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Zeromus_X

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Everything posted by Zeromus_X

  1. Watch out comboing into 236A on Teddie. If you aren't close enough, the 236A won't combo because of Teddie's stupid hitbox. I've just started to do regular sweep oki or Autocombo safejumps on him. I never thought about doing a meaty 2[C] after 236A~D, I'll have to start trying that out. On the subject of setups there are a few I've been working on recently: Sweep > 214D: This isn't a great setup for gaining an advantage, but at the same time, it also has the least commitment. The trap will devour rolls which people are oft to do against Naoto's midscreen oki, and you can still attempt a midrange pressure game or charge a 2[C]. If you cross them up, you can push them back into the trap for continued pressure. It's also decent in the corner because you can charge a 2[C] and still be safe from most reversals, while catching them trying to up-back or press buttons. (midscreen) 66 7jA+C, airdash jB: I've been using this after seeing Labrys players, among others, use it in videos. Any character can do this, but it works wonders with Naoto because of her speed. On their wakeup, dash, jump back, air turn, then airdash backwards over them. If you time it right, you'll make most of the DPs in the game go in the wrong direction, whiffing entirely and preventing a super-cancel. It will also CH any jump back airthrow attempts, again, if timed properly. Also doubles as a throw bait and quick cross up off of jump-cancellable moves in your blockstrings. Re: Neutral, I also agree that it's the most important aspect of playing Naoto. I've been reading some stuff about Ky in GG, and this post got my attention: I really like the idea of a "Negative" play-style and think it applies to Naoto quite well. As soon as I stopped trying to challenge other characters' normals and started focusing more on movement, and not commiting to setting a bunch of traps at once, my success with Naoto started to increase. I recommend reading the whole thread even if you don't play Ky or GG since it offers some interesting tips about playing fighting games in general.
  2. I sent you my info Ryan. Also GGs everyone yesterday. So nice to see Justin and Chris again; AZ Dustloop Reunion lol. Chris, our FT10 was pretty hype, we have to do it again sometime.
  3. Oh wow, I totally meant to type jB there lol. Sorry guys, derp moment.
  4. As long as it's not Team Clint. And I'm sure Brian or I would be able to teach you Ryan. Magic is just basic math honestly, I'm sure you'll pick it up in no time.
  5. Oh cool I didn't know you could actually combo off of a short hop. The timing for the 5AA link isn't too hard after some practice. I will have to incorporate that into my game. On the subject of jD, I was messing around with it earlier and you can actually get a full combo off a lowest possible jD. EX: IAD back jD, land 5D, IAD jA, jC, 5C, 236B~D, 5C, 236A~D, etc. Could be useful to get people to respect your IAD strings, IAD'ing back to neutral after like a 5C or something, or maybe attempt a jD CH throw bait. EDIT: It seems like microdashing before the short hop helps make the 5AA timing more lenient. Also, SMP off of short hop setup: 50 meter: 2A+C jA, jB , jD, land 5AA, 5C, Mudoon, 214D, 236A~B(1)~D, 236B~Dx11, 236A~D (7.2k)...or end with 236B~Dx11, 236B~Cx5 for 7.7k. 25 meter and OMB: 2A+C jB, jD, land 5AA, 236A~B(1) > OMB, 2[C], 2B, 236A+B, 236B~D xN (7.2k, 7.7k with C-shots) Also it's important to note that all of these short hop combos work on crouching opponents only, so make sure the dummy is set to Crouch while practicing. EDIT: Wow, forgot to put the 2 for short hop and jB instead of jA. I am the notation master.
  6. Ggs Sylo_Kassidy, bace, and raptor
  7. So what time are games starting tonight Ruben? Are we going to Spinato's again this time?
  8. Sorry Ruben, my summer classes just started this week, so no more Modern for me until like August lol. =( Ryan, if you end up going to Haz's on Saturday, let me know if I can get a ride.
  9. Oh man I totally forgot about that! I'll even raise the stakes this time. I'll wager my soul $20.
  10. Isn't Marvin not coming to the first one because of work? At least that's what I remember reading on Facebook, I could be wrong. At any rate, I am totally down for games at Ruben's on Saturday.
  11. 5B CH > 2D > 66 5B > 5C > jC > JC jBB > j8D > land 236B > 236B > 214C > 236236D does like 5.4k anywhere on the screen and is braindead easy. If you have less than 30 meter, just end with dash 5A+B after the j8D for oki.
  12. GGs Argent Zero. I think my Xbox is on its last legs, because it just froze again lol. I need to get a new one with an actual HDMI port anyway.
  13. Thanks Jimmy. UFGT9 Persona top 8 archive around 3:00:00: http://www.twitch.tv/vgbootcamp/b/408623896 BananaKen is fucking insane.
  14. GGs again Marq. You should try to make it the next time Ruben hosts on a Saturday. I would love to play Arcana but I just can't wrap my head around the neutral game. Hopefully Love Max comes out on PS3 and gives it another chance in NA because it really is a fun game.
  15. Lord Knight and Bananaken are both in Winner's, Kurumster is in losers. I wonder how Marvin would fare against LK who also plays Teddie. http://www.eventhubs.com/news/2013/may/24/ultimate-fighting-game-tournament-9-live-stream-featuring-chrisg-tom-brady-kaneblueriver-air-latif-and-more/
  16. Landing 5C in the IAD combos is height dependent on when it will combo. It's hard to say for sure what exactly you should be doing without a video example, but here are some tips to keep in mind: -Make sure to get the dash far enough after cancelling the 236B. Sometimes if you don't dash far enough, you won't get at the right height. -Delay the jB after the IAD, but not so much that your jC won't come out. You can also replace jB with jA for easier timing and similar damage. -With the combo you listed in particular, 236B~D, dash 5C won't connect on grounded opponents midscreen, outside of a couple characters and isn't very practical. It will however, work on airborne opponents due to extra hitstun. Try practicing 5B >5C >236B~D >dash 5C >IAD delay jA > jC >5C > 236A~D with the training dummy on Jump. Also practice 214D (hit) dash 5C > IAD delay jA > jC > 5C > 236B~D > dash 5C > IAD > jA > jC > 5C > 236A~D as well as 214C (hit) > 5C > 236B~D > dash 5C > IAD > jA > jC > 5C > 236A~D To get the hang of the timing for IAD combos.
  17. GGs again Luke. I wish we had such lulzy matches offline. EX black spot absorbing EX aim, and B hook going straight through Chie's instant kill were hilarious, among other things.
  18. GGs to you too. Your Kanji is terrifying.
  19. GGs JacopeX and whoever else I played
  20. Zeromus_X (Neo Zeromus X) AZ, West Coast Naoto
  21. Ruben's not hosting this weekend because of Comicon, but get better soon. Also belated GGs to Ted yesterday.
  22. I think it's dumb that she can use her OD as a reversal; I've never seen it used that way before. Abarenja was kind of slamming DP though for a bit there.
  23. Arc Revo Top 8: https://www.youtube.com/watch?v=12thhfjnrDY#t=8m23s Zekuso vs Abarenja https://www.youtube.com/watch?v=dLgO8t0iusQ#t=1m16s Galileo vs Abarenja
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