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Kikuichimonji

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Everything posted by Kikuichimonji

  1. If you do A Moon Smasher at the end of the hop fatal counter combo, the two parts of the super don't combo into each other. D: On the plus side, ending the combo with SB Moon Smasher does 5782.
  2. I've been looking at combos to punish bursts. The best I have is 5AA 5C 5B(1) 2B(1) 5C 214B 4B 4A.
  3. When I do fatal counter 2C 2B 5C 236B 2A 2AB, sometimes my sweep whiffs. What causes that?
  4. How do you get away from Akihiko's instant kill if you're in the corner? Do you just super jump air dash over it?
  5. It's cool, I just wanted to let you know about the resources available to you.
  6. http://www.dustloop.com/forums/index.php?/topic/9318-Storm-Watch-Vs-Marie Storm Watch Vs Marie Just DP it
  7. Is the 5b feint cancel thing still in the game? What can it cancel to and when do you input it?
  8. Normal Kanji questions: Does Kanji have any worthwhile anti air 2b combos besides 236C? 236C whiffs if they're directly above me. If I paralyze them and think that they're going to hop, how should I combo them? If I land a 5a without awakening but with 50% meter, what would be the best damage combo?
  9. You can totally 2B it if you're early enough. If he's doing the A version, he's -4 on block. If you instant block, you get a free throw on block. The B version is easier to anti-air because it's slower, but you still need to 2B early. If you're scared of being beat out, you can just DP it, but if you're slow he can feint and block. The B version is 0 on block, so if you instant block you're like +2. You can also air throw it if he's being a wad about it and you know it's coming. There's always CH Moon Smasher -> LOL damage. The SB one is +1 on block and knocks down. It also leads to a full combo on CH. It is very mean. Yu has a 5 frame jab, so unless you're +2 or so, Yu has button priority over you up close. You can still 2B or DP it, but it's scary.
  10. Thanks. I was looking at the wiki, but not the frame data. Akihiko's 5B frame advantage was mysteriously missing. I edited it into the page for future people.
  11. 5A. It's a fatal counter recovery if you don't activate the counter. You get to do 5A 5B 5C 214B 4B j.A 2B(1), delayed 5C, 2C 5D 236C dash 2A 5B(1) 2B 2AB 214B 4B 4A.
  12. What's Akihiko's frame advantage for 5B on block?
  13. Sho's 5A is -1 on block now, not +1, correct? The wiki has it listed as +1 still, but that was before the 1.10 patch I believe. Also, the patch notes say that 2C is no longer jump cancellable, but you can totally jump cancel it. http://www.dustloop.com/wiki/index.php?title=Persona_4:_Arena_Ultimax_1.10_patch_notes
  14. This is just a quick post to bring up some things I keep forgetting to mention. Air to air CH DP gives you a combo in the corner, you can pick up with 5B(1) 5C 214B 4B 4A. Against Narukami, I managed to combo off the command grab midscreen with a OMC while holding 6 and immediately hitting 5A or 5B. The timing is extremely tight, but possible. I would guess this works on everyone. I need to test more. In any situation where you get anti-air 5AA 5C midscreen, you can follow up with 5B(1) 2B(1) 5C 214B 4B 4A. After one Wings of Purgatory in the corner, you can end in something like 2B(1) 5C 5D 214D. It does less damage but against characters with slow uppercuts it might be worth it to get the crossup safe jump. Whenever you are in the corner, if you get the one hit version of Izayoi (DP)-> C Wings of Purgatory after 214B 4B, they're going to end up outside the corner. If you get the two hit version, they will end up still in the corner. 2AB 214B 4B will always send them out of the corner. However, whether you get the 2 hit or 1 hit version off a 5C 214B 4B where they are splatted on the ground seems very arbitrary. I assume it has something to do with the timing of the 214B, but I haven't confirmed. My best current corner command grab OMC is: 214C/214D, OMC, 5AA 5C 5B(1) 2B(1) 5C 2AB 214B 4B 4A, which does around 3050. In very high proration combos, Izayoi will often still knock down, but Ura Izayoi will not. In fact, it seems that it can be punishable on hit. After two Wings of Purgatory midscreen, I don't think Minazuki can combo anything besides dash 5B(1), which won't lead to anything. After an air throw in the corner, you can do a meterless combo at most heights of: j.B(1) 5AA 5C 2B(1) 5B(1) 5C 2AB DP j.DP If you don't want to do the double DP, I think you have to skip part of the combo. I've messed around with midscreen air throw OMC combos involving air dash j.B, but it seems like you need to get the 2 hit version of j.b and it is VERY height specific. You can instead do 2D 214C. However, I think air throw (no OMC) -> D Wings of Purgatory combos, so that would be my go-to option for tacking on damage to an air throw. It is possible to do the SB Destructive Fang -> 2A with the B rekkas as well as the A ones, and this should be more optimal because it does more damage.
  15. You can't confirm the 5B after the 2A and if you dial in the 5B you get mauled on whiff.
  16. It's a dash cancelled into a 2A immediately. When you do it right, it doesn't even look like you dashed, but the combo will connect. That combo fails on both Shos, Kanji, and Yukiko because 2A won't connect.
  17. AoA, abuse SB rekka to get back in whenever you feel like it, just do raw D teleport if she's trying to do wakeup buttons. Seriously this sounds dumb but it's a good way to make people actually care about what you're doing as compared to them just mashing. Jump cancelling 2B/5B into immediate j.b is a scrubby way to try to continue the blockstrings, but they can 2B it once they're used to it. Really though 5A should really shut down any desire on their part to hit anything as ridiculous as wakeup 2B. I will literally do dashing 5A five times in a row sometimes if they are content to block. You can even mix up with 5AA, it's only -1 as well. If they're willing to block after that, just throw a Survival Knife and get in. There are no frame traps for Minazuki better than 5A -> 5A in most situations.
  18. Minazuki's teleport has really good priority, if you're late on the 2B you'll get bopped. Punish his DP by dashing far behind and doing 5C -> AoA, it's completely safe to super cancelling.
  19. You can beat Marie's j.c with DP, 214214A, 236236D, or 2B if you're underneath him. j.b will beat it sometimes. Really though, just DP it. J.c is the wall of bullshit that you have to deal with in order to actually play the game. Her DP cancelled into SB Shell of Denial is basically completely safe. Try to make the DP whiff so she can't super cancel. Otherwise, just punish with 5C -> AoA. If you punish too quickly, she will be airborne and you'll screw up your combo. Wait for her to be on the ground. Marie's Run Amok is a true blockstring unless you instant block the first hit, which gives you a gap to 214214A or DP.
  20. You have to do that exact combo with the listed number of j.b hits for each j.b. The j.2d is immediate.
  21. She can't punish it on block really. Her fastest normal is 8 frames, if it hits near the tip it's like -7. Even if she punishes, it's just a 5a combo
  22. 214C under Mitsuru's 5a and hope she didn't wait and 5B you.
  23. First thing I notice is that your blockstrings are bad. First of all, don't chain to 5C on block. You can't jump cancel, it sucks. Stop at a B move and jump cancel if you want to be safe. Secondly, 214A/214B is not safe on block! It is always better to do a followup 214B, because you have a ton of options off of that: Survival Knife, teleport, 4AB/4B, j.b, OMC, etcetera. General anime advice, at super jump height, don't waste your double jump when your opponent is underneath you unless it helps you get away. The threat of the double jump/air dash is what makes it harder to predict where you are going to land, so if you waste that people are just going to air unblockable you with 2B easily. Minazuki actually has 2 really good trump cards here with his downward air DP and his teleport, but still don't double jump above the opponent for no reason. This tendency of yours is actually a really big deal and you need to be more comfortable just falling to the ground and mixing up between j.b/air dash to make yourself more elusive. If you are going to take the risk of a teleport, you need to convert off it. Just hit 5AA afterwards, you can always be safe later. I don't think people have taught you the scrubby wonder that is Sho's j.b. It hits on the way up and on the way down. It gives you a full combo on air or ground CH. It's annoying to AA. If you don't know what button to hit, j.b is probably a good option. Take Persona cards when you can! Hitting 5A against someone's Persona when they whiff an attack near you should just be something you automatically do. Stop with the half-screen wakeup supers bro. Good players won't let you connect and OMC to safety. You're losing combos because you're trying to do 5AA 2B, if you would just do 5AA 5B you'd be converting more consistently. Against Narukami, 2B/DP his 214B Raging Lion. Otherwise you're going to be blocking all day. 11:20, what the hell man. He whiffs a DP in front of you and you roll through him. You get hit by every 214D OMC 2A the Narukami does except the last one. Expect it if he has meter. You can punish with 2B instead of 5A in order to hold down back in case he cancels (he will if he has meter). Block the safe jumps, you don't have a choice. 214214A will beat some of them if you know the safe jump.
  24. Just so we're clear, the characters that the 214AB loop doesn't work on are Yukiko, Kanji, and Sho/Minazuki, correct? Against these same characters, does teleport -> dash 2A also fail? When doing corner combos off something like 5B -> 5C -> 214B -> 4B ->: DP xx C Super, there's nothing really more optimal than just 2B(1) 5B 5C rekkas, right? I didn't realize you had to delay the 5C after the 2B, I started getting it consistently right when I started testing again today. If someone hadn't mentioned it earlier in the thread I would never have caught it. Testing against Minazuki from starting positions, my 5D kept whiffing in this combo. I don't think it's possible to delay the 5D here. Instead, I started doing FC 2D -> whiff 236 A -> dash j.B -> 2B (1) -> delayed 5C -> 2C -> 5D -> 5AA -> 5C -> 214B -> 4B -> 4A.
  25. 90% of the time, the best option is to cancel the 2b after the first hit with 5C and do B rekkas. 5B (1) -> 214 AB can usually be used to follow up the second hit of 2B otherwise, but it's inefficient. Chain to 5C, same as above. Auto combo would work too.
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