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NJ
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arbitraryasian
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She does still have airdash options on standing opponents as far as corner carry -> close range goes. Not as damaging as dance combos and more difficult to do execution-wise, but they are still there.
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Don't double maragi loops still do more damage than the dance routes anyway? I mean yeah you can land dance stuff off of more things but as far as maxing out damage, unless I'm mistaken you get about 300-400 more off of double maragi than dance for the same meter expenditure and same oki.
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Did a bit of testing on Agi earlier today: Agi turns into a double explosion in roughly (maybe exactly?) 90 frames (1.5 seconds) from when you first input the command. Double explosion is not air tight, unfortunately, though it doesn't seem to be any more than a 2 frame gap between the two explosions. Second fireball might trigger SMP on agi if both hit? Not entirely sure on this one, but you definitely don't want to use double explosion in combos if that's the case since fireball has like 2k SMP points or something insane like that. OMC rehold still works ^_^
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Is anyone else having a hard time doing Maragi loops (or really, landing 2 hit Maragis on airborne opponents in general)? The timing feels like it changed a lot from P4A... EDIT: Never mind, Minazuki just has a stupid hurtbox apparently
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Not sure if this has been brought up, but do we know if the double A Agi explosion is air tight on normal block?
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Question. I know that CH 1/2/3B -> Maragi no longer works as an anti-air confirm; does CH 1/2/3B -> B Mai work? And if it does how much do you get off of it (or alternatively if there's a better confirm, what is it?)
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dj.B is pretty tight, yeah. And yes, I tried jB land jB jC after my initial post and forgot to post back; still works, though I don't know if it's still a fuzzy if they IB the jB in this case due to additional landing lag + jump startup. As far as who it works on, I'd love to know if there was a list around with the cast's heights while stand blocking (relative to each other of course), since it would be a lot easier to test rather than just going through everyone. Tried it on Jin and it doesn't work, though the guy is mad short. I've personally tried it on Azrael, Relius, Ragna, Valkenhayn, and Hakumen otherwise, and it works on all of them, and I'm assuming it works on Tager too.
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Haven't read through the entire thread yet, but is Kagura's fuzzy guard known? After a really deep jump in jB you either djc.jB > jC > combo for an instant overhead or 5B/2B > combo for a low. Sets up pretty well off of B orb oki, though I'm not entirely sure how much of the cast it actually works on. Tried it late last night so I didn't really do a full cast test, but at the very least I know it works on Azrael and Relius :V
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[P4AU] Yukiko Loketest changes, information and discussion
NeonCrusader replied to papermarkis's topic in Archive
To clarify, what exactly does it mean when it says "D normals have much bigger recovery"? Does that mean that Yukiko herself take longer to move after initially hitting the button to use the move, or that the Persona is on cooldown for a longer time after its active frames pass? -
[P4AU] Yukiko Loketest changes, information and discussion
NeonCrusader replied to papermarkis's topic in Archive
Quick thing; I'm not too good at Japanese but I'm pretty sure that the original post by stunedge said that C Maragi moved slower, not that the startup was slower. If that's the case, it'd be a buff, no? Don't think it'd screw up any combo routes and probably would offer better screen control. Also, another change: jB is forced into fatal counter state during its recovery frames -
Can anyone read stunedge's tweets? Sounds like he's saying that 2B not being jump cancellable is a pretty significant nerf (which I agree with) and that her other stuff doesn't really make up for it. Still day 2 of loketest 1 though so not too concerning, but I'd like to see exactly what he has to say
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[P4A] Yukiko Amagi Combo Thread (Updated 08/22/12)
NeonCrusader replied to Moy_X7's topic in Archive
You just have to be close enough so that TK Agi hits. If that hits, dash 5A should always connect, provided you get the timing right. IAD combo is not character specific in the corner, no; so for example off of 2A you can always do 2A, 5AA, 2C, 2B, 5C, 5BB, IAD jAAA, 5B, 2A+B, A Agi (or the other ender with 4 fans and no A Agi, i.e. 5BB 2B 5B 2A+B) Actually, even midscreen, you can do: (2A), 5AA, 2C, 5B, 3B, 6BB, IAD jAAA, (dash) 5BB, 2B, 5B, 2A+B (or you can omit all the fans and do (dash) 2A+B A Agi) on everyone except the two Labryses. EDIT: I have to stop forgetting to write jAAA after IAD @_@ -
Could you do the same thing using 5AAA instead of sweep? More meter and damage, still get the knockdown, though I could see an issue with them being too far away for certain hit confirms to be possible. EDIT: Wait actually couldn't you just do a full airdash BnB and end it with a sweep? More damage and corner push, better meter gain, and easier to do than TK Agi -> something on grounded opponents imo. So like, you could do (2A) 5AA 2C 5B 3B 6BB airdash jAAA dash 5BB 2B 5B sweep j4d