chaoschao222 Posted August 20, 2012 Share Posted August 20, 2012 (edited) http://i.imgur.com/6QRrv.png This is a guide by myself, arguably the first American to beat Score Attack with every character, in an effort to help others achieve the same result so that they may unlock all Navigators, and more importantly, the ever elusive C'est Magnifique! achievement. My solutions and/or methods are not absolute and not necessarily the best, so this thread will be open for discussion on various tips and alternative methods of completion. Many of my solutions are the product of receiving help from others. Eventually I'd like to get some videos up, though I'm not eager to run through Score Attack w/ everyone again. The last of my posts will include links to effective strats others come up with. If you have any questions, I will do my best to answer them. Also, I apologize that this isn't the "prettiest" thread, these posts are very long and I'm not used to this sorta thing... General Advice: Typically you want to save your burst until you win a round, this is because the following round you can then burst and immediately do an instant kill, which more often than not will connect. Saving you a whole round of trouble. Some characters this is far less effective with, and with a select few it's useless. Do not be afraid to pause abuse. This means pausing frequently to artificially increase your reaction time, whether it be for hit-confirms or determining the opponent's pattern, pause abuse is a perfectly legit strategy in Score Attack. Personally I don't find it all that useful except against the latter 4th of Score Attack, but it's applicable in every match. Try to learn the proper timing for when the AI can recover from your attacks, and then time when you can resume your assault without them blocking. This is one of, if not the most important thing to get down. First off will be general "vs Character" strategies. Applying this with PC strats will make things easier for you in the long run. Vs. Yosuke. Yosuke will be your first opponent, and frankly, is one of the most obnoxious. Yosuke is one of the more random AI in Score Attack, and can lead to a lot of frustration; however, Yosuke does not like to block. Typically it's best to start the rounds off with a quick poke, as there's a decent chance he'll run into it. Depending on which character your using, your tactic from this point will change, but the general advice I can give is to just never let up from pressuring him; if you ever let up, it should only be to bait his Garudyne. Vs. Naoto. Naoto is the second opponent, but is typically much more bearable. Naoto is fairly aggressive, but this can be used against her if you are faster than her. When Naoto gets some distance between you and her, she'll often start sniping, but somewhat randomly, if you see an opening (meaning she's shooting in the air), it may be worth the risk to close the gap. Naoto has a somewhat basic attack pattern that consists of random attacks > 236X (hits high) > B Sniping (hits low), on her final shot, if she doesn't have the meter to cancel it, you can often punish her after her final shot. Just be wary of her Hotenjin SP Skill. Fate Counters aren't usually a concern in this fight, but if you do manage to get to 0, try to be more on point in case she gets a combo going to burst. Vs. Yukiko. Up next is Yukiko. Many people seem to have trouble with her, and appropriately so, her level 8, unblockable fire is a pain and a half. The best strategy I found for fighting Yukiko is that you can't give her an inch, you want to be on the offensive all the time. Even if you get hit, you next objective is to continue to attack, because blocking will only lead to death. Yukiko isn't too hard to beat, but she can turn the match around in an instant when she has meter. When Yukiko Awakens, she'll likely do an SP Skill, which one she does is usually dependent on your position. If she uses Agidyne, most characters can punish with a move or SP Skill of their own if timed right. Vs. Teddie. Teddie starts most matches with a sweep attack, which a lot of characters can stuff with a poke or their R-Action. The general gameplan when fighting Teddie is to just be very aggressive, timing your moves with just a very small delay so he tries to attack you and get stuffed. Occasionally you will get hit by Teddie's R-Action, which will enrage you. Since Rage stops you from blocking, but increases your attack, the logical step is to go all out offensive while afflicted with it. Once Teddie Awakens, he'll probably do Circus Bear, which is very dangerous, because it does a ton of damage and is unblockable. You can jump over it all three times it comes, but each character falls at a slightly different rate, so there is no universal timing for your jump; however, once you successfully jump over one, you can immediately super jump to get over the next and again for the last. Vs. Kanji. Kanji is someone you never want too close to you. The general strategy for fighting Kanji is very turtle-oriented, and sometimes even leads to Negative Penalty, making it effective, but very risky. At the start of a round, you want to get away from Kanji as quickly as possible, and just keep backing up from there. Eventually Kanji will likely do his diving air command grab, this is where you attack. Duck under the command grab and retaliate with a combo of your own. You can go for damage or you can go for whatever combo gets Kanji the furthest away from you, a few characters can even get both. Repeat this process until Kanji is either dead or time runs out. If Kanji gets fairly close to you (about 2-3 character lengths away), he may just try to command grab normally, so once he gets this close, try to find an opportunity to get over him and start backing up into the opposite corner. Be very aware of Kanji's EX air dive, as it is extremely quick in comparison to his others. Vs. Chie. In order to pass the TRIAL OF THE DRAGON, you may need to be a bit lucky at times. At the start of a round, Chie likes to do her Rampage, if you have the means to punish this, do so. You want to be very aggressive with Chie if she's somewhat close to you, but you need to be very on-point for if she blocks your attack, because if she does, you are all but forced to stop, or else she'll counter you. If you are very far from Chie, she'll often try a random Dragon Kick, you can punish this for free as long as it isn't her SB version. When Chie has 50 or more meter, do NOT under any circumstances continue pressuring her, you must block, and block, and block until she does God Hand or otherwise uses up her meter, because with 9k raw damage, 10k on fatal, you do not want to get hit by that move. If she's pressuring you normally, there are seldom few gaps in it, though if you're using a character with a good R-Action, you can mash out of it. Again, be aware of her meter though. Vs. Mitsuru. This girl can be a huge pain in the butt. Everything she does will freeze you, even when she techs a grab she freezes you! A single hit can let her turn a match around completely, and as such, you do not want to get hit, at all. With any luck you'll be able to pressure her, but much like Chie, if she blocks, you need to back off or you'll get countered, frozen, and possibly killed. If Mitsuru goes on the offensive, you are either gonna need to take it until she summons Bufula and reaction punish it, wait until she does a random SP Skill and punish that, or, if your R-Action allows it, attack her out of her pressure. Overall I just recommend you take this match somewhat patiently. Vs. Akihiko. Probably one of the most unbalanced matches. By that I merely mean Akihiko can either be one of the easiest matches or one of the hardest depending on luck and who you are using. General advice is that most of your punishes will be R-Actions, though if your reactions are good enough, you can punish Killrush B with a grab, which is usually much better, though it is faaaar riskier. In general though, your strategy for fighting AKihiko is dependent on who you are using. Vs. Aigis. Another pain in the ass. Aigis has a tendency to keep herself just out of range of you getting her, and is no stranger to blocking your attacks. Some characters have it easier than others when fighting her, but in general, you want to find a way to get close enough to her to either cause her Vulcan Cannon to whiff for a free punish, or far enough for her Pandora to activate, but close enough that you can punish her without the missiles coming out. Once she gets 50 meter, she often uses Goddess Shield, you can punish this on block very easily, and this is the best way to get close enough to her for legitimate pressure. Characters with projectiles in general have an easier time here, as they can usually hit her with their projectiles before she can get her own out. With her combos doing massive damage to the poor enemy crab that is you, this fight can be very stressful, keep cool and be patient, there's even a chance of time-ups occurring here. Edited August 20, 2012 by chaoschao222 Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 20, 2012 Author Share Posted August 20, 2012 (edited) Vs. Yu. Not the worst fight in the world, but one that requires a lot of patience. If you can pressure Yu, that would be best, but odds are he'll be the one pressuring you most of the time. With Yu's ability to cancel specials into each other for an infinite amount of time, he can keep you blocking for ages. There is, however, one universal gap in his pressure where you can strike, this is Zio D. The D version of Zio has a very (comparatively) slow startup, so if you are on point with your reactions, or are pause abusing, you can notice and counter Zio D before it comes out. Yu doesn't have a lot of life, so you can usually get a decent chunk out with each punish. Some smaller characters will have Zio C thrown at them at point blank instead of Zio D, so you really need to be aware of which is coming out, but don't take so long that Zio D has a chance to come out as well. Another war of attrition, patience is key here. Vs. Shadow Labrys. Easiest fight in the running, but still dangerous. Shadow Labrys almost always starts the round with an AoA, which you can grab. After you grab, run up to her and crouch block, 90% of the time, she'll AoA again, grab her again, repeat until she dies. There is a chance she'll go for 2A > Sweep, which is why you were crouch blocking, though you may be able to punish her, but at the very least you can get close to her again, letting her attempt and fail AoA again. When she Awakens she might try Brutal Impact, though not terribly often, just be aware of it though, and if she does it, go over or through her before it activates, because it is truly, puns aside, brutal. Overall though, the throw strategy is consistent enough that Shadow Labrys is a gimmick, not a threat. Vs. Labrys. Much like her shadowy doppelganger, Labrys likes to AoA often as well, though not nearly as much as Shadow Labrys does. This fight is a patient one, as Labby has a lot of unsafe or slow moves that you can punish. Whenever you see Ariadne appear, if you are somewhat close to Labrys, attack her, her C Persona attacks are very slow, and her Sword series (22X) is so slow you can punish her from half a screen away with some characters. Again, like Shadow Labrys, her damage output is still huge and she might Brutal Impact when she Awakens, so while she may not be that difficult, do not underestimate her. Vs. Elizabeth. The final fight, with buffs to everything imaginable, Liz is a terrifying presence, but she's still predictable! At the start of the match, Liz will either use 5C or 5D, if she uses 5D, jump and punish her. If she uses 5C, block, after one of the hits, she'll probably then cancel into 5D, again jump and try to punish (5C may have taken you far back enough that you can't get a clean punish). After this, go along with your standard pressure, occasionally you might pause a bit so that summons Thanatos so you can eat another of her Persona cards. Occasionally during your pressure Liz will try to R-Action you, if you react quickly enough or were doing a fast enough poke, you can jump up and punish her for free. Once Liz Awakens, the real game begins. When Liz is about to Awaken, and if she still has access to Thanatos, your number one goal should be ending your next combo with a knockdown. When Liz recovers, with just enough delay that she's almost fully recovered, jump straight up (as close to her as possible)! Liz will almost always try to use Ghastly Wail on you, but it whiffs against aerial opponents, allow you to punish her for free; end this combo with another knockdown. Upon wakeup, repeat the process again, and again, and again until she finally falls. Liz has such high meter gain, that most of the time, she will be able to repeat the Ghastly Wail whiff infinitely until you can kill her. There is a small chance that when attempt this strategy that Liz will go for Diarahan instead of Ghastly Wail, but fret not, you can still punish her in the air before she has the chance to heal. If Liz happens to Awaken very far away from you, you will need to wait just a little bit on her wakeup, because in all likeliness, one of two things will happen, she'll either use SB Maziodyne, which you'll need to block, or attempt Diarahan, which you will need to punish as soon as possible, or else she will heal a ton, and you'll be facing an Awakened, fully healed Liz, with probably 50 seconds or less on the timer... in other words, you lose. If you hear or see anything other than the startup of Maziodyne, rush her down as quickly as possible. If Mahamaon or Mamudoon are activated, Liz is invincible for most of their startup, abandon pressure for a while and get as far back as possible so you can get out of their effective range, losing to an instant kill is definitely not how you wanna go out. PLAYER CONTROLLED Player controlled strategies vary from simple as mashing autocombo xN to as complicated as... well ok they never get that complicated to be honest, but some definitely require some work! I am arranging these in the order I personally believe to be easiest to hardest character to use. Shadow Labrys: Shadow Labrys is imo the easiest character to beat Score Attack with, though there is some risk involved due to her low hp. The following strategy got me through Shadow Labrys' Score Attack thrice with little to no problem. It's a long strategy to explain, so I'll just link to it to save space. http://pastebin.com/qSYEXwPm [ame=http://www.youtube.com/watch?v=fUAzvxyE1z8]Shadow Labrys SA Run[/ame] Akihiko: Another easy character to run through, Akihiko has great movement, fast pokes, decent damage, and an amazing Instant Kill. At the beginning of most first rounds, I recommend using Akihiko's R-Action. Afterwards, pressure with 5AAA, if it hits, combo into 4A and 6B. After the 6B knockdown, rush to the opponent and prepare another 5A. Should 5AAA be blocked, go into an AoA, more often than not it will hit. From here, use your own discretion whether to do a C or D ender to your AoA and combo off it appropriately. If you are put into a situation where you are Awakened, a raw Maziodyne will often hit, though it's not particularly powerful, it's better to use as a reversal due to its invulnerability. In the corner, after your do 6B ender, you will want to slightly delay your next 5A since you'll already be near the opponent. On the second round, or rather, your winning round, immediately burst, you're going to go for the IK tactic. With Akihiko's IK, I like to burst, then do a semi-long dash before activating the IK. Akihiko's IK is fully invulnerable and unblockable, making it the best IK to use in all of Score Attack. -Character specific notes: Yosuke: The general Akihiko strategy works here, but because of how fast Yosuke is, Akihiko's IK may not work. I'll Face Myself: Akihiko vs Score Attack Akihiko can be an interesting fight. If you get the upper hand, you can really throw him for a loop. If AI Akihiko gets pressure running on you, you may want to R-Action out of it, but this is risky due to the nature of Akihiko's R-Action, so it may be better to wait until you know you can grab him, or, wait for AI Akihiko to attempt a grab after Kill Rush, it will whiff, giving you a free punish. Aigis: You can close the distance on her by using a raw Kill Rush and/or Corkscrew. Other than that, just keep on that robobrat and only let up when she has meter. However, if she blocks your 5A, calm down a bit, because her R-Action is pretty dangerous, for many reasons, one being her ability to cancel it to Goddess Shield, and you don't want that. Edited August 21, 2012 by chaoschao222 Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 20, 2012 Author Share Posted August 20, 2012 (edited) Labrys: Another fairly simple character. the general Labrys strategy involves starting her matches with her R-Action, delaying it a bit until you can confirm the enemy is attacking. If this initial hit works in Round 1, I recommend following up with 5A > j.A > dj.A > j.214A; if a later round and you have red axe, just go into autocombo. Afterwards, much like with Akihiko, you'll want to just go into autocombo. Labrys' autocombo leads into nice knockdown, with enough recovery to set up the "sweet spot" in regards to the opponent's recovery to start it anew. Once you get red axe, things get even better for you, since you get more blockstun should your attack prove unsuccessful. If 5AA is blocked, again, go for an AoA for a likely hit and nice damage, I recommend always going for a C ender since Labrys can get good damage and knockdown from it. While I recommend R-Action at the beginning of a round, it is not necessarily a good reversal option because Labby's RA has guard point rather than invincibility, which works against her in matches after Kanji. If you get Awakened, I recommend backing up into a corner and starting up Brutal Impact B, it is unblockable, does massive amounts of damage in Yellow or Red Axe, and the AI is far too moronic to intentionally avoid it. Labrys' Instant Kill is decent, but the AI will semi frequently jump over it, duck it, or just block it, so use it with care, or as a punish. -Character specific notes: Yosuke: Due to his immense speed and tendency to fly around like a DBZ wannabe, hitting with 5A can prove difficult at times, I suggest going for some random j.B's at times as it's Labrys' best normal and can still grant knockdown if you confirm properly, allowing you more opportunities to start autocombos. Yukiko: If she creates a gap on you, and you have the meter, I suggest using her Beast SP Skill, because Yukiko will probably be attacking, and it's a damaging way to close the gap on her Aigis: Much like Yukiko, if you have the meter (and Aigis does NOT have the meter), using Beast as a damaging method to close distance between you two can be very effective. Also, due to her habit to do full screen projectiles, using Labrys' IK is fairly effective here, so long as she's not too high up. I'll Face Myself: When fighting Labrys, remember that her moves are just as fast as yours, which means you won't beat her in any head-to-head encounters, but you can take advantage of her slow Ariadne moves for large punishes. If you both Awaken, you can even punish a Brutal Impact of hers with one of your own for an almost guaranteed win depending on your Axe level. Elizabeth: Only worthwhile note here is that fullscreen Instant Kill works fairly often here, as Liz will probably try to Maziodyne you. Elizabeth: Liz has a surprisingly easy Score Attack that is very easy to perform, you just need to be careful about her low hp. Start off your match with 5B > 5C [2] > 5D, it'll probably work, from here you can either continue this pattern (choosing to get rid of 5B if you like) or against some characters you can back off and spam Maziodyne until they die. Liz's IK with pretty bad except for in one particular fight and you won't need MAX Burst for it so if you get hit burst asap so your poor life is intact. -Character specific notes: Yukiko, Kanji, Chie, Aigis, Shabby, and Labby: These are all characters the Maziodyne method is most effective against, though the Thanatos grab method also works on them. Mitsuru , Akihiko, and Yu: Maziodyne method works on them to, but rather than starting the match with 5B, I recommend starting with Liz's R-Action instead since they usually start their matches with quick, grounded moves. Naoto: She seems to be a wild card, sometimes very easy, sometimes very counter-loving. IK can work against her if she does forward shots. I'll Face Myself: The biggest case of "anything you can do i can do better," but it's not too terrible of a fight, just follow normal Vs Liz strats and you should be fine. NEVER try to beat her with Maziodyne unless she herself is Persona broken and can't do it back to you. Liz is also the character you should try to IK, back off from her and once she tries Maziodyne, activate it, you'll get hit plenty of times, activating her IK and winning you the match! [ame=http://www.youtube.com/watch?v=KDDjzP2P-gI]Liz SA Run[/ame] Kanji: Kanji's Score Attack is probably the most noob friendly, and for many people is the first character they beat Score Attack with. Kanji relies on a very simple strategy of 214C/D > 236A and repeats that xN until he wins. At the beginning of a match, the D version seems to be better as it allows the opponent to get closer to you; the C version is more prevalent though. Overall there's not much to say about Kanji, he's powerful and a very effective AI buster, his main crutch is his low mobility. Kanji's IK is fairly effective, it's unblockable, but if the opponent jumps over you, it's definitely not going to get hit and you'll probably be punished, thankfully Kanji has a lot of health. -Character specific notes: Yosuke: Due to his speed, you can go straight into the C command grab at the beginning of the match rather than the D version. Once you get him once, you do not want him to ever escape, because chasing down Yosuke with Kanji's low mobility is a very frustrating event. Yukiko: Very obnoxious if she creates distance between you and her, if you have the meter for it, I recommend doing an Ass Whoopin', Tatsumi-Style to throw a chair at the scoring princess, and use that time to close the gap. I'll Face Myself: Fighting Kanji is one of the few characters I recommend you start with an R-Action rather than his command grab, because AI Kanji can counter with his own. Also, due to this, I don't necessarily recommend the command grab "loop" on Kanji, because he can turn things around with his own. Instead I say continue with the general Vs. Kanji strategy I have listed and use 214C as your punish to his air dive, but do not do a followup so that there is distance between you again. Aigis: The other character I recommend using R-Action against at first. Aigis rarely starts her rounds off on the ground, making your command grab whiff, and in general, the robobrat just likes being airborne, you can interfere with this by paralyzing her with your R-Action, from there you can go with the normal command grab strategy. Like with Yukiko, if she gets far away from you somehow, throw a chair at her or SB air dive if you see her doing something slow in the air (SB Pandora for example). Elizabeth: Don't start the match with a command grab, but don't start with an R-Action either, wait for Liz to try 5D, then tk air dive her, then continue your strats as usual until she Awakens, then hop over her. If she does Ghastly Wail, land and command grab her, if she does Diarahan, air dive her. Yu: The Ragna of the game, appropriately has a similar strategy for beating Score Attack as Ragna did in BBCSX's Unlimited Mars. Start the match with an R-Action, with any luck it'll counter-hit, making the opponent unable to tech until they hit the ground. From here you just want to go in with a basic, albeit very slightly delayed 5A, you don't want to do a full autocombo, as there are easy, more damaging combos that give you the same advantage as it does. I personally would go for 5AA > 2B > 5B > 5C > 214D, and start the cycle over again as the opponent recovers. As with other characters, if 5AA is blocked, go into AoA. Yu's R-Action is very good, so if you find yourself being pressured, it's usually a safe way out. Yu's Instant Kill is very nice, albeit blockable, usually doing a MAX Burst followed by a slightly delayed activation at your current location will result in a successful hit, I fully recommend going for Yu's IK every match other than one. -Character specific notes: Naoto: And this would be that one, Naoto has a habit of using her R-Action to counter Yu's IK. Other than that, play this match as you normally would, occasionally doing a Ziodyne if Naoto's far from you, she'll do her bestest to shoot every arc of lightning you throw at her [she might try to SP Skill shoot it though]. Aigis: Similarly, while Aigis won't counter Yu's IK, since she likes to fly around a lot, if not timed properly, or you just get unlucky, Aigis will hover over your IK. I still recommend at least going for it, since Aigis is annoying, and an IK against her saves a lot of unneeded stress. I'll Face Myself: Unlike about half of the cast, Yu can very easily stop AI Yu's pressure with his excellent R-Action. As a good method of avoiding a lot of chip damage, RA Yu's pressure whenever the opportunity presents itself, just be wary when attempting your own pressure, as he can do the exact same thing. Edited September 10, 2012 by chaoschao222 Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 20, 2012 Author Share Posted August 20, 2012 (edited) Naoto: Naoto has a very simple goal for accomplishing her Score Attack, but just because it's simple doesn't necessarily make it all that easy. Your objective is to reduce your opponent's Fate Counter to 0 and then kill them through either of Naoto's instant death SP Skills. 2C is a great way to reduce Fate Counters but I've found that an ideal way against most opponents is to start the round off with a properly timed R-Action (varies on if the character is fast on offense or average), and counter upwards. From here set up a trap on the ground, the opponent will recover and run into it, after this, do a quick dash and set up another trap, continue to do this until the Fate Counter has reached 0. From here you have two options, you can either keep doing trap setups until you have enough meter to do Mudoon, which can combo after a successful trap; or you could try alternative methods of getting meter, including autocombo. Naoto's other instant death SP Skill, Hamaon, combos after 5AAA. Running through with Naoto is nice because winning with Fate Counters almost always eliminates Awakening as a factor against opponents, especially Elizabeth. Naoto's Instant Kill is also pretty good, it's unblockable, and most of the time will hit, but there are times where the computer will accidentally avoid it... -Character specific notes: N/A: Naoto is pretty universal against the entire cast with this strategy, the choice between using 2C and traps is mostly up to the player's intuition more than anything. [ame=http://www.youtube.com/watch?v=fkx0gPRMhko]Naoto SA Run[/ame] Chie: Chie's Score Attack is very straightforward, but a bit long, and sort of a pain, but not necessarily "hard." Chie has a decent R-Action, but it requires very specific timing, so unless you are well attuned to that timing, you won't probably use her RA much. My general Chie strat was just to combo into knockdown and do that over and over and over and over again until death, I personally just couldn't find anything "exploitable" with her and went with something basic instead. I had a single combo for midscreen and for corner, they were (midscreen) 5AA > 5B > 2B > sweep (> God Hand) and (corner) 5AA > 5B > 5C > 2B > 2C > 5B > sweep (> God Hand). Nothing special, but it got the job done. Regarding Chie's Instant Kill, it's pretty good, but I probably only about a 70% success rate with it, in general I would try to get as close to the opponent as possible before activating it so that they didn't run away from the dragon and towards me. -Character specific notes: Yosuke: Annoying to hit with IK, recommend backing yourself into a corner or vice versa before attempting it. Kanji: Against Kanji, I abandoned the combos I had since I didn't want him to recover near me, instead I used autocombo here into Dragon Kick, afterwards I'd run under Kanji to get more distance between us again. I'll Face Myself: Occasionally I'd do autocombo vs Chie, as she's much less threatening in the air (where she recovers after autocombo) as she is on the ground. Overall you need to be really patient here though, more so than usual due to the "anything you can do I can do better" effect AI Chie has over you. Getting far away from her to make her try Dragon Kick is an alright strategy, but don't do it so much you get Negative Warning/Penalty. Mitsuru: Last character I recommend autocombo against. With Mitsuru's abilities to bs her way out of pressure (aka the whole reason you want the sweep combos), it may be better to just go for damage and attempt to hold her back with blocking until another opportunity presents itself. Yosuke: Yosuke is another straightforward character to beat Score Attack with, but he's also another that I wasn't really comfortable with. His R-Action is amazing due to all the active frames it has, he's very quick, has long reaching pokes and does alright damage off simple hits. My strategy with him was simply abusing his RA and doing a basic sweep combo, which was 665AA (5A with dashing momentum) > 5C > 2C > sweep. Other "combos" were just 5A > 5B > sweep when I was far away, and 5AA > 5B > 5C > 2C > sweep when in the corner. Yosuke's Garudyne is a nice thing to just throw out randomly at times if you want some extra damage, as it still leads to a forced ground tech, just don't delay your pressure afterwards, or you'll end up sad. Yosuke's Instant Kill is great against AI, but it requires a small bit of spacing. Activating it some ways away from the opponent (3-5 character lengths away) seems to be best, as the enemy will often just charge into it. -Character specific notes: I'll Face Myself: No, but seriously, this fight is just a bunch of flying around and hoping for the best, if things go well, you'll keep him grounded and getting hit by you, if things don't go well... ATTACK AT COMPLETE RANDOM! Kanji: Much like with Chie, autocombo worked out better here for me. A few notes are in the following vid's description. [ame=http://www.youtube.com/watch?v=UBStsX5iEZo]Yosuke SA Run[/ame] 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... 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. After the Bearscrew in Teddie's autocombo, I waited for just a bit after the opponent recovered to start it again. Here I recommend pause abuse if your reactions aren't fairly quick, as you will need to see and react to which way the opponent recovers quickly. Teddie's IK is garbage, so unfortunately odds are you will need to actually go balls deep and win every single match legitimately... 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. -Character specific notes: Yukiko: Bat was very useful here, a good punish against just about anything she tries to do if you put the right amount of distance between you and her, and you can follow it up on CH for some good damage somewhat near corner (this applies to every character) Aigis: I didn't use autocombo much here, but rather just punished everything Aigis did with either tv's or a good bat to the face. (in my sleepless run, I forgot about this strategy and just got lucky) [ame=http://www.youtube.com/watch?v=ac6dsnd9GYE]Teddie SA Run[/ame] Edited September 14, 2012 by chaoschao222 Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 20, 2012 Author Share Posted August 20, 2012 (edited) Mitsuru: Okay, so I can't offer good advice here at all unfortunately, I can merely go over what I did, which was about as ballsy as it gets... In my run with Mitsuru, I would mash autocombo against some characters, and just keep mashing until it got blocked (where I'd then do AoA as usual), and against others, I would literally do nothing but punish them with R-Action. Both strats ultimately got me through Score Attack with her in two attempts, but with each round ending with me having 3/4 of my life in blue-life, there has to be a less risky way. Mitsuru's IK is alright, and works sometimes, usually best when the opponent is right beside you, though it's not all that amazing, and might cost you a round. If anyone finds a better strategy with Mitsuru, that'd be golden. Due to the dangers of solely using an uncancelable R-Action that already gives you chip damage, I fully recommend pause abusing during Mitsuru's run. -Character specific notes: Chie: Block and RA punish character I'll Face Myself: Block and RA punish character Aigis: You can actually get some fairly legit combos going on Aigis if you down-back it against her, once you see the startup of something unsafe, you can Coup B her and proceed to combo her afterwards, other than that though, she's a bit of a mix between autocomboing and blocking > RA punish. Elizabeth: On your winning round, back off Liz after MAX Bursting, keep your IK buffered, and once you hear/see Maziodyne's startup, let 'er rip for a quick victory. Aigis: Aigis is very straightforward, but a bit quirky due to her Orgia Mode and limited Bullets. What I would do is start as many matches as I could with 5AAA rather than an R-Action (which puts Aigis into Orgia Mode), 5AAA gives hard knockdown, allowing you to run up and apply more pressure/5AAA afterwards, though it uses a few bullets. Once all bullets have been depleted, I switched my combo to 5A > 5B > sweep, it didn't do a lot, but by the time all bullets were gone, I didn't need to do much more damage. If things are getting hairy and you have the meter for it, a random Goddess Shield more often than not works, giving you some breathing room while also doing a lot of damage. if you don't have the meter for it, Aigis' R-Action is still good, but is extremely unsafe on whiff or block, and changes you to Orgia Mode or back from it. If you're not good at handling Orgia, this could be more of a crutch than an advantage. Aigis' IK at first seems very useless, due to it being easy to block or run under. However, with the right setup, it's efficiency jumps up to about a 85% success rate. What I did to make Aigis' IK connect often was, after MAX Bursting, charge the opponent and go for 5AAA again, after the third A, Aigis will drift down, she can cancel this descent at any point into her IK, doing it as low as possible often gave the AI enough time to recover and run right into the IK. A general note for all characters after Kanji is that a blocked 5A means stop yo' pressure, as a blocked 5AA is unsafe and will get you hurt, and most characters at that point have ways of dealing with Aigis' AoA, so going into that won't necessarily be a reliable scapegoat. -Character specific notes: Teddie: IK strategy rarely works on him, he will often just use his R-Action to counter it. Akihiko: Due to the speed of his moves and lack of safety on Aigis', I recommend an incredibly dangerous strategy for this fight. R-Actioning, and RA'ing only. Starting the match with RA and proceeding to block until Akihiko makes clearly offensive moves and doing it again and again worked out very well for me, getting a "perfect" on him (was never hit, but had a lot of blue-life). If or when Akihiko summons Caesar or whiffs his Assault Dive, you can then go on a more traditional offensive for a while, until Akihiko blocks your next attack, in fact. I'll Face Myself: A rare case of making the mirror match work in your favor, AI Aigis will continue her usual patterns, but PC Aigis has the tools to stop them all, usually with her various machine guns, just be sure to keep an eye on your bullet count. Orgia Mode can be helpful here for mobility and catching AI Aigis after she does something stupid. Shadow Labrys: Big, shadowy sister Shabby will follow her routine fairly well, if you are close enough to her for her to start her AoA's. What I mean by that is Aigis' throw has a ton of recovery, and sends the opponent flying, which means until you get to the corner, it may be hard to catch up to Shabby before she recovers and tries something else. However, Aigis can cancel her throw into a boost forward while in Orgia Mode, so if you have found a safe way to enter Orgia Mode (a well-timed R-Action at the beginning of the round for example), this is no longer a problem. [ame=http://www.youtube.com/watch?v=G1G4jt9Qrzg]Aigis SA Run[/ame] Yukiko: Yukiko, she was honestly the hardest for me to beat SA with at first, due to her very slow normals and low health, though she's still pretty straightforward, and has one of two paths you (meaning me...) can take while using her. You want to use 2A as your main poke, form here you can either go into a normal sweep combo (I did 2A > 5AA > 5BB > 2B > sweep, adding in 5C and 2C when in the corner) or you can go into autocombo and hold Agi at the end, if you time Agi's explosion well on the AI's wakeup, you can hit them with it, allowing you, if quick enough, to go into another autocombo and do it all over again. I used both of these strategies interchangeably while going through with Yukiko, both worked out fairly well, I can't say for sure which is more effective, though the Agi oki is safer. Yukiko's R-Action, Dia, is also very good, both as a reversal as well as for some character specific strategies I'll go over. When the opportunity presents itself, upgrading your Fire Level, activating Fire Break, and doing SP Skills is welcomed, as Yukiko needs all the help she can get. Bear in mind there is a Fire Break glitch involving Agidyne which allows all subsequent Agidyne fireball/wave/thingies to be unblockable, though it may not come into play that often in Score Attack. Yukiko's Instant Kill is pretty good, but it's easy to jump over or block; I recommend getting close to the opponent before activating, so they're more prone to be grounded and attacking you while your Persona strikes. -Character specific notes: I'll Face Myself: A pain in the neck if you don't keep pressure going, with her reliance on her Persona, Yukiko can be Persona broken easily, however, that goes for you as well, if you don't get the upper hand quickly, it can be hard to recover against her. Just try your best to stay on AI Yukiko at all times, and be extra careful of her Awakening last ditch SP Skills. You can use Dia to get through some things, but AI Yukiko's Persona can still come and hunt you down. Teddie: A fairly normal fight, however, if you were unaware, Dia is fully invulnerable to projectiles, and Circus Bear counts as a projectile, so when Teddie Awakens and does Circus Bear, you can activate and hold Dia to get through it without a care in the world; additionally, you will heal an ok amount of life during this time as well due to Dia's healing effect. Aigis: As mentioned, Dia is projectile invincible, and Aigis loves projectiles, so you can get off for free against her for a while. It is definitely worth noting that Dia can only be held down for 15 seconds per round, so don't be wasting that precious invul and healing if you're already at full life. This is more in case you're about even with Aigis health-wise and want to get the upper hand. [ame=http://www.youtube.com/watch?v=NkMWI3iXdN4]Yukiko SA Run[/ame] Edited August 24, 2012 by chaoschao222 Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 20, 2012 Author Share Posted August 20, 2012 (edited) Special thanks to; Silfurbor_Negla on GameFAQs for giving me general advice on the sweep methods as well as Akihiko and Yukiko advice. PhoenonX, thanks for the Liz tip on XBL. Dustloop, it's just a good site and you should all be there. Alternate, effective strategies people find will be linked below here. SolitaryGenesis' strat on Yosuke mirror: walking forward while spamming FA after wakeup with a high success rate? FeLizP's general Vs. Aigis strats with projectiles: SH'BAM! Edited August 26, 2012 by chaoschao222 Link to comment Share on other sites More sharing options...
Ayx Posted August 21, 2012 Share Posted August 21, 2012 Very well done Chaos! I'm just trying more casually now, but it sucks when I can't even get to Liz consistently to get her patterns down so this is really good help. Especially some characters, that are harder than usual if you don't know it's good BnBs. Link to comment Share on other sites More sharing options...
ninjaoffate Posted August 21, 2012 Share Posted August 21, 2012 Special thanks to; Silfurbor_Negla on GameFAQs for giving me general advice on the sweep methods as well as Akihiko and Yukiko advice. PhoenonX, thanks for the Liz tip on XBL. Dustloop, it's just a good site and you should all be there. Alternate, effective strategies people find will be linked below here. i just wanted to know how long did this take yu. i have the patterns down i beat it with Elizabeth my main fairly easy but just want to know how long this take. Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 21, 2012 Author Share Posted August 21, 2012 (edited) i just wanted to know how long did this take yu. i have the patterns down i beat it with Elizabeth my main fairly easy but just want to know how long this take. I assume you mean you as in me and not yu as in the character. In any case, I got the achievement for beating Score Attack on the 13th, and the one for beating it with everyone on the 19th; on average I'd beat it with two characters a day. Though now, with more or less clear strategies, it could probably be done in less than 3 days. Edited August 21, 2012 by chaoschao222 Link to comment Share on other sites More sharing options...
FeLizP Posted August 21, 2012 Share Posted August 21, 2012 (edited) First of all congratulations on a valiant effort in completing Score Attack with every character and for being the first in the United States to do so. I've only cleared it with 1 character now but this guide should definitely make this achievement appear more doable. Secondly, thanks for actually posting this! Score Attack is definitely one of the more difficult portions of the game and to have you take your time to post a guide on how you did it should be greatly venerated upon. Do you actually plan on uploading videos of certain character runs? I'm sure this is something you're in no rush to do seeing as it's not the easiest thing in the world to pull off twice. I saw you posted a video of you unlocking the final Score Attack achievement so I assume you have access to the tools to make this possible sometime in the future? Edited August 25, 2012 by FeLizP Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 21, 2012 Author Share Posted August 21, 2012 (edited) I do plan on making some videos, and in fact am in the process of uploading another Shadow Labrys run since I knew I could do it first try (but I got greedy a few times and effed up, still won though) without too much pause abuse (aside from fighting Liz). I'm not sure if I wanna do full runs for everyone again, and may just end up doing a few rounds in order to demonstrate the general strategies with a character. Edited August 21, 2012 by chaoschao222 Link to comment Share on other sites More sharing options...
FeLizP Posted August 21, 2012 Share Posted August 21, 2012 (edited) I do plan on making some videos, and in fact am in the process of uploading another Shadow Labrys run since I knew I could do it first try (but I got greedy a few times and effed up, still won though) without too much pause abuse (aside from fighting Liz). I'm not sure if I wanna do full runs for everyone again, and may just end up doing a few rounds in order to demonstrate the general strategies with a character. That's great. I wouldn't expect anything less anyway. You took your time to post the strategies so I consider any videos you post a bonus. I haven't utilized the Pause trick as I didn't know how useful it would be for this game but it looks like it may really come in handy for some of the characters. Just make sure the character limit for each post doesn't hamper you. If anything, you could probably just post the videos in your "Credits" post if you run out of room. Edited September 12, 2012 by FeLizP Link to comment Share on other sites More sharing options...
ninjaoffate Posted August 21, 2012 Share Posted August 21, 2012 I assume you mean you as in me and not yu as in the character. In any case, I got the achievement for beating Score Attack on the 13th, and the one for beating it with everyone on the 19th; on average I'd beat it with two characters a day. Though now, with more or less clear strategies, it could probably be done in less than 3 days. thanks.... imma try now score attack is scary tho. Link to comment Share on other sites More sharing options...
ninjaoffate Posted August 21, 2012 Share Posted August 21, 2012 thanks.... imma try now score attack is scary tho. yea im on shadow labyrs and i get to elizabeth every time beat her up to 10% then she heals two or three times.... i just cant punish it at all, i even had a punch lying there for here and she was still invivncible. i think i give up lol arc system an atlus beat me. its a shame cause this is the only achievement im missing:bow: PS sorry about my cry baby rant Link to comment Share on other sites More sharing options...
WREQUIEM Posted August 22, 2012 Share Posted August 22, 2012 I got up to mitsuru then got k.oed in one combo. i'm done. no nanako for me. Link to comment Share on other sites More sharing options...
FeLizP Posted August 22, 2012 Share Posted August 22, 2012 (edited) I got up to mitsuru then got k.oed in one combo. i'm done. no nanako for me. Mitsuru is one of the more annoying opponents next to Aigis and Yu. You cannot give her any openings whatsoever. She's about like playing against Kanji, Aigis, and Akihiko, requiring you to play defensively and only attacking when you find openings. She usually starts off on the offensive so try starting off with your Furious Action () to control the pace of the match. She doesn't seem to guard much but try to find a good sweep combo or special move that you can nail her with on wake up. When I used Yu for Score Attack, his Swift Strike move(http://i46.tinypic.com/fvitqw.gifhttp://i45.tinypic.com/2s0b9k9.gifhttp://i50.tinypic.com/11kbjnk.gif + ) worked very well against her. I try to wait a half a second upon wake up to attack her because she'll usually just dash right for you once she gets up but beware of her jumps because your moves will whiff right under her and she will punish you. There's always the Pause Exploit as well that allows you to see openings. At the start of fights, pause immediately and see what the CPU does first before attacking. Do it the whole match if you must to help anticipate their attacks and punish them. You have to develop a workable strategy for everyone and you may need luck at times but the CPU is quite predictable to say the least. Some fights may take patience though like Kanji, Mitsuru, and Aigis. Don't give up. The hardest part about Score Attack is continuing after a loss. Making it so far just to be pulled down and having to repeat all over again. Just keep at it. It gives the game awesome replay-ability. This is one of the more challenging fighters I've attempted achievement-wise and even I am having difficulties. You have to keep trying. My top 13 most annoying characters to face for Score Attack are below. Now although some are annoying I basically set them in the order in which I lose to the most: 1. Elizabeth (without pause abuse) 2. Mitsuru 3. Aigis 4. Chie 5. Yu 6. Yukiko 7. Yosuke 8. Labrys 9. Akihiko 10. Shadow Labrys 11. Kanji 12. Teddie 13. Naoto Edited October 4, 2012 by FeLizP Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 23, 2012 Author Share Posted August 23, 2012 Odd to see Chie so low and Shabby so high.... Anyways, Aigis 2nd run-through complete, uploading it now, some things went better than expected some things.... didn't... Link to comment Share on other sites More sharing options...
WREQUIEM Posted August 23, 2012 Share Posted August 23, 2012 Mitsuru is one of the more annoying opponents next to Aigis and Elizabeth. You cannot give her any openings whatsoever. She's about like playing against Kanji, Aigis, and Akihiko, requiring you to play defensively and only attacking when you find openings. She usually starts off on the offensive so try starting off with your Furious Action () to control the pace of the match. She doesn't seem to guard much but try to find a good sweep combo or special move that you can nail her with on wake up. When I used Yu for Score Attack, his Swift Strike move(http://i46.tinypic.com/fvitqw.gifhttp://i45.tinypic.com/2s0b9k9.gifhttp://i50.tinypic.com/11kbjnk.gif + ) worked very well against her. I try to wait a half a second upon wake up to attack her because she'll usually just dash right for you once she gets up but beware of her jumps because your moves will whiff right under her and she will punish you. There's always the Pause Exploit as well that allows you to see openings. At the start of fights, pause immediately and see what the CPU does first before attacking. Do it the whole match if you must to help anticipate their attacks and punish them. You have to develop a workable strategy for everyone and you may need luck at times but the CPU is quite predictable to say the least. Some fights may take patience though like Kanji, Mitsuru, and Aigis. Don't give up. The hardest part about Score Attack is continuing after a loss. Making it so far just to be pulled down and having to repeat all over again. Just keep at it. It gives the game awesome replay-ability. This is the most challenging fighter I have ever done and I've played EVERY major fighter on this console generation and even I am having difficulties. You have to keep trying. My top 13 most annoying characters to face for Score Attack are: 1. Elizabeth 2. Aigis 3. Mitsuru 4. Yosuke 5. Akihiko 6. Yukiko 7. Yu 8. Labrys 9. Shadow Labrys 10. Kanji 11. Teddie 12. Chie 13. Naoto I'm guessing the controller restart doesn't work anymore. Even if I manage to beat SA with my main there is no way i'll beat it with the other guys. I do think SA is a good way to improve your game. Link to comment Share on other sites More sharing options...
ninjaoffate Posted August 24, 2012 Share Posted August 24, 2012 Odd to see Chie so low and Shabby so high.... Anyways, Aigis 2nd run-through complete, uploading it now, some things went better than expected some things.... didn't... sorry to ask this yu have helped me and others so much already. but i have yukiko only left and im getting destroyed do yu think yu could do a couple of stages or all with her i dont know what to do yu narukumi keeps bodying me Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 24, 2012 Author Share Posted August 24, 2012 You asking me to make a video run-through with Yukiko next? I guess I could, but she was the hardest for me, so I can't promise it shortly. Link to comment Share on other sites More sharing options...
ninjaoffate Posted August 24, 2012 Share Posted August 24, 2012 (edited) You asking me to make a video run-through with Yukiko next? I guess I could, but she was the hardest for me, so I can't promise it shortly. nevermind just beat it with yukiko. now all i have left is labby,mitsuri,and aigis. hopefully ill get it by today or tommorow Edited August 24, 2012 by ninjaoffate Link to comment Share on other sites More sharing options...
ninjaoffate Posted August 24, 2012 Share Posted August 24, 2012 so elizabeth healing can only be punsihed while im in the air she just dashes under me and heals and i cant punish. Link to comment Share on other sites More sharing options...
chaoschao222 Posted August 24, 2012 Author Share Posted August 24, 2012 Alright, well either way, Yukiko beaten a 2nd time and recorded... it was frustratin' as hell, but I remembered a strategy I never mentioned in here, so it's not all bad I guess... Might do Liz today as well today since hers is so simple. Link to comment Share on other sites More sharing options...
ninjaoffate Posted August 24, 2012 Share Posted August 24, 2012 finally did it 2 hours ago. i 1000 g persona 4 arena FINALLY. thank yu so much chaoschao22 for the much needed and helpful score attack data would've never done this without your help. P4A BABY Link to comment Share on other sites More sharing options...
FeLizP Posted August 26, 2012 Share Posted August 26, 2012 (edited) Guide is looking even better with some of the videos you've posted so far. Here's a tip to add for vs Aigis when using Yu that works near 100% of the time. You should definitely add it since you mostly just talk about using his Instant Kill on her with him. Yu vs Aigis Easy Win As naturally, Aigis will zone you and you'll usually end up a full screen a way from her. This is where Aigis will start spamming her missiles and bullets at you endlessly. This is a GOOD thing now just crouch block in the corner and follow this method. Use Yu's Zio projectile spark move which is done by pressing +. If connected, Aigis will get right up and resume spamming her projectiles. If timed properly you can hit as she recovers and she'll never guard it. repeat until she's down. If you have the meter, feel free to use an SP Skill but only at your own risk! Aigis LOVES to Shield Super you when you attempt an SP Skill on her and it wins near every time over yours should you do it. This strategy voids the player of having to play close up game against a red-hot A.I that loves to use Supers. Less pause abuse. It should pretty much be applicable to any character with a projectile move. Just make sure you watch her Meter(when 50+) for her Shield Super. You need to carefully time the Zio as Aigis gets ready to shoot again. You dont want to open yourself up to her projectiles when going for it so time it in between her shooting. Aigis is one of the more annoying characters so hopefully this tip cuts down on the stress. BGM and SFX Tip I love the music in this game as much as the next guy but a nice side tip that helped me tremendously is to press start and go to Sound Settings. Then turn BGM Volume and Sound Effect Volume to 0. This enabled me to predict everybody's attacks and focus a lot more to tell whenever they would do certain moves. It was also easier to concentrate and I'm assuming this can help with Elizabeth when anticipating which spell move or SP Skill she'll do. Although, memorizing what startup animation leads to what helps also. Edited September 4, 2012 by FeLizP Link to comment Share on other sites More sharing options...
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