Persona 4 Arena Ultimax 2.5 - Akihiko - Challenge 25 [Tips in Description]
  • 2 years ago
Persona 4 Arena Ultimax 2.5
Challenge Mode
Character: Akihiko Sanada
Challenge 25
Objective: do a 9000-damage combo.

Combo:
- Numerical notation: 236D ~ 4D ~ 6D ~ 4D ~ 6D ~ 236236B, OMB, 214C ~ 4B ~ 8B ~ 4D ~ 4AB ~ 8AB ~ 4D ~ 6D ~ 4A ~ 8A ~ 6B ~ 236236B
- Arrows notations: ↓↘→ + D ~ ← + D ~ → + D ~ ← + D ~ → + D ~ ↓↘→↓↘→ + B, OMB, ↓↙← + C ~ ← + B ~ ↑ + B ~ ← + D ~ ← + AB ~ ↑ + AB ~ ← + D ~ → + D ~ ← + A ~ ↑ + A ~ → + B ~ ↓↘→↓↘→ + B.

Note: depending on the height where you hit Yu after the super, you will need to delay some moves in order to keep him at the right height. The best candidates to be delayed are usually: 8B, 8AB, 8A and 6B. The super in the end always has to be delayed.

Detailed Explanation:
236D ~ 4D ~ 6D ~ 4D ~ 6D (you need to do at last 5 consecutive ducking/waves as preparation, in order to rise the cyclone level to 5),
236236B (during the last wave quickly do the super, you should not let the wave finish completely or you lose the cyclone level. The cyclone level is shown high above the super meter bar and should be '5' during the super. You can also confirm that the super was done correctly if Akihiko has some red shadows during the super. The cyclone level 5 will make the super do the max damage),
OMB (after getting about 12 or 16 hits, press ACD to cancel the super into One More Bust),
214C (right after the burst quickly do a 'wave' to start the combo stance),
4B (quickly cancel the wave into 4B. You usually want to time it to hit Yu as low as possible, but you can try to correct Yu height later in the combo. If you hit Yu too high, the combo will probably drop eventually.
possible delay ~ 8B (cancel into 8B. You usually delay it a bit to avoid letting Yu going too high, but the delay may vary depending on his height),
4D ~ possible delay ~ 4AB (cancel into 4D, for a wave just to spend some time to let Yu fall a bit while keeping the combo stance active, and then cancel the wave into 4AB. You can delay it just a bit, if necessary. If 4B hit Yu too high, the combo usually fails here),
possible delay ~ 8AB (cancel into 8AB. It is usually a good move to delay to correct Yu height when necessary),
4D ~ 6D (cancel into 4D, followed by 6D. The only propose of this is spend some time to let Yu falls a bit while keeping the combo stance active),
possible delay 4A ~ possible delay ~ 8A ~ possible delay ~ 6B (for the final sequence, you need to maintain Yu a bit close to the ground. The ideal scenario is to let 4A hit next to the ground. The biggest problem is hit 6B),
delay ~ 236236B (6B will make Yu bounce twice in the walls and then come back to you. Don't invert your command, you have to input the super at the player 1 side. You have to finish the command right after the bounce the left wall, you have to delay the command, but you can't delay too much, or the combo stance will end).
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