Jump to content

Archived

This topic is now archived and is closed to further replies.

A.X.I.S.

[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"

Recommended Posts

What are some ideal OMB combos off of 214B ender and chair super? I don't really trust the OP for being up to date.

OP is very up to date.

I do have some combos I want to add in so stay tuned for that.

Gonna do it all tomorrow so stay tuned.

Also OMB combos off chair super is hard.

OMB off j.214B ender is freaking great if you didn't prorate everything too bad.

But I will be honest if you are in awakening and you OMB in the corner and you have say 4 meter short of 150 then just OMB 236B~j.214B > 236236A/B > OMC, (2nd hit) 214214C/D

you will kill.

Share this post


Link to post
Share on other sites
I do have some combos I want to add in so stay tuned for that. snip

Once that's done, can we get a bit of labeling for what's actually efficient/worth using in the post so it's less of a mess? Either or, once it's updated I'll probably sift through it and pick out what seems best to use (if not labeled) and update the wiki with it for everyone's sake.

Share this post


Link to post
Share on other sites

Either way, once I sit down to play around on the wiki again (Read: probably in class in a few hours with nothing better to do) I'm cutting the combos page down to something like ~beginner, optimal, and I-have-to-kill-them-before-awakening-so-here's-150-meter combos and leave a link to the combo thread for the rest for the sake of accessibility. Just trying to think of how to cut down the clutter and avoid having a long list of 'every hitconfirm you could have' like we have here. (suggestions welcome!)

And, couple of details on the wiki--I swear the hitstun after his awakening super is inconsistent for the followups, is it just me or is there an actual mechanic for that? (Like, I can always land the followup if Takemikazuchi slams them from one corner to the other, but not from any closer) + is being able to follow up with 5AA after a 236C based on how high they were juggled for the 236C?

(Also, zUkUu, it's pretty fun having spent a full month training for a tourney as ssf4 cody, doing well, finally having P4A come out... and switching to kanji/P4A and seeing your posts follow, lol)

Share this post


Link to post
Share on other sites
And, couple of details on the wiki--I swear the hitstun after his awakening super is inconsistent for the followups, is it just me or is there an actual mechanic for that? (Like, I can always land the followup if Takemikazuchi slams them from one corner to the other, but not from any closer) + is being able to follow up with 5AA after a 236C based on how high they were juggled for the 236C?

P4A uses hitstun decay to limit combos, so more/harder hits = less untechable time on everything. 236C's height shouldn't be relevant, since Kanji doesn't start moving until after the slam regardless.

Share this post


Link to post
Share on other sites
P4A uses hitstun decay to limit combos, so snip

fair enough. I knew about hitstun scaling, but I didn't know whether his recovery was after x frames (so higher juggle = longer fall = recovery 'sooner') or if it was based on when the opponent hits the ground.

edit: wiki updated with combos now, will think of how to best format the mess of combos listed in a bit later, feel free to make complaints/suggestions/etc and I'll adjust everything as needed as I enjoy wiki gruntwork for some raisin.

Share this post


Link to post
Share on other sites
P4A uses hitstun decay to limit combos, so more/harder hits = less untechable time on everything. 236C's height shouldn't be relevant, since Kanji doesn't start moving until after the slam regardless.
236C 5AA 236C only works at certain heights. That's a real thing.

Share this post


Link to post
Share on other sites



FC 5C, 2C, 2B xx 236B, 5A, 5B, 2B, 5C xx 236B ~ j214B, OMB, delayed 2C xx 236B ~ j214B xx 236236A(2), OMC, 214214C. (2147B, 214A at the end if you're lucky)

practical imo
if you land a FC jC instead, just follow up with 2C, then delayed 2B and complete combo as usual for 7980k. thought it would be redundant to put that in vid

After the final super, you can do a TK j214B (2147B) but the timing is so ridiculously strict. not much risk going for it anyway though

tips and advice on how to improve damage or make it more practical are appreciated

Share this post


Link to post
Share on other sites

Cyan will be optimal combos.

Optimal as in best for the situation for resources used.

BTW it may be painful for you if you use Ky theme so apologies in advance!

Edit: Screw this I am gonna bold the optimal stuff.

Share this post


Link to post
Share on other sites
236C 5AA 236C only works at certain heights. That's a real thing.

Got an example of a situation where it doesn't work?

Share this post


Link to post
Share on other sites
Got an example of a situation where it doesn't work?

I thought it was hitstun based after thinking about it, but... doing 2B 236C 5AA on yu in the corner doesn't seem work, while letting yu superjump backwards and grabbing him at the apex of his jump does work.

edit: false alarm. FC 5c 2b 236C will let you followup with 5AA, but 2B 236C won't, and 2b 236C actually juggles them higher. AND non FC 5C doesn't allow for it. How silly.

By the way, are we all in agreement that following up 214214C/D with, say, j.214AB seems to be based on the distance traveled for the persona? It still seems to be that if I do a 214214C at the (holding left reset button in training mode) positioning I can almost always land the follup, while at the (neutral reset button) positioning I can't seem to land it.

Share this post


Link to post
Share on other sites
I thought it was hitstun based after thinking about it, but... doing 2B 236C 5AA on yu in the corner doesn't seem work, while letting yu superjump backwards and grabbing him at the apex of his jump does work.

edit: false alarm. FC 5c 2b 236C will let you followup with 5AA, but 2B 236C won't, and 2b 236C actually juggles them higher. AND non FC 5C doesn't allow for it. How silly.

By the way, are we all in agreement that following up 214214C/D with, say, j.214AB seems to be based on the distance traveled for the persona? It still seems to be that if I do a 214214C at the (holding left reset button in training mode) positioning I can almost always land the follup, while at the (neutral reset button) positioning I can't seem to land it.

Except that non FC 5C does allow for it because I've done it before. Catch 'em with dive in the corner and do One more>5C>2B>236C>5AA>236C>236B Or, its much harder, but I've gotten 5AA>2A+B>one more> dlajfaljflad what I just said to work in the corner.

Share this post


Link to post
Share on other sites
Except that non FC 5C does allow for it because I've done it before. Catch 'em with dive in the corner and do One more>5C>2B>236C>5AA>236C>236B Or, its much harder, but I've gotten 5AA>2A+B>one more> dlajfaljflad what I just said to work in the corner.
Which again demonstrates that Height affects it because as anyone who has tried to 5C 2B 236B~214B knows that 5C 2B launches them much higher than 2B on a standing opponent does.

It isn't a proration thing (In these cases), and fatals are basically getting you the extra frames anyway so of course that works. This all points to the fact that you get a few more frames on them if they are higher. So let's not get lost on the details of specific cases when they all follow the same rules and we can apply a system that works for all of them.

dunno if these are in here yet http://www.nicovideo.jp/watch/sm18815974

notation for last combo 5C 2C 2B OMB J.C OMC djf j.B 5B 2B 5C 236B 2A 5B 5C 2A 2B 236C 236AB - burst + 75 mtr ~7622 or 7822 i think hard to see with nico quality and i dont have time to training mode it before work

The notation is actually more like 5C>2C>2B OMB, JC OMC, 66J.B, 5B>2B>5Cxx236B,2A>5B>2B>5C>5B>2Bxx236C

Note he doesn't jump forward, but airdashes, also the end is 5B 2B not 2A 2B and you forgot a 2B before a FC in there too. It also looks like they used a fully charged C to start the combo so it is more like 7k possibly?

Actually now that I think about it can't we do something like OMC[6] to note OMC dashes?

FC 5C, 2C, 2B xx 236B, 5A, 5B, 2B, 5C xx 236B ~ j214B, OMB, delayed 2C xx 236B ~ j214B xx 236236A(2), OMC, 214214C. (2147B, 214A at the end if you're lucky)

practical imo

if you land a FC jC instead, just follow up with 2C, then delayed 2B and complete combo as usual for 7980k. thought it would be redundant to put that in vid

After the final super, you can do a TK j214B (2147B) but the timing is so ridiculously strict. not much risk going for it anyway though

tips and advice on how to improve damage or make it more practical are appreciated

5A 5B 2B always does less and has worse proration than 2A 5B 2B. You get 8129 with that change alone. I like the idea of not doing two 236B's to avoid proration though.

Share this post


Link to post
Share on other sites
Except that non FC 5C does allow for it because I've done it before. Catch 'em with dive in the corner and do One more>5C>2B>236C>5AA>236C>236B Or, its much harder, but I've gotten 5AA>2A+B>one more> dlajfaljflad what I just said to work in the corner.

I didn't mean that. I meant 5C 2B 236C doesn't work when FC 5C 2B 236C does. which, as far as i tested, doesn't. :V

And posting at 7AM clearly didn't help my logic at all, considering... if highjump 236C works for followup and and normal jump 236C doesn't, DERP.

Share this post


Link to post
Share on other sites

Ok I finished bolding the good combos.

I have some damage values missing, I'll see if I can do something about that.

Share this post


Link to post
Share on other sites

Fatal j.C combos from my video

Midscreen and Corner (Preferably Corner)

FC j.C > j.B > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B~214B > 236A/B [Cost: 0 meter, Meter Gain: 51%, Damage: 5325]

Corner Only

FC j.C > j.B > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > 236A/B [Cost: 0 meter, Meter Gain: 5%, Damage: 5535]

Midscreen and Corner

FC j.C > j.B > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B [Cost: 0 meter, Meter Gain: 5%, Damage: 5531] *Tough to do on a few characters.

Corner Only

FC j.C > 5C > 2C > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > 236A/B [Cost: 0 meter, Meter Gain: 51%, Damage: 5426]

Midscreen and Corner

FC j.C > 5C > 2C > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B [Cost: 0 meter, Meter Gain: 51%, Damage: 5419]

Corner Only

FC j.C > 2C > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > 236A/B [Cost: 0 meter, Meter Gain: 57%, Damage: 5686]

Midscreen and Corner

FC j.C > 2C > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B [Cost: 0 meter, Meter Gain: 57%, Damage: 5682]

Corner Only

FC j.C > 2C > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > 236A/B {Cost: 0 meter, Meter Gain: 53%, Damage: 5484]

Midscreen and Corner

FC j.C > 2C > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B [Cost: 0 meter, Meter Gain: 53%, Damage: 5478]

Corner Only

FC j.C > 2C > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > OMB > 5C > 236B~214B > 236236A/B > OMC (Second hit of super) > 214214B/C [Cost: 150 meter and OMB, Meter Gain: 0%, Damage: 8318]

Corner Only

FC j.C > 2C > 2B > 236C > 2A > 5B > 2B > 5C > 236B > 5AA > 236C > 236A/B [Cost: 0 meter, Meter Gain: 51%, Damage: 5229]

Also a few FC 2C combos:

Midscreen and Corner

FC 2C > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B [Cost: 0 meter, Meter Gain: 54%, Damage: 5636]

Corner Only

FC 2C > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > 236A/B [Cost: 0 meter, Meter Gain: 54%, Damage: 5642]

Corner Only

FC 2C > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > OMB > 5C > 236B~214B > 236236A/B > OMC (Second hit of super) > 214214B/C [Cost: 150 meter and OMB, Meter Gain: 0, Damage: 8476]

FC 5C combos:

Midscreen and Corner

FC 5C > 236A+B > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B~214B > 236A/B [Cost: 25 meter, Meter Gain: 11, Damage: 5752]

Midscreen and Corner

FC 5C > 236A+B > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236C > 236A/B [Cost: 25 meter, Meter Gain: 11, Damage: 5748]

Preferably, combos that end with 5C > 236B~214B > 236A/B should be done in the corner, and combos that end with 236C > 236A/B should be done midscreen. 5C > 236B~214B > 236A/B enders seem character specific, and may be impossible on some characters midscreen. I haven't checked it on every character yet, but it is very hard to time on a few, such as Yukiko (That slut!).

OMB extenders, Supers and EX chair enders are optional. Go for it if you want the extra damage.

Share this post


Link to post
Share on other sites
A lot of combos need updating too, some of the bolded combos are not optimal.

Can you pull up the ones you feel that aren't optimal.

Been busy for the past few days.

Share this post


Link to post
Share on other sites

Can someone help me on this combo counter hit 2b, 5c, 236b, 2a, 5b, 2b, j214b, omc,2c, 2b, 236c, 236b i can not get the 2b to connect after the 5b no matter how fast or slow i do the combo. It is shown in this video at the 3:41 mark http://www.youtube.com/watch?v=iCw4RW7TVm4&feature=g-u-u this is the only combo i can not get to connect. Any pointers would be greatly appreciated. One more question what is the most optimal combo to do after hitting someone in the air with 5c on counter hit???

Share this post


Link to post
Share on other sites
Can someone help me on this combo counter hit 2b, 5c, 236b, 2a, 5b, 2b, j214b, omc,2c, 2b, 236c, 236b i can not get the 2b to connect after the 5b no matter how fast or slow i do the combo. It is shown in this video at the 3:41 mark http://www.youtube.com/watch?v=iCw4RW7TVm4&feature=g-u-u this is the only combo i can not get to connect. Any pointers would be greatly appreciated. One more question what is the most optimal combo to do after hitting someone in the air with 5c on counter hit???

You probably just need to do 2a > 5b > 2b faster, that's usually the problem, buuuuut... it could also be that you aren't hitting 5c correctly after 2b, you have to hit them at the very peak of it's vertical range (as you can see in that video) for the combo to work, it takes some practice to get it consistently.

Share this post


Link to post
Share on other sites

If the 2B isn't validly comboing, it's probably because you aren't doing it fast enough. In actuality, it's more like 5B~2B rather than 5B-2B in terms of timing. I find that if the 5C doesn't hit correctly, they can tech before I can even 2A.

Share this post


Link to post
Share on other sites

Lets break that combo down shall we?

CH 2B > 5C

You have to delay the 5C a bit depending on how high your opponent was when hit, usually you want them to fall into the highest part of 5C.

236B > 2A

Hit the 2A as soon as you recover, at certain times you can't use 2A so just use 5A instead.

2A > 5B > 2B

This is the hardest part of the combo but this is how you do it.

When you hit the 5A/2A (Yes this applies to 5A too) you delay the 5B > 2B, do the the 5B > 2B as fast as you can.

It should be like 5A/2A small delay 5B > 2B.

This applies to all 5A/2A > 5B > 2B combos.

When I figured it out my ratio with it went from 70% to like 95%.

Still takes practice but you can do it.

Share this post


Link to post
Share on other sites

×