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Everything posted by Doonpa
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[PSN] FT10s Season 2.1 (9/28, 10:00pm EST)
Doonpa replied to LegendaryRath's topic in P4A Online Play
Its possible that I could play in a ft10, but its highly unlikely since im back in college and have very little access to a ps3. I think its safe to say that i won't be able to do these anymore until the semester is over tbh, so you should probably cross me off the list for the time being :\ -
[P4A] Naoto Shirogane - Critique Thread "Seeker of Truth"
Doonpa replied to ludwig van's topic in Archives
General Match up Notes vs Labrys Labrys is free on wake up. Don't be afraid to meaty her unless she is in awakening. Labrys is also free to pressure especially Naoto's since she can easily jump cancel to avoid DPs or DP her back. Dealing with her guard cancel is annoying since it isn't affected by hit stop like the other guard cancels, but you can still react with DP or something to it. Don't fly at her(and everyone in general) recklessly because her 2B is great, but be especially mindful of how easy it is for her to AA people. IB all of her pressure and everything else is relatively easy to just block. 5AA into 5AA is not a frame trap and is really easy to mash. Kill IAD j.B with DP, there's nothing she can do to avoid getting hit besides OMC it or hope she crossed you up with her j.B, but its really easy to judge the range. You can also air throw her IAD or intercept it with j.B for a CH if you anticipate/react to it in time. Neutral is easy if you can kill j.B and avoid SB Chain Arm. With that aside, i'll focus on your neutral and oki since that is your focus here. Overall, i will stress again that Labrys is free to meaty on oki unless she has 50 meter in awakening. Doing stuff like meaty 2[C], safe jump j.C and trap oki is really easy and safe if done properly. If you can't get the usual carry combo, then ending with 5AAA or Sweep into 236A~D is what you want for oki+setups. Pressure wise you can kind of just go nuts as long as you respect 2B if you plan on going back in via j.C/j.A. If you space your buttons properly you'll be safe from getting mashed during your pressure. You seemed kind of afraid of just going in occasionally and just resorted to running away when it was your turn on offense. You want to generally run away when you can escape the corner or need the space for zoning. Otherwise, RTSD but don't die. Your trap placement is fine, just beware of what ranges you are setting them from because you are very vulnerable when setting them without the proper cover and what not. And lastly, here's a list of general Naoto "DONT DO IT"s: -236A~D on block is negative, so don't hit buttons afterwards. It is safe if spaced properly on block. It is always unsafe if IB'd vs anyone with a 5A faster than 8f. -Don't stagger your A/B shots on block vs good players. They know how to interrupt it and hit you. Don't do B shots on block, its punishable. A shots are "safe" mainly because of the push back on the last shot. BUT its always punishable by Mitsuru 5A and Droit and if you IB it. -Don't give up setplay for cute gimmicks. Stable, safe stuff > high reward, one time only tricks. -SB Roll is not a mix up and its punishable like all of her other reversals. If people let you do it freely, then mash it out, but beware. But overall your play was good, lack of SMPs hurt your damage output but w/e. You must not be afraid to go in vs a character with bad defense. Having a good offense is super important to complement Naoto's strong defens -
There is no reason to to jump ship just yet. It's fine to discuss what consequences the changes that we know about would have on Naoto by comparing what Naoto is able to do as of now in the version everyone has access too. There is no reason to get at each other so much as everything is speculation and comparison. Random Naoto isn't wrong by saying right now Naoto is looking kinda iffy based off the known information we have, there is no need to get defensive about his opinions/thoughts. I'm sure there will be more loketests in the future for this game, but no one can actually be sure since they never even announced anything about having P4C loketests to begin with, so its okay to take these changes somewhat seriously because they do show the intentions of the game designers and what they feel needs to be rebalanced. I'm sure whoever has a problem with how Naoto turns out in the final version of P4C will go along there own way, but in the meantime discussing the implications of Naoto's changes based off of her current design is just the natural thing to do until more concrete info comes up. I'm looking forward to getting more info so I can form some kind of picture in my mind as to how Naoto is suppose to work because her current playstyle doesn't sound optimal in P4C. The uncertainty I believe is what makes most of us somewhat worried and pessimistic sounding, but thats just natural. It just means we care lol.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
I'll play you if you'd like, I get 3 bars with people as from as far as like the midwest so we should have some decent matches. Just let me know when if you are interested in playing me. -
Major concern right now is increased recovery of traps and shots. Poison is nice, and the combo routes will work themselves out in the end somehow. Right now, Naoto is ideally to be played as a trap/zoner/spacing kind of character, so assuming the balancing is designed to promote that idea, this could be troubling. Luckily, this is the first loketest so I expect all sorts of crazy changes to happen before we get some more sound changes to happen. In the end, the final loketest is what matters so I wouldn't go nuts about nerfs/buffs just yet. I'd pay attention to the trends of changes they do and see what they spend the most time tweaking after each loketest. As for the removal of SMPs, im totally fine over it. I'd rather deal with traditional combo routes. But, there is no reason for any current Naoto players to NOT learn them. You are just increasing the amount of work needed to win a match because you don't want to training mode a combo that winds up being almost the exact same thing each time lol. All the work has been done for you guys over these past months, so you don't even need to spend time learning a million different SMPs. They are all fairly optimized and standardized so you won't have to learn many hard variations like early on in the game's life. SMPs are not hard guys.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
Are you asking to play one from here on DL online or something? Or do you want advice about the mirror match or criticism on a video you have already/will have? -
Yeah, im still interested. I let LK know about this too and I think he is okay with playing, just gotta figure out a good time to do the stream.
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GGs to guys with 6k worth of matches, 5k worth of wins, and still not actually playing the game. Netplay is a funny place.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
Loooooooooooool good job. What a finish. Also, I uploaded a ton of Naoto videos and combos for people to see. There are a lot, but they are all short: http://www.youtube.com/channel/UCepW-xaFlE5RmavPCkFFR1w -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
What timezone? lol. And whats the link to your stream, anyway? -
Are these the final results? If so, you guys are mean ;____; lol
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
I think Random Naoto is going to be doing a stream this coming weekend. If you want to see some good Naoto footage in the meantime, you should type in "P4U Denpa" on youtube or check out the Video thread on this board for some good Japanese vids. -
[P4A] Naoto Shirogane - Video Thread "CSI: Inaba" (Updated 9/19/2012)
Doonpa replied to ludwig van's topic in Archives
http://www.youtube.com/channel/UCepW-xaFlE5RmavPCkFFR1w/feed?view_as=public My youtube channel. I'm going to upload things gradually. This will be full of random tech and combos. -
OK so I decided to go back and revise this old OMB SMP that I saw Denpa use back in his FT10 with Yu-sama and came to some nice conclusions about it. Here's the combo that i'm sure you guys have seen before. It works on the entire cast: D-trap/C trap CH, 2A 5C j.A j.C land (5C) 236A~B(1) OMB walk forward 2[C] dash 5B 236BxN. This does ~9.3k w/ shots. If you omit the 5C in parenthesis, the damage gets bumped up to 9.7k with shots instead. Now here is the thing about this combo. Going by my AA j.B confirm which involves doing an airdash j.A j.C straight into 236A, I figured I could apply this to this combo as well to see what happens. And what we get is an amazing SMP that carries from past the round start position that kills everyone but Aki and Kanji from full health. The trick to getting the 236A to land straight after j.C is simply delay your airdash string and slightly delay the 236A itself. You can visually confirm if they will be too high/far for the 236A to connect, so you can always salvage it with land 5C beforehand. If you have at least 8-9 meter to start this combo, you'll build enough meter to do an EX Fang instead of 2[C] for an easier, more damaging variant (this only applies to the variant that does not omit the second 5C). If you have 11 meter to start and omit the second 5C, you'll build enough meter for an EX Fangs and you'll do enough damage to kill Akihiko. The other nice thing about this SMP is that even if you don't reach the corner by the time you do your first B fangs, you'll have enough time to do dash 5C after it and go for B fangs again, which by then you should be perfectly snug in the corner although the SMP damage will be less. Fun note: you can link 2C off 236B anywhere. Midscreen you have to microdash. Its a nice alternative of a combo ender if you are aiming for their Fate counters and haven't used a move that takes any in the combo. So like 5AA 5C 236B~D dash 2C is a nice combo to go for if you need that last 2 skulls to get them to 0. Just don't be derp and do this if you can get an airdash extension via air hit or if you are close enough to the corner to get dash 5C to link and then get the airdash extension.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
lol that sounds like fun. I'll be tweeting the hell out of your stream then. I'd like to join the call if I can. -
I came across this months ago too and thought I hit gold, until I did some extensive testing on this. Basically, its not really a training mode/dummy only thing exactly. If you crouch (holding either 2 or 3 instead of 1 aka downback) this will hit even a human controlled character. But thats the thing, it doesn't work on anyone actually crouch blocking, aka its not viable at all. Probably has something to do with the change in hitbox size when a person goes from a regular crouching state compared to a crouch blocking state. As for it working on the dummy even though you held downback, i'd say its exactly what Zeromus said. Training mode can be silly.
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Persona 4 Arena PSN Team Tournament (July 28th, 2013)
Doonpa replied to MastaToken's topic in P4A Online Play
I'll play in this. I'd like a copy of Extend or something :P. 3 PM EC right? -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
lol hopefully you guys got to play lots of casuals and learned some stuff from each other/other players. Playing the JP especially is a really enlightening experience if you get to run a small ft3 or something with one. In other news, more Naoto tech. Another fuzzy setup that functions off the same principle as the corner EX trap fuzzy, except its surprisingly better mid screen since you get a way better combo. Setup is simple, just do the usualy j.C (blocked) rising j.A fuzzy for a good opener for the setup. Then, off the j.A, do a delayed EX trap, and while you are coming down from it, do a deep j.B, then dj.A. If you timed the EX trap properly, the j.A will combo into the D-trap and you can follow it up. The C trap won't get in the way so you'll be fine. -
In the corner: Throw, OMB (at the neck chop portion), microdash C trap, 2A/Sweep, D trap, 236A~B(1)~D, 2[C] 5B 5C 236BxN, 4.1k Oddly enough, I think this combo does more damage if you don't use Sweep, but 2A instead. I dunno. This one is weird. You can also do 5AA 5C as the ender if you don't want to bother with getting the 2[C] link. Midscreen to Corner: Throw, OMB (at the neck chop), Mudoon, dash C trap, D trap, 236A~B(1)~D , 2[C]/2A 5B 5C 236BxN over 8k, 8.7k with C shots Throw, OMB (at the neck chop), Mudoon, dash D trap, Sweep, 236A~B(1)~D , 2[C]/2A 5B 5C 236BxN over 8k as well. EASY MODO. This combo carries from the match starting position, so it makes this really convenient. I use to OMB before the neck chop, and then realized that im just missing out on like 700 damage for leaving out the chop. Derpppppp. Oh well, now tick throws are really scary. EDIT: because i dont wanna make a new post. A better variant of the D trap OMB SMP for Mitsuru and Chie: D trap, 2A, 5B/2B, 5C, 236A~B(1) OMB dash C trap, 5AA, 236BxN, ~ about 8.6k, 9.2k with shots, roughly. This combo isn't as demanding as the one Denpa came up with since I feel the opponent winds up closer at the OMB portion, and because its easier to link the 5A after the C trap set than it is 2A.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
If you want more SMPs to practice, here are a couple of SMPs off common starters: 214D, 5C, IAD j.A/j.B j.C land 5C 214A~Cx5 Mudoon, C trap, 5AA, 236BxN 5B 5C 2C Mudoon 214C, 214D, 236A~B(1)~D 2A 2B 5C 236BxN 5AA 5B 5C 2C Mudoon 214D 236A~B(1)~D 2B 236BxN AOA~D FC, 5B 5C Mudoon, 214C, 214D, 236A~B(1)~D 236BxN 2A 5B 5C 2C Mudoon 214D, 2AB 236A~B(1) 2B 236BxN j.C 5B 5C 2C Mudoon, 214D, 2AB, 236A~B(1)~D 2B 236BxN The Throw SMP Lunakage posted above Simple and easy to remember. Not all of these are the best possible SMPs, but they do decent damage and are pretty reliable to do (especially if you are playing online >_<) -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
The combo works since you get all 10 hits in before the 236B, but you'll have a harder time landing 2A 5B on Chie and Mitsuru compared to the other characters. I'm assuming you mean 1 hit of B shots after 236A as well, right? If you could specify what is giving you a hard time, that would help with whatever problem you have with the combo. -
5B 5C 2C OMB dash 214C, 2A, 214D, 236A~B(1)~D, 2B, 236BxN is over 5k and is a lot easier. Doing 5A instead of 2A, and repeating 5C hurts your damage (you might even be able to do Sweep instead of 2A here, but 2A is easy enough). You also don't really have to worry about getting the timing/height perfect so that the 2[C] connects after the 236A if you do this instead.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
lol yeah, you don't really have to go for the exact set up Denpa showed. I think he was aiming for the maximum amount of chip he can get under reasonable circumstances. Just doing D trap, wait, EX trap, then going to town is good enough. In other news, I was messing around with the fuzzy set up (again) and I got the standard j.C, rising j.AAAAAAAA one to actually work on Yosuke. The trick is you need to slightly delay the second j.A to combo it off the first one. From there, just mash AAAA and you'll be fine. It's tricky timing but its not too bad with some practice. It makes sense that this would also work on Yosuke since a lot of characters like Akihiko and Chie have things that only work on a standing Narukami and Yosuke. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
You can add this set up to that list too lol. So in the corner, if you do a basic BNB involving B Fangs, but instead of doing an IAD string, you can either go for low 5AAA to hit in such a way that the opponent stays in front of you, or you do 5C and then chain into a late Sweep. You can also combo into sweep off a throw, and cancel into D trap for the same exact setup. Off of these follow ups, you can set a pseudo-meaty D trap. Off 5AAA, you have to wait a bit, but off sweep you can special cancel right into the D trap. What happens is that the D-trap won't be meaty, but it will activate fast enough to catch the opponent out of their jump if they try to upback and it should net you a CH if your opponent wakes up hitting buttons. The weakness to this set up is that your opponent can roll on their wake up, but there are really simple ways to deal with it. First, you have time to literally just sit in their face and just wait for the roll and punish it with throw for minor reward. But, a better move would be wait a little, and then jump back and come down with an air normal like j.C and get the CH. Jumping back also lets you avoid pretty much all DPs or if they decide to microdash DP, you'll probably block in the air. Once you establish that they aren't leaving any time soon, you'll get to run your mixups which are.... Jump back, wait a little, airdash j.A j.B Jump back, wait a little, airdash, 2A. Jump back, wait a little, airdash j.A whiff airthrow, land throw/jump back j.C for the throw blow up Jump forward, land, 2A Jump forward, j.B Immediate Throw wait for the explosion, short hop j.A j.B wait for the explosion, AOA 2A/Sweep before/or after the explosion If you have meter to burn, you can also do the Chip string with EX Traps and potentially sneak a throw in during it by intentionally leaving a gap or something and deal massive damage. Alternatively, if they block whatever mixup you do and have 50% meter, you can just do whatever blockstring into 236A~Ax5 into Hamaon and set yourself up for another 50/50 into a SMP. Also, off the 5AAA setup, since the opponent won't be fully in the corner, you can cross them up by simply rolling past them. Welcome to Naoto setplay guys. -
More combos courtesy of Denpa. 5D~D (hits) sj j.B j.C OMB land 2[C] dash 5AA 5C delay 5B 236AB 236BxN. Should be about 8k. You'll probably have an easier time if you add a j.A and omit the 5B. Changing 2[C] into a 2A also makes this easier but does less damage. D trap, 2A 5C IAD j.B j.C land (5C) 236A 236236A OMB 2[C] 5B (5C) 236BxN (Corner) Throw OMB at the chop portion, C trap, Sweep, D trap, 236A~B(1)~D, 2A 5B 5C 236BxN, ~4k. j.B j.A j.C OMB 2[C] 5AA 5C delay 5B 236AB 236BxN (This is stupid hard to hit imo) I think there were more, but nothing else that really left an impression on me too much. Very simple stream session from him today. It seemed he was just testing out stuff and getting use to these confirms.