter)? A fair warning; the video seems to imply that 214214B has enough invulnerability to cover you when 236AB's invulnerability frames end- it doesn't, don't do this, you'll only eat a Fatal Counter. Atom Smasher and Ghastly Wail are your only options. --- ed. ok, so, this seems to be fairly expensive. if they DP, you get 5C punish or whatever. if they use super, you may or may not have to use super to punish them. if they stick out one singular poke or panic you may be able to sneak in a 214C. if they mash 2A (well, depending on the character) you will have to use super to punish them since you don't have anything fast enough. (you will not be able to react to the whiff, if you overcommit to the tackle you're -10, counterhit recovery.) if they throw you will probably have to spend meter on 214CD or super. I'd save it for a rainy day but I don't know if I'd do it often.
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Little update to punish list. ⑨ http://youtu.be/ILfFJmsAmmE 236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C (>2D in corner*) *your likelihood of landing 2D depends on how low to the ground you hit 5B after jC. too high and the opponent can tech out It's for those times where 5C or 2AB won't reach, and you don't want to run in. Thanks to Don Blow Jon I realized this could be used as a full combo punish, too. As for the 2D corner finish for this one, personally, I hit my 5B really high by habit, so I would leave it out.
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I'm pretty sure it'll lose to DP. It's just to call out people who go for the interrupt. Even 7f 5As can interrupt if they time it right.
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http://youtu.be/pmB3Ap76H_k 5AA > 5C frametrap, to deal with people who mash during 5AA > 236B > 214C. You can just mash it out instead of delaying it like you need to with 5B. What do you think?
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Can you get "locked" into a position in blockstun and forced into an "unblockable"? Sometimes, when blocking a pincer attack (Yukari's Magarula, Ziodyne OMC mixups, Trismegistus three-hit, all that stuff), it feels like I get "locked" into standing block or crouching block and it becomes extremely difficult to block high/low mixups correctly. Are there actual legit situations where I can't do anything, or is online rearing its ugly head again? If I am flicking 1212121 to instant block something like Ziodyne it feels near impossible to block with 4 at the last second.
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http://youtu.be/AN_OrZdZjJk Assuming Chie is using DP to escape your up-close pressure, you can do this. Her DP recovers really fast, so being close enough to use 5A and then just tapping the button on reaction would be the easiest thing to do, I think.
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You have to cancel the 2C into short hop (2AC) before it grabs, and then j.C while you're in the air from short hopping. There's a period of time where 2C hits but the grab hasn't started yet, that's when you have to hop. The timing is a little tricky at first but it's not too bad.
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This is nice. Thanks for this. I looked into some other shortcut inputs. 2626 (a bit unwieldy) 23623 23636 2636 And these work reversed, for awakening stuff. So it looks like the game is looking for (down), (forward), (any down), (any forward). 2616 works too (though that input's just terrible). Unfortunately that also means that 2323 and 23236 will never work, which are my favorite shortcuts from Soul Calibur and Street Fighter respectively... Oh well.
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Feel free to add me and shoot me an invite if you see me on. --- Here's the general combo punish list that I'll be using for matchup topics. ① http://youtu.be/16KM46L6YiI 5B > 5C > 2AB > 214A or 236BB ② http://youtu.be/tIoKxDt34FE CH 5B > 5C > 2AB > 214A or 236BB CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ③ http://youtu.be/cwHyOa00Kaw CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ④ http://youtu.be/8Z9jiKf_sO4 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑤ http://youtu.be/GxsJ8KW4Tzs 5C > 2AB > 214A or 236BB ⑥ http://youtu.be/kSRBEYRbaC0 CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB ⑦ http://youtu.be/1FtbjHkkJ_Y CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑧ http://youtu.be/BC4SEnRFHkw FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) It'll go at the top of the analysis, so I'll say, "if you block X, punish with ⑥" or something like that. I think it may be missing a 5A starter (i.e. go to Instant Block punish or something like that) but I haven't ran into that sort of situation yet.
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in options (I think network settings) turn match results to "simple" when you finish a match, instead of getting the "press release" results screen with the mics and cameras around your character, you should just get a P4A style online results screen, and that has your level on it.
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When you enlist, the game will use your search settings to find ranked opponents. The "enlisted in Ranked Match" message should appear at the top of your screen. When you are enlisted, you can do mostly whatever you want- so you can back out to the main menu and go into training mode, and you'll still be enlisted in Ranked Match. If your Enlist Type is set to Quick the game will start as soon as it finds someone.
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https://docs.google.com/document/d/10fGUqy5pKgsJhWrXcuANlU-OCXjTAfhKRYnd11oDa9o/edit?usp=sharing Some small updates to the quick reference. Your defense needs to be good, as the most reliable way you're gonna be getting in is punishing something stupid the opponent did. You AA them, or you backdash whiff punish 236AA them- stuff like that. You stay patient and you look for openings. (Sometimes that means downbacking for quite a while. Just how it is.) For example; if the opponent likes to backwards airdash at round start, you can go for 2D, or you can go for run-in 2B, or you can use 236AA as a movement option to catch up. Since you don't have pokes you've gotta make good reads.
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https://docs.google.com/document/d/10fGUqy5pKgsJhWrXcuANlU-OCXjTAfhKRYnd11oDa9o/edit?usp=sharing
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There are a couple of legit resets, namely the ones that end in 2C grab corner carry into 5D (so they're all the way across the screen raged up), and 5B > 5C knockaway > 5D. If the Adachi just goes into a normal Heat Riser combo (or just willy-nilly Heat Riser A) an air tech forward into a dash or something like that might escape the Ziodyne. it's not super practical when you've got them right up against the corner too (you need some space so they don't tech out of or hit you out of Ziodyne). I've also been hit out of it by full-screen Sho super (if you are playing a character that has that sort of thing without needing their Persona). As for people not using them, well, there are probably a couple of reasons for that. The game just came out in NA so people are still learning them; also, the setups require you to set Magatsu Mandala, which isn't easy (fatal recovery, invulnerability frames start on frame 4, unsafe on block), and if you land Mandala (to my knowledge) you can't commonly combo after it afterwards, and the recovery is so high that you lose your momentum. Er, to put it in perspective, - need to enter Awakening, i.e. you need to be losing - need to set Mandala; so either you have to land a combo, or you have to do 2C/2D into Mandala and hope your opponent gives you enough time to just do this in front of them (characters like Yukari won't let you) - after setting Mandala you need to jockey for position and land one more combo, preferably into Heat Riser B (not the easiest thing to do). - and of course you need 100 meter for all of this. They work a lot of the time when all the cards line up. I always go for it when I can.
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I don't think there's a huge punish you can get. If j.B works that's fine since CH j.B drops them to the floor. You could try air throw/airdash in air throw too. You could just let them jump and aim for 2B but the reliability on this is... I think it might be matchup-to-matchup. Against some characters it's CH 2B all day, huge damage, others I'm lucky if I get a 2B > 2C. You could try to backdash out of their range and see if they whiff when they land so you can 236AA, or walk back into 2B range or something... I haven't actually done that, though, so I can't say how good of a suggestion that is.
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(10/12/14) P4U2 Beginner Netplay Tournament @ aprox. 6:30 PM EST
Drake Aldan replied to MastaToken's topic in P4A Online Play
Is this over already, or still on the 12th? I missed the other tournament and the PhantomIndex one, as I had set the later dates of 11th/12th in my phone. -
Just finishing story mode, I can already feel my skills slipping. Guess I had better just save single player for when the internet cuts out...
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Transcribe the challenge combos to paper, or just decode the colors in your head (Pink - A, Blue - B, Green - C, Red - D). Just how it is.