Kyle Posted August 25, 2012 Posted August 25, 2012 also, You can pickup off airthrow midscreen too. Just grab them pretty low to the ground and fall w/ J.A. Low Air throw Midscreen: 3526 DMG JC+D, J.A, Land, 66B, 236B~D, 66, C, IAD, Delay, J.A, J.C, Land, 66C, Delay, 236A~D.
Kyle Posted August 25, 2012 Posted August 25, 2012 (edited) AoA~D & AoA~C counts as (3) attacks towards SMP. Hooray Corner AoA & 50% meter, 6.8K damage & easy-peasy mode AOA~D, FC B, Mohduun, IAD, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], C, (236B~D)x10, 236A~D . Corner AoA & OMB, 4.8K damage & easy peasy AOA~D, FC B, 7J.B, J.C, J.D, OMB, 2[C], C, (236B~D)x7, 236A~D/ For Laughs: Midscreen facing the corner, AoA & OMB, 4.6K damage & easy peasy AOA~C, FC J.A, J.B, J.C, OMB, 2[C], 66B, C, (236B~D)x7, 236A~D. Edited August 25, 2012 by Kyle
Kyle Posted August 25, 2012 Posted August 25, 2012 I've updated all of my previous post to include absolutely correct & maximized damages.
Kyle Posted August 26, 2012 Posted August 26, 2012 (edited) Corner counter, 50 meter 6.8k DMG BD-6D, B, C, IAD, J.B, J.C, Mudoon, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D I find the 66-2B ender to most of the SMP loops exceedingly difficult and I often buffer a super. I will post my entire alternatives in a bit. Next to do is optimizing midscreen meterless BD-punishes! Also, no meter corner damage resets oki 2145 DMG, shouts to the nice guy who brought up the AAA Link earlier! 2A, 2B, C, 236BD, 4, AAA, AA, 236A~D. Edited August 26, 2012 by Kyle
Kyle Posted August 26, 2012 Posted August 26, 2012 (edited) Here's all of my SMP loops which omit the 66~2B ender. Corner throw & 50 Meter - C+D~C, 2B, 236236D, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], 66, B, C, SMPx5, 236A~D. Corner throw & OMB, : 3128 dmg, 2 skulls (Not worth it) - C+D~C, C, J.B, J.C, J.D, OMB, 214D, 236A~B~D, (D-trap hits), 236B~D, 236B~D, 236A~D. Corner AoA & 50% meter, 6.8K damage AOA~D, FC B, Mohduun, IAD, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], C, (236B~D)x10, 236A~D . Corner AoA & OMB, 4.8K AOA~D, FC B, 7J.B, J.C, J.D, OMB, 2[C], C, (236B~D)x7, 236A~D. Corner counter, 50 meter 6.8k dmg BD-6D, B, C, IAD, J.B, J.C, Mudoon, 214D, 2ab, 236A~D, (D-trap hits), 44, 2©, 66C, (236B~D)x7, 236A~D Corner counter & OMB BD~6A, B, C, 7J.B, J.C, J.D, OMB, 214D, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Jumpin & OMB J.C, B, C, 2C, OMB, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Jumpin 50 meter J.C, B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Low w/ 50 meter 2A, B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Low w/ OMB 2A, B, C, 2C, OMB, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Poke w/ 5B & 50 meter, this one still sucks, would like an alternative that's easier. B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66~2B, (236B~D)x7, 236A~D. Edited August 26, 2012 by Kyle
Ichipoo Posted August 26, 2012 Posted August 26, 2012 For the last one, I find it easier if you DON'T backdash and just learn to time the 2[C] so that you're already in position to 2B them. Sure you have to delay the 2B a bit, but I find that an easier alternative than learning how to 66~2B.
Kyle Posted August 26, 2012 Posted August 26, 2012 (edited) Midscreen, realistic, meterless BD-Punishes Labrys: Armor has startup and can be reacted to. 2.6K dmg or skulls Oki w/ AA and you have two options for a punish. AA, (Gets armored) 7J.IB, AirDash, CH J.C, 66B, C, 236~CCCCC AA, (Gets armored) 9J.A+C, Delay, AirDash, CH J.C, 66B, C, 236~CCCCC AA, (Gets armored), BD, Delay, A AA, (Gets armored), BD, Delay, 6A S.Lab's: Armor has startup and can be reacted to. Much faster than Labrys tho. 2.6K dmg or skulls Oki w/ A and you have three options for a punish. A, (Gets armored) 7J.IB, AirDash, CH J.C, 66B, C, 236B~CCCCC A, (Gets armored), BD, Delay, A A, (Gets armored), BD, Delay, 6A Naoto: Armor has startup and can be reacted too and forced to whiff. 2.6K dmg or skulls Oki w/ A and you have three options for a punish. A, (Gets armored), BD, Delay, A A, (Gets armored), BD, Delay, 6A Oki w/ J.A and you have one good option. J.A (Gets armored), R-action whiffs, CH J.C, Land, 66B, C, 236B~CCCCC Mitsuru: Great dp. hit both sides have to air-punish, 3k damage Ground IB, Delay, CH B, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D, Block, CH A, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D, Air IB, CH JC+D, J.A, 66B, C, SJ.A, j.B, J.C, J.D Aegis: Explosive DP, has great pushback. Air punish, can't if she can super cancel. 3k damage Block, 66, Delay, CH B, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D. TBD Akihiko: Chie; Elizabeth: Kanji: Teddie: Yu: Yosuke: Yukiko Edited September 18, 2012 by Kyle
Kyle Posted August 26, 2012 Posted August 26, 2012 (edited) I got it I got I got I got Frackin EASY mode 5B SMP combo 7.8K dmg B, C, 2C, Mudoon, IAD, 214D, 2A, 2B, 236A~D, (D-trap hits), AA, C, (236B~D)x11, 236A~D. Edited August 26, 2012 by Kyle
XDest Posted August 27, 2012 Posted August 27, 2012 I got it I got I got I got Frackin EASY mode 5B SMP combo 7.8K dmg B, C, 2C, Mudoon, IAD, 214D, 2A, 2B, 236A~D, (D-trap hits), AA, C, (236B~D)x11, 236A~D. I posted that a while ago. You can also switch a couple things, like 214D 5AA 236A~D 2A 2B 5C 236BxN. Even easier: 5B 2B 5C 2C 236236D 6[6] 214D 5AA 236A~D 44 2[C] 5C 236BxN.
Narcowski Posted August 27, 2012 Posted August 27, 2012 I've been doing 5B 5C 2C 236236D 6[6] 214D 5AA 236A~D 2[C] 2B 5C (236B~D)xN, which I think is pretty easy. If you're close enough to get 5B 2B to connect, you can just kill with 5B 2B (5C) 2C 236236D 6[6] 214D 236A~D 214C 214A~Bx5~D 5C 5B (236B~D)xN.
MikeySupreme Posted August 27, 2012 Posted August 27, 2012 Since we're on air throws. JC+D, OMC, J.C, 5B, 5C, 2C, mudoon, 214D, sweep, 236A, [2]C, 5C, smp loop. Pretty much babbies first SMP off of air throw. You have to be somewhat near a corner, this one actually carries a good amount, not 236AB good, but it's alright. Anyone have a better one off air throw? Tested this on a few other characters, looks like the J.C, 5B, 5C, 2C is character specific. Ugh.
Kyle Posted August 27, 2012 Posted August 27, 2012 Corner burst punish w/o meter 2.8K Block burst, Delay, B, C, IAD, J.B, J.C, Land, C, Delay, 236B~D, C, Delay, 236A~B Corner burst punish w/ 50 meter 7.8K Block burst, Delay, B, C, IAD, J.B, J.C, Land, Muhdoon, IAD, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x11, 236A~D Corner burst punish w/ OMB 7.8K Block burst, Delay, B, C, J.B, J.C, OMB, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x11, 236A~D
Ichipoo Posted August 27, 2012 Posted August 27, 2012 blargh needs to compile all these useful combos into the opening posts so that I can update the Wiki. You guys can help as well!
PANDEMlC Posted August 27, 2012 Posted August 27, 2012 Where can I go to see the non SMP loop combos? The OP seems to be missing those.
ludwig van Posted August 28, 2012 Author Posted August 28, 2012 ^Ask and ye shall receive. Added some more non-SMPs, w/ more on the way. If there's a specific combo missing from the OP that anyone feels should be added, let me know. Otherwise over the course of this week I'll be going over every combo that's been posted in this thread and adding it to the OP if it seems useful/practical.
DarthTrey Posted August 28, 2012 Posted August 28, 2012 what are you guys using for your meter building combos. So far the best one seems to be just aaa spam heh. also i was messing about with grab combos(with meter). Does anyone know if grab counts as a hit towards smp loop(just started messing with it on my lunch break).
Kyle Posted August 29, 2012 Posted August 29, 2012 Yes, throw & follow-up counts as (2) towards SMP. see my post here: http://www.dustloop.com/forums/showthread.php?14537-Naoto-Shirogane-Combos-quot-My-skills-have-been-honed!-quot-%28WIP-updated-8-29-2012%29&p=1382216&viewfull=1#post1382216 Also, Against more spammy/beginner matches I've been abusing SJ.C, J.C. It's enough to be active virtually the entire air state. & if the first hit is an air CH. You can Link the second one and easily confirm into a 5C. Haven't found the follow-up yet, as they are tooo high for IAD's and 236B has been inconsistent... I'll try to delay more b/c it's the first 5C in the combo.
ColdMetal Posted August 29, 2012 Posted August 29, 2012 Does any1 have any specific tricks/tips for executing the IAD combos? I was hitting them all day the other day but cannot get them to connect for the life of me today. Much appreciated .. this is basically the hardest part of Naoto's game..
Kyle Posted August 29, 2012 Posted August 29, 2012 corner AoA, 50 meter & OMB. unburstable 5.3K dmg A+B~D, FC B, 8J.B, J.C, J.D, 236236A, OMB (first shot), 66, C, (236B~D)x8, 236A~D. same can be done w/ A+B~C, FC J.B, but the scalign is worse, so you lose SMP reps & only 4.3k dmg. fun to pickup from the very top of the screen tho.
Rikir Posted August 30, 2012 Posted August 30, 2012 Does any1 have any specific tricks/tips for executing the IAD combos? I was hitting them all day the other day but cannot get them to connect for the life of me today. Much appreciated .. this is basically the hardest part of Naoto's game.. Holding D after 236B will help cancel the stance faster, and as soon as she cocks her gun back, begin dashing. Keep in mind that the IAD combos are character specific in some cases. So a lot of time youll end up missing 5C because the hitboxes simply wont agree. Of course if you start with the enemy airborne its a lot easier, so try to focus on landing these more often.
DistortedGuilt Posted August 31, 2012 Posted August 31, 2012 (edited) Well hopefully this combo isnt posted yet but ive learned a new a new SMP starter I learned it on my own so I kinda just feel happy about it, sorry again if its already posted 5AA-2A+B-OMB-236236D-9-214C-214D-236A~D-Backdash(against Kanji you have to time it in place for some reason)-2[C]-5C-236B~Dx11(more for Kanji didnt count) -The combo kills on every character Ive tried it on -works from midscreen just change the "9" into a forward dash tell me what you think :P whether or not this helps i hope Im contributing Edited August 31, 2012 by DistortedGuilt
Kyle Posted August 31, 2012 Posted August 31, 2012 Different variation of corner throw into SMP. C+D~C, Mudoon, 214C, 214D, (C-trap Hits), 236A~D, (D-trap hits), 44, 2[C], C, IAD, J.B, J.C, Land, C, (236B~D)x8, 236A~D, I need to compare the damage to my 2B variation. It may be better.
Tong Posted August 31, 2012 Posted August 31, 2012 (edited) lol was about to post this combo^ Saw in that Pink Naoto video Btw, is 236B~D dash 5C midscreen universal? I can easily hit it on Yosuke but never on Chie or Kuma :| Edited August 31, 2012 by Tong
Kyle Posted August 31, 2012 Posted August 31, 2012 ^Nope. Not Universal. Even harder when the opponent starts on the ground... You will not hit Kanji w/ it. if you do, good luck w/ consistency. Yosuke is the easiest IMO. Misturu work too. Just use J.A, J.C for the IAD's. I've managed to completely cross-under making my 236B become 214B. I wanna play w/ this and purposefully input 214B to make the double fang autocorrect & go the other direction. This COULD setup a better height for that hard 66, C link you're talking about.
Rikir Posted August 31, 2012 Posted August 31, 2012 On the subject of Mute SMP loops, I looked back and noticed that Kamoihito had one in one of his videos. http://www.youtube.com/watch?v=0tWrSGJ2TLA&feature=BFa&list=PLC53E3ED9C6BFEC30 2:56
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