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About Nakkiel

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  • Birthday 08/11/1990

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  1. I removed your post along with some others in that GG thread because I wanted to move it away from the derail. See my last post in the thread.

  2. Nakkiel

    [Xrd] Sol Badguy Gameplay Discussion

    CH 6P is rather easy to confirm if you train yourself to react to it, not to sound pompous or anything. Midscreen CH 6P > BB or CH 6P > recover > dash 5K is very consistent. In the corner it is still very easy because you can chain out of the normal so late with 5H/2H or Gunflame.
  3. Nakkiel

    [Xrd] Sol Badguy Combo Thread

    Hmm, okay, thank you! I've doing the air combo ender also and wondering if I was missing something but I guess not Too inconsistent to get the height right off most confirms.
  4. Nakkiel

    [Xrd] Sol Badguy Combo Thread

    Not sure if it's been listed somewhere just yet, what is the optimal (or near-optimal) combo vs. characters that Fafnir > BB doesn't connect on? Particularly I-no where Fafnir > dashing GF > 5S > Kudakero doesn't connect. I don't want to lose out on the stun and would like to know what you guys have been doing. JP vids I've been checking for usually just do air combo ender.
  5. It's setting up an okizeme situation in challenge mode so you learn how to combo from your setups. Is there a part you're having trouble with?
  6. Only option would be 6P with swords, otherwise you have 6P/6S for -SH
  7. The falling hit that you would even try to 6P takes much longer to come out than that, it's just an issue of her 6P not being good enough to beat it out, nothing to do with speed.
  8. Nakkiel

    [P4AU] Yu Narukami Combo Thread

    As I've posted before, you can definitely safejump Yosuke's DP with the correct timing, it's just really unforgiving. And you can never safejump Kanji's DP with a non-persona attack, don't bother. For Kanji, you can play RPS with him by using safejump j.B / jump air backdash zio / j.C ZC. You can also meaty 5C and react to the dp but you are vulnerable to grabs. You can also try to use 5D for oki after 214B ender.
  9. Nakkiel

    [P4AU] Yu Narukami - Gameplay Discussion

    236B midscreen gives you a safe jump. Not worth spending resources on it since the prorate is awful.
  10. Nakkiel

    [P4AU] Yu Narukami - Gameplay Discussion

    That's not what he's asking. At certain ranges if you do a 214 feint, if the opponent stays on the ground and you fall with j.2B it will cross up.
  11. Nakkiel

    [P4AU] Yu Narukami - Gameplay Discussion

    You can actually safe jump Yosuke with j.B(1). You just have to do the j.B as late as possible and only get the first hit to connect. This worked in P4A at least, haven't checked in P4U2. Spaced out j.C > zio cancel is useful vs them and you can also make them never want to reversal again with IAD back j.236C CH
  12. Nakkiel

    [P4AU] Yu Narukami - Gameplay Discussion

    5A > 5C 5B > 2C 5B > backdash cancel > dash 5B stuff into A lion, etc. You can pretty much delay anything he has to frame trap lol
  13. Nakkiel

    [P4AU] Yu Narukami Combo Thread

    You don't need CH throw to do RE in the corner, you don't need to do the B+D(1) (214B > RE works) at the end either. It's likely already going to kill since it pretty much always does at least 6K or you're just trying to be cool :P
  14. Nakkiel

    [P4AU] Yu Narukami Combo Thread

    CH 2B > time 5C > IAD j.A > j.2B > 5C > sj.B > j.C > j.214B does 2521
  15. The setup I saw you do so often really helps. but now that people are scared to do anything on wake up lol I can pretty much walk all over them with litchi.