“combo with” and “combo into” are different things.
Iunno, punishing her before she lands is pretty easy for everyone in the cast. Mind you, you may not even know that if you IB her uppercut up close she flies behind you anyway, no need to attempt to dodge.
Narukami and Mitsuru are the same tier because they have the same reward and the same risk. And the hitbox on Mitsuru’s is even to the air unblockable hit from Narukami as far as I’m concerned.
You can punish her in the air but many characters don’t have enough time to do their fatal counter startup so they have to settle for some lower damage combo off a normal counterhit…and it’s also hard to punish if you airblock it (depending on the heights). With Yu, whiff, groundblock or airblock, you can full punish it every time.
There’s a reason Mitsuru is above Narukami in my list. We’re not comparing the two in a vacuum, we’re comparing them vs everyone else. You’re over here nitpicking about stuff because it isn’t your opinion, that’s fine. Overall Mitsuru and Narukami are better than 10 other B+Ds in the game.
And that only difference is one is a starter and the other is during.
Akihiko’s can also be combo’d into or started, but they both can lead to big damage regardless of the character.
So that makes no real difference.
And I’m sure I already said it, but Akihiko’s AoA can cancel out Mitsuru’s DP, leading you to a perfect punish.
Not sure if anyone knows that or not.
Question, other than Mitsuru’s AoA, which other ones are affected by pressing or:f:?
I mean you can use it mid-combo without super not as starter or ender, that’s not that common among the DPs.
I know. that’s why I said during, but lets be serious - All of Akihiko’s stuff links. So it’s only obvious his DP would link as well.
The point is that that doesn’t really benefit the DP any as there’s a lot of options that you can do combo wise beyond using his DP, which would all lead to big damage. And even then, there are other characters that can start with a DP and do the same thing leading to big damage. So while it’s interesting that he can use it anywhere, it doesn’t contribute any real benefit over any other DPs seriously. At least in my opinion.
You have no idea how Akihiko works. Stop talking about him plz Starslicer.
ft5 or shutdatshitup brah.
A ft5 won’t fix you being wrong.
orly?
Care to contradict yourself more?
I can show you how he works, since you’re such an expert of him. And I can assure you I’m not the one here who’s full of shit.
It should be noted that you cannot safe jump Teddie’s DP the same way you can safe jump Yosuke and Chie’s because not only is the smoke effect huge and unblockable, but the DP itself is completely unpunishable once activated. I would say it’s the strongest out of the counter type DPs for this reason.
Teddie’s AoA is also not only good for cross ups, but in certain situations it can be used in a 6k unblockable reset.
And finally, according to Xie’s tutorial on Quick Escape, Teddie’s roll travels the farthest.
What it makes up for by being unblockable upon activation and whatnot, it also has the flaw of being active a very short period of time as opposed to Chie’s and Yosuke’s, while still having a lot of recovery frames. Not to mention, if the persona hits him, then though he cannot be ‘Punished’ for doing his B+D, he can be put back into blockstun right away via a far reaching normal/persona attack. Yosuke and Chie’s rewards for hitting counters vary from low to absurd depending on how the counters hit. (Yosuke can counter a deep jump in and pick up with 2A 2B and Chie can cancel to power charge on the first hit giving her a full combo.) Teddie’s reward is always the unblockable mixup. Though it’s a strong mixup, it’s still just a mixup, whereas Chie and sometimes Yosuke can actually get a combo.
Well yes, certain characters can try to continue to pressure him, but most characters can’t. The only characters who really can are probably Yukiko if she spends 50 meter for Maragidyne, maybe Akihiko if he wants to try for a Maziodyne OMC, or Kanji if he does the chair super (but at that distance he can’t do anything after). And in all these situations, Teddie can actually just DP again, block, or get away.
Everything else with that kind of reach is way too slow or the character gets nothing after even if Teddie blocks it. Also, Teddie teleports relative to where the character is, so if you have the Persona hit him and start running at him, he’ll still appear a certain distance away. The exception is weird scenarios where he’ll appear next to you in the corner. And yeah, nothing in the game is close to Yosuke’s 30 something active frames, but I’m pretty sure Teddie’s about as active as Chie’s.
Chie also needs 50 meter to make her’s safe in case someone does a cross up setup to bait it where as Teddie doesn’t need to spend meter.
B+D tiers
Top - S Labrys, Teddie
High - Narukami Mitsuru Chie Yosuke Kanji
Average - Akihiko Yukiko Elizabeth Aigis
Poor - Naoto Labrys
i was under the impression that everyone’s rolls was the same except for elizabeth
akihiko has the fastest AoA only if at level 3 gust (22f), then comes chie (23f), narukami and naoto (24f). slow ones are mitsuru, yukiko and liz, they are all above 30f
kanji gets an honorable mention for his AoA being pretty safe on block, only -4
Why do you think Shadow Labrys R-action is so good? I used to think hers was really good until I realized people can cancel their normals to their own R-actions to beat it on reaction.
only chie can do it somewhat reliably
slab dp has the positive’s of yukiko dp (quick guard point and overall fast) and huge horizontal range like labrys, it’s very hard/not possible to safe jump and can be used as a poke, and it leads to knockdown + good mixup, plus it’s the only B+D in the game that can be made truly safe w/o super cancelling
easily best in the game