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GBAer64

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Everything posted by GBAer64

  1. Well I didn't meet many Aigis's that had those mixups often and even when I did the match would be like 50-50 on who would win since we were in a lobby together. Narukami's were easy imo even when they did that crossup thing. I only lose in blocking with a functional yet laggy match for obvious reasons. Though with Chie... doesn't matter... The only thing I can block is her auto attack. Every time I'm downed it's over with that high-low trick she does combined with Tomoe's spinny thing (2D) I ALWAYS forgot to keep blocking when she airdashes and A/B's you since I only blocked once. That being since I got so used to fighting Mitsuru's who we all know sorta jabs with one hard poke to make a follow up rape combo. And... Wait... NEW PATCH!? WHEN WAS THIS!?@!?! True that has been the turnabout in quite a few matches I had back in the day when I was like rank D-C. I mean... I'm C+ now because Chie's with bad internet's like to be with me... (You can see my clear hatred of the Carnivore). But really one Aigis? I know she was rare but I at least met 18 in all and what about Nao-chan? Well hey it takes at least skill to be able to make the damage come to use. It's like a gun. All the damage is useless if you can't get the opponent caught in a good combo (which requires mixups, tricks, ect.) : P Wait wha? When was there a combo like that!? 0_0 Does it require the garu trick (please let it not be)!? TEACH ME YOUR WAYS SENPAI! (Because the closest to that damage I can get with Lizz is a combo kinda like the one you see in Challenge 31 which I just recently completed btw. My life is now complete... <3) So wait does that mean the SGCoD (Super Garu Combo of Doom) is still alive now? Great... well time's passed so I might finally learn how to do it. I just hate the fact that doing the combo is different with every character... But now that I have replied to everyone I'm SOOOO happy they buffed her. Though most of the buff is basically increasing her damage (which kinda sets us back to square one from P4U or a bit better than that) at least the moves that she has seem more useful like Randomizer. And the D garu recovery time thing is by far the best thing about this since the Garu landing recovery was always kinda the one thing that ended up giving the opponent the round... ^_^;;
  2. Well EXCUUUUUUUUUUUUUUSE ME PRINCESS!!! But... I guess you are right to an extent... at least for me... I wasn't always the best Liz out there. Especially against Chie's and occasionally Yosuke. Everyone else felt more like a luck chance like Akihiko and his mixups. Only was able to do a few advanced combos, could never do the garu tricks that completely destroyed people. Thing I was only best at was blocking everyone BUT Chie. Er... aside from that hehe. ^_^;; Please do so and maybe that'll get their heads headed on your direction (the direction that can tell them what criminal they did to Lizzie-chan). And then everything would be goooooooood. '3'
  3. 1) The attack where he starts banging the opponent with drum sticks and then does a multi-punch with ("The face" as I call it XD) 2) Truly? I'd like to know what those items are... 3) IEEE's 4) Whoa... guess Teddie's getting more and more complicated now... Are the item lists of the same order yet different order or different items entirely? 5) Oh well... Might take a lot of the neutral game and poke away but that's barely anything compared to the buffs you've stated *shrugs* 6) Not as useful as the 5B backdash cancel but it's certainly a good positive 7)YEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSS 8)YEEEEEEEEEEEEEEEESSS 9)YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSS 10) I can already hear the Akihiko's and Kanji's raging. : P Damn... if Teddie's gonna be this buffed up then why the hell are they nerfing Liz of all people... Hell, I think Chie and Mitsuru are getting bigger buffs... :X
  4. Well we could have all of us send a bunch of angry messages about how broken (in a bad way) Elizabeth is now with her nerf... It would probably be more noticeable if we all message at the same time. Plus it's more cost effective. But if you want someone to fly to Japan, go to ASW's development/production studios and slap the person who made our waifu even more weak in-game. Who'd like to volunteer?
  5. Hello? Anyone? My it has been quite awhile this thread has gone on. Anyways. Does anyone have any info on Teddie in Persona 4 Arena: The Ultimex Suplex Hold? (Or TUSH as I like to call it. : P) There's so much info with people like Lizzie (partly because there's a crisis with the nerf she got but I digress) yet there's hardly anything about our Kuma. Perhaps if anyone has found a video they could post it for further discussion on how he's changed? Hopefully you guys are at least still alive. Hehe. ^_^;;
  6. Perhaps ASW cares more about the random peeps who are at like rank D and down that don't know how to block rather than anyone above that? *Shrugs*
  7. I thought the principle reason Shadow Mode was added was to basically go all out yet sacrifice their burst/defensive options in the process... Right? And yes a buff is truly needed, all the facts about how Lizzie is pretty much nerfed/invalid now so I don't think I need to restate it. Though if anything I at least was hoping they would nerf a few aspects on characters like the Godly Queen of Executions and the Unbeatable Carnivore Who's Discarded Womanhood... Actually... how much of a chance do you guys think Liz has against any of the other characters? (I can't exactly see the vids since this CPU is blocked from Nico and Youtube) Does it look like she actually can live longer then a combo from those two beasts?
  8. Mind game? Like how our 5C works? Speaking of which does 5C still work like it used to back then? It looks... different from before but I can't tell in what way...
  9. So wait how do you even inflict the Randomizer?,? Is the way it's used like shuffle time where it's basically a counter? Or is it actually something different (Which I hope it's the latter since it'd be useless if that's literally the input for it...)? The only thing I honestly know is that Randomizer forces negative penalty and that it makes wonderful glitches. '3'
  10. Brkrdave's a female!? 0_0 I didn't even know! Damn... Edit: Sorry for that I haven't looked at so many videos with the new Liz so forgive me for being off topic. ^_^;; Now that I have (some) knowledge of how Liz has changed in P4U2. I'm honestly kinda sad that they threw away how she was in the first lokitest (think I spelled it right). Sure the first one wasn't exactly complete but it was a step in the right direction since Elizabeth wass considered irrelevant in terms of the tier list and being in tourneys before and now even. Unlike Akihiko, Yu, Aigis, or Mitsuru, Chie, etc. Lizzy has almost no mixups or crossups that compare to most of the characters. And it seems that they have even more tricks up their sleeves with P4U2 while Liz get's a rebuff/buff(?) aka her moves are weaker before Awakening but are somewhat better when awakened. Since Lizzy already excels at damaging combos... (sorta?) I'd say that she needs a mixup/crossup or two, a tweak/removal of Mahamaon and/or Mamudoon since they're practically useless. In fact, if ASW are gonna make her have such buffs, they might as well make her Diarahan more... useful(?) since there's no way she can use it unless she get's a good combo off of the opponent (which has already been established to almost be luck based now). Maybe make her J.C an unblockable standing or crouching? (I think it already is but I haven't played P4U1 in a while).
  11. Lol. :P Seems like I'm not the only one who feels hopeless with Chie. Though I wonder: How useful are Mabufudyne and the other Ma-moves in our Aigis matchup truly?
  12. Learn to not get hit grabbed by 5D... Everything else I easily learned to counter or block but that 5D... For some reason I have a harder time reacting to it as Elizabeth even though I dodged the 5D like I knew it would happen at the start of the match when I play anyone else. :P *Shrugs* But seriously practice on knowing how to react on the 5C string and follow-ups because getting caught by 5D could screw you especially if it's a counter. Considering Liz's low health, it's fatal to get caught in a damaging combo as the other Liz. So always be on the guard. And remember to be careful on the air like any other opponent you see since Mabufudyne and 2B are air unblockable. So Magarudyne will help a lot.
  13. Close Range you can attack though I usually just try using 2B if she tries jumping. Which has worked a few times but if she does the cross up mentioned earlier I just turtle until the Aigis get's frustrated enough to use something that would give an opening. I know turtling isn't fun for both us and the opponent but Aigis's can make some serious damage if they get one tiny opening during the high-low mixup mentioned earlier. It's not a bad thing to do nothing since Aigis can be rather irritating when it comes to her Athena countering you, Aigis's 2B, and the gattling gun. Though chipping away at Aigis is really our best way to take her down since it's hard to get an opening that would lead to a combo for us (except for if you can do the Magarudyne combo thing that I can't do...) Aigis's JC? I don't think that's able to hit us. And if it does hit us. It would most likely make a clash of hitboxes. And if that's the case then do J.C. immediately. For the Punishment of Aigis's Furious Action I usually try to do a corner combo since I can extend the combo even longer. Trying to waste time so that Orgia Mode doesn't last much longer is the goal that I try to do when that happens. However if it's on midscreen then try the longest combo you can make at that part of the stage. Your way of a furious action works better then I do tbh since I usually just 66>Throw and go with whatever combo I could make (which doesn't make much considering the fact that there aren't much combo extensions with the throw on midscreen :P) I don't believe that Magarudyne works since the Furious Action is an explosion and has a a lengthy hitbox in terms of height. Although I haven't tested it either...
  14. Really? I don't find there to be that many things that Teddie can beat us with to be honest... I wouldn't say that the Teddie's I fight aren't decent but do tell me what you have to say since I myself find this matchup fun and even. Though maybe it's the fact that I know what Teddie does since *Looks at my signature*. IDK?,?
  15. This matchup is fairly 50-50 or slightly on either one of our advantages because us Elizabeth player have a surplus of ways to escape some of Teddie's deadliest set-ups and moves easily unlike other characters (like Akihiko of course). However Teddie's several items, transportings, and slightly awkward (yet hard to perform) mixups can easily disorient you and give Teddie the chance to launch a devastating combo that cooperates with the item and beats the crap out of you. But since Teddie doesn't have many projectiles (projectiles that don't get eaten or are fast enough) to counter our fullscreen neutral game. We have an advantage there. Just make sure that you know what to do if Teddie S.J.s your move and approaches from (Teddie)air to ground(you) because they'll probably have a clear opening if they jump out of an SB maragidyne or any type of Zio. One move that in particular can screw you over though is the SB version of Teddievision. With 25 SP Teddie can launch a set of TV's to hit you which are also his transporters. ALWAYS check on his SP on if he's got 25 SP to use SB Teddievision because he'll have the chance to approach you and get up in your face if you get hit by it. It's a better situation if it comes but you don't get hit because you have a surplus of options to punish Teddie if he uses the warp while you're there. Teddie Screw isn't too much of a problem since it's not far enough to hit you from fullscreen. Though it's best to be on your guard if you're near Teddie just in case he uses it because the A. version is surprisingly fast and can lead to some annoyingly hard-hitting combos. Puppeteddie won't be of much affect in the gameplan since we're not rushdown characters. So you'll rarely see it outside of combos. Also for good teddie's be careful of 2-D Teddie. It's a strange move that could lead to some mix-ups and can be rather disorienting on trying to punish Teddie. Just be careful all the time with Teddie. A move that many people despise is Circus Ball. We are lucky because even though it's particularly strong and is unblockable. It's easy to not get hit because you could use Mahamaoon and Mamudoon and not get hit. You could use Magarudyne with a double jump and have a 99% chance of not getting hit. And you could use Zio to punish Teddie after the move's over. (To be continued)
  16. F*ck this matchup, f*ck this matchup, f*ck this matchup. I usually have like 0% chance of winning against a Labrys because of how retard strong they are. Sure they're supposed to have horrible mix-ups and cross-ups but screw that. All the Labrys's I meet all had an airdash type of mixup and always cross-up'd me, ending the round within the moment that I got caught in the needle... paralyze... stuck thing.... If you DO somehow block Labrys's blockstrings (like I fail to do) then you'll hopefully get an opening. (I say hopefully because I usually don't live long enough to see that happen. :P) Thankfully Labrys has some rather slightly lower-average health so it won't be too hard to take her down if you get her. But this match-up to me is like an endurance contest of unimaginable, rotten, almost ragequit worthy cross-ups and high-low mixups.
  17. This matchup is rather strange imo. Both Elizabeth and Yukiko are kinda zoners so the real contest is a "Who can get who with their projectile" in which case we have the favor since most of Elizabeth's attacks eat projectiles like breakfast. Magarudyne, 5, j, and 2 B, Maziodyne, Maragidyne all are moves that eat up Yukiko's fans and most can take away any planted Agi's and maybe Maragi's that Yukiko uses. Yukiko's 5D>5C>2C is like her version of our 5C string in which we have to wait until the move is done and get a free ticket to take out her persona. She could always start with 2C instead of 5C which could mess you up. Approaches: It's not a bad idea to actually try to approach Yukiko yourself since she can't really block you if you try approaching with Magarudyne. It's just best to make sure that she's preoccupied because like any other character she will probably punish you and push you away (like what quite a few of her moves do). If you knock her down. Always be careful of what she does because she could completely take your advantage away by using Dia which not only knocks you away but also heals her (albeit slowly) and is projectile invulnerable. Meaning. Maziodyne, Maragidyne, and your B won't break her. Which sucks because if she's fullscreen and you use SB Maragidyne. She can heal like 1/8 or 1/4 of her health since you're stuck. Even if you were to OMC (One More Cancel), Elizabeth is too slow to get to Yukiko quick enough to hit her so proceed with caution when Yukiko wakes up. If you're near Yukiko and she wakes up. DEFINITELY use Mind Charge since you can tell what she's gonna do and punish with another devastating combo with the SP you gain from Mind Charge. Use the best of your combo potential to end the round with that little trick and you'll make them think twice about being too spammy with their Dia. Yukiko has two types of ways to upgrade her Fire attacks. Fire Amp, and Fire Break. Fire Amp is where her fire moves increase in damage to a total of 8 levels. Thankfully the damage isn't apparent until she's at level 6, in which case by then you should be VERY careful of her moves because they can pack a punch. Especially her Supers. Fire Break is a slightly longer version (in terms of animation) where the next Fire Attack Yukiko uses is unblockable. THIS INCLUDES HER SUPERS. Do your best to occupy Yukiko so that she doesn't use any of these upgrades because under the correct situations. Yukiko could steal the entire round with 150 SP, 8 level fire, and a fire break even if she were on her last speck of health. Maragidyne is a move that could be used to counter you fullscreen actually. And I've seen some Yukiko players use Agidyne during an A. Ziodyne. This somehow works because the brief invincibility frames Yukiko has with her Agidyne is enough to not get hit by A.Ziodyne and gives her a chance to throw an Agidyne (although weak to moderately strong depending on the level). Yukiko's Fans Despite how these fans do little damage. It's best to always be on the lookout because they can destroy your approach in every way despite the various options of attacks that eat them. A lot of Yukiko's like to mix up and blend her fan attacks with Konohana Sakuya's attacks to keep you continuously occupied until you get frustrated enough to go and attempt to counter or approach. Usually these approaches/counters fail to work because the Yukiko still has time to launch another string of moves. Patience is a WONDERFUL virtue that you should try your best to keep during this match because you can be stuck on fullscreen trying to block all the mix-ups she has with her fans. Just try your best not to act to rash with this sort of situation or else you'll be stuck there even longer. That's about as much as I got. I haven't fought too many Yukiko's (even though I also play her) so I don't have as much info as I post on other matchups but if there's anything that you want to add feel free to reply since that would TOTALLY help! ^_^
  18. This matchup...Just... To hell with it really... Info of character Mitsuru is a punish character, meaning she's meant to deal extreme damage either by tricking you which is the minority of options of how she dishes out damage, and as the term implies, punishing characters who use a move that leaves them wide open. She has QUITE the amount of options to rush in and punish Elizabeth that's for sure. Along with a few air, low block, and high block unblockables that can really screw with you if you for some reason want to close in on her, even though that's not a very favorable option when going against the Queen of Executions. General plan x Your best bet is to keep the flow of the match at fullscreen since the closest to a ranged attack Mitsuru can do is her 5D which isn't able to hit from corner to corner thankfully, and bufula which most of the time won't hit you unless Mitsuru's in the range to hit you from midscreen which is roughly the same range it takes to get hit by 5D. It's best not to approach Mitsuru from the air as her 2B is an anti-air that has range in a close second to Elizabeth's own. Along with having combo potential if she get's you from there so it's best not to do so (also Garudyne ain't gonna help you in this situation at all). You should ESPECIALLY be careful if you're in the air and Mitsuru's in awakening with 50 SP because her Bufudyne is air UNBLOCKABLE. And the damage from the move itself is already quite cringe worthy but since there's combo potential from the fact that you get frozen too. It's overall not a good plan to approach Mitsuru from the air. There's also the her 2D which is basically her 5D but aimed at the air. This move can take you by surprise and has quite the range. Along with that it's a starter for many Mitsuru combos. So overall stay on the ground or get ready to feel the burn...er...cold. :P Air (Mitsuru) to Ground (Elizabeth) If Mitsuru however approaches you from the air you must take caution. Not the same amount like if the situation explained above but it's best to know what to do. Her J.B. especially is the bane of anyone who fights her like this because it is LOW BLOCK UNBLOCKABLE!!! Which will screw you over because that's another ticket to the next round for us if we crouch block. So make sure you stand block. I believe there's a video that shows what to do if Mitsuru does her J.B poke that came before me so watching that will DEFINITELY help if you can pull it off like muscle memory. Practice with defense is especially needed for Elizabeth because you can't afford Mitsuru to pull off a good combo or else you're already in awakening or the next round due to Elizabeth's low HP. Ground to Ground is what comprises most of the matches really and that's the main thing that you should definitely know. This matchup is at a disadvantage for us because Mitsuru has quite a few pokes that are a bane to our existence... First would be 5a. This move pokes and reaches a godly range that even beats our 5B and is faster then it by MILES. And Coup Droit or the "drill" as people call it. Oh god that move... the A version is fast, does moderate damage and is one way to get punished with a combo while on the ground. It'll only knock you down regularly on the air so it's ok but the damage from the A version itself already packs some damage... The B version is chargeable/delayable and if you get hit by you'll get knocked down sliding on the floor like if you were hit by Labrys's charged 5B. And if you do get hit by Coup Droit B and are sent to the screen. Expect to have 80% of your health gone on average. The SB version isn't quite as bad because it keeps you on the ground if you're standing but it's fast, damaging, and it'll go through a Maziodyne or Maragidyne if she's close enough to you. However since Mitsuru has to use a back and forth charge to use it you might be able to spot a Mitsuru player blocking or backing away in order to charge it. This is something you should ALWAYS take note of and respect when fighting Mitsuru if you have the conditions to punish out of it. So take note. Also another "warning" that Mitsuru is gonna use Coup Droit is if she's crouching or low blocking because that also counts as holding back for them to use to charge up. The usefulness of your attacks Magarudyne won't help you so well in this fight except for combo purposes, Maragidyne will be one of your best bets for zoning. Mitsuru's will probably block it but it's good to know. Maziodyne is equally as important since it's a fullscreen lazah beam to keep pushing Mitsuru away if you have the chance. However if you do use a move. IT MUST BE A ONE THAT COUNTS AND IS NOT ON WHIFF!!! Or else Mitsuru will be up your face already and prepare you for the next round. So be sure that you know for sure you're gonna hit Mitsuru because there's a reason she's called a punishment character both in personality and in playstyle. Your 2B won't be as helpful as usual for this fight so don't think you can knock Mitsuru away on Air to Ground... Sweep might work but only in a few very specific conditions that aren't worth really describing in this post alone. Your throw will be more helpful then usual since you can punish Mitsuru with it if she uses Coup Droit. Plus it'll be easy to press it and you can chip a cute little combo if on midscreen or dish out some serious damage on the corner. But be careful though because quite a few combos that Mitsuru ends with she'll add her FA (Furious Attack) after to get you. Once she does that is when you're ABSOLUTELY able to punish without fail. Just be sure to remember that if you block her entire blockstring and pressure. That one get's quite a few people. Ghastly Wail will help you in this fight since trying to get a good combo out to Mitsuru is undoubtedly hard since many of her moves have pretty low recovery frames. Use it if she uses a B version of Coup Droit and you're somehow able to time it when she launches herself. It's notably more predictable with the A version since it goes instantly so you don't have to play the waiting game. Though knowing the difference between both is a bit of a challenge. Perhaps the distance would be a good enough warning to dodge/bait the move and be able to use the command grab. As for your IK there's no way you can get 3 hits on Mitsuru unless she just spams out Myriad Arrows (which will never happen so tough luck for us. :/) So if you for some reason are suicide enough to do it on Mitsuru. Be sure you have a burst ready or face the consequences of losing a round and the added hits you got... That's about all I got. Message me if I messed up on any info or missed some stuff. I'll continue searching for things and thanks for reading! ^v^ Hope I helped a bit your chances of taking on the Imperious Queen of Executions!
  19. Microdash? Ah ok I got it. I've never really used IADB that often but I find it useful in this match too.
  20. Really I usually just react by whatever she says. Though then again I also use Elizabeth so it might not be as effective for you guys.
  21. Ugh... This matchup... I usually do fine against say Yu or Mitsuru and Aigis but this one I just.... If I see Chie, putting down the controller and leaving until the match was over wouldn't be any different on if I actually fighted.... Someone please help. I honestly don't know how to easily block Chie's high-lows, cross-ups, and that okizeme....... I just...
  22. Loluwut!?You can just... backdash it!? I'm gonna guess that we'd be screwed if it were in the corner though am I right? So I'm gonna guess the verdict on that last part is to not be knocked up to the air correct? This... is.... too hard to believe... It's such heavenly advice but... I can't believe this could be true because of how horrible I am against Chie... Video/pics could help/make me believe. IADB? What the hell is that??? 6_6 Sounds like something I should really know....
  23. I think that's what I said though. But thanks for telling me she could One More Cancel it though since I didn't even know that! Derp Hamaoon could work but if you want it to specifically work. I think having 1 or 2 hits before it happens would work. I'm not entirely sure so let me test it first. Also for new info I forgot to talk about the Megido traps that Naoto has in her disposal. Megido Traps Like Naoto herself the Megido Traps can vary from helping to create or reset pressure, or in her other strategy, to keep her safe from approaches. The latter of which not being used very often because Elizabeth's way of zoning is by moving the opponent around herself rather then doing the actual legwork. Because of this Naoto's traps only really work for pressure or for that crazy SMP loop combo that I could never do. If it's for being safe it wouldn't really work for the air or ground since Magarudyne just completely mows through it like grass. It would only be in the case where we forget that a trap is in a specific place where you could be hit during a neutral game but that's much more rare then you think (for me at least). Also one move that should be given some consideration to would be Naoto's 5D. It's often used as a little way to sneak in an attack while we're fullscreen pressuring/pushing away. It's not likely that Sukuna Hikona actually hits but just be mindful whenever it's thrown out. Also if ever in the situation of air to air combat with Naoto. Elizabeth wins hands down with a royal straight flush (wonder if anyone got the reference) with her J.B. Which extends far enough to not get easily hit by Naoto's own J.B. But even then Naoto can possibly win with her J.C. since it's a much faster attack that's like a poke. It rarely happens but there's the moments where it does win over the surplus of options you have in your favor for this MatchUp. However if Naoto's in the air and your in the ground. It's likely that her J.C. will win against 2.B. since as stated before it is fast enough to be almost poke-worthy. However that's the only option Naoto can really pull well. She can air dash to you and use a string of J.A. or J.B. but it's not too hard to block it since you just have to block 2-3 hits then your fine. Though it's ok if you have trouble remembering to block just a bit longer for that high-low psych-out. Just remember to practice blocking that string since it could take a lot of pain away for the Ground to Air MatchUp against Naoto. Speaking of string mixups I remember times where a Naoto player would use 5AA and then use an All Out Attack (AoA for an acronym) which somehow is effective against people. Just be sure to not block down if you're blocking her auto-combo attack no matter how much it's implanted in your muscle memory.
  24. Ho boy... This match up is a strange mix between the waiting game or a really fun one. Overall it depends on the Naoto you play. A noticeable thing I see Naoto players do is that if they have 25 SP and they've just been knocked down, they'll use the SB version of Aim or as people call it the roll. This is a move to be wary of since it's often used for tricking and knowing how Elizabeth has such low HP, it's best to watch out and be wary of the SP gauge at all times when fighting Elizabeth because if she had what it takes to use Raid after the roll then a good 40% of Liz's health is gonna walk out the door or possibly more. Overall always take a glance at Naoto during a match with her since the SB Aim could change the match up such as if you were in the corner and she used it. Now you're susceptible to corner pressure that can be utterly destructive if the Naoto player knows the SMP loop or anything close to it. Now onto some other things that are much less needed to be careful of. For regular aim. The A version is most of the time just used to start shooting, not much else there really. :/ The B version however is a little...useful for them to an extent. But that'll be explained later. And how the match will play out will be entirely dependent on how much Naoto likes using Aim since if there's one that's spam happy about shooting. The match will only be a long, boring waiting game for you that'll most likely end up with you winning. That is if you have the patience to know when to strike in. If a Naoto's like that then Magarudyne is a helpful move since you can easily win on an Air to Ground approach, taking out the bullets and also taking some damage while now having an up close approach. Usually a spam happy Naoto character is also FA (Furious Attack or DP as most of you call it) happy. Which means whenever they tech or recover, they're probably going to use it so just wait for a bit before unleashing an all out attack (Both the universal move in the game or a devastating combo). Double Fangs This move is often used for the rushdown moments/types of Naoto players. It's best to learn to properly block Double fangs, especially for the A version that comes really fast. For those that fight Naoto and haven't gotten used to blocking it yet. I believe you can FA the B and SB version after the first hit. As for the A version, you're just gonna have to block it since it's too fast for a counter. And when I say to learn to block the Double Fangs I mean learn to just block it in muscle memory since Double Fangs is a move that is often used in pressure. I myself am a Naoto player also and when I use pressure (which I'm not too-too good at but it's a form of it). I often chain Naoto's sweep with Double Fangs (A) for up to 3 times (almost infinite when trapped in the corner). It's a basic thing I do even though I don't see too many Naoto players use it but I'd think it's still best to know how to block. Also for the Fate Gauge. YOU MUST RESPECT IT. If you're fate gauge is all the way down to zero and you get grabbed, auto comboed, Double Fanged (B or SB), are open in the air, ect. while Naoto has 50 SP. You'll be finished for good because that's a ticket straight to Hamaoon or Mudoon. The Anti-Air Pistol alpha and beta version I can't truly say much about being careful about them since Naoto can only whiff it or use it in a combo because if she were to use alpha or beta. You could punish it with Ziodyne (Though it's much harder punishing the alpha version and the beta versions a bit higher so hop up to Naoto's height and then punish). The true menace that isn't an I.K. (Instant Kill). Would be Raid. This move is both favorable for Naoto in neutral and combos since she can chain it up with other Raid's and such. As for if she used it on Neutral. Whether it's favorable for her is entirely based on how fast she can react and what move you use for a counter. A slow one will lead to you getting shot or Critical Shot. But if you did a poke and proceeded with a basic combo or worse then it's to your favor. However Naoto can also use Raid as a way to shoot you while you use Ziodyne or Maragidyne (SB especially) from full screen. So make sure like before you respect her from full screen especially if she has 50 SP while in Awakening she can just throw it out and take you out with the flames. Also for Naoto a trick that I know (though I don't think many other Naoto players know it themselves) is that when she uses the instant kill. She can change the position of Sukuna Hikona by holding Left (4) or Right (6) and thus change the position of ALL the crosshairs. You'll probably have time to react to be able to get out. Though that's not guaranteed all the time so watch out for this little tidbit trick Naoto's can use. The change in position is signified when Sukuna Hikona appears in the far left or right according to the respective direction held. I've actually scored a few IK's as Naoto myself with this so I'm gonna guess you'll need to be careful still. As for our own Instant Kill I can't dictate a specific move that would give you a free instant kill within just that one activation like Aigis's bullets or such. I suppose you could throw Megidolaon out on a Trigger Happy Naoto if they're that spammy though that's still dangerous since only a braindead Naoto would do something that stupid. I would recommend using your IK when Naoto uses double fangs because a rule with the IK is that in any match. The hits before in that match add up together. Meaning that if Naoto used both kicks on double fangs with you. Then you only need to get hit one more time WITHIN THE SAME ROUND to activate your IK. Again. This effect is only if it's on the same round. The added hits will deplete if a new round comes. Perhaps Anti-Air Pistol a could be a move you could IK but you'll have to be good at sniffing it out. I'll come back if there's anything I realized I missed or if I got new data to give out.
  25. Dustloop Username: GBAer64 PSN GBAer64 Location: USA West Coast, San Diego California (CA)
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