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Kyle

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Everything posted by Kyle

  1. I hope you all are still lvl'n up in P4A. I am excited to play everyone in sexy anime matches.
  2. Now that I am comfortable w/ SMP loops & optimal BnB's, I've begun implementing SMP's w/ trap starters. These are great for corner OKI confirms. Corner OKI C-Trap 50 meter. 10k dmg (C-trap hits), C, 236236D, 214D, AA, 236A~D, (D-trap Hits), 44, 2[C], C, IAD, J.B< J.C, 66C, (236B~D)x12, 236A~D. OMB 7.5K (C-trap hits), C, SJ.A, J.B, J.C, J.D, OMB, 2A, AA, C, (236B~D)x10, 236A~D. Corner OKI D-Trap 50 meter- Difficult timing & Delays, Much easier Midscreen w/ the same notations. 5.8K dmg (D-trap hits), 2[C], C, IAD, J.B, J.C, 66C, 214A~CCCCC, 236236D, 214C, (C-trap hits), AA, C, (236B~D)x5, 236A~D. OMB, 8K dmg (D-trap hits), 2A, 2B, C, SJ.A, J.B, J.C, J.D, OMB, B, C, (236B~D)x11, 236A~D. Midscreen Variants: OMB (D-trap hits) 2A, 2B, C, SJ.A, J.B, J.C, OMB, Land, 66, 2[C], 66B, C, (236B~D)x11, 236A~D. 50 Meter 5.8K dmg (D-trap hits), 2[C], C, IAD, J.B, J.C, 66C, 214A~CCCCC, 236236D, 214C, (C-trap hits), AA, C, (236B~D)x8, 236A~D.
  3. For meterless 236B~D combos I use: Midscreen: B, C, 236B~CCCCC. Corner: B, C, 236B~D, C, IAD, J.B, J.C, C, Delay, 236A~D. Corner & Meter build: B, C, 236B~D, 4, AAA, AA, 236A~D. Starting w/ Bullets in the corner 214A~AAAAA, Mudoon, 214C, 214D, (C-trap hits) 236A~D, (D-trap hits), 44, 2[C], Delay, C, IAD, J.B. J.C, 66C, 236A+B, (236B~D)x8, 236A~D. Can start w/ 214A+B also. Denpa did this @ SBO. Cost 75 meter but builds a lil bit too. OMB variant 214A~AAAAA, Mudoon, 214C, 214D, (C-trap hits) 236A~D, (D-trap hits), 44, 2[C], Delay, C, IAD, J.B. J.C, OMB, (236B~D)x8, 236A~D.
  4. GG's to the 6 players who prevented me from getting to S-Rank ciddypoo- Yukiko iambaaaaaaaatman Kanji penguin- Akihiko AVG-Mekkiko? Labrys Banaa Ken- Slabs & that amazing option select that blew me up for an hour. donjuan#- Chie
  5. Someone get on & play meh!
  6. Also, in vid#2, @2mins: after recovering from Yu's Super, he did an airdash and karacanceled something into an sb-trap or was it just an airdash sb-trap. Had a funny trajectory... better run away?
  7. This was done it the corner , but I imagine the carry is sick. IAD, 66C, 236A, 66~2[C], 66B, 236A+B. All have forwards trajectory.
  8. I need to play more XBOX w/ TN peeps. where's errybody been?
  9. Moves which have damage @ or above 410. These will break Slabs persona Stock 5C 5D~D (1) First Hit Only J.C J.D B+D~Attack B+D~6Attack 2AB? needs DMG confirmation 236B 236A+B 5th Bullet of Snipe C-Trap D-Trap 236236B 214214A- All shots & the finisher
  10. Good Games to xAJxKiller. THX for the 10-set. Connection was slow, but I was happy to get matches against other Naoto's. Damn my 44, 2[C] kept missing. GG's
  11. So Slabs only loses a card-stock when getting hit by moves doing higher than a certain dmg value. I believe it's 420. anyone confirm. We also need a list of all Naoto's moves which meet this criteria. For now I know of 5C J.C 5th BUllet 236236A
  12. I finally got a long set against a competent Teddie. He is FLOTY: The most floaty character opponent in the game. This is why the "optimal" SMP setups will miss. x, x, x, Mudoon, 214C, 214D, 236A~D (Whiff). This does connect but you must hit him a few franes early and it's difficult and a different timing Against Teddie I found this varient better for the 5B starter. This one, he FLOTYness helps. B, C, 2C, Mudoon, 214D, 2A, 2B, 236A~D, AA, C, (236B~D)x8, 236A~B. You can low profile his 5B w/ your 2A+B making it a strong poke. In general, just block a lot and be conscious of his AoA, if i crosses-up or not. His mixups are weak and approaching is the challenge. Get the persona down to one stock than attempt to approach. At this point once he's half dead, just burst, persona break than SMP his ass.
  13. From AntiAir 2B: CH 2B, Delay, C, IAD, J.B, J.C, Land, Mudoon, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x11, 236A~D. CH J.C on air opponent CH J.C, Land, Delay, B, C, 2C, Mudoon, 214D, AA, 236A~D, 44, 2[C], 66C, (236B~D)x11, 236A~D.
  14. ^ http://www.dustloop.com/forums/showthread.php?14537-Naoto-Shirogane-Combos-quot-My-skills-have-been-honed!-quot-%28WIP-updated-8-31-2012%29&p=1358428&viewfull=1#post1358428
  15. C-shot into Mudoon 236B~CCCC, 236C, 236D.
  16. So, Confirming what Omni is talking about. AoA's first hit causes the same throw enabled spin state. AOA, OMC, 66 C+D. Useless, but mildly interesting to know. Also, Gold burst are considered Projectile. You will not be burst punishing Yukiko's furious action. It's a shame b/c that's one of the matchups I am desperate for meter. Lastly, Could someone plz link this "Bond Naoto" video.
  17. I found the 9-skull SMP I was lookign for. Here's the details and the numbers. Seems w/o mudoon we lose all the dmg, so adding a mudoon fixes the problem but cost 125-meter. Very taxing. Simplest answer is to just do the regular SMP loop & finish w/ shotgun super. =/ wasted efforts. Corner AoA, 75% meter, 9-skulls, SMP 4.5K dmg AoA~D, FC B, J.D, 214C+D, LINK J.A, (C-trap hits), Land, 236226B, (D-trap hits), 66, C, (236B~D)x4, 236A~D. Corner AoA, 50% meter, 3-skulls, SMP 7.5K dmg AoA~D, FC B, Mudoon, 214C, (C-trap hits), 214D, 236A~D, (D-trap hits), 44, 2[C], Link C, IAD J.B, J.C, Land, 66C, Delay, (236B~D)x11, 236A~D Corner AoA, 125% meter, 9-skulls, SMP 7.5K dmg AoA~D, FC B, J.D, 214C+D, LINK J.A, (C-trap hits), Land, Mudoon, 236236B, (D-trap hits), 66, C, (236B~D)x11, 236A~D. Corner AoA, 100% meter, 9-skulls, SMP 7.5K dmg AoA~D, FC B, Mudoon, 214C, (C-trap hits), 214D, 236A~D, (D-trap hits), 44, 2[C], Link C, IAD J.B, J.C, Land, 66C, Delay, (236B~D)x11, 236236B
  18. ^ Be awful midscreen. Corner may be good... But i doubt it... Corner we're guaranteed 236B~D follow ups anyways... Just gotta compare BnB numbers. But I like what you're thinking.
  19. Also, There is a unique hit-state which throws can be comboed. I found C+D, OMC, C+D. Gotta OMC the first hit the opponent remains in the "spin" state. Useless? probably.
  20. Just wanted to document, you cannot OMB into D-trap. Something about a projectile-hit state the opponent is in. I think it's a prevention system from stupid untech projectile loops. Depending on the combo, height, hitstun etc. Sometimes, you cannot even OMB, A, 236A~D into a D-trap.
  21. I've been trying to land this stylish combo but it's a little beyond me at the moment. The idea is to get 9 skulls & SMP using the fatal counter LINK (J.D, 214C+D, LINK J.A) So far I have these worked out but each have a problem. Corner AoA A+B~C, FC J.B, J.C, J.D, 214C+D, LINK J.A, (C-trap hitis), TK Shotgun, (D-trap Hits), We are at 10-moves and 9-skulls, but b/c we had to TK the super to make it connect, we are out of air options = no air dash. This makes us land too far & we have additional landing frames b/c of J.D. Corner AoA A+B~D, FC B, J.C, J.D, 214C+D, LINK J.A, (C-trap hitis), Land, TK Shotgun (Missies), (D-trap Hits), Landing gives us the air options back to air dash & continue the combo, too bad the Shotgun barely misses. =/ I've got to find a way to get the FC LINK much lower to the ground so I can link the TK shotgun & connect... EDIT: I am thinking this may work. Needs testing. Corner AoA, 75% Meter, 9 skulls, SMP loop A+B~D, FC B, C, IAD, J.C, J214C+D, LAND, A, (C-trap hits), TK Shotgun, (D-trap hits) Air Dash, Land, End with either 66~(236B~D)x5 or 66C, (236B~D)x5, 236A~B.
  22. Been theorizing about punishing w/ gold burst for all that meter gain... I'll try it for a bit & let everyone know if it's realistic. Also, Nice one to OMNI for the silence/fear burst bait.
  23. I got a consistent one against Kanji. =D 2.4K (D-trap hits), 2A, C, 9J, Delay, J.B, J.C, Land, C, 236B~D, 66, C, IAD, J.A, J.C, Land, 66C, Delay, 236A~B I could not cross-under Kanji., It must be a thin sprite problem, like Chie/Yukiko deal-o. I'll investigate later.
  24. OMFG I love it. Gonna change the black to vbulletin Sol-Style grey and I'm set! Need Photoshop :<
  25. also, great thread. subscribed.
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