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Balguna

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Everything posted by Balguna

  1. Balguna

    [P4AU] Teddie Combo Thread

    Multi-hits don't cause any more scaling than single ones (though for some moves you to have to cancel a multi-hit move earlier), unlike Marvel, it all depends on the proration. j.A does have SMP, but it isn't very noticeable in shorter combos and doing a j.A > j.B > j.A extension adds more damage overall because of the extra j.B you tack on in the combo.
  2. Balguna

    [P4AU] Teddie Combo Thread

    1. You just have to delay the input. 2. Just checking to see if you have the right combo - are you talking about AoA combos (which is A+B), or throw combos (C+D)? If it's the latter, the input is CD > 5B > s.j.C > j.B > j.A > etc. In either case, it might be because it's an invalid combo (if you set the dummy to recover and block after the first attack, it should fix that issue).
  3. Balguna

    [P4AU] Teddie Gameplay Discussion

    Yes. Teddie's combo rate was buffed, so the chain is easier to do now. It's a staple for extending combos and corner carry off some anti-airs, or moves like 5C. Shadow Teddie can also do 5AA > j.A > j.B > j.A > j.A > j.B as well.
  4. Balguna

    [P4AU] Teddie Combo Thread

    You're most likely either doing 5B too early or teleporting at the wrong time. It's just one of those combos where you have to feel out the timing.
  5. Balguna

    [P4AU] Teddie Combo Thread

    Midscreen TVs FC combo: FC 236C/D/CD > 236C > j.A > 2B > j.A > j.A > j.B > j.A > j.C > j.236B The j.236B can be pretty hard to connect; one could just go for j.236A after the j.A in that case. If you manage to hit them with 2B low enough so that you can do the j.A > j.B > j.A > j.C > tk236B > 5AAA > j.A > j.A > j.236A, then that's much more damage, but I wouldn't bet on it.
  6. Balguna

    [P4AU] Yukiko Amagi Gameplay Discussion

    Went back to Yukiko for a little bit because Flame Dance combos seems easier. With the tweaks to her moves though some quick questions: 1. Should I be using SB Flame Dance combos whenever possible, or conserving for Agidynes? It seems Agidyne finishers aren't that impressive now without notable Fire Boosts. 2. Does she have a good corner carry combo that puts her in a good position to maintain close range pressure? 3. Is the Kanji matchup more slanted in his favour now? Primal Force seems to shut down most of Yukiko's tools outside of 4/5/6D, weakening her zoning greatly.
  7. Balguna

    [P4AU] Teddie Gameplay Discussion

    Throwing items is more risky now, since Kintoki-Douji stays out longer. Against characters like Chie and Akihiko, you should be fine. That said, if you really need a 'safe way' to throw out items, super jump j.2C > j.D is relatively hard to punish. Only Yukiko, Junpei, Aigis and Kanji can punish that from full screen without meter reliably. As for the new items, Motorcycle Key is arguably the best due to its great use in neutral. It causes spin state, so if the opponent isn't aware to tech it you can combo into a throw from it, but it's not really worth it that much to do so. The blue robot hits low, so you could do a pseudo-unblockable with AoA, but it's pretty odd timing to do so especially in a blockstring. There'll likely be more discoveries in the months ahead.
  8. Balguna

    [P4AU] Teddie Combo Thread

    I don't have footage, but essentially you want to hit the opponent with j.C. as low to the ground as possible, which should allow you to go t.k. Bearscrew into 5AA. I'd do the j.A. right around when they're starting to fall from 2C. It's tricky timing though, so if that's too hard, you can just go j.A > j.B > j.A > j.C > 5C > d.c > 2B > j.A > j.A > j.B for about 3.8k. Or if you can't get the 5C down either, j.C > dash > 2B > j.A j.A j.B for ~3.4k. Note that the combo side-swaps after the t.k. Bearscrew, so if you want to push the opponent into the corner instead, skip the 2369B. Ending the combo with 5AAA > 214214B ends the combo at around 5.6k for 50 meter. Another quick few: j.C CH > 5C > d.c. > j.A > j.B > j.A > 2B > j.A > j.A > j.B. 3134 damage, 21 SP Note: If you them with j.C or 5C too high, you'll have to settle for 5C > d.c. > 2B > j.A > j.A > j.B. This combo can also technically be done without a CH, but you have to do j.C very close to the ground and you'll have to do the 2B combo after the dash cancel, for 2.6k. Alternatively, you can just do: j.C > t.k. 236A 1673 damage, 9 SP j.C > 236D 1499 damage, 8 SP The latter can lead to Tomahawk if needed. 236B (CH) > 236A 2011 damage, 10 SP j.236A > OMC > j.A > j.B > j.A > 2B > j.A > j.A > j.B ~2800 damage j.236B > OMC > 5AA > j.A > j.B > j.A > 2B > j.A > j.A > j.B 3167 damage Also usable with 236B, for about 200 less damage. j.236A/j.236B (air hit) > OMC > j.A > j.B > j.A > j.236A 2677 damage (j.236A starter)/2912 damage (j.236B starter)
  9. Balguna

    [P4AU] Teddie Combo Thread

    That sounds useful at least, and it's an option if you're not in a position to do either missile combo. Plus it should be unburstable after Mystery Food due to Silence. I might try to go to the lab with Shadow Teddie sometime and work out some of his cancels. He would have loved regular Teddie's autocombo, though; 5AAA 214A would have been nice for him for corner carry and to make up for his lackluster damage, plus it allows him to easily cancel into Sweep > Shadow Fury combos. Interestingly, it seems S. Teddie's 5AAA isn't cancellable into j.2C, though it can be cancelled into j.C. I'm also working on some standard blockstrings for Teddie, but a simple frametrap is 5AA > hop cancel > j.A. Beats mashers who try to do anything but DP.
  10. Balguna

    [P4AU] News & Gameplay Discussion

    My personal opinion on Yukiko is that she didn't get the same amount of treatment most of the cast have. Quite a few characters got anti-zoning tools (Kanji, Mitsuru, Teddie), but Yukiko didn't get a good close-range option or defensive tool; the only real close range buff she got was her throw's startup time being reduced. Dancing Flames helped her keep her zoning distance, but she still has no good reversals to try to force opponents away aside from Maragidyne. Yukari also has horrible defense but she at least has a fast 5A, while Naoto's gameplay shifted to a more all-rounder.
  11. Balguna

    [P4AU] News & Gameplay Discussion

    Is this the first time they've used a Shadow character for the combo examples? Unless they really couldn't find anything for Mitsuru.
  12. Balguna

    [P4AU] News & Gameplay Discussion

    It can be tricky to define an anti-air. Aigis' 2B, for instance, is a very solid tool for controlling the air despite it being blockable and no head invul. On the flipside, I have difficulty using Teddie's 2B as an anti-air against characters such as Yosuke because of its angle of attack, despite having everything normally associated with an anti-air. 2C has no head invul or air unblockability, but its sheer range tends to give it more use as a defensive anti-air. I'd probably consider there to be two kinds: offensive ones or defensive ones. Mitsuru's Bufuydne would likely fit into both.
  13. Balguna

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Maybe put down different reasons for using any particular variant; ease of execution, corner carry, connects more reliably at certain ranges, etc. If they wanted to drill the more effective combos, it's up to them, or if they want reliability, they can certainly go for the ones that are more forgiving on execution.
  14. Balguna

    [P4AU] Teddie Combo Thread

    No FC combos yet, but here are a few more things for random neutral situations: 2C s.j.A j.B j.A j.236A 2732 damage 5C d.c. j.A j.B j.A 2B j.A j.A j.236A 2992 damage, 20 SP If starting around midscreen, can do j.236236C j.236B afterwards for 4104 damage total. You can extend this further by going: 5C d.c. j.A j.B j.A 2B j.A j.A j.236A j.236236C j.236B OMB 214214B 5791 damage, -100 SP, -Burst 2AB OMC 66 5AAA j.A j.B j.A j.A j.236A ~3052 damage Pushes opponent to the corner from midscreen. 5AAA 2AB OMC 66 5AAA j.A j.B j.A j.A j.B 5AAA 236B OMC 5AAA 2AB Alternative options if you need your opponent in the corner while Persona broken; pushes them to the corner from midscreen. The second combo does slightly less damage, but builds more meter before the OMC. 236AB 5AAA j.A j.B j.A j.A j.236A 2243 damage, -25 SP To get 5AAA to connect, you have to hold down 5AA so it pushes the opponent slightly further away. Incidentally, after toying around it seems you can use 236B as an alternative option to 2AB for missile combo extenders for about the same damage. It's slightly easier to connect from what I've found, but your mileage may vary.
  15. Balguna

    [P4AU] Teddie Gameplay Discussion

    Personally I don't think 5B losing backdash was too bad; it's still cancellable into 2D Teddie on block, it still gets punished by rolls with or without that ability, and now 2B and 2C can be backdashed. We probably gained more than we lost. 236236A/B existing is a bit annoying at times when I'm being panicky and mashing quarter-circles, but overall I think Teddie has more tools, situational or not, than he did in the first game, which is always good.
  16. Balguna

    [P4AU] Teddie Gameplay Discussion

    5D/2D and the DP nerf are Teddie's biggest hits. Fatal Recovery on Bearscrew as well and missile disappearing if he gets hit, so overall it does feel like his neutral game got toned down slightly. Still, aside from that overall Teddie feels stronger - Nihil Hand gives him a much needed reversal and Persona-less combo ender, his corner carry is stronger, and his item order takes some getting used to but the Key Bike is very good and the rest are at least decent in neutral. His combos are slightly harder now but not overly so. Incidentally, played around today and found a solution to Teddie's challenge 25 (use Nihil Hand three times), arguably slightly easier than the official method. Start by putting yourself with your back against the corner. Then do the notations: 2C 214214B 5AA 5B 5C 2B OMB AC 5AA 214214B 214214B For the first two 214214Bs, you want to hit Yu as high as possible without triggering the perfect hit; this causes the wallstick to last longer and give you more time to pick up with 5A. You want to do an Evasive Action (AC) after the OMB to put yourself back against the corner again. After that it's fairly simple.
  17. Balguna

    [P4AU] News & Gameplay Discussion

    On a slightly different topic, does anyone know if only NA accounts will be able to take advantage of the free Adachi and Marie DLC in the first week? Since there isn't even an EU release of the game and all.
  18. Balguna

    [P4AU] News & Gameplay Discussion

    That list doesn't have Rise, Ken or the DLCs, so I don't know exactly how much it's taken into account post-physical release findings.
  19. Balguna

    [P4AU] News & Gameplay Discussion

    I'm assuming it's just a way to get the Boss characters without having to play Arcade mode. From what I know, it's just applying all the SA changes. So you get the ridiculous Yukiko with three fans per toss, Fire Boost level 9 and regenerating Fire Break. I believe Junpei starts with one base away from Victory Cry and gets a damage boost, and Yukari's arrows can bounce back from the edges of the screen. Not too sure about the others yet.
  20. Balguna

    [P4AU] Teddie Combo Thread

    Here are some fairly non-optimal OMC combos, but they're an option if you have meter and at midscreen. These are mostly unchanged (with the exception of the corner one) from P4A. Note that if 236A is a CH, OMC can be omitted, saving 50 SP. 236A OMC 5AAA 2AB 2347 damage, - 50 meter 236A OMC 5AAA 236B 214214B 3.9k damage, - 100 meter 236B OMC 2B j.A j.A j.B j.A j.236A (j.236236C) 2984 damage, - 50 meter ~4035 damage with j.236236C ender, - 100 meter 236B OMC 214214B ~4241 damage, -100 meter (Does slightly more if OMB is used instead of OMC) Near corner 236A OMC 5AAA 236B j.236236[C] 2AB ]C[ 3565 damage, -100 meter In Awakening, can end with 214214B for 5173 damage and -150 meter. Corner 236A OMC 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) 214214B 4771 damage, - 100 meter
  21. Balguna

    [P4AU] Ken Amada Gameplay Discussion

    Also just saying that Ken's IK does the most damage of any character, with 56,065 damage, for whatever reason.
  22. Balguna

    [P4AU] Teddie Combo Thread

    Added a few more combos. Nothing too fancy yet, but I'll start looking at videos for FC combos. It seems that despite gaining FC properties, there isn't a way to combo off Puppeteddie A without OMC or OMB. Puppeteddie B and SB gaining wallbounce properties means they can be comboed off in the corner on CH, however. Nihil Hand seems to have 1400 minimum damage.
  23. Balguna

    [P4AU] Teddie Combo Thread

    Some quick stuff, will update later on with damage/SP values. General notes: -For 5AA, you want to hold down the A button to get maximum damage from it. -For 5AAA, if you're cancelling into sweep or jump cancelling, you cancel on the third hit. If you're cancelling into a skill attack, you cancel on the fourth hit. Midscreen: 5AAA 2AB (5D/2D) 1523 damage, 12 SP -Easy combo that allows item oki and leaves you in a good position to continue pressure. 5AAA j.B 1245 damage, 10 SP -For air pressure/crossups. 5AAA 214A 1315 damage, 20 SP (+Poison) If left unchecked, Poison does 14.4% of opponent's maximum health in damage. 5AAAA 1406 damage, 21 SP Autocombo. Links to either Tomahawk or Nihil Hand. 2B (air hit) j.A j.B j.A j.A j.B 1636 damage, 13 SP The j.B > j.A gatling only works at certain heights - you want to be above the opponent during the first j.A for it to work. Alternative if you're at the wrong height is 2B (air hit) j.A j.A j.B. You can also do j.A j.A j.B j.A j.B/j.236A. (air hit) 5AAA j.A j.B 1263 damage, 10 SP With an air hit, you have enough time in the air to do j.236A if desired (and then into j.236236C/D as well). j.B j.A 5AAA 2AB 2000 damage, 15 SP j.B j.A 5A 2B j.A j.A j.B 1627 damage, 12 SP Does less damage, but less likely for opponent to drop out of combo and combos into mid-air Tomahawk if necessary. AOA~C j.A j.B j.A j.A j.236A 3165 damage, 33 SP 5AA 5B 236D 236236[D] 236D 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B./236A 4030 damage, 11 SP, -50 SP Our classic corner carry combo. Might have slightly stricter timing now since 5AA no longer floats on hit. 5AAA 236C 236236[D] 236D 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B/236A 3676 damage, 21 SP, -50 SP Alternative to the above combo that builds slightly more meter. Corner 5AA 5B j.C j.A 5B 5C 2B j.A j.A j.236A ~3001 damage, 26 SP 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5B 2B j.A j.A j.236A ~3229 damage, 32 SP If linking to 236236[D], omitting 2B might be desired for easier comboing afterwards into 2AB or 214B/AB. One can also omit 2B for an easier execution; you lose about ~200 damage and 4 SP this way. 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) j.A j.236A ~2774 damage, 27 SP Leaves Teddie closer to the ground if j.B is used at the end compared to the above two combos. 214B/SB (CH) 5AAA j.A j.236A 2300 damage, 16 SP (only if B version), +Fear/Rage 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) 214214B 4010 damage, -50 SP, (Awakening only) Does more damage than missile ender, but pushes opponent out of corner. 214B (CH) 5AAA j.A j.236A j.236236[D] 2AB ]D[ 3575 damage, -50 SP 214B (CH) 5AAA j.A j.B j.A 214214B 3875 damage, -50 SP, (Awakening only) 214B (CH) 5AAA j.A j.236A j.236236[D] 2AB ]D[ 214214B 5189 damage, -100 SP, (Awakening only) Shadow Teddie Midscreen 5AAA 214A 1073 damage, 25 SP (+Poison) If left unchecked, Poison does 14.4% of opponent's max health in damage. 5AA 2B j.A j.A j.B (j.D/j.2D) 1137 damage, 17 SP Item oki option. 5AAA 5D/2D 841 damage, 21 SP Alternative item tossing option. Corner 5AAA j.C 5B 5C 2B j.A j.A j.B 5AA 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B 5AA 5B s.j.C j.B j.A 5B 5C 2B j.A j.236A Shadow Fury j.236A j.236236[D] j.236236D 236236[C] 214214AB 4592 damage
  24. Balguna

    [P4AU] Teddie Gameplay Discussion

    Some other stuff I've noticed: After doing a D normal, you can press D again to have Kintoki-Douji throw an additional item without disappearing. Obviously enough though it means he's on-screen for longer. You can't switch from 5D to 2D lists this way; going 5D > 2D will throw two items from the 5D list. If Teddie is in awakening, his autocombo ends with Nihil Hand instead of Tomahawk. However, you don't have the option of timing the charged attack - the game automatically inputs it for you, like Yosuke's auto-tracking on his autocombo Garudyne. I was wrong about SB Circus Bear - if you're right next to the opponent, or fullscreen, assuming they don't move, the second hit will miss. B and SB Puppeteddie wallbounce on CH. Talking a bit about Shadow Teddie: S. Teddie, to me, feels visibly worse than regular Teddie. His damage is notably lower, and even his complicated combos can't match up to anything S.Chie/Mitsuru can do. I've seen combos exceeding 8k, but they require 2C FCs and corner. He has worse corner carry, especially since you're more likely to save SP for Shadow Fury rather than use it on the midscreen corner carry combo, and he doesn't have P4A Teddie's OMB combos or the 2C FC 5AA > 5B loops due to 5B no longer being dash cancellable. He can do some annoying neutral things like setting up What Will Come Out? and Circus Bear twice in a full Shadow Fury to try to panic the opponent, I suppose. His advantages are few, but I guess they're there; he can knock a grounded opponent into the air with 5AA > 2B. He can Shadow Fury mid-air combo into air-AoA to bounce the enemy all the way back down onto the floor (and you can then combo using something like 236C or (j.)236236C/D). You can inflict multiple statuses in the corner. I'm going to experiment with him some more, though.
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