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| {{TOC limit|}}
| | ==Training Mode Shortcuts== |
| ==Pure Game Information==
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| ===Button Priority===
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| Button priority in this game goes {{D}} > {{C}} > {{B}} > {{A}}, where the letter to the left takes priority over any and all letters to the right.
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| For example:
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| *Pressing {{B}} + {{C}} would have your character perform {{C}}.
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| Because there are so many commands that are 2 or 3 buttons, the rules for determining what command you get is simple: The command that uses the highest priority button wins. One More! Cancel has highest priority if available.
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| Examples:
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| *Pressing {{A}} + {{B}} + {{D}} would execute a Furious Action (B+D) instead of an All Out Attack (A+B).
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| *Pressing {{A}} + {{B}} + {{C}} + {{D}} would execute a Burst ({{A}}+{{C}}+{{D}}); if no burst is available, then a throw ({{C}}+{{D}}).
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| *Pressing {{Ni|236}}{{Ni|236}} + {{A}} + {{B}} with 50SP as Naoto would execute a SB Double Fangs ({{Ni|236}}{{A}}{{B}}) instead of a super ({{Ni|236}}{{Ni|236}}{{A}} or {{Ni|236}}{{Ni|236}}{{B}}), or if you have less than 25SP, then you will get an All Out Attack.
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| *Button priority is crucial to understanding and executing certain option selects!
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| ===Kara Cancels===
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| Like most games, kara-cancelling for advantages is also possible in Persona. There are some rules in place for how they may occur, though:
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| * There is an approximate 3F (speculated) window on most move's start-up to kara-cancel it into another.
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| * Normals (both user and Persona) attacks can be kara-cancelled into specials.
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| ** They can also be kara-cancelled into system mechanic moves, such as Evasive Action. <br/> <br/>
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| * System mechanic moves can be cancelled into some other system mechanic moves, but it seems that it's only if they are of a higher button priority. For example, Evasive Action can be kara-cancelled into Gold Burst.
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| ** For system mechanic kara-cancels, it's speculated to be only a 1F (plink) window to cancel. <br/> <br/>
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| * Specials and supers can only be kara-cancelled into other specials or supers respectively, and any other of each type, but it can only be kara-cancelled from a normal version to an SB version.
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| ** For example, Narukami cannot cancel the start-up of C or D Zio into A Heroic Bravery, it must be C or D Zio to ''SB'' Heroic Bravery. The same goes for supers; C Ziodyne > SB Issen is valid, C Ziodyne > B Issen is not.
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| ===Auto-correct Persona Attacks & Interactions===
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| In P4AU, most Persona normals are programmed to always face the opponent (and advance towards the opponent on their start-up, if applicable). This typically occurs and is meant to enable sandwich situations when the Persona is displaced.
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| Some other examples include Minazuki's long-range Persona normals; His 2C and 2D will adjust their attack direction at certain distances, so that if the opponent is too far away, Tsukuyomi will turn to face them with the attack.
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| You can use this principle of the Persona auto-correcting to face the opponent in another unique way in the air, via air turn. Many air normals have the Persona's origin start next to or behind the user, and have them advance towards the opponent while being called, which keeps them relatively close to the user when used conventionally. If you air turn away from the opponent however, this puts the Persona's summon origin closer to the opponent, while the Persona will still attack in their direction. As a result, it gives that normal longer range. This is very useful for many characters for both neutral and pressure, such as Narukami's {{clr|3|j.C}}, Minazuki's {{clr|3|j.C}}, and Margaret's {{clr|3|j.2C}}.
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| Image example: <div class="mw-collapsible mw-collapsed" data-expandtext="Click to expand" data-collapsetext="Click to collapse"> <br/>
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| [[File:P4U2.5_airturn_autocorrect.png|thumb|450px|left|Notice how far Narukami's {{clr|3|j.C}} reaches when he is air turned away from the opponent.]]
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| </div>
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| <br clear=all/>
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| ===Cancels After Hitting a Persona===
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| Hitting a Persona counts as the attack being "blocked" in terms of P-Combo canceling.
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| For example, Narukami's 5B can be jump-cancelled on hit only, so he will not be able to jump-cancel if the attack only hits the opponent's Persona, but he will retain all of his "cancel on block" options for 5B, such as backdash-cancelling.
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| ===One More Cancel Run===
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| Hold forward or down-forward when doing a ground One More! Cancel and your character will automatically begin running forward!
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| This is useful for combos where you need to get as close to your opponent as possible after a One More! Cancel.
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| This trick does not work for backdashes or air dashes.
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| ===Sliding Input===
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| You can combine dashes and attacks to both start coming out on the same frame in P4U2; when an attack start-up begins during the start of a dash, it’s referred to as a “sliding input” (direct translation). Your character will slide forward with dash momentum, and also perform the attack with no delay, while frame data doesn’t change on these moves if performed properly. This system is mainly in place to allow you to be able to perform micro-dashed attacks as fast as possible, instead of forcing you to go through at least 1F of dash/run before you can act like many other games.
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| It is ideally paired with the input buffer, to allow you to do strings like Narukami {{MMC|game=P4U2R|input=2A|chara=Yu Narukami|label=2A}} > dash {{MMC|game=P4U2R|input=5A|chara=Yu Narukami|label=5A}}, and still hit the opponent out of their early airborne frames, when otherwise they would have been able to block.
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| The effectiveness depends on the characters initial dash speed. In this regard, Kanji suffers, and Yosuke does very well.
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| You also aren’t limited to performing Sliding Input on normal attacks. You can slide roll, slide Furious Action, etc.
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| ===Recognizing Invincibility===
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| [[File:P4ArenaQuick_Escape.png|thumb|250px|Notice the white circle on Yosuke?]]
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| When your character is invincible (either fully, or to a specific attribute) and goes through an enemy attack, you may notice that a white circle appears. This is to show that the character was invincible.
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| Note that this circle doesn't always appear: for example, a ground throw on an airborne opponent will not trigger this effect.
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| <br style="clear:both;"/>
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| ===Character Priority===
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| Some mechanics in the game depend on priority, notably same frame situations such as command throw trades.
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| Character priority is determined by the latest player to strike the other, including with projectiles. The sprites of the character with priority will be displayed in front of the sprites of the lower priority character. This is inconsistent and priority can be gained or lost by doing actions such as walking or crouching.
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| ===Training Mode Shortcuts===
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| ;Direction + Reset | | ;Direction + Reset |
| :Left + Reset to reset both characters to the left corner (P1 in the corner) | | :Left + Reset to reset both characters to the left corner (P1 in the corner) |
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| ;Play+Record = Reset | | ;Play+Record = Reset |
| :Pressing both Play and Record at the same time is the same as pressing the Reset button. | | :Pressing both Play and Record at the same time is the same as pressing the Reset button. |
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| | ==Arcade Layout== |
| | [[File:P4ArenaControls.png|center]] |
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| | The taunt button does not have a defined location, but is generally to the upper right of the other buttons. You don't have to enforce this layout when playing at home; any layout that is comfort to you is good. |
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| ==Boss Mode== | | ==Boss Mode== |
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| *Score Attack (Score Attack Characters with a Gold Outline are their Boss Version) | | *Score Attack (Score Attack Characters with a Gold Outline are their Boss Version) |
| *Golden Arena (activated by the skill "Fury of Yasogami"). | | *Golden Arena (activated by the skill "Fury of Yasogami"). |
| All characters get Increased Health, Damage, Meter gain. <br> | | All characters get Increased Health, Damage and Meter gain. <br> |
| These Bonuses vary between characters. For example {{Character Label|P4U2R|Adachi|42px}} and {{Character Label|P4U2R|Naoto|42px}} | | These Bonuses vary between characters. For example {{Character Label|P4U2R|Adachi|size=30px}} and {{Character Label|P4U2R|Naoto|size=30px}} |
| have noticeably more meter gain compared to other boss characters and {{Character Label|P4U2R|Kanji|42px}} 's "Burn To A Crisp!!" {{clr|3|214214C}}/{{clr|4|D}} and "This'll Hurt!" {{clr|3|214C}}/{{clr|4|D}} (Command grabs) do extra damage on top of the universal boss mode damage buffs. <br> | | have noticeably more meter gain compared to other boss characters and {{Character Label|P4U2R|Kanji|size=30px}} 's "Burn To A Crisp!!" {{clr|3|214214C}}/{{clr|4|D}} and "This'll Hurt!" {{clr|3|214C}}/{{clr|4|D}} (Command grabs) do extra damage on top of the universal boss mode damage buffs. <br> |
| Shadow Boss Characters get the same changes as Normal types. | | Shadow Boss Characters get the same changes as Normal types. |
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| *B Normals throw triple fan blasts that bounce off walls/floors: | | *B Normals throw triple fan blasts that bounce off walls/floors: |
| **{{clr|2|5B}},{{clr|2|2B}},{{clr|2|j.B}} | | **{{clr|2|5B}},{{clr|2|2B}},{{clr|2|j.B}} |
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| | ===Strategies:=== |
| | *If the opponent jump blocks your array of {{clr|2|5B}} fans, you can lock them in the air indefinitely. |
| | **Pair this with the unblockable Pheonix Flame Swirl ({{clr|1|214214A}}/{{clr|2|B}}) for confirmed damage. |
| | **Useful for timing out the opponent. |
| | **In addition, Shadow Yukiko (or Yukiko in awakening) can use {{clr|4|D}} or SB Maragidyne in the middle of her {{clr|2|5B}} spam for more guaranteed damage. |
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| ===Strategies:=== | | ===Strategies:=== |
| *"Sweep Loops" are possible on Counterhit and moreso with Fatal Counter | | *"Sweep Loops" are possible on Fatal Counter hit. |
| *FC {{clr|1|2A}}{{clr|2|B}}>{{clr|1|2A}}>{{clr|1|2A}}{{clr|2|B}}>{{clr|1|2A}}{{clr|2|B}}>{{clr|1|2A}}>{{clr|1|2A}}{{clr|2|B}} etc. | | *FC {{clr|1|2A}}{{clr|2|B}}>{{clr|1|2A}}>{{clr|1|2A}}{{clr|2|B}}>{{clr|1|2A}}{{clr|2|B}}>{{clr|1|2A}}>{{clr|1|2A}}{{clr|2|B}} etc. |
| **The 2A is used to prop them up in the air if the wallbounce was close. otherwise, just use sweep to catch the far wallbounces. | | **The 2A is used to prop them up in the air if the wallbounce was close. otherwise, just use sweep to catch the far wallbounces. |
| *Boss Kanji can use Sweep's projectile invulnerability to try and approach and counter hit usually unapproachable boss characters like boss Yukiko and Yukari. | | *Boss Kanji can use Sweep's projectile invulnerability to try and approach and counter hit usually unapproachable boss characters like boss Yukiko and Yukari. |
| | *After {{clr|1|236236A}}{{clr|2|B}} mid-screen, Kanji's C Tackle (Primal Force {{clr|3|[4]6C}}) is fast enough to connect meterless after the final wallbounce. Great for putting them in the corner. |
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| Teddie = | | Teddie = |
| ===Changes:=== | | ===Changes:=== |
| *D normals ({{clr|4|5D}} and {{clr|4|j.D}}) now throw 2 items. | | *{{clr|4|D}} normals ({{clr|4|5D}} and {{clr|4|j.D}}) now throw 2 items. |
| **2D is unchanged, however. | | **{{clr|4|2D}} is unchanged, however. |
| *Nihil Hand ({{clr|1|214214A}}/{{clr|2|B}}) instantly teleports being the opponent for a cross up. | | *Nihil Hand ({{clr|1|214214A}}/{{clr|2|B}}) instantly teleports being the opponent for a cross up. |
| *Circus Bear {{clr|3|214214C}} rolls left right left while the {{clr|4|D}} version rolls right left right. | | *Circus Bear {{clr|3|214214C}} rolls left right left while the {{clr|4|D}} version rolls right left right. |
| **SB version will roll 3 times in each direction making it incredibly hard to avoid without very good timing and some form of air stalling. | | **SB version will roll 3 times in each direction making it incredibly hard to avoid without good timing and some form of air stalling. |
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| ===Strategies:=== | | ===Strategies:=== |
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| *{{clr|3|C}} Hair-Trigger Megido ({{clr|3|214C}}) is now unblockable. | | *{{clr|3|C}} Hair-Trigger Megido ({{clr|3|214C}}) is now unblockable. |
| *SB Hair-Trigger Megido ({{clr|3|214C}}+{{clr|4|D}}) now appears directly on the opponent's location. | | *SB Hair-Trigger Megido ({{clr|3|214C}}+{{clr|4|D}}) now appears directly on the opponent's location. |
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| | ===Strategies:=== |
| | **Boss Naoto's main game plan is to kill the opponent using her fate mechanic and Instant Kills rather than the traditional means. |
| | *All hits of "All-Out Rush" and the launchers (Hold/Mash {{clr|1|A}} or {{clr|2|B}} after All Out Attack) count down the fate counter. |
| | **This means that Naoto can remove all of an opponent's fate in one AoA, provided she gets enough hits (which is essentially guaranteed if you hold down {{clr|1|A}} or {{clr|2|B}}). |
| | **Don't use AoA too often against Human foes (they can and will block it) and primarily use it to call out mashing. |
| | **However against CPUs: use AoA every chance you get. |
| | *SB Hair-Trigger Megido is a great anti zoning tool. |
| | **SB Hair-Trgger Megido also has an unblockable Hamaon setup with Shadow Naoto, if you force your opponent to block Hamaon and then activate Shadow frenzy with at least 1 SP remaining you can use SB Hair Trigger Megido (which is unblockable) forcing the opponent to instantly die if they are at 0 fate |
| | **Note: This setup can be avoided with a Guard cancel roll if the opponent has at least 50SP |
| | *This goes without saying, but you basically never want to {{clr|4|214D}} as {{clr|1|5A}}/{{clr|1|j.A}} are effectively better versions of it now. |
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| Rise = | | Rise = |
| ===Changes:=== | | ===Changes:=== |
| *Scan (as well as all its benefits) are always active. | | *Scan is always active. |
| *Tetrakarn/Makarakarn are active at round start and will regenerate quickly after use. | | *Tetrakarn/Makarakarn are active at round start and will regenerate quickly after use. |
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| ===Strategies:=== | | ===Strategies:=== |
| *Probably one of the worst boss characters: | | *Probably one of the worst boss characters: |
| **Currently no known loops | | **Currently no known loops. |
| **Weaker damage output compared to almost all boss characters | | **Worse damage than almost all other boss characters |
| **Infinite Tetrakarn/Makarakarn is useful but only works when Rise is blocking meaning that she is still vulnerable to attacks if she herself is attacking, if she's crossed up/mixed up or wasn't blocking to begin with. | | **Infinite Tetrakarn/Makarakarn is useful but only works when Rise is blocking meaning that she is still vulnerable to attacks if she herself is attacking, if she's crossed up/mixed up or wasn't blocking to begin with. |
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| ===Strategies:=== | | ===Strategies:=== |
| *Boss Yukari gets very strong screen control due to her new arrow properties | | *Boss Yukari gets very strong screen control due to her new arrow properties. |
| **Just landing one her {{clr|2|B}} normals gives her great screen control and the same applies to Feather☆Arrow ({{clr|1|236A}}/{{clr|2|B}}). | | **Just landing one her {{clr|2|B}} normals gives her great screen control and the same applies to Feather☆Arrow ({{clr|1|236A}}/{{clr|2|B}}). |
| *There really isn't much to say that to use Yukari's {{clr|2|B}} normals and rush in and mix them up when you see an opportunity (like when the opponent gets bored of your interactive gameplay). | | **If you land one of her {{clr|2|B}} normals you can do respectable damage by just pressing {{clr|2|5B}} repeatably for a free combo. |
| | *There really isn't much to say that to use Yukari's {{clr|2|B}} normals and rush in and mix them up when you see an opportunity (like when the opponent gets bored of your '''interactive gameplay'''). |
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| *999 Bullets. | | *999 Bullets. |
| *Passive HP regeneration. | | *Passive HP regeneration. |
| *All D Normals have the persona's counterattack happen immediately. | | *All {{clr|4|D}} Normals have the persona's counterattack happen immediately. |
| **{{clr|4|5D}},{{clr|4|2D}},{{clr|4|j.D}},{{clr|4|j.2D}}. | | **{{clr|4|5D}},{{clr|4|2D}},{{clr|4|j.D}},{{clr|4|j.2D}}. |
| *Boost up to 4 times in the air. | | *Boost up to 4 times in the air. |
| *Boost out of DP recovery. | | *Boost out of DP recovery. |
| *Medigo Fire ({{clr|3|236C}}/{{clr|4|D}}) can be canceled into itself with a damage increase. | | *Medigo Fire ({{clr|3|236C}}/{{clr|4|D}}) can be cancelled into itself with a damage increase. |
| *Multi Mounted Machine Gun Orion / Air Grab super ({{clr|1|j.236236A}}/{{clr|2|B}}) has increased damage. | | *Multi Mounted Machine Gun Orion / Air Grab super ({{clr|1|j.236236A}}/{{clr|2|B}}) has increased damage. |
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| | ===Strategies:=== |
| | *Land {{clr|2|236[B]}} (7th Gen Gatling Blast) once and hold down the {{clr|2|B}} button and watch and or maniacally laugh as your opponent's health slowly dissolves. |
| | **You can land {{clr|2|236[B]}} either by combing into, using as a hard callout to mashing or punishing long recovery moves like Furious Actions/DP. |
| | **One way to combo into {{clr|2|236[B]}} is by doing {{clr|1|2A}}+{{clr|2|B}} > 66 > {{clr|2|j.B}} > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|3|j.236C}}{{clr|4|D}} > {{clr|2|236[B]}} (Works anywhere, even round start). |
| | **Another way to combo into your win button is by doing FC {{clr|3|214C}} > 66 > {{clr|3|5C}} > {{clr|2|236[B]}} (Corner Only Combo). |
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| *Koromaru can attack at any point. | | *Koromaru can attack at any point. |
| **This includes Burst, DP, and Thunder Reign Super. | | **This includes Burst, DP, and Thunder Reign Super. |
| *Gigantic Impact inflicts shock. | | *Gigantic Impact ({{clr|1|A}}/{{clr|2|B}} after Charge Thrust) inflicts shock. |
| *Mediarama ({{clr|1|214A}}/{{clr|2|B}}/{{clr|1|A}}{{clr|2|B}}) is buffed. | | *Mediarama ({{clr|1|214A}}/{{clr|2|B}}/{{clr|1|A}}{{clr|2|B}}) is buffed. |
| **It now heals Ken for a decent amount of health. | | **It now heals Ken for a decent amount of health. |
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| **In other words, she can now triple jump and air dash/backdash out out of a double jump or use two air dashes/backdashes in midair. | | **In other words, she can now triple jump and air dash/backdash out out of a double jump or use two air dashes/backdashes in midair. |
| *Her "Invigorate" passive has been massively buffed meaning that she can get full SP in mere seconds. | | *Her "Invigorate" passive has been massively buffed meaning that she can get full SP in mere seconds. |
| *Complete Immunity to Status Ailments. | | *Immunity to all Status Ailments excluding freeze. |
| *The hitboxes of her {{clr|4|5D}} and {{clr|4|j.D}} have been enlarged significantly. | | *The hitboxes of her {{clr|4|5D}} and {{clr|4|j.D}} have been enlarged significantly. |
| **This means that {{clr|4|5D}} is able to grab characters out of the air and {{clr|4|j.D}} is able to grab grounded characters. | | **This means that {{clr|4|5D}} is able to grab characters out of the air and {{clr|4|j.D}} is able to grab grounded characters. |
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| **Before it would only IK (Insta-Kill) in the last 10 seconds of a round. | | **Before it would only IK (Insta-Kill) in the last 10 seconds of a round. |
| **it's startup frames are increased slightly. | | **it's startup frames are increased slightly. |
| *Mamudoon ({{clr|3|236236D}}/{{clr|3|C}}{{clr|4|D}}) always Instantly Kills the opponent. | | *Mamudoon ({{clr|4|236236D}}/{{clr|3|C}}{{clr|4|D}}) always Instantly Kills the opponent. |
| **Before it would only IK (Insta-Kill) in the last 10 seconds of a round. | | **Before it would only IK (Insta-Kill) in the last 10 seconds of a round. |
| **In addition, Mamudoon has decreased start up frames. | | **In addition, Mamudoon has decreased start up frames. |
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| **On a more serious note, any confirm into {{clr|1|214A}}+{{clr|2|B}} can lead into Hama {{clr|3|236236C}} thus winning you the round. | | **On a more serious note, any confirm into {{clr|1|214A}}+{{clr|2|B}} can lead into Hama {{clr|3|236236C}} thus winning you the round. |
| **{{clr|1|214A}}+{{clr|2|B}} > {{clr|3|236236C}} is a true instant killing combo. :) | | **{{clr|1|214A}}+{{clr|2|B}} > {{clr|3|236236C}} is a true instant killing combo. :) |
| | *If you haven't already won the round by the time you get 50 SP, use {{clr|1|236236A}} > {{clr|1|214214A}} to instantly receive awakening buffed speicals, full meter and increased defense from awakening. |
| | **Note - SB Mabufufyne ({{clr|1|214A}}+{{clr|2|B}}) goes fullscreen when Liz is awakening, making the aforementioned "Liz TOD" even more dangerous. |
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| *Permanent Red Axe level. | | *Permanent Red Axe level. |
| *{{clr|2|5B}}, {{clr|2|2B}} and DP ({{clr|2|B}}+{{clr|4|D}}) are faster and unblockable. | | *{{clr|2|5B}}, {{clr|2|2B}} and DP ({{clr|2|B}}+{{clr|4|D}}) are faster and unblockable. |
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| | ===Strategies:=== |
| | *Just raw {{clr|4|236236D}} lol |
| | **This kills all characters except Boss Liz, Marg, Akihiko and Kanji. |
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| *Any sword attack inflicts Silence, Fear, and Poison. | | *Any sword attack inflicts Silence, Fear, and Poison. |
| **This includes Throw, Throw Escape, AOA, and Guard Cancel. | | **This includes Throw, Throw Escape, AOA, and Guard Cancel. |
| | **This means that Boss Minazuki gets unburstable combos, extra damage from posion and fatal counters and also untechable throws but due to the improvements to his Command Grab his universal throw is rendered fairly obsolete. |
| *Faster recovery on most moves, including DP (Air and Ground versions) | | *Faster recovery on most moves, including DP (Air and Ground versions) |
| *C and D Dagger Throw sends 2 daggers at once instead of the usual 1. | | *{{clr|1|A}} and {{clr|2|B}} Dagger Throw sends 2 daggers at once instead of the usual 1. |
| **SB Dagger Throw sends 4 instead of the usual 2. | | **SB Dagger Throw sends 4 instead of the usual 2. |
| *Command grab can be combo'd into as it works through hitstun, blockstun, and even midair opponents. | | *Drain ({{clr|3|214C}}/{{clr|4|D}}, his command grab) can be combo'd into as it now can grab opponents in hitstun, blockstun, and even midair . |
| *C Wings of Purgatory ({{clr|3|236236C}}) is unblockable. | | *C Wings of Purgatory ({{clr|3|236236C}}) is unblockable. |
| | **It's still a projectile however so it can be comfortably rolled through. |
| | *Dream Fog ({{clr|3|214214C}}/{{clr|4|D}}) will now always trigger regardless of counter. |
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| ===Strategies:=== | | ===Strategies:=== |
| *Hit a jump in {{clr|3|j.C}}, do {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > Heat Riser ({{clr|1|236236A}}}/{{clr|2|B}}) > {{clr|2|5B}} > Tennis > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|2C}} and you kill any character instantly minus Boss Marg and Liz. | | *Hit a jump in {{clr|3|j.C}}, do {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > Heat Riser ({{clr|1|236236A}}/{{clr|2|B}}) > {{clr|2|5B}} > Tennis ({{clr|3|2C}} > Hop ({{clr|1|2A}}+{{clr|3|C}}) > {{clr|3|j.C}}) > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|2C}} and you will kill any character instantly minus Boss Marg and Liz. |
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| *{{clr|1|5AA}} is an Overhead. | | *{{clr|1|5AA}} is an Overhead. |
| *Shining Arrows ({{clr|3|214214C}}/{{clr|4|D}} (Air OK)) sends out way more projectiles and stays active much longer. | | *Shining Arrows ({{clr|3|214214C}}/{{clr|4|D}} (Air OK)) sends out way more projectiles and stays active much longer. |
| *Chocolate box does more hits and inflicts Fear on hit. | | *Chocolate box (It's All Yours > {{clr|1|A}}) does more hits and inflicts Fear on hit. |
| | *Igor (It's All Yours > {{clr|3|C}}) now inflicts Mute and Rage on hit. |
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| **Always does 6980 damage regardless of combo scaling or any defensive buffs like Adachi's Heat Riser or the Awakening Defense buff. | | **Always does 6980 damage regardless of combo scaling or any defensive buffs like Adachi's Heat Riser or the Awakening Defense buff. |
| *{{clr|4|j.D}} and {{clr|4|j.2D}} now fire 2 volleys of 3 projectiles ("It's like a Touhou Game"). | | *{{clr|4|j.D}} and {{clr|4|j.2D}} now fire 2 volleys of 3 projectiles ("It's like a Touhou Game"). |
| *Mediarahan ({{clr|3|214214C}}}/{{clr|4|D}}) now fully recovers Health and has armor. | | *Mediarahan ({{clr|3|214214C}}/{{clr|4|D}}) now fully recovers Health and has armor. |
| *Hassou Tobi ({{clr|1|214214A}}}/{{clr|2|B}}) is unblockable and also has increased damage. | | *Hassou Tobi ({{clr|1|214214A}}/{{clr|2|B}}) is unblockable and also has increased damage. |
| *Margaret's Instant Kill, Morning Star ({{clr|3|222C}}+{{clr|4|D}}), Now hits fullscreen and is unblockable. | | *Margaret's Instant Kill, Morning Star ({{clr|3|222C}}+{{clr|4|D}}), now comes out faster, hits fullscreen and is unblockable. |
| **It is possible to evade this attack with a well-timed Evasive Action ({{clr|1|A}}+{{clr|3|C}}), some Furious Actions ({{clr|2|B}}+{{clr|4|D}}) or really any move with long enough armor frames. | | **It is possible to evade this attack with a well-timed Evasive Action ({{clr|1|A}}+{{clr|3|C}}) and some Furious Actions ({{clr|2|B}}+{{clr|4|D}}). |
| **Note: Evasive Action (Roll) is the preferred (and usually safer) way of avoiding this IK. | | **Note: Evasive Action (Roll) is the preferred (and usually safer) way of avoiding this IK. |
| | **Although, if you're in midair or in recovery, you're screwed. |
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| | ===Strategies:=== |
| | *'''Land DP twice lol.''' |
| | **(unless you're are playing against Boss Marg and Liz or some higher HP Boss Shadow Type characters) |
| | *Boss Margaret's DP (Ultra Suplex) is one of if not her strongest move in boss mode, it's so good that most of Boss Marg's gameplan is spent trying to hit it due to it's immense reward and ridiculously strong vacuuming effect. |
| | **If you land {{clr|4|j.2D}}, you can run up to the frozen opponent (if you are close enough) and use DP on them. |
| | **In the corner you can use {{clr|4|j.2D}} and if the opponent blocks you can "jail" them and follow up with DP whilst they are stuck in blockstun |
| | **You can also just use the good old fashioned wakeup DP, which punishes opponents for trying to resume pressure on Boss Marg. |
| | *If DP is used while you're in the corner after it finishes you can {{clr|4|j.2D}} to "jail" neutral tech, delay tech, forward/back tech options. |
| | **However, they can tech upwards and get out of that situation entirely. |
| | *Use full screen {{clr|1|5A}} to check people, if it hits finish the auto combo but you do not need spend the meter. |
| | **If {{clr|1|5A}} is blocked full screen, use {{clr|1|2A}}+{{clr|2|B}} (Sweep) to unblockable them. After doing so this allows you to close the gap. |
| | **If not full screen and they block {{clr|1|5A}}, attempt {{clr|2|5B}} or use {{clr|2|214B}} then immediately apon contact on block DP. |
| | *When you win a round, you gain access to Morning Star ({{clr|3|222C}}+{{clr|4|D}}), Marg's Instant Kill, due to being unblockable and hitting fullscreen it's very match practical. Use this Instant Kill when: |
| | **Your opponent is in the air. |
| | **Your opponent has just used an easily punishable move, i.e A Super or a DP. |
| | **Your opponent has no idea that you can roll the Instant Kill. |
| </tabber> | | </tabber> |
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