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[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
tastylumpia replied to Jourdal's topic in Archive
tyvm sir -
[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
tastylumpia replied to Jourdal's topic in Archive
What's the BnB confirm for mid screen 5B/sweep FC? -
Anyone have any basic BnBs or notes on basic strategy?
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PS3 SF4 was 1f slower than 360, PS3 Marvel lags inconsistently from graphics overload. 360 Tekken 6 is actually slower than PS3, community made PS3 the standard. So it's definitely situational, based on how devs code the ports. As mentioned above whatever console it was natively coded for usually runs better. I remember hearing that PS2 AC was actually slightly faster than arcade version?
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Mid? More like bottom S tier or top of A tier. Generally agreed to be top 3-5 depending on whether you think Teddie and Chie are better.
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Try 1 hit 2B, that confirm definitely should work. You need to IAD or do a running jump ASAP for safejump timing. Even if they wakeup DP and hit your persona you should be able to block and punish. Looks like Dai-chan dropped Yu for Mits. I'm curious to know who's considered the strongest Jp Narukami. I wanna know the frame data on his moves. 214AB looks to have faster startup and better + frames than A/B, but still can't combo on normal hit.
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[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
tastylumpia replied to Jourdal's topic in Archive
Thx, they generally seems similar in dmg and depending on how much meter you want and ease of use. How do you adjust for them flying over your head/crossing up during the pull portion of freeze combos? Like during the CH airthrow confirm the spacing to hit 2B sweep seems really finnicky. -
[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
tastylumpia replied to Jourdal's topic in Archive
So after a CH 5B there a lot of varations of followups ranging from 4-5k with OMC. What is considered the most optimal/practical? -
So is the CH state on grab reactable? Didn't test but I'd like to know before I waste my OMC when I could've comboed anyway.
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B+D! B+D! B+D! B+D! \(^o^)/
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Yosuke/Kanji/Teddie is that the total list of chars that blow up safejump timing? 214C is good for the FA but they can delay their tech timing since there's no 5D lockdown. It's still good though, like comboing into jab DP with SF4 Akuma if you get the analogy.
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Well yeah, it was more of a frame data test. Obviously stuff becomes safer at tip range. Her normals are slow but goddamn this hitboxes.
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So did some testing with blockstring into charged sweep (whiff). Generally players go for a throw mixup afterwards on a blocking opponent. This actually gets beat by A mash. In fact even if Mitsuru does charged sweep into immediate block she can get counterhit on the recovery frames of the sweep whiff. But the opponent has to time it immediately and has to guess that sweep will be charged otherwise they get FCed by the regular sweep followup. The best counter option for this blockstring is actually to throw the startup of sweep (there's a gap between 5B, 2AB). The gap is large enough to get a throw counter but small enough that A mash will get counterhit by the sweep. However charged B into sweep has enough blockstun to not be throw punishable.
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Stupid j.B hitstun screwing up confirms, hard to tell when it's going to be 1/2 hits sometimes.
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Thx! Btw, what do you use for a 214D OMC 214B combo? Pretty much similar ending I gather.