Jump to content

Archived

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

Tecta1Eastside

[P4AU] Rise Combo Thread Updated 8/1/15

Recommended Posts

Did some testing on who 5c 22a hits properly on:

 

Corner 22a route:

Works on Narukami, Kanji, Chie, Naoto, Yosuke, Junpei, Elizabeth, Aigis, Yukari, Ken

Whiffs on: Mitsuru, Yukiko, Teddie, Sho (both), S.Labrys, Akihiko, Labrys, Rise

 

Standing of course.

Share this post


Link to post
Share on other sites

Was messing around with some more meterless corner routes with Soniti, here's what we ended up with:

 

(22B routes - work vs all characters)

5AA > 5B > 5C > 22B > 5AA > 2AB > 236A - 2109+notes

5AA > 5C > 22B > 5C > hop > j.B > j.236C > 5AA > 2AB > 22A - 2210+lightning

Throw > 66 5AA > 5B > 2B > 5C > 22B > 236A - 2250+notes

Throw > 66 5AA > 5B > 2B > 5C > 22B > 5C > 214A - 2499

 

(22A routes - work vs Narukami, Kanji, Chie, Naoto, Yosuke, Junpei, Elizabeth, Aigis, Yukari, Ken)

Throw > 66 5AA > 5B > 2B > 5C > 22A > 5C > 5D > 214A - 2592+scan

Throw > 66 5AA > 5B > 5C > 22A > 2AB > 214A > (lightning hits) > 236A - 2654+notes

Throw > 66 5AA > 5B > 2B > 5C > 22A > 2AB > 214A > (lightning hits) > 5C > 214A - 2955

Share this post


Link to post
Share on other sites

I like that 2nd combo the lightning set up. Though, do they get knocked down or can they air tech forward?

Share this post


Link to post
Share on other sites

Was messing around with some more meterless corner routes with Soniti, here's what we ended up with:

 

(22B routes - work vs all characters)

5AA > 5B > 5C > 22B > 5AA > 2AB > 236A - 2109+notes

5AA > 5C > 22B > 5C > hop > j.B > j.236C > 5AA > 2AB > 22A - 2210+lightning

Throw > 66 5AA > 5B > 2B > 5C > 22B > 236A - 2250+notes

Throw > 66 5AA > 5B > 2B > 5C > 22B > 5C > 214A - 2499

 

(22A routes - work vs Narukami, Kanji, Chie, Naoto, Yosuke, Junpei, Elizabeth, Aigis, Yukari, Ken)

Throw > 66 5AA > 5B > 2B > 5C > 22A > 5C > 5D > 214A - 2592+scan

Throw > 66 5AA > 5B > 5C > 22A > 2AB > 214A > (lightning hits) > 236A - 2654+notes

Throw > 66 5AA > 5B > 2B > 5C > 22A > 2AB > 214A > (lightning hits) > 5C > 214A - 2955

 

Not meterless but 5AA 5B 5C 22B 2AB 236AB 2B(1) hop j.B j.236C 5AAA 214A is a good variant of that for a ton of extra damage.  Scoops 3.5k off 5A starter and you can do 236A instead of 214A for note oki.  Best part is it works even on crouch so you don't even need to confirm standing/crouching if you're feeling lazy.

Share this post


Link to post
Share on other sites

I'm  currently doing in the corner

 

5aa 5b 5c, 22b, 2b(1), 5c, 236c, 5aaa, 214a for 2.8k or you can do 5aa, 2ab,oki for 2.4k and oki of choice probably notes

 

was doing this below but i saw Justice's post so i'll have to learn that route eventually since it gives 200 more damge but this is what I do in the mean time

5aa 5b, 2ab, 236ab, 2b(1), 236a, 5c(1), 236c, 5aaa, 214a, 3.3k

 

I tried to do a similar route with 5aa, 5c, 22b, 2ab, 236ab, 2b(1), 236a, 5c(1), 236a, 5aaa, 214a, but they can tech out before the 214a and if i do 5aa, 2ab the sweep yellow beats 

 

edit has anyone figured out anything off super omc or omb in general? 

Share this post


Link to post
Share on other sites

I like that 2nd combo the lightning set up. Though, do they get knocked down or can they air tech forward?

 

Sweep is always hard knockdown in P4A, no? And I'm not sure about all her different oki options yet, but I think note oki is actually more effective than lightning in the corner; you can 2B > 2C on their wakeup and get a free mixup from that (or 2 with the fuzzy).

 

I'm  currently doing in the corner

 

5aa 5b 5c, 22b, 2b(1), 5c, 236c, 5aaa, 214a for 2.8k or you can do 5aa, 2ab,oki for 2.4k and oki of choice probably notes

 

was doing this below but i saw Justice's post so i'll have to learn that route eventually since it gives 200 more damge but this is what I do in the mean time

5aa 5b, 2ab, 236ab, 2b(1), 236a, 5c(1), 236c, 5aaa, 214a, 3.3k

 

I tried to do a similar route with 5aa, 5c, 22b, 2ab, 236ab, 2b(1), 236a, 5c(1), 236a, 5aaa, 214a, but they can tech out before the 214a and if i do 5aa, 2ab the sweep yellow beats

 

Thank god for good routes that don't involve a hop cancel. Be careful in ending long combos with 236A though, the setup is pointless if they can air tech over your head. 5AAA > 236A usually allows this.

Share this post


Link to post
Share on other sites

Well you can get DP'd also hop cancels aren't overheads so you'll only be able to go so far with that. It could be decent to try to keep them blocking. Just don't get DP'd. Still, I'd have to test to see if it's DP'able.

Share this post


Link to post
Share on other sites

So, I was messing around with the string 5AA 2B 5B 5C hop low j.b x N. hop allows you to kinda reset pressure although I dont think its DP safe. maybe if done tight enough?

 

This probably belongs in the gameplay thread, but just keep in mind that hop j.B has landing recovery, so you're not getting better than ~+1 afterwards. Also it seems like OMCing from a hop normal (at least for Rise) doesn't leave you with any air options, so there's no possibility of a mixup with something like hop j.B > OMC > j.A/2B.

Share this post


Link to post
Share on other sites

Sweep is always hard knockdown in P4A, no? And I'm not sure about all her different oki options yet, but I think note oki is actually more effective than lightning in the corner; you can 2B > 2C on their wakeup and get a free mixup from that (or 2 with the fuzzy).

 

 

Thank god for good routes that don't involve a hop cancel. Be careful in ending long combos with 236A though, the setup is pointless if they can air tech over your head. 5AAA > 236A usually allows this.

 

Yeah lightning oki is kinda bad in corner, only one bolt will actually be onscreen and if they emergency tech off something like a sweep they can actually wake up and dash forward out of the lightning's hitbox.  Getting a Note hit is actually bad unless you end in super because it'll let the opponent airtech over you.  If you don't want to burn the extra meter you should end with sweep > 236B,

Share this post


Link to post
Share on other sites

For midscreen, not too close to corner:

 

5AA 2B(2) 5B 2A+B 236C+D 5C 214B 5AA 2A+B delay 236B

 

The nice thing about this setup is:

 

1) It deals pretty good damage (2839 off 5A starter, 3958 if you do 214A 236236A ender instead)

2) The 236B will hit meaty (since it hits late, it's both + on block and DP-safe) and set notes.  The spacing actually works out perfectly as a dash 2B right after a hit/blocked meaty 236B will be perfectly spaced to hit the notes right on top of them and will even trade with a lot of DPs.

3) Much easier than the microdash Arrow Rain stuff from the JP combo video.

4) Works meterless from a crouching confirm (do 5C delay 214B > 5AA etc.)

5) Works off pretty much everything, even 2A starter.

 

Still trying to figure the best setup for when the opponent is too close to corner for 214B wallbounce and too far for 236A+B pickup.  Ending with 236B meaty is really nice for the above reasons.

Share this post


Link to post
Share on other sites

corner: meterless, universal

5aa 5b 2b 5c 22b 5a 5c 236c 5aaa 214a - 2830

works off jB jA dash 5a 5b 5c  22b- 2944

 

slightly more optimization may be possible

 

Doesn't work if you aren't point blank when you try it against Narukami.

 

Better, more consistent route is 5AA > 2B > 5B > 5C > 22B > 5A > 5C(1) > 236C > 5AAA > 214A

Share this post


Link to post
Share on other sites

What do you guys think of this?
 

Corner:
5AA > 2B > 5B > 2A+B > 236A+B > 2B(1) > 22A > 5C > 5D > sj.2B         2698 damage + scan + note + knockdown in the corner for 25 meter.

Share this post


Link to post
Share on other sites

What do you guys think of this?

 

Corner:

5AA > 2B > 5B > 2A+B > 236A+B > 2B(1) > 22A > 5C > 5D > sj.2B         2698 damage + scan + note + knockdown in the corner for 25 meter.

 

I posted it earlier. You can squeeze in a couple more 5C's if you cut some stuff out of the beginning, at least 5AA > 2B/5B > 5C > ... should work.

Share this post


Link to post
Share on other sites

What do you guys think of this?

 

Corner:

5AA > 2B > 5B > 2A+B > 236A+B > 2B(1) > 22A > 5C > 5D > sj.2B         2698 damage + scan + note + knockdown in the corner for 25 meter.

 

That's the combo I've been doing pretty much. But I do a 5C before the sweep. It does good damage and gets me a great set up. Most people so far panic after getting hit by this.

Share this post


Link to post
Share on other sites

that slight optimization i was talking about

 

5AA > 2B > 5B > 5C > 22B > 5B > 5C(1) > (slight delay if further out) 236C > 5AAA > 214A - goes to 2980. instead of 2850. lol

 

-corner combo 

5aa 2b 2ab 236ab dash 5aa 2b(2) 5c 22a 5c (very slight delay) 236b jump j2b - not a whole lot of frame advantage, but ~2900 and notes

5aa 2b 2ab 236ab dash 5aa 2b(2) 5c 22a 5c (very slight delay) 236b 2b 214a - 3100, add 236236b for a little over 4k. probably not optimal since the simpler 2b hop jB 236c goes to 3200, but cool.

 

need to experiment a little more with this. it's a pretty easy combo timing wise. definitely not optimal damage, as the meterless one does around the same damage, however it will work a little tiny bit out of the corner because of the 2ab 236ab dash 5a

Share this post


Link to post
Share on other sites

2C Fatal in the corner:

2C > IAD j.B > 2B > 5B > 2A+B > 236A+B > 2B(1) > 5C > 22A > 5C > hop j.B > j.236C > 5AAAAA for 5442 damage

 

Fatal Midscreen:

2B > 5B > 5C > 214B > 5AA > 5C > 22A > dash > 5C > 5D > dash > 5AA > 2A+B > 214A > 236236C

Share this post


Link to post
Share on other sites

Are there any scan + note oki combos for midscreen? That isn't 5aa 2ab 236cd 665c 22a 665c 5d 5aa 2ab 236b because this combo is very unstable.

Share this post


Link to post
Share on other sites

Are there any scan + note oki combos for midscreen? That isn't 5aa 2ab 236cd 665c 22a 665c 5d 5aa 2ab 236b because this combo is very unstable.

 

That's pretty much it, as far as I've tried. You need both hits of the lightning to get scan, and you need to keep them very low in order to end the combo in sweep, so routes are limited.

 

The combo is difficult but it's not inconsistent. If you do everything as fast as possible, it will work every time. Personally the hard part for me is the microdash 5C at the start, plus judging whether they're close enough to be able to do it (5B > sweep is a much more common confirm than 5AA > sweep). But I still use the route for fatal combos midscreen since it's pretty easy after a 214B > 5AA.

 

Edit: Oh, and keep in mind, even if you mess up the timing and they end up too high for 5AA to connect, you can still end the combo in j.B > j.2B and they will be scanned like usual.

Share this post


Link to post
Share on other sites

So I found this while I was messing around today, and it seems like it could solve some of our corner carry problems:

 

(2B) > 5B > 2AB > 236CD > dash 5AA > 5C(1) > 22B > 214A > dash 2C > dash 5AA > 2AB > 236B - 3061 + note oki

 

The trick here is that you need to delay the 214A just enough to bypass the first hit of lightning, so they land in the middle, near the ground. This gives about 50% corner carry if done correctly, and if you want, you can also just end with 214A > 236236B for about 4.5k and 80% carry. You can also side switch from the initial 5AA if you're close enough.

 

Even if you mess it up, you can still finish with an air ender, or something like 5C > 214A, depending on how high you put them.

Share this post


Link to post
Share on other sites

So I found this while I was messing around today, and it seems like it could solve some of our corner carry problems:

 

(2B) > 5B > 2AB > 236CD > dash 5AA > 5C(1) > 22B > 214A > dash 2C > dash 5AA > 2AB > 236B - 3061 + note oki

 

The trick here is that you need to delay the 214A just enough to bypass the first hit of lightning, so they land in the middle, near the ground. This gives about 50% corner carry if done correctly, and if you want, you can also just end with 214A > 236236B for about 4.5k and 80% carry. You can also side switch from the initial 5AA if you're close enough.

 

Even if you mess it up, you can still finish with an air ender, or something like 5C > 214A, depending on how high you put them.

 

I heard corner carry is good.

 

5b 2ab 236cd dash 5c 22b delay 214a dash 2c 5d dash 5aa 2ab 214a 236236c run until the field ends 214a 236236b

Share this post


Link to post
Share on other sites

For midscreen, not too close to corner:

 

5AA 2B(2) 5B 2A+B 236C+D 5C 214B 5AA 2A+B delay 236B

 

The nice thing about this setup is:

 

1) It deals pretty good damage (2839 off 5A starter, 3958 if you do 214A 236236A ender instead)

2) The 236B will hit meaty (since it hits late, it's both + on block and DP-safe) and set notes.  The spacing actually works out perfectly as a dash 2B right after a hit/blocked meaty 236B will be perfectly spaced to hit the notes right on top of them and will even trade with a lot of DPs.

3) Much easier than the microdash Arrow Rain stuff from the JP combo video.

4) Works meterless from a crouching confirm (do 5C delay 214B > 5AA etc.)

5) Works off pretty much everything, even 2A starter.

 

Still trying to figure the best setup for when the opponent is too close to corner for 214B wallbounce and too far for 236A+B pickup.  Ending with 236B meaty is really nice for the above reasons.

 

Wow, thank you for this. This'll be a great substitute until I can get the microdash timing down on:

 

5AA > 2B (2) > 5B > sweep > 236C+D > 66 > 2B (2) > 5C > 22B > 214A > 5D (2.9k dmg)

Share this post


Link to post
Share on other sites

×