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Splicer
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

Xcaligamer1 wrote:

have you noticed they fixed down circle?  i use it when people crowd together but getting to level 3 is much easier than it was


Down Circle is very useful in situations where the opponent is occupied with another enemy. Otherwise, the best use is really to get them to come to you. The actual amount of AP you gain from it, however, is negligable. Even on my 135+ AP combo, doing it during the down circle boombox, I still only gain an extra 20+ AP. 

 

That said, if you prefer to use your level 3, more power to you. 

Though, I would advise you to stop. First of all being at level 3 halts your AP gain. On top of that any kills you miss with your level two can be quickly made up for with a quick level one. On top of that, every level you gain, you then have farther to work toward your next bar. As far as I can tell level one is worth 120ish AP, level two is 200AP (after the original 120), and level 3, I believe, is another 250 AP. Do the math. The time it takes to get 320AP as opposed to 570AP (level 3) is drastic. It's not worth the time it takes to build up to a level 3. 

 

Either way, do with my advice what you will.

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Sackboy
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

Kick, punch it's all in the mind.

 

Seriosuly, Parappa is my favorite character in the beta. I agree with whoever posted before, but use his mic grab circle attack to pull people in then use his level 1. Works every time for me.


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Splicer
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

Redfield7 wrote:

Kick, punch it's all in the mind.

 

Seriosuly, Parappa is my favorite character in the beta. I agree with whoever posted before, but use his mic grab circle attack to pull people in then use his level 1. Works every time for me.


This is an all too common misconception. If it's working it's because the people you're playing against don't know how to block-roll or air dodge.

 

This does not combo. I've wasted lots of meter testing this theory. 

I'm not saying it never works. But if it does, it's not because it combo'd. It's because they other player didn't react fast enough.

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Sackboy
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

Odd you say that. What I do is hit them with the side triangle skateboard smash, then as they're getting up off the ground reel them in with mic grab and use the level 1.

 

I get what you're saying, but it works about 90% of the time for me.


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Splicer
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

It's more worth it to just get to level two so you can kill everyone on screen.

 

A 90% success rate means that it's not a combo. If it was, it'd be 100%.

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Sackboy
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

I generally go for the level 2, but his mic grab level 1 combo is actually great. I don't know why you don't think so but hey...


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Splicer
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Re: PaRappa Strategy Guide (Taking Suggestions)

[ Edited ]
Oct 26, 2012

I don't dislike it. I use that all the time. I'm just saying it's not an actual combo. If you get someone with it, it's because they didn't react fast enough. But it's a great way to get a couple more kills in at the end of a round. That's how I got my 10/1 in FFA.

 

 

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Hekseville Citizen
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

pull in with wic, down square, the. Begin 1,000 punch, but don't finish, stop half way, they will recover perfect potition, from then activate your level one. Remember the key is to NOT finish the 1,000 punches, and let them recover.

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Splicer
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

Nice I'll have to give that a shot. Are they still in hit stun when you hit your level 1?

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Hekseville Citizen
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Re: PaRappa Strategy Guide (Taking Suggestions)

Oct 26, 2012

No, I don't believe so, they recover back to normal, but they do so, perfectly diagonal to parrapa, allowing for a perfect set up.

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