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Agito

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About Agito

  • Rank
    Tokyo Fraud
  • Birthday 09/07/1994

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  • Location
    Chicago/Shinjuku
  • PSN
    shadow9794

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    agito974
  • Twitter
    @Maragito

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  1. Agito

    [P4AU] Ken Amada Gameplay Discussion

    As for blockstrings you're pretty open to just freestyling and finding what suits you. As for Ken himself the only airtight blockstring he has is 5a/2a> 2b> 5b that is, if Koromaru is not available. If you do anything aside from that string without having Koromaru attack in-between the opponent can reversal and escape. You also have the option of leaving intentional gaps in order to open up your opponent. Characters who don't have far reaching reversals like Chie and Yukiko will tend to roll in order to escape and that's when you can react by having koromaru attack with 5C or something and get a combo. In 2.0 you have the option to get oki off every confirm with ~236A > 236D> 236B> 4AAAA. You do the autocombo until the opponent gets pulled back off the 236A. Since it's autocombo you gain meter and your burst refills a bit faster which is great for playing Shadow Ken.
  2. Agito

    [P4AU] Ken Amada Gameplay Discussion

    Ken has had a few changes but nothing that's too game changing. Koromaru now has recovery on every blocked normal, Ken's DP recovers faster but does less hitstun so you can't combo off CH, healing move now has a hitbox, and Ken also gains safejumps off auto combo. I'd say watching 2.0 is still pretty good for reference material since matchups didn't really change for Ken.
  3. Agito

    [P4AU] Ken Amada Gameplay Discussion

    Honestly from my experience the tier list is pretty much the same. The only character I've seen so far that received a different spot is S.Junpei. He's easily one of the best shadow characters. As far as the other shadow characters go, they either stayed the same or got better due to the way shadow characters work now. With the normal characters the changes aren't really enough to warrant matchup changes and I haven't seen anything that changes their overall tier placement.
  4. Agito

    [P4AU] Ken Amada Video Thread (Updated 09/12/2014)

    2.0 S.Ken combos by Kagikou https://www.youtube.com/watch?v=1OGVtLx14Oc
  5. Agito

    [P4AU] Ken Amada Gameplay Discussion

    Ken's pressure is still decent, it's just not braindead anymore. Plus the recovery after every blocked normal actually makes Koro invincible. And the match ups are pretty much the same from my experience.
  6. Agito

    [P4AU] Ken Amada Video Thread (Updated 09/12/2014)

    A link of yours truly playing in Shinjuku. 2.0 footage https://www.youtube.com/watch?v=4nrismCBRps
  7. Agito

    [P4AU] Ken Amada Critique Thread

    For me personally at neutral I try to have Koromaru pester the opponent as much as possible (matchups obviously affect this tactic). When Koromaru has the opponent blocking I try to then poke with Ken and start pressuring. Videos of other people playing Ken also help out quite a bit. As for the random hits you just have to know your options from each hit. If you like playing up close and personal characters then Ken is a decent pick I guess. He can go into oki with Koromaru once you get a good confirm and he has a really good damage output. If necessary I can reference a few videos on the latter two.
  8. Agito

    [P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

    I guess now is as good a time as any to post this corner carry combo. I've been using it even before the changes to compensate for poor execution but with the Koromaru nerf and having to adjust to that, I feel like this combo has some relevance now. Starter > 236A(A)> 236D > 236B(B)> 214C> 66(9)> j.B> j2B> 2C> B+D This combo carries the opponent 2/3 of the screen and does 2.9k minimum. The starter can be almost anything so long as you're able to combo into 236a afterward. The B+D at the end drops if your starter is j.2b though so keep that in mind. It also does not work off auto combo. Below I've posted the minimum amount of damage depending on the starter. I haven't included supers but the most I've gotten is 6.1k off sweep with meter and a burst. Counter hits don't really matter much with this combo, the damage is pretty consistent depending on the starter. 5a> 2b> 5b: 3334 dmg 2a> 2b> 5b: 2959 dmg 2b> 5b: 3729 dmg 5b: 3183 dmg 2b> 5b> 5c> sweep: 4123 dmg j.a> 2b> 5b: 3393 dmg j.b> 2b> 5b: 3761 dmg Sweep: 3712 dmg A few things to note about this combo is that the 214C has to connect while the opponent is in the air after 236B(B) and if Ken attacks before Koromaru airwheel is done hitting then it'll drop. Also if you're directly underneath the opponent when you use B+D there's a chance that Ken might go flying in the other direction so I recommend delaying it a bit after 2C.
  9. Agito

    [P4AU] Ken Amada Gameplay Discussion

    The dogwheel does get recovery even on crouch block, it's pretty weird to see. With the less hits thing, the dogwheel is still as active as it used to be but once it makes contact then the less hits comes into play. I will make a note of that and report back with more details after tomorrow.
  10. Agito

    [P4AU] Ken Amada Gameplay Discussion

    Okay, I played a decent amount of games today, including losing a tournament in Shinjuku to Koichi and some casuals with Tahichi, Hama, and STD. Here's what I noticed so far: - AoA D ender can't be used midscreen anymore The D ender now pushes the opponent too far away to connect with 236A/B. Even the SB version doesn't work - 214A/B pushes the opponent away on hit and gives a wallbounce in the corner. This allows for some pretty nifty combos and even a loop after AoA D. Whether or not this is optimal however remains to be seen. - 214A/B may be able to option select DP's? I did it against a Teddie player and when the tried to DP nothing happened and I was able to get a counter hit. This needs to be experimented more in-depth. You also have to be dangerously close to the opponent in order for it to connect. It's also projectile invul in some frames - Grab nerf Ken's grab now has more recovery so 236A/B doesn't connect anymore. -236CD buff 236CD is now projectile invul and comes out very fast so it can be used to punish a bunch of things from full screen. It's also airtight on block so it allows for some mixup potential in the corner. - 5C Koromaru Entry change Koromaru now locks on to the opponents current position and enters there after coming back on screen after being put away with 5D. It's a weird change that can be either good or bad depending on when you use it. - Koromaru Nerfs All of his non-SB attacks have recovery on block. He does the 5D backflip after every blocked normal and 214C/D does less hits on block so the oki setup isn't as tight as it used to be. He also can't be healed when dead so make sure he stays alive! A list of changes for all the characters can be found here: https://docs.google.com/document/d/1csHKZLeZZx6U9Qa5EAKduNUtzUlqwdpDzrB0uOvKviQ/edit
  11. Agito

    [P4AU] Ken Amada Gameplay Discussion

    If you want to record them and post it that would be great. I know that the Persona forums in general are kinda dead right now but any contribution at all is much appreciated. Edit: We got a video showing the changes for 2.0 (the buffs anyway). Personally I'm pretty hype about the potential with healing mid-combo. http://youtu.be/y94QGcS-pEQ?t=1m15s
  12. Agito

    [P4AU] Ken Amada Gameplay Discussion

    Yes! I feel that way as well. I don't really like playing a character the same way as everyone else or trying to imitate everything a top player does. Taking a few things from other players is fine but at the end of the day you're the one using the character and I feel like it's important that people have their own style whether it be sticking to strictly fundamentals or busting out wild gimmicks. It keeps things fun and refreshing.
  13. Agito

    [P4AU] Ken Amada Gameplay Discussion

    Ken is my first puppet character (unless you count Kiba in Naruto GNT/UNS) so I understand a little bit. I even gave up on Ken at one point. What helped me is developing my own style of playing, if you can call it that. I mainly use Ken or Koromaru to bait things at neutral. Running away while having Koromaru mess with the opponent is pretty fun too.
  14. Agito

    [P4AU] News & Gameplay Discussion

    I just got back from the loc test and took some notes on what I found for Ken: Sourenga, on 20 Nov 2014 - 3:06 PM, said: These are all true, but I'd like to explain some of them. For the holding D to have Koromaru exit, if you just press the D button and not hold it Koromaru will do a backflip. It's the same one he does when recovering from a normal and you can't have him do anything until he recovers. Also with mediarahan having a hitbox, it lasts throughout the entire duration of the attack. It's neutral on block as well (at least the A version is) and can be OMC'd into 236A midscreen for a combo. The A and B version on hit simply blow the opponent away while the SB version actually wall bounces in the corner and can be picked up with 2B. I also found a few more buffs as well as some nerfs. Buffs: - Dog super is now invincible - 236A/B hitbox extended downward? I managed to disarm Naoto's ground trap with it even though she blocked the attack. Not sure if this happens in the current version since I've never tried it out. I'll do some testing later. Nerfs: - ALL Koromaru's normals have recovery on block (He does the backflip after every blocked normal) - DP can't be comboed off of Counter Hit even in the corner. - Dog meter recovers slower
  15. Agito

    [P4AU] Ken Amada Gameplay Discussion

    I just got back from the loc test and took some notes, here's what I found: These are all true, but I'd like to explain some of them. For the holding D to have Koromaru exit, if you just press the D button and not hold it Koromaru will do a backflip. It's the same one he does when recovering from a normal and you can't have him do anything until he recovers. Also with mediarahan having a hitbox, it lasts throughout the entire duration of the attack. It's neutral on block as well (at least the A version is) and can be OMC'd into 236A midscreen for a combo. The A and B version on hit simply blow the opponent away while the SB version actually wall bounces in the corner and can be picked up with 2B. I also found a few more buffs as well as some nerfs. Buffs: - Dog super is now invincible - 236A/B hitbox extended downward? I managed to disarm Naoto's ground trap with it even though she blocked the attack. Not sure if this happens in the current version since I've never tried it out. I'll do some testing later. Nerfs: - ALL Koromaru's normals have recovery on block (He does the backflip after every blocked normal) - DP can't be comboed off of Counter Hit even in the corner. - Dog meter recovers slower
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