Yggjrasil Posted August 8, 2012 Posted August 8, 2012 Just played her all of yesterday at the P4U 24 Hour Charity event. She is absolutely fun, and I can't wait to pick up my own copy so that I can practice some actual combos with her. I just kept playing keep-away with traps,bullets and Mudoon/Hamoan kills.
Psyken Posted August 8, 2012 Posted August 8, 2012 So I was just hit with a 7k+ loop from Naoto forcing me to burst.. Is it 100%? I would've died if I didn't. All I know, is that it was really disgusting to look at on day 1 (2 technically.)
Ichipoo Posted August 8, 2012 Posted August 8, 2012 Most of Naoto's SMP loops aren't 100%, few exceptions are the ones that can KO Elizabeth though. XD Anyway, they make nice Burst baits.
Narcowski Posted August 8, 2012 Posted August 8, 2012 Depending on the starter, SMP loop damage can go up high enough to 100% Kanji. The really damaging ones tend to involve One More Bursts, though; the Mudoon variants do less damage (but still a ton). See here: http://www.youtube.com/watch?v=n5zUNdV4BDM
x AJ x Posted August 8, 2012 Posted August 8, 2012 Wow. 75% meter. J.C>5B>5C>2AB>236AB>236236D>214D>2A>2B>236A>44(back dash)> 2C hold>66>5C> 236Bx13(9850) Confirming this off a cross up J.C is just too much fun lol.
OmniSScythe Posted August 8, 2012 Posted August 8, 2012 Wow. 75% meter. J.C>5B>5C>2AB>236AB>236236D>214D>2A>2B>236A>44(back dash)> 2C hold>66>5C> 236Bx13 Confirming this off a cross up J.C is just too much fun lol. The funny thing is that you actually weaken that combo. Slashed the unnecessary.
CakeWasBannedd Posted August 8, 2012 Posted August 8, 2012 (edited) The funny thing is that you actually weaken that combo. Slashed the unnecessary. this shit's hilarious thanks omni Edited August 8, 2012 by CakeWasBannedd
OutlawVinegar Posted August 8, 2012 Posted August 8, 2012 So, how do you avoid Naoto's IK? It's positioning-based. Just go into training mode and have the dummy use it on you a few times: you'll figure out where to stand very quickly. Question is, how long is the startup invul? If it lasts long enough, it could theoretically work as a time-out stall at the last minute...
Kyle Posted August 8, 2012 Posted August 8, 2012 (edited) haven't tested yet, but can super-BETA stack twice. Example: Trap hits, combo into super twice = 15 death toll removed in 1 combo? Lastly, It seems the criteria for SMP loop is to have combo'd the D-trap, Charged 2C into doublefang xN. Anyone know why this is? It's almost as if that combination forces a fatal counter, but it doesn't say Fatal counter... what mechanic is granting the extra hitstun? Edited August 8, 2012 by Kyle
Ginseng Posted August 8, 2012 Posted August 8, 2012 You can do as many skull-removing supers as you like. Supers are the only exception to the "only one skull-removing move per combo". You don't need charged 2C to do the SMP loop. But usually you want a D trap in there since it sets up more hits.
ludwig van Posted August 8, 2012 Author Posted August 8, 2012 Unlocked (probably should have done that yesterday ) and did a quick update on the combo thread. BTW, what combos are people using for throw in the corner? Meterless I'm using Throw~C>5B>5C>236B~D>5C>236A~D.
Narcowski Posted August 8, 2012 Posted August 8, 2012 what mechanic is granting the extra hitstun? Mudoon reverse prorates (and thus increases hitstun and damage for the rest of the combo). Same thing for One More Burst, except OMB reverse prorates more than Mudoon does.
Ichipoo Posted August 8, 2012 Posted August 8, 2012 this shit's hilarious thanks omni http://www.youtube.com/watch?v=5g0I1N9ZiJYLmao this shit kills Kanji. Anyway I'm liking this, it's a great midscreen to corner combo, although the extra 25 SP makes me go "eeh" a bit, it's still worth knowing how to perform. Also it might be best to delay the activation of Mudoon just a tiny bit so that the super will wallstick the opponent higher. Sure you can do it even if the opponent is wallstuck super low, but I'm just throwing that out there. And you need to perform 2A when the opponent is as low to the ground as possible, if not, then the 236A~D will whiff. Unlocked (probably should have done that yesterday ) and did a quick update on the combo thread. BTW, what combos are people using for throw in the corner? Meterless I'm using Throw~C>5B>5C>236B~D>5C>236A~D.I recall Ginseng saying that 236A~D whiffs for him. :o Also let's start talking about corner Oki guys. So what trap is best on a waking opponent? C or D? I'm starting to learn towards C because my opponent can simply 2A it to disarm the D trap. And it goes without saying to watch out for Quick Escapes so be ready for that as well. But what about wakeup F-Actions such as Yu's and Mitsuru's? I'm guessing they'll simply go through the trap so I suppose it's best to keep your distance as they get up.
OmniSScythe Posted August 8, 2012 Posted August 8, 2012 You don't even need the jump in for it to kill everyone, 5B is fine, also I personally don't use 2A>2B but instead 5AA then after the trap explode just do 2B > 5C > 236B xN. Also with the carry and P2 236AB has I don't even mind spending that 25 meter.
Ginseng Posted August 8, 2012 Posted August 8, 2012 I just do throw > 5B 5C 236B~D > 236A~D in the corner. The SMP combos have many variations, so people can have different combos for SMP and still lead to similar results. It's all dependant on the user.
Zeromus_X Posted August 8, 2012 Posted August 8, 2012 Can Naoto get anything off of her short hop? Trying 2A+C > jA > jB > 5B but it seems like the landing recovery from the hop prevents anything from actually combo'ing. Also do we know what moves of Naoto's are plus or even on block or are we still in the dark on frame data?
Kyle Posted August 8, 2012 Posted August 8, 2012 (edited) 14 death count combo: corner only C+D~C, 236236B, 66, B, C. 236B... I assume we can finish w/ 66, 2AB, 236A Edited August 8, 2012 by Kyle
Verard Posted August 8, 2012 Posted August 8, 2012 Anyone got tips on starting pressure with Naoto? Aside from taking advantage of a blocked trap I'm not sure of how to approach. At the moment IAD j.C seems to do well but it gets stuffed a lot or read to easily with a 2B. I'm also not sure what I should be poking with on the ground (5C? Dash up 5B?)
Lord Pwnge18 Posted August 8, 2012 Posted August 8, 2012 Just another 10k+ smp I found using Omni's stuff CH [2C] > 5AA > 5B > 2AB > 236AB > Mudoon > 214D > 2A > 2B > 236A~D > 5C > [236B~D]xN I was doing a simple little combo, 5AA > 5B > 5C > 2D, and found that you can charge the 2D there to try and catch them mashing, so I decided to see if I could manage some fruit loops off of it and, sure enough, it worked out.
MikeySupreme Posted August 8, 2012 Posted August 8, 2012 throw > 5C 236B~D > 5C > j.b > j.c > dj.c > dj.d > 214 D 2.3k and forced trap.
x AJ x Posted August 8, 2012 Posted August 8, 2012 The funny thing is that you actually weaken that combo. Slashed the unnecessary. Thank you. I was following the Kamoihito SMP video. Did you happen to notice anymore combos in that video that can be tweaked?
Miyako Posted August 9, 2012 Posted August 9, 2012 So is anyone else having the hardest time ever doing IAD combos? I feel like I understand what I have to do, but still just doing it is insane. 214D > 5C > IAD j.A > j.C > 5C > 236B~D > 66 5C > IAD j.A > j.C > 5C > 236A~D The timing on the first 5C seems to be pretty tight and the dash 5C is even worse. Are you guys even going to use this combo or go with something else?
CakeWasBannedd Posted August 9, 2012 Posted August 9, 2012 So is anyone else having the hardest time ever doing IAD combos? I feel like I understand what I have to do, but still just doing it is insane. 214D > 5C > IAD j.A > j.C > 5C > 236B~D > 66 5C > IAD j.A > j.C > 5C > 236A~D The timing on the first 5C seems to be pretty tight and the dash 5C is even worse. Are you guys even going to use this combo or go with something else? i find that holding D to cancel your 236B helps me, but i dunno. just gotta get good at sonic speed
Ichipoo Posted August 9, 2012 Posted August 9, 2012 So is anyone else having the hardest time ever doing IAD combos? I feel like I understand what I have to do, but still just doing it is insane. 214D > 5C > IAD j.A > j.C > 5C > 236B~D > 66 5C > IAD j.A > j.C > 5C > 236A~D The timing on the first 5C seems to be pretty tight and the dash 5C is even worse. Are you guys even going to use this combo or go with something else?What Cake said. I'm gonna be frank right now, Naoto's advanced technical BnBs involving IADing twice are probably equivalent to a very simple Yu combo in terms of damage and advantageous situation with the latter probably being easier to perform. Also, tried pulling off Naoto's Oki with traps and 99% of the time, it fails. It's like people simply say "fuck your Oki" and they magically disarm the trap magically by mashing buttons. And on that note, I feel that nobody has respect for Naoto... at all, no matter how many times they screw up, and I'm forced to shoot bullets, lay traps, 5D~D all day in order to avoid risking getting hit once because we all know that Naoto's F-Action is gimmicky, which to be honest, isn't really that fun.
bluASTERiSK Posted August 9, 2012 Posted August 9, 2012 After playing quite a few matches I realized that combos aren't everything for Naoto, what do you think the main flow is for Naoto? I do try to zone (need to work on that timing too), but what are her anti airs that are fast and you can do it on reaction? I don't think I'll want to predict my opponent every time I want to keep them out with the anti air snipe shots.
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