so....easy combos
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- Dec 4, 2012 12:48 am GMTim finally getting to play this game and im surprised how easy it is to pick up on for an Arc Systems game.
the simultaneous buttons presses were a little awkward, but assigning some shoulder buttons took care of that.
my main question here is: the easy combo system it teaches you.....is that the only way to do a standard combo? it feels like i'd end up relying on it a lot cuz its there and its easy to do.
example combo for Naoto i tried: 14 hits - A, B, AOA C, jump, A, B, C, D
i know i can get a little more from the all out attack, but otherwise it feels like a normal MVC3 ground to arial combo.
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Always remember: For every five minutes, you waste an hour.
-Arc Ray - Dec 4, 2012 2:08 am GMTWell the auto combos and easy Bnbs work out fine, but learning to refine your list of combos and mix ups is always a good option. You probably won't get the same hit confirm over and over again so it won't pay off much later on.
It's definitely useful but you shouldn't let that be your only option.
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Show me your moves! - Dec 4, 2012 4:47 am GMTThe damage you get from autocombos is quite minimal compared to what you could possibly do using "real combos". You should also consider that depending on the character, the combo starter from autocombos can sometimes not be useful in terms of giving you an opportunity to land a clean hit.
- Dec 4, 2012 8:29 am GMTAs a Naoto user I must ask, how the heck does you combo into an AoA without a counter hit?
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PSN: Crisuki_Misu - Dec 4, 2012 10:56 am GMTHaku_San posted...
As a Naoto user I must ask, how the heck does you combo into an AoA without a counter hit?
easy, i screwed up my info. at the time i posted that stuff i didnt notice the combo didnt connect.
i never understand how to do 'counter hits', no matter how many fighters i play that include it. i know what they are, i just dont know how to use them...
after playing around with this game with the other charaters, i find it hard to do combos at all. but im guessing challenge mode is like BlazeBlu's and teaches some combos.
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Always remember: For every five minutes, you waste an hour.
-Arc Ray - Dec 4, 2012 11:34 am GMTArcRay20 posted...
Haku_San posted...
As a Naoto user I must ask, how the heck does you combo into an AoA without a counter hit?
easy, i screwed up my info. at the time i posted that stuff i didnt notice the combo didnt connect.
i never understand how to do 'counter hits', no matter how many fighters i play that include it. i know what they are, i just dont know how to use them...
after playing around with this game with the other charaters, i find it hard to do combos at all. but im guessing challenge mode is like BlazeBlu's and teaches some combos.
Counters are just what occurs when you hit someone who's in the process of an attack. Just bait moves and hit them as they're ongoing.
For a simple example, you know how every char has a Furious Action? Just block one of those, then as soon as possible, in the right next frame after you've blocked it, do your A move. It'll score a counter because the other person is in the process of recovering from having used their move and in a counter hit state. (a state where, if hit, the hit will be a counter hit)
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<3 - Dec 4, 2012 1:01 pm GMTDreikoSaMa posted...
ArcRay20 posted...
Haku_San posted...
As a Naoto user I must ask, how the heck does you combo into an AoA without a counter hit?
easy, i screwed up my info. at the time i posted that stuff i didnt notice the combo didnt connect.
i never understand how to do 'counter hits', no matter how many fighters i play that include it. i know what they are, i just dont know how to use them...
after playing around with this game with the other charaters, i find it hard to do combos at all. but im guessing challenge mode is like BlazeBlu's and teaches some combos.
Counters are just what occurs when you hit someone who's in the process of an attack. Just bait moves and hit them as they're ongoing.
For a simple example, you know how every char has a Furious Action? Just block one of those, then as soon as possible, in the right next frame after you've blocked it, do your A move. It'll score a counter because the other person is in the process of recovering from having used their move and in a counter hit state. (a state where, if hit, the hit will be a counter hit)
Adding onto this, counter hits have increased hit stun (the state in which someone is hit and cannot attack or block). Increased hitstun allows you to connect with some moves which couldn't be connected before
Ex: 5A into AoA never works
However, counter hit 5A into AoA will connect due to increased hitstun
Fatal counters increases hitstun throughout your entire combo rather than just the first hit, allowing more moves to connect to each other which couldn't be connected before (dont quote me on that. I may have explained it wrong)
As for combos, yes, challenge does offer some combos for you to practice and learn. I suggest trying that out so you can learn the basics of your character and maybe even add onto what you learned
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PSN: Crisuki_Misu - Dec 4, 2012 1:04 pm GMTthanks for the info, i just tried Elizabeth and she feels clunky. lol
i look forward to what she will have combo-wise
that auto combo of hers looks ridiculous though.
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Always remember: For every five minutes, you waste an hour.
-Arc Ray - Dec 4, 2012 1:17 pm GMTArcRay20 posted...
thanks for the info, i just tried Elizabeth and she feels clunky. lol
i look forward to what she will have combo-wise
that auto combo of hers looks ridiculous though.
always remeber : for every auto combo you do with liz, you waste a meter
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PSN:Ethan90235 Currently playing: P4A, Touhou series
"Souji desperately trying to dodge the american drink, The Arizona GreenTea" - Dec 4, 2012 2:04 pm GMTraiten313 posted...
ArcRay20 posted...
thanks for the info, i just tried Elizabeth and she feels clunky. lol
i look forward to what she will have combo-wise
that auto combo of hers looks ridiculous though.
always remeber : for every auto combo you do with liz, you waste a meter
you cant just take my quote and mix it around like that dude!
EDIT: tried challenge mode with Yu, most of the actual combos are more ridiculous than stuff in BlazeBlu! i could only do some of them with the use of pause buffering and that wont help me in an actual match.
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Always remember: For every five minutes, you waste an hour.
-Arc Ray - Dec 4, 2012 2:07 pm GMTWhat's pause-buffering? XD
And the combos are pretty much on par with BB, they just give you actually useful combos rather than stupid ones nobody ever uses, like some of the things in BB challenges.
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http://img40.imageshack.us/img40/609/simplebeauty.jpg
<3 - Dec 4, 2012 2:41 pm GMTDreikoSaMa posted...
What's pause-buffering? XD
And the combos are pretty much on par with BB, they just give you actually useful combos rather than stupid ones nobody ever uses, like some of the things in BB challenges.
when you pause to take a second to get ready for the next move input right when you unpause. same thing i did to get past a lot of the more impossible looking challenges in MVC3. UMVC3 had even more impossible looking challenges.
im glad im never going online with this game then, i just wanted to be competent enough to fight through story. what this game is missing is more normals with which to use in a combo. i find the personas to be rather encumbering since most of their moves cant be used until they dissappear, i mean you cant even super cancel into a persona related super!
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Always remember: For every five minutes, you waste an hour.
-Arc Ray - Dec 4, 2012 3:03 pm GMTArcRay20 posted...
DreikoSaMa posted...
What's pause-buffering? XD
And the combos are pretty much on par with BB, they just give you actually useful combos rather than stupid ones nobody ever uses, like some of the things in BB challenges.
when you pause to take a second to get ready for the next move input right when you unpause. same thing i did to get past a lot of the more impossible looking challenges in MVC3. UMVC3 had even more impossible looking challenges.
im glad im never going online with this game then, i just wanted to be competent enough to fight through story. what this game is missing is more normals with which to use in a combo. i find the personas to be rather encumbering since most of their moves cant be used until they dissappear, i mean you cant even super cancel into a persona related super!
You have enough normals really, you just need to figure out the ways to combo into them, you definitely can super cancel with any and all supers too. Just needs timing. All supers are ones which you can super cancel with, you just need to cancel a move which doesn't use your persona as part of it's animation.
The game is about things like looping style combos rather than ones with many varied hits a lot of the time, you wanna get your hitconfirms down and instead of combo variety it has mixup variety and air turn glides and things like that.
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http://img40.imageshack.us/img40/609/simplebeauty.jpg
<3 - Dec 4, 2012 3:03 pm GMTArcRay20 posted...
DreikoSaMa posted...
What's pause-buffering? XD
And the combos are pretty much on par with BB, they just give you actually useful combos rather than stupid ones nobody ever uses, like some of the things in BB challenges.
when you pause to take a second to get ready for the next move input right when you unpause. same thing i did to get past a lot of the more impossible looking challenges in MVC3. UMVC3 had even more impossible looking challenges.
im glad im never going online with this game then, i just wanted to be competent enough to fight through story. what this game is missing is more normals with which to use in a combo. i find the personas to be rather encumbering since most of their moves cant be used until they dissappear, i mean you cant even super cancel into a persona related super!
...Pretty much ALL of Narukami's combos that end with a super move are super cancelled into. He has no "non-Persona" super moves.
A really simple one: 5B, 5C, 214D, 236236C or 214214C/D.
Bam. Super cancelled into a Persona related super.
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Official Hubert Ozwell of the Tales of Graces F Board
PSN: VenTheGale
Persona 4 Arena
Not Following
- Publisher(s): ATLUS
- Developer(s): Arc System Works
- Genre: Action
- Release:
- PEGI: 12+
Game Stats
- Game Universe:
- Persona 4 Arena (PS3, X360),
- Persona 5 (PS3),
- Shin Megami Tensei: Persona (PSP),
- Persona 4 Golden (VITA),
- Shin Megami Tensei: Persona 2 - Innocent Sin (PSP),
- Shin Megami Tensei: Persona 3 FES (PS2),
- Shin Megami Tensei: Persona 3 (PS2),
- Persona 2: Eternal Punishment (PS, PSP),
- Persona 2: Innocent Sin (PS),
- Persona (PS)
- Number of Players:
1-2 Players
- 12+ Rating Description
Also on:
Persona 4 Arena Navigation
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