-
Posts
2,140 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Zeromus_X
-
12/6/2013 Tachikawa Singles Serizawa vs Mi-oon (Noel) 10/23 Gamechariot Washi vs Tattsan (Noel) Washi vs Gomikuzu (Azreal) Yoshi (Nu) vs Washi
-
GGs Rayjizzle504. Azreal mixup 2spooky.
-
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Zeromus_X replied to ludwig van's topic in Naoto Shirogane
Combo notation for the 2[C] Fatal combo posted in the video thread: http://www.nicovideo.jp/watch/sm22406869 (corner) 2[C] FC > 5B > 5C > C Zapper > 5C > IAD jC > jD > 5B > 5C > C Zapper > 5C > B Fangs > 5C > IAD jB > jC > 5C > 214A~Cx5~6D (52 meter gain, 4682 dmg + poison + 4 Fate) (midscreen) 2[C] FC > dash 5B > Sweep > SB Zapper > dash 5C > IAD jC > land 5B > 5C > 2[C] > 5C > IAD jB > jC > 5C > B Fangs~Cx5~6D (uses 25 meter, 4159 dmg + poison + 4 Fate) (corner) 2[C] FC > dash 5B > 5C > B Fangs > 5C > C Zapper > 5C > IAD jC > SB Trap > land 5AA (C trap hits) > 5C > 2C > 236A(D trap hits)~Cx5~6D (uses 25 meter, 4927 dmg + poison + 7 Fate) (corner, air hit) 2[C] FC > 5B > 5C > 2C > B Fangs > 5C > C Zapper > 5C > IAD jC > SB Trap > land 5AA (C trap hits) > 5C > 2C > 236A(D trap hits)~Cx1 (last shot) (uses 25 meter, 4202 dmg + poison + 9 Fate) (midscreen) 2[C] FC > dash 5B > Sweep > SB Zapper > dash 5C > IAD jC > land 5B > 5C > C Zapper > 5C > B Fangs > 5C > IAD jB > jC > 5C > 214A~Cx5~6D (uses 25 meter, 4730 dmg + poison + 4 Fate) I had no idea 2[C] was a Fatal now, was it like this for a loketests? Hard to visually tell if the time needed to charge 2C was really lessened in the final version, but giving it FC definitely helps discourage people from mashing out of it. Awesome damage from these confirms especially when you factor in the poison adding in about 800 invisible damage. Naoto is just looking scarier and scarier. -
Yeah I think PSN imploded. GGs to everyone I played tonight. That feel when you superjump j2C with Mu and get an accidental DP on the game-winning combo, then lose the round.
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I had fun. I just need to read what cards actually do before I start slamming them down lol. Yeah the stream was really hype. Definitely makes me want to travel to other states more. and pick up some Lunchables from Circle K Damn Justin going in. -
Is Magarula + air bomb really that dumb compared to some of the BS Teddie can do? So what if you get caught chicken jumping, you might take 2000 damage at most?
-
Try to be patient and barrier him out of range so you can escape. Ragna often has to commit to unsafe moves to mix you up/continue pressure or have 50 meter for an RC to go about his business. -His new Blood Scythe is + on block but it has 37 frames of startup - more than enough time to 6A him through the startup. 2C can work but I don't recommend it because if you react too late you get Fatal Counter'd in crouching state which leads to sadness. -Gauntlet Hades is annoyingly fast, but if you block the first hit, you can duck and the followup will whiff entirely. So after blocking the first attack you can 2C > j2C > combo through the followup for a free punish. It's still hard to block though, especially online. Most Ragnas will try to use it after they get pushed back, so they can attempt to mix you up with it along with 2D, so being aware of spacing is important. -6D, jD is a common Ragna blockstring to continue pressure. If you IB the jD you can DP out for free, but the real mixup begins when they delay the jD so it whiffs and can block or go for a high/low/throw, so watch out. -Dead Spike is + on block by itself, if they dash cancel it depends on spacing - the farther away Ragna is, the more + he is on the dash cancel. But if they just do a really close Deadspike and dash cancel it, you should definitely disrespect it with a 2A. -In general, IB DP is very strong in this matchup. Here is some advice from C0R back in CSE but it's still relevant: -If you're really not sure or you're low on health and need to get out ASAP, don't neglect Mu's Counter Assault. You just need to really pay attention to their blockstring and try not to use it when they're using moves that can low profile it, which happens a lot more now
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
GGs everyone. I think I'll add Kagura to my list of "never get hit" characters. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Ruben, do you need me to bring a console for tomorrow? Sydri is finally complete. So much artifact. Very combo. Wow. -
Yeah, unless you're going to kill them with Fuuenjin, just end at 6D and do safejumps/meaty to catch roll tech (shoutouts to pulsr's video). You may not get as much meter as using 236D, but better to get some meter to save for mixups/Fuuenjin/whatever and guaranteed oki rather than letting them roll out for free. The next best thing seems to be ending in 6C which will still let you meaty to catch their roll and keep them in the corner, if you can't fit 6D into the combo or used it already. Even if you mess up the timing you can catch them as they roll behind you and combo into Massenga to put them back into the corner and end your combo with 6D to get most of the meter back.
-
[P4AU] Naoto Shirogane - Video Thread (Lazy Update: 6/1/2015)
Zeromus_X replied to ludwig van's topic in Naoto Shirogane
Naoto combo video by Misaka Minato: http://www.youtube.com/watch?v=l7D7etxjkrE Notes: -C Shots looks like it can be used to end a combo in some oki in the corner while removing more fate -Can expend all of your bullets and then combo into 6D shot afterward -Midscreen throw > followup > C shots > Shotgun for easier Fear confirm off a midscreen throw now. Can also do throw > followup > A shots > Silence super or EX Gun super -Double IAD combos still possible off a Fatal starter -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I didn't think my remark about "one player" characters would start a whole conversation. Tao has always been stupid, it's just even more pronounced in this game because of her tuna fish oki. If Kokonoe wasn't as dumb as she is, Tao would definitely be the best character in the game. When's Ougon? -
[P4AU] Naoto Shirogane - Video Thread (Lazy Update: 6/1/2015)
Zeromus_X replied to ludwig van's topic in Naoto Shirogane
11/30/2013 Central Hachiouji pre-tournament casuals Naoto vs Yu Naoto vs Kanji part 1 Naoto vs Kanji cont'd Naoto vs Akihiko Naoto vs Kanji Naoto vs Akihiko Naoto vs Kanji Naoto vs Akihiko part 1 Naoto vs Akihiko cont'd 11/30/2013 Central Hachiouji Singles Tournament Mitsuru vs Naoto Naoto vs Shadow Labrys Yukiko vs Naoto Naoto vs Kanji Mitsuru vs Naoto Mitsuru vs Naoto 11/30/2013 Singles tournament (no sound) Ahiru vs Iguru (Chie) Tahichi (Yukari) vs Ahiru 11/29/2013 GIGAMAC Tournament Yu vs Naoto Naoto vs Kanji Yu vs Naoto 11/28/2013 Gamechariot Naoto vs Teddie 11/30/2013 Kagoshima AML Tournament Naoto vs Chie Aigis vs Naoto -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Ted that character is literally flying around the screen and punishing the other player for trying to play the game by charging into their face. They made it worse this game by giving her oki back so she can just run a train on you as soon as she gets one hit. I'm sure she's difficult to get started with but she sure looks awfully uninteractive at higher levels of play. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
You just love those one-player characters don't you Ted. Well I guess it will be nice to get some offline Tao matchup experience. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
^Hell yeayuh. My stuff for Sydri should come in by then. -
GGs to errol and SKD (surprised to encounter you in the arcade lobby). Time to watch the latest episode of people arguing...and zombies.
-
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Zeromus_X replied to ludwig van's topic in Naoto Shirogane
^I like how they did throw > followup > set trap > final shot all off a throw too. Is it just me or do Naoto's traps do more chip damage now? Or maybe it's just because people are blocking multiple traps more often now. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I wanna know what crackhead at Arcsys decided Aigis's orgia guage should last LONGER. But at least Naoto looks a lot stronger. Edit: I should be able to come down Friday -
D ice car is an option, but kind of a derpy one because they have to commit to doing it to "punish" you in the first place. If you just block the D ice car they get rocked for trying too hard to punish your backdash. But it's definitely worth remembering as an option. I don't think backdashing moderately is really that bad midscreen - Mu has a really good backdash, might as well put it to use until the Jin player shows they'll do something about it. I mean don't just do it 100% of the time but keep them honest with it.
-
It's not just you. I set the connection to search for 1 bar or above only, and it gives me a bunch of 0 bars. I wish NA people played ranked more often - the arcade lobby thing is cute and all but it gets kind of boring. it makes it harder to get salty runbacks
-
2A/5A/DP are good against 6B startup if they're really obvious. And don't be afraid to DP after you block 6B if they just try to reset their pressure with it all day. They can bait it but a lot of Jins just think that move can reset their pressure forever. If they make you block 2D from far away and you're still midscreen, just backdash out. It is +3 but usually they are too far away to really get anything started with it. They have to do a hard call out like just dashing forward afterward to punish it. If they like to continue their pressure by jump cancelling a lot, snatch them out of the sky with airthrow. It's a bit easier to react to them doing so since only his 5C and 2C are jump cancellable on block now. But you have to make sure you react - don't want them to frame trap you with 6D or something into all the damage. Air to air is almost like a mirror match since both chars have similar normals. You can jA or airthrow them out of jB/jC/j2C, and vice versa. I feel more comfortable staying at neutral and try not to challenge things unless the Jin is hellbent on flying around and pressing buttons without purpose.
-
You can add me if you'd like to get some games in later. I main Mu and can derp around with Terumi a bit. GGs to what little of netplay I encountered this morning.
-
[P4AU] Naoto Shirogane - Video Thread (Lazy Update: 6/1/2015)
Zeromus_X replied to ludwig van's topic in Naoto Shirogane
11/28 Tokyo Leisureland Launch Tournament Naoto vs Aigis Naoto vs Yosuke Naoto vs Yukiko Naoto vs Mitsuru SB Critical Shot combos by Kamoihito http://www.youtube.com/watch?v=t4uj5Qt-e98 (cornered) SB Critical Shot > 2B > 5C > 236B~D > 5C > IAD jB > jC > 5C > 236A~Bx5 > SB Critical Shot~Ax5~D (8.4k) Looks like EX Awakening super allows a combo on normal hit and you get up to five shots. -
It's mostly used to establish space on the screen or punish reckless things from fullscreen (similar to Rachel's Tempest dahlia or Tsubaki Banana super). Yata after airdashing and setting steins can be good if the opponent is determined to stay on your ass. You can also end combos into 6C with 2D > Yata for some burst safe damage to close out the round. And if the opponent is low on life it's good to just throw out there because it does decent chip damage. So not something you always want to blow your meter on but it has it's places.