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Revision as of 20:42, 14 March 2018
Combo Notation Guide | |||||||||
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Midscreen
Note: Without a counterhit, most meterless confirms are simply gatlings strung together to end into 214A to gain hard knockdown. Most combos can be preceded with a jump-in.
2A > 5C > 5B > 5AAAAA > 214A (allow 5B to travel as close as possible before autocombo, all 5 hits should connect before 214A)
5B > 5A > 5B > 5C > 214A
5B > 5A > 2A > 5C > 5B > 214A
5B > 5AAAAA > 236D > 66 5C > j.2C > j.2C > j.214B (5B must be point blank and 236D must be cancelled on the 5th hit of autocombo)
5D > 2B(4) > j.2C jc > j.B > j.C > j.214B
[Crouch] 2A > 5C > 5B > 236D > 66 5C > j.2C > j.2C > j.214B
[Crouch] 5B > 5A > 5B > 5C > 236D > 66 5C > j.2C > j.2C > j.214B
Airthrow > falling j.C > 5C > j.2C > j.214B
Meter:
214A > 236236C > 2C > 2D > j.22C > 214C > 2B(4) > j.2C > neutral jump cancel > j.C > j.2B
Corner
2A > 5C > 5B > 214B > 2B(4) > j.C > j.2C > j.214B
2A > 5C > 5B > 5AAAAA > 236D > 214A
(j.B > j.C >) j.2B > j.214A > 2B(4) > j.C > j.2C > j.214B
5D > 5A > 5C > j.2C jc > j.2C > j.214B
Throw > 2A > 2B(4) > j.C > j.2C > j.214B
Anti-Air / Air-to-Air
2B(4) > j.2C jc > j.C > j.2C > j.214B
2B(4) > j.2C jc > j.B > j.C > j.2C > j.214B
2B(4) > j.2C jc > j.B > j.C > j.D > j.214B
CH j.C > land > (5A) > 5C > j.2C jc > j.B > delay j.C > j.D > j.236CD > land > 2D > j.22C > 214D
Counterhit
Note: There are a number of ways players perform the following combo based on preference.
- j.22C requires a late airdash or a running start after 2D midscreen.
- 214C needs to be close and hit as high as possible in order to OTG afterwards.
There are also multiple ways to OTG after 214C:
- 2B(1) - largest OTG range (easiest)
- 5B - must be done closer but more damage (except if 5B is the starter)
- 2B(1) > 5B - requires superjump j.B after 5C for the max damage route
CH 5A / 5B / 2B(1) / 5C > 2C > 2D > j.22C > 66 214C > 2B(1) > 5C > j.2C > jc > j.B > delay j.C > j.D > j.214B
Hassou Tobi
Note: A combo must be a multiple of 8 before cancelling into Hassou Tobi in order to maximize damage. Most Hassou Tobi combos are very freeform and allow you to modify the required number of hits. The following examples have parentheses demonstrating the number of hits before Hassou Tobi.
(Damage values to be added later)
Midscreen
CH 5A/2A/5B/2B(1)/5C > 2C > 2D > j.22C > 214C > 2B (8) > 214214A [50 meter required]
236236CD > 66 2C (16) > 214214A [125 meter required]
Corner
2A > 5C > 5B > 5AAAAA > 236D > 214A (24) > 214214A [50 meter required]
One More! Burst
Any 2 hits > OMB > 2C > 2D > j.22C (8) > (236236AB) > 214214A [50 meter minimum / 125 meter for maximum damage]
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data