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Pen_Ninja

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  1. Pen_Ninja

    [Xrd] Sol Badguy Gameplay Discussion

    I was doing some of my own research last night regarding Axl's reversal super because things like this being un-punishable upset me. I found a few ways around it. The most consistent was just jumping over the 2nd swing of the super and coming down with any button (j.D seemed best for damage) but you need to make sure you FD on the way up to shrink your hitbox. I had time so I made a video: https://www.youtube.com/watch?v=rgGnV9bz8PY I lost the sound somehow so I smashed something random in there with Youtube's sound replacement-y sort of thing. I'm also aware that if Axl had 50 meter, he might as well 623S > RC but I've seen this super come up a couple of times myself so here we go.
  2. Pen_Ninja

    [CPEX] Carl Clover Combo Thread

    Well if they get hit by 3D on purpose then they're going to be standing. I feel like we have enough time to easily confirm whether that's the case... so can we loop the unblockable now that we know we don't have to force standing any more? I can't test right now but we can cut out a whole route in there aaaaaaaaaaaaaaaaaaaaand I just remembered that 3D forces crouching. Thank you, good night, RIP.
  3. Pen_Ninja

    [CPEX] Carl Clover Combo Thread

    woo! I'll see what I can cook up later today when I get home and download the 10gb worth of game... OK, I'll probably only get to play tomorrow T__T But by the sounds of it, based on the issues you're describing, there's not much else we could do here.
  4. Pen_Ninja

    [CPEX] Carl Clover Combo Thread

    "j.B+3C, 2AA, 5B, 2B, 6B, 46D, 6D..." Is that supposed to be 6C?
  5. Pen_Ninja

    [CP] Bang Video Thread

    I made a video using some combos I'd been holding onto for no reason. Bang has a fair bit of screen-time. https://www.youtube.com/watch?v=hzdY25_UdAo
  6. Pen_Ninja

    [P4AU] Ken Amada Gameplay Discussion

    5A...? https://www.youtube.com/watch?v=FuG_o0CSp4w
  7. Pen_Ninja

    [P4AU] Ken Amada Gameplay Discussion

    I do it in game a bunch, works out for me.
  8. Pen_Ninja

    [P4AU] Aigis General Gameplay Discussion

    Careful with just flying in. Ken has a lot of moves that accidentally deal with jump-ins. 2C is good for a lot of things and often anti-airs 5B on whiff has an automatic follow-up that's probably Ken's best anti-air, especially for the forward-ish angle you'll be coming in at. 214C/D makes the dog jump and spin which will pretty much cover the entire trajectory that you're likely to be taking. These moves don't really have to be thrown out with the intention of anti-airing you but the way they work, they'll probably get the job done anyway.
  9. Pen_Ninja

    [P4AU] Aigis General Gameplay Discussion

    Has anybody experimented with 5D in the Ken MU? I feel like it'd mess with his dog usage a lot since everything but 2C moves in a way that it'd be impossible not to hit the shield on the way to Aigis. I'd assume it'd hit low enough to actually hit Koromaru and Ken would then either need to block or commit to an attack that'd should to either let Aigis in or giver her time to murder some dog.
  10. Pen_Ninja

    [P4AU] Ken Amada Q&A/FAQ Thread

    Ken anti-airs are unfortunately very situational... 2B is indeed questionable and not useful in every situation yet there are some simple jump-ins that will die to 2B. 2C is good because there's no commitment from Ken but the timing is tricky due to Koro distance and Koro can whiff in some situations. j.A is really good because of it's hitbox and active frames but sometimes it's just too slow to get the jump in there or it's really not a good angle for it. DP is another option sometimes against jump-ins with good priority but the horizontal range is terrible and it's obviously unsafe. Ken's anti-airs are situational >__>
  11. Pen_Ninja

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

    Oh, cheers for checking that for me. As I said, I was playing against a Sho a bunch so I figured CH BD > 2AB wasn't entirely universal. I should note, that's 2B(1) > 236A as an adjustment. If you're unsure, this route seems to work on everyone.
  12. Pen_Ninja

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

    From here: http://www.nicovideo.jp/watch/sm24360219 All combos start with Koromaru put away I haven't labbed all of these so my indications as to when to press 5C to bring Koro in will be based on my knowledge of how long that move takes... Just be aware I may estimate poortly 5A > 5B > 5C > 2AB > 236AB > 2B > j.A(1) > j.B > j.2B > 236C/D > dash 236A~A > 236D > dash 236B~B > 236C > super I believe 5C should be done around the same time as 5A here. 5AA > 5B > 5C > 236AB > 2B > 236C/D > 236B > 2B > j.A(1) > j.B > j.2B > 236C/D > dash 236A~B > super 5C should happen like 5A > 5AC > 5B > etc 5B > 236A~A > 236AB > 2B > j.A(1) > j.B > j.2B > 236C/D > 236B~B > 236C > super 5C happens immediately after you press 236A and before you press the ~A. You can follow up from 5C with 236B instead to save meter but it's tight. Then there's a bunch of totally normal combos where he presses 5D to bring Koro back normally. These are pretty much just normal combos but shown in a way that proves they can be done when Koro is away initially. Later on he does... AoA~D (18 hits) > 236A~A > 5C > 236B > 2B > j.A(1) > j.B > j.2B Uses 236B instead of 236AB I'm assuming because of the FC. I feel like you could do more after this but haven't tested yet. 3k is respectable for the situation and I feel there's no reason this wouldn't work mid-screen?
  13. Pen_Ninja

    [P4AU] Ken Amada Gameplay Discussion

    message VR-Raiden with your skype details.
  14. Pen_Ninja

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

    Some interesting combos in here: http://www.nicovideo.jp/watch/sm24414242 most (all?) of these have some help with the timing of buttons on the side.
  15. Pen_Ninja

    [P4AU] Ken Amada Gameplay Discussion

    Yeah I found this as well when I recorded the setup against Yu then tried it on PerSHOna and the combo dropped at 236B. I always thought this was kind of char specific but then just decided I was being bad. I did get a slightly lower 236B hit to work for the safe jump against Sho but I need to test it a bit more to be sure of it... Best to go for the j.A > j.B > j.2B safe jump if the starter allows it. I found you can neutral double jump on that one to not cross up. Will be better against rolls and 236D should cover backdash but mainly just means you don't have to cross yourself into the corner if you're almost cornering someone
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