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Everything posted by Random Naoto
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It does on the downward portion of Zettou, but the spacing required to do it raw makes Zettou j. A on crouchers ~37 frames depending on the character. It's potentially not that bad if you do something like max distance 5B, zettou, and then you have the options of j. A, empty low, or j. D. That being said they leave blockstun quite a bit before those connect, so you might just 214a/b and try to bait something instead. I just got my copy today and have been messing with some stuff, here's some of the frame data on doing crossups with zettou; everything is counted from the first frame of the zettou: 5B (any standing normal) zettou crossup j. B - 34 frames j. 2B, zettou, crossup j. B - 28 frames j. 2B, zettou, crossup j. D - 27 frames IAD j. B, j. A zettou, crossup j. B - 29 frames IAD j. B, j. A zettou, crossup j. D - 28 frames j. A, zettou, crossup j. B - 26 frames j. 2B, zettou, crossup Gosei - 24 frames Most of it is relatively slow as mixup goes, but crossing up with J. D, Gosei, or j. 2B is really ambiguous, and j. D is kind of like a way to punish them for even blocking. For most of these, the opponent is out of blockstun for 11-15 frames when you're actually doing the crossing up, so be aware that characters with fast/highly invincible anti air options can beat you. The Gosei ones are the only ones that are really tight, there's like a few frames where they can move, but Gosei is also the least safe on block.
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http://kotaku.com/5982662/how-to-make-a-japanese-psn-account-on-the-new-psn-and-how-to-navigate-the-store Shoutouts to Jet.
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I wouldn't be opposed.
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Finally made it through most of the last ninety nine pages. Once we actually get our grubby mitts on the game, I'm going to try and stream quite a bit, so if any Amane people want to convene we can hang out and pretend we didn't pick this character for the reasons we picked this character.
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I don't see why not. Also everyone here has, should have, or can get my phone number, and I've never ignored anything relevant that was posted here or pm'ed to me. There's no reason why anybody should be complaining about not being able to get a hold of me. Pick up the phone or open a tab thats not facebook. It's not hard, I promise.
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It's hard to explain in text; their youtube channel has pretty good videos that explain it way better than I could. http://www.youtube.com/user/HitBoxes?feature=watch All the negative edge stuff should be the same; the eight button layout is exactly the same as a stick. The only difference is that most hit boxes use 24mm buttons instead of 30.
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If you don't really care either way, you might as well learn how to play stick just for the fact that if you need to borrow one at a tournament or event you can. I started playing on a hitbox because I only knew how to play on a keyboard and I'd never been to an arcade. If you make it out next week and want to mess with mine, you're more than welcome, or if you have any fightans on your computer you can get a pretty close approximation by mapping left, down, right, and up to a, s, d, and the space bar respectively; most people use their right thumb for the space/up button. Either way it's going to be a complete departure from what you're used to, so you might as well take the opportunity to do whatever you want.
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[GGACR] Jam ACR Changes and Discussion Thread
Random Naoto replied to Amadeus46Art's topic in Jam Kuradoberi
EDIT: You get the cards on frame 19. -
I believe Kleners on SRK is like The Don of that area. I know they run fight club in Fort Worth, but I think those guys mainly play Capcom games. I'm sure some people there play anime. DioxideUniversa (who you can find a little while back in this thread) is a Hakumen player from FW. You might ask her too. https://www.facebook.com/pages/DFW-FIGHT-CLUB/140626315964010 http://forums.shoryuken.com/profile/45920/kleners
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Random Naoto replied to ludwig van's topic in Archives
It's not a bad effort and your desire to help the community is admirable, but until you write a guide that's better than the wiki page it shouldn't have it's own thread. You missed some important information like attribute invincibility, and some of the information is simply incorrect IE frames, move properties. 5A is indeed her fastest normal at six frames, but that makes it slower than the 5As of about half the cast, and you don't really mash out of pressure in this game. 5B should have foot attribute mentioned. It should also make mention of the fact that it has a low hitbox which gets completely avoided by almost any airdash moves. 2A both chains and gatlings into 5A, which can go back into 2A, so it's actually a really easy hit confirm, and leads to a knockdown, which is a big deal. 5AB is just a bad move. It's not even close to being one of the best universal overheads; it is technically the second fastest, but it's -20 on block, doesn't get guardpoint until frame 16 which isn't going to beat mashers, and she doesn't get much off a one more cancel spin state. 2AB no mention of leg attribute j. A is used ALL THE TIME. It's her best overhead; j. B is better if you actually connect, but j. A starts up faster, chains, has a hitbox that allows for practical fuzzy guards, and is much easier to hit crouchers with. It's also the only way to reliably do a combo out of a short hop overhead in the corner. 5D does not home, it travels in a straight line. No mention of the persona being invincible or passing through the opponent. 5DD should mention the fact that it's really slow at 17 frames, and that the persona is usable between the time it finishes 5DD and disappearing. j. D should mention that it stops your fall mid-air, which allows for ambiguous high/low in the corner when used with traps, and that you can continue to use/move the persona as long as it remains on screen with 5C/2C, or mudoon. Counter shot EX should mention the durability of the projectile and how long the invincibility window is. No mention of 236B/236AB feet invincibility from frame 1 236AB does NOT have 236A startup, it's only 1 frame faster than 236B; 236AB and 236B have 16 and 17 frame startups respectively. 236A has 9. Didn't mention different properties of fifth gun shot. No mention of 236B or 236AB fatal counter properties. Against everyone that isn't Narukami or Aigis, these are generally your best DP punish starters. 214AB is not a reliable defensive option if your opponent is timing their meaties; it doesn't gain invincibility until frame 4, and is unsafe. 214C/214D have identical recovery. "C traps have quicker set up and recovery frames, but they have less untechable time then D traps, so they can only be used to control Air Space." 214C is extremely important for covering ground space in some matchups. Swift Strike, Kill Rush, and Yosuke run are a few examples of grounded moves that can only be stopped by C traps. D traps are of questionable usefulness as oki tools; 7 frame start up means some characters can wake up with 2A as an option select to beat both the trap, a throw that isn't frame perfect, and in some cases a crossup attempt. Characters with 5 frame 5As can wake up 5A for a counterhit midscreen if you don't time the 66 214 D absolutely perfectly. In the corner where crossing up is not an option, you are almost universally better off using 214C as oki to prevent anything other than an invincible reversal or a roll. 214CD makes no mention of fastfall properties, combo use, or blockstun infinites. 236236A should mention use in burst safe SMP combos and the fact that it's safe on block. 236236B is used all the time, can be combo'd off of in the corner, has like 60 frames of invuln and is unarguably her best way to close out a round since it both baits bursts and lowers their fate counters for the next round. If you have 50 meter at the end of a round and can combo into it, you should. 236236C is one of her only ways to actually set up mixup since it leaves you like +50 on block, and has both a P1 and P2 of zero. See Denpa's videos for more info. This is very important. Should also mention it's use when the opponent has zero fate counters IE blockstring into 236236C, mix up for the IK. B shots during raid cause more hitstun decay than A shots. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Random Naoto replied to ludwig van's topic in Archives
Just post it or link a pastebin file, people will tell you what they think. I found this exchange in some match footage today and thought it was a really hilarious ...Academic demonstration of how crummy traps are as a space control tool. Also for anyone wondering how big a buff D traps not being affected by air normals is, hopefully this will help you visualize it. http://www.youtube.com/watch?v=eQn1Gzweu0Q -
[GGACR] Jam Combo Discussion and Posting Thread
Random Naoto replied to Amadeus46Art's topic in Jam Kuradoberi
Kakarocks does it in the vid you posted a few times, I tried it for like an hour today and couldn't get it to work, they always seem to be too high for it to connect. I made this for people who may not have seen these combo routes http://www.youtube.com/watch?edit=vd&v=Q0Cr0GBoOMg Some of the Japanese players are using 623D in such a way that only the last hit connects, giving you the launch and untech time, but without scaling your damage really heavily. In the corner on normals and lightweights it also allows you to use the H puffball to get a wallbounce, and then an air combo extension. It ends up doing more damage than two reps of the wall loop, and is much more lenient in terms of starters and screen position, so if you have the cards to burn, it's a good option. Also gives you crazy damage on the lightweights. I used Gekirin as one of the ground starters, but you can substitute pretty much anything that will get you into the position to do 5H(1) 6HH. You just delay the second 6H as with the wall loop, do 623D, 236SH, etc. -
Almost all of matches from Saturday are up on their own playlist, the last two or three will be up by tonight. http://www.youtube.com/playlist?list=PL6mUQLt99expmNfngjSviDxPv7hg-0IvL The sound levels were way off on some of the videos thanks to super loud game audio, and youtube doesn't care for 60fps video apparently, but I'll fix all that stuff next time.
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Fun fact: If everyone who picked Naoto back in August had stuck to their guns, literally half of our P4 scene would be Naoto players. WHAT DOES IT ALL MEAN?
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See my earlier post. It comes out on the 24th, which is like a week before the 3rd ranbat. IF everyone preordered it, it ships before the weekend, and people got the baller EMS shipping, which they probably didn't, they'll get maybe a day with the game before the 3rd ranbat. Most people probably won't even have their copy yet. We can play it by ear.
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For future reference, after 10/5, ALL matches will be played on ps3 for the sake of consistency. If you use a 360 pad, buy a converter, they're under ten dollars.
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Heart of a champion right there. Take notes people. What we're going to do is play cse for the first three and cp after the 3rd ranbat.
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Yes, and yes. Also, wanna help me win a bet? It's the 5th. Someone wake up Byakko. Oh wait...
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I'll get in touch with them tomorrow.
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I might be MIA for a little bit. Let me know what you guys decide and I'll schedule it with the guys at the venue.
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[GGACR] Jam Combo Discussion and Posting Thread
Random Naoto replied to Amadeus46Art's topic in Jam Kuradoberi
This thread is amazing, thank you man. -
Double fang is a poor meaty. It hits mid, doesn't lead to damage, and has dp bait written all over it. the midscreen trap oki is right on the border frame wise as it is, if they added recovery to it, it will no longer work, and QE is frame 1 projectile invuln now anyway. Poison might actually have been an interesting mechanic for naoto if they didn't nerf her already poor zoning and buff the counter-zoning of the entire cast. Unless venom blade turns out to be REALLY good, based on the current change list she's pretty much boned unless there are high fate counter combo paths that get discovered, which will be more difficult given the trap recovery. she definitely got hit hardest with the nerf bat, and has little to show for it.
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I don't want to be the negative guy in this thread, so I'm just not going to say anything.
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I like how every other character in the changelist has new moves and its all sunshine and puppies. Then you get to Naoto and the second hit of her autocombo hits low. That said I am excited.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Random Naoto replied to ludwig van's topic in Archives
Central time, and its twitch.tv/unclegary01