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| ===Tips and Tricks=== | | ===Tips and Tricks=== |
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| ==Combos==
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| {| class="wikitable" style="border: 2px solid black; cellpadding:5px;"
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| |-
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| ! <ins>Combo Notation Guide</ins>:
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| |-
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| : > = cancel into the next attack
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| : , = link the next attack after preceding move's recovery
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| : jc = jump cancel
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| : hjc = high jump cancel
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| : dc = dash cancel
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| : (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)
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| : (move) = whatever's listed in the parentheses is optional
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| : If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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| |}
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| ===Midscreen===
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| 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.
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|
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| <span style="text-decoration: underline;">'''*insert move name* Starter'''</span><br/>
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| Notes: In case these combos need notes. If they do not, you can remove this line.<br/>
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| Point 1
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| * '''move > move > special >> special''' NOTE: this is only a base. your combos do not have to follow this format.
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| : Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
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| : Damage: ----, Heat Gain: --
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| : '''+ move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
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| : Notes: Write notes for the combo if necessary.
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| Point 2
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|
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| Copy and paste the code from Point 1 to Point 2 as many times as you need to.
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| ===Midscreen===
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| <span style="text-decoration: underline;">'''5A Starter'''</span><br/>
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| Note: Rise generally does not need her B moves in her combos except to add damage. All of the following can be done starting with 2A, but may need to drop any excess B normals to reduce proration.<br/>
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| * '''5AAA > 214A > (236236B)'''
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| : Basic combo for meter gain. 214A gives hard knockdown and 236236B deals more damage than A version, so this is better than doing the full autocombo.
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| * '''5AA (5B 2B) 2A+B > 236C+D, 5C(1) > 214B, 5AA 2A+B > [214A > 236236B OR meaty 236B]'''
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| : Requires 25 SP. Must be far enough from corner for 214B to not cause the opponent to bounce over Rise.
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| : Basic okizeme setup. Use 214A ender for raw damage (and no oki) or do a meaty 236B for okizeme. 236B should be delayed slightly after the sweep so that the tail end of the move's active frames hit the opponent as they get up; this will make it DP-safe and allow for more frame-tight followups.
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| * '''(crouch confirm) 5AA (5B 2B) 5C(1) > delay 214B, 5AA > [A 214A > 236236B OR 2A+B meaty 236B]'''
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| : Same as above combo but meterless from a crouch confirm. Do 5AAA when going for 214A damage ender for the extra meter build.
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| * '''5AA (5B 2B) 2A+B 236C+D, 66 5C(1) 22B, delay 214A, 66 2C, 66 5AA 2A+B > [214A 236236B OR meaty 236B]
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| : Requires 25 SP. Must be at least around round start distancce from corner.
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| : Corner carries about half a stage length. If done properly, the 214A should cause the opponent to fly past the first lightning bolt from the descending 22B and be hit low enough for 2C to connect.
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| : Inconsistent/difficult on some characters. To make it easier, either omit 2C after 214A, or omit 2A+B after the last 5AA.
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| * '''5AA (5B 2B) 2A+B 236C+D, 66 5C(1) 22A, delay 5C(1) 5D, 5AA 2A+B > meaty 236B
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| : Requires 25 SP.
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| : Midscreen combo that gives both a mid-combo scan and note okizeme.
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| : Very inconsistent/difficult on some characters. The wider the character's airborne hitbox, the easier.
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| * '''5AA (5B 2B) 2A+B 236C+D, 66 {2B(1)) 5C(1) 22A, sj.B(1) j.D, j.2B'''
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| : Requires 25 SP.
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| : Universal midcombo scan route.
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| ===Midscreen to Corner===
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| ===Corner Only===
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| <span style="text-decoration: underline;">'''5A Starter'''</span><br/>
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| Note: Basically all corner combos ending in 5AA can be taken into either A 214A 236236B (OMC 214214C/D) or 2A+B meaty 236B ender, depending on whether you want damage or oki.
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| * '''(Standing confirm) 5AA (5B 2B) 5C(1) delay 22A, delay 2A+B 236B, 2B(1) hop j.B j.236C, 5AA > ender'''
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| : Standing only. Requires 50 SP for standard 236236B ender, 150 SP for extended 214214C/D ender.
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| : Standard standing confirm for high damage. Note that 22A will not combo universally on the entire cast if done immediately, in which case a slight delay will be needed so the ascending lightning hits the opponent after the second hit of 5C connects.
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| * '''(crouching confirm) 5AA (5B 2B) 5C(1) hop j.B j.236C 5AA > ender'''
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| : Standing only. Requires 50 SP for standard 236236B ender, 150 SP for extended 214214C/D ender.
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| : More lenient universal combo that works with a wider range of starters.
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| * '''(crouching confirm) 5AA 5C(1) 22B, 2B(1) 5C(2) 236C, 5AA > ender'''
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| : Stricter than the above with proration but gives better damage.
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| * '''{standing confirm) 5AA (5B 2B) 5C(1) delay 22A, delay 2A+B 236B, 2B(1) 22A, 5C(1) 5D, 214A
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| : Okizeme setup that gives both scan and note oki. The 2B after the 236B should detonate only one note, leaving one out for use in okizeme.
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| * '''(crouching confirm) 5AA (5B 2B) 5C(1) 2A+B 236A+B, 2B(1) 22A, 5C(1) 5D, 214A
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| : Requires 25 SP.
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| : Same as above. Works on standing too but spending the meter is pointless as the same results can be achieved for more damage meterless on a standing opponent.
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| <span style="text-decoration: underline;">'''Throw starter'''</span><br/>
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| * '''Throw > 5AA 5C delay 22A, 2A+B 236B, 2B(1) 22A, 5AA > ender
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| : Meterless throw combo. Bad starter proration on throw required a shortened combo.
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| * '''Throw > 5AA 2A+B 236A+B, 2B(1) 22A, 5C 5D, 214A'''
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| : Requires 25 SP.
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| * '''Throw OMC 214214C(+D)
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| : Requires 100 to 125 SP.
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| : High damage throw reset. Spin state recovery from throw prevents the opponent from being able to escape the Risette Live unblockable even though the combo drops, allowing Risette Live to deal full unscaled damage.
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| ----
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| {{Navbar-P4AU}}
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| [[Category:Persona 4: Arena]]
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| [[Category:Persona 4: Arena Characters]]
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