So one thing that I've found awesome with Liz is that it seems her Magarudyne loop stuff is easier via her Awakening state, as opposed to P4A when they were simple enough, but I never took the time to get the timing down because it was strict enough for me to not bother.
Debilitate combos are some crazy ish, though.
Fucking microdashes man. Thanks though.
yukari's 5AAA bomb into 5c seems like a pretty tight link...
errr what is the frame window for yukaris 5AAA bomb into 5C?
It's a hard link. To get 5AAA xx 214A, 5C you have to cancel the 5AAA into 214A as early as possible. I find the most success by buffering the 214 during the 5AAA then hitting A on the third volley of arrows.
You need to be able to IAD during her combos too which is kind of tricky IMO. She's not an easy character.
I don't think the IAD will be the hardest. but yeah seems like a 1-3 frame link.
ok i think i got the hang of it slightly but I found a baby combo that leaves them full screen tho not with silence or anything.
5aaa bomb 5c 5b 2b 236B 2k damage. What the one that gets them silenced?
I want to try this link out now. Hardest link for me so far is Margaret's 5AAAAA 236D on a standing opponent.
I can imagine it being around that level.
I don't think the IAD will be the hardest. but yeah seems like a 1-3 frame link.
ok i think i got the hang of it slightly but I found a baby combo that leaves them full screen tho not with silence or anything.
5aaa bomb 5c 5b 2b 236B 2k damage. What the one that gets them silenced?
edit
hmm EX bomb is easier to land
I want to try this link out now. Hardest link for me so far is Margaret's 5AAAAA 236D on a standing opponent.
I can imagine it being around that level.
Edit: Well, I guess my example wasn't a link, but it's an annoying cancel
Her zoning options seem limited to 5b, 2b, and j.5b. She has some setups at ranges with isis but not really feeling it.
That's kinda wrong. Yukari's zoning game plan mostly revolves around wind orbs (5D, 2D, j.D, 214C, 214D...) so that she can redirect the arrows she shoots into them.
Nope, not easy. If I were to say who the most technical, execution-heavy characters in the game probably are, it'd be Aigis, Yukari and Shadow Labrys (who is more complicated than in P4A).
Really? I had a blast grinding Aigis to be competitive in P4A but was looking for a less-work character since there are less local players for this than the first time around (and this is the only fighter where I'd want to play more than a small fraction of characters). I was leaning to maining Yukari. :\
I need some really long sets against good players to beat the bad habits out of me.
Block too much, can't even block well even if that's what I do for 90% of the match. Too much dashing back and forward, not enough blocking when I do need to block. This is depressing.
Really? I had a blast grinding Aigis to be competitive in P4A but was looking for a less-work character since there are less local players for this than the first time around (and this is the only fighter where I'd want to play more than a small fraction of characters). I was leaning to maining Yukari. :\
Definitely. It's not just the link that's being talked about above that makes her technical, but everything else. Proper hit confirms into BnBs are much more involved than they are with other characters, like the IAD requirements that were mentioned, and she just requires a lot of air turns and strict timing to get her stuff to work properly, at least from what I've seen.
how do you people understand the names of the moves 5b, 6c, etc. I have no idea what any of these means so I just describe the moves lol
I just tried Yukari's combo. It is pretty tough.
Once I got it, I cheated afterwards. P4A has advanced input buffer where the game repeats the input for 3 frames (or maybe 2?). I also plinked C~B giving me an extra frame. I rarely drop it now. I'm pretty sure this isn't placebo since I've gotten it down 10 times in a row now, but who knows lol
Of course this is only helpful on an arcade stick.
Finally get to do some Ranked and get a bunch of guys that rage quit after I beat them. Looks like no one knows how to play against Ken.
I never learned how to plink =X also my execution is mediocre
what is a good player? lol also who do you play
For how much I can easily steal wins with him against inexperienced opponents by mainly spamming 2C and 236A/B > A/B, there sure seems to be a distinct lack of him. Same goes for Shadow Labrys, so guess it's just the nature of a puppet character to barely be used by anyone, at least online.
Don't worry about plinking, but working advanced input into how/when you press buttons will work wonders and ensure links take less grinding than SF4.
Definitely. It's not just the link that's being talked about above that makes her technical, but everything else. Proper hit confirms into BnBs are much more involved than they are with other characters, like the IAD requirements that were mentioned, and she just requires a lot of air turns and strict timing to get her stuff to work properly, at least from what I've seen.
Finally get to do some Ranked and get a bunch of guys that rage quit after I beat them. Looks like no one knows how to play against Ken.
Any tips for him? He doesn't play like Carl (which is a good thing) but means Carl tips/tricks don't really apply to him (bad thing).
It'd be silly to replace saying "Yu's 5B" with "Yu's long horizontal sword slash" or "Yu's 2A" with "Yu's downward punch."
Well the 2 big things are the same for Ken as they are for other characters.
A) Learn your buttons. What they do the properties. This is particularly true for Ken because C and D aren't Persona buttons, they're Koromaru buttons.
B) Learn the spacing on your moves. Ken's B on the ground is actually two hits with a long recovery so learning where to use it as a poke so it covers you in the air is really vital. 2B gets a lot of people looking to avoid the initial poke while the AA properties of 5B are on the second part and is slower but is good cross-up protection.
For Ken specific stuff:
1) Cover yourself using Koro. All of Ken's spear moves recover slowly which is usually a death knell for a char but Koromaru can be used separately as long as you aren't blocking or getting hit. So if you expect to whiff or you want to reduce how minus you are after one of your Bs, you can 2C or 5C with Koro to give you a chance to recover from the attack.
2) Protect Koromaru. Just like 1) you need to cover him as he covers you. He gets knocked out and it makes it harder to convert for big damage and your pressure gets halved as a result. If they try to hit Koro, counterpoke them to stop prevent it. 214 A and B is mediarama and heals both Ken and Koro. It also brings Koro back faster after the opponent drains his life bar. This works well if you're opponent is not going in. Hit them with Koro and then heal immediately
3) Learn to execute a 214 or 236 quickly mid-combo. While Ken doesn't require anything fancy like negative edge. You need to be able to quickly use Koro's special moves for several of his important combo parts and for the latter parts of his big combos. jA > jB > Double Jump > jB > 236 D > j2B requires you to do the 236 D as soon as you do jB otherwise you risk bobbling it and whiffing the 2B or forcing them into the ground before or after Koro starts spinning.
4) Ken does not have rapid fire buttons so you need to make sure you follow-up with a different for a hit-confirm and to keep yourself out of trouble. This is aimed specifically at 2A which is just one leg chop but goes into 2B for a full combo pretty easily or can be made safe if you keep 1) in mind.
5) Convert everything into something. Ken can get a lot of stray hits that can be picked up for decent damage. Anticipate so you can do this. Particular ones to not are CH 2Bs, 2Cs, and j.Bs all which lead into 2.5k-3k damage easily or more depending on how many resources you want to spend.
6) Sweep is your friend and does huge damage. It's one of the most important attacks for Ken as it's pretty much a required attack to get into his 5k+ damage range and even into the 6-7k tier. It's the only way to get your opponent into his Thrust combos without hitting them with the Persona first follow-up. Sweep also allows Ken to continue his combo after you OMB his 236236 A/B super.
7) Koro stops if you get hit or block meaning he can't save you from pressure. However, his SB moves are guaranteed to activate once you use it even if you're forced to block, I believe. It doesn't stop them from hitting Koro to stop his moves but helps if you need it. SB Air Spin gives you the best hit angle while SB ground spin leaves Koro where the opponent is even if it's blocked allowing to better pressure in the long run.
8) DP is not great as a reversal for the most part but is a good combo tool. If you get a counterhit with it, you can convert for big damage by following up with a sweep though the timing takes a little to get used to. You can also super cancel the 2nd hit or mash a super as you come down if you whiffed the second. A or SB is best for this but not recommended you put yourself in a situation that forces you to do that.
9) DO NOT MASH ANYTHING THAT INVOLVES D IN THE MACRO OR D ITSELF. D puts Koro away in the air where he heals and if you press C he dives at your opponent or if you press D he drops back down. While it has uses, even in combos. you don't want to put Koro away when you don't mean it so try not to accidentally hit D.
10) If you throw, the commands reverse in the direction opposite to where you throw, I think. This is important because Ken can convert his throw into big damage too with his bread and better.
That's all I can think of off the top of my head. Just let me know about specific things.
Pretty much this. I only did it because I could, haha.
Does plinking really work in this, the same way as in SF4?
great info!
i just got the game wednesday and i really like ken's play style so far.
do you know of any match videos or combo videos?
i've been watching this video, trying to copy his combos:
https://www.youtube.com/watch?v=39n...: https://www.youtube.com/watch?v=39nTneIhIpQ)
Magaru loop is a lot less fun now imo. Now you just kind of sit in place, I liked driving my green chair.So one thing that I've found awesome with Liz is that it seems her Magarudyne loop stuff is easier via her Awakening state, as opposed to P4A when they were simple enough, but I never took the time to get the timing down because it was strict enough for me to not bother.
Debilitate combos are some crazy ish, though.
http://www.dustloop.com/forums/index.php?/topic/9309-shaggy-scooby-vs-ken/I need to take Ken & Koro into training mode to see their attack gaps. I almost lost to one despite doing my best to block, it is hard to see where the gaps to approach are. I don't know if Koromaru can hit low, but if he can't that would definitely mean I would have to force Ken to risk an AoA.