Jump to content

Balguna

Members
  • Content count

    249
  • Joined

  • Last visited

Everything posted by Balguna

  1. I imagine Bullet would also find it useful since she gains a Heat level just by entering OD. Tsubaki/Izayoi/Amane/Hakumen may be tempted to stay in OD longer to get the benefits of the OD instead. I could see Bang making pretty good use of OD wake-up mixups, especially if he has bumpers or seals up. FRKZ dash/EA/nail dash/Drive options.
  2. Balguna

    [P4AU] Shadow Teddie Combo Thread

    New 2.0 S.Teddie combos by Moja. Midscreen 2C FC > 22A+B > j.A+B > Shadow Frenzy > j.A+B > j.A+B > [land > j.A > j.A+B > j.A+B] x2 > sj.A > j.B > j.2C > j.A+B > j.236A > j.236236[C] > 214214D > ]C[ 6666 damage, requires 100 meter + Burst 2C FC > bdc. > Shadow Frenzy > 2A+B > IAD > j.B > 236C > 236B > j.236236[D] > j.A+B > j.A+B > ]D[ > 236D > 5B > 5C > j.A+B > j.A+B > j.214A > j.236A > j.236236[D] > 5C > 214214A+B > ]D[ 7249 damage, +Poison 2A > 236A > Shadow Frenzy > 2C > j.A+B > j.A+B > sj.A > j.B > j.2C > j.A+B > j.236A > j.236236[C] > 2A+B > j.A+B > j.A+B > .214A > j.236A > j.236236[D] > 5C > 214214A+B > ]D[ 6010 damage, +Poison Corner 5B CH > 22+A > dash 5B > 5C > 5AAA > j.214B > j.236236[D] > 214A+B > ]D[ 3097 damage, +Fear, +Rage 236D FC (warp attack) > 2B > 236C > 5B > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.214A > j.236A > j.236236[D] > 214A > ]D[ > 5C > 2C 5096 damage, +Poison(2), requires at least 25 meter + Burst j.B FC > backjump > j.2C > j.C > j.A > j.A+B > Shadow Frenzy > j.A+B > j.236A > j.236B > j.214B > j.236236[C] > 2A+B > j.A+B > j.A+B > j.214A > j.236A > j.236236[D} > 214A > ]D{ > 5C > 214214A+B 7465 damage, +Poison(2)
  3. Balguna

    [P4AU] Shadow Teddie Combo Thread

    Will update for 2.0 eventually. More concrete damage/SP values to comee. NOTE: As of time of writing, purple combos are for 2.0 only. Other combos will likely see slightly higher damage ratings due to Shadow Teddie getting a 10% damage buff in 2.0. 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. 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. Only the most optimal combos will be listed in this thread. Will be updated if new, better combos are discovered. Collapsed: General Notations Used: >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. Combo Theory - Combos ending with j.B can be followed up with j.D/j.2D for item oki. This may or may not be desired depending on the item order. - Allternatively, j.B enders can be replaced with j.236A for damage (and then j.236236[C] for missile corner carry/damage at the cost of 50 SP), but you lose knockdown. - Height positioning is important for several combos. Getting the right height might require delaying some moves slightly. Experiment when practicing combos to get an idea for the right timing. - Most combos can be started from a j.A starter or 236A CH starter. - For Shadow Frenzy combos, damage given is without considering Poison or the ending move. Add about 1400 damage for (1), 900 damage for (2), and 500 damage for (3). See the Shadow Frenzy section for more details. [/collapse] Mid-screen [collapse] Meterless 5AAAA 1362 damage, 25 SP 5AA > 2B > j.A > j.A > j.B > j.2C > j.214A/B 1886 damage, 23 SP, +Poison/Fear Good midscreen combo for applying status effects. You lose knockdown, however. (2A) > 5AA > 236B > 5AA > 2B > sj.A > j.B > j.2C > j.214A 1729 damage, 29 SP, +Poison Side-swap combo. You get a bit more SP compared to the above combo, but no Fear. 5AA > 2B > j.A > j.B > j.A > 2B > j.A > j.A > j.B ~1600 damage Standard BnB, good return on damage/SP/corner carry. You can omit the 2B and go straight into j.A j.A j.B instead to end with Teddie slightly closer to the opponent, at the expense of ~100 damage. 5AA > j.A > j.B > j.A > land > 2A+B ~1350 damage Weaker than the first combo in most respects, but ends in sweep, which gives you slightly more pressure options. To make the combo easier to execute, delay the first j.A slightly, and make sure you land before inputting 2A+B or you'll get aerial AoA instead. 5C > dc. > j.A > j.B > j.A > 2B > j.A > j.A > j.B ~2000 damage 5C doesn't commonly get used in neutral, but if you do land it you get some decent damage and corner carry along with a chunk of SP. 5A FC > 5C > dc. > j.A > j.B > j.A > delay 5AA > 2A+B ~1800 damage Fear/Fatal Recovery combo. 2C FC > 5AA > sj.C > j.B > j.A > land > 236C > 5B > 236D > 2B > 5B > 236B > 5AAA > 214A/B 3719 damage, 49 SP, +Poison/Fear Pushes opponent into the corner. You can substitute 214A/B for 2A+B for knockdown instead. 2C FC > j.A > j.B > j.A > j.C > 2369B > 5AA > 2A+B 2C FC > j.A > j.B > j.A > j.C > 5C > dc. > j.A > j.A > j.B Midscreen FC combos. The former does more damage, but the latter is more lenient on execution. AoA~C > j.A > j.B > j.A > j.A > j.B Meter 5AA > 236B > 214214B ~2500 damage, -50 meter Pushes the opponent into the corner, but does lower damage compared to the other options. The advantage to this combo is that it's very easy to do and is still doable when Persona broken. 5AA > 2B > j.A > j.A > j.B > j.2C > j.236B > j.236236C 2678 damage, -50 meter You can do j.236A > j.236236C > j.236B for a bit more damage if you're close enough to the corner. 5AA > 2B > j.A > j.B > j.A > j.2369A > j.236236[C] > land > dash > ]C[ > j.C > 2B > j.B ~2800 damage, -50 meter Pushes opponent into the corner. The midair TK Bearscrew is to have the opponent as low as possible to make the missile detonation easier. If you're having trouble timing the detonation, you can omit the 2B at the start of the combo so the opponent is closer to the ground at a loss of about 200 damage. 5AA > 5B > 236D > 236236[D] > 236D > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.B ~3200 damage, -50 meter Corner carry combo from P4A. Harder to do now because of changes in missile recovery. 236C+D FC 236C j.A j.A j.B j.C dash j.A j.A j.B -25 SP [/collapse] Corner Meterless 5AA > 5B > 236B > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.A > j.B 2816 damage, 38 SP Also doable with throw starter (omit the first 5B), losing about 200 damage and 2 SP. 2B (air hit) > j.A > j.A > j.B > j.2C > j.C > j.B 2000 damage, 24 SP 5AA > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.A > j.A > j.B Standard corner combo from P4A. Also works with throw as a starter. 5AAA > j.C > 5B > 5C > 2B > j.A > j.A > j.B Slightly less damage (~200) than the above combo, but gives more SP and is easier on execution. Also chains into Shadow Frenzy combos. j.C > dash > 5B > 5C > 2B > j.A > j.B > j.A > j.A > j.B ~2654 damage [/collapse] Shadow Frenzy Note: Enders have three forms: (1) 214214AB Highest damage ender (adds around ~1400 damage), but pushes the opponent out of the corner. Ender of choice when going for the kill or to squeeze out as much damage before Awakening. (2) 236236CD j.B Does about 500 less damage than (1), but retains corner knockdown. Go for this if you desire to retain corner pressure and don't want to use items. (3) j.B 236236A/B/A+B Item super oki. You'll typically precede this ender with a missile explosion; if the last move before ender is 236236[C], don't hold the [C] so you can squeeze out a bit more damage. What version of item super you prefer to use is dependent on the item order. Midscreen, Shadow Frenzy 5AA > 2B > j.A > j.A > j.B > j.2C > j.236B > Shadow Frenzy > j.A+B > j.236236[C][D] > land > dash > 2A+B > j.A+B > j.A+B > j.214A > j.236A > j.236236[C] > 5C > Ender ~4072 damage, +Poison, +Ender Requires 100 Meter, Burst New midscreen route for 2.0. 5AAAA > Shadow Frenzy > 5C > d.c > j.A > j.A > j.236A > j.236236[C] > 236236D > 236236[C] > Ender ~3100 damage, +Ender Very easy Shadow Frenzy combo. Since you don't connect Poison in this one, does the least damage overall. 5AAAA > Shadow Frenzy > 5C > dc. > j.A > j.A > j.236A > j.236236[D] > 214A > ]D[ > 236236[C] > Ender ~3200 damage, +Poison, +Ender Easier than the below combo and builds more meter before Shadow Frenzy, but slightly less damage. Note that 214214AB will not connect after 236236[C], so you'll either have to go for 214214B (slightly more damage, but still unreliable connection) or 214214A (almost guaranteed to connect, but least damage). 5AA > j.A > j.B > j.A > j.2369A > Shadow Frenzy > j.236236[C] > dash > ]C[ > jump > j.236B > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender ~3488 damage, +Poison, +Ender Midscreen Shadow Frenzy combo. Does about 4.9k with (1), along with any Poison damage (so does about 6k on Narukami), but pushes opponent out of the corner again. With (2) you get about 4.5k and corner knockdown. The { j.236236[D] 214A j.236A ]D[ } portion is important to learn since it's a key part of almost all of Shadow Teddie's corner combos, and racks up a lot of damage due to Poison. With his better starters you can apply Poison multiple times, greatly increasing damage. Corner, Shadow Frenzy 5AAAA > Shadow Frenzy > 236236[D] > j.236B > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender Baby Shadow Frenzy combo. Easy to do, but as you might expect doesn't have the punch of other combos. There's enough meter to do a 236236A/B before the ender if you're going for (1), but most items aren't that effective during Nihil Hand's long animation. 5AA > 5B > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.236B > j.214A > j.236236[C] > 5C > Ender ~3818 damage, +Poison, +Ender Requires 50+ meter, Burst New combo route thanks to the new aerial All-Out Attack and 236B. Easier compared to 1.1's standard route. Note that this is only using 50 meter, not 100. 5AA > 5B > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.236B > j.214A > j.236236[C] > 5C > j.A+B > j.B > j.2C > j.A+B > j.236A > j.236236[D] > 214A > ]D[ > Ender 5502 damage, +Poison(2), +Ender Requires 100 meter, Burst. Much better damage. 5AA > 5B > 236B > 5B > 5C > 2B > sj.A > j.B > j.2C > j.236B > j.236236[C] > Shadow Frenzy > j.236236[D] > 2A+B > 214A > ]D[ > Ender 4312 damage, +Poison, +Ender Requires 100 meter, Burst Notably lower damage compared to the above combo, but only uses 50% Burst. 5AAA > j.C > 5B > 5C > 2C > Shadow Fury > 236236[D] > 2AB > j.236B > j.236A > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender ~4300 damage, +Poison, +Ender Standard 1.1 Shadow Frenzy corner combo. Does about 4.3k without factoring in Poison; Poison will add about ~1200 damage on a character with 9.5k health. The combo above has the best return, but the execution can be tricky. There are various ways to make the combo easier in the middle portions at the expense of damage; you can do j.A j.236A after the sweep, or omit the j.236A entirely. You can also forego the sweep. However mastering corner combos means learning these routes well, as they play a part in his stronger starter combos. Throw > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.236A > j.236236[D] > 214A > j.236A > ]D[ > Ender 3786 damage, +Poison, +Ender Requires 50+ meter, Burst Adjusted combo for the proration off throw starter. j.B CH > j.236A > Shadow Frenzy > j.A+B > j.A+B > j.236B > j.214A > j.236236[C] > 2A+B > 22A > 5B > 5C > Ender ~4600 damage, +Poison, +Ender Requires 50+ meter, Burst j.C > dash > 5B > 5C > 2C > Shadow Fury > 236236[D] > 2AB > j.236B > j.236A > j.236236[D] > 214A > j.236A > ]D[ > j.236A > j.236236[D] > 214A > j.236A > ]D[ > Ender 6807 damage, +Poison(2), +Ender 2C FC > 236C > 5B > j.236B > 2A > 214A > Shadow Fury > j.C > 5C > s.j.236A > 236236[D] > 2AB > 214A > ]D[ > j.236A > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender 6774 damage, +Poison(3), +Ender 2C FC > 5D (Parachute Bomb) > 5B > t.k.236A > 2A > 214A > Shadow Fury > j.C > land > 214A > j.236A > Parachute Bomb hits > j.236236[D] > 2AB > 214A > ]D[ > 5C > s.j.236A > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender 7081 damage, +Poison(4), +Ender 2C FC > 5B > j.C > j.B > 236C > 5B > 236C > j.A > j.236A > 2A > 5B > 5C > d.c. > 5B > 236D > Shadow Fury > 236236[D] > 236D > 5B > 236CD > 236236[D] > 236D > 2AB > s.j.236A > j.236236[D] > 214A > ]D[ > Ender 6380 damage, +Poison, +Ender Carries opponent from corner to corner.
  4. Balguna

    [P4AU] Teddie Combo Thread

    P4U 2.0 Shadow Teddie combo video by Moja. Practical notations will get transcribed in the other thread eventually.
  5. Balguna

    [P4AU] News & Gameplay Discussion

    If they do port 2.0, what are the chances of there being new content that would require more voice acting? Because it would mean having to get Rise's new VA to cover it.
  6. Balguna

    [P4AU] Teddie Gameplay Discussion

    https://youtu.be/JdwNHctIdmw Looks like MAD's playing S. Yukari now. Don't know if he's subbing her or switching to her as a main from Teddie.
  7. Balguna

    [P4AU] News & Gameplay Discussion

    I imagine if there was, there'd be an announcement not too far from/after EVO. They'd definitely want to take advantage of the renewed interest after EVO.
  8. Balguna

    [P4AU] News & Gameplay Discussion

    3 of the Teddies are in the same bracket. That's gonna be a lot of items. Also good to see some representation across the board of characters. Only ones that are really missing are Liz and Marie. Also no S.Chie.
  9. Going to slowly update this with stuff as I play. Working through the Remix Heart stuff first (fair warning, I have no knowledge about any of this stuff) First off, nothing is carried over from the first game, including story completion status. There are separate tabs for Anthrology story and Gag endings (gag endings have to be unlocked). Kokonoe and Terumi are unlocked even if you never had them in the first game. Remix Heart names: Mai Natsume/Hazuki Kajun Faycott Ceclia's Astral English name: Atout Rilettes
  10. I got the English version apparently a bit early, so if people need me to confirm anything I can give it a whirl.
  11. Balguna

    [P4AU] Yukiko Amagi Gameplay Discussion

    https://youtu.be/0_W46elXQVg?t=4377 Yukari's Feather Arrow hits Yukiko for a CH even though she was maintaining Dia. Can anyone elaborate? Unless she stopped Dia and was in recovery.
  12. Balguna

    [P4AU] News & Gameplay Discussion

    I think I've seen one S.Rise, but nothing substantial from them. Odd too since every other Shadow console character has more or less proven to be better. Maybe DIE-chan will experiment with her in the future. Haven't really seen any Shadow Labrys (Ariadne) either. I'm assuming the Slab in Damosu's tier list is Asterius? How'd she fall to C?
  13. Balguna

    [P4AU] News & Gameplay Discussion

    RIP Junes Bomber Also noticed that Shadow Akihiko is strangely absent in both lists. The character seems to have gotten a fair amount of play and from what I heard initial impressions was that he was better than the normal version.
  14. Balguna

    [P4AU] Teddie Combo Thread

    Some 236236A combos: 5AA 236A 236236A (Brahman, Salt Neo, Agni) 5AA 2B 2A+B (Agni hits) j.A j.B ~2100 damage, +20 SP (Salt Neo), -50 SP 5AA 236A 236236A (Agni, Curry, Parachute Bomb) 5AA 2B 5B (Curry hits, Agni hits) j.236B (Bomb hits) j.B/{j.A j.236A j.236236[D] 2A+B ]D[ j.B} ~2.9k, corner carry, -50 SP (~4.5k, -50 more meter) From midscreen, one can do 5AAAA before the 236236A for more meter. 5AA 236A 236236A (Dyaus, Barrel, Bike Key) 5AAA 214214C/214214C+D ~1.6k + 3.6k/4.5k unblockable reset, -100 SP There are a few variants of the combo after the item super, but basically you want to keep them blocking the barrel/robot for the unblockable reset. 5AA 236A 236236A (Bike Key, Firecracker, Dry Ice) 2A+B (Dry Ice hits) 214A/B ~2k, corner carry, bike oki, +Poison/Fear, -50 meter Sadly, 214A+B doesn't seem to connect for a Rage reset.
  15. Balguna

    [P4AU] News & Gameplay Discussion

    I find it odd he still has S.Teddie in some MYSTERY rank. I mean yeah, it's Teddie and he still has his neutral game, but his damage doesn't get good til 2.0 and his Berserk combos are generally situational, or simply aren't nearly as good as the ranked Shadows. He also lacks a Burst and Teddie doesn't have the best defense options anyway (his DP getting nerfed in P4U2 is pretty harsh for him, despite gaining Nihil Hand).
  16. Balguna

    [P4AU] Teddie Gameplay Discussion

    It's all practice. Just make sure you're not delaying 2B too much either. Also make sure you're doing the full 236 motion before C+D.
  17. Has the lack of invul for missile actually been tested yet in P4U2? It might be more that the missile now disappearing when Teddie is hit (even by a burst) is more a factor, might be easier to test it against something long ranged (like Mitsuru's 5D or something). I can try to test that this weekend if I have time.
  18. Balguna

    [P4AU] News & Gameplay Discussion

    For those who can't bother checking, the game itself is $36 instead of $60, and then all the icons, boss characters, additional colours, navigator bulk packs and full story are half price.
  19. Balguna

    [P4AU] Aigis General Gameplay Discussion

    Something minor I noticed: First hit of 2C is air unblockable now? Unless this was always the case. EDIT: Just saw it was added in 2.0 in the patch notes, my bad. Damage does seem to be down from 800 to 700 though.
  20. C is cancellable into some other normals. S means cancellable into supers, but not specials (for instance most DPs). Akihiko has a star for Kill Rush-followup cancels. I don't know if we need one for cancel into itself on whiff. W or something?
  21. Balguna

    [P4AU] News & Gameplay Discussion

    2.0 arriving would have been nice, but on the other hand having only a month of 2.0 before EVO would have been pretty bad. Waiting for something like them announcing 2.0's console release at the end of EVO or something.
  22. Few more issues: Rise: Damage values missing for 2C, Platinum Disc (D and SB versions), Arrow Rain Damage for note detonation for Rock You! missing Marie: Damage values for AoA, "Dance, Fallen Angels", Memories of Grief, Shining Arrows missing Startup values for all presents missing Ken: Damage values for 5AA, 5AAA, Gigantic Impact missing Startup values for Gigantic Impact, Fire Breath missing Recovery frames for Mediarama missing Adachi: Lots of startup values missing Naoto: Snipe > 6D data missing (it's in the frame data, just not on the main page)
  23. Balguna

    [P4AU] Teddie Gameplay Discussion

    https://www.youtube.com/watch?feature=player_detailpage&v=P0jwwR66B68#t=4551 Midscreen throw combos into D Tomahawk, probably the only super that will likely connect outside of corner (aside from Mystery Teddie SP)
  24. Balguna

    [P4AU] Teddie Gameplay Discussion

    https://www.youtube.com/watch?feature=player_detailpage&v=xICZbhksgMQ#t=2129 Our items got mostly nerfed, but one nice thing in 2.0 is that apparently Firecracker will keep travelling even if it hits a Persona on the way.
  25. Off-hand then, but Liz's 5AA and 5AAA are incorrect - they currently use her P4A images (which are now 5BB and 5BBB). Marie's presents could use a bit of breakup between the images (maybe just say what attack is beneath each one). Margaret's IK should probably use an image that shows the attack on the screen instead, rather than her cut-in, to give a better idea of what the attack looks like. Same goes for Junpei and Yukari. Rise is still missing 5D's image.
×