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Zeromus_X

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Everything posted by Zeromus_X

  1. I'm just gonna play Ky cause I'm boring like that. But I'm kinda hype to play May for some reason. Dat Ensenga knockdown anywhere I guess. Oh yeah, and good luck to Ryan at NEC. Hope to see you wreck people on stream.
  2. GGs to all. Thanks to Ryan for hosting the event as always. Hopefully next month's will have more of a turnout.
  3. ENG Axl is too good. But I'll probably stick with the JP voices; the nostalgia too strong.
  4. Are we remembering the same Extend here? I remember that game being quite the kusoge. Valk/Rags/Mu/Haku stupid damage off everything, Arakune unreactable crossups into death or guard break setup etc. Guard primers in general were awful in that game; you lost them for defensive bursting or guard cancelling, so it felt like you were being punished for trying to use your defensive options. I found CS2 much more balanced, and fun except when you were playing against Noel or Makoto But oh well, opinions.
  5. Put me down for either the 29th or 30th. Ruben, I shall join you on (this) Sunday.
  6. Glad that they're making AoAs more of a viable mixup option now. Will probably be even more unbearable online, but that's netplay.
  7. Sounds like buffs overall. Traps taking away 3/4 fate on raw hit sounds great. Changes to bullets sound weird; I'll have to see them in action. And Ichi, I was referring to Shadow version autocombo. I'm sure regular Naoto's dial A will be fine.
  8. On that note, the autocombo change could be a small hit for S. Naoto. Apparently you need to complete the A sequence to get 30 meter, if I'm understanding the changes correctly. So no more Safejump + 30 meter for free. But, the safejump is so nice it'll probably be the best option midscreen anyway.
  9. The change to final C bullet is interesting. Hopefully it doesn't mess with any combo enders. D Blight change could be nice. Maybe we could get some meterless poison combos without FC or Berserk. 2C change could help our pressure a lot, when mixed up with the charged version. More options are always nice.
  10. For a visual cue, I try to press D when the "sound effects" stop appearing from the smoke, usually after mashing A+B about 6-8 times. But yeah, it's really best to just get it down into muscle memory.
  11. Tentarafoo is definitely something to watch out for. I usually just try to look out for it and block, but if you can actually react to it, Awakening super is a funny punish when it's available. Oh yeah, and the throw/fuzzy jump OS is really great to know when you're on defense against Mitsuru. It's good to know in general, but especially so against Mitsuru, who relies so much on throw/throw bait mixup. If the Mitsuru player is aware you're using it, they can punish it hard with a 2B, but you'll probably get free wins with it against the average netplay Mitsuru.
  12. Sooo is UAT still happening tomorrow or no?
  13. In my experience, derping your way in with 5B/j5B is pretty effective against Naoto. She can't sweep it and it usually beats or trades with her 5B. But yeah, it really sucks for you once she gets in. You can be fuzzied and silence + fear can pretty much spell out the end of the round. Power Slash is a good reversal for margaret if you have meter to back it up. It's too fast for Naoto to safejump afaik. Margaret's DP is terrible, but fine to blow up obvious charged 2Cs and the like. AoA is good to react to her drawing her gun or using 4D (the slow butterfly). If she uses 5D (faster butterfly) or cancels the gun stance she can block in time though, so be aware. Take note of any air traps Naoto may have placed as well. Still, it's an option Naoto has to respect and watch out for when trying to zone you. While Naoto can reflect spears, I believe you can block the countershot after any version. It may hit you trying to jump or do something else after the spear though. I say just block and let Naoto spend the blue health. Sweep is pretty good for Margaret to just throw out at fullscreen. It's pretty fast, can catch Naoto shooting or using 4/5D, and can clear any ground traps that are exposed. Just don't overuse it as it is a prime opportunity for Naoto to fly in with jC. When you're in the air, j2C/j2D? (Ardha fire/ice attack) is pretty good to control airspace. Naoto can Blight it, but if she doesn't do it early enough it'll clash with the fireball and she'll lose a precious Persona card. Her Awakening super is something to be aware of. It can catch you throwing spears on reaction, and OMB into a full combo for 5-6k. S.Naoto can use this super at any time, but she's more inclined to conserve her meter.
  14. I think if they do the OS properly they never leave crouching blockstun so staggers don't work against it iirc. I'm still a bit fuzzy (har har) on the details though.
  15. Yeah, if they space jC right you're better off just DP'ing or rolling through it instead.
  16. So what are Naoto's options vs the throw/fuzzy jump OS? I guess jump back jC? Only played against a couple players who actually do the OS, but it is a bit discouraging to play against without knowing options against it.
  17. Diarmuid, do you have any notations for the S. Naoto combos? Trying to get some of them down, but confused on where exactly to trap cancel or if stuff needs to be delayed, etc. I've settled on easier versions for now, but I'd really like to get them down so I can optimize my S. Naoto.
  18. That guy looks pretty cool. But yeah, #whensbridget
  19. GGs to everyone yesterday. Rooby, when you gonna host again?
  20. One thing that's probably essential to know in this matchup is that the same fuzzy guard that works on Narukami also works on Margaret because she's so tall - it even works midscreen! Apparently Denpa was really blowing Taihichi up with it in a recent Mixup Night. You can actually do low jC (blocked) > 9jA mash, falling jC and repeat, and actually get Guard Bonus. S. Naoto can really capitalize off this with rising jA > Berserk > etc., but regular Naoto will have to spend a burst on jA > j236A(1) > OMB > 2[C] > 5C > IAD > jA > jC > 5C > 236B > etc. Without Berserk or OMB, you can only really get a sweep > 236A knockdown. But regardless, you can put Margaret into safe, repeatable 50/50 mixup with jA and 2A once you knock her down, and just generally make her life miserable. So, once Naoto gets in, it's nice, but getting there is the hard part. Her 5A and 5B are pretty hard to deal with in neutral. Sweep can beat her 5A, but 5B moves her forward and bodies sweep, letting her get a CH combo, or reverse beat into 5A to get in and start her pressure.. Shots aren't very good but I try to use them every now and then to keep Margaret honest at fullscreen. Awakening super is good to react to her throwing spears or sweeping fullscreen. IAD jC seems pretty decent to flail at her with sometimes, since she doesn't have the best tools to deal with disjointed hitboxes. I'll have to try and play with Rath some more before giving a halfway informed opinion though.
  21. You have to slightly delay the 5C after Blight. 5C has to hit near the top of the opponent's sprite, while Hikuna is already out. With SB Blight the timing is a bit earlier, but more lenient as the opponent is already at about the proper height afterwards. Doing a microdash 5C can help with the timing, as well as help you get close enough to do the IAD stuff afterwards. Oh yeah, and the blight combos are FC-only, so make sure to set Fatal Counter on in training mode when you practice them.
  22. 10/25/2014 NIsshi Nippori 2on2 http://www.youtube.com/watch?v=0dGgxwjweFw&t=16m45s Elive vs Yamachi (Platinum) http://www.youtube.com/watch?v=fMq3v0-63YQ&t=9m27s Elive vs Bea (Tager) 10/25/2014 Nishi Nippori Post Tournament Red vs White http://www.youtube.com/watch?v=P6C-wO6TUi8&t=10m49s Elive vs NT (Celica)
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