P4AU/Tohru Adachi: Difference between revisions

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=Combos=
=Combos=
{| class="wikitable" style="border: 2px solid black; cellpadding:5px;"
|-
! <ins>Combo Notation Guide</ins>:
|-
|
: > = cancel into the next attack
: , = link the next attack after preceding move's recovery
: jc = jump cancel
: hjc = high jump cancel
: dc = dash cancel
: (N) = only use the Nth attack of the move (for example, if [[#5D|5D]](1) is written, you only use the first hit of 5D)
: (move) = whatever's listed in the parentheses is optional
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|}
==''Midscreen''==
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
<span style="text-decoration: underline;">'''*insert move name* Starter'''</span><br/>
Notes: In case these combos need notes. If they do not, you can remove this line.<br/>
Point 1
* '''move > move > special >> special''' NOTE: this is only a base. your combos do not have to follow this format.
: Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
: Damage: ----, Heat Gain: --
: '''+ move =''' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
: Notes: Write notes for the combo if necessary.
Point 2


==''Midscreen''==
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
==''Midscreen to Corner''==


==''Counter Hit Only''==


==''Corner Only''==
==''Corner Only''==
----
----
{{Navbar-P4AU}}
{{Navbar-P4AU}}
[[Category:Persona 4: Arena]]
[[Category:Persona 4: Arena]]
[[Category:Persona 4: Arena Characters]]
[[Category:Persona 4: Arena Characters]]

Revision as of 17:48, 25 July 2014

Overview


Health: Placeholder
Play-style: Placeholder
Movement Options: 1 Double Jump/Airdash, Dash-type: Run

Persona: Magatsu Izanagi

Pros/Strengths:

  • Able to inflict Fear at any given moment
  • Placeholder
  • Placeholder


Cons/Weaknesses:

  • Placeholder
  • Placeholder
  • Placeholder


Move List

Normal Moves

5P
P4AU Adachi 5A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Persona Moves

5P
P4AU Adachi 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Throws

5P
P4AU Adachi Throw.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Furious Action

5P
P4AU Adachi BD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Skill Attacks

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

SP Skill Attacks

5P
P4AU Adachi 236236C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Awakened SP Skill Attacks

5P
P4AU Adachi 214214A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Instant Kill

5P
P4AU Adachi 222CD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Strategy

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.

Offense

Defense

Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only