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Everything posted by RoanYagyu
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
You cancel out the landing of the grounded A fang with a trap set before landing, do it right and youll land without any trap coming out and avoid aim stance. SB trap seems the easiest for me but then again it could just be me tho any of the trap sets work . -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Interesting thing for shadow naoto. You can do sb trap during grounded A fangs and get just the fall without wasting any extra shadow time so you can do some high feint into low stuff with that. pretty nifty -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Its still possible to Airdash after trap set from super jump it is just delayed so its really awkward. A lot of stuff for me personally feel slightly awkward For me personally a lot of stuff just feels really awkward cause of autopiloting P4U stuff tho all in due time I guess. 5C>236B doesnt work on standing anymore it seems however 5C>236AB still works and seems to have more stun than before so using that "near" corner to go into IAD>jB>jC>236B>C shots is pretty nice. So guessing SB fang will have more use this time around Mudoon does still wallstick tho if I recall reverse proration on it is less than before. Plus trap combos youd normally do off it dont work anymore due to less stun on traps so still only really instant kill super (or funny reset since its air unblockable) Shotgun seems to have more stun to it so following up after that is easier it feels -
https://www.youtube.com/watch?v=yLnBEoiQRnI Something sorta neat with 3C combo. You can side swap really early in the combo by delaying your jump. From what I can tell the combo with jB seems to be optimal, jB seems to prorate less than jC and j[C] (tho often times combo routes given by the others make up for it) tho you can do the same with jC>5[C]. You could also do jC>dash under 5B>5[C] which is a lot easier. If you were to do the double j[C] route off of 3C you can decide to do j214A whiff as normal to stay on the same side or whiff jA to change sides which is the easiest I feel so yeah.
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In my case what ends up happen is - On block 22A - On hit jA>j[C] Can still get the usual combo from the 3C>double j[C] route with the jA coming out inbetween however I cant seem to actually get the A input to be ignored on hit. Just not fast enough?
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A starters 6B if it lands. Possibly some other stuff too where itd be more optimal
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Ghetto frame data testing results that could be off but ill post anyways cause maybe itll help someone with something? 5A: 6F -3 2A: 7F -3 5B: 9F -7 2B: 8F -9 5C: 13F? 2C 13F? -6 3C 10F -10 236A -5 with enhance bullet +1? 236B -8 with enhance bullet -2? 22A: -1 22B +Da god? 623A/B 9F 623C 4F 236C 13F -8 ALL LIES ;_;. Srry
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Does anyone know what her S Hold is ? -
Does d.C>421B>5A whiff>2C(1)>22B not work on merkava and gordeau? I can get it to work on the others but for those two im having trouble.
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Oh
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Somethings Ive just noticed in this combo it seems as though in shadow burst aim stance from ground fangs is either ignored or you can cancel certain special into whatever you like (most likely the former but the latter would be hilarious) as he does B fang>run at one point and later on A fang>2AB. Idk Im probably just super slow but I found that pretty interesting once I finally noticed it. -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Watching Denpa's S. Naoto has me wondering a few things so Ill throw some out there to maybe spark discussion? Also maybe a ok thread idea would be to have one where we just post a bunch of ideas on specific stuff to test out when the game comes out, whether it be combo ideas, oki ideas, matchup stuff etc. Could lead to some helpful knowledge sharing on accident too? Idk just a thought I had, anyways - Shadow 5AAA being special cancelable now looks interesting kinda. He went for 5AAA>Bfang tho im wondering if maybe 5AAA>C trap or SB trap would work in the corner for some nice fate reducing. - DP>Safety he did against shos projectile a bit which made me wonder if itll have use vs Yukiko fire stuff maybe? Maybe even some teddie stuff like when the buckets of doom rain down upon us. -Due to the timer-esque system to Shadow fury maybe using shotgun instead of SB gun would be helpful to squeeze out a bit of dmg? -5AAA iirc leads to easy safe jump and gives nice meter gain so maybe using that as a ender more often while using shadow naoto will be a thing? -Shadow fury lets normal shots be canceled into other stuff like fangs which could lead into funny mixups. Maybe 236A>j236A/~B would work if the first hit of air fangs is overhead? Doubt it tho if so thatd be a really funny/dumb thing tho -
Maybe? Iirc 623b has the faster startup so I just assumed itd have the least total frames tho I never actually tested this and could just be crazy Sent from my ALCATEL ONE TOUCH 5020N using Tapatalk
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Corner throw GA 3.709 without phorizer. 4,369 with it -1stock. Throw>623B~A>2C(2)>5C>2C(1)>236B>214A>2C(2)>6C>623C~D>236236C https://www.youtube.com/watch?v=7BFDAN9ZxBQ&hd=1
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Not sure if was said already but a thing with special cancel on GA 3C. 3C>stance cancel>66 jC works as a safe jump. Not sure if useful but its something :X
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
RoanYagyu replied to HiagoX's topic in Makoto Nanaya
Ive gotten 6C>214AC>236D to work on carl . Actually it seems like 6C has more stun/untech (dunno whats the right word for it :X ) so you can delay 236AC more than before, at least from what lil ive tried of makoto -
Guessing it means if you CH them grounded it gives a lil mini launch like it used to do normally in Extend? Atm if you CH a grounded opponent with 6A they dont launch at all though not sure if it really changes much
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Something I noticed that I didn't see listed as a change for her here. It seems for her power charge super A version no longer only fills half way (sort of assuming they all got reduced to how long A version lasts) but now B version will give Lvl 2 power charge instead of a lengthier Lvl1. Makes SB power charge make more sense that it gives instant Lvl3 mechanically.
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Something I was sorta wondering about was "invisible damage" from the poison of venom zapper during combos. Seems to be a thing. Pretty cool! -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
RoanYagyu replied to ludwig van's topic in Naoto Shirogane
Yeah 2[C] (charged multi hit ver that fatals) takes away 2 fate counter, 2C only takes away 1 though. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
RoanYagyu replied to ludwig van's topic in Archives
https://www.youtube.com/watch?v=wurDnLRlufo&hd=1 a video by bmeister that I think has what you're looking for. As far as playing Naoto on pad its fairly easy, personally I feel more comfortable on pad for most chars unless they have something where your holding buttons for charges. -
RoanYagyu PSN:Roan-Yagyu XBL:RoanYagyu GMT: EST [GMT(-5:00)] Location: Leominster, Massachusetts Incase anyone checks this, would love to get a few pointers, not really sure of myself of how i stand and what id need to work on most so any help would be lovely