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[P4A] Naoto Shirogane - Combo Thread "My skills have been honed!" (Updated 1/20/2013)


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Posted

Easy D trap SMP:

214D -> 5B -> 5C -> IAD -> j.B -> j.C -> 5C -> 236236D -> 6[6] -> 214C -> 2A -> 5AA -> 236BxN

The 2A hits at the same time as the C trap activates.

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Posted

Damn, XDest, that's very nice. A lot easier to do than the 2a 5c IAD j.a j.c 5c 214a~ccccc 236236d route.

BTW, would you like to do some Naoto mirrors sometime?

Posted

Is there a trick to doing the 214C 214D SMP route? I always drop the 236A portion. I walk backward before 236A, but feel that the timing is strict and character specific.

Posted

You have to delay the 236A a bit after the 214C launches, to hit with the very top of the 236A hitbox. I usually just stand there and try to time it instead of walking back, but I never thought about trying that before. The timing is kind of hard to explain, but not bad once you grind it out. Try practicing it from Throw > Mudoon > 214C > 214D > 236A~B(1)~D > ... to get the hang of the timing.

Posted
Is there a trick to doing the 214C 214D SMP route? I always drop the 236A portion. I walk backward before 236A, but feel that the timing is strict and character specific.

Realize that the windows for inputting each trap are huge, so every person's preferred timing will vary greatly. The best way to perfect it is to do the 214C > 214D > 236A at your preferred interval every time in training mode, and then vary the timing of 214C until it fits. For me, I do the 214C very early and have a large delay between that and 214D and 236A. Again, delay between each of 214C, 214D, and 236A should be equal. Try that.

Posted
You have to delay the 236A a bit after the 214C launches, to hit with the very top of the 236A hitbox. I usually just stand there and try to time it instead of walking back, but I never thought about trying that before. The timing is kind of hard to explain, but not bad once you grind it out. Try practicing it from Throw > Mudoon > 214C > 214D > 236A~B(1)~D > ... to get the hang of the timing.

Yeah, there's definitely a very slight delay that you need to grind out. Against many characters you can do 5C -> 236A~D there to make it easier, but it's not needed.

I find this SMP starter way easier than some others for 5B -> 5C -> 2C though, since it doesn't need the same kind of delays that 214D -> 2A -> 2B -> 236A~D -> 5AA does, and doesn't require an IAD either.

Posted

for this combo

214D>2A (214D hits)>5B>5C>IAD j.B>j.C>236236D>2[C]>5AA>5C>SMPx9]>236A~D (50 meter, 6.2k damage)

if you're having trouble timing the 2C, wait until mudoon says "miss" then press and hold it to get all the hits. don't know if anyone else was struggling to find the timing for it or not, but that's what works for me.

Posted

don't think there's a more damaging version of it and it's not really off a trap starter.

its from oki high low mix up, you can replace 2A with instant overhead j.a to open them up then the trap goes off mid combo.

It fucks over the proration pretty hard, but it's than getting no real big damage off off of it.

Posted
don't think there's a more damaging version of it and it's not really off a trap starter.

its from oki high low mix up, you can replace 2A with instant overhead j.a to open them up then the trap goes off mid combo.

It fucks over the proration pretty hard, but it's than getting no real big damage off off of it.

Ah yeah, that makes a lot more sense.

Posted

I don't know if it's accurate or not but this works for me in the 236a ~b timing. I just look at the opponents head as he's falling when he's upside down and his head is at the same level as mine I do it then. Problem is, if you take too long to put your traps up you have to rush it and don't have all the time to watch the opponent fall. Yet I still drop it a lot online. I think it's due to my timing of the traps because in training mode it's so smooth and online I'm rushed a bit and there's occasional delay.

Posted (edited)

I found a much easier, more reaction oriented version of my previously corner D-trap SMP.

Corner OKI D-Trap

50 meter- Difficult timing & Delays, Much easier Midscreen w/ the same notations 5.8K dmg

(D-trap hits), 2[C], C, IAD, J.B, J.C, 66C, 214A~CCCCC, 236236D, 214C, (C-trap hits), AA, C, (236B~D)x8, 236A~D.

50 meteer 9.5K DMG

(D-trap hits), 2A, 2B, C, 214A~CCCCC, Mudoon, 214C, (C-trap hits), AA, C, (236B~D)x12, 236A~D.

Edited by Kyle
Posted

Thanks for those ^^

C trap 5AA C is an easy ender, it works also if you swap it into the high low trap oki too.

214D>2A (214D hits)>5B>5C>IAD j.B>j.C>236236D> 214C> (C-trap hits)> AA>5C>(236B~D)x10, 236A~D.

much easier than trying to time the 2c

Posted
I found a much easier, more reaction oriented version of my previously corner D-trap SMP.

Corner OKI D-Trap

50 meter- Difficult timing & Delays, Much easier Midscreen w/ the same notations

(D-trap hits), 2[C], C, IAD, J.B, J.C, 66C, 214A~CCCCC, 236236D, 214C, (C-trap hits), AA, C, (236B~D)x8, 236A~D.

(D-trap hits), 2A, 2B, C, 214A~AAAAA, Mudoon, 214C, (C-trap hits), AA, C, (236B~D)x10, 236A~D.

What is the damage value on those?

Posted (edited)
What is the damage value on those?

^ Will post tonight.

Resurrection:

Midscreen, realistic, meterless BD-Punishes

:ballLB:

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

:ballSLB:

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

:ballNA:

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

:ballMT:

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

:ballAI:

Aegis: Explosive DP, has great pushback. Air punish, can't if she can super cancel. 3k damage

SafeJump, Confirm, 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.

:ballEL:

Elizabeth: Completely INVINCIBLE lounging throw. As long as the throw is not CH, it can be broken. Air to ground punish. 2.6K HUGE against LIZ.

Start oki/offense w/ A or 2A. If the attack whiffs, just 7-jump & descending CH J.C, Land, 66B, C, 236B~CCCCC

:ballKA:

Kanji: Electric powerup, hitstop causes a freeze state, not much invinc. I have trouble safe jumping it. causes Paralysis on hit. I have success w/ one of three options.

Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and he can be punished w/ 66B, C, 236B~CCCCC. 2k dmg. This options is a risk if he super cancels & you do not OMC to block.

fake an Oki/Crossup and make his furious action whiff entirely, this is the safest, best option. punish w/ CH 66B, C, 236B~CCCCC. 2K dmg

Do not Oki & use your knock down timing to set up traps and create more space. <- Match up recommendation.

:ballYK:

Yukiko: Projectile, throw, BURST invulnerable uppercut which is VERY VERY tall. Safe jump or Air block or disjointed attacks to bait/punish.

Safe jump, confirm and punish w/ CH 66B, C, 236B~CCCCC. 2K dmg. DO not punish w/ Throw or projectiles!

Do a crossup oki & just air block for a sec when she get's up. If you block the B+D, you can falling CH J.C, 66B, C, 236B~CCCCC. 2.6K dmg

Oki w/ a max range 2[C], if she does reversal B+D, it only hits your persona and Naoto can be punished w/ 66B, C, 236B~CCCCC. 2k dmg.

:ballTD:

Teddie: Counter which causes RAGE. Cannot block in this state, Scary stuff. It can be safe jumped or disjointed hitboxed to bait/punish.

Safe jump, confirm and punish w/ CH 66B, C, 236B~CCCCC. 2K dmg.

Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and he can be punished w/ 66B, C, 236B~CCCCC. 2k dmg. Gotta hit him when he teleports to the other side of the screen!

THX to the other helpers on these ones. Original video creater, Novriltataki, & Zermous

http://www.dustloop.com/forums/showthread.php?14537-Naoto-Shirogane-Combos-quot-My-skills-have-been-honed!-quot-%28WIP-updated-8-31-2012%29&p=1378456&viewfull=1#post1378456

:ballYU:

Yu:

http://www.youtube.com/watch?v=WxQ4sbfyMWg&feature=plcp

:ballCHIE:

Chie:

http://www.youtube.com/watch?v=460dzO-mCU4&feature=plcp

:ballYO:

Yosuke:

http://www.youtube.com/watch?v=XGJmGrDi5-c&feature=plcp

TBD

:ballAK:

Akihiko: Generic uppercut, can super cancel on block to make it safe? when he has awakening. Safejump it or Disjointed attack to bait/punish. Uppercut first hit is air UB. Cannot jump block to bait it.

Safe jump, confirm and punish w/ CH J.B, J.C, Land, 66B, C, 236B~CCCCC. 2.5 K dmg

Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and Naoto can be punished w/ CH J.B, J.C, Land, 66B, C, 236B~CCCCC. 2.5 K dmg

Edited by Kyle
Posted

Kyle just wanted to let you know that the install super akihiko does to make his dp safe doesn't require awakening to activate. The awakening super is the fullscreen lightning.

Posted

Something I realized: if practicing SMP combos don't use Yu as your training dummy. For some pre-SMP combos his hurtbox is the most lenient with timing. Chie's the opposite, her hurtbox is the most strict to the point where I'm considering being lazy and using easier pre-SMP combos to deal with it. :v: Just something to keep in mind.

Posted
Something I realized: if practicing SMP combos don't use Yu as your training dummy. For some pre-SMP combos his hurtbox is the most lenient with timing. Chie's the opposite, her hurtbox is the most strict to the point where I'm considering being lazy and using easier pre-SMP combos to deal with it. :v: Just something to keep in mind.

This

I always use Yu and I dropped SMPs a lot so I started using different characters like Chie and Akihiko and I've noticed I'm a lot more consistent.

Posted

Some optimized Burst Punishes with Naoto -anywhere on the screen!-

Burst Punish:

5C (air-hit) > iad j.B > j.C > Mudoon > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hit] > 2[C] > 2B > 5C > [236B~D x14].

-Death (+10.5k)

(3/4 screen ~ -3 position) 5C (air-hit) > iad j.B > j.C > 66 5C > SP Double Fang > (delay) Mudoon > 66 Megiddo D > 236A~D > [Mudoon hits] > 2[C] > 66 5A (x2) > 5C > [236B~D x12] > 236A~D.

-10k (uses 75 meter) (This carries them rediculously far into the corner. Delay Mudoon until after they start rising from the SP Double Fang so they get maximum hang-time!!)

(Corner) 5C > iad j.B > j.C > OMB > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hits] > 2[C] > 2B > 5C > [236B~D x11] > 236A~D.

-8.0k

(Midscreen) 5B (air-hit) > 5C > iad j.A > j.C > rejump j.B > OMB > 2[C] > 66 6A (x2) > 5C > SP Double Fang > [236B~D x10] > 236A~D.

-7.1k

Posted (edited)

Some more lenient execution combos I ground up in training mode, dunno if these have been posted yet:

214D (hits) > (dash) 5C > IAD jA > jC > 5C > 214A~Cx5 > Mudoon > 2[C] > 5AA > 5C > 236B~[D]x12 > 236A~D (9.3k)

5D~D (hits) > 5C > Mudoon > 214D > 5AA (hit the lower tip of their hitbox) > 236A~B(1)~D > 2[C] > 2B > 5C > 236B~[D]x12... (Death)

Corner throw, also works on :ballTD: - Throw > Mudoon > 214D > Sweep > 236A~B(1)~D > 5AA > 5C > 236B~[D]x7 > 236A~D (4990 dmg)

(near corner) B+C > EX Counter Shot > 5B > 5C > Mudoon > 214C > 214D > 236A~B(1)~D > 2[C] > 5AA > 5C > 236B~[D]x11 > 236A~D (7450 dmg)

Edited by Zeromus_X
Posted (edited)

Thanks to Bond for linking the original Nico video on this:

5C CH > 2[C], 5B > 5C > sj IAD j.A > j.B > j.C |> dash 2A > 5AA > 2B > SMPx6 ~ Cx5 (5349 damage)

Edited by ludwig van
Posted

^Distance & input specific. Very unpractical in a match. But super flash & congratz on the creator for finding the first 0 resources SMP loop.

Posted

It works on everyone but Yosuke, teddie and labrys'. Though what I was testing was converting any standing hitconfirm into a iad combo. Seems it's very practical and in the other mention bunch case you just go into j.aaab instead. While. Not possible off the jab confirms you can do a 25 meter smp off 5b and like wise for 5.4k damage.

Side note: I had two meterless smp's day 3 of console release. Lol

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