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Everything posted by Rikir
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I remember invul kicking in at ~11 frames.
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So if youre fighting Orie. if she does her 22C super you can 22C on reaction and then roll to get out of the way of her Persona while Azhi stops her from trying to punish you.
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Naoto Combo Notation Google Doc: https://docs.google.com/document/d/11Yqf2ehHynyRch3KyWzk4mEK5lgAYtsKppkVxdqrI-4/edit?usp=sharing Still working on this. Ill organize it by starter later on. Ill also notate the new 1.1 CMV that Jourdal recently uploaded. Yes it still works. 236B~CCCCC~6D is how you would normally combo into it.
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My least favorite matchup is Carmine. Shuts down your orb game easily, and once you get pinned by blood wheels/spikes/whatever its over ._.
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But all your characters have separate records anyway. Only thing thats shared is the color of your square lol.
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https://www.youtube.com/watch?v=8fU9wT3nV7k Some silly Seth combo.
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Can someone confirm if the combos from 1.0 version still work in the current console version? From the little I got to lab with, it doesn't feel like some of these combos are still possible. Maybe it was because I was practicing on Sho or something. If I get confirmation I'll start notating every combo video I find for 1.0. https://www.youtube.com/watch?v=x-xLu1Ik6QM&index=36&list=PLC53E3ED9C6BFEC30
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Rikir replied to ludwig van's topic in Naoto Shirogane
So whats everyone doing for Oki now? Trap oki is basically non-existent now due to increased recovery; its only slightly usable after 2AB. I've just been doing meaty 2[C] and IAD j.C meaties off of 236A~D. I guess you can just take off the fate counters instead of trying for oki since fate is really good this time around. -
So if youre wondering what happens when Chaos 6C hits with another Chaos 6C, both reflects will activate and both Chaos players will get hit at the same time rofl.
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Rikir replied to ludwig van's topic in Naoto Shirogane
1) Its only good full screen and after like bullet shots. 2) I dont know lol. -
Orbs can be blocked either way. There is only one situation where they must be blocked cross up and thats when Seth throws the orb behind you and then teleports to that side. 214X series doesnt have very much invincibility. If hes visible you can smack him.
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If anything we're still sticking to BC roll instead of air dash over except in the situations where we expect getting thrown lol. Delicious.
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Yknow what ill just post a video. Gimme like 10 minutes. EDIT: Ill do it in the morning, its late lol. https://www.youtube.com/watch?v=JdQegw5M6t8&feature=youtu.be There done. Im holding down back with P1 while P2 does the setup. Only thing is that if you start off with 2A you should do the setup off j.2C instead of 2C at the end of your combo. Otherwise its exactly the way it looks.
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Okay I can simplify this with a syllogism: >You can punish people's landing recovery. >Some aerial actions have more landing recovery than others. >Therefore you can punish certain aerial actions more than others.
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By air dash, I mean jumping assault of course. If you do it fast enough, then it will cross up on time. Obviously loses to DPs or whatever, but if theyre mashing throw then thats a valid option. https://docs.google.com/spreadsheets/d/1De7GMR--Ycdnir8rto3rpztm7_LHeqJYqzyrjYlFviU/htmlview?pli=1&sle=true# This has been out for awhile
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You can just air dash over them instead of rolling. It works fine if you do it fast enough.
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only super cancellable mind you. 6C counts as a special I guess.
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So heres a cute gimmick with 200 meter/ VO active 5A > 2B > 6C > IW Now youre intentionally whiffing 6C to bait your opponent into punishing you. As soon as you see them press a button you can react with 41236D since 6C is still cancellable on whiff.
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Im crying at the lack of IAD combos. That was my favorite combo route ;-; Also I was messing around at my friend's and he let me play Challenge 25. Heres my combo: 236B (FC) > 5B > 2B > 5C > 2[C] > 5C > 236C > 5C > j.C > dj.B > j.C > j.D > 236A (1) > 236236A > OMB > land 214A~Ax5 > 236236C > run up 236236A It should do like 66 hits. Although I think AOA route is probably easier haha.
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I bugged True Tech to fix his horrible typo ;o http://www.dustloop.com/forums/index.php?/topic/8881-uniel-seth/?p=839662 Go try that now.
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j.2C is not an overhead. Rising, delayed, after an assault, or high in the air. It is not an overhead. I was kinda shocked to realize it wasnt until I just checked it now lol. Always assumed it was.
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anndddd I made my own combo video: https://www.youtube.com/watch?v=yREKVp5BDvg