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Everything posted by Doonpa
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
I wouldn't mind a thread like that, but I think it'll suffer the same fate as the Burst thread. I'd contribute if someone has stuff to share. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
You can do j.C then 5C. The DP will hit the persona but not you. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
lol its understandable. It takes awhile to get use to dealing with certain DPs in this game, but Naoto has a lot of good safe jumps and safe meaty set ups to at least force some respect on their wake up. Dealing with DPs during her pressure is a different story. You'll have to rely using your Persona, jump cancels, and good spacing to avoid getting hit by them. Also, Kanji's DP is really good, especially if he has the meter to combo off of it. Its upsetting to get hit by, but that is the character. Most other characters don't revolve around their DP as much so just bait out a few times and punish hard. You should notice a nice decrease in DPs if you do. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
Jump back j.C should CH so you should have enough time to run up for a combo. Naoto has good mix up in the corner if you know how to run it with C trap covering you. You get short hop j.A, AOA, 2A/Sweep, j.AAAAA, j.AA whiff air throw land into whatever, etc. Naoto has mix up, its just not herp derp and requires conditioning to make it all work. There is also Hamaon which gives you a pretty strong 50/50 situation with j.B/Sweep that you can turn into 6k if you have the SMP for it down in the corner. Midscreen you can get 8k if you use your burst too. -
Persona 4 Arena PSN Team Tournament (July 28th, 2013)
Doonpa replied to MastaToken's topic in P4A Online Play
lol I think everyone has been too busy with EVO practice to notice this. Anyway, I'd like to participate. I need some partners though lol. Also making this not character locked sounds interesting/scary lol (is it character locked or do you just mean that you won't ask for each player to play a different character?). -
Air to Air CH confirms. These are very much height/spacing dependant but I feel like they can be broke down into 3 categories. Rising CH, standard air to air, and sj height confirms. Rising j.A/j.B CH: wait, airdash j.A/j.B j.C land, whatever. Standard air to air (roughly the same height as your opponent, more or less) j.A/j.B CH: land, 5A/2A/5B/5C/whatever, into whatever combo path you like. Super jump height: j.A/j.B CH straight into j.C/j.D. Can set up a trap in mid air and try to air throw their tech. Getting the air dash combo to work can be tricky at times. Sometimes you are better off landing and going straight into 236A instead of trying for a 5A or 5C. The "standard" air to air height gives you a lot of time to do whatever you like. It's also possible to just go for a delayed j.C after the first air normal and land, then go for a combo too. It's honestly whatever is most comfortable for the player. I like landing first and going for a 2A pick up since it puts the opponent at a very specific height that is easy to combo off of, as well as giving me the option to go for a OMB SMP or standard IAD string into Mudoon. SJ height is pretty straight forward, just free style something into j.D or j.C into trap and play the tech chase game. This info should be pretty obvious to any accomplished Naoto player, but I feel like this should be stressed since I know personally my air confirms need work, and I was impressed at how naturally JP players convert random air hits into decent damage.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
Ye, first time I've ever seen that SMP used was the FT10 between Denpa and Yu-sama. Outside of Denpa, I feel some of the Japanese players have really funky combo paths at times. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
Yeah those are the best ones/most practical mixups. I looked at the frame data for 2A and Sweep and 2A starts up in 7f and Sweep starts up in 8f. Considering how crappy 2A is of a combo starter, I'd say its better to use Sweep instead of 2A when going for a low while the opponent is blocking Hamaon. Only benefit I can see of using 2A is if you are just aiming to kill them via Fate Counters and want to mess with their heads by chaining 2As. -
More Denpa tech. Hamaon SMPs. Hamaon is guaranteed if you super cancel it off the last hit of A shots, Sweep, and 236A. Also possible if you do it late after 5AAA as well so that it doesn't combo. MAJOR EDIT: I went to training mode and optimized everything and figured out why I was screwing this up today over netplay. Here is the real stuff to use. Sorry guys lol. I was going strictly on what I saw Denpa doing and I didn't realize this stuff was quite character specific. I'm sure he mentioned that on his stream but my Japanese is terrible >.< Midscreen Hamaon +OMB: These do 7-8k Hamaon (blocked) j.B, Hamaon hits, wait, 5B/Sweep, 236A~B(1) OMB 2[C] 5C IAD j.A j.C land 5C 236BxN Hamaon (blocked) Sweep, Hamaon hits, wait, 5B, 236A~B(1) OMB 2[C] 5C IAD j.B j.C land 5C 236BxN Corner, Hamaon: These do 6k Hamaon (blocked) j.B, Hamaon hits, slightly delayed C trap, D trap, 236A~B(1)~D, 2[C] 5C IAD j.A j.C land 5C 236BxN Hamaon (blocked) Sweep, Hamaon hits, slighly delayed C trap, D trap, 236`B(1)~D 2[C] 5C IAD j.B j.C land 5C 236BxN These two corner combos above work on Labrys, S. Labrys, Aigis, Naoto, Yukiko, Chie, Kanji, Akihiko. Hamaon (blocked) j.B, Hamaon hits, slightly delayed C trap, 2A/5B/Sweep, D trap, 236A~B(1)~D 2[C] 2B 5C 236BxN Hamaon (blocked) Sweep, Hamaon hits, slightly delayed C trap, 2A/5B, D trap, 236A~B(1)~D 2[C] 2B 5C 236BxN These only work on Mitsuru, Narukami, Elizabeth, and Yosuke. You need to use a 2A/5B/whatever at the point where C trap would usually connect to hit the opponent into them. A note, you can't use this combo on the characters that you can combo straight into C trap because the 2A/5B/whatever will hit AFTER the C trap and screw you over. For Teddie: These do 5-6k Hamaon (blocked) j.B, Hamaon hits, slightly delayed D-trap, wait, 5AA 236A~B(1)~D, 2[C] 2B/5B 5C 236BxN Hamaon (blocked) Sweep, Hamaon hits, slightly delayed D trap, wait, 5AA 236~B(1)~D, 2[C] 2B/5B 5C 236BxN Note: You can do 2A 5B instead of 5AA for more damage. Whatever is easier for you. These Teddie variation also works on the entire cast if you don't want to learn the above. You'll be sacrificing damage for simplicity. You can essentially change a lot of parts to any of these combos, like you could go for the IAD route before 236B, or you can do something like 2A 5AA 5C 236B instead, etc. Its whatever you are most comfortable.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
Well, i've tried countless times to get a basic fuzzy guard to work using Hamaon, but I don't see it working unfortunately. Hamaon's hits don't allow for enough blockstun to make a fuzzy happen from the looks of it. I've tried many variations of air normals like you have to no avail. But honestly its not that bad since you force a very obnoxious 50/50 with j.B/Sweep anyway that can lead to pretty nice SMPs if you've worked them out using OMB/another 50% meter midscreen or for free in the corner. You also have the option of jump delay airdash stuff too to add to the mixup. But unfortunately no fuzzy from what i've found. I also got to watch Denpa in training mode working on things related to Hamaon and he made no attempts to even try a conventional fuzzy, so I think he might have come to the same conclusion that it doesn't work. -
Nah, it's possible mid screen but its kinda tricky to get the timings at first. Basically you want to do the Sweep as close as possible, then go into 236A~B(1) OMB. From there you have to microdash then do C-trap and hit 2A as soon as you recover so that the opponent gets hit into the C trap above your foot. From there slightly delay the 2[C] (walking forward is best) and then microdash 5B 5C 236BxN. It took me a while to get the timing but its totally possible with practice. I would use this against Kanji, Akihiko, MAYBE Mitsuru and Chie as well if I'm desperate to kill them off asap and don't want to risk dropping the 2A 5B off the original easy modo combo. Of course, in the corner this combo is really easy to hit so you can go for it instead and not have to worry about the tricky timings as much.
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Denpa da gawd, he improved my D Megido SMP: D Megido, 2AB, 236A~Bx1 OMB C Megido 2A 2[C] 5B 5C 236BxN, C Shots ender, 10,191k. Now only Kanji survives this. Thank you based SMP god Denpa ;~; EDIT: I botched the notation for the 5D CH combo. It should be 5D~D CH Air Hit, wait, C trap, Sweep D-Trap, 236A~B(1), 2[C] 5AA 5C. My variation of this combo is fine though, but with this correction Denpa's SMP becomes way better lol. Builds 89 meter and does 7.7k without a mudoon!
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http://www.nicovideo.jp/watch/sm21103371 Air counter hit 5D~D combos, courtesy of Denpa. Big thanks to Ichipoo for linking this to me earlier today. Notation, near the corner: 5D~D CH AA, dash up C-trap, D trap, 236A~Bx1~D, 2[C], 5AA, 5C 236BxN. You'll build 50 meter to add a Mudoon if you'd like. My version (or at least what i find is easier than the above): Same start, dash up D trap, 5AA 236A~Bx1~D, 2A/2B/5B 5C j.A j.C land 5C 236BxN. This one also works if you land 5D~D CH on a grounded opponent, but the timing is tighter. EDIT: Meterless SMP off AOA~D in the corner: AOA~D FC, 5B 2B 5C jump airdash j.C delay j.D land 5AA 236BxN. Can tack on Mudoons to this for added damage.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
Ok so new fuzzy guard set up for you guys. You know that lovely chip setup Denpa came up with (i like refering to it as the "Block SMP" lol)? Well, the fuzzy is based off that idea. You can use an EX Trap to set up a situation where you can fuzzy using j.A dj.A. So basically the setup is something like this in the corner: D-trap gets blocked, you do jump EX trap at the peak of your jump, and while you are coming down you do j.A and then dj.A immediately. The D-trap underneath the opponent will combo into the j.A. My problem with this set up is that i can't seem to find a reliable way to combo off of it without using OMB. But odds are if you did this at the very end of the whole Block SMP, any derped OMB combo should be enough to kill the opponent without spending any further resources. -
Yeah, I think its best that the OP gets updated. Compiling all the new SMPs and organizing them is going to be a pain in the butt lol. Might have to use spoiler tags as since theres that many SMPs now lol. Here is an anti air 2B corner to corner SMP lol: 2B 5C delay 236B~D dash 5C j.A/j.B j.C land 66 5C 214A~Cx5 dash D Trap, 5AA, 236A~D, go to town. Should be about 6k.
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OK I got something pretty funny. Corner to corner SMP using only 50% and its starter is either 5AA or 5B. It goes like this: Close 5AA/5B 5C 236B~D dash 5C delay IAD j.A/j.B j.C land 66 5C 214A~CxN Mudoon dash up D trap, 5AA or 5b/Sweep, 236A~D (214D, 236A~D)xN If you start with 5AA, then use 5B or Sweep after Mudoon. If you start with 5B, just do the opposite. This only works on Yosuke, Yukiko, Liz, and Aigis unfortunately. Getting the proper height for the IAD string to connect in such a way that you can land 5C afterwards is kinda tricky. The 66 5C is very important to do because without it you won't be close enough for Mudoon to connect and have it send the opponent fly far enough to wallstick in the corner. And as you can see this is simply the SMP listed a couple posts back so the same damage values and stuff apply. You can also just cut this combo short at the IAD portion by simply landing, 5C, 236A~D for knockdown.
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Just a note about the Fear Fuzzy follow up. You don't have to do rising j.A into j.AxN like you do against Narukami, you can do one rising j.A and go into a slightly delayed j.C after the deep j.C. Since its a fatal starter, you'll have enough time after the j.C to land and do whatever you want like 5B etc. You'll get a better combo off that than having so many j.As scaling the combo hard. EDIT: If you have 50 meter at the start of a 236B FC in the corner, then doing 236B FC C shots (first couple of shots should whiff, last 2 should connect) Mudoon, D trap, 2B 5B 5C IAD j.C j.D land 236A~D (D trap, 236A~D) xN should kill the majority of the cast. Might not kill Kanji, don't remember too well. Your 236B fatal is better if you need to build the meter to get a Mudoon I believe, but does less damage in the end.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
http://www.youtube.com/watch?v=ckODVpaIrbY Denpa's expensive (but funny) chip string. Puts Yukiko in awakening with 100% meter in the corner. The setup for this itself isn't particularly difficult, since it looks like it just requires the opponent to block a D trap. I don't know Japanese, but i'm guessing using Google translate that he mentions something that you can't start this off raw C trap, and something about crouching opponents. (I THINK) I also believe he mentions ending this string with double SB Trap if you have 150%, but again, can't say for sure. This can actually be a legit way to potentially run it back on a opponent since this is a lot of chip damage, and building up the meter isn't too difficult. Main reason why I think this set up might have potential is because you can go for a mix up at any point in this chip string. Also, I think Naoto might be able to block any guard cancels in time because of the hit stop added to them from the traps and for the simple fact that if they try to guard cancel out of it at the wrong time i.e at the SB Trap portion, Naoto should have recovered in time (unfortunately the video doesn't demonstrate this). Anyone who can legit read Japanese, your translation would be greatly appreciated here lol. -
Someone give me a ride plox.
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\\How you burst with Naoto depends on TONS of things like what character you are fighting, the pace of the match, meter, the opponent's burst, etc. I can't really say that there is a right or wrong use of Naoto's burst as all three bursts are very important to her game plan. But, here are my thoughts and approach to using my burst in a match: -I will blue burst fairly early against characters I am confident I can run away from or keep out in general. Labrys, Akihiko, and Chie are obvious examples. Depending on competency of the player's ability to do high damage combos/confirm everything, I'd be willing to blue burst just for the sake of avoiding a knockdown or being put into the corner. -I will gold burst if the opponent does not have their burst or if the opponent is being too offensive. If I need to make a comeback and have no metter, I'll be looking to land one of these if I have my burst. Not having a burst means that they are at risk of getting hit and SMP'd real fast, especially if they are reckless. If they are too offensive/autopiloting, that means that they probably won't be putting much though into blocking so they'll be pretty vulnerable to getting hit by a gold burst. -OMB is reserved for D-trap confirms, confirming random hits vs a burstless opponent, and Silence SMPs. This is a purely offensive burst, and this can be ridiculously scary for your opponent if you know your combos. I've robbed my friends after getting bodied by them for the majority of the round by going for a Silence SMP using an OMB. OMB can put you back in the game if used correctly, or just flat out end a match before it actually gets started if your opponent doesn't have their burst for the second round. My burst usage revolves around how well I'm playing, and what do I need the most in the moment. If I need an extra chance by saving myself from a lethal combo or to stop an opponent from taking control of the pace of the match at the start, i'll blue burst. If I need to run it back and I'm on my heels at the moment, I'll gold burst. If I have the advantage and I get that hit I need, I'm going to OMB to end the match and not give my opponent a chance to retaliate.
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Hmm, that looks more stable then what I have so I'll try that one out instead. And yeah, thats the nice perk of those combos too. Anything that includes shots gives a nice chunk of meter. But yeah, with these SMPs random confirms into 236B can lead to more respectable damage than the usual 4-5k that the vanilla combo would scrape in. Also I kinda tweaked the Teddie only combo you posted and came up with this: 5B 5C 2C Mudoon D-Trap, Sweep, 236A~D, C Trap, 5D, 236A~D, 5DD hits, 2B 236BxN. Does 9.1k, adding the C-shots kills him. You can also tweak this combo to work off throw and other stuff too. This might become the new go to "hard" combo for him since you can't do the traditional 214C 214D 236A path off Mudoon that usually kills the cast. Random AOA example: AOA-D FC 5B 5C Mudoon D trap, 236A~D, C trap, 5D, 236A~D, 5DD hits, 236BxN. EDIT AGAIN: Never mind, this combo path isn't that hot and it doesn't work off throw unless you do Throw OMB path. AOA its best to just do a simple SMP combo to get the same if not more damage.
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Very nice combos there Zeromus, I really like the idea of the Throw OMB combos. I also really like the 214C CH starter SMP midscreen, I have to grind that out more because I'm not 100% with that yet. So as of now I'm kinda burnt out in terms of finding Naoto tech (again lol), but here's one last thing I'll share before I go into a lab hiatus until something hits me randomly one day to tinker with: Close confirm, near the corner/or in the corner: 5B 5C 236B~D dash 5C IAD j.A/j.B j.C land 5C 214A~Cx5 Mudoon D Trap, 5AA, 236A~D (D Trap, 236A~D)xN, 6.7k Same situation: 5AA 5C 236B~D dash 5C 214A~Cx5 Mudoon D Trap, 5B/2A 5C IAD j.A/j.B j.C land 5C 236A~D (D trap, 236A~D) xN Probably close to 5k. Basically these are SMPs for when you hit your opponent in such a way that you use 236B early, but still want to go into Mudoon anyway and get damage on them. This commonly comes up late in the rounds when you get a random punish/hit and need the 236B to get good carry and don't have 75% meter to do the job.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Doonpa replied to ludwig van's topic in Archives
Are you using a pad or a stick? On pad you can just hold up forward while the move is hitting and just tap forward twice after a brief pause. On stick its the same idea, except you'll want to go to up forward, let the stick return to its starting point, and then tap forward in smooth succession. -
http://www.youtube.com/watch?v=eRxLoyu1qgo Footage of Silence SMPs from Denpa. First combo goes as follows: D Trap, dash 5C, IAD j.A/j.B j.C land 66 5C 214A~Cx5 Mudoon, dash up C trap, 5D set, wait, 236A(first hit only) 236236A, wait until Naoto starts falling from the super, 5D, dash 236BxN. Does 8k before silence wears off. Doing 66 5C makes it more consistent for your Mudoon to hit. Second silence SMP only works on Teddie: (j.C) 5B 5C 2C Mudoon D trap, (2B) 236A~D, C trap, 5D set, 236A(first hit only) 236236A, wait until Naoto starts falling from the super, 5D, dash 236BxN Heres a video of the SMP meterless punish vs Narukami DP Random Naoto was talking about a couple posts back: http://www.youtube.com/watch?v=oBuLCqaP3T8
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Someone play me plox, I am bored. EC only please.