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Everything posted by Zeromus_X
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
"dude my yukiko is so sweeet" *switches to Chie* "Yeah ok Ray" -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Zeromus_X replied to ludwig van's topic in Archives
I pretty much use 5d after any autocombo ender or whenever the opponent hesitates to approach in neutral. Looks stylish to combo into it, can give you a free way in depending on spacing, and a raw hit into Mudoon SMP loop kills every character. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Zeromus_X replied to ludwig van's topic in Archives
For 5AAA, just practice the timing of when you can dash/jump after it recovers. You can get killer safejumps with jA/jC with it. Trap oki is harder, and it really is a matter of how much you mix it up and how much the opponent respects you. One thing that really helped me start making people respect it more was throwing them right after the D trap which I saw in Bond's tutorial vid. This stops rolls and keeps them honest in blocking, but obviously loses to DP. Basically, just mix up your crossups, throws, quick escape crossovers, and meaty attacks to keep them respectful, but don't be surprised when people DP out because Naoto just doesn't have the "you gun block now" oki like Yu, Chie, or Yukiko. On the positive side, getting hit by a meaty trap is much more rewarding (potentially ToD'ing a char depending on resources) than the crazy pressure characters who still have to reset you a few more times. -
GGs to Eiyu. I would have played more but I have to get up early tomorrow.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Fixed link. Also I guess "burst-safe" was inaccurate, but I loved how you can input 236B again to get a shotgun super to go through a burst on reaction. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Maybe Noel, Tsubaki, Ragna, or Rachel. Or maybe do what Ray said and play Litchi since she is probably the closest playstyle to Mu but more execution. Lol Naoto burst-safe SMP combo:http://www.youtube.com/watch?v=UuDmpnZjB3s&feature=player_embedded edit: fix'd -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
He basically said " Mu and Lambda are gone, but we should check out story mode when console releases." Just Mori trolling like usual. It would be stupid if they were console only because then they wouldn't be balanced for competitive play. -
What do you guys do against Magarudyne? I've seen Liz players just...use it to approach and then do a 5.9k combo on me, and it seems safe on block, pretty gay.
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Reaction counter seems like a good tool in this matchup. Makes the Yukiko not autopilot fans and you can even counter her flame supers (even after Fire Break) for a counter shot.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Amazing avatar Tommy. -
^Naoto's counter is actually pretty poor. It's completely free to oki crossups (the counter shot can never hit behind Naoto, and the Naoto player has to actually input a button to counter, letting you easily react to it) and most characters can safe jump with 5A/jA (catch) > jump cancel > block. Once you start to bait it while continuing pressure the Naoto will really have to commit to using it as a reversal. You can destroy the traps with your own attacks, which for Mitsuru means like half a screen away from them. Just pay attention to where Naoto sets them and don't blindly rush into them. As for her EX gun stance, it is actually vulnerable at the startup. A throw or proper meaty attack will beat it. Only the part where she passes through you is invincible. This matchup should be relatively free for Mitsuru imo; if Naoto wins the Mitsuru player just got outplayed. Just record Naoto's reversal options in training mode and practice how to beat them and the matchup should go much more in your favor.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Zeromus_X replied to ludwig van's topic in Archives
214C ender is something I need to use more. I believe I saw Bond do something like "...5c ja ja jb JC ja jb jc 214c" air combo ender to set up the trap at the perfect height where the opponent will air tech into it. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Zeromus_X replied to ludwig van's topic in Archives
Hamaon can be useful if you use it properly. The advantage of Hamaon is that it forces the opponent to block Naoto's mixup. If you have 100 meter, it can be worth doing an ambiguous empty-jump or airdash mixup into a SMP combo (AoA SMP or 2A > 5AA > 5C > 2C > SMP, jAA > 5AA > 5C > 2C > SMP, etc) if you'll get the kill. And obviously, if they have 0 fate counters it's really scary because the mixup will mean death no matter what you hit with, as long as you're quick enough. Sometimes you can get away with a blockstring into Hamaon, but it does have a very vulnerable startup so probably the only safe way to use it like that is with 2[C] > Hamaon. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I'm good with ranbats at whatever location, but I think it was really cool of Haz to start hosting P4A so I'm not sure how to feel about "segregating" the community for the game with separate ranbats on the same day. -
3cc meterless followups, pretty hype. Tsubaki's new voice clips sound so serious, not sure if want.
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Why not just do 5AA > 5B > 2C > Mudoon > 214D > sweep > 236A~D > 2[C] > 5C > loop x10? Pretty sure it works on Teddie. Btw, this matchup is gay, pretty sure it's in Teddie's favor. -5B is completely safe, shuts down all of Naoto's pokes, and leads to dumb damage on CH/corner. -jA is hard to challenge; sometimes jB and airthrow will work but there is a reason every Teddie "just does" this move -Fucking EX Teddievision instantly shuts down zoning as soon as Teddie gets 25 meter. The TVs pop up wherever you are, become active all the way up to superjump height before falling back down, and the teleport followup is really fast (although it can be punished). Zoning Teddie is hard, but just bum rushing him isn't very smart. Have to be very patient and mobile. Teddie's mixup isn't that stellar (jA is not an overhead) but he can stay on you for a while and his dumb setups with status effects are problematic. If anyone has any dirt on this matchup please share because I feel like Teddie can just totally disrespect Naoto.
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Xie's Laboratory - P4A Gameplay Video Q&A Thread
Zeromus_X replied to Xie's topic in P4:Arena Gameplay
I think Labrys (and Shlabrys?) R-Action armor doesn't kick in frame 1, don't quote me on that though. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
A lot of SoCalers couldn't come because the original schedule was inconvenient for them (until it got delayed by six hours...). Shoutouts to Ruben for driving us and GGs to Dave, Stayfree, and others. Good shit to Bond for taking P4A and repping Naoto. Edit: Oh hey, GGACR release slated for October: http://andriasang.com/con29x/guilty_gear_home_version/ -
So I was browsing Mayonaka Midnight's Naoto forums and found a great post that linked to some vids on Nicovideo that had setups/punishes vs Yu, Yosuke, and Chie R-Actions. Obviously, there was the standard SMP stuff, but some other cool things like ground 5C CH > 2[C] > dash to continue the combo without meter. Safe jump setup vs Yu DP 5AAA or 5AAAA~D > IAD > low jC > (block). You can dash under him while he uppercuts to avoid a Ziodyne Super Cancel, and get a air 5C CH midscreen, or 236B~D FC near the corner. Youtube: http://www.youtube.com/watch?v=WxQ4sbfyMWg&feature=plcp Punishes: *236B~D FC > 5C > 2[C] > 5B > 5C > 2[C] > 2B > (delay?) 5C > 2[C] > 5C > IAD > jB > jC > 5C > IAD > jA > jC > 5C > 236A~D (4.9k) [This is a good universal, meterless, 236B~D FC punish in the corner for nearly 5k. Looks cool and pretty simple to do. If you want to use it in the middle of the screen, use 236B > OMB > dash 5C > [2C] > etc. Practice this!] near corner air CH 5C > IAD jA > jC > dash 5C > IAD > jA > jC > dash 5C > 236A~D (3.3k) midscreen air 2[C] CH > 5C > IAD jA > jC > dash 5C > IAD > jA > jC > dash 5C > 236A~D (3.5k) (midscreen to corner) air 2[C] CH > 5C > IAD jA > jC > dash 5C > 236B > Mudoon > 214C > 236A~D > 214D > 236A~D > backup 2[C] > 5C > IAD jA > jC > 5C > 236A~D (5.8k, 50% meter) (midscreen to corner) 236B FC > 214AB > C Shots > Mudoon > 214C > 236A~D > D trap > 236A~D > 5B > 5C > 2[C] > 2B > 5C > 2[C] > 5C > IAD > jB > jC > 5C > IAD > jA > jC > 5C > 236A~D (7.8k, 75% meter) (Naoto in corner) 5C air CH > OMB > dashunder 5C > 236B > Mudoon > 214C > 236A~D (214C hits)> 214D > 236A~D (214D hits) > backup 2[C] > ...? (cuts out, but can probably do an IAD combo ender for 5kish, 50% meter and a burst) (Naoto in corner) 5C air CH > Hamaon > dash under > 236B > Mudoon > 214C > 236A~D (214C hits)> 214D > 236A~D (214D hits) > backup 2[C] > 5C > IAD > jA > jC > 5C > 236A~D (5k, 100% meter) [lol Hamaon in a combo] Safejump setup vs Yosuke parry: Youtube: http://www.youtube.com/watch?v=XGJmGrDi5-c&feature=plcp Rising jA (whiff) > jC (whiff) to make the parry whiff, and punish the recovery with 5C or dashing 5B. Punishes: 5B > 5C > 236B~D > dash 5C > IAD > jA > jC > 5C > 236A~D OR ...236B~C shots 5B > 5C > 236B~D > dash 5C > IAD > jA > jC > 5C > jB > jC > djB > jC > 236236A OR ...236B~A shots > 236236A (corner to corner) 5B > 5C > 236B~D > dash 5C > IAD > jA > jC > 236AB > Mudoon > dash to corner > 214D > 2A? > 2B > [236A~D > 214D]x9 (7.6k) ground 5C CH > 2[C] > dash 5A > 5B > 5C > sweep > 236A~D (2.1k) ground 5C CH > 2[C] > dash 5B > 5C > IAD > jA > jA > jB > dash 5A > 5C > 236B~C shots (3186 meterless!) [Now this is a stylish combo, similar to Yukiko's ground IAD combos where the opponent has to be spaced properly. Can't say no to almost 3.2k meterless!] (Naoto is cornered) 5C CH > 214AB > A shots > Mudoon > D trap > 2A > 5A > 236A~D > backup 2[C] > dash 2B > [236B~D]x12 (8.1k, 75% meter) 5B > 5C > 236B~D > dash 5C > IAD jA > jC > 5C > 236AB~D > 5C > 236A~D (3.5k, 25% meter) 5B > 5C > 236B~D > dash 5C > IAD jA > jC > 5C > 214A~C shots > Mudoon > 214D > 2A > 2B > [236A~D > 214D]x7 (~6k, 50% meter) 5B > sweep > 236AB > Mudoon > dash up 214D > 2B > 236A~D > 214C > 214A~B shot (once, trap hits) ~D cancel > 5C > [236B~D]x7 (8.5k+, uses 75% meter) 5C CH > 2[C] > dash 5A > 5C > 236B~D > dash 5C > IAD > jA > jC > dash 5C > 236A~D (3.1k) 5B > 2B > 2C > Mudoon > 214D > sweep > 236A~D > 214C > 214A~B shot (once, trap hits) ~D cancel > 5C > [236B~D]x11 (8.5k+, 50% meter) Setup vs Chie counter: http://www.youtube.com/watch?v=460dzO-mCU4&feature=plcp You can get caught by the counter and still jump cancel. So 5A (catch) > JC to block the dragon kick and punish. However, if they have meter for Agneyastra, they'll push you away safely. So, you can make the dragon kick whiff with 5A(catch) > neutral jump cancel midscreen or forward jump cancel if you're in the corner to prevent a Super Cancel. Punishes: 5B > 5C > 236B~C shots (2.4k) 5B > 5C > 236B~D > dash 5C > IAD jA > jC > 5C > 236A~D (2.8k) (Naoto in corner) 5B > 2B > 2C > Mudoon > 214D > sweep > 236A~D > 214C > 214A~B shot (once, trap hits) ~D cancel > 5C > [236B~D]x11 (9.6k+, 50% meter, ToD?) (midscreen to corner) 5B > 5C > 236B~D > dash 5C > 214A~C shots > Mudoon > 214D > 2B > 5C > IAD > jA > jC > 5C > [236A~D (214D hits) > 214D]x6 (6.6k, 50 meter) (midscreen to corner) 5B > sweep > 236AB > Mudoon > dash up 214D > 2B > 236A~D > 214C > 214A~B shot (once, trap hits) ~D cancel > 5C > [236B~D]x7 (death?, uses 75% meter) (corner to corner) 5B > 5C > 236B~D > 214AB > C shots > Mudoon > dash up 214D > 2B > 5C > IAD > jA > jC > 5C > [236A~D (214D hits) > 214D]x6 (4.2k, 75%) (corner to corner) 5B > sweep > 236AB > 214AB~A shots > Mudoon > dash up 214D > 2B > 236A~D > 5C > [236B~D]x10 (4.7k, 100% meter) If anyone spots any mistakes in these combo notations, feel free to point them out since a lot of the stuff was hard for me to see (I had to download the videos from nicovideo to rewind them properly, lowering the video quality). Edit: Added YouTube links thanks to novriltataki
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I'LL KILLLL YOUUUUU -
The battle of retribution DECIDE THE DESTINY Kind of a silly matchup, Naoto has a bit of trouble AA'ing her own jA and jC. You can B+D > 6X gunshot happy Naotos from fullscreen.
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Slide is annoying but it's punishable on block if they don't have meter. I have more problems with the A version Belial Edge-looking dive attack he does in the air. Sometimes I try to 2A or 5A out but I get CH somehow when it's supposedly "unsafe", or they'll be one of those smartasses that B+D afterwards. But yeah. Be mobile and airborne, but always respect and try to bait his 2B, that move is ridiculous. For his other ground pokes, they are good, but not as retarded as Mitsuru's so don't be afraid to fight back with 5B, 5C, and sweep. If they try to Zio/stunedge from fullscreen, you can B+D > 6X to counter it on reaction and break a Persona primer, just be aware that they can yomi it and cancel into Ziodyne if they have meter.