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Kyle

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Everything posted by Kyle

  1. requesting a Naoto w/ BB DLC color scheme. I'll make it my Avatar XD http://i54.tinypic.com/2mmzpf7.jpg
  2. ^Nope. Not Universal. Even harder when the opponent starts on the ground... You will not hit Kanji w/ it. if you do, good luck w/ consistency. Yosuke is the easiest IMO. Misturu work too. Just use J.A, J.C for the IAD's. I've managed to completely cross-under making my 236B become 214B. I wanna play w/ this and purposefully input 214B to make the double fang autocorrect & go the other direction. This COULD setup a better height for that hard 66, C link you're talking about.
  3. I could be really wrong on this, but are they preferring special moves first because they decay differently than normals? Would doing the 214C, 214D, 236A~D followup to Mudoon be more advantageous for the 2[C] links at the end? Also, a few opponents have AntiAirs which are amazing and we'll never get to jumpin from the air. Like Elizabeth & Akihikio... we're best off doing an extremely low airdash J.C. Not an IAD J.C, but when you fall from a jump and almost hit the floor.
  4. Different variation of corner throw into SMP. C+D~C, Mudoon, 214C, 214D, (C-trap Hits), 236A~D, (D-trap hits), 44, 2[C], C, IAD, J.B, J.C, Land, C, (236B~D)x8, 236A~D, I need to compare the damage to my 2B variation. It may be better.
  5. I've been having some success w/ 7J.C as a counter-poke/AntiAir. CH you can still 66 in for a B pick-up. Anybody else?
  6. UMAD? His true power is B+D Oki. If opponent does anything except block. You win that scenario. I believe you can super cancel to make it safe on block and all this does is facilitate the throw game. High Risk, High reward. Balls to the wall character, IMHO
  7. corner AoA, 50 meter & OMB. unburstable 5.3K dmg A+B~D, FC B, 8J.B, J.C, J.D, 236236A, OMB (first shot), 66, C, (236B~D)x8, 236A~D. same can be done w/ A+B~C, FC J.B, but the scalign is worse, so you lose SMP reps & only 4.3k dmg. fun to pickup from the very top of the screen tho.
  8. Try not using your second air option. Grants more tech chasing scenarios. Who's Bond & why's he not on dustloop?
  9. Hamanon into a Fuzzy guard setup for the skull kill is super fun. 2A+B, 236236C. Oki w/ late jumpin J.A, Land & instant J.A. I am also playing with people air blocking Hamanon... how to setup 2B UB"s or Airthrows to follow-up. Lastly, I have been successful w/ an interest air-tech traps. when you hit someone & they are too high to knockdown w/ 5C, 236A~D. We have to go for the air combo. Here we can choose to OMB for the KD, but if we don't i see most people doing this; C, J.B, J.C, J.C, J.D, backdash. This sucks. J.D has low dmg and blow back. Setups up a neutral game which you have already been playing since the match began. Use this instead: C, SJ.A, J.B, J.C, 214C. Depending on how they air tech you have options. often people back tech, gets Naoto a surprise 66C+D Eventually they will respect this & neutral/forward tech. Now they have to block the 214C. You can play w/ anti-air's or more chasing at this point. example, they block 214C, you 66A+C, J.C for a cross-up. I was able to condition someone is a long set to neutral tech & block. I had used the 214D instead of the expected 214C. Did an airgrab and they landed into the D-trap for a tensionless follow-up.
  10. ^ x6 means? oh, nevermind, not six times. really, it's C+D~6(Attack)
  11. Yes, throw & follow-up counts as (2) towards SMP. see my post here: http://www.dustloop.com/forums/showthread.php?14537-Naoto-Shirogane-Combos-quot-My-skills-have-been-honed!-quot-%28WIP-updated-8-29-2012%29&p=1382216&viewfull=1#post1382216 Also, Against more spammy/beginner matches I've been abusing SJ.C, J.C. It's enough to be active virtually the entire air state. & if the first hit is an air CH. You can Link the second one and easily confirm into a 5C. Haven't found the follow-up yet, as they are tooo high for IAD's and 236B has been inconsistent... I'll try to delay more b/c it's the first 5C in the combo.
  12. GG's XDest. THX for the long set. I've really learned a thing or two from that grind w/ ya.
  13. Pro strats, Silence = cannot burst. We need to find ways to force silence early in a SMP combo for that unburstable 8K DMG,
  14. GG's to XDest. we were very back & forth. XD
  15. Corner burst punish w/o meter 2.8K Block burst, Delay, B, C, IAD, J.B, J.C, Land, C, Delay, 236B~D, C, Delay, 236A~B Corner burst punish w/ 50 meter 7.8K Block burst, Delay, B, C, IAD, J.B, J.C, Land, Muhdoon, IAD, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x11, 236A~D Corner burst punish w/ OMB 7.8K Block burst, Delay, B, C, J.B, J.C, OMB, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x11, 236A~D
  16. I got it I got I got I got Frackin EASY mode 5B SMP combo 7.8K dmg B, C, 2C, Mudoon, IAD, 214D, 2A, 2B, 236A~D, (D-trap hits), AA, C, (236B~D)x11, 236A~D.
  17. Midscreen, realistic, meterless BD-Punishes Labrys: Armor has startup and can be reacted to. 2.6K dmg or skulls Oki w/ AA and you have two options for a punish. AA, (Gets armored) 7J.IB, AirDash, CH J.C, 66B, C, 236~CCCCC AA, (Gets armored) 9J.A+C, Delay, AirDash, CH J.C, 66B, C, 236~CCCCC AA, (Gets armored), BD, Delay, A AA, (Gets armored), BD, Delay, 6A S.Lab's: Armor has startup and can be reacted to. Much faster than Labrys tho. 2.6K dmg or skulls Oki w/ A and you have three options for a punish. A, (Gets armored) 7J.IB, AirDash, CH J.C, 66B, C, 236B~CCCCC A, (Gets armored), BD, Delay, A A, (Gets armored), BD, Delay, 6A Naoto: Armor has startup and can be reacted too and forced to whiff. 2.6K dmg or skulls Oki w/ A and you have three options for a punish. A, (Gets armored), BD, Delay, A A, (Gets armored), BD, Delay, 6A Oki w/ J.A and you have one good option. J.A (Gets armored), R-action whiffs, CH J.C, Land, 66B, C, 236B~CCCCC Mitsuru: Great dp. hit both sides have to air-punish, 3k damage Ground IB, Delay, CH B, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D, Block, CH A, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D, Air IB, CH JC+D, J.A, 66B, C, SJ.A, j.B, J.C, J.D Aegis: Explosive DP, has great pushback. Air punish, can't if she can super cancel. 3k damage Block, 66, Delay, CH B, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D. TBD Akihiko: Chie; Elizabeth: Kanji: Teddie: Yu: Yosuke: Yukiko
  18. Here's all of my SMP loops which omit the 66~2B ender. Corner throw & 50 Meter - C+D~C, 2B, 236236D, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], 66, B, C, SMPx5, 236A~D. Corner throw & OMB, : 3128 dmg, 2 skulls (Not worth it) - C+D~C, C, J.B, J.C, J.D, OMB, 214D, 236A~B~D, (D-trap hits), 236B~D, 236B~D, 236A~D. Corner AoA & 50% meter, 6.8K damage AOA~D, FC B, Mohduun, IAD, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], C, (236B~D)x10, 236A~D . Corner AoA & OMB, 4.8K AOA~D, FC B, 7J.B, J.C, J.D, OMB, 2[C], C, (236B~D)x7, 236A~D. Corner counter, 50 meter 6.8k dmg BD-6D, B, C, IAD, J.B, J.C, Mudoon, 214D, 2ab, 236A~D, (D-trap hits), 44, 2©, 66C, (236B~D)x7, 236A~D Corner counter & OMB BD~6A, B, C, 7J.B, J.C, J.D, OMB, 214D, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Jumpin & OMB J.C, B, C, 2C, OMB, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Jumpin 50 meter J.C, B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Low w/ 50 meter 2A, B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Low w/ OMB 2A, B, C, 2C, OMB, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D. Poke w/ 5B & 50 meter, this one still sucks, would like an alternative that's easier. B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66~2B, (236B~D)x7, 236A~D.
  19. Corner counter, 50 meter 6.8k DMG BD-6D, B, C, IAD, J.B, J.C, Mudoon, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D I find the 66-2B ender to most of the SMP loops exceedingly difficult and I often buffer a super. I will post my entire alternatives in a bit. Next to do is optimizing midscreen meterless BD-punishes! Also, no meter corner damage resets oki 2145 DMG, shouts to the nice guy who brought up the AAA Link earlier! 2A, 2B, C, 236BD, 4, AAA, AA, 236A~D.
  20. I've updated all of my previous post to include absolutely correct & maximized damages.
  21. AoA~D & AoA~C counts as (3) attacks towards SMP. Hooray Corner AoA & 50% meter, 6.8K damage & easy-peasy mode AOA~D, FC B, Mohduun, IAD, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], C, (236B~D)x10, 236A~D . Corner AoA & OMB, 4.8K damage & easy peasy AOA~D, FC B, 7J.B, J.C, J.D, OMB, 2[C], C, (236B~D)x7, 236A~D/ For Laughs: Midscreen facing the corner, AoA & OMB, 4.6K damage & easy peasy AOA~C, FC J.A, J.B, J.C, OMB, 2[C], 66B, C, (236B~D)x7, 236A~D.
  22. don't end a corner BnB w/ J.D. opponents can recover and j.A your persona on hit,
  23. also, You can pickup off airthrow midscreen too. Just grab them pretty low to the ground and fall w/ J.A. Low Air throw Midscreen: 3526 DMG JC+D, J.A, Land, 66B, 236B~D, 66, C, IAD, Delay, J.A, J.C, Land, 66C, Delay, 236A~D.
  24. midscreen air throw 50% 3800 DMG Soo happy about this one. JC+D, OMC, J.C, Land, 66C, 236B~D, 66, C, IAD, J.B, J.C, Land, 66C, Delay, 236A~D
  25. I believe Aki can confirm most CH's into A+B & force a FCH in the corner, netting even more shenanigans.
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