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SGD25

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  1. It's not just you. Thankfully, that appears to be a change in 2.0 so we'll be able to throw out D traps like vanilla again. (Or at least something extremely similar). It stunk that after buffing D trap in p4au they made it way more dangerous to use b/c of the super high recovery this game compared to vanilla.
  2. Yeah... Let's stop exaggerating lol. Marg is annoying, yes. It's tricky to effectively set up traps against her and such, but once you get in on her you can really stay in as long as you have your pressure down. Since her DP is a techable grab, you really need to mess up to for it to CH you on offense (like going too ham and not being aware of her defensive options). Also, Minazuki isn't even a bad MU... At least he's not IMO, but this isn't the Minazuki topic so I won't even get in to that lol.
  3. Yo Zeromus, I know it's a bit tricky considering poison damage, but can you estimate the damage difference btwn. the triple and double blight combos? I personally like the less strict timing on the double blight combo (especially online) but if the damage difference is significant I might take the time to make that combo my consistent FC punish.
  4. Ok, sorry for the stupid question in advance (and sorry if this is the wrong section/thread), but I digitally preordered P4U2 and i'm having trouble downloading it right now. No error code or anything has showed up, but it's not being downloaded on to my system early like it's supposed to. And before anyone asks, yes, I did purchase the game within the actual digital pre-order period, I think it was the 20th, which is well before the cut off date. So, if anyone could provide some sort of assistance, that'd be great
  5. I was able to play S. Naoto quite a bit on and off stream- sadly they took down the archives, so if you missed them you can't watch them anymore. Anyway, Neo is definitely correct with how great her 2B is now, it stuffed a lot of obnoxious jump-ins and characters are definitely forced to be wary of her anti- airing options now. I messed around with Venom Zapper a bit in neutral and it's a great tool, but whiffing it leaves something to be desired, so be careful when throwing it out. I also agree with the bullet meter- while annoying, it's easily managable and, since you'll usually want to use them in combos anyway, by the time nuetral is reset you'll have your bullets back. Just make sure to pay attention to your bar and don't throw out the gun when you have no bullets lol. Her IAD combos are definitely trickier now, so I tended to avoid them completely unless I noticed they were CH by one of her traps because most of her other starters would cause IAD combos to drop. Also, important note is that 5c> B double fangs will sometimes not combo even in the corner, so it's important to do 5c>2c>B double fangs since 2c is special cancelable now (not to mention the extra fate taken is always nice). About the trap recovery, however, it's definitely noticeable and I gotta say I strongly dislike it, but it is manageable because green traps can't be destroyed by air moves anymore, so when characters like Chie and Labrys tried to run in my face like morons they were forced in to blockstun by the traps and had to suffer my mixup which was fantastic. Sadly, spamming traps is a bit harder now because some fast characters can easily hit you out of it if you do a trap to close to them. Personally, I think S.Naoto is much scarier because although the playstyle is pretty different from regular characters, Shadow Berserk Mode (SBM) gives Naoto so many extra options such as 2 SB gun supers in to Hama mixup full screen off of nearly anything and the meter gain is definitely appreciated for Naoto's playstyle. The timing on some of Denpa's SBM combos, however, are definitely tricky than they seem. I've been testing with Diarmud and while our original idea was air B fang> air a fang> land> a fang. I confirmed this does not worked because Naoto still goes in to the gun stance even while in SBM. He then gave me the idea to test air B fang> air a fang> TK a fang, which seems correct, but I didn't get to confirm it because my TK's stink and since the stations were "winner stays" I went for simpler things to ensure I won as much as possible lol. So far I love the changes besides the trap recovery (even the gun meter doesn't bother me), but I think that's it. If I missed anything, or you're wondering just ask.
  6. Yup, I agree completely. And thankfully Yukari shouldn't be too bad to fight against with Naoto because it seems like Yukari's making a stronger case for herself to be top tier (or at least relatively high on the tier list), so it's nice to not be at a disadvantage against all the top tiers like Naoto is now. Another random question though, I was watching a video I found today of a Naoto v. Sho (persona) and it seemed like the fear status Naoto caused from her SB pistol lasted about half the time it does now (about 6 game seconds I think)... is it just me, or an actual change?
  7. So, was I late to the party, or did Naoto's fatal 2c always take away 2 fate counters in p4u2?
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