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Playstation All-Stars Battle Royale: Arbiter Hit Confirms

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Published on Jan 10, 2013

Arbiter Hit Confirms

Mid-range:
0:01 - down circle, land, forward circle, up circle, forward jump, up square, triangle, forward circle, square.
Basic hit confirm. Spacing changes for all followups after scythe twirl but this one will work on all characters if the spacing is right.
AP - 90

0:10 - down circle, land, forward circle, up circle, forward jump, square, square, up square, triangle, forward circle, square.
Extended hit confirm. Works on mid to large sized characters. Whiffs on smaller characters.
AP - 136

0:19 - down circle, land, forward circle, up square (follow), square, square, up square, triangle, forward circle, square.
Hit confirm to standard aerial combo. Harder to land due to launcher hitbox on opponents in the air.
AP - 133

0:28 - down circle, land, forward circle, forward square, triangle, forward circle, up circle, forward jump, square, square, up square, triangle, forward circle, square.
Use this combo if you want to push your opponent closer to a corner.
AP - 146

0:39 - down circle, land, forward circle, up circle, forward jump, up square, triangle, forward circle, square.
Demonstration of the max range from which you can continue the combo. Arbiter must be thrown below full single jump height.
AP - 93

0:49 - down circle, land, forward circle, up square, up triangle, forward circle, square.
Quick hits to launch the opponent away.
AP - 70

Close Range:
All of these close range hit confirms can also be used to continue combos if you miss an empty cancel and throw the arbiter instead. Though you'll have to consider that if used for empty cancel recovery, the AP burst will occur earlier due to lead in combo.

0:57 - down circle, land, short hop, forward square, square, square, triangle, forward circle, square.
Basic close range hit confirm. Not entirely safe due to short hop height of the followup.
AP - 86

1:06 - down circle, land, short hop, square, square, up square, triangle, forward circle, square.
Basic close range hit confirm. Like the previous combo, not safe due to height.
AP - 83

1:15 - down circle, land, forward square, up triangle, forward circle, square.
Quick hits to launch the opponent away.
AP - 60

1:22 - down circle, land, forward circle, up triangle, back circle, square, forward jump, up square, triangle, forward circle, square.
Wallbounce combo. Opponent does not necessarily have to be launched backwards by the grounded forward square.
AP - 137

1:32 - down square, land, up square (follow), square, square, up square, triangle, forward circle, square.
Hit confirm to standard aerial combo.
AP - 133

1:41 - down circle, land, up circle, forward jump, square, square, up square, triangle, forward circle, square.
Demonstration that this combo can be performed at close range as well as long range.
AP - 133

1:51 - down circle, land, short hop, forward square, square, triangle, down circle, land, forward jump, forward square, square, square, triangle, forward circle, square.
Aerial forward square causes some hit stun that can be used to combo into aerial arbiter. After using forward square, you need to wait a moment before cancelling into triangle so that the hit stun sets in so the aerial arbiter (down circle) will hit.
AP - 152

2:02 - down circle, land, short hop, forward square, square, triangle, down circle, land, forward jump, square, square, up square, triangle, forward circle, square.
Similar combo as the previous incorporating aerial arbiter in the middle of the combo. Uses the basic aerial ender instead.
AP - 149

2:12 - down circle, land, short hop, forward square, square, triangle, down circle, land, up circle, forward jump, up square, triangle, forward circle, square.
Aerial arbiter combo using a full launch with scythe and basic aerial ender.
AP - 159

2:23 - [square, square, square, triangle (full hits), empty cancel] x2, square, square, square, triangle (full hits), triangle (full hits), up circle, forward jump, forward square, triangle, forward circle, square.
ProjectSeoul's optimized AP combo without the opener. Considering that the chances you'll able to hit with the back of the scythe, let alone confirm with it, this is the practical version that just removes that part entirely. I currently use this and the next combo as my main combos if I have sufficient time to pull it off.
AP - 186

2:36 - [square, square, square, triangle (full hits), empty cancel] x2, square, square, square, triangle (full hits), triangle (full hits), up circle, jump, forward square, square, triangle, forward circle, square.
Same as previous combo except that it's the corner version. Works on larger characters midscreen.
AP - 196

2:49 - down circle, land, short hop, forward square, triangle, down circle, land, short hop, forward square, triangle, down circle, land, forward jump, up square, triangle, forward circle, square.
The quickest way to hit 150 AP off of a close range hit confirm. Incorporates 3 aerial arbiter which build 20 AP each.

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