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AshtonDragon

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About AshtonDragon

  • Rank
    Axem Green
  • Birthday 07/21/1986

Other Info

  • Location
    Newfoundland
  • PSN
    AshtonDragon
  1. AshtonDragon

    [CPEX] Izayoi General / Q&A - "DO IT FOR HER"

    In GA after a 236B midscreen I'll sometimes do 5C > 2C[1] jump cancel overdrive 236236C. Requires you to be relatively close to the corner (or using a second phorizer) to get a full combo, though. Might be possible to just do a 5C after the overdrive if you're close enough, but I'm somehow bad at that.
  2. AshtonDragon

    [CPEX] Izayoi General / Q&A - "DO IT FOR HER"

    From quick testing, I'm getting Izayoi's 2B to punish Ragna's 6B on IB, but not her 5B. Same result from regularly blocking Noel's d.6B in overdrive. That puts her 2B at 9 frames and her 5B at 10 frames, unless the frame data on both of the other moves I tested changed. And either way, 2B is definitely faster than 5B.
  3. AshtonDragon

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

    As posted in the okizeme thread, here's my combo/oki video: https://www.youtube.com/watch?v=LH82ClR6ZO4
  4. AshtonDragon

    [P4AU] Ken Amada Q&A/FAQ Thread

    I was able to set up an ambiguous crossup where the super hits fully (or at least it did over 3k damage, didn't look at the number of hits) but it definitely wasn't practical because people could just DP it or whatever on reaction. I wasn't able to combo it into hitting like that, but I didn't try for very long.
  5. AshtonDragon

    [P4AU] Ken Amada Gameplay Discussion

    Delay tech beats the double jump crossup. In the safejump setup, all it does is sandwich themselves between Ken and Koromaru, as the airdash goes over them. I'm gonna try to cover their options in my video, as there are definitely escapes to each setup, but there isn't a universal one.
  6. AshtonDragon

    [P4AU] Ken Amada Gameplay Discussion

    So in regards to the safejump oki I was talking about earlier on this page, I've recorded some combos/setups in training mode which I should be able to make a video of later this week (or the week after if shipping gets delayed). I found that if you double jump forward instead of doing the airdash j.B, you can get a pretty safe left/right mixup on them, which is super ambiguous thanks to Koromaru being offscreen. And even though Ken is way above them when the dog hits, a combo can still be picked up with 236AB. Ken can be blocking anyway in case they try to DP out (barring Teddie or maybe some other reversals I'm not thinking of right now), and the crossup version will also beat rolls (as their roll follows Koromaru). Hopefully videos in a few days.
  7. AshtonDragon

    [P4AU] Ken Amada Gameplay Discussion

    Yeah, this is what I figured, although it's hard to believe that the safejump would work if the attack wasn't even meaty. Imagine my surprise when I had the setup recorded and was able to roll out of it. I agree with mixedmethods though that it's probably not anything to worry about, since rolling is a big risk for them and we can probably punish it anyway.
  8. AshtonDragon

    [P4AU] Ken Amada Gameplay Discussion

    The safejump in my combo is definitely a bit tricky. I think the key is having a very slight delay between jumping and doing the very last j.2B, so that you can airdash as early as possible afterwards and be very low to the ground. Also, even though I recorded it and it was safejumping most character's DPs fine, I found that they can evasive action out, for some reason. I'm not sure if those have head invuln on frame 1 or if the j.B is being low profiled, though. Might not be a big deal, as I imagine you could punish it on reaction if you're looking for it.
  9. AshtonDragon

    [P4AU] Ken Amada Gameplay Discussion

    I keep seeing videos of Ken players where Koromaru gets hit immediately after recovering from previously getting hit. I'm sure people know that he's invincible as soon as 5D is used, but I'm not so sure if it's common knowledge that you can simply hold down the D button and Koromaru will get out of there at the earliest possible opportunity. I haven't seen that mentioned in this thread yet, and it's really nice to know. It's also possible to pick up a full combo while Koromaru is off screen recovering, as long as you hit 5C early enough. For example, 2B (hit 5C during the first hit) > 5B (dog hits) > 2AB > 236A > 236C > etc. works. I believe you can continue the combo if the dog hits after 236AA as well, but I had more issues getting consistent with that. EDIT: Just confirmed that this safejump setup works, at least on Narukami: 5A > 2B > 5C > 2AB > 236A > 236C > 236B > 2B jc j.A[2] > j.B jc j.A[2] (input 214D during first hit) > j.2B (214D hits) jump, j.2B, airdash, meaty j.B You recover fast enough to block Narukami's DP if you do it correctly. This doubles as a high/low mixup as you can land and do a low instead of doing the airdash j.B, and it also leaves Koromaru in a perfect position for a 236D > roll mixup. Gonna try this on a few more characters. EDIT2: I got this safejump to work on everyone except Yosuke, Kanji, Teddie, Naoto, Akihiko, and Rise. It works on Chie even though the other counter-type DPs beat it, and in Elizabeth's case you'd obviously have to avoid or tech her grab. I didn't test reversal supers or other specials besides B+D.
  10. AshtonDragon

    [P4AU] Ken Amada Gameplay Discussion

    Yeah, 236D certainly better if there's enough time. I just want to reduce the chance that they can jump away or something after blocking the j.B. Will test later, regardless.
  11. AshtonDragon

    [P4AU] Ken Amada Gameplay Discussion

    Those safe jump setups look really good. The dog's not doing anything at the end, so if the j.B is blocked, you could still get a 236C > roll mixup at the end. My followup combo to Whatever > 236B > 2B currently is j.A[2] > j.B jc j.A[2] (input 214D during first hit) > j.2B (214D hits) land, rejump j.2B. That video makes me wonder if a safejump is possible off that, since it would be a bit more optimal if so.
  12. AshtonDragon

    [P4AU] Ken Amada Gameplay Discussion

    On the note of finding a use for 214C/D, I find that using 214D is far more reliable than 236D to follow up from a j.2B at double-jump height. You can easily follow it up with either another j.2B into oki, or DP into super. Granted, it does do a touch less damage than 236D, but I haven't been able to consistently hit that off a high j.2B and actually get a followup (either IAD into j.2B into oki, or 236B). That's pretty much the only situation I use it in combos, though. Agreeing with what someone said above that 2B is just miserable as an anti-air. It works occasionally, but not nearly often enough for it to be worth using. I've seen the second hit of 5B work before, but as it's not jump or special cancelable, I don't think that's useful either.
  13. AshtonDragon

    [P4AU] News & Gameplay Discussion

    Apparently you can download it by searching for ペルソナ, bringing up the PV page, and then clicking the boxart from there.
  14. AshtonDragon

    [P4AU] News & Gameplay Discussion

    Seems like people who downloaded it early from preordering it can play now, but it's still not up for regular download on the PSN store. Unless I'm just blind.
  15. AshtonDragon

    [CP] Order/Shipping Discussion

    Took me about 3-4 hours to get my codes from japan-codes.com earlier today.
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