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Persona 4: Arena Score Attack Guide / Strategy Thread


Setsuna

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This threads will be focused on supplying tips to fight against the horrid mode known as Score Attack in Persona 4 Arena and all of its "Unlimited" or enhanced characters as well as supply tips on how to use each character of the cast in this mode. Feel free to share your tactics with each character in this thread that seem to be working for you.

 

Please do not discuss the modes difficulty in this thread. Only post and discuss methods for completing it with each character and defeating opponents within the mode.

 

You can earn the following trophies in Score Attack mode and this thread aims to help make that possible for everyone:

 

http://i.imgur.com/orZ6K6O.png http://i.imgur.com/AZEaeU1.png http://i.imgur.com/ShgjV2k.png

 

(B)

Halfway There:
You completed Stage 6 in Score Attack.

(B)
Tres Bien!:
You completed Score Attack Mode with one character.

(G)
C'est Magnifique!:
You completed Score Attack Mode with all characters.

 

Numerical Notations:

 

Because this thread has the possibility to offer alot of tips of information to each characters challenges the solutions will be listed through this Numerical Notation.

 

7

http://bit.ly/1C3xN0Z8http://bit.ly/1C0TsW69http://bit.ly/1CYBLYw

4http://bit.ly/1EtW2FP5http://bit.ly/1AbUokW6http://bit.ly/1DZTUk3

1http://bit.ly/1BX8V9C2http://bit.ly/1BX8vQs3http://bit.ly/1BhkfwL

 

:square:/http://i.imgur.com/nByrQLM.gif = A | :cross:/http://i.imgur.com/S8kPquX.gif = B | :triangle:/http://i.imgur.com/rU9jKLU.gif = C | :circle:/http://i.imgur.com/BdBBOnv.gif = D

 

Here are a couple common rotation examples you will see alot for Persona 4 Arena.:

  • http://bit.ly/1BX8vQshttp://bit.ly/1BhkfwLhttp://bit.ly/1DZTUk3 = 236
  • http://bit.ly/1BX8vQshttp://bit.ly/1BX8V9Chttp://bit.ly/1EtW2FP=214

For more information in regards to the Numerical Notations please refer to this link: Notation - Dustloop Wiki.

 

About Score Attack Mode:

 

For those familiar with the previous Score Attack modes from the Blazblue games they were basically 2 out of 3 matches with the entire cast of the game under a difficulty harder then that of Hell mode in the game options. In Score Attack there were always "Unlimited" or enhanced characters at the end with a health and damage increase as well as enhanced properties to various moves.

 

Well in the most recent Blazblue: Continuum Shift Extend we got what was known as Unlimited Mars where every character was in their enhanced forms, the difficulty skyrocketed. The icing on the cake was that there were no continues and we couldn't press :start: to save ourselves from defeat ... luckily in that game there were no tropheis to actually beat it (there were actually trophies for losing lol).

 

You can think of this Score Attack the same way as Unlimited Mars from Blazblue Continuum Shift Extend except we have to beat it with every character, has intimidating at this sounds it really isn't THAT difficult but will take a bit more time and practice with each character in the cast.

 

About the A.I of Score Attack:

 

As mentioned above the A.I difficulty is automatically set to one higher then the games highest difficulty settings within the options. A.I react too well against most offensive approaches so attacking recklessly is never a good idea, the A.I is also very random and holds no consistency so its hard to really "read" them so you're dealing with a random opponent who can read you like a book.

 

The A.I now actually ultilize BURST in the their system works titles, tech grabs and block overused moves however despite this you can still catch the A.I with various gimmicks once you've figured the tools of the the character you are using as well as put into consideration the tools your A.I opponent has.

 

Score Attack Order

 

  1. Yosuke
  2. Naoto
  3. Yukiko
  4. Teddie
  5. Kanji
  6. Chie
  7. Mitsuru
  8. Akihiko
  9. Aigis
  10. Yu
  11. Shadow Labrys
  12. Labrys
  13. Elizabeth

Chaoschao222 completed this dreaded trophy/achievement and has posted an in-depth guide in this separate thread here for how to use and fight against each character.

 

General Score Attack Tips by SolitaryGenesis

 

During Score Attack runs or before anyone starting out goes for it, here are some additional advice from my experience. I mentioned these many times in my guides but worth putting up again.

 

  • Always keep eye on meter whenever you're facing against Unlimited Yosuke/Naoto/Chie/Mitsuru/Akihiko/Aigis/Yu. These characters will always spend up for SP-Skills whenever you block their combo or if they apporach you. Don't input anything and wait for them to react unless the character you are using has an invincible Furious Action to use. Against Unlimited Yukiko/Kanji/Akihiko/Yu/Labryses, whenever they reach Awakening, chances of them using up meter will increase depending on stage position, sometimes even whiffing out from afar. Take this chances to move for them offense after you evade them. If their meter is close to 50 during their combo, don't do anything and let them burn meter up giving you room for punish.

  • Pressing the Pause button allows breathing space, but also continously inputting pause allows you to scout the opponent's next move and block accordingly. However, they are minor drawbacks when doing this, such as mistiming inputs on SP-skils after releasing pause as well an unexpected follow-up (shouldn't be a problem if you're scouting meter). Nevertheless, this is a helpful tip against some of the most cheapest AI patterns even against Unlimited Elizabeth.

  • Spend time against AI in Versus mode set at "Hell mode". While you can also set the AI in Training by raising their levels to 100, I find it more suited to experience actual combat in Versus, so whichever works. The AI in Score Attack is basically Hell mode but with added buffs. Some characters' patterns are the same in ordinary Hell mode, but others can be tricky or even broken to the point of a level above Hell. Still, take this chance to learn your character of choice against AI before going through Score Attack.

  • Always practice with the character in Training before going through Versus or Score Attack just to get familiar. All characters have more then enough tools to get through Score Attack beyond auto-combos. The best part is you DON'T need practical combos other than the ones listed in each guide. Auto-combos + recommended is all you'll need plus their own attributes but if one of these characters is your main, feel free to add your own combos to best Score Attack with.

  • Take every loss you received as experience, not grief and stress. Learn what you did wrong and what you can do to prevent a repeated mistake and try again.

  • In terms of trophy gathering, I strongly recommend getting all Online-related trophies and save Score Attack for last. This way you have experience with the game's mechanics and familiarity with the entire roster.

Edited by Terminator
Replaced msising images and removed some redundant links.
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Guide By SolitaryGenesis

 

After besting a grueling set of 12 opponents, you will be placed against Score Attack's Final character Elizabeth. Being armed with a large increase in abilities and stamina, defeating her with all characters could be a difficult feat, especially if you're new to fighting games or to P4A's system. Regarded as the most broken opponent more so than Unlimited Aigis/Mitsuru, Unlimited Elizabeth's moves will make swift work of your gameplan and act as a massive wall for you to ever accomplish Score Attack once.

 

However, while all may seem hopeless at first sight, she can also be one of the more predictable characters to counter. Memorizing her playstyle is very important in order to minimize the difficulty level by a large margin. However, this still doesn't guarantee a 100% advantage even after using these tactics. One mistimed move or one Diarahan/Ghastly Wail is all it needs for U.Elizabeth to create a comeback, snatching your momentum and restarting Score Attack all over again.

 

In this guide, I'll quickly go over some important factors to keep in mind before entering the battle. Depending on the character you use, refer to their individual guides.

 

Blue Burst

This alone determines the outcome of the round. During your rushdown, if she's at Awakening state with a Burst in stock, chances are she'll use up a Blue Burst in the midst of your combos and almost always follow up with Diarahan (unless her meter is nowhere near 50 for usage), restoring her health completely with you being so far away to do anything even if your character has a fast dash. Worse, if your character's vitality's at more than half doing this phase and if Diarahan becomes a success with the timer around half, you automatically lose the round due to the fact that your combos will not be able to drain her health lower than yours before the timer reaches 0. If this is done on your winning round, immediately focus on building up meter for Instant Kill usages.

 

http://i.imgur.com/Yee1c.png

 

http://i.imgur.com/Xhnve.png

 

http://i.imgur.com/iuQKB.png

 

A way to avoid this situation is pelt her stamina close to the point of Awakening, then cease your offense and wait until she whiffs out her Gold Burst. Once that happens, resume your strategy. However, she would mostly use up a Blue Burst early in the round before she gets to Awakening, but keep an eye when her Burst reaches full for another use.

 

Fortunately this is a way to counter this setup. In case of being Blue Bursted away while U.Elizabeth activates Diarahan, most characters should have a move (usually an SB-move/SP-Skill/in Awakening) that not only travels full-screen, but be able to interrupt her start-up or at least prevent it from restoring completely. Note that these are for being Blue Bursted full-screen or far away from U.Elizabeth, not close to the corner or to her, which you can punish.

  • Yu - Ziodyne (236236-C/D)
  • Yosuke - SB-Dash Spring (236AB)
  • Chie - Agneyastra-D (214214D) (Awakening)
  • Yukiko - Maragidyne-D (214214D) (Awakening)
  • Kanji - Ass Whoopin・ Tatsumi style! (236236A/B)
  • Naoto - Aim > Snipe (214A-A)
  • Teddie - SB-Television (236CD)
  • Aigis - SB-Gatling Gun (236AB) (must have enough bullets in stock)
  • Akihiko - Maziodyne (214214C/D) (Awakening)
  • Mitsuru - SB-Coup Droit ([4]6AB), 5C if you are at range
  • Labrys - SB-Chain Knuckle (236AB)
  • Shadow Labrys - See below
  • Elizabeth ・Maziodyne-A (236A)

 

Shadow Labrys is a different case for it depends on Asterius・position before you get Blue Bursted. When doing her strategy guide, 5C might be able to catch U.Elizabeth on Blue Burst as you might either guard the move or be blasted on the other side. Otherwise, Titanomachia/Flame of Hades inputted early may be useful counters prior to U.Elizabeth's Blue Burst. If anyone discovered something else for Shadow Labrys, let me know.

 

Weaken Thanatos

Most of U.Elizabeth's bulk of moves depends on Thanatos・presence. Disabling Thanatos by damaging it will lock her from accessing moves and burst other than her FA and basics. Usually, the safest way to punish Thanatos is by blocking 5C, and as it begins 5D, mash out your character's quick normal (usually 5A for some) to take out 1 Persona Gauge from U.Elizabeth. Whatever you do, don't input ANYTHING if you see it using 2C on whiff or guarded. Instead, Super Jump/Evasive Action/FA away before it uses another 5C or 5D.

 

http://i.imgur.com/42fCU.png

 

http://i.imgur.com/bSm5b.png

 

Once Thanatos is disabled, you only have a few seconds to rush down at U.Elizabeth or set up stat boosts before her Persona Gauge is restored. During this step, the only move you must be on the lookout is her All-Out-Attack and Furious Action (FA), both of which can evade 5A normals. Also her usual Throw. You can either scout these moves by guarding and punishing with your own FA or once you tech FA/Throw (careful when going on the offense since you'll end up walking to her FA, giving her time to restore Thanatos). As Thanatos is active, resume your strategy to either stalling it again, or resort to any other tactics before she reaches Awakening.

 

Without Thanatos

Once U.Elizabeth is at Awakening, she becomes more predictable to punish. The easiest way is by being close to her (but DON'T input anything) at all times. Her Ghastly Wail will always activate whenever you are near. By the time you approach, do a light jump and you should evade this move completely, giving you time to punish with any combo you have. This strategy will almost put her in lockdown in the corner, forcing U.Elizabeth to burn up meter on whiffed Ghastly Wails. As a bonus you can also damage Thanatos with this tactic.

 

http://i.imgur.com/bAcsp.png

 

http://i.imgur.com/8Enzy.png

  • Don't attempt any punish when you're close to U.Elizabeth and if her meter is quickly approaching 50. Last thing you want is getting greedy with punish and walking into Ghastly Wail. Let it approach 50 if it's near, then jump as she activates the move.

 

Other Possible Set-ups

If however, she activates her SP-Skill Mamudoon close to you instead of Ghastly Wail, you'll be placed in a gamble of sorts for certain characters. While air-blockable, being close to her will activate Ghastly Wail, and a mistimed jump will put you into Mamudoon's range. Some characters・FA can easily bypass both SP-Skills without any trouble, others can use up a timed Gold Burst to evade damage, and some SP-Skills/SB-Moves can evade damage on start-up and counter this setup. Be cautious when you get placed in this situation.

 

When U.Elizabeth activates her other SP-Skill ・ you might wish to pause frequently if you don't want to get caught in an overhead or a low move whenever you guard the lasers so you can safely scout her movements.

 

U.Elizabeth's move patterns are similar to how regular Elizabeth plays in Hell mode settings during Versus. You can set up in Training and practice from there, or experience actual combat to the point of nailing your Instant Kills in Versus. Whichever works as long as you get her patterns down and know when to strike. While she can be predictable, don't give her a chance to strike back.

 

Also, pause usage if you feel this matchup is too much and to get an easier time to scout her moves if you must. Refer to individual character guides for matchup information to go along with this guide.

Edited by Setsuna
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http://i.imgur.com/nr5vFom.png

 

Dustloop and Mayonaka Midnight for all there pre-release information in regards to Persona 4 Arena.

 

SolitaryGenesis and Chaoschao222 for all their contributions to the thread, they have worked the hardest to help members with information and tips.

Edited by Terminator
Replaced missing banner and removed some redundant links.
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Heh, already preparing for it, right? Can't blame you on that, this thread is going to be extremely useful, specially for this hellish mode.

 

:applause:

 

I normally try to wait to post everything at once but I may or may not be near a computer for the next 2-3 days (I'll be grinding out Persona 4 Arena training at a friends place and try to knock out trophies during our down time) so I decided to post the thread now at the very least incase people have methods to contribute.

 

Im bringing my flashdrive over with my files for the guide, if I can meet the criteria for it during my down time Ill have it up when I can.

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I just got done beating Score Attack mode with Kanji. Here are the 2 biggest tips I can give:

 

1.) Never stop Command Grabbing (214C version)

2.) Never attempt random divepunches (air 214A/B/AB)

 

Aside from that, play your neutral game. the AI is very predictable about how they will open up your defense. Once you learn their patterns, you can pretty much just block from memory and then punish them with your command grab. If you can, you can punish fireballs with divepunches but only if you know what you're doing.

 

You should know the most basic of BnBs for him. Command grab into Chair for oki, then command grab on wakeup. Remember that the AI has no pattern recognition so never think "oh, he'll know I'll be doing this again". Just keep command grabbing on wakeup. In the corner, you can follow up with an "Ass Whoopin" Rapid Cancel or Burst combo, or if you don't feel like risking a more difficult combo do your basic "Command Grab -> 2C -> 236C -> 236A". If you feel you can punish your opponent, make sure you punish with your 214124C and not your standard 214C, but it's not worth throwing out randomly.

 

Your opponent will Burst your wakeup options pretty much whenever they can but it's not worth baiting. Just command throw forever. It was still really difficult and took me a few days, but I have a feeling that Kanji is the easiest in the game to complete score attack with.

 

 

I'll try and post matchup data later when I have more time. Keep on grabbin', yo.

 

 

 

EDIT: the exception to the rule is versus Kanji. When he wakes up he'll attempt to do the D command grab, which will do 50% life and beat any of your moves (including your own D command grab) 100% of the time. It's unbeatable on wakeup. You can bait it 100% of the time by waiting 2-4 frames after wakup (this is about 2/60ths a second for those who don't know) neutral jumping straight up, then landing into a C command grab. I assume this bait works for all characters but I don't really know honestly

Edited by Elephantgun
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General advice for when fighting Chie, she will God Hand you, and she will kill you (does 9-10k by itself, varies depending on... something... [Awakening?]) with it. As such, your number one priority when fighting her should be not getting hit by God Hand, thankfully, she loves God Hand so much that once she gets 50 meter, she will almost always use it very soon, either upon wakeup or after a combo, blocked or otherwise.

 

If you are comboing her to the point where she gets 50 meter, begin to block afterwards, do not go back on the offensive whatsoever until she uses her meter.

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General advice for when fighting Chie, she will God Hand you, and she will kill you (does 9-10k by itself, varies depending on... something... [Awakening?]) with it. As such, your number one priority when fighting her should be not getting hit by God Hand, thankfully, she loves God Hand so much that once she gets 50 meter, she will almost always use it very soon, either upon wakeup or after a combo, blocked or otherwise.

 

If you are comboing her to the point where she gets 50 meter, begin to block afterwards, do not go back on the offensive whatsoever until she uses her meter.

 

Chie is easy, Mitsuru is the one that's hard and annoying. Her Ice attacks are ugh.

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Yeah, honestly I think only the P3 characters are a threat in Score Attack, the rest are fairly obvious in what they do, and not too hard to punish. But Mitsuru makes you pay badly for a single mistake by freezing you with everything she's got, Akihiko, while seemingly harmless, can turn a match around in seconds, and Aigis is just a pain. Then everything is free as air again until you reach Liz, who is manageable for the most part... until she awakens...

 

That all said, Yu was probably the easiest to beat SA with so far for me... you hardly have to do anything with him :p

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Yeah, honestly I think only the P3 characters are a threat in Score Attack, the rest are fairly obvious in what they do, and not too hard to punish. But Mitsuru makes you pay badly for a single mistake by freezing you with everything she's got, Akihiko, while seemingly harmless, can turn a match around in seconds, and Aigis is just a pain. Then everything is free as air again until you reach Liz, who is manageable for the most part... until she awakens...

 

That all said, Yu was probably the easiest to beat SA with so far for me... you hardly have to do anything with him :p

 

How did you beat SA with Yu? I've been abusing his Auto Combo whenever the AI doesn't block it, and if they do I just use Big Gamble.

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How did you beat SA with Yu? I've been abusing his Auto Combo whenever the AI doesn't block it, and if they do I just use Big Gamble.

 

More or less precisely what I did, I'd start each match with an R-Action, typically it was counter-hit, which allowed me to get "oki" (hardly counts as such against AI :p). After that I just did a basic combo starting with 5AA, if they blocked the two A's, I'd do a delayed RA, which almost always hit, if the A's hit, I'd just do my combo into knockdown and start the cycle over again until victory. Did that against everyone other than Kanji, where I did the turtle method of beating him. Aigis and Liz required a bit of improvising the technique a bit, but overall, the strat worked more often than not and I only ever (after determining the strat) lost to those two P3 girls.

 

Finished Naoto now, hers is the simplest, though I wouldn't call it the easiest, a plus side for Naoto is the goal is to win via Fate counters, so you don't have to worry about Awakened AI.

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Depends on who you're using, but in most cases you can just throw out random pokes and he'll run into them.

 

 

edit; 4th down, Akihiko complete, easiest, easier than Yu thanks to large amount of knockdown, high mobility, and decent damage for no effort. Credit to Silfurbor_Negla of GFAQs for the general strategy (though i preferred to do 6B for knockdown).

http://www.gamefaqs.com/boards/641697-persona-4-arena/63752906

Their post shouldn't be hard to find.

 

edit 2.0; Chie complete now, moderately challenging since counter RA's are unreliable against AI....

Edited by Chaoschao222
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Gonna double post since it's been so long....

Teddie done, too. 6/13 complete, that's sorta the halfway point, right~?

 

Random general advice;

With Chie: more or less follow the advice Silfubor had for Akihiko, though Chie does less damage off a basic sweep combo, but can do significantly more in the corner with one, it'd be good to learn that, 'cause the sooner the opponent dies the better. Also, Chie's IK, while decent, isn't all that amazing, I'd suggest only using it when you are right by the opponent so that they don't chase after you, causing it to whiff (Chie's IK activates where the opponent is currently standing)

 

With Teddie: Bat is your friend, it is good for punishing things you could otherwise not. Other than that, I relied on the basic autocombo (only doing super finisher when I knew it'd kill or do significant pre-Awakening damage) and Circus Bear, as the AI will almost never jump over it, and when they do it's by accident...

Teddie's IK is garbage, so unfortunately odds are you will need to actually go balls deep and win every single match legitimately; if you're 'lucky' you can be chipped down to Awakening, then use Circus Bear once or twice in a row for great damage as well as some time to refill your blue health. Further, because Teddie's IK is garbage, you can use the meter from the MAX burst you'd normally use for an IK for more meter for more Circus Bear's, assuming you started off with two [~50 SP by the time you Awaken +50 Awakening SP] and got the MAX Burst, you could be looking at 5 Circus Bear's almost guaranteed to hit, that's about 10k of fuck you being thrown at the CPU~

 

Random VS AI tactics;

Vs Shabby:

Shadow Labrys almost always starts her rounds off with an AoA, you can walk up to her and grab her here, from here on, if you can run up to her, or get beside her before she fully recovers, she'll likely do it again, repeat the throw, and the cycle more often than not will continue until she dies. Be wary of a wakeup Brutal Impact though, because that ish WILL end you.

 

VS Liz:

After she does 5C, she'll more than likely do 5D, which is a very sad time; hopefully you were blocking 5C (she starts most rounds with this), and be fully prepared to jump if you see Thanatos droop for a second. However, Liz could do 2C instead, and depending on when you jumped, you may not be able to avoid it; as such, I fully recommend pause abuse after she does 5C until you can determine whether or not she's doing 5D.

Also, Liz is most dangerous once she Awakens, but she's also most predictable here. When you believe she's about to Awaken, try your bestest to get a hard knockdown, once she recovers, jump, she'll almost always either do Ghastly Wall or Diarahan, both of which you should be able to punish from the sky, with your aim being ending it in another knockdown. Thanks to her insane SP gain, she'll most likely be able to repeat this pattern until you are able to take her down.

Edited by Chaoschao222
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Labrys SA Guide up.

http://www.ps3trophies.org/forum/persona-4-arena/167378-persona-4-arena-score-attack-guide-strategy-thread-3.html#post2980258

 

EDIT: *deep breath* 1 down.

 

Finished Score Attack with Labrys, found out some loopholes, and regained whatever sanity lost over these past hours. I'm going to write a another AI matchup guide soon. BTW, this post of mine will be changed to make way for the better one when attempting with Labrys.

Edited by SolitaryGenesis
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Yukiko SA thwarted, Fuuka Navigator unlocked :)

 

That said, I can't offer too much advice with Yukiko, but I can yet again relay some great advice from Silfurbor again~

 

Well againts yosuke naoto yukiko teddie, the sweep method is still doabke (5aa 5bb sweep), do 5aa 5b AoA if its blocked, its just not as spammable as akihikos since they can get out from your blocked 5a by doing super to beat your AoA, or even do wake up super to beat your 5a oki

Kanjin snt a problem, do crouch blocking and punish his dive grab using 5aaa agi B

 

But for chie and the rest, we cant spam her 5a for oki forced block since they can do dp before our 5a hit/forced block, and if its blocked, we will most likely eat a dp/super if we stop the combo/do AoA, its very risky

 

General strat would be abusing her maragi D from far away, just practice to manually detonate it by pressing D after its released if the opponent doing instant air dash, and if the opponent manage to get closed, just block and mash b+d to knock them back with her reversal, repeat till time out/opponent died

It work well untill I got careless againts yu and eat his ziodyne lol

And for some reason the maragi D spam also work well againts yukiko after she burst out/knock you back using reversal when you do the sweep method

 

And you can hold dia/reversal for free healing when teddie use her circus ball :p

 

Strat was pretty golden, though you need to be exceedingly careful against Mitsuru or she will end you hardcore.

Against Aigis, you can throw fans at her full screen every time you see her start her air shot or missile launcher, just be wary of her gaining enough meter for Goddess Shield.

 

Against Yu, odds are you'll be blocking a toooooon, once you see Zio D start up, if you're close to Yu, counter with 2A > combo before it gets out, and repeat, I honestly wouldn't try pressuring him on wakeup, just go for punishes.

 

Against Liz, while the same general Liz strategy applies, you need to be even more careful than usual, as with Yukiko's 8.5k health, a single hit honestly may kill you from Liz, no matter what her starter is.

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http://i.imgur.com/tSFSn.png

 

FA (BD/Furious Action) is your main tool against such difficult AI. You're be using this move all the time even up to the final boss Unlimited Elizabeth. Labrys' FA will cause a counter hit if the opponent attacks, giving you a free combo. This is the notation I recommend when such a chance happens.

 

FA > 5A > 2B > SuperJump > J.B > J.C > 214B

Also when offense - 2A x3 > 5B > Sweep > 214A

And auto-combo.

 

Unless the opponent has little health remaining, you can add Labrys' Weaver's Art: Beast (D version) as a finisher, but I would recommend saving up your meter for her Awakening and her Instant Kill. Of course, I wouldn't advise you to spam FA too much due to the chance they might either jump over it, activate their counter FAs, or even do moves with auto guard or invincible frames. You can also hold down the move for an automatic counter or try to bait their attacks/FA counters. Overall, just be patient when attempting this tactic unless the opponent is way too aggressive/predictable.

 

Another tip you'll be using is Burst to IK tactic. If you survived the first round (or won the second) and having Burst ready, immediately use it and then input Labrys' IK right away (like an Instant INSTANT Kill) and if done right, it will catch the opponent and end the match. I recommend practicing this tip by buffering Down 3 times after you do a burst. However, certain opponents will counter the move via FA. There, try to wait for the chance to use it when they are close or about to do a special move. Few opponents can just block the incoming move so if such happens, try to survive until you gain back your meter and using it for your Awakening Brutal Impact or attempt IK once more.

 

These matchups were part of my experiences during battle. Chances are it might be different in your case.

 

Labrys vs Unlimited Yosuke

  • Thankfully one of the hardest matchups in the first. FA will whiff quickly due to Unlimited Yosuke's intense Speed, but usually he begins by charging straight, so start off your move with FA.

  • You can attempt grabs at him. If he escapes from a throw, do your FA.

  • Once Yosuke gets to Awakening, do FA for he will also do his Super SP Skill at wake-up.

  • Don't attempt Brutal Impact (214214A/B) on him. He's one of the few that can evade it completely, though if your lucky it can hit but on if you are pinned to the corner. Save up your meter for Weaver's Art: Beast (D version)

  • Can use the Burst to IK tactic without worry but only if you pull it out quickly. Otherwise, he'll jump out of the way.

 

Labrys vs Unlimited Naoto

  • Tough match. Don't attempt FA at the start since she's one of the few that uses Evade Action. Once she start going aggressive, attempt FA for a counter move giving you the chance for a combo.

  • You have to go on the offense with this one. Jump, air-dash, while using Labrys' J.B and do an auto-combo if you land a hit or counter.

  • She gets easier when she reaches Awakening state. Just abuse your FA when she starts at wake up, or do Weaver Art's Beast. If you have meter for Butal Impact, attempt it.

  • Do not use the Burst to IK tactic. She'll use her Counter FA. You can do a raw Burst for full meter and wait for her to rush at you for IK.

 

Labrys vs Unlimited Yukiko

  • One of the easiest for me once you found out her tactics. You can get away with grabs, auto combos, and FAs here.

  • If you are far away, Unlimited Yukiko will start spamming fans and her Persona with unblockable special moves. Try to rush at her by SuperJump and Airdashing while blocking incoming fans. Resume FAs.

  • Once Unlimited Yukiko enters Awakening, do your FA right away or even Labrys' Super SP Skills once she attempts her own.

  • Can use the Burst to IK tactic. However, there's a chance Burst can whiff here at start. If this happens, continue the first strategy of FAs.

 

Labrys vs Unlimited Teddie

  • Be cautious of his Counter FA. If he gets hit by your FA doing this move, rush the other way and attempt to use an auto-combo. Sometimes your FA will not result as a counter hit all the time, but just keep trying.

  • He has a small chance on evading Labrys' Brutal Impact (214214B) even when in you're in the corner, but try to use it anyways.

  • When he reaches Awakening, don't attempt anything until he starts using meter. If Unlimited Teddie does Circus Bear, time your SuperJump. Don't attempt a raw Burst.

  • Don't use the Burst to IK tactic. He'll use his Counter FA regardless, so wait until he's close to use it or save it for Brutal Impact.

 

Labrys vs Unlimited Kanji

  • He's either easy or extremely ridiculous. All depends on how well you time Labrys' FA and combos. You can also use Labrys' 5C here. If you successfully do a FA combo follow and end up close to him, do a quick backdash while his grab whiffs, and do a Sweep > 214A.

  • When you reach Awakening, fire away a Brutal Impact (214214B). Kanji will just stand there attempting to grab you while to move reaches full charge. Although there's a small chance the grab will actually connect.

  • When Kanji reaches Awakening and if you're next to him during the FA counter to combo, stand there while holding FA. It will evade the throw and connect for another combo chance. You can end the match with Weaver's Art: Beast (236236D) when his health is almost close to depletion.

  • Can use the Burst to IK tactic. Just do it fast enough or he'll jump out of the way. Very small chance the Burst will whiff, so if it happens, keep using the previous strategy until you have enough meter for Awakening or another IK.

 

Labrys for Unlimited Chie

  • If by some chance Unlimited Chie gets a raw Burst, you automatically lose the match, period. Fortunately it's a rare case.

  • Don't start with FA. Instead, do 2B first and follow with J.B > J.C > 214B. Proceed to use FAs from here on. Try mixing with Grabs as well. Also, sometimes she'll be using Dragon Kicks to leap to far away from Labrys, so if this happens, be patient and wait for her to charge to you. Keep an eye on her meter at all times.

  • Even if Unlimited Chie uses God's Hand on wake-up, as long as you keep holding FA, you'll be fine for it will auto guard the hit.

  • Can use the Burst to IK tactic here. Do it fast or Chie will use Dragon Kick to evade.

 

Labrys vs Unlimited Mitsuru

  • BURST RIGHT AWAY. Don't bother saving it at the first round. It should connect and rarely whiffs, but if it somehow misses, try to play patiently. You need full meter when you reach Awakening.

  • Keep using FAs until it leads to a counter hit. However, don't attempt another if you end up close to Unlimited Mitsuru for she'll use her Counter FA. Instead, crouch guard until she starts attacking or attempts an All-Out Attack. If she has reached meter for a SP Skill once she's at wake-up, hold FA until the move is used and finished.

  • Once you reach Awakening, back away a bit from Unlimited Mitsuru's range and input 214214B for Brutal Impact. There's literally nothing Unlimited Mitsuru can do after this, except for her own FA, but she'll still be at range for Brutal Impact.

  • Can use the Burst to IK tactic. In fact, if you have meter for IK, use it right away.

 

Labrys vs Unlimited Akihiko

  • Another tricky one, probably one of the hardest. Unpredictable Counter FAs that can reverse the momentum. Still, I would keep using FAs and attempt grabs as well. If Unlimited Akihiko breaks out of a throw, he'll immediately charge towards you, which you'll use FA right away.

  • Take note of his meter even when he reaches Awakening for his full-screen SP skill. When you see his meter reaching 50 or begins in Awakening, don't do anything until he begins a SP Skill or uses a SB move. Oddly, I haven't seen him do a sweep. You can finish him with Weaver's Art: Beast (214214D) when his health is near depletion.

  • As far Labrys in Awakening, I would prefer 214214A Brutal Impact do to his counters, but you can try 214214B version.

  • At your final round (or second round), when you Burst for full meter, don't use an IK until he charges at you. If you do it too soon, he'll counter it with his FA. I prefer saving the meter for Brutal Attack, but IK can work here.

 

Labrys vs Unlimited Aigis

  • At first it may seem way to hard, but there's an easy way if done right. Slightly move forward for an FA to combo if you gain a counter.

  • Unlimited Aigis always does her SP Skill when she has 50+ meter, so take notice when it reaches 50. If she reaches that level, don't do anything until her SP Skills is used which puts you close to her for auto-combo.

  • If you manage to take a portion of her health and have 50 meter with you, try to stick close to the corner away from as possible (only if you're in proper position, like rushdown Unlimited Aigis and ended up in the corner). Unlimited Aigis will just zone you endlessly and even use SB moves instead of her SP Skill taking you chip damage in the process. You should reach Awakening this way and do Brutal Impact (214214B) right away. Afterward, block until she uses an SP skill in Awakening or continues to use SB moves and then end it with another Brutal Impact or Weaver's Art: Beast (214214D).

  • If you won a match and saved a Burst, do a FA move at her until she comes back and recovers. Quickly do a Burst to IK tactic, even though it has a small chance of failing, but if you want to, you can hold off the meter until Unlimited Aigis uses Missiles giving you the chance for a successful IK.

Edited by SolitaryGenesis
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