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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. The important part of those combos is that there is a dash in there, so it should be: 5AA, 66 5AA 2C {B+D} ... The dash is quite tight but once you have it down it's pretty easy to hit it every time. And probably obvious but you don't need to time the release of the B+D at all as it will auto release at the right time. The only tricky part there is that you need to make sure you hit B+D at the first possible moment you can cancel the 2C. If you are too late, the B+D will miss. A lot of the combos on the wiki are wrong right now as they mix up 214A/B all the time, might fix that eventually if I get some free time.
  2. Aki is mid tier. I should be up there tomorrow. I still have no idea who I want to play. Narrowed it down to Labs/Aki/Kanji but that's not really very narrow at all.
  3. Not sure who did the damage values on the wiki, but they did most of them while the opponent was in Awakening mode. I fixed it and the Maragi stuff anyway. All of the combos need fixing still since they still list Maragi detonate as hold-release.
  4. It doesn't work from Mid-Green, you have to do it from High-Green because you have to reach Red before the R-Action, which is only like half way through the combo. The other combos I posted work from Min-Green or Low-Green respectively, which makes them much more reliable. Moujuu still does a ton of damage even at the end of one of those combos. About 5k total for the stronger of the two I posted. That's ~50% or more of a character's life. I agree it's not good to blow through Moujuu if it's not going to win you the ROUND, but I don't really feel like saving Red between rounds is really worth it. Gray->Green recharge is a total non-factor and it's really hard to maintain Red at the start of the round. Near impossible, on some characters. Basically I base my strategy on the idea that I'm going to be in Green about 95% of the time, and not spend SP just to get to Red, unless I've got a big surplus and the other player has well more than 5k life. Roll/Strafe/whatever, according to the wiki it has 2F of vulnerable startup. So depending on how tight your setup is... might be able to escape it with one? I wonder what other options there might be to escape from BI setups though, probably depends on how many active frames it has (and how good the other player's R-Action is).
  5. Yeah this is really not a solid combo IMO. You basically need to be in Yellow to start with for it to work. And also the D.Moujuu can't connect after it ... so it's kind of worthless for my gameplan. These are my target Green->Red->Moujuu combos right now: 5AA 214A+B x 22A, 2A 5B 2A+B, [2B] > sjc.C j.214B* For guaranteed Red into D.Moujuu even at the lowest Green Axe values. Kinda hard. 5AA 214A+B x 22A, 5A 5B, 2B > sjc.B j.C j.214B* Needs Low Green (just above Minimum Green), but does significantly more damage. And it's easy!
  6. Actually Tari, how long can you delay the Swords before they release automatically? I was thinking if you can't do Gears -> Sword -> BI maybe you could do Sword -> Gears -> BI. I mean, it's dumb, but it might be funny.
  7. Wild guess but could you manage even more time by doing Gear Super -> RC -> Sword -> Start charging B.BI -> Release Sword right as Gear super ends? Edit: You probably can't sword while gears is out actually ...
  8. Mitsuru's is very much air blockable.
  9. Yeah that happens a lot actually. Apparently if you call/command your persona right as it's getting broken, it'll still do whatever you called it to do. Might only apply to certain moves though, so would be interesting to know more.
  10. Typically what Naoto players will do if you try that is just set out their ?5D normal, which makes her Persona do a physical attack at you from a long distance. And I guess it is delayable or something. But basically as long as that persona attack is in waiting, you can't Dia without eating a combo. As I think someone mentioned, it's actually really practical against Teddie as it completely shuts down his ability to use his clown ball setups. As far as combos go, I don't know what is in combo mode, but I posted a while back about a bounce-out combo you can do with Dia that's actually pretty cool. You have to get the other player really high up in the air using the upwards Agidyne, and then just Dia. It launches them all the way to the other side of the screen, and either gives you a lot of time to start setting things up, or lets you recharge a little health. Seems useful if you're just trying to keep out the other player. It may also be the best followup after Agidyne in some cases too for all I know.
  11. Kanji's is definitely air blockable. http://www.youtube.com/watch?v=Z_Kr8WukEDY#t=80m05s
  12. Just double checked, yup, Chie's Hyper Counter beats throws: http://www.youtube.com/watch?v=Z_Kr8WukEDY#t=67m20s
  13. I'm like 95% certain that neither one of them can be thrown. Pretty sure Chie's just activates as normal if you try to throw it.
  14. Not even 5AAA or just mashing 2A? That's really harsh.
  15. Emulated GG seems like a bad idea to begin with though. Extra input lag and all that business.
  16. For anyone who likes figurines, Labs is on the way: http://www.tomopop.com/wonder-festival-2012-summer-enter-persona-4-s-arena-26214.phtml
  17. No I mean playing emulators ON the Wii.
  18. GG by itself doesn't make any sense, but apparently the Wii is super easy and really good for emulation too. So I guess if you wanted to go that route you could find plenty to do with sticks on it.
  19. How are the voice options? Can you pick character's voice languages individually or is it just All English or All Japanese? Edit: Oh, I see in the screenshot, looks like it's all one or the other. I'm sure it's probably hard to get an impression right now, but any idea on the netcode? I'm assuming it's roughly the same thing as BB?
  20. Veteru coming through with the goods. Updated the wiki. I wonder why some characters on the Japanese wiki have frame data for their moves and some do not. I wonder where they got it from...
  21. Wait, there seriously isn't a rematch function after each match? Like, every fighting game has that, even Guilty Gear did. That's a pretty huge oversight.
  22. Wheel of Punishment is a really fucking good reversal, you just have to be in Awakening already to be able to use it. :I But yeah her R-Action is really terrible, it's just shy of the worst one in the game. Moujuu as a reversal is actually useful against some stuff apparently, but not much. I thought her normal Chain Knuckle could actually clash with projectiles too? But now I'm not so sure, guess I should try and double check. As far as mixup goes, I'd say her mixup options are pretty weak in general without spending meter. With meter her options are very scary, but she needs meter for combos so desperately that she's kind of screwed. She has some decent reset options ... but she's basically getting piss poor damage while she's doing them.
  23. Teddie and Naoto have parry based R-Actions as well.
  24. Completely random note but we just stumbled on this. The Mook for the game says Labrys has 8500 health, which is WRONG. She has 9500 health. What a great mook.
  25. There are a few combos where you can Boost in the middle of them, but I'm not sure if they're worth the loss in damage for that combo or not. Something that'll need playing with when we have training mode. I had a few ideas for combos using Fire Amp that might actually be good if you are full up on meter. Unfortunately it looks like I lost a bunch of combos from the old thread that hadn't found their way into the wiki yet. I did my best to recover what I lost, and clean up and reorganize the whole thing in the mean time, so here's how it's laid out now: http://www.dustloop.com/wiki/index.php?title=Yukiko_Amagi#Combos Typically the way I like to do order them is by.... - Basic beginner combos first - Sort by starting move category (normals, specials, AOA, throws, etc) -- Sort by specific normal or special move if possible -- Sort by situation if needed (mid/corner/etc) -- Sort by difficulty or cost of combo lastly I'd like to find some way to color coordinate these and alternate background colors of lines to make it more readable in the future, but I'll probably need some custom css to do that. Example of color coding I'm thinking of: (Anti-Air) 5AA x OMB, 236{C}~}C{, 66 236{A+B}, 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B x 236236C [75SP, OMB] Basically a different color for movement, normals, specials, supers, releases, etc. Anyone have an opinion on if that makes it more readable? Less? Too noisy?
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