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Everything posted by RoanYagyu
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Not sure if this is right thread or has been said before but if anyone is having trouble with hoop dolphin >rc>stuff. You can double tap the button without the dolphin launching. Example: 41236K>RC can be inputted as 41236K >P(K)S/(K)SH> stuff
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https://www.youtube.com/watch?v=DAYMcv4ZPgQ&list=UU2qK1KEvCq_zJsznn7gzo8w thisll hopefully be a nice lil playlist. another shadow burst route off of shots though i have a feeling there might be a way to optimize it a bit more either way its still really good. and ways to decimate kens for dping. Really nice
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Well iirc vs narukami 5a lion/throw mixup the os will have them jump/tech the throw and airthrow the lion. So in that case he should be able to toss in 5A delayed 2B as a way to blow up the os and get the other options back. That's what I was thinking with the late 5c tho I could be wrong diarmuid probably has a better grasp on the fuzzy idea though and some way to beat it -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
based off the inputs I'd guess delayed 5aa for normal or delayed 2a for both. Idea being to catch the 7 input. I was also thinking since 5aa 5c has a gap to it that might work but I'm not entirely sure. -
her jC wont break D traps so hiding just behind those can be useful. Her frame advantage on jC is really...unstable? It has 5 hits to the move,and if she for whatever reason does a really low to the ground jC that starts hitting you before she starts moving, shes actually fairly minus . The "eyes" she can set (the black orb things that pull you in) will eat projectiles so bullets get eaten by them, if a air trap is close enough to an eye and she makes it visible they will be broken by the eye before the trap can go off
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Neat lil tidbit. 236B and 236AB both goes over low stuff or there just isnt a hitbox on naotos feet at the time. You can use it to go through stuff tho mainly for this matchup it means block overhead, go through low with fang and get a fatal even without meter woohoo. Also as said before you can break j2D before it hits, it doesnt seem to actually have a hit to it till his persona touches the ground so dont fear it too much but be wary of doing air traps while its a possible thing at the time of doing so. It hurts
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j236B>j236A>TC 5C youd want to delay the j236A as much as possible 236A>D trap hits>236D you slightly delay doing 236236AB after this i believe its simillar to stuff like 2C>236D>236236AB if you have issues with zapper carrying them up out of the super. midscreen 5C>214A~BC>236A>TC 2AB i usually try to buffer a dash inbetween just incase, it usually works without it though Zappers work odd on chie midscreen Ill list the notations in order of the vids I was thinking of making a sort of combo help vid to be made, explaining why this or that screw up may happen and what not or lil tricksies to getting stuff down
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I finally persona broke one earlier and they got the cards back hella fast so i set training mode to persona break then back to normal, this makes the chars instantly start regenerating the cards instead of the lil wait period after initially getting broken. Naoto and Marge got both at the same time, Liz got hers back later, looking at the cards when she hit 4 marge had all 8 back. Though this may be a flawed test but uhh...yeah lol
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Not sure if anyone else has tested this but uhh....seems like margaret recovers from persona break at double speed? As in while she has 8 cards she recovers them as quickly as those with 4
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
B-but burst safe -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
That was my first idea for corner throw which ended up being wayyyyy harder and the dmg wasnt even 100 difference if i recall lol -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
For burst safe corner throw routes I got BC>ACD>236D>236236AB>2AB>236CD>236B>236236ABx2 for 4,2k + some odd amount of poison dmg. For the last SB gun super wait till you land to get the most hits out of the SMG part of it http://youtu.be/8fUQf3mFJdY for visual -
So I was messing around with Adachi a bit and was testing out some stuff and uhhh.....why does Evil smile have a hitbox vs Naoto only when shes in the middle of B double fangs and SB double fangs? So far I havent had a case where anything else causes that move to have a hitbox to it
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
It also seems like you do running 5c instead of dash 5c to get the persona to consistently slash behind you -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Anyone try shadow burst>sb raid kick>5C>236236AB? It seems like you need to TK the sb gun super otherwise you get raid the wrong way -
My challenge 25 combo was : FC 2[C]> iad jB>jC>5B>5C>2AB>236C>5C>236B~D>5C>236D>236236AB>run up 2AB>236CD>5C>236236C Trying to figure out some Fate reducing routes with OMB so that way chances to IK potentially come earlier on in a round. May not be completely worth it but could help win a game here and there. midscreen 5AA>5B>2AB>236A~BBBB~OMB>2[C]>microdash 5C>2C>214A~C~D. This removes 6 skulls due to last shot glitch/trick thing. You use the B shots as a way to reduce your bullet count to 1 so you don't need to do 4 shots everytime if youve already used up some shots. in the corner you can do 5AA>5B>2AB>236A~BBBB~OMB>214D>5A>5C>236B~C which takes off 7 skulls.
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http://youtu.be/zfbdOny-rx4 so.... http://youtu.be/W3kuun9v8Ts we S. Akihiko now disclaimer the smg super allowing for that isnt uhhh practical universally. For most chars you need to be a certain distance with the corner for them to bounce off the wall from SMG to allow for you to follow up with another SMG/SB gun/Raid. For those who it works on midscreen it seems to be Kanji, Sho, Minazuki, Ken and both Labryses
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
http://youtu.be/XuZKK4dIcUg -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Would anyone happen to know how poison works for venom zapper? I hear poison works on a move by move basis in persona so if anyone would happen to know how it works for zapper that would be nice. I plan to test it either way. Also plan to do a lot of comparisons between a bunch of shadow routes to see which ones are worth it. -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
@zaeris try using the CD macro and just hitting that macro +A for Shadow frenzy activation So as its been stated before Normal Naotos Autocombo changes if they have 0 fate from ending in SMG super to Hamaon which is pretty nice Shadow Naoto has the same thing as well as if she has 0 bullets she will cancel into B fang instead of B aim, pretty nifty