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Thread: Persona 4 Arena

  1. Yeah Pineapple, good games. Even though my win ratio was one to ever four of yours I still feel like I did all right being day one and all. =]
    I'll probably play more tonight later on if anyone is interested.

  2. I finally started sinking my teeth into this one. I don't like the way the persona normals (C, D) feel, but air dashes and air recoveries feel good. Real good.

    Using Mitsuru because I'm lazy and because stand A.

  3. ARBM we must fightmans sometime soon! I would love to get a room going with the handful of people we have playing this.

    I lost a match the other night when I was killed by a negative penalty. Tried to move forward the whole match but I was zoned to hell and back by whoever that girl is that Thief uses. If you're good at the keepaway game thats fine and all, but don't penalize me for not attacking when it's nearly impossible to get in range to do so. That was rather aggravating.

  4. Yeah would be fun to have more than just you and I pineapple. I am on right now for a little bit more if anyone wants a couple matches.

  5. So I was watching a video from ts sabins ps3 room which had a great yukiko's. About fourth minutes I hear "wait, destin is still alive? I though he went all hipster." they were talking about GG players so I assume it was about our Anthony.

    Also it is difficult to get the timing for yukiko's unblock able corner set up consistantly.

  6. Throws sure are bad in this game.

  7. I generally don't like games with bad throws =(.
    Check out Mr. Businessman
    He bought some wild, wild life
    On the way to the stock exchange
    He got some wild, wild life

  8. Well in this game most throws won't throw someone out of the majority of their attacks like say street fighter. Ground throws lead to big damage in corners or with with meter as they tend to throw people away from you, so you have to use your 50% meter cancel to get to them in time for damage.

    Air throws do a ton of damage and some can be comboed off with or without the meter cancel.

    The problem with throws is this game has a ridiculous amount of pressure on wakeup you've got your persona out there with the oki setups so it's more wakeup pressure than tick throwing. They're still pretty effect to use though.

    A lot of the command throws are really powerful.

  9. Kanji's command throw is boss. Regular throws are meh, not really useful in this game as opposed to a game like SF. The window for teching them seems a bit bigger than that game also.
    Spacing reigns supreme in this game. Memorizing each move's length and impact points puts you halfway to being really good, then it's just executing. Whiffing moves happens but most characters are able to set up some kind of distance trap that makes you want to move in before it's smart to and knowing how to use that makes things a lot easier. What's his name with the gun has some REALLY nice traps and then once you try to close in on him he's got a decent close game too. Fought a C rank guy who used him to perfection against my Kanji, he had it to where I couldn't even get in with an EX air leap, he would knock me out of that shit and do a 30% combo after, it was frustrating as fuck but it was all skill so I couldn't be too upset.

    I'm really starting to like Teddy and the fencing lady is a fucking monster for pressure games.

  10. Heh, that's a girl. Pretending to be a guy, it's funny that it works so well in the game that people assume it's a guy. Kanji just can't deal with zoners well. Yukiko can't do a lot against her from afar... but she can use Dia to completely ignore her projectiles for as long as I want forcing her to come to me which is useful.

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