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Ichipoo

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Everything posted by Ichipoo

  1. For the sake of conversation, seems like in Overdrive, Izayoi's Astrea (236C~D) hits more than once this time around. I wonder what other changes they've made for her in Overdrive. http://youtu.be/2ROZqNsFyno?t=21m27s
  2. Just saw Denpa avoid Adachi's 5D on stream by super jumping and then laying a trap, and then air dashing forward and then laying another trap in order to delay Naoto's falling momentum. Not sure if air dashing backwards would work though but it's something worth testing. http://twitch.tv/radiowave777
  3. http://nico.ms/sm24770665 http://nico.ms/sm24771774 More videos of the mysterious but solid netplay Naoto.
  4. Nowaru (Izayoi) vs Hakumen http://youtu.be/ht1vIt3Jurk vs Celica http://youtu.be/ht1vIt3Jurk?t=3m16s vs Litchi http://youtu.be/ht1vIt3Jurk?t=6m21s Koreru (Izayoi) vs Litchi http://youtu.be/ht1vIt3Jurk?t=11m10s
  5. http://youtu.be/0QaN5zTGt38?t=6m9s 3.8k off of a 5C starter hitting an airborne opponent, all thanks to her new j2C > j4D route. Has decent corner carry too.
  6. I think it's important to know that the new version is only at least a week old and so it's safe to assume that people are still in "1.1 mode" so let's just give it some time first. That's just me though.
  7. 2.0 Izayoi vids vs Tager matches http://youtu.be/kdZKX1nfO5o?t=5m07s http://youtu.be/kdZKX1nfO5o?t=17m19s vs Litchi http://youtu.be/SraGgzveE1g?t=6m8s Koeru (IZ) vs Gike (AR) FT5 http://youtu.be/gcQ6PkHmv64 Koeru (IZ) vs Akashi (AZ) FT5 http://youtu.be/2ROZqNsFyno Think we can get a 2.0 Izayoi video thread made by any chance?
  8. Her 2B has gotten better but you still shouldn't consider it as a "get out of jail" card as properly spaced air normals can still hit her. This is where 236C/D comes in as they can anti-air opponents that are still somewhat high in the air, it has to be an early call out though IIRC.
  9. Of course not. AoAs with a D finisher always require the full 18 hits. EDIT: Oh wait, I might have misunderstood your question, were you asking for another solution to Challenge #25 that doesn't use AoA?
  10. Marie's wiki page says that her execution is "fairly lenient." How true is this?
  11. Seems like the most 'optimal' AA CH 2B combo based off of the videos I posted yesterday is: CH 2B > 2[C] > (66) > 5C > IAD > j.A/j.B > j.C > (66) > 5C > 236B~Cx5 Deals at least 2.9k IIRC. If in the corner, instead of following up 236B with C shots, end it with 236A. I haven't tested it out myself since but I'm guessing throwing throwing in another rep of [5C > 236B] wouldn't work? The white netplay Naoto always ended his corner CH 2B combos with 236A.
  12. http://www.nicovideo.jp/watch/sm24687472?ref=search_key_video http://www.nicovideo.jp/watch/sm24695279?ref=search_key_video http://www.nicovideo.jp/watch/sm24705636?ref=search_key_video http://nico.ms/sm24709296 Match vids of this rather solid netplay Naoto. Makes a few weird decisions at times, but his neutral is great for the most part, shows that he knows the MU of the matches he plays and also shows some presence of mind when it comes to some of his confirms. He also has some interesting tech here and there. EDIT: Added a new vid.
  13. I agree, this matchup really is a pain. I just played LegendaryRath's Margaret last Friday and I felt helpless for the most part. Fighting her up close seems scary plus she has long range tools to deal with Naoto zoning/setting up a fortress of traps while at the same time, keeping her pinned down there. I do agree that traps seem a bit useless in this matchup as well as that once you find your opportunity to get in, you need to stay in her face since it's no fun trying to work your way in. Going to need to play lose this MU some more in hopes to answers to her.
  14. http://youtu.be/n9P8AmuSs2M?list=UUKexvwm26UYHUERK0zj8wGg http://youtu.be/9t51OARRX0Q Not entirely sure if this is from that 3 hour stream or some other stream but enjoy. Celica getting at least 3k from a grab is funny.
  15. One of the new videos from Famitsu shows Izayoi 2.0 changes http://youtu.be/CnS0_kfLMnA?list=UUtPyU9cJgvvgH03PQKgaucA#t=7m55s 623C is finally a true DP; ... > Strike Fall > 6D > ... is a new route, also her teleports look faster? Plus it seems like they've buffed Trans-Am?
  16. Anybody here able to get all 18 hits consistently for AoAs yet? I was able to get it before in the first game with that one method someone on Dustloop suggested two years ago where you just mash A+B about 6-7 times but now I feel that it's more difficult for people with slow fingers like me. I play on a stick btw.
  17. MU is mostly the same as before but with a few differences? Try to have solid neutral so you don't have to be caught blocking her Marvel mixups all the time as well as defense so you can last as much as possible. Don't be too "trap happy" as laying a trap at the wrong time at full screen could mean getting shot full screen, thus ruining the work you put in building your "fortress," etc. etc. At first, I thought Naoto only being able to have 3 traps out at one time as opposed to 4 in the first game was a small nerf but it seems like it's a small blessing in disguise in this MU. In exchange for only being able to have 3 traps out, she can have 3 of the same trap out at one time which means that you can have 3 C traps out, which were really helpful in limiting her movement in Orgia Mode.
  18. Fought a little bit of dsmoove12's Sho at the UCI event last night. Overall key thing is to just have better neutral and be the better player, which isn't saying much since that's usually the case for most of Naoto's MUs. Super or double jumping and then laying a D trap in order to bait anti-airs doesn't seem to work? Seems like more often than not I would just get "sucked" right back into a combo. Also if he has at least 25 SP, be sure to expect something cute like stuff > j236A+B (high) > 2A (low) when blocking. I'm sure he's capable of more than just this though.
  19. How did I just notice this? Anyway just watched Denpa's stream a today and for a bit, he worked on punishing SLab's (Asterius) DP with 5AA > hold back > block DP > Shadow Frenzy > go ham midscreen. Pretty interesting stuff, if only I remembered the inputs of the crazy combos he was doing.
  20. New footage of Waka's Naoto https://t.co/LLIphHCOXr
  21. Welp I was going to respond to ariveradachi's post but I was busy all day but 9:02 PM nailed it pretty much. And just to add on to this, I just talked to Bond (a top Naoto player in SoCal back in P4U1) a few days ago and he says that stacking VZ in combos can lead to "SMP type" damage and I am starting to see that.
  22. S.Naoto combo video with notations. Useful for those trying to understand her combo theory. http://www.nicovideo.jp/watch/sm24506253?ref=search_key_video
  23. Jourdal uploaded a new Naoto 1.1 BnB combo video: https://www.youtube.com/watch?v=q4xU49U_HaU&list=UUyV9c57z3v5Ot5d4PklDxeA Question though, the combos in this old 1.0 combo video (that I will share after this sentence) that involve the "additional" Fate removing attack after Aim bullets still viable? https://www.youtube.com/watch?v=l7D7etxjkrE
  24. I basically just copy Denpa and Waka by laying a C trap on their wakeup in the corner. Tbh, it feels just about "even?" But if they do something stupid for some reason then it's a free CH combo for you. As for midscreen oki, I have no idea if there's any other way other than your methods, for her to have any. Not sure if it's even worth it to go for oki this time around since like you said, the fate game has more of a presence than it does before, thus making her gameplan more straightforward than before.
  25. Even though I don't have the game yet, I've been busy trying to get a good feel for how differently Naoto plays these past few days. Recently I've been playing shtkn's Mitsuru and just now I played JonaKim's Akihiko and Vineeth's Narukami at WCW4, notable players if I may say so myself and what I have to say about the matchups is that you still approach it the (almost) the same as you would before (high emphasis of movement and not getting hit, picking your spots when to go in, etc.) You just need to keep in mind the changes the old characters have gone through from the transition of P4U1 - P4U2 such as Mitsuru having a low attack that disrupts zoners, inflicts Confuse and almost reaches the entire screen, Akihiko being able to silence you (which I've just realized is a big freaking deal after tonight) and Narukami being able to feint B Raging Lion and use it as a safejump. Maybe I'm just saying and feeling this since the game is still new to everybody and I don't even have the game yet but this is how I feel about the matchups so far. Could be right, could be wrong. Feel free to discuss.
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