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Jyosua

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About Jyosua

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    Mods Changing Titles Is Cool
  • Birthday 04/17/1989

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    http://www.serenesforest.net
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    Otosareta Tenshi
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  1. I'm just dropping in here to put my 2 cents in and do not intend to monitor this thread at all, or argue any points. In my opinion, for the most part, the time for traditional forums has come and gone. Some places can still make it work, but most can't. In our case, the community has up and decided that sharing information publicly via social media is the easiest and most convenient way to get things out there. That's actually fine, but there's nobody compiling that information into a single resource. I still -- to this day -- use the Dustloop wiki. Even if it's missing a lot of information, it's still a good resource. In order to make Dustloop a viable community again, what I think needs to happen is the following: Ditch the forums. Go with a Reddit-style board where people can link to twitter posts and other links to helpful information. Create sub-reddits (or whatever you want to call them) for individual characters. The intention here is that when I post something on twitter or evernote full of information on Minazuki, someone will go and put that link on the Minazuki sub-reddit. People will see it. People will vote it up or down, but they'll see it. Flesh out the wiki more. When people post these links, there should be people who care enough to update the wiki. Perhaps put a permanent link to each character's wiki page at the top of each sub-reddit. Create a player database, where people can put their player handles, twitter accounts, youtube accounts, what characters they play, or other information. This is actually a pretty simple thing to create: a simple database with a couple front-facing forms. Make a better event calender. Make it filterable by region or zip code. It needs to be a lot more robust than what we're using right now: google maps integration, tournament information, links to streams involved, TO information, whether it's a major/minor region event, etc. If I think of anything else, I'll come back and post it. For now, SEE ME ON TWITTER
  2. I haven't gotten around to updating the thread again, yet. I'm currently wrapped in a job search and all the bullshit that comes with that, but within the next couple weeks or so, I'll update it. We're not getting 2.0 for a while, anyways. This was just a headstart.
  3. Jyosua

    [P4AU] News & Gameplay Discussion

    The images were provided by Kurushii and Jourdal. Don't be a doofus; the Japanese player names are right there in both images saying who actually created the list.
  4. Jyosua

    [P4AU] News & Gameplay Discussion

    Two P4AU 2.0 tier lists (Arcadia, I believe) Translation: Provided by Kurushii and Jourdal, respectively.
  5. Jyosua

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Do you happen to have a video link with this? I haven't seen it used that way yet.
  6. Jyosua

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    So you can convert off a standing hit with B Coup > SB Coup > corner combo. Nice!
  7. Are you absolutely certain about that? I know I've seen 5C > 5D work midcombo off non-fatal because of the ground bounce, but I don't think I've seen 5C > 2C, so you might be right.
  8. *Note* - When browsing the CHARACTER forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. Information If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Minazuki. Also refrain from using move names and abbreviations. Please refrain from going off topic in this thread. This thread is for posting of combos only. This thread is for version 2.0 combos only! Since we do not have a console version to test posted combos on, please link to a time in an associated video when you post a new combo for this list. Thanks! Only the most optimal combos will be listed in this thread, with certain exceptions. If a more optimal and equally practical combo is found, the previous will be replaced. There's a good chance that some 1.1 combos will actually work and will end up more optimal than what is listed in this thread; however, they will not be listed in this thread until we have a way of verifying this and their damage/meter gain. Regarding the previous bullet: since the game is not out yet, we will list more combos than usual. The thread will be cleaned up to optimal, but also more practical alternatives, upon release of the game. Until then, we will list routes as we find them. Collapsed: General Notations Used: [table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump hHop hcHop Cancel adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel OMCOne More! Cancel AoA~CAll Out Attack into C ender AoA~DAll Out Attack into D ender CHCounter Hit FCFatal Counter [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table] Collapsed: Guide Specific Notations Used: Notations in red are for prefixes only. Notations in blue are for suffixes only. [table] c.The attack must be used as close to the opponent as possible. f.The attack must be used as far away from the opponent as possible. [sS]Side Swap combo [CO]Crouching Opponent [AA]Anti-air or Air-to-Air [RP]Roll Punish [sD]Shadow Only Combo [N%]Player SP % required before combo start. [N/N%]Damage/SP Gain %[/table] Challenge Mode Combos Collapsed: ] Mission #01 - Mission #02 - Mission #03 - Mission #04 - Mission #05 - Mission #06 - Mission #07 - Mission #08 - Mission #09 - Mission #10 - Mission #11 - Mission #12 - Mission #13 - Mission #14 - Mission #15 - Mission #16 - Mission #17 - Mission #18 - Mission #19 - Mission #20 - Mission #21 - Mission #22 - Mission #23 - Mission #24 - Mission #25 - Mission #26 - Mission #27 - Mission #28 - Mission #29 - Mission #30 - [/COLLAPSE: Mid-screen: [COLLAPSE] Normal Starters 5AA> 5B> 2B> 5C> 214B> 4B> 4B [2116/19%] Universal and most basic BnB, can be confirmed into from almost any situation. Learn it! 5AA> 5B> 2B> 5C> 214B> 4B> 4AB> 2A> 5B(1)> 5C> 5D> 236C [2858/XX%, Requires XX meter at combo start] Extender for the basic BnB. 25 meter for 742 extra damage, but you gain more than half of that meter from the combo. 5AA> 5B> 2B> 5C> 214B> 4AB> j.B> j.C> (whiff) j.D> 5B(1)> 5C> 5D> 236C [~3100/XX%, Requires XX meter at combo start] New extender for the basic BnB!? Don't have an exact damage amount, but it seems to be about 3100 and involves whiffing j.D. 5AA> 5B> 2B> 2AB> BD> 236236C> 5D> 236D [3120/18%, Requires 34 meter at combo start] Probably isn't optimized. 5AA> 5C> 214B> 4B> BD> 236236C> 2C> 2D> 236C> 66 2A> 5B(1)> 5C> 214A> 4A> 4A [3815/XX%, Requires XX meter at combo start] Might need to be counterhit? Not clear from JP notes. 2B(1)> 5C> 214A> 4B> BD> 236236C> 2C> 2D> 236C> 66 2A> 5B(1)> 5C> 5D> 236C [4159/XX%, Requires XX meter at combo start] [AA] 2B(1)> 5C> 5B(1)> jc.A> j.B> j.C> whiff j.D> 5AA> 5C> 5B(1)> 2B(1)> 5C> 5D> 236C [2997/??%] CH 2B(1)> j.B> 5AA> 5D> 236C> 66 2A> 5B(1)> 2B> 2AB> 214B> 4B > 4B [2871/28%] A solid counterhit combo. CH 2B(1)> j.B> 5AA> 5D> 236C> 66 2A> 5AAAA> 4B > 4A [2466/36%] Similar to the combo above, but prioritizing damage over meter gain. CH 2B(1)> 5C> 214B> 4B > BD> 236236C> 2C> 2D> 236C> 66 2A> 5B(1)> 5C> 5D> 236C [4399/17%, Requires 35 meter at combo start] [AA] CH j.B> 2B > 5B(1)> 5C> 214B> 4B> 4B [2290/17%] This route is useable if you're closer to the ground when j.B lands [AA] CH j.B> j.D> 236C> 66 2A> 5AAAA> 4B> 4B [2661/33%] The preferred CH j.B route, due to the untech time nerf on j.B. This route prioritizes meter gain. [AA] CH j.B> j.D> 236C> 66 2A> 5B(1)> 2B> 2AB> 214B> 4B > 4B [3036/25%] Same as above, but prioritizing damage over meter gain. [AA] CH j.B> j.D> 236C> 66 2A> 5B(1)> 5C> 214B> 4B> 4AB> 2A> 5B(1)> 2B(1)> 2AB> 214B> 4B> 4A [3547/XX%, Requires XX meter at combo start] A variation on the above combo, spending 25 meter to eke out some extra damage. [AA] CH 5C> 2C> 5D > 236C> 66 2A> 5B(1)> 2B> 2AB> 214B> 4B> 4B [4065/30%] Due to the newly added ground bounce on 5C, this route is now possible. [AA] CH 5C> 2C> 5D > 236C> 66 2A> 5AAAA> 4B> 4B [3708/39%] A variation of the above route, prioritizing meter gain over damage. [AA] CH 5C> 2C> j.D > 5AA> 5C> 5B(1)> 2B(1)> 5C> 5D> 236C [4370/35%] A variation of the above confirms using j.D instead of 5D and getting an ender that allows for a safe jump. CH 5C> AoA> C Followup> j.B> jc.B> j.C> j.2D> 236C [3023/33%] The classic. CH 5C> 2C> 214B> 4B> BD> 236236C> 2C> 2D> 236C> 66 2A> 5B(1)> 5C> 5D> 236C [5205/XX%, Requires XX meter at combo start] FC 5C> 2C> 214B> 4B> j.A> 5C> 2C> j.D> 236C> 66 2A> 5C> 2C> 5D> 236C> 2A> 5B(1)> 5C> 214B> 4B> 4A [5316/55%] 5C is fast enough to punish certain fatal counter recovery moves. This combo is also known as WEEEEeeeeeee. 2C> 5D> 236C> 5AA> 2B> 5B(1)> 5C> 5D> 236C [3513/29%] Requires the opponent to be in the air on hit. FC 2D> 2C> jc.2D> 236C> 2A> 5C> 2C> j.D> 236C> 66 2A> 5C> 2C> 5D> 236C> 2A> 5B(1)> 214A> 4A> 4A [5156/54%] Fatal counter teleport loops. Now easier to confirm. FC 2D> 2C> jc.2D> 236C> 66 2A> 5C> 2C> 236A> 5C> 2C> jc.D> 236C> 66 2A> 5C> 2C> 5D> 236C [5220/??%] Swag fatal loops. Now with less skill involved! CH j.2D> 236C> 5AA> 2B> 5B(1)> 5C> 5D> 236C [3261/26%] Requires the opponent to be in the air on hit. Skill Starter 236C/D> 2A> 5B> 2B> 5C> 214B> 4B> BD> 236236C> 2C> 5D> 236C [3766/24%, Requires 27 meter at combo start] System Starter Throw> OMC 2nd hit> backdash> 2C> 5D> 236C> 2A> 5B(1)> 2B> 2AB> 214B> 4B> 4A [2655/XX%, Requires XX meter at combo start] Throw> OMC 3rd hit> 5B> 2B> 5C> 214B> 4B> 4A [2622/XX%, Requires XX meter at combo start] SP Skill Starter - Corner: [COLLAPSE] Normal Starters 5AA> 5C> 5B> 2B> 2AB> 214B> 4B> 4B [2359/21%] 5AA> 5C> 5B> 2AB> 214B> delay 4A> j.BD> 2A> 5C> 5B(1)> 2B(1)> 5C> 5D> 236C [3137/??%] 5A> 5C> 5B> 2AB> 214B> delay 4A> j.BD> 2A> 5C> delay 5B(1)> j.A> j.B> j.C> whiff j.D> 2B(1)> 5C> 5D> 236C [3266/??%] CH 5C> 2C> 5B> 2AB> 214B> delay 4A> j.BD> 2A> 5C> delay 5B(1)> j.A> j.B> j.C> whiff j.D> 5B(1)> 2B(1)> 5C> 5D> 236C [4556/44%] New counterhit 5C route in the corner! This is a great meterless punish. CH 5C> AoA> D Followup> dc> 5C> 2C> 5D> 236C> 2A> 5B(1)> 2B> 2AB> 214B> 4B> 4B [3626/47%] Not The Classic? Skill Starters 214C/D> OMC> 5AA> 5C> 5B(1)> 2B(1)> 5C> 5D> 236C [2655/XX%, Requires XX meter at combo start] 214C/D> OMC> 5C> 5B(1)> jc.A> j.B> j.C> (whiff) j.D> 5B(1)> 5C> 5D> 236C [~2900/XX%, Requires XX meter at combo start] New route for command throw OMCs. Don't have an exact damage amount, but it seems to be about 2900 and involves whiffing j.D. [/COLLAPSE]
  9. Jyosua

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    That's exactly why I mentioned it. We'll need more footage to really know for sure.
  10. Jyosua

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    I wondered about that. Either way, they definitely seemedto have buffed her quite a bit in this patch. Don't forget that they messed with her B coup recovery a bit too... So that combo might actually work on standing opponents. Overall B coup seemed a lot better than before.
  11. Jyosua

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    In this case, it happened to be an aerial hit, but I saw 5AAA > B Coup work on a standing opponent... so I think it should work?
  12. Jyosua

    [P4AU] News & Gameplay Discussion

    For those interested in the Minazuki changes, I uploaded the one (sorta shitty) Minazuki match from that Nico video. See if you guys notice the deal with j.B: https://www.youtube.com/watch?v=7OwoQLVwQtM It's basically just Mori mashing buttons and autocombo, though.
  13. Jyosua

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Speaking of groundthrow: counterhit ground throw combo'd into SB coup and then autocombo, but the last part of the autocombo dropped. CH Throw > SB Coup > 5AA > A Coup probably would have worked? Either way, midscreen CH throw comboing is a pretty big deal. Also, for clarity, the autocombo combo'd because the sheer corner carry brought the opponent to the corner from over midscreen away. Also, SB Coup is /5 frames/ at point blank range. Holy shit. At larger spacings it seems to be 6 frames until it connects, which is to be expected.
  14. Jyosua

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Guys. GUYS. Autocombo into B Coup WORKS! Edit: also, you get a 2A pickup into a full corner combo off autocombo.
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