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Thread: Persona 4 Arena     submit to reddit submit to twitter

  1. #541
    Ridill
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    Yup, and there's always Mitsuru!

  2. #542
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    Quote Originally Posted by Ragnus View Post
    Yeah. I bounce all over when it comes to character types. Who is the training wheels "Ryu" of the game to get used to it? It's looking like Yu to me.
    Yes, it is Yu. But honestly, I'm diving right in with SLab, and even then I don't think I'm at too much detriment. She is farrrrr different from the others though. When I picked up Lab, it was more like a normal char and she didn't seem that hard to use compared to the likes of Yu.

  3. #543
    Ridill
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    You're back to Shadow Labrys? Awesome man!

    btw

  4. #544
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    Yeah man, I coulda sworn I posted it in this thread, but it must've been the EVO thread, with the SLab video. Here, I'll edit this post in a second. Her mixups are IN-SANE and ridiculously ambiguous. Saw that video the other day as well, I like that her Persona Moves don't cause you to pause, and that you have free range of motion with the character while doing them.

    Edit:

    LOOK AT IT. LOOK AT THE MAGNIFICENCE OF IT.

    By the way, I know there's a vid out for a 10k Chie combo somewhere, lol. I didn't notice you guys were talking about Mitsuru's damage combos and all that jazz earlier in the thread until now. Lemme see if I can find it.


  5. #545
    Ridill
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    Is there a sweet spot for Elizabeths "Ghastly Wail"? I seriously spent almost 3 hours in training mode on a level 100 CPU opponent and maybe hit it properly a dozen times. She or Thanatos is just BARELY out of range at the end of trying to set it up with either a light persona attack or coming out of Bufudyne cracking the ice.

    I get a bit closer to the spot when I stand still and grab the opponent with Thanatos. Where they land after the throw if i stay standing still is also close, but if I move then when the opponent bounces off the edge of the screen it changes the range when they land and if I try to follow them then I'm just setting myself up to get hit.

  6. #546
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    Quote Originally Posted by Ragnus View Post
    Looking over the characters and I'm leaning towards Aegis, Yukiko or Kanji just by watching vids.

    From what I've read Aegis is kinda hard to play since you need to balance battle modes, meter, and ammo all at once.
    Aigis is basically the Viper of this game. She's pretty hard to use effectively, but a good one pretty much stomps over the entire cast.

    Yukiko is what you would expect out of a zoning character: keep people out and you win, let people get in and you lose.

    Kanji is really good if you like grapplers, his tools are much better than what grapplers usually have. Every match, you'll basically either body someone or get bodied yourself. A lot of other characters have tools to keep him out all day long and chip away at his health till he dies. On the other hand, if you get in once, you basically turn the game into marvel. Opponent takes 50% damage, then it's "guess right or die" time.

    If you want someone simple but effective, I'd play Yu. Everything he does is pretty straightforward, he's not very hard to use, he has some really nasty mixups and he does good damage. Jiyuna plays a pretty good Yu, you can just watch his stream to see what he's supposed to be like when played well.

    I'd stay away from Mitsuru unless you like charge characters. She looks simple at first, but there's a lot of things about her that makes it hard to play her properly beyond entry-level-mash-5A-till-you-win (charge buffering on all her combos, sweep feints, almost half her moves being chargable and having different properties when charged, the fact that she basically has no mixup/rushdown/oki game, etc).

  7. #547
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    Does anyone have any utility/engine based tech that doesn't involve combos besides Yosuke?

  8. #548
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    What do you mean? Like resets? Several characters have resets/tech trap setups.

  9. #549
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    Quote Originally Posted by Kaelan? View Post
    What do you mean? Like resets? Several characters have resets/tech trap setups.
    No, no. Think more Doom Swag combos off of TAC or something like that. Yosuke has this thing where you kara his down air B during a dash with airturn in order to descend faster.
    You can see it a lot in that yosuke god video.



  10. #550
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    Ohh that kind of stuff. Yeah, I've seen that before. It's like using Doom's j.H to fall down faster after an air dash? I know a few things Mitsuru has, not sure about the other characters.

    Spoiler: show

    The most obvious one is probably Mitsuru's sweep feints. If you charge her A+B, it doesn't come out and she just moves forward while crouching instead. Since it still cancels out of her B, you'll see good players doing it a lot to increase her pressure, especially since without this she really doesn't have safe blockstrings. You can do 5AA > 5B > feint > (pause) > 5AA again for counter hits, 5AA > 5B > feint > (full charge) 4B to catch people mashing A (and punish with fatal counter) or 5AA > 5B > feint > throw on people who are too defensive. And ofc, you can always just let it hit to catch people who aren't blocking low.

    Another use I found the other day is for positioning: it's not that fast, so usually it's not useful, but you can use it to move around anytime running or dashing is a bad idea. It lets you move forward while paralyzed, and also lets you get out of certain characters IK's, like Naoto (in situations where dodging with A+C would make you get up into a reticle above you), and Akihiko's while you're paralyzed.

    Another one is her 5C. You can charge it up to 15 hits, but there's a pretty nasty recovery on it at the end and it doesn't cancel into any of her As, Bs or Ds, which makes it hard to combo off. You can cancel it into 2C though (marin-karin), which recovers almost instantly, and you can do this even after 5C is over and you're in recovery frames. So you can do 5C (15 hits) > (on last hit) 2C > (whatever) in her FC corner combos and in addition to more damage, you also get a guaranteed charm, which basically increases your meter gain during the combo.

    Another thing I just found out recently: you can hold a direction after releasing the charge on Mitsuru's Coups to change how far you move on hit or block. You can hold back on what you expect to be a blocked Coup to stay out of range of a 5A/2A punish, or hold forward during her combos to move closer to the opponent. You can sometimes use this to continue the combo in the corner, having started it midscreen, if it was short enough (this is actually one of the reasons I never use the 5C (6 hits) > A Coup or 2D~D > 4B combos people do midscreen, you always want to end with B Coup and hold forward for corner carry and never want to pull them back, always push them forward). If you've ever seen someone do a Mitsuru corner combo that ended in 4B > B Coup > Bufudyne or 4B > Sweep > B Coup > Bufudyne and the super missed (I've seen it happen to LordKnight a few times), it's also because of this. It'll never miss if you hold forward for a few frames before doing the super.

    The last thing I've been messing around with is the freeze status after Bufudyne. If you hit a frozen opponent, they break the ice instantly, regardless of what they're pressing, and you can do this before the earliest time they can break it manually themselves. So one setup I've been working on is to end a corner combo with Bufudyne, then do IAD into a very low j.A, do a very short dash (i.e. desk Guile combos short) immediately after landing and throw. The timing is kind of tricky, but if you do it correctly it essentially becomes sort of like a tick throw and they barely have any time to get out. I tried it a few times online and managed to get it to work out once - incluiding the combo before and after the throw, the whole thing did about 9000 damage off of what is essentially one wrong guess. You can get out by mashing DP, but that leads into other problems, so I'd say it's a pretty decent setup, and I've never seen any other Mitsurus use it before.

  11. #551
    Ridill
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    The last few days I feel like something has clicked. Finally getting a little better in this game gradually...

  12. #552
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    Pretty good explanation of the PSR system: http://www.gamefaqs.com/boards/64180...arena/63860567

    Here is how to determine if a match will effect your grade and how it will do so.

    From F- rank to C rank ANYBODY you fight against can rank you up or down. From C rank on, the person you fight has to be within a letter grade of you either way. Example, if you're rank B+ then only A-, B+, or B rank players will have any bearing on your letter grade.

    From this point, if you lose two matches against people that fit the criteria to affect you, your next match will rank you down if you lose. If you win two matches against those that fit the criteria, your next match will be a rank up. If you lose 2 matches against someone that is within a letter grade of you, you can win all you want against opponents that are 2 or more grades apart from you, but your next match against someone that fits criteria will still be a rank down match and vice versa.

    If your lose a match before you hit three wins, or win a match before you hit 3 losses, you are then started back at 0, meaning if you lose 2 matches, you won't have to win 5 to rank up, just win 1 and try for a three win streak.

    Once S rank is achieved it then takes 5 wins against an opponent that falls into the aforementioned letter grade criteria to rank up. Same with S+ and SS. I don't know about anything after that, seeing as I am currently SS rank at the moment.

    As far as PSR goes, your first hundred matches in ranked award you with anywhere from 6 to 10 psr for a win, and removes that much for a loss, depending on the PSR of the opponent you fight against.

    After the 100 win mark you will gain or lose anywhere from 0 to 2 points depending on the PSR of the opponent you fought against.

    A last note that most probably already know is that your letter grade is NOT tied to any character, but is universal. If you win two matches against a qualifying opponent with a character, and then go back into ranked with any other character, your next match with a qualifying opponent will still be a rank up match. PSR however is character specific meaning your first 100 matches with each individual character in ranked will grant you the 6-10 PSR fluxuation depending upon the outcome of the match.

  13. #553
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    So, I'm back and ready to body all of you niggas once i get the school to open up my ethernet port. Prepare yourselves!

  14. #554
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    Quote Originally Posted by Aurara View Post
    So, I'm back and ready to body all of you niggas once i get the school to open up my ethernet port. Prepare yourselves!
    Cool, looking forward to my beatings ;o

  15. #555
    E. Body
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    So, I've been trying to learn the combos in this video:



    I'm on the 4th combo, but for some reason I'm having trouble getting the opponent to bounce off the wall after the All-Out Attack at the start of it. Is there something special required to make them bounce?

  16. #556
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    You have to get a Fatal Counter with D as the last hit, it should be the 16th hit. The easiest way I've found is 8 total button presses, press A+B once to start AAT, then mash A+B 6 more times quickly during the attack, then finish with C or D for launcher/knockback.

  17. #557
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    Aha! There we go. Thanks, man. I got it to happen, like, twice before asking, and I really didn't know why. Lol

    Now to get the next part down..

  18. #558
    King of the Jews
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    fucking Aigis, J.B>5AA>J.B>J.B>J.C>J.C>QCF>ex megido fire into QCB A>j.b>j.B>ex megido is hard as hell to pull off -_-. I get to the cannon shot(QCB+A) and just mistime it sometimes ;;

  19. #559
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    to kaelen7: alot of the stuff you said was wrong or are bad ideas. After sweep feint you usually either want to do 4b, jump or throw because there is only a 4 frame difference between the sweep feint and actually getting the hit. if you want to space them with 5a id recommend 5aaa marin karin 5aa5b marin karin 5a 5c into mix up (another thing you are wrong about is that 5c can be canceled into any b attack 2c sweep AoA and D but her bs can not have been used in the block string before. Also space it out so they cant dp you because they will be mashing it trust me). Also use 8c (itll be Jc at a low height) to bait them when they want to tech a throw.

    Lastly your mix up after bufudyne is alright but too easy to mash out of so i recommend doing D mirror after a corner bufudyne. you can do 5 things: throw before the mirror hits them, bait a dp, do an instant overhead (jb), do a low (2a), or bait a throw after all the hits with a run up 8c.

    P.S. for kirin, if you want to land ghastly wail just do them in a combo! http://www.youtube.com/watch?v=NPjJw0UiOUE

  20. #560
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    I don't consider sweep or AoA a "B" any more than I'd consider B Coup a B (I was talking about her normals), so that was included in what I said. I didn't know about it working with B if you haven't used it yet - though that's probably because I pretty much always have already used B by the time I get to 5C.

    Also, using 2C instead of feint in-between As seems like a worse option. It doesn't move you forward (one of the main reasons to pressure with feint), which also means after AAA, your next A will whiff on crouching opponents (and I'm assuming they are here, otherwise that's even more of a reason to sweep). It also makes people want to press buttons on you (because you stopped to do something that has recovery, doesn't involve moving forward and doesn't look like an attack) and may trade or beat your following A. On the other hand, following it up with sweep feint puts people on the defensive, moves you forward, prevents A from whiffing on crouching opponents and makes it more dangerous for people to press buttons, because there's always the threat of a throw or of you not fenting instead.

    For the ice setup, if you do it correctly only characters with 5F As can mash out of that, everybody else will get thrown on counterhit (I just tested this against Naoto's 6F A, she gets thrown). Against 5F As (like Yosuke), you can j.A into 6B to beat people mashing (just land outside their A range). I've done this a few times to get hits on Yosuke players trying to 5A out of ice. Not to mention that if their escape option is mashing, then like with DP escapes, it's very easy to bait and punish. If they're willing to gamble on that A and win, they get a midscreen 5A combo starter (2~3k for most characters?). If they lose, you win the round (because you've just ended a 4~5k combo and getting an FC is another ~5k). It's very very bad risk/reward on their part.

    The main difference between doing this instead of mirror is that people can't alpha counter to get out for free, because they're not in blockstun. It's also nice in general to have it as another option - you don't necessarily have to pick one or the other to do every time.

    Edit: I've never seen someone throw before the ice hits. Wouldn't that completely mess up your throw combo? If you throw them into the ice, B Coup > 2B > Mirror should whiff. How do you end the combo?

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