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Everything posted by Kyle
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Kyle replied to Tong's topic in Zepp Museum
requesting a Naoto w/ BB DLC color scheme. I'll make it my Avatar XD http://i54.tinypic.com/2mmzpf7.jpg -
^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.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
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. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
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? -
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
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
Try not using your second air option. Grants more tech chasing scenarios. Who's Bond & why's he not on dustloop? -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
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. -
^ x6 means? oh, nevermind, not six times. really, it's C+D~6(Attack)
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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.
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GG's XDest. THX for the long set. I've really learned a thing or two from that grind w/ ya.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
Pro strats, Silence = cannot burst. We need to find ways to force silence early in a SMP combo for that unburstable 8K DMG, -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
GG's to XDest. we were very back & forth. XD -
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
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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
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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.
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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.
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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.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Kyle replied to ludwig van's topic in Archives
don't end a corner BnB w/ J.D. opponents can recover and j.A your persona on hit, -
I believe Aki can confirm most CH's into A+B & force a FCH in the corner, netting even more shenanigans.