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Everything posted by Kyle
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Explanation of System Mechanics & Narukami Frame Data
Kyle replied to Veteru's topic in P4:Arena Gameplay
Vet: You're amazing. Here's some tidbits based on SMP "counts". I main Naoto, so learning these values was critical. This is specifically for Naoto, but culd be a good reference when calculating Narukami or other characters. Air Throw counts (1) tick towards SMP. Bullet stance and All (5) bullets counts (2) ticks towards SMP. ground throw & C-follow counts (2) ticks towards SMP. AoA~C counts (3) ticks towards SMP. AoA~D counts (3) ticks towards SMP. -
Got em added. Now, can anyone link me the japanese text?
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Great, than you have enough players for numerous TN teams.
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Help me get my FG scene into GG please? (Have an idea)
Kyle replied to Rasec's topic in Guilty Gear General
http://www.dustloop.com/forums/showthread.php?9057-Helpful-Japanese-for-our-DUSTLOOP-community -
Niamat & Tad^ You guys do have 10-players right?
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Ohio: Kyle (Naoto) FleshPounder (Aigis) YetiGhettoSlang (Kanji) ActionHank (Mitsuru) 2KnL8 (Yukiko) _____________ Sluch- Tekken If another state doesn't bring at least 5, they are the worst piles of trash- holding everybody back. :3 Also, Why not give TN (3) teams? Put Memphis together & spilt up the rest of TN into two teams?
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Ohio almost confirmed for 3-players. I'll give a definite tomorrow and see if anyone else is wanting in on that P4A. state v state. Looking forward to seeing the ol' gang. Niamat, JackieC, Lee the BEAST & Old Griggs. Wow @ all this Eliz whining. I hope EMBA can come and show everyone how frustratingly good she can be. You watch the FT10 video w/ Mitsuru & Eliz? supposedly the worst match-up in the game but that mage.... omfg. She touches you three times and She WINS. If you're not doing that, you are playing the character wrong. http://www.youtube.com/watch?v=hHi6fKWvmZs
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
I made this up for a community combo video. After the reset, I could have gone into 214D, 236A~D SMP w/ 0-resources. But chose not to. Enjoy -
Here's the cheap handcam. I'll send AVI files, just let me know when. :3 So proud of this one. took a long time... hours. http://www.youtube.com/watch?v=b6deJtkBmEU
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I will do combos three and four they are tough tough handcam sorry can send you avi files
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How's the CV commin? got enough content or still fishing for more? They just released a JP Naoto CV, it does NOT have my stuff in it. :3 #WhatAWonderfulWorld
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Naoto. She's gotta be droppin traps as you've just avoided/clashed with the other crap on screen. OMG does weave maintain full projectile invulnerability> Hamana vs Sway would be laughs. @ Bane; Do the reset, show variety! and I got one too, so this will keep the video unified.
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I've got em. :D First) Midscreen Throw, 50-meter, 3-skulls C+D, OMC, 4, 214C, IAD, J.A+C, J.C, Land, 5C, 214D, (C-Trap hits), 66-run under, 236B~D, (D-trap hits), 236A~D. 214C For OKI Second) Corner AoA into SMP, 75-Meter, 9-Skulls When displaying this combo, plz put the unique attack numbers for the SMP count. I will list em out. A+B~Mashy~C, Delay, J.C, J.D, J.214C+D, LINK J.B as J.41236B, (C-trap hits), J.2369B (this should TK the super), OMB, Land, Mudoon, 66, (236B~D)x8, 236A~D. 214C for OKI. 1. AoA 2. Mashy 3. ~C 4. J.C 5. J.D 6. J.B 7. C-trap 8. J.236236B 9. D-trap 10. Mudoon __________ SMP activated 11. 236B~D Third & Fourth) Corner AoA Hotness into a throw reset for 0-resources SMP loop. A+B~Mashy~C, Delay, J.C, J.D, J.214C+D, LINK J.B as J.41236B, (C-trap hits), J.2369B (this should TK the super), OMB, Land, 66C, 236B~D, C, SJ.B, J.C, J.214D. Opponent air recovers out of the corner & Naoto recovers from J.214D in time to do an air backdash into throw. J.44, FCH J.6C+D, Falling J.C, Land, 66~2B, C, 2[C], 66B, 236A~D, (D-trap hits), AA, C, (236B~D)x5, 236A~D. 214C for OKI.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
Burst Baiting/punishing during combos: Jump Cancel & Block. More Yomi, but CAN be done on reaction. Just takes loads of training. You see the burst, just jump cancel & block. Super Cancel to Reset 236236B is projectile invul during startup, so, YOMI and force the reset/extended BnB in the corner. Midscreen you may be able to get more DMG w/ 236236A instead. More beneficial against mute preferred opponents. Yukiko, Eliz & Teddie come to mind. OMC & Block More Yomi, but CAN be done on reaction. Just takes loads of training. You see the burst, just OMC & block. This is more DMG than the super cancel, & Safer & can still pick up DMG if they didn't burst. Preferred if you are using a move that does not Jump Cancel or have already exhausted all of your air options. Disjointed Hitboxes certain attacks are disjointed, such that the opponent burst & only your Persona gets hit. Naoto loses a "card", but can still reactivity get a large punish on the burst recovery. if you have 50-meter & they bursted closer to the corner, that's death. Burst-safe disjointed combos: 2[C], 5C, 214A~AAAAA, Super of choice. After Mudoon, If you input 214C, 214D fast enough at the right distance, the entire thing is burst safe. Often, people burst after Muddon finishes and the C-trap connects. OMB to Whiff Did this yesterday & was amazed at the results. Here's a scenario: You are doing the SMP loop and a few reps into it you notice your opponents burst gauge is almost full. bad feeling. If you had 50-meter, the moment they got their burst would be a good time to 236236B cancel for the reset/pickup. However, you don't have 50 meter & you 236B is not jump cancel enabled. The solutions is to OMB the hit that does give the opponent the burst. Two scenarios unfold. I'll explain each 1.) During SMP loops, opponent burst as soon as they get the ability to. Naoto does OMB at the same time. OMB has invincibility, opponents burst whiffs entirely, OMB has better recovery, Naoto lands on the ground and get's a full punish as the opponent descends from the blue-burst recovery. Just be mindful that your spacing causes 5A to miss. Should punish w/ the typical 5C, IAD, J.B, J.C into whatever is optimal. 2.) During SMP loops, opponent does not burst as soon as they get the ability to. Naoto does OMB at that time. Opponent is launched up. Naoto can finish more DMG while maintaing burst-safe attacks. If the opponent burst at any point onward, Naoto gets a full punish. 236B, 236B... 236B, (Gets Burst) OMB, 44, 2[C], C, 214A~AAAAA, 236236A. -
I got the combo, I just need to do it so I can tell how many SMP reps to do! Expect it tomorrow. :3
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[P4A] Naoto Shirogane - Wiki "An army of idiots, hmmm?"
Kyle replied to ludwig van's topic in Archives
Thank You Based God KayEFF About Fate Gauge...all attacks listed will decrease the Fate Gauge by its listed amount: 2C (normal/charged): 2, Ground Throw > Additional Attack: 2, Counter Shot: 3, Counter Shot EX: 2, Finishing Snipe: 1, Hair Trigger Megido: 3, Anti-S SP Pistol ß: 6, B shot during Raid: 1 *1 ...Automatically follows up into Aim. Fastest cancel from Aim leaves Naoto at -5 frame advantage *2 ...Automatically follows up into Aim. Fastest cancel from Aim leaves Naoto at -3 frame advantage *3 ...Bullet before impacting ground is a low with FP attribute; after ricochet, it is a mid with P attribute *4 ...Switching to different shooting angles changes startup to 10F. First switch able to perform from 26F, second switch and on able to perform from 32F *5 ...Trap starts up in 3F upon contact with opponent. Has 6 active frames *6 ...Trap starts up in 7F upon contact with opponent. Has 6 active frames *7 ...Accepts input for shots during Raid 7F after superflash *8 ...Changes to 1+3 if performed during Raid's superflash *9 ...Traps start up in 7F upon contact with opponent *10 ...Also able to cancel into B and SP Aim during animation *11 ...Causes instant death when Fate Gauge is at 0 you're welcome -
My contributions count? King-O-Bling is gettin closer. My Naoto Body is ready
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Looking forward to playing you guys in a few hrs. ^_^
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Ch J.HS w/ much less untech time 5F.S combo's into 3K for a MidRange KD. Double Dolphin Uppers still in.
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if you bait/block her F-Action, she can super cancel to the cogs. These are plus on block & give her a mixup. >_>
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I'm cooking up (2) for you guys. One SMP & the other possibly not... just trying awesome links & shotgun blasts.
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Stop being bitches and play P4/GG for lyfe!!!!!!!!!!!
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O.O woah. THNX for that. I can activate & avoid/punish teddie. max range 2[C]. Completely disjointed and very far away.