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Everything posted by Ichipoo
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Ichipoo replied to ludwig van's topic in Naoto Shirogane
I'm really digging the buffs to D Zapper. That means we can remove 2 Fate counters and deal Poison to our opponent while we're at it! 5D turning around like 4D is nice as well. Also I'm not quite sure if the change to Autocombo bonus exactly hurts us at all, if you wanted meter, "optimal" route to go for on a standing opponent was 5AAAA~Bx5 which gives around 40 SP more or less (not sure, have to rewatch a few videos again), which was Waka goes for sometimes. -
Yes I meant outside of Goku Moroha, and thanks for telling me that alternate Goku Moroha corner carry route! I'll try it out myself. And yes I hope Xrd includes A.B.A sometime in the near future, although I haven't heard anything about ArcSys including any more additional characters.
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Same here. I feel that the butt > IAD route is only useful for its immense corner carry, otherwise the reward isn't really worth the execution. Also, I've been messing around with j.S > j.H > j.D > orbs and it's great haha.
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Ichipoo replied to ludwig van's topic in Naoto Shirogane
Someone translate this please haha. 白鐘直斗 -各種『狙撃』が撃ち分けが早くなり、C版の最終段が跳弾するようになりました。 -D版『ベノンザッパー』の発生が早くなり、追撃可能になりました。 -しゃがみCがガード時でもキャンセル可能になりました。 EDIT: Tried to translate them with whatever little knowledge of Japanese I have and it seems like she has some small buffs? -5th C shot ricochets? Interesting -D version of Venom Zapper is faster, can be followed up now. I like this. -2C can now be special cancelled on block. -
Thanks again. Also I think I've found a way to land the butt loop twice a bit more consistently. Seems like the less normals you use before 2H, the less chance you have of the 5S > 2S > butt loop dropping at the second rep. However, if you do something like 5K x2 > 5S > 2H, then omitting 5S and going straight into 2S may help. Note that I'm still messing around with this, but I've noticed some success keeping a presence of mind of what normals I've used before 2H and adjusting the loop accordingly. Also, I forgot I've found an interesting video on Goku Moroha combos a few months ago. https://www.youtube.com/watch?v=b6biHGgqZVE
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Yeah I've seen Tsubu do 2K > 6P > 2S > butt before, have't exactly tried it out enough times myself to get a feel for when to use it though. And as for (5HS [2hits]>danzai>danzai>goku moroha), the dummy techs out right after the first hit of 5H, I'm guessing I need to work on the IAD j.S > j.H > orbs > land part. Also, this is a bit embarrassing but after landing a Dust, how do not go all the way up? This is something I haven't been able to figure out and I'm trying to replicate that one Dust combo in the video I posted a while back.
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I feel that on defense, you're simply going to have to get comfortable with reading what she's going to do next (Sweep, Sweep feint into grab or 2A reset for more pressure, 5B, 5, etc.) and committing to an answer that will either reverse the momentum or at least return it back to neutral because being on defense against this character is no fun at all (then again, being on defense with Naoto is never fun lol). Also be wary of her new move, Tentarafoo, hits low, pretty quick and it travels quite a distance. A simple downback would be the end of it but if you get too comfortable with setting up a fortress of traps you could get hit with it. If you do read it, I think hitting her out of the startup causes Fatal Counter.
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http://www.dustloop.com/forums/index.php?/topic/7977-p4au-naoto-shirogane-video-thread-updated-3282014/#entry864961
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San Diego's thread of meetups every Friday Night at SD Saltmines
Ichipoo replied to shtkn's topic in West Coast
It's always nice to see a new post in this thread since this was how we originally communicated with one another haha. -
Most likely this is something that varies for each player, especially since A.B.A is the type of character where you can do whatever you want with her and more often than not it'd work out, but what combos do you guys use in the corner? Currently I do the butt loop (... > 2H > (66) > c.S > 2S > butt > ...) as mentioned in my previous post here, but the problem is that if I can only do one rep, the opponent can tech out after butt. If I'm able to do two reps, my opponent most likely won't be able to tech and is still in the corner. What I'm asking is that I'm trying to look for a way to keep my opponent in the corner so that I can keep my momentum while at the same time not giving up as much damage. However, I also realize that there may not be a "clear cut" answer to this due to the varying consistency of combos in GG compared to other anime fighters. I suppose I could keep it simple and just go back to doing stuff > Rekkas.
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GA Izayoi combo that used 6A at 1:15. Deals 3.2k damage with j.C as a starter. http://nico.ms/sm24884142
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Then by that logic, why did the NOL exist then? Looking back at the time when Tsubaki was Jin's lieutenant instead of Noel (due to her not existing during the time), I assumed at the time that this, again was before the time loops started and before Jin became Hakumen. Of course I could be wrong about this and this could also mean that this was during the time loops (albeit early ones?) and that there were also loops where Noel never existed?
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This is something that has been bothering me for a while now, but if Jin is Hakumen during the CT time loops, then who was Hakumen before time loops happened? Does it have something to do with Terumi being the original owner of the Susano'o unit? Does that mean there were only Five Heroes before the time loops happened as well?
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Ichipoo replied to ludwig van's topic in Naoto Shirogane
Anybody care to explain throw/fuzzy jump OS to me please? -
Seems like we overlooked Kouhatsu's videos? https://www.youtube.com/watch?v=gE8W0J03Zlo https://www.youtube.com/watch?v=OZZTF6SeQao
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Anyone try using Blight to tag Adachi out of j.C? I feel that if there's an air normal that 2B has a hard time beating then there's always Blight.
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Except there's grabs, but then again there's OSs for that lol.
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Still waiting for Shimotsuki's take on 2.0 Izayoi...
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Man, watching Koreru play is entertaining. He plays really wild at times (going for N amount of overheads in GA mode even if the previous hit lands, burning meter for Astraea > OMC > ..., etc) , sometimes it pays off, sometimes it doesn't but it's funny to watch to say the least IMO. He occasionally trolls too, like landing 6B FOUR TIMES IN A ROW or doing N amount of GA 2Cs to an overly respectful player. One thing I do notice is that he doesn't use NM 6C at all (at least when I watch him) on crouching confirms and he just confirms into his usual +4 stock combos.
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Thanks, I'll try out these changes later, seems a bit annoying to have to keep track of the small, subtle changes in timing in her combos for each character but at least if I'm near the corner, ... 2H > [(66) > c.S > 2S > butt]x2 seems to work if my opponent is high enough in the air. And as for Dust combos, I found a good silly one haha. http://youtu.be/t896jr0kBGQ?t=17m2s
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http://youtu.be/VZoBBrVZO0c?t=15m15s Hmm, looks like Overdrive gives less (half) stocks this time around? IIRC, Overdriving in full health gives you 4 (could be wrong) but in this part of the video, Koreru only gets 3. Did ArcSys tell us any changes to Izayoi's Overdrive?
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This thread is for posting Izayoi footage only. If you have a question or a discussion to add regarding Izayoi, please post here: Koreru IZ VS Mabukapu RE http://youtu.be/VZoBBrVZO0c Koreru IZ VS Tayekama NO http://youtu.be/80mowPxoFZ4
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Is this an appropriate place to ask this? A.B.A subforum seems dead and this was the last "updated" thread that had some discussion so I figured I'd ask here. This is something I've been wondering for a while now, but I notice that Tsubu is able to perform ... > 2H > IAD > j.S > j.H > land > Rekkas or 5H > Danzai on some characters. I'm aware that these two routes don't work on all characters but what I'm curious about is how does Tsubu perform his airdashes in order to perform said routes? Me personally, I do ... 2H > 866 > j.S > j.H > Orbs > Rekkas midscreen to carry my opponent into the corner but then this route doesn't really work on every character since some characters can tech out after getting hit by orbs. Also doing 866 instead of IADing makes my opponent drop from the air a bit so that they're low enough for Rekkas to hit. I guess what also trying to ask is what's a good "universal" corner carry route in Moroha Mode that involves 2H > IAD > j.S > j.H > ...? Also, while I'm here, what are good Dust combos in Moroha Mode?
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Played a decent Elizabeth player today and this matchup seems to be a bit more " fair" that before due to various changes, such as Naoto having a cooldown for Aim, which means that we can't completely lame her out like before., Liz's 5B and j.B having more range, being able to charge 2C which adds a bit to her Thanatos mixup, SB Mabufudyne tracking, SB Maziodyne giving her a way in, etc. One aspect about this matchup that stays the same however is that both characters can easily dominate the other quickly if the other makes a mistake. Liz can't really do much under 5A/2A stagger pressure and her R-Action is still just.... lol. However, if the Liz player's neutral is on point and manages to keep Naoto just outside of her 5A/B range, then it isn't surprising for Liz to take a round without really getting touched, especially if her status ailment inflicting moves have a hand in it (which is something we should all develop a presence of mind for in this matchup since she can easily stack them). To add on to the point on how both characters can quickly dominate is that both can deal a high amounts of damage to the other in one go if the situation is right/they have enough resources. Naoto's new SB Anti-S SP Pistol super is really dangerous to Liz due to Silence, which is Liz's bane obviously, plus Fear and 6 Fate Counters on top of that and the regular version of the super was already dangerous to begin with just for Silence alone! Occasionally you may put yourself into Awakening just for using the super (Either the regular or SB version), which is enough meter for a regular gun super at the least, if this happens then it's not a bad choice to burn the meter since it's extra damage and Liz relatively still has low health despite going from 7500 HP to 8000 HP. On the flip side, Liz can really hurt Naoto as well. A Liz player who knows her stuff will know how to exploit those status ailments and do something nasty like Fear grab resets and I'm only scratching the surface. In general, if her opponent does not really know how to deal with Liz once the ailments start stacking then it's not an uncommon sight to see her opponent lose all their health in a matter of seconds. Basically, this matchup is very momentum based (at least from my experience fighting Liz in both games). Once one side scores a decisive victory in neutral, it's hard for the other to stage a comeback unless their opponent messes up, in which case, the situation is reversed, or returns to neutral at the very least. Anyway I would've added a few more things, but it's getting late and I feel that the things I've left out are things that should be known from the predecessor's version of this matchup such as watching out for 5B, j.B and 2B, DPing through reactible Thanatos attacks in her pressure, etc.