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Red

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  1. Red

    Adachi Changes for 2.0

    ***IMPORTANT *** All these changes are still on development and may or may not be final Buttface's translation of Adachi's confirmed changes by Arcsys : http://pastebin.com/51k0Ddky Adachi detailed evernote page. Some of this already translated by Barzorx : https://www.evernote...edd7ea983c3c78d Status Ailment Changes (Credits to Chickzama and Tomato_of_Doom for translation) STATUS AILMENTS5C > poison2C > first stage poison second stage fear? (I assume it means claws poison and slam fears)JC > fearJ2C > first stage poison second stage fear (same)5D > shock2D > shockMegidola > shockAtom Smasher > fear and confusionHeat Riser > fear and poisonGhastly Wail > fear and silenceMandala > confusion and silence BUFFS- Evil Smile has faster recovery, SB-version hits crouchers - SB Mandala can be comboed without any height requirement. - Magatsu Mandala status boost changed, after you use it Adachi's SP Skills leave 2 Ailments on the opponent.- DP only takes 5% of Health now. No more 950 dmg to any combo after a DP (thank god) - Scared? (Gunshot) can now be special cancelled on it's latter half. Possibilities (Credit to SOWL): You can cancel it into another Scared, Calm Down, Evil Smile and Furious Action.Scared > Scared and Scared > Pain in the Ass A both connect.Scared > Calm Down > Megidola is a thing.However, you can only skill cancel Scared once in a single gatling string.- From the above, we should be able to combo into Megidola. - 2D / J2.D P2 buffed, can follow it up better than in live. - SB Riser has a better arc, easier to follow-up. NERFS- DP no longer wallbounces on hit. It makes the opponent slide on the ground, so no more CH DP > 5C. - Unable to combo off an air CH J.C. No slide, opponent can just tech. - There's no more Rage Ailment. Status Ailments so far are Poison, Shock , Fear, Confusion and Silence. - Megidola's Recovery Nerfed (we only have proof of the D version) - SB Smasher nerfed. +15 after super flash now. RIP. (Still plus on block) - Gunshot is now -3. - 2B got a damage nerf. Used to do 700, now does 500. - 5C(4) also got a small damage nerf. Arcsys video showing Adachi's changes: http://youtu.be/UIy7SocmMaA?t=2m25s FULL CHANGELIST 5AAA: Now cancels into sweep. 2B: Damage nerf. 700>500. 5B :Additional hits now move forward. 5C:Slightly less damage on final hit. D Attacks:Now on counterhit state until the action is finished. 5D/J5.D : Now gives less meter to the opponent J.C :No longer causes a ground slide, opponent can just tech Sweep: Movement is slower, no change to frame data. AOA :Less startup, less recovery, guard point active until right before attack starts. Movement portion is slower. Ground throw : Gives 17 meter on hit, meter increases while Adachi laughs. DP: Only 5% blue health now, no longer causes wall bounce on CH, reduced untech time on CH. Calm Down! :Can not cancel into the same move it was used to cancel into. Pain In the Ass:A Version is projectile invuln partway through the animation. SB Version :Faster walk animation, less recovery, invuln kicks in sooner. B and SB Pain in the Ass:No longer share the same SMP. SB Pain in the Ass: Now can be special cancelled after the sideswap. Gunshot / Scared? More minus on block (-3), special cancellable. Can cancel into itself once. Megidola:More recovery on whiff, less dash inertia. Evil Smile. Decrease recovery for Adachi and Izanagi, wider hitbox, can no longer hit projectile invuln opponents. SB Smile: Hits crouching opponents. SB Heat Riser: Knockback changed, better followups possible. More recovery. Atom Smasher: Less recovery on C version, more recovery on SB version whiff. Increased startup in C and SB versions. SB Magatsu Mandala: Knockback changed, followups possible. Recovery increased. Magatsu Mandala: Status ailments changed, poison time reduced. All C attacks + Evil Smile: Persona now has invuln until right before the attack starts.
  2. Red

    Adachi Changes for 2.0

    Hey you got to play with him at least. That's a start for when it gets released on consoles right?? In all seriousness, I had some questions / tech I wanted someone to try if they had a chance at playing 2.0, so if you could try or answer them that would be great. Although my main question is how did the gunshot (214) changes feel to you, because I think that it's his most important change. For his new tech, have you tried something new? Back when the first news came out we were wondering if he would be able to SB Tackle > B Stance > D Megidola consistently, because it would be a nice increase on standing damage for 25 meter + OMB possibilities. Some other things I'd like to know (when you have the time of course) are : - Have you found good uses for Evil Smile aside from Fear Setups or baiting things like Yosuke's DP? Since CH DP got nerfed you can't really do those 5C > Smile setups anymore (and some characters could punish you for them) . SB Smile could be used in 1.1 to hit people out of hops, which were used early in 2.0 to avoid the gunshot>gunshot gimmick he had. I'm interested on possible new uses for this move (dunno why, never gonna play it) - Have you tried using his new gun-stance to improve the pressure game? IIRC, in 2.0 he's allowed to do gun > special , but i'm not sure about the limitations he has. Can he do gun>gun>stance? Even if he can't, being able to do gun>stance gives him a lot of cool stuff for pressure. For example, you could 5A>2A>5B>gun>stance>5C>2B>J.C> go back to the beginning or gun>stance>5C>gun>stance>megidola. There are a lot of possibilities, so if you could look into what restrictions he has here it would be great. Of course, with so many gaps you'll get DP'd sooner or later, but since gun is safe on block, you could always just stop. His new pressure game could be interesting. This is definitely a point I'd like you to look into if you can. - Have you caught anyone with SB Smasher? Tell me you have. Also in case you didn't know, it's a better starter now so you can 5B>2C route after it without CH now. I think that should be it for now. I'm interested on hearing your opinion on the character when you get a bit more time with him. Have fun playing 2.0!
  3. Red

    [P4AU] Tohru Adachi Gameplay Discussion

    These are very cool thank you for your effort. I had thought that using 2C more than once in the same combo would cause the ending 2D to do a yellow beat combo or at least and air tech. You're sure the latter can't happen right? If that's the case, this is good optimization. I might look into it if I have the time to try and squeeze a little bit more of damage but my main concern is how much advantage the 2D ender combos have. Yosuke might be able to DP on wakeup and hit you? It just looks a bit weird to me. Other than that I'm honestly not a fan of the 2B > falling j.B combos. I'm more fond of 2B> whiff J.C for consistency, even though the falling j.B can be useful to bait bursts or get slightly higher damage combos. I can't say I fully recommend them but if you're confident, go for them. The 5B after all the juggle ending with 5C in the first combos is also a bit tricky, so I would recommend going for j.B> j.B> j.C knockdown. But again, it's just on my experience, which is a 2 bar tops most of the time. Again, thanks for taking your time to do this video. Good stuff.
  4. Red

    [P4AU] Tohru Adachi Video Thread

    It's on youtube now : A lot of good stuff in this video with pretty good fear setups, even though the FC combos in the end are less likely. I like the new route of IABD J.C even if it costs damage, that fear setup seems like it can be really strong even if execution looks a bit harder than his regular stuff. I hope we get it at some point.
  5. Red

    P4AU WC FT3 Round Robin

    until
    P4AU 1.1 WC FT3 Round Robin on 12/18/15 @ 8PM EST/5 PM PST Stream: http://twitch.tv/bloo561 Commentary: @neo_orgia and @LegendaryRath Organized by: @VioletSniper and @neo_orgia Players: @diospyros3 (Yosuke) @Ninjaelephant31 (Junpei) @Atarax570 (Elizabeth) @BeautifulDudeGG (Ken and Koromaru) @KWO_SHO/ywaffley1 (Sho) This is definitely going to be a very fun event. Please tune in for some exciting matches between some strong Persona players from California! Also, with these highly knowledgable commentators, it's sure to be a useful learning experience for all. If this goes well, you can expect me to set up more of these in the future, so please don't miss it!
  6. Red

    EU Fighters & NA Throwdown!

    until
    Just another month another tourney! Date November 28 2015 Time EU Fighters Start time - 2 PM EST | 7 PM GMT NA Throwdown Start time - 5 PM EST Stream http://twitch.tv/bloo561 Bracket http://challonge.com/EUFighters http://challonge.com/NAThrowdown Signup (EU Fighters)EU Signup: http://challonge.com/tournaments/signup/maz7YNH0gl (NA Throwdown) NA Signup: http://challonge.com/tournaments/signup/wiJ56LBO5M Rules Best 2 out of 3 unless in Winners,Losers or Grand where it will Best 3 out of 5 Double Elimation Winner is character locked while Loser can switch Preferably School at Night (no goo) or The Music Room to keep lag to a minimum No Boss Characters Prizes 1st place - Special Prize!!! 2nd/3rd - YOU GET NOTHING!! YOU LOSE!! GOOD DAY SIR!! Hope to see you there!
  7. So this is kind of unrelated to the discussion but I thought It'd also be important. I checked on the wiki for the 1.1 patches changes and there a couple characters missing their changelogs. I think it's just Ramlethal, Sin Kiske, Leo and Elphelt? I don't play XRD that much myself but I think that it'd be a good idea to post the changes there too so someone "new" to the game doesn't have to dig in 4 different subforums (or find the original posts in this thread about the changes) to find out what's different about the characters this time around. Sorry for interrupting the discussion. Here's the link to the page I've mentioned: http://www.dustloop.com/wiki/index.php?title=Guilty_Gear_Xrd_-SIGN-_1.10_patch_notes
  8. He copied that from Gfaqs, the OP is European. I'm curious, do the NA cabs get it that soon to the JP release? Almost instantly? If so, that's some pretty good news.
  9. The forum is starting to be a bit faster for me after the last small tweaks. However, could I ask about the shoutbox being removed on the forum pages that are not the main page? It's more like a personal thing than anything but I feel like it shrinks down the other forum sections and it's just really odd-looking to me. The "last posts" tab also appears and it's just a mess to look at when inside specific sections. I don't mind it being on the main forum page because i think it blends with it pretty well, but on the rest... I don't know if it'd be possible or not. I'd also like to hear if there's more people that think the same as me. If this has been posted before feel free to ignore it.
  10. Red

    [P4AU] News & Gameplay Discussion

    Yes but just the fact that the topic has been addressed makes it a lot better. Heck, a lot of people are just getting back to playing the game or to watching 2.0 footage because "maybe" is way better than remaining silent about this update that we thought we would never get. It might happen, it might not happen, but at least it makes the game a bit more lively.
  11. Red

    [P4AU] Tohru Adachi Gameplay Discussion

    "Easier" way of using the J2.C whiff route. This one works on everyone, deals a lot of damage, and I even found a way to end in a knockdown instead of letting the opponent tech away. As with the other one, the trick here is to get them as low as possible with the first 5C after the hop J.C. Everything else is explained in the video. I'll edit this post a bit later when I finish the followup video.
  12. Red

    [P4AU] Tohru Adachi Combo Thread

    @ludwig van I got J2.C whiff to work on Teddie. https://youtu.be/6E5b7n_FQzU I'll edit later. EDIT: More combos : https://youtu.be/3MR0sD_6-GY
  13. This isn't really feedback or suggestions so please delete it if it belongs somewhere else, but I'd like to know about this: For focusing on specific matches breakdown / analysis should I use the MU threads or should I post it on an original "analysis/critique thread"?. My first idea was to do it on MU threads to encourage discussion / other points of view but I want to be sure before I do so. It was also because I feel like in a "critique thread" it's more about pointing out mistakes or focusing on improving a player's performance rather than just explaining "what's going on here and why"
  14. Red

    P4 Matchup Directory

    Okay then. All done but the vs Margaret and vs Yu, as they're done already. Adachi vs Adachi: http://www.dustloop.com/forums/index.php?/forums/topic/11621-adachi-vs-adachi/ Adachi vs Aigis: http://www.dustloop.com/forums/index.php?/forums/topic/11622-adachi-vs-aigis/ Adachi vs Akihiko: http://www.dustloop.com/forums/index.php?/forums/topic/11623-adachi-vs-akihiko/ Adachi vs Chie: http://www.dustloop.com/forums/index.php?/forums/topic/11624-adachi-vs-chie/ Adachi vs Elizabeth: http://www.dustloop.com/forums/index.php?/forums/topic/11625-adachi-vs-elizabeth/ Adachi vs Junpei: http://www.dustloop.com/forums/index.php?/forums/topic/11626-adachi-vs-junpei/ Adachi vs Kanji: http://www.dustloop.com/forums/index.php?/forums/topic/11627-adachi-vs-kanji/ Adachi vs Ken: http://www.dustloop.com/forums/index.php?/forums/topic/11628-adachi-vs-ken/ Adachi vs Labrys: http://www.dustloop.com/forums/index.php?/forums/topic/11629-adachi-vs-labrys/ Adachi vs Marie: http://www.dustloop.com/forums/index.php?/forums/topic/11630-adachi-vs-marie/ Adachi vs Minazuki: http://www.dustloop.com/forums/index.php?/forums/topic/11631-adachi-vs-minazuki/ Adachi vs Mitsuru: http://www.dustloop.com/forums/index.php?/forums/topic/11632-adachi-vs-mitsuru/ Adachi vs Naoto: http://www.dustloop.com/forums/index.php?/forums/topic/11633-adachi-vs-naoto/ Adachi vs Rise: http://www.dustloop.com/forums/index.php?/forums/topic/11634-adachi-vs-rise/ Adachi vs S.Labrys: http://www.dustloop.com/forums/index.php?/forums/topic/11635-adachi-vs-shadow-labrys/ Adachi vs Sho: http://www.dustloop.com/forums/index.php?/forums/topic/11636-adachi-vs-sho/ Adachi vs Teddie: http://www.dustloop.com/forums/index.php?/forums/topic/11637-adachi-vs-teddie/ Adachi vs Yukari: http://www.dustloop.com/forums/index.php?/forums/topic/11638-adachi-vs-yukari/ Adachi vs Yosuke: http://www.dustloop.com/forums/index.php?/forums/topic/11639-adachi-vs-yosuke/ Adachi vs Yukiko: http://www.dustloop.com/forums/index.php?/forums/topic/11640-adachi-vs-yukiko/ Let me know if I missed anything. I'll work later on getting the information to the new posts.
  15. Red

    P4 Matchup Directory

    Feel free to ignore this if the question's been asked already, but what do we do with the old threads in the character subforums? Should we delete them once we've moved all important information to these threads instead? Pretty pointless to have multiple threads for the same purpose. I'll work on Adachi's for the time being.
  16. Red

    [P4AU] News & Gameplay Discussion

    Honestly at this point there are a lot of things that can be done to go for a new disc / ultimate edition. -Unreleased DLC (New World Fool) -A new story mode for Sho. -Make a new disc including all DLC characters and content. -New golden arena stages (those were also included in 2.0, just no one cares about them) Then we'd also have new challenge combos etc etc. If they don't turn it into a "new game" it's because they don't want to because it can be done pretty easily. Also for the record the Arcade version has not been updated since March. And even the additional updates were only bug fixes, if I remember right. I don't doubt it coming to consoles. I doubt it coming and people still caring about it, sadly.
  17. Red

    [P4AU] Tohru Adachi Combo Thread

    I agree with pretty much everything you said but I'd like to point out a few things. -Watch what you do before a Full 5C>236AA safejump attempt. If you did 2A in the combo, you don't get a safejump (they air tech). You have to do 5C(1)>236AA to get it. -If you ever use Hito Raisa in a combo but realize too late that you did something "bad" before it (or you just have doubts that it'll drop), 2C>hop J.C>2C is pretty much always guaranteed. It'll bring them back to the ground, but don't do anything else after it or they'll tech (gun might be possible?). -I kinda missed some Megidola routes or breakdown in your post. Megidola is not that good midscreen without 50 meter to do your standard Heat Riser combo. However, on fatal counter it's possible to land a 236AA after it so you still get a safejump. You can also do 5C>Evil Smile but you can't continue pressure so it's not that good. On the corner it's a huge reward, as you can get over 40 meter and 4K meterless with the proper route, although it's a bit hard to do. Another point I'd like to mention is that air hit 5A is actually a pretty big deal if you go into 5B>2C, because you don't need a counterhit for hop J.C, and the J2.C whiff route is still possible, but most people autopilot really hard into 5AA for better/more stable confirms. I just thought It'd be worth saying. Also for character specific stuff, in the standard whatever>2B>J.C>ender crouching route it's actually possible to do 5B before 2B on some characters, but it's rather space dependent. In 2.0 it'll get a bit better thanks to the forward movement. Overall, great post, very informative.
  18. Red

    [P4AU] Tohru Adachi Gameplay Discussion

    You have a command grab. Try to use it on people who block a lot. It doesn't deal that much damage without FC and Corner but it helps a lot when you want to open up your opponent. For Rise I don't have that much of a problem with her 2B, but I do fight pretty few Rises. If you're getting anti-aired a lot, try to trick her into doing 2B and you do j2.D instead. If it works, you should hit her for a lot of damage. Keep in mind that if she delays it, you lose a persona card. Yukari is a pretty annoying matchup because I feel she controlls neutral fairly well with orbs and arrows. Honestly you have to wait, try to get in without losing persona cards and then wreck her. There isn't that much to say about her, you have to play really patient and solid. She does have low health so you have to hit her hard when you do hit her. 2C/2D/Atom Smasher are pretty good in this MU. If you're looking for very specific tips or answers against more characters feel free to ask or check the MU subforums (though they're pretty dead) The J.C/5C part is just every Adachi ever haha. You should try to become less predictable with those, but I'd have to see you playing first to give you better advice. Do you have any videos I can use as reference? Also if people block low a lot I like to remind them from time to time that my DP is for whatever reason an overhead. Don't try to do it constantly though. I recommend practicing some stance cancelling grab mixups. It sounds like you just struggle really hard to open up your opponent, and those are great for that. Some examples: 5a>5aa>236B>214D 5a>236a>214C 5b>236b>214D Feel free to ask anything else you want.
  19. Red

    [P4AU] Tohru Adachi Gameplay Discussion

    You know how Margaret can do J22C to beat every B+D and possibly all reversals? Turns out we can do it too. https://youtu.be/_Xu5F6j7LE8 Although the video kinda explains itself, I wanted to go through some points I feel have been left unattended. First, it's very important to do sweep really fast right after 2C gets them on the ground. Otherwise, they can air tech, which is not what you want. The timing is a bit weird at first but hey if we got J2.C whiff route we can get this too. I also want you guys to check if there are any supers/reversals this doesn't work against. I've been trying to mash on it a lot and most of the time I just get hit by the 2D without the super coming out, so I'd appreciate that. Last, this pretty much beats every DP provided you get some distance (Yosuke and Teddie will hit you if they DP). Hopefully this is something legit and not just a gimmick. Tell me your opinions when you guys have the time to check this out. All feedback is appreciated! I want to make sure it's real lol
  20. Red

    [P4AU] News & Gameplay Discussion

    Pretty sure we've beaten this a lot but again, these tier lists represent their opinion. If a character isn't there it's because they have not played against him enough or they'll rather remain silent about them because they're not very confident. The only weird thing I see there is Hina not listing Adachi (he had a FT10 with Damosu IIRC) but I guess it's fine. The shadows outclassing their counterparts is pretty much a given. S.Junpei gets all regular Junpei ever wanted (unburstable 10 run combos, crazy meter gain, good life regen,etc) at the cost of doing slightly less damage. S.Yosuke is pretty much going to be the main type of Yosuke when we get the patch on consoles as Pssych said, because he gets the shadow buffs + poison at least, rather than just being thrown into the trashcan. The only Shadows I'm not seeing that much of are S.Rise and S.Kanji, and I guess it's just because they don't get that much when compared to other shadows or their regular counterparts. We've gotten a lot of tier lists now so it's fairly safe to assume that the top three is S.Chie-Mitsuru/S.Mits and Ken/S.Ken. Will we get another patch before release? I'm not really sure about it but I guess it shouldn't be discarded. I'm also very interested on hearing Damosu's thoughts as to why Adachi's so high on his tier list. Also persona's always been Kusoge. Good to see that hasn't changed.
  21. Red

    [P4AU] Tohru Adachi Gameplay Discussion

    It's important to note that the Defense buff, as the Offense counterpart, does not reduce minimum damage. As Akatsuki said above, most of the time your meter goes elsewhere for better/safer options. While it is true that Heat Riser combos hit like trucks, sometimes the meter is better spent trying to open up your opponent or going for safer blockstrings with SB Gunshot. I also find myself stocking up to 75 meter most of the time, especially in MU's such as Liz, Yukiko or Yukari, where I can just use it if they press any button. Also Canine kinda got me into Mandala combos so I usually hold my meter for those if I'm confident. To sum up, heat Riser combos are pretty good and I go for them most of the time, but sometimes it's better to use your meter into something else.
  22. I think that's a pretty good one since it's all burst safe which is very important. It is low damage but still. I've been playing a bit of Kanji and I labbed some stuff thanks to aisight's post. I found a cool counter hit Primal Force combo, but it's rather inconsistent: [CH]Primal Force(D)>Delayed 5C>SB Gotcha>J.B>2B>C Gotcha>Cruel Attack. Should deal about 4k Works fairly well fullscreen for punishing bad attempts at zoning. It's still possible at midscreen and at point blank, but I find it a bit harder. Another combo I wanted to share is [CH]5C>SB Cruel Attack>5AA>2B>C gotcha>ender (3.6/4K). It does pretty good damage and you can choose to go mandive instead of Gotcha for more damage with the supers if you have the meter or even an OMB. This character is really fun, can't wait for OMB/OMC SB Chair and 5B>2B to get back
  23. Red

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    http://youtu.be/a3KoqO86hYM I think 0:38 is a perfect example of 2.0 S.Mitsuru
  24. Red

    [P4AU] News & Gameplay Discussion

    This is what you're looking for: http://www.dustloop.com/wiki/index.php?title=Persona_4_Arena:_Ultimax_2.0_patch_notes Keep in mind that It can be incomplete. Some characters changes aren't even there to begin with
  25. Red

    [P4AU] News & Gameplay Discussion

    Specific bugfixes for Marie, Junpei, Yosuke and Ken. Nothing else I believe
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