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Ichipoo

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Everything posted by Ichipoo

  1. Bored, any Socal players want to netplay it up? My Naoto needs all the matchup experience it can get.
  2. Prey tell why the hell does Mitsuru have a weird hitbox?
  3. Can't you simply omit 2A and just go 5AA > 236A~D to make it a tad bit easier?
  4. That works too. Whatever makes them scared of doing the dive grab.
  5. How many people can we expect to be there?
  6. :lol: :lol: :lol: Oh and are any of your friends Naoto players? EDIT: Welp, 55 minute drive.
  7. Hit me up with the address too, I may be able to go, assuming I won't go with friends and family to watch The Expendables 2. EDIT: Welp, freaking Oceanside is like 40-50 minutes away from my place.
  8. Guess this means we'll take a break this Friday? Couldn't get a hold of LAN Diego, I even posted on their Facebook page but still, no reply.
  9. As in online ranbats? IIRC, people have done online ranbats for BBCS for both the West and East Coasts. And depends on what Naruto games you've played. If you've only played Storm, then nope it doesn't count.
  10. Just tested that 214A/B is punishable by 2B, but due to 2B's short range, you have to hit them before the thrust comes out, or else you'll get CH'd, or worse, FC'd if they used the B version. Perhaps airgrabbing them is safer because you can simply react to it, jump up and CH grab them as opposed to risking it with a 2B since you do have to time it a bit and besides, I don't think you can tech grabs that are registered as Counters can you?
  11. IIRC, Naoto doesn't have a 214A/B? Did you mean Double Fangs instead?
  12. If she's only dropping ground traps and she's close to you in the air, airgrab her.
  13. On notations that have 214A/B~A/B/C/D, type in 236 instead.
  14. Well currently we know that shtkn can't host this Friday and we're not sure if Roa can host again this Friday, although most likely no since he said he can't host every week which is understandable. Tomorrow, I'm going to be looking into this place that Donnie mentioned called LAN Diego and see if we can simply show up there and play some P4A. And I might drive up to Temecula next Saturday around noon to play some P4A at bellreisa's house assuming nothing comes up. Anybody down?
  15. My God, I knew I was going to have fun playing Liz, but not this much. Sure she has low health, but at least her 5A and 5B are better than Naoto's (still love you my though detective princess <3). Just need to familiarize myself with her 5C Rock-Paper-Scissor type mixup and get used to DIing Magarudyne properly in order to combo afterwards.
  16. Even then, it's not surprising to see Naoto trade CHs with her opponent or even get poked out of it with an air normal that's superior.
  17. Not sure if this applies for everybody, but in general, when you lay a D trap on someone in the corner after knockdown, they can disarm it with 2A as they get up. Which can probably be countered with a starter of our choosing and converted into a combo? 2C is probably the safest bet though as ludwig van has said before. But if you predict that they'll attempt to 2A out of your trap, that's where a C trap comes in and it'll counter them. Not sure if C traps can be disarmed on wakeup, maybe some F-Actions can? Of course if any good opponent will simply respect both traps you lay on wakeup when they're in the corner and will simply block, that's where you pressure them some more.
  18. Just came back from my friend's house who plays a decent Yu. In general, be unpredictable with how and when you lay traps and while pressuring with Aim from a far. When you're on the defensive end, you want to analyze how they pressure you and when do they jump in. If they start getting obvious with the jump in j.B, it's a free 2B CH combo for you. However, I don't think you can 2B air air dashed j.B because the tip of the attack will most likely tag you and Naoto's 2B has some short range. I'm pretty sure you can 2B his 214A as well. Oh and you have Yu and the corner on knockdown and trying to bait a F-Action, don't backdash, just don't.
  19. After watching the videos, in general, I think that's how we're supposed to play Naoto in general. Using Naoto's natural advantage to the fullest while not being braindead about it. I notice how Denpa is setting traps at the "ideal" time, meaning he only sets traps when he knows his opponent won't get to him, plus he's setting traps at different heights to keep his opponent guessing, rather than just "jump > set trap" like I usually do which is a big no no. Also, I notice how Denpa sometimes cancels his Aim stance early if his opponent dodges the first 2-3 shots, which is smart since he doesn't want to risk Naoto getting hit and that the only time he actually gets into range is when he knows his opponent will be forced to block a trap he previously set. Most importantly, Denpa is being mobile instead of just sitting in one spot.
  20. Most likely he's talking about the dive? Duck then do 2B for a CH anti air combo and convert accordingly.
  21. I suppose I can call them tomorrow and see what's up and it seems like another good place too, it's ACTUALLY less than 30 minutes away from my place. And anybody want to play online tonight? I need to keep losing playing to get better fundamentals.
  22. Welp. Just went 1-10 against a friend of mine who barely plays but has better fundamentals than I do. I feel that this is something that I can't just "lose it off" and that I need to research on. #stayfree
  23. It's funny because I've always known Mr. Wizard to be one of the more civil and sophisticated people of the FGC for a while, and it's quite sad to his true colors exposed like this.
  24. I take it staggering 5AA isn't a good idea? I keep getting F-Action'd. And my issue is trying to get into 5A range but almost everybody has better normals to keep Naoto out. I can't keep relying on shooting bullets forever because people are starting to get around it, maybe I should lay more air traps though.
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