PDA

View Full Version : Persona Guide! (Pictures included!)


Blueblur
December 14th, 2009, 06:49 PM
UNDER CONSTRUCTION.
but feel free to take the info set up right now.


Persona
184 astros
http://mlvalley.com/IMG/persona.PNG

Introduction
Persona is a very complicated scroll, and is very hard to get used to. I made this guide so you can get a basic understanding on how to use the scroll.

Persona's stance is a 'unique' one.
http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/PersonaStance.png

Persona has three different combos, and a special.

Combo 1: PPPPP
Damage: 80, 75, 80, 105, 140 [480]
The combo is the strongest combo that persona holds. Although it is very easy to block the second punch just like any other scroll, it makes up for it with awesome delays. (Every punch is able to delay) The combo can connect and stay connect even when you angle, but if you try to angle the last punch it will not connect and you will be vulnerable.
--------------------------------------------------------------------
http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafirstpunch.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personasecondpunch.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personathirdpunch.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafourthpunch.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafifthpunch.png
--------------------------------------------------------------------
The punch combo is basically all slaps;
First punch is a slap upwards. Perfect recovery
Second punch is a slap to the side. Good recovery.
Third Punch is a "sweeping" slap. Good recovery.
Fourth Punch is an upward slap. Good Recovery.
Last Punch is a downward slap, with moderate recovery.

All the punches except the last have very good angling priority.

Combo 2: KKK[K] (Note: The fourth kick is connected to the third kick, so you only press kick three times.)
Damage: 100, 135, 115, 115 [465]
--------------------------------------------------------------------
http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafirstkick.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personasecondkick.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personathirdkick1.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personathirdkick2.png
--------------------------------------------------------------------
The kick combo has very good control and is good to angle for the first to kicks, but the last two kicks are horrible with angling.
Kick One: Pretty fast and is able to angle because of it's range. Good Recovery
Kick two: The second kick is the fastest kick in within the scroll. Excellent Recovery
Kick three/four: The two kicks are connected so if you press the third kick, it will automatically do it. Poor recovery


Combo 3: KP
Damage: 100, 125 [225]
--------------------------------------------------------------------
http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafirstkick.png -------------------------------------------http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personamixedcombo2.png
--------------------------------------------------------------------
Kick: The same exact thing as the first kick in the kick combo.
Punch: Has great distance, and can catch the opponent off guard. Not good to angle. Bad recovery
This combo can go mid distance, catching your opponent by surprise. It is very poor in angling, so it is best not to try it unless you are near a wall and can connect it.

Special: kG
Damage: 165
A more powerful version of the KP combo in one hit. Moderate recovery

Press kick then guard VERY QUICK, and you will activate a special. This special is an alternate juggle launcher that has SUPER distance.

--------------------------------------------------------------------
http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personakgstep1.png ---------------------------------------------------------------------------------------------------- http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personamixedcombo2.png
--------------------------------------------------------------------

The grab.
*Picture coming soon*
The grab is a backward throwing grab with a different animation.


Juggling.

Advanced/Strongest juggle.
KP P P P-P-PPP
Damage: 100, 125, 48, 48, 48, 45, 48, 63, 84 [609]

http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafirstkick.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personamixedcombo2.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafirstpunch.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafirstpunch.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafirstpunch.png -- http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personasecondpunch.png -- http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personathirdpunch.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafourthpunch.png http://i101.photobucket.com/albums/m75/blueblur16/Persona%20Guide%20Pictures/personafifthpunch.png


Tricks
Persona has MANY tricks that nobody knows about. Here is a few:

- The kG has a very short invincible frame. If you time it right, you can kG behind an opponent, and if they recovery punch you can catch them in time, and if they recovery kick, that very short recovery kick (if timed right) can be bypassed.

- The KKK[K] Combo puts you into the air, but not your opponent. Because the animation is high, if you kick your opponent well over fences if you use the kick combo in a juggle.

- (I think) The punch combo is the fastest in the game. If you were to punch somone out of the air with a regular punch, you can catch them in a juggle with this combo: (The hit that punches them down ->)P(This P will not connect)PPP. This will connect fine.

Pros VS Cons

Pros:
- Recovery is awesome.
- Very solid combos.
- Great distance/Movement.
- Very good delay.

Cons:
- Poor at angling.
- Only three combos.
- Not a very "beginner-friendly" scroll.


Thanks for reading the guide. If you have any questions, post in this thread, or just post in this thread if you have something to contribute.

100Percentz
December 14th, 2009, 07:02 PM
THANKS FOR THE GUIDE... this scroll was the best I ever had until I sold it(stupid Mistake) but thanks for the guide=)

slpyboyzZ
December 14th, 2009, 07:38 PM
finally a persona guide ! nice work! thanks a lot :)

Shoe
December 14th, 2009, 07:51 PM
This is a guide?

Blueblur
December 14th, 2009, 07:54 PM
This is a guide?

I still need to work on yo mang.

Edit: It's my first guide tell me wat 2 do.

Oblivion
December 14th, 2009, 08:03 PM
Data, Damage on each hit, and some strategies would be nice.

Blueblur
December 14th, 2009, 08:59 PM
What do you mean strategies? Like tricks, tactics, and things that only persona can do or works well with?

Takeiuchi
December 14th, 2009, 09:01 PM
What do you mean strategies? Like tricks, tactics, and things that only persona can do or works well with?
Pretty much, yeah.

Blueblur
December 14th, 2009, 09:22 PM
Pretty much, yeah.

Alright, thanks.

Faiz
December 14th, 2009, 10:24 PM
I still need to work on yo mang.

Edit: It's my first guide tell me wat 2 do.

The kG has above average delay (in between a regular juggle launch and MB/Hitman juggle launch). You can tackle, and you can slide after the launch ONLY for kG.

Oblivion
December 14th, 2009, 11:41 PM
The kG has above average delay (in between a regular juggle launch and MB/Hitman juggle launch). You can tackle, and you can slide after the launch ONLY for kG.

Are you sure about that? Because generally, anybody can tackle straight after a juggle launcher.


Blue, I'm willing to help ya out on the guide if you want. I was planning on doing so as soon as I was finished with my other guides. Your choice if you want me to help out. I just want credit for whatever I contributed.

Faiz
December 15th, 2009, 12:25 AM
Are you sure about that? Because generally, anybody can tackle straight after a juggle launcher.


Blue, I'm willing to help ya out on the guide if you want. I was planning on doing so as soon as I was finished with my other guides. Your choice if you want me to help out. I just want credit for whatever I contributed.

Forgot to add in Bu combo.

Blueblur
December 15th, 2009, 06:33 AM
Are you sure about that? Because generally, anybody can tackle straight after a juggle launcher.


Blue, I'm willing to help ya out on the guide if you want. I was planning on doing so as soon as I was finished with my other guides. Your choice if you want me to help out. I just want credit for whatever I contributed.

Alright if you do decide to help, I can credit you for what you add in.

But that's only if you really want to, because I don't really want to waste your time.

Oblivion
December 16th, 2009, 12:30 AM
To be honest, I won't be adding much. I'm loosing interest in contributing.


However, I will post up some information I've already attained.


The first punch of the punch combo has amazing recovery and start-up. It's able to intercept a lot of people jumping towards or over you. You can intercept someone and immediately chain a juggle right if they are positioned correctly.

The punch combo itself is like an anti-drift combo. Each hit makes your character move forward a good amount and can be chained in a quick succession. So if you missed your first punch, you can smack em with your second or third hit if you move quick enough.

As for the recovery information, I'd like to say that moderate recoveries are NOT enough. You will get punished if you ever get in a situation where you missed. Persona has a pretty decent stun time but I'm not sure how long.

Also, you should post up the punch juggle vs. the kick juggle.
The punch juggle itself is a bit hard and even harder to chain if you weren't preparing for it. You must move forward after launching and after the second punch in order for it to connect. It a bit more damage than the kick juggle.

The kick juggle is very beginner friendly as there is no delay needed nor do you need to move forward. It's recommended to new players or first time Persona users. Also, when chained, the target is kept fairly high in the air, enough for your teammate to ram them right after.

Seagullman
December 16th, 2009, 07:30 AM
Nice pics.

GucciMeL
January 14th, 2010, 11:01 AM
i think pkk has the fasest punch combo

FistOfMoon
January 14th, 2010, 02:20 PM
whoa never knew any of these tricks before O: