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Posted
7 hours ago, Ghost_Emperor said:

my biggest question is do you need to micro dash with this character?

Yes, it's vital for his combos.

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Posted
11 hours ago, Ghost_Emperor said:

my biggest question is do you need to micro dash with this character?

Micro Dashing isnt really hard you just need to develop the habit. You can develop the habit if pressuring with micro dashes in CP even though they are not really emphasized for combos (maybe Terumi benefits from micro dash pressure due to his similar rushdown playset).

  • 4 weeks later...
  • 4 weeks later...
Posted
On 2/15/2016 at 11:24 AM, MarblePhantasm said:

is Phantom Pain > neutral jump a safe jump? seen people go for it sometimes

From what I've seen in it's uses, it actually does look like a safe jump due to no one teching early or if its even possible -to- tech early. 

Another thing that i've been thinking. well besides "what use is having his other fatal on 2nd part of the rekka and not on 6C-"

Is doing delay 2C after En623C needed for what looks like the 5C Follow up?

Posted
16 minutes ago, JD10-Da Realist said:

Is doing delay 2C after En623C needed for what looks like the 5C Follow up?

For 5B followup yeah it's needed, on fast starters like 6A it's needed to actually hit the land 5A>2C.

Posted
18 hours ago, -Seo said:

For 5B followup yeah it's needed, on fast starters like 6A it's needed to actually hit the land 5A>2C.

Ah alright. I was curious because sometimes I see people just do the 5A route and assumed you didnt have to. Thanks for clearing that up

 

Posted
11 hours ago, Zouf said:

 

That combo !!!!

Looks like Azrael finally got some competition. All aboard the hype blood train!

Posted

I've wondered (even though i should check the Evernote first before asking)
Would 214A>66>28A still get Phantom Pain to come out? or does the notation still have to be 214A>66>214A>28A

  • 2 weeks later...
Posted

I've been a tad curious. 

Albeit I feel I shouldnt really talk about Tiers till console release but, necessarily how Strong/Weak is Naoto. I kinda understand how he struggles in neutral against a bit of the cast but heavily excels at corner carry and his damage output is pretty up there. But what else is there about him regarding his strengths and weaknesses?

Posted

I am seeing a lot of Naoto players jump canceling their ground normal's on block and either air barriering or going for overhead mixup. Does anyone else seem like that is a big part of Naoto's overall mixup game or if its just a way to bait DP's, look for counter hits o, or to cover a weakness of some sort.

Posted

It's part of his gameplan. He has an incredibly good cross up, as well as air blood repulser that can bait anti airs and is a very good starter.

Of course baiting DPs / OD / Burst is a thing, but it's probably not the main reason people jump like this.

Anyway, the more I see this character, the more I believe he will be nerfed in the future. He deals too much damage compared to the rest of the characters. And his OD is too powerful.

Posted
15 minutes ago, Zouf said:

Anyway, the more I see this character, the more I believe he will be nerfed in the future. He deals too much damage compared to the rest of the characters. And his OD is too powerful.

This i can actually see happening possibly. His corner carry is godlike and his pressure is pretty good. if they do nerf anything (theoryfighting, apologies) I see them hitting 6D first before anything else.

Posted

6D isn't even remotely too strong tbh. It's super slow and not air unblockable.

I think they will remove some untech time during his OD and nerf his P1/P2 a little bit.

Anyway I can't wait to play him, he looks so fun.

Posted

I really don't think Naoto is anywhere near strong enough to be considered "OP", not when every other newcomer has something even more busted than him. 

Posted

I don't consider him OP, i consider him fairly strong that's all.

But his damage output is too high. 3500 damage ressourceless, mid screen and on almost any starter, this is much better than the rest of the characters.

 

  • 2 weeks later...
Posted
On 3/15/2016 at 11:25 PM, JD10-Da Realist said:

I've wondered (even though i should check the Evernote first before asking)
Would 214A>66>28A still get Phantom Pain to come out? or does the notation still have to be 214A>66>214A>28A

 

On 3/15/2016 at 0:12 PM, BlackYakuzu94 said:

The first one would get you Phantom Pain still, as long as you get the dash cancel off of Shift Swa.

Nah. Had a friend check and you have to do 214Adc>214A>28A. That's a big reason why people drop it a lot lol.

 

On 3/24/2016 at 6:09 PM, JD10-Da Realist said:

I've been a tad curious. 

Albeit I feel I shouldnt really talk about Tiers till console release but, necessarily how Strong/Weak is Naoto. I kinda understand how he struggles in neutral against a bit of the cast but heavily excels at corner carry and his damage output is pretty up there. But what else is there about him regarding his strengths and weaknesses?

Good pressure tools, decent overhead, strong defensive tools. His damage and corner carry are one of the best in the game. His range kinda limits him but even then, his fast dash speed and the range of charged Ds (mainly j.D) make up for it. Strong character but pretty underutilized imo which is why most lists have him low.

 

On 3/24/2016 at 6:42 PM, HK_Solenerro said:

I am seeing a lot of Naoto players jump canceling their ground normal's on block and either air barriering or going for overhead mixup. Does anyone else seem like that is a big part of Naoto's overall mixup game or if its just a way to bait DP's, look for counter hits o, or to cover a weakness of some sort.

Well he can jump cancel 5A, 5B and 5C on block. A lot of people take advantage of that for pressure but it doesn't make really make his mixup stronger. Just gotta react to 6A lol. Though stuff like 5C>iAD>cross up j.C is reallyyy good for pressure and j.[D] is good for baiting stuff because of how it slows down his fall and has huge range.

 

As for his damage, I'd say it's well-deserved. He kinda has to work to get in but when he does, he should get a good reward rofl.

  • 3 weeks later...
Posted

I'm curious.
How do you guys feel about his FC Moves? Personally I dislike how 2 of them are on moves that Are tied to his Rekka chain and overall seem rather useless. 
I Think they should have put one on say 6C or something like that. What do you guys think?

Posted
Just now, JD10-Da Realist said:

I'm curious.
How do you guys feel about his FC Moves? Personally I dislike how 2 of them are on moves that Are tied to his Rekka chain and overall seem rather useless. 
I Think they should have put one on say 6C or something like that. What do you guys think?

Certainly would have compensated for how akward that move is.

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