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Zeromus_X

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Everything posted by Zeromus_X

  1. I guess this is the closest it will get to the Berserk fighting game I always wanted. I was gonna say Kagura's design looked kind of cool until I saw the huge ass Kingdom Hearts belt he has on. Hopefully his playstyle is cool cause dat Dragon Slayer.
  2. Was not expecting Kagura to be a dude, but kind of cool that he will be playable. Not too thrilled about past Hazama though, but loltimetravel. Also October release date is dildos, hurray for CSEX side tourney at EVO. =( Carlos I don't think any of us are very, uh, proficient at Chaos Code yet lol, so feel free to mash it out with us if only to figure out how the game mechanics work.
  3. Yeah Ruben, I've already bought the competitor pass. Just let me know when you need the money for the hotel (what is it, $100 each?) and I can get it to you next time there's a meetup. Marq it's all about Cthylla.
  4. Oh yeah, is anyone here interested in Injustice at all? I dunno how well it'll do as a competitive game, but it looks like it could be fun to mess around with at the very least. but mostly I just want to play Harley Quinn
  5. GGs everyone, today was fun. Shout outs to Luke.
  6. GGs Luke. I played Chie, and I liked it. =(
  7. Wait are we seriously saying Noel has better mixup than Mu? I mean I guess Noel's staggers are a little better, but she doesn't have laser or bombs that give her 50/50s, free empty jump mixups, variable frame traps, crossups, and throw reject/throw bait setups. Also (low to the ground) airdash jB > j2C hits people a lot, and from that height, you can actually make j2C safe. They can always DP out of the startup if you overuse it, but at least they can't mash anything after blocking it. Anyway to stay on topic, I wouldn't stay Mu is a bad character to start out with execution-wise. Her combos are pretty easy and her oki setups are pretty simple to do. It can take a while to understand how to use all of her tools and put them together coherently, but she has a high reward for her learning curve. Overagressive rushdown characters will probably give you a problem starting out, so you'll have to learn how to use movement and where to use each of her normals to outpoke the opponent. On the other hand, once you do understand the neutral game, you can beat lower level players for free with neutral alone.
  8. Dun get hit by Litchi's jB gaiz Ruben are you entering the Magic draft thing at Hazem's on Saturday?
  9. Regarding chain grapple, you can just DP the hookshot for free, even the EX one. I find once you learn how to deal with mindless jB (evade, DP, or airthrow), Labrys actually has a pretty sad time against Naoto from fullscreen. And yeah, don't respect her DP, it's even worse as a reversal than ours lol. If you find that you can't jump cancel a 5A or whatever in time, cancel into DP instead like blackstar mentioned.
  10. About C trap oki: Make sure you're doing it in the corner; trap oki won't work midscreen because you can't run up and set the trap in time before they can hit you. I like to do Sweep > 5D oki, or 5AAA > safejump setups midscreen instead. After ending your corner combo with 236A, make sure to hold D to cancel aim as soon as possible, then set the C trap. Since the first hit Narukami's DP is air unblockable, C trap > jump won't work to bait his DP, but C trap > backdash or IAD backwards will work. After they start respecting this, then you can start using meaty 5A to force them to block or get combo'd by the trap if they mash or try to roll, then start doing actual mixups with the C trap explosion. You can also mix it up with D trap > meaty throw oki to really blow up rolls, since you can throw them before the D trap explodes. As for the neutral game, I always like to set at least a C trap on ground level in front of me as soon as I can get to fullscreen distance. I like to camp behind it and see how the Narukami player reacts to it first. C trap on ground level eats slide for free, so if they think that's a good option they can eat a CH trap combo into the corner. Some Narukamis like to use Zio when they see you setting up fullscreen instead. I usually IB it first to see if they'll adjust their position or just fire out more Zios in an attempt to "zone". If they keep firing, DP them and break a free Persona card every time, or A shot through it. Sometimes less is more with traps and gunshots, I try to only fire when I know I'm safe fullscreen, and only set 1 C trap and enough D traps to make them cautious from approaching on ground. EDIT: About punishing slide on block, dash 5A should work. Autocombo or 5AA > 5C > 236B... to punish. Once the Narukami player starts trying to approach from the air, you'll probably have to deal with B Raging Lion. B Lion is annoying (WHY is it +3 on block?), but if they really think they can just get in through the air for free with this move, anti-air it with DP for their troubles. If it's hard to react to, or they're using it more intelligently, try running under them or rolling instead. I find most of the lower level Narukami players will get frustrated when they can't just do whatever they want to get in, and you can pretty much get free wins with good movement and punishing their unsafe maneuvers. Higher level Narukamis however, will use movement of their own and understand how much they can bully you with their normals. At this point you have to interact with them more, know how to move, and really have to know what buttons to press at the right time. Baiting 2B is pretty much a requirement for the matchup, as well as properly spaced 5B or sweep. Just try to keep the neutral game as long as you can; remember, if you have the life lead, there's no need to commit to anything, so just play it lame and build meter. Defense in this matchup isn't very fun. When blocking against Narukami, I usually block low, and watch for highs, while looking out for a couple things: -Sweep (blocked) > raw 5D. Punish them every time for not confirming properly into sweep. IAD jAAA > mash A combo will deal about 1k and build ~30 meter. You can also react with dash 5AAA... but if you don't react quick enough, you may get CH so I prefer IADing to punish. -Wakeup crossups. This might be a netplay-only problem, but a lot of Narukamis will attempt to cross you up on wakeup to bait our DP. Yomi airthrow them to really fuck with their head until they learn how to safejump properly. -214A usage. 214A is an overhead that's often used as a throw bait, or simply to continue pressure with 5DD. 214A is difficult to punish on normal block, but a lot of Narukamis just assume you'll continue blocking after it, or don't confirm whether you get hit by it or not. If you normal block, mash DP if they try to reset their pressure afterwards, until they start baiting it. If you IB, 5A to get out of there. 214B and 214AB are all plus unfortunately, so you pretty much have to accept it if you block them. -5DD. The followup to 5D is very important for Narukami's pressure. It makes a lot of his stuff safe and covers him while he can do crossups, empty-jump mixups, or simply reset his pressure. However, it's also the visual cue that a mixup is coming, and taking note of when they use it can make it much easier to react to his mixup. Izanagi isn't Ada, he provides cover, but doesn't actually hit high or low, so only focus on Narukami after you see them use 5DD. If you get hit by his mixup, try not to panic. Be patient and try to save your resources. Even if he combos you, he still has to go back into oki at least 1-2 more times before they can go for the kill. In this time, you're still building meter or burst from their combo, so just try to hold off as long as you can. The minimum resources you need to safely escape pressure is 50 meter and a Burst, so you can Counter Assault + One More Burst, which will always work if Izanagi is still active. If you have 100 meter, CA + OMC will work, and in Awakening, wakeup Raid + OMB is a guaranteed way to kick Izanagi in the face (also sometimes the Yu player will get hit by the OMB for a combo which is hilarious). Hopefully this all makes sense, I just kind of garbled out my thoughts on the matchup since I've been playing my friend's Narukami lately. If you have a cool head and focus on the neutral game this matchup doesn't seem so bad on paper. I definitely have more fun against Narukami than against Teddie at any rate. Unfortunately most of my experience against Narukami is on netplay since we only have 1 person who plays him decently in my scene.
  11. GGs guys. Nice to play games with everyone again. Also when Ryan dropped his stick I think he channeled the Ripple because now my knee is melting.
  12. Unlimited Moo: http://www.youtube.com/watch?v=no2Gkwcx0xc -Habaya back to CS2/X speed -One of the steins fires off a spread shot -Habakiri and Omoikane always OD versions -"Soul Satellite" Distortion where four Habaya encircle Mu (YES) -Crush Trigger is much bigger, can use without meter? -Ikutachi has additional animation, looks like EX Ky's flipkick
  13. So I can't remember who originally posted these, but I swear they were on here before. Corner meter gain combos using 5AAA: Throw© > 5C > 236B~D > step back 5AAA (2123 dmg, 31 MG) 5B > 5C > 236B~D > step back 5AAA > 5AA > 5C > 236A~D (2926 dmg, 36 MG) 5AA > 5C > 236B~D > step back 5AAA > 5AA > 236A~D (2329 dmg, 34 MG) 214D/214C hit > (dash) 5C > 236B~D > step back 5AAA > 5AA > 236A~D (3291 dmg, 35 MG) AoA~D (FC) > 5B > 5C > 236B~D > step back 5AAA (1682 dmg, 42 MG) The trick is to hold back for a second during the 236B~D cancel to step back just a bit (you won't really visually see Naoto move back). This way, when you attempt the 5AA > 236A, the opponent won't wallbounce out of the corner. Some starters have too much proration to finish with A fangs, so you have to settle for 5AAA and allow them to air tech instead. You can do some silly gimmicks with these enders like crossing under their air tech. Or set a C trap, then jump forward and air turn for corner trap crossups, then run back behind them to combo them back into the corner (lolol). But yeah, I really like to use these combos when I get the opponent to the corner, but don't have enough meter to really make my next mixup threatening. Mudoon combos (non-SMP) A lot of Naotos tend to neglect her non-SMP Mudoon combos. I think these are worth a mention off good starters in the corner. Sometimes you'll hit the opponent near the corner with a close 5B punish, or 5B air hit, then go into 5C > B fangs out of habit. Well if you have at least 25 meter to start with, you can still go into a regular 5k Mudoon combo instead of the IAD BnB: 5B > 5C > 236B~D > (dash) 5C > 214A > C shots > Mudoon > 214C > 236A~D(trap hits) > 214D > 236A~D (trap hits) > 2[C] > 5C > 236A~D (5.3k, need 25 meter to start) It's not SMP, but only needing 25 meter for 5.3k is still pretty damn good all things considered. Only hard part is the C trap set, which has to be as fast as possible so you can 236A the opponent into it for the bounce (otherwise you hit them as they fall into it, and can't set a D trap fast enough). Otherwise, if you grasp Naoto's SMP combo theory pretty well, this is simple enough. You can also do this combo off of trap hits and 5AA > 5C starter, omitting the C trap hit part for C trap starter. It's also flexible that you can omit the shots if you have enough meter, or omit the C trap part if the timing is too awkward, and still get like 5k.
  14. You can activate Yosuke's DP with a rising jA on wakeup, making the attack part of the R-Action whiff and punish on the way down. At least that's how it works with Naoto's rising jA > jC, I'm sure other chars can do something similar. I MEAN how bout that Platinum gaiz.
  15. I would totally be down for a Naoto guide, I'd love to help out as well. I think it would be especially helpful for Naoto, who people might be interested in playing, but get kind of intimidated by the lists full of combos and whatnot (grim matchup section notwithstanding).
  16. Midscreen, on grounded opponents, the IAD combos only work on the characters you listed (and even then it's kind of a bitch on everyone except Yosuke). But yeah, disregard this if you're 3/4s of the screen toward the corner.
  17. I guess SoD is a ghetto frame trap/combo filler only move now. =( I am sad, but at least 214D is all classy now.
  18. It's all about http://www.youtube.com/watch?v=jYghuS-WN2I
  19. Now I'm bear-y disappointed. I already promised my boss I would help with something work-related on Friday evening. Oh well, I'll see some of you guys on Sunday hopefully.
  20. Nice list Diarmud, practicing those now. EDIT: For anyone practicing the 25 meter > OMB combos, or really any of the combos with 236A~B(1) > OMB, I find that doing 236A~B(3) and then a OMB is a lot easier to time without sacrificing damage. 5AA 5B sweep 236A~B(3) OMB 2[C] 5C 236A+B 236BxN still does 6k at any rate. Btw, the Naoto in Arc Revo qualifiers used a sweet burst-safe SMP setup against a Shlabrys: www.youtube.com/watch?v=g2QRuOmElDst=12m35s There were some Silence Shot + OMB combos listed earlier in the thread, but to reiterate, tweaking the combo used in a vid a bit is a touch of death on the whole cast: 5AA > 5C > 236A+B > Mudoon > 214D > 236236A (first couple hits only) > OMB > dash 5C > 236A~D (214d hit) > 2[C]> 5B > 5C > 236B~D... (Death) Will kill everyone, but if Kanji is at full health, need to use C shots after the last rep of 236B to make that 10.5k. Also, the silence status effect will actually wear off around 6.5k damage, but at the point in the round where you have 125 meter and a Burst, that will probably be enough damage to run it back anyway.
  21. Same here (+R pls), but how about Saturday? Btw anyone know what happened with Cheyne? It looks like he deactivated his Facebook account again and I kind of want my zboz back.
  22. Really good green Naoto named Kosaka Mei in Arc Revo Qualifiers: www.youtube.com/watch?v=g2QRuOmElDst=5m47s vs MEN www.youtube.com/watch?v=g2QRuOmElDst11m04s vs Sazanami www.youtube.com/watch?v=g2QRuOmElDst=13m29s vs Hama www.youtube.com/watch?v=hMRUxYrswGMt=2m58s vs Dobi www.youtube.com/watch?v=hMRUxYrswGMt=8m59s vs Imori www.youtube.com/watch?v=hMRUxYrswGMt=11m37s vs Dobi
  23. http://www.youtube.com/watch?v=ENvKb2_pl8E Cool combo video, lots of reset shenanigans and sexy IAD combos.
  24. I can't believe I haven't seen this yet, but great match. The jumping back also baits out DPs, which Denpa called out a couple times as well. I also like how Denpa baited an anti-air using 214D. Great stuff, I'll have to practice this.
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