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kazmadan

P4A Combo Video This is Letting Go Notes

Aug 7th, 2013
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  1. On Kanji Dive Reset:
  2. This Kanji reset works on everything other than neutral tech, and this is a pretty good option to follow it up with. You can also go for 2C fatal into OMB > A lion > cross slash > 2A 5C A lion > cross slash > etc
  3.  
  4. using j.C:
  5. j.C is an amazing jump in to use as a safe jump, and can be used instead of j.B. If timed on the last frame before landing, you do j.C (blocked > j.SB lion > 5A in the corner, to combo off of the overhead. Due to the huge amount of hitstop and blockstun, you also have tons of time to confirm whether or not j.C was blocked and decide whether to go for SB lion. The extra delay also makes it even more likely they will switch to blocking low too soon. j.C is also great against Kanji for obvious reasons, and you have enough time to wait after j.C'ing, confirm there was no DP, and then continue. j.C also COMBOS into SB Lion if you want to be really lazy. you can do falling j.C > land > and continue with dash 2a/5a for airtight continuous pressure, just like j.B. You can also simply do j.B(2) into j.C for the same exact idea. j.BB > j.C also works but timing is strict and you must start pretty high up to get the j.C out.
  6.  
  7. On Mitsuru 5AA 5B Sweep:
  8. You must use j.A here, which will counterhit (must be timed). j.B won't counterhit and this won't be comboable unless you OMC. If you somehow cornered her into this set up you should be able to do j.BB j.C SB Lion 5A however. She's also crouching here, meaning you can do 5C > 2C > (SB) Car business :)
  9.  
  10. j.D on block:
  11.  
  12. If they get hit by 2A, you can do 2A > 5B > 2B > (j.D hits) > B lion > j.2 > j.D.
  13. You can do the same on block, and do a mixup of empty jump 2A / low airdash j.B after 2B, while they block j.D. The video shows use of 2A 2B instead of 2A 5B 2B. Adding the 5B makes airtight, but the cloud will not cover your mixup, meaning it is slightly harded to mask. The blockstun from j.D will also have dissapated earlier, meaning fuzzy guards during j.D linger into j.C won't work. On the plus side you can falling j.C for a nice safe jump into airtight SB lion mixup instead!
  14.  
  15. The j.2A > j.D > throw:
  16. To get the right timing, use 2A/5A > throw, roll > throw, or backdash > throw.
  17. These followup setups are not guaranteed. Not only do they simply not work on forward tech (you can still 2B punish though), if they back tech they recover airborne before they touch the ground, so in theory they can air DP (loses to the roll / safejump options though) or do a jump normal, which will lose to meaty j.C/j.B but beats crossup iad j.B or other weird mixups. They can also double jump out depending on how you time the throw.
  18.  
  19. Regardless it isn't a very legit mixup but more of an advanced gimmick / reset which will catch the uninformed off guard. I originally did not include it much but due to all the silly things I found you could do off of it I felt compelled to show some (run under 2B, nj.C OMB mixups, etc). The more important point as shown in the video is how easy it is to go INTO it (you can combo into j.2A > j.D from practically anything), AND, if you don't feel like doing something gimmicky, just do any of the actual blockstrings into blocked j.D > mixup options as shown prior to the tick throw section.
  20.  
  21. j.D > throw > j.C > OMB on Kanji:
  22. This can be sameside or crossup depending on timing your j.C, both sides derive from neutral jump j.C. You can also iad j.C (sameside) > OMB (crossup or sameside). This is a good option because not only is it a hard to block unexpected crossup, but it also looks just like you are doing an iad airturn j.B, which will crossup, and is viable from the same setup. Very tricky.
  23.  
  24. Zio OMC into dj corner crossup:
  25.  
  26. This works. On everyone. Dirty. You can also time it so that you land as they get up do a ground meaty instead of a jump in meaty, if you want to be greedy and go for a nasty starter. It's more reactable but it's hard to say due to the surprise factor.
  27.  
  28. Midscreen 5D mixups:
  29.  
  30. Most of these are extremely silly. Rising j.A ones only work on the tall characters. Use the j2A one on those who are too short.
  31.  
  32. On Yosuke: The empty crossup jump is simply to get the opponents to block high during 5DD so you can catch them with the rising j.A. During this time you're safe from DPs and other shenanigans while your 5DD covers you. There is a gap though, so be aware.
  33.  
  34. On Mitsuru: If they switch block to crouch in between blocking A lion high and 5DD, j.A will whiff. If they blocked low after 5DD, the j.A will fuzzy. If they blocked high, the j.A will be sameside with an OMB crossup.
  35.  
  36. On Narukami: This is a fuzzy guard into fuzzy guard into OMB crossup. Confirm as you see fit.
  37.  
  38. 5A > IK on Labrys:
  39.  
  40. You cannot cancel into IK, so this is literally a 5A > recovery > IK punish on Labrys. You must hit with the late active frames on 5A to recover in time, so this only works from knockdowns. I believe 2A may work possibly, or it might be one frame too slow (it only has 1 more frame of recovery than 5A.
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