Thread with all the inputs, plus some tips, also added time-stamps/chapters in the description. Should've done this from the start, but i was too lazy. Regardless, it's here now.
Gonna give myself some liberties with these notations, because i'm not sure what's the "proper" way to do it and i want to make them easy to understand. Some of this is common knowledge for veterans, but i'm leaving it here anyway for any new player that might find this video. Numbers/Directions/Numpad Notation: wiki.gbl.gg/images/8/88/Numpad.jpg [any number] = charge that direction for a bit A = light attack B = heavy attack C = light persona attack D = heavy persona attack AoA = All-out-Attack RA = Reversal Action OMC = One More Cancel OMB = One More Burst SF = Shadow Frenzy/Burst/Rampage j. = aerial attacks jc = jump cancel sjc = super jump cancel (2 > 7 or 8 or 9) dj = double jump > = regular cancel/link/juggle - = when bridging a special into a follow-up command × = when bridging two specials cancelled into other specials during Shadow Frenzy {any notation} = a combo loop
Narukami 5DD (second attack) > RA > 214214C > 2B > OMB > 214214C > 2B > 5C > 236A > RA > 214214C * You should delay the last RA a bit, otherwise the final Cross Slash will whiff Shadow Narukami 214B > 2B (1 hit) > 214D (one hit) > SF > 214214C > 2B (one hit) > 214D (one hit) > 214214C+D > 2B (one hit) > 214214C+D Yosuke j.2C > 214214C > 2A+B > 236A > j.2B > airdash into j.236A - A - j.4D > j.2C > 236C > 214214C > 2C > OMB > 214214C (whiff) > 214214C Shadow Yosuke (Sukukaja activated) 236C > 66 > 5C > 236C > 66 > 236B > j.4C > j.2C > 236C > SF > 5C > {236C × 236D > OMC >} three times * Wait a bit after activating Sukukaja before starting the combo, so the super meter can refill, otherwise you won't have enough meter to complete the Shadow Frenzy part (happened to me a few times). Chie 214C > OMB > 5DD > j.BB > j.8D > 5B > 5C > 2DD > j.236A+B - 236A+B - 214B > 5C > 2C (one hit) > AoA (all hits) Shadow Chie RA > 236236A > 5C > 236B - 236B - 214B - 214D > SF > 236C > j.214214C > 236236C * I immediately cancelled 214B into 214D and charged it until Narukami was at the correct height, not sure how big the cancel window is for her rekkas, so i thought i should mention it. Yukiko (Fire Boost lv.3) 5D > 2B > 214214A > 2A > 5AA > 236A - 214214A+B > 2A+B > 236A - 214214A Shadow Yukiko 5D > airdash into j.A > 236A (hold A to delay the explosion a bit) > 5AAA > 236B > SF > {236B × 236A+B × 214C+D >} four times > 236B
Kanji 5C (charged) > 2C > 2B > OMB > [4]6C > 2B > 5C > 5B (charged) > 2A+B - 236B > 2A > 2B > 236B > 5AAA > j.214B > 236236B > OMC (second hit) > 214214D * You need to release the 5C charge in the last possible frame Shadow Kanji j.214A > SF > 236B - j.214A × [4]6D > 2A (before the previous move hits) > 236B - j.214A × 236C+D > j.214A > OMC {236B - j.214A > OMC} two times * The 236B - j.214A cancel is done immediately, it's just an easier way to do j.214x as quickly as possible. Teddie 2C > 66 > 5B > 214214B - any button > 2A > OMB > 5C > 2B > 214214A - any button > 214214A - any button * The "clean hit" on the first super is not necessary, the third super must be done as soon as the animation of the second one is done (bigger distance from the corner might give you some extra frames, i'm not sure) Shadow Teddie (Opponent with the Fear status, from 214B) 236A > 236A > SF (first few hits) > 236A × j.236B × 236A+B × 236B > 5B > jc > j.236A × j.236A+B > OMC > dj > j.236B × j.236A × j.236A+B Naoto 2C (charged) > AoA (all hits) - D > 236D > 5C > jc > j.B > j.236A > OMB > 236B - D > 5C > 236A - BBBBB > {236236C > 5AA >} two times > 236226C > 5AAAA * The second and third 236236Cs must be done as soon as the previous one ends, but it seems like you can't cancel into it for some reason? So you gotta "link" them after the 5AAs end. Shadow Naoto 236B - D > j.236A > 2B > 5C > jc > j.236B > 236A > SF > {236A × j.214C+D} six times × 236A (one hit) × j.236B (one hit) × j.236A (one hit) × j.236A+B * If doing instant j.236A is too hard, you might be able to do 5C > jc > j.236A, not sure, will test it later. j.214C+D is just cancel the shooting stance after 236A. Aigis (Starting from normal mode) 2C > 22B > j.236C+D > 214A > 214B > 5C > sjc > j.C > j.214A - j.2A+C > j.214B - j.2A+C > j.236D > 5BB > jc > j.B > j.2C > j.236236D > OMB > 214214C+D Shadow Aigis (Starting from normal mode) 236B (120 hits, whiff the physical gun attack) > 5BB > 5C > 214214D > 22A+B > j.236C+D > 5A
For Rise 25 i have 2 questions: 1. What are the inputs? 2. Does the Risette: Live on Stage have to be SB? I can confidently do C and D, but SB is a massive struggle for me
You can do the D version of the DDR super by modifying the starting string: 2C > 2B > 5B > 5C > 2A+B > 236C > 5AAA > 214A > 236236B > OMB > 22A+B > 214A > 214214D
I don't remember to be honest, but it seems pretty close to what i did, however, after the roman cancel i recommend using 214B first instead of the A version, since it has the slowest startup and the combo is so prorated at that point.
2D > 236236A into D follow-up (clean hit) > 2C > OMB > 236236C into C follow-up (must hit the ball) > 214C > 214214D into any follow-up. I also recommend doing it as close to the opponent as possible, so the ball from 236236C gets launched at the proper angle.
Marie actually seems pretty simple tbh. Could I get the inputs for it? I can already tell what moves you're using and when, I just wanna have something to follow along with
Junpei, #25 is pretty short and doesn't require much timing, and #30 just requires you to learn the Super Spin Swing A > Super Spin Swing SB loop, which is pretty easy imo.
Shadow Yosuke, Tentatafoo's hitbox is very close to the ground, getting five of them in a row, while alternating the timing for the C and D version, was hell. Thankfully the first 4 Tentatafoos are free with that setup.