Jump to content
Dustloop Forums

Rikir

Members
  • Posts

    253
  • Joined

  • Last visited

Everything posted by Rikir

  1. Hmmm is everyone using the Mizuumi wiki to get there character info? Cause my character has like no info on him ;_; http://wiki.mizuumi.net/w/Chaos_Code/Catherine Im thinking about just going ahead and filling in the blanks myself. I already figured most of this characters combos and mixups.
  2. http://shoryuken.com/wp-content/uploads/2013/08/p4a-do-12.jpg Noticed that Naoto has some new meter with bullet clips or something EDIT: Apparently thats Shadow Naoto, does regular Nao have the same thing?
  3. Great stuff you got there Diar :O
  4. http://www.youtube.com/watch?v=alRzH1ONjSo&lc=EDHDcNbNGC5qXIp3WzHbXiKAOgqCop8KpnA5l6Swwpk So yah this happened the other day.
  5. Well at least one of us made it :>
  6. Got back from Evo, got third in my pool. Dropped SMP loops on stream against SuperScience and died. SAD LIFE NAOTO IS SADLIFE.
  7. None of this is really new stuff since I basically combined Diarmuid and Zeromus' information (even straight up copy pasted) along with stuff from the last 15 or so pages. But heres a condensed list of okizeme and mixups that Ive noted while playing catchup. Im only sharing cause it looks nice and im sure no one else wants to backtrack like I did. Only a few of these setups are actually mine. Derp. ;p NAOTO OKIZEME: Anywhere: Sweep: 1. Sweep xx 236A~D (can be omitted) > IAD jump normal Type: Safejump Resources: None Loses to: Fast Supers, Loses to Teddie, Yosuke, Kanji (?) 2. Sweep (best done at a distance) xx 236A~D (Can be omitted) > 2[C] Type: Meaty Resources: None Loses to: Fast Supers, long reaching DPs 3. Sweep > 5D > Mixup (Low 2A/Sweep, High overhead/AOA/Double Fang, Grab, Fuzzy , Cross up etc) with 5D Cover Type: Mixup Resources: None Loses to: Varies depending on what you do, typically loses to job or anything that punches Sukuna- Hikuna 5AAA: 1. 5AAA > 669 j.C Type: Safejump Resources: None Loses to: Delay Tech, Elizabeth DP, Yosuke DP, 2. 5AAA > 669 > air 214D > land evasive action (cross up) Type: Mixup Resources: None Loses to: Roll, Grab, Mash Mid Screen: Sweep: 1. Sweep > 214D > Evasive Action (Crosses up) Type: Mixup Resources: None Loses to: Grab 2. Sweep > (midscreen) 66 7jA+C> IAD j.B Type: Mixup/Bait Resources: None Loses to: Some DPs if timed improperly 3. Sweep > 236A~D > 214D > Evasive Action (Cross up) Type: Mixup Resources: None Loses to: Everything Throw: 1.Throw > Follow up > 66 > IAD j.C (tip of j.C hits) Type: Safejump Resources: None Loses to: Teddie DP, Yosuke DP, Kanji DP Corner: Sweep: 1. Sweep > 214D > 2[C] Type: Meaty Resources: None Loses to: Nothing if spaced properly 2. Sweep > 236A~D > 214C > Short Hop j.AB OR j.BD xx 214C/D > Falling j.A > Low Type: Mixup Resources: None Loses to: DP, Roll 3. Sweep > 236A~D > 214C > jump in j.A (safe jumps) > continue with more air normals > air trap > falling normals + lows Type: Mixup/Safejump/Bait Safe jumps against: Sharbys/Chie/Aigis/Akihiko, Delaying the j.A allows DP punish on Yosuke/Mitsuru/Narukami/Labrys 4. Sweep > 236A~D > Delay > 214C > Throw Before Trap hits. Type: Mixup Resources: None Loses to: DP, Throw Tech Throw: 1. Throw > Follow up > 2AB > 5D > Wait for Opponent Response > j.AAB (or any aerial blockstring that brings you close to ground) if safe > when close to ground dj.A + 5D > Fuzzy Situation setup Type: Fuzzy/Mixup/Bait Resources: None Loses to: Variable, untested. FUZZY GUARD: 1. Deep j.C > j.AAAAAA (Fuzzy) Character Specfic: Narukami, If in Fear other characters as well, other characters as well but non-comboable 2. While on top of opponent 214CD > falling j.A > dj.A (fuzzies with the D trap hitting) CHIP STRINGS: 1. Dash 9j214D, jA, j214D, land 5A, 214D, 5A > [EX trap > 214D > 5A > EX trap > 214D > 5A...]xN 2. Full Screen Aim Stagger Pressure MIXUP: 1.Blockstring xx 236A (First Hit) RC into IAD j.AA OR land 2A OR Land AOA OR Land Throw Resources: 50 Meter Loses to: DP, Roll 2. IAD j.C xx 214CD > land > Evasive Action 3. Any blockstring that pushes the opponent far enough > IAD (J.A )J.A whiff air throw into land throw/AOA/2A/throw bait with jump back j.C. Loses to: Mashing, anti-airs, roll, DP 4. Any Jump Canceable Normal > Jump Cancel > Rising j.A xx 214CD > Falling j.AB Loses to: Roll, DP, Mash 5. Any Jump Canceable Normal > Jump Cancel to other side > Gold Burst Loses to: Roll, ? 6. Anything into 236B, 5C, D trap, (opponent techs), jump air throw them into the trap OR jump normal to catch mashing Loses to: invincible air attacks, throw tech. late teching 7. Anything into 236B > 5C > C Trap (opponent techs) > j.A > Air Turn IAD j.A > Opponent lands on C Trap Loses to: Invincible Air Attacks, late teching 8. Blockstring xx EX Roll (crossup) Loses to: Fast Normals and possibly grab? HAMAON: 1. 236236C > AOA/Sweep/2A/ IAD Overhead Resources: 50 Meter Loses to: Guard Cancel SAMPLE COMBO: 1. 236236C > 2A+B > 214D > 5AA > 236A~B~D > 2A > 2B > 5C > 236B~DxN
  8. Aw geez, I don't check back here in like half a month and its an explosion of new tech. Well gotta play catchup ;_;. Hopefully ill have something new to contribute as well.
  9. http://www.youtube.com/watch?v=2-o01GDiMeE Safejump after a Shotgun.
  10. http://www.youtube.com/watch?v=THOHUtxu7FU Q.Bee combo video for all the new Beeeesss.
  11. On the topic of Okizeme. I find that charging 2C after 236A makes a great meaty and can catch people if they mess up their DP inputs.
  12. http://www.youtube.com/watch?v=XXfqjlpecDM Made a Naoto Fear Combo Video. This time all my clips stayed where they were =D.
  13. Such speedy Naoto finesse :O
  14. Believe me; ive tried everything in my power to include as many clips as possible, but my computer simply REFUSES to include all the clips despite me reprocessing the video at least several dozen times (I spent an entire day doing this and it wouldnt work). I even closed every process on my computer that wasnt relevant to the program I was using. Clips ended going missing anyway :\. My guess is that all the captions I made was causing problems with the video or something. I've always had this problem but its never been this bad. I dont know what else to do, I either gotta upgrade my computer or get a new program. I hate seeing it presented this way too >_>.
  15. http://www.youtube.com/watch?v=jKjH5aX3ZuM Video I made basically covering close to everything that can be done with Naoto's 5D. Most of you guys will probably know at least 70% of the tech in this video, but I hope you like it anyway. P.S I had some major post-production issues with this video which resulted in missing clips. Try to look past that if you can.
  16. Wow Diarmuid that looks like a great read, I cant wait to take a look when I have a chance. Just throwing this out there, if you guys ever want, I wouldnt mind translating all the combos in the wiki/combo thread into a visual format for players to see (since its a lot easier for newer players to learn if they see the combo) when im done my exams. Theres a couple of videos that already showcase some BnBs and SMP loops, but I thought it would be a good idea to compile them all into one or two videos. If someone else was already thinking of doing the same thing I dont mind rounding up footage or helping out :P. If youre curious how I work, heres my Tron Combo Guide as an example: http://www.youtube.com/watch?v=LJpEc9wU-W8&list=UU-FSiPF0Xw9abuMtndiQ7bw&index=6 Of course ill credit any and all contributors to the threads.
  17. Well you dont really need the 2C in that combo. You can kill without it.
  18. Actually I did a study on combos off of 5D a while ago, and this was one of the combos I came up with. Genereally what accounts for here is width of the character. I found that this combo is fairly easy on Labrys, Aigis, Yukiko, and Teddie. Theres some others but I didnt list them in my notes. CH obviously makes this combo 100x easier. The full combo is something like this: 5D~D > 665C > 236B~D > 665C > IAD j.BC > 5C > 236A~D (3519 Damage, +23 Meter) Also since I finished studying this yestuarday, heres my results off linking 665C after 236B from various confirms: I am only going to list the confirms that allowed me to get the 665C, my analysis included the chains which would allow for 236B to confirm but unless you guys want that, I wont bother posting. Labrys/Shadow Labrys: Nothing works on her. Mitsuru: 5B5C, 5A5C, 2B5C, 662A5B5C. Aigis: 5C, 5B5C, 5A5C, 2B5C, 665C, 665A5B5C, 662A2B5C, 665A5C, 662B5C, 662A5B5C, 662A2B5C Naoto: Nothing works on her. Yukiko: 5C, 5B5C, 5A5C, 2B5C, 665C, 665B5C, 665A5B5C, 665A2B5C, 665A5C, 662A5B5C Yu: 5B5C, 5A5C, 5A5B5C, 662A2B5C, 665A2B5C Elizabeth: 5C, 5B5C, 5A5C, 2B5C, 665C, 665A5B5C, 665A5C, 662B5C, 662A5B5C, 662A2B5C Yosuke: 5C, 5B5C, 5A5C, 2B5C, 665C, 665A5B5C, 665A5C, 662B5C, 662A5B5C, 662A2B5C Chie: Nothing works on her. Kanji: Nothing works on him. However his hitbox allows him to be hit by 236B from almost any confirm, just not the follow up 5C Teddie: 5B5C, 2B5C, 662A5B5C, 662A2B5C, 665A2B5C Akihiko: 5B5C, 2B5C, 662A2B5C, 665A2B5C Notes: -General rule of thumb here is that if a character is shorter than Naoto or the same height (in terms of their standing hurtbox), then they wont get hit by 665C. -Sometimes dashing chains affects the distance of how far they will end up after 236B as opposed to standing chains, sometimes its too far and you cant connect. -Dashing chains make it easier to combo into 236B of course. Some of them even allow to follow up. -All data was collected off of the position on the screen from P1 side with P1 cornered. -If I couldnt get the link after 10 tries I assumed it just didnt work. -Dashing normals had a good run before normals were inputted.
  19. CANT HELP IT IF IM USED TO CAPCOP FIGHTERS D:. After a day with playing the default setup I was able to get used to it though, so it shouldnt take long to get used to. No biggie.
  20. Hmm I think you guys can use Leos nipples to guage community activity. QUICK LEOS NIPPLES, WHEN DOES SKULLGIRLS COME BACK?
  21. Hey guys I found Naoto's frame data: http://famitsu.jp/fmbk/p4u/table/07.html 2[C] is +8 on block which explains why its so easy to frame trap with.
  22. http://www.youtube.com/watch?v=HzbsV0u77g0&feature=BFa&list=UU-FSiPF0Xw9abuMtndiQ7bw I made a Naoto FC Critical Shot combo from Midscreen from what I saw someone do at SJ (I think it was Omniscythe). Its 150 SP, but its a great troll combo.
  23. Allright guys, so sometimes we might end up doing an SMP loop that we cant remember the no. of reps to. When do you guys usually stop? If I started from something like 5A/Grab/2AB I try to ball park around 5-8, and try to aim for 10 for most other confirms.
  24. Wow did you see that one Naoto reset at 11:28 in the first video? Awessomeeeee.
×
×
  • Create New...