Diveman Posted July 23, 2012 Posted July 23, 2012 In the data thread it says that D megido hits low. Didn't some guy confirmed that it actually doesnt hit that way?
ludwig van Posted July 23, 2012 Author Posted July 23, 2012 ^Whoops, forgot that. And yeah, it doesn't hit low, a friend of mine who played P4A @ EVO confirmed it.
Ichipoo Posted July 25, 2012 Posted July 25, 2012 So a certain Dustloop mod (whose name I won't mention here lol) whom I met up with again the other night made me feel kind of bad that I stopped posting here in DL....... so I guess you'll be hearing from me here as well. And blargh became a mod?
Krusiv Posted July 25, 2012 Posted July 25, 2012 (edited) New (?) Naoto loop. It looks like it requires a FC 236B starter but instead of doing 236B~D xN you do [214D (set) > 236A~D > 214D (hit)] xN. Shown around 5:00 http://www.nicovideo.jp/watch/sm18442867 Edited July 25, 2012 by Krusiv
x AJ x Posted July 25, 2012 Posted July 25, 2012 http://www.youtube.com/watch?v=DxaLGI_7U-4&feature=plcp Challenge 30. SMP for Free! Lets go.
ludwig van Posted July 25, 2012 Author Posted July 25, 2012 (edited) ^Yeah, it's pretty nice. Thanks again to Kurushii for putting that video together. <3 Also, all of those have been added to the combo thread. So a certain Dustloop mod (whose name I won't mention here lol) whom I met up with again the other night made me feel kind of bad that I stopped posting here in DL....... so I guess you'll be hearing from me here as well. And blargh became a mod? Thanks. #occupyanime New (?) Naoto loop. It looks like it requires a FC 236B starter but instead of doing 236B~D xN you do [214D (set) > 236A~D > 214D (hit)] xN. Shown around 5:00 http://www.nicovideo.jp/watch/sm18442867 That loop has been shown before, I think it was in the previous SMP combo video too but I'm not sure. And in addition to that video (Youtube link for it here btw), Kamoihito also uploaded this one: Edited July 25, 2012 by ludwig van
Ichipoo Posted July 26, 2012 Posted July 26, 2012 http://youtu.be/pLqzReuMg3c?t=49m52s I think he would've been better off had he went for the Shotgun super.
atdsutm Posted July 26, 2012 Posted July 26, 2012 Oh hey, Naoto's Challenge 30. great vids!!! keep it up guys!! and just saw this and going to try it out soon
Ichipoo Posted July 28, 2012 Posted July 28, 2012 http://youtu.be/nt5_B7l25mM?t=4m13s Has it been known that you can connect Mudoon off of 5DDD? Well regardless, it's obviously going to be important to know, especially in clutch situations.
Krusiv Posted July 28, 2012 Posted July 28, 2012 http://youtu.be/nt5_B7l25mM?t=4m13s Has it been known that you can connect Mudoon off of 5DDD? Well regardless, it's obviously going to be important to know, especially in clutch situations. Yeah it's been known. I think it was in an earlier CMV that showed a bunch of basic ways to cancel into Mudoon.
ludwig van Posted July 29, 2012 Author Posted July 29, 2012 Just a clarification and a correction that was brought to my attention: for the slashes after 5D, all you need is 5D~D and Sukona does all 3.
Ichipoo Posted July 29, 2012 Posted July 29, 2012 I guess that clears up my slight confusion on reading some of the combo lists when it read "236A~D."
ludwig van Posted July 29, 2012 Author Posted July 29, 2012 ^Yeah, "~" in a listed combo means that it's a follow-up to the previous move. (ie 236B~Ax5 would be Double Fangs into A Shotx5, 214214A~C would be Raid stance into Critical Shot, ect)
bestintheworlll Posted July 30, 2012 Posted July 30, 2012 Could someone tell me if her jump c hits behind her?
MikeySupreme Posted July 30, 2012 Posted July 30, 2012 Man, she controls so awkward at first. Hitting D after everything is weird, seems like something you could get used to though and just make it a habit.
Cirno Posted July 30, 2012 Posted July 30, 2012 (edited) it takes a bit to get used to, but it feels natural once you do. protip: you can just hold D after a shot/stance/kicks and it'll cancel it immediately. Could someone tell me if her jump c hits behind her? it definitely does not. you have to air turn if you want to hit someone behind you. Edited July 30, 2012 by Cirno
Kyle Posted July 30, 2012 Posted July 30, 2012 Wow at the damage. Soo broken. It's gottaa be patched out... having options like this makes death toll irrelevant. http://www.youtube.com/watch?v=dYQATmDm9Wo
MikeySupreme Posted July 31, 2012 Posted July 31, 2012 it takes a bit to get used to, but it feels natural once you do. protip: you can just hold D after a shot/stance/kicks and it'll cancel it immediately. Ahh, thank you. I'll try this out next time. The controls in general were pretty overwhelming for me, so having to D cancel on top of that didn't help at all lol.
Ginseng Posted July 31, 2012 Posted July 31, 2012 Combos aren't too bad, but it takes time getting used to obviously. But the thing that will get you the most as a Naoto player is dealing with mashy players and auto-combos during the first week. Especially against superior normals of Mitsuru and others like her.
Tong Posted July 31, 2012 Posted July 31, 2012 Wow at the damage. Soo broken. It's gottaa be patched out... having options like this makes death toll irrelevant. Don't worry, there are better characters than Naoto, even though she can basically beat you with a single combo. It's unbelievable how low she's ranked despite having something like this.
Ichipoo Posted July 31, 2012 Posted July 31, 2012 Don't worry, there are better characters than Naoto, even though she can basically beat you with a single combo. It's unbelievable how low she's ranked despite having something like this.At the end of the day, it's all about who has the best normals and who can keep you guessing all day if you make just one mistake. /jokejoke
Kyle Posted August 3, 2012 Posted August 3, 2012 Big ups to the single Naoto Koala-fier for SBO. I'll be cheerin for em Saturday evening
Ichipoo Posted August 4, 2012 Posted August 4, 2012 Okay so after playing Naoto for a few minutes, she definitely is a bit more technical than I thought, but it's nothing that we can't handle. One of the things you need to get used to is to press D everytime you're done using Aim, it doesn't cancel by itself as Ginseng mentioned a while back. Also it's easy to mess up an Aim combo if you're fingers aren't fast, and the window for "correctly" Super Cancelling after Aim bullets is pretty small, as it's easy to "Yellow Beat." As for IAD twin Double Fangs, I was only able to successfully perform it twice, but with a little grinding, it's doable. Haven't done any SMP combos though. Anyway that's all I can say for now. Back to the lab!
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