Jump to content
Dustloop Forums

Dawn of Musou

Members
  • Posts

    1,347
  • Joined

  • Last visited

Everything posted by Dawn of Musou

  1. Nah 5A and 2A are still S. You can tell cause if you tried to do crouching 5A/2A>5C>236BBC or 5A>5C>Ddc>en623C>5A>2C>etc, they would drop. 6A is S too. I just think his stuff, especially Ds, just don't affect the combo timer much and have lots of hitstun, which lets him do some long stuff even off S starters. Like the optimal 6A route works off crouching 5A too lol. It's great.
  2. Yup. You still get a solid 3.6-3.7k cause of how good the base damage is though so it's no problem.
  3. Afaik not unless you have meter to RC. I've seen Kaqn do 214D>RC>6C>665B>en236B>etc for a sideswap into corner. I've also seen something similar from 623C>RC>6C but other than that, I dunno. Maybe from a CH charged D lol.
  4. I've been hype for that song for a while. It's cool that True Blue is gonna be with it too~
  5. Well the Ragna discord kinda functions as a Naoto discord too haha. A lot of us that are going to play Naoto are in there. It's up to you if you want to make a new one or join it though
  6. Nah. Had a friend check and you have to do 214Adc>214A>28A. That's a big reason why people drop it a lot lol. Good pressure tools, decent overhead, strong defensive tools. His damage and corner carry are one of the best in the game. His range kinda limits him but even then, his fast dash speed and the range of charged Ds (mainly j.D) make up for it. Strong character but pretty underutilized imo which is why most lists have him low. Well he can jump cancel 5A, 5B and 5C on block. A lot of people take advantage of that for pressure but it doesn't make really make his mixup stronger. Just gotta react to 6A lol. Though stuff like 5C>iAD>cross up j.C is reallyyy good for pressure and j.[D] is good for baiting stuff because of how it slows down his fall and has huge range. As for his damage, I'd say it's well-deserved. He kinda has to work to get in but when he does, he should get a good reward rofl.
  7. Afaik it's real. Hella funny lul, tho getting 6A mid-combo does seem to be a bit of work.
  8. Combo thread made. What's there right now are basically the combos from the Evernote but just organized in a different way, so if you already read them then you're good. Post combos and combo-related things there pls. Also how to collapse stuff in a post? It'll make it look more organized
  9. Combo Posting/Information This thread is for the posting and discussion of Naoto combos in Central Fiction. Take all general discussion to the Gameplay Discussion Thread. Want to post combos you find? Go right ahead! It would be helpful if you included: Damage Heat Gain Meter Required HP Required (If the combo uses Overdrive) If in Active Flow If you get the combo from someone else via Twitter or another written place, post the original source with the combo. If from a video, link it please! Combo Notation Used > = cancel into the next attack 66 = Dashing or microdashing during a combo. dc = dash cancel jc = jump cancel hjc = high jump cancel RC = Rapid Cancel CH = Counter Hit FC = Fatal Counter hit iAD = Instant Air Dash [X] = Charging a move by holding the input. OD = Overdrive cOD = Overdrive Cancel CT = Crush Trigger EA = Exceed Accel Ddc = Quickly dash-canceling the charge of a Drive move to continue a combo. Ex: 5C>Ddc>en623C (Naoto only) enX = Enhanced version of a special. Ex: Enhanced Slash Kaid = en214D (Naoto only) 236BBB = Full Banishing Fang rekka into Bash. 236B>236B>236B (Naoto only) 236BBC = Full Banishing Fang rekka into Raid. 236B>236B>236C (Naoto only) Midscreen/Fullscreen/Sideswaps: Short Starter 2A>2B>5C>3C Requires: Nothing Damage: 1063 Heat Gain: ? Notes: Basic combo for 3C oki. 2A>2B>5C>3C>236BBB Requires: Nothing Damage: 1681 Heat Gain: ? Notes: Basic combo into Bash for corner carry. 2A>5B>5C>3C>214D Requires: Nothing Damage: 1398 Heat Gain: ? Notes: Basic combo into Kaid for 6C oki. Mid Starters 5B>5C>236BBB Requires: Nothing Damage: 2135 Heat Gain: 15 Notes: The basic combo. 5B>5C>Ddc>en623C>5A>5B>2C>hjc>j.B>j.C>jc>j.B>j.C>623D~2C Requires: Nothing Damage: 2986 Heat Gain: ? Notes: Combo off 5B with good corner carry. 5B>5C>Ddc>en623C>5A>2C>236BBC>hjc>j.C>jc>j.C>j.623D~2C Requires: Nothing Damage: 3242 Heat Gain: ? Notes: Higher damaging combo off 5B midscreen. Have to delay the Banishing Fang rekka quite a bit to get the correct height. 5B>5C>3C>214D>RC>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: 50% Heat Damage: 3703 Heat Gain: ? Notes: Midscreen-to-corner combo with 50 meter for RC. 5B>3C>214D>RC>663C>en214D>665B>en236BBB>dc>en214D>623D~2C Requires: 50% Heat Damage: 2984 Heat Gain: ? Notes: A fullscreen corner carry combo with 50 meter. 5B>5C>Ddc>en623C>RC>j.[D]>663C>en214D>665B>en236BBB>dc>en623D~2C Requires: 50% Heat Damage: 3785 Heat Gain: ? Notes: A stronger fullscreen corner carry combo with stricter timing. 5B>5C>623D>RC>66>en214A>28A>665B>en236BBB>dc>en214D>2C>5C>623D~2C Requires: 50% Heat Damage: ? Heat Gain: ? Notes: A sideswap-into-corner route using 50 meter and Phantom Pain. CH 5C>6D>214A>dc>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit Damage: 4520 Heat Gain: ? Notes: Midscreen-to-corner combo off CH 5C, which leads to very good damage. CH 5C>214A>28A>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit Damage: 4587 Heat Gain: ? Notes: Sideswap combo off CH 5C. Works from CH 2C as well, but will do 4301 damage. [/collapse] Low Starters 662B>en236BBB>dc>en623C>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3027 Heat Gain: ? Notes: Midscreen-to-corner combo off dash 2B. 662B>en214D>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C Requires: Nothing Damage: 3068 Heat Gain: ? Notes: A good sideswap route off dash 2B. 214A>28A>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3624 Heat Gain: ? Notes: Midscreen-to-corner combo off sideswap Phantom Pain. Phantom Pain starters will go in the low section since they cannot be blocked high. [/collapse] Overhead Starters 6A>5C>3C>236BBB Requires: Nothing Damage: 2216 Heat Gain: ? Notes: Basic 6A midscreen combo. 6A>Ddc>en623C>5A>2C>hjc>j.B>j.C>jc>j.A>j.B>j.C>623C~2C Requires: Nothing Damage: 2426 Heat Gain: ? Notes: Stronger 6A midscreen combo using Ddc. 6A>5C>5D>2D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: ~3300 Heat Gain: ? Notes: Solid 6A midscreen combo with good corner carry. 5C>5D works on crouching. [/collapse] Throw Starters B+C>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C Requires: Nothing Damage: 2945 Heat Gain: ? Notes: Basic throw combo. Has good corner carry. B+C>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Active Flow Damage: 3615 Heat Gain: ? Notes: Midscreen-to-corner throw combo. Would do a little less without Active Flow 4B+C>5B>236BBB Requires: Nothing Damage: 2293 Heat Gain: ? Notes: Simple back throw combo for when you wanna sideswap. 4B+C>662B>en214D>665B>en236BBB>dc>en623D~2C Requires: Nothing Damage: 2994 Heat Gain: ? Notes: Can side-switch using Enhanced Slash Kaid, leaving you on your original side. j.B+C>662B>en236BBB>dc>en214D>2C>5D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3171 Heat Gain: ? Notes: Midscreen-to-corner combo off air throw. [/collapse] Fatal Counter Starters FC en236BBB>dc>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit Damage: 4384 Heat Gain: ? Notes: Midscreen-to-corner Fatal combo. Note that the combo starts on the 3rd hit of the Banishing Fang rekka, Bash. [/collapse] Overdrive Combos 5B>5C>cOD>5B>5C>5D>2D>dc>en236BBB>dc>en623D~2C Requires: Burst Icon. 91-100% HP Damage: 3681 Heat Gain: ? Notes: Basic OD combo that can be done at any health and has strong corner carry. CH 2C>6D>cOD>5[D]>dc>2[D]>5[D]>dc>6[D]>jc>j.[D]>2C>236BBB Requires: Counter Hit. Burst Icon. 41-50% HP. Damage: 4934 Heat Gain: ? Notes: Near 5k for a combo that uses no meter and can be done at half health. Very solid. 3C>cOD>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Burst Icon. 91-100% HP Damage: 3693 Heat Gain: ? Notes: Another full-health OD combo that has strong corner carry. CH 6D>cOD>665[D]>dc>(2[D]>5[D]>dc)x3>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat Damage: 6632 Heat Gain: ? Notes: Midscreen-to-corner combo off 6D CH. If done at lower HP, you can do 7k with Overdrive Divine Reaper. 623D>RC>cOD>6[D]>dc>6[D]>dc>5[D]>2[D]>dc>en632146D Requires: Burst Icon. 21-30% HP. 100% Heat Damage: 3787 Heat Gain: ? Notes: Decent combo off D Crusader RC. Goes from midscreen-to-corner. B+C>665B>en236BBB>dc>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA Requires: Burst Icon. 91-100% HP Damage: 3615 Heat Gain: ? Notes: Variant of the throw combo that leaves Naoto in Active Flow if he hasn't gotten it already. [/collapse] Close-to-Corner/Corner: Short Starters 5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 2826 Heat Gain: ? Notes: Basic corner combo off 5A. 5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C Requires: Nothing Damage: 2890 Heat Gain: ? Notes: Optimized corner combo off 5A. Note that this combo uses a Shift Sway dash cancel into an enhanced Shift Sway for Phantom Pain. The timing is a little strict. 2A>2B>5C>3C>214D>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C Requires: Nothing Damage: 2471 Heat Gain: ? Notes: Basic corner combo off 2A. 2A>5B>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 2548 Heat Gain: ? Notes: More optimal corner combo off 2A. [/collapse] Mid Starters 5B>5C>Ddc>en623C>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3459 Heat Gain: ? Notes: Corner combo off 5B that uses Ddc. Not optimal but you only lose out on about 200-400 damage so if this is easier to do, stick with it. 5B>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3518 Heat Gain: ? Notes: Alternate corner combo off 5B. This corner combo route is the one that most Naoto players will be using. 5B>5C>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C Requires: Nothing Damage: 3976 Heat Gain: ? Notes: The most optimal route off 5B. Leads to near 4k so it's worth learning. 5B>5C>623D>RC>2[D]>6[D]>214A>28A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: 50% Heat Damage: 4973 Heat Gain: ? Notes: Near 5k off 5B for 50 meter. Very strong combo. To go into 2[D] after the RC, you make sure to RC the first hit of 623D only. 6B>RC>iAD>j.A>j.C>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: 50% Heat Damage: 3013 Heat Gain: ? Notes: RC combo off 6B. Useful since it can't be followed up unless CH or you use RC. CH 6B>663C>en214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit Damage: 3630 Heat Gain: ? Notes: Counter hit 6B has a lot of hitstun, giving you many options to follow up. CH 5C>6D>CT>6A>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit. 25% Heat Damage: ~5500 Heat Gain: ? Notes: Note the 6A>6D in the combo. While a little strict, it is a strong route. CH 2C>6D>CT>5D>2[D]>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit. 25% Heat. Active Flow Damage: 5484 Heat Gain: ? Notes: Anti-air 2C CH combo. 6C>5B>3C>214D>665B>en236BBB>dc>en214D>2C>5D>6D>en214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3153 Heat Gain: ? Notes: Staple combo from 6C. 5[D]>214A>28A>665C>en236BBB>dc>en214D>2C>5D>2D>6D Requires: Nothing Damage: 4905 Heat Gain: ? Notes: An unlikely starter, but really strong damage. Could likely add Shift Sway>dash cancel>enhanced Rekka>enhanced D DP for around 5.2k 6D>CT>6A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en632146D Requires: 75% Heat Damage: ~6000 Heat Gain: ? Notes: High damage off a 6D in the corner. j.[D]>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 4072 Heat Gain: ? Notes: Charged j.D causes a groundbounce that can be followed up with many options j.[D]>j.632146B>2C>5D>2D>6D>214A>dc>en214D>2C>5D>6D>214A>dc>en236BBB>dc>623D~2C Requires: 50% Heat Damage: 4433 Heat Gain: ? Notes: Uses 50 meter for the air Divine Smasher, but does a little more damage than the other j.[D] route. CH en632146B>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit. 50% Heat Damage: 4569 Heat Gain: ? Notes: Basic combo off a CH Divine Smasher. CH en632146B>5A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit. 50% Heat Damage: ~5000 Heat Gain: ? Notes: More optimal combo off a CH Divine Smasher. [/collapse] Low Starters 2B>5B>5C>Ddc>en623C>5A>2C>5D>2D>662C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C Requires: Nothing Damage: 3150 Heat Gain: ? Notes: Near-optimal 2B corner combo. 663C>en214D>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 4051 Heat Gain: ? Notes: Solid confirm off dash 3C 663C>en214D>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>CT>663C>en236BBB>dc>en632146D Requires: 75% Heat Damage: 4922 Heat Gain: ? Notes: Higher damage variant of the above using 75 meter for CT and Divine Reaper. [/collapse] Overhead Starters 6A>5C>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3340 Heat Gain: ? Notes: Staple corner combo route off 6A. 6A>5C>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C Requires: Nothing Damage: 3402 Heat Gain: ? Notes: More optimal corner combo off 6A. [/collapse] Throw Starters B+C>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3569 Heat Gain: ? Notes: You may have to delay the 2C after throw based on how high the opponent wallsticks. [/collapse] Fatal Counter Starters Overdrive Combos 5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA Requires: Burst Icon. 91-100% HP Damage: 2942 Heat Gain: ? Notes: Full health OD variant of the 5A corner combo. 5B>5C>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA Requires: Burst Icon. 91-100% HP Damage: 4023 Heat Gain: ? Notes: Alternate 5B corner combo route using OD. CH 5C>6D>214A>dc>en236BBB>dc>en214D>2C>5D>cOD>(2[D]>5[D]>dc)x3>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat Damage: 6459 Heat Gain: ? Notes: Strong OD combo off 5C CH. CH 5C>6D>214A>dc>en632146B>5A>2C>5D>cOD>(2[D]>5[D]>dc)x3>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 100% Heat Damage: 6006 Heat Gain: ? Notes: A more stylish kind of OD combo. CH 2C>6D>cOD>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>662C>en236BBB>dc>en632146D Requires: Counter Hit. Burst Icon. 41-50% HP. 50% Heat Damage: 5938 Heat Gain: ? Notes: Stronger variation of the above combo using Divine Reaper. 663C>en214D>2C>5D>cOD>2D>5[D]>dc>6[D]>jc>j.[D]>663C>en236BBB>dc>en632146D Requires: Burst Icon. 91-100% HP. 50% Heat Damage: 5161 Heat Gain: ? Notes: Full-health OD combo off dash 3C. OD 5[D]>2[D]>6[D]>CT>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en632146D Requires: Burst Icon. 1-10% HP. 50% Heat Damage: 7889 Heat Gain: ? Notes: An unlikely starter but very good damage. CH 6D>cOD>5[D]>dc>2[D]>5[D]>dc>6[D]>jc>j.[D]>662C>en236BBB>dc>en623D~2C Requires: Counter Hit. Burst Icon. 31-40% HP. Damage: 6193 Heat Gain: ? Notes: Solid OD combo with no meter required. 6D is one of Naoto's best starters. CH 6D>cOD>5[D]>dc>2[D]>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>662C>en236BBB>dc>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat. Active Flow. Damage: 8103 Heat Gain: ? Notes: Very strong OD combo with Active Flow. CH 6D>CT>5D>2[D]>cOD>2[D]>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>663C>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 75% Heat Damage: 8242 Heat Gain: ? Notes: A variation of the above combo, with CT and more Ds. OD 6[D]>CT>5[D]>(dc>2[D]>5[D])x4>6[D]>dc>en632146D Requires: Burst Icon. 1-10% HP. 75% Heat. Active Flow Damage: 10402 Heat Gain: ? Notes: Highest damaging combo so far. 214A>28A>cOD>5A>2C>5D>2D>dc>(2D>5[D]>dc)x2>en632146D Requires: Burst Icon. 21-30% HP. 50% Heat. Damage: 4417 Heat Gain: ? Notes: OD combo after Phantom Pain sideswap. CH en632146B>5A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>cOD>en236BBB>dc>en632146D Requires: Counter Hit. Burst Icon. 91-100% HP. 100% Heat. Damage: 6314 Heat Gain: ? Notes: OD combo from CH Smasher. Can be done with any amount of HP B+C>cOD>j.[D]>5D>dc>2D>5[D]>dc>2[D]>5[D]>dc>en632146D Requires: Burst Icon. 21-30% HP. 50% Heat Damage: 4559 Heat Gain: ? Notes: Charged j.D combos after a cOD'd Throw for many follow-up options.
  10. I've seen it punished on IB a bunch so idk. But it does have solid range and recovery isn't too bad. Might be good to throw out once in a while.
  11. Actually with Ddc from 6A, you get about 2.4K midscreen vs 1.9k using 214D ender which isn't too much of a loss. And tbh I don't really expect too many Naotos to be doing Ddc for combos when it's still week 1 and sugi discovered it like only a few days ago. If they got it down now tho, more power to them. Anyways, I updated my video thread post with Naoto mirrors, Arlequin vs Sugi. Sugi has studied this character since day 1 and is actually the source of like 90% of the Evernote information I got. Arlequin worked together with Sugi on Naoto stuff and helped him develop more optimal combos, so he's pretty knowledgeable too. Basically, they play decently and give you a feel for what you should be doing with him tho the fact that it was mirrors does make it a little wonky. I also saw sugi saying that he hasn't really played against other people cause of how much he was studying combos and stuff, and if you look at his D-card in the video, he does only have like 6 matches so take his play with a grain of salt. Still tho, I saw some interesting stuff. I saw more of the midscreen 214D knockdown>run up 6C from sugi and the more I see it, the more legit it's looking. Tho once again, it was all on neutral tech. Wanna see it against delay tech and rolls to see how legit it is. Then I saw Ddc in pressure. I thought about this idea like day 1 but dismissed it cause I didn't think it was fast enough to be good for pressure. But the way Sugi was using it easily proved me wrong. It looks really fast and solid for pressure. It helps that Ddc>en214A is an easy way to go for Shift Sway crossup. Would also beat DPs since Shift Sway has invul on everything except lows/throws. Hoping more Naotos take advantage of this as the game goes on
  12. https://www.evernote.com/shard/s668/sh/7e48fd56-70cc-4ab3-99bd-17763780feb0/2982606e59a0cf9dffda4ce1c5fbc31f Remember that combo list I said I was going to do over the weekend? Yeah I kinda went overboard and turned it into a general Naoto overview/guide along with a combo list. I'll be updating it frequently as the game develops. Tooong, put this on the first post pls. Would also like to talk about some interesting stuff I saw. If you look at Raayu's matches, you'd see that he would do a basic midscreen combo into 3C>214D. You can run up to get pressure after Kaid since it doesn't blow the opponent back too far, but what Raayu did was run up 6C. He did this 4 times, and all 4 times, he crossed up the opponent. The 1st time, he ended up behind Azrael, but Azrael backdashed on wakeup and ended up punishing him. The 2nd time, Raayu ended up behind the Azrael, who decided to use Panzer Strike (his new DP). It easily whiffed and Raayu got the punish. The 3rd time and 4th times, Raayu crossed up and hit the opponent with 6C. Now all the times were when the opponent neutral teched. But I'm thinking this can be something useful to do. 6C has a hitbox both behind and in front of it, so it might be able to catch rolls maybe? Either way, this is something I wanna keep in the back of my head and see if it can be tested. Also, charged Ds literally take like a 1/4th or a 1/3rd of Nirvana's bar. This is going to be hella useful in the Carl matchup
  13. Zekuso (Hibiki) vs Sencho (Naoto) Sencho (Naoto) vs Tochigin (Azrael) Got more Sencho. Raayu (Naoto) vs Azuo (Azrael) Raayu (Naoto) vs Itou (Carl) Raayu (Naoto) vs Maliwan (Amane) Raayu seems like a Naoto with potential, I'll keep an eye out for him. Takashima (Naoto) vs Tenchi (Hakumen) Kyuu (Relius) vs Takashima (Naoto) Don't know his actual name but his card says Takashima so I'm rollin with that. He's pretty patient in neutral and knows his confirms so I'd say he's worth looking at. Miya (Hibiki) vs Yutta (Naoto) Didn't expect Yutta to pick up Naoto. Thought Kaqn would have footage first since I remember hearing he was interested in Naoto. But I'm fine with Yutta too. Considering this was still day 1 and these are literally Yutta's first few matches with Naoto, I'd say he did pretty well. Looking forward to seeing how his Naoto develops if he decides to stay with him. Yanyan (Naoto) vs A-ru (Platinum) Day 6 Naoto Combos by sugi_vs and ArLEquiN64 Some optimized combos, interesting routes and a hella solid crossup and crossunder using enhanced Shift Sway ArLEquiN64 (Naoto) vs sugi_vs/BBB1st (Naoto) Very very solid stuff here. Sugi and Arlequin have studied Naoto together, but I didn't think they'd upload matches of each other. Hopefully they do more, looking forward to watching them improve. Lambda vs Minami (Naoto) Mato (Hibiki) vs Minami (Naoto) Ragna vs Minami (Naoto) Lambda vs Minami (Naoto) Mato (Hibiki) vs Minami (Naoto) Ragna vs Minami (Naoto) Mato (Hibiki) vs Minami (Naoto) Arakune vs Minami (Naoto) Mato (Hibiki) vs Minami (Naoto) Ragna vs Minami (Naoto) Got more Minami. He's gotten a lot better since day 1 Naoto vs Souji (Arakune) Koike (Litchi) vs Sakamoto(?) (Naoto)
  14. Thanks for the write-up, was a pretty interesting read. Her combo rate or her drive damage definitely got a nerf. Where something like 5B>5C>3C>any D string would do at least 2.6-3k in CPEX, they do like 2k or less in CF. So I also thought she had some terrible damage, not even breaking 3k on corner combos at first. However I saw some interesting routes on a stream the other day. I'm labeling specials using blue HP as hpinput, makes more sense to me (so like hp214C etc). Corner routes would be something like 5B>2C>3C>6D1>hp214C>2C>5D1>hp214B>6C>jc>j.D>6D2>D3(>236B>C super/B super for extra 1k) for like 3.3 k without the supers. 236B is much faster, and even tho it doesn't go fullscreen, it's a legit combo tool now. Celica recovers much faster, so you can go from 236B>B super or C super from fullscreen even, and do good damage. Can also follow it up midscreen. A combo like 5B>2C>3C>5D1>236B>5B>stuff did a solid 3k midscreen. So overall I don't think her damage is gonna be bad, might be lower than last game when she was getting 3-5k meterless but there's definitely potential here. So don't feel like she's terrible just yet! Since it's just week 1, we got time to see her develop. Corner combo training stuff Midscreen 236B stuff Here's another write-up from a player that got to try Celica out for 9 hours at Round 1
  15. Zekuso (Hibiki) vs. Sencho (Naoto) Sencho is the first decent Naoto I've seen. Definitely worth a look. Edit: YouTube version
  16. Would have posted it if there was lol.
  17. There is a sideswap route using D Crusader RC>Phantom Pain. Sugi tweeted it out earlier: https://twitter.com/sugi_vs/status/668570609794682880
  18. Right now routes seem pretty similar to CPEX. Hizansen change makes for good 2B pickups and faster 6B is pretty cool but overall, not much of a difference lol. I'd say try out hizangeki and 236D to see what we can get out of them combo-wise. Thanks for doin this~ Sent from my LG-H811 using Tapatalk
  19. I'm compiling a bunch of combos to use as a reference in an evernote. It'll basically be like the one that sugi made, but in English with damage values. I'll update it as I see new stuff. I'll likely finish it tonight or over the weekend and post. Will also take screenshots of his stuff so Tong can update the first post cause dat loketest 1 quality is bad huehuehue Sent from my LG-H811 using Tapatalk
  20. https://twitter.com/HiagoXYZ/status/659994240517332992 Thanks to Hiago, we now know that 214B has head and body guard point. Definitely thinking this can be used to beat DPs when timed correctly. And since we can follow 214B without resources now, I like this. Especially since we don't have charged 236C anymore, and 236C CH is bad now anyways.
  21. Lulz. Welcome to the force. We have plenty of empty seats. But as for anti-airing, 6B is definitely the better choice. Gets better reward on CH and much safer overall. You see Shikkoku use 6D1 out of low jabs or such cause it has 1F foot invul, which is something that isn't known much but definitely useful to remember. Leads to a pretty easy conversion too.
  22. Hm, what exactly do you mean when you say CT state? I see it in people like Noel and Carl who are saying stuff like "We have to hunt the Grim Reaper" again but I'm not quite sure what it means. I get that the story is going back to Kagutsuchi, and overall seems to be rewinding in a way (I'm remembering when Azrael said "Are you going to repeat everything" in the first trailer) but I'm not too sure what it means. Guess we'll have to wait for November lol.
  23. Solid job on the pictures mang, they are greatly appreciated~ I'd like to edit the wiki but college life is giving me no free time. I'd like to get it filled with info when I can though.
  24. Much faster than I expected, thanks Korean publisher~
×
×
  • Create New...