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ludwig van

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Everything posted by ludwig van

  1. Ok, so Stunedge says it should've been 5 fate, and that the guy might just not know how fate works. EDIT: ok, thinking about how we can get a 5A followup off of air A Fangs, and assuming you end up in Aim Stance like the grounded versions, I think it's safe to say that the recovery for getting out of aim is indeed faster if you don't shoot any bullets. Anyone agree/disagree?
  2. So a jbbs post has a combo of AoA D>5B>JD>SB Trap>JA>5C>A Fang>Charge 2C>5C>A Fangs, and according to Omex the post says this takes away 7 fate, but if what we know about the changes to fate is correct, shouldn't that do 5 fate instead? Or maybe traps do 3 fate in combos regardless of previous fate taking moves?
  3. Alright, so I asked Omecross to translate some tweets of Denpa's, and got the following info:
  4. I just noticed in this picture that Shadow Naoto has a fate gauge; I wonder if if it'll operate any differently from Naoto's (I'm guessing not) and what moves will take it down...
  5. ^Stunedge says DP doesn't need to be triggered for the explosion or shot anymore~
  6. Special thanks to Kurushii for the banner! Discuss all things Naoto related here. Changes (WIP) General: Health: buffed to 8500 Fate: After the first move that reduces fate, if combo'd into more moves that reduce fate, those moves take away 1 fate outside of shotgun super and a single 5th shot. Normals: 5AA: Naoto steps on her opponent's foot, hits low. 5AAA: Naoto kicks her opponent, looks similar to AoA kick, causes ground bounce on air hit. Rest of the autocombo: after 5AAA, appears to be A Double Fangs~A shots, assumed to end w/ 236236A super if the player has enough meter. Shadow Naoto's autocombo: Naoto's auto combos from P4U1. 5B: Dash cancel-able 2B: Head invuln seems buffed (It's landing a lot more now as an AA) 2C: Special-cancelable, takes away 1 fate. 2[C]: Fatal counters, takes away 2 fate. 5D: Faster, Persona doesn't auto correct direction once summoned. Slightly more visible when moving forward it seems. 4D: New move, like 5D but slower. j.C: Hits overhead Throw~C: Special cancelable, takes away 1 fate now. Specials: Aim: Gun reloads after all shots are fired, takes time to refill. Cancelling out before all are shot leaves it at the amount you had. If you enter Aim stance w/ 1 shot remaining and the shot connects, it takes away 3 fate instead of 1. Aim~6D: New followup similar to DP. Doesn't use or require bullets, but requires Persona. Takes away 1 fate. j.236A/B: Double Fangs but done in the air. Doesn't seem too be much you can combo into after landing this. Traps: Can now lay 3 of each for a total of 6, D traps can't be destroyed by air moves anymore, hitstun on traps in general is reduced, removes 4 fate. 236C/D "Venom Zapper": New special, sends Persona upwards and poisons them if it connects, has AA properties. DP~4A/B/C/D "safety": New DP input, after DP is triggered Naoto backdashes. Supers: Mudoon: Don't use this outside of IK, useless otherwise. Now air unblockable. Critical Shot: D version makes Naoto turn around and kick in the other direction. SB Guns(236236AB): Naoto shoots her SMG and then her shotgun. Silences and fears the opponent. Can combo into itself. SB Hamaon (236236CD): Tracks to where the opponent is. SB Raid (214214AB): Naoto can shoot 5 shots instead of 3. SB Critical Shot (214214AB~C/D): Hurts, a lot. Loketest 3 Loketest 2 Loketest 1 From 2nd loketest: http://www.youtube.com/watch?v=cZjeF2apC94
  7. If I'm not working at the time I'd be down for the stream~
  8. Just feeling like bumping this~ (We still play P4 and GG here, and people are saying they'll play BB fyi)
  9. Shoutouts to all the Naoto cosplayers www Even though I went 3-2 I'm still feeling good about my Naoto play, definitely going to keep grinding this game even though so many people are shouting "P4 IS DEAD AFTER EVO". (And in a different note, I made it out of my Injustice pool loser's side w/ a Batman mask that Chicago anime let me borrow LOL)
  10. Right, I guess I should probably post s/os in this thread too and not just on Twitter? S/os to everyone who made this the most hype P4U tourney yet. Such a turnout~ S/os to Chicago (ShinSyn, CNinja, Nobody, Beno, Grant), it was great hanging w/ you guys again and ggs, thanks for the Batman mask for my Injustice pool (that I actually made it out of in loser's) wwwww. S/os to cool dudes Grover, Colpe, Miller, Bananaken, Pain, AKA, ggs and thanks for the sets of games. S/os to shtkn, thanks for running GG and letting me register last second, and GGs in P4 S/os to waifu bros Ama (always nice seeing you) and Bibi (nice to meet you) S/os to Naoto cosplayers Jason D (ggs in pools), myself (derp), that cute girl Naoto cosplayer (who everyone went after wwww), and the other 1 or 2 who were there S/os misc cool bros like AnimeFreak (holy shit you looked hella groomed for once :3), Pfhor (NTR), DC (thanks for the Eiffel Tower lol), Travis (EAD <3), Mark/Moose S/os to anyone else I'm forgetting. <_< And an extra special s/o to Coopa for streaming, thanks for all your work! It was an amazing weekend and I hope to see you all again next year (or at least at another major)!
  11. ^Yeah, SMP requires only 10 different moves pre-236BxN, though sometimes doing more than 10 can get you more damage in some situations.
  12. ^You can get both hits, also you can omit the 2[C] to get more damage and it's easier to do.
  13. That sounds nice, but since you're new to Naoto let me explain for you: SMPing, while an important tool to know as a Naoto player, is overrated. Reasons for this are that P4 is a high damage game in general (not every SMP starter will kill or even do more damage than any other high damaging characters' average BnB using 50 meter), bursts exists, and a lot of the ways to get SMP are going to cost you meter. The second you start doing more to the combo after using Mudoon, the opponent will burst and you'll have to start from square one meter-wise. A lot of recent Denpa (probably the best Naoto in the world) footage has him going for fate counter over SMP, so lately it seems the better way to win matches w/ Naoto is to focus on Fate the first round, then going for whatever kills the 2nd round (IK/SMP). And no, I'm not saying "don't use SMP", but I am saying don't rely on it too much.
  14. Uh, define 'scary' as far as Naoto is concerned, pls? And Luna, know that EX Aim doesn't have invuln until (iirc) frame 6, and opponents familiar w/ the MU will be keeping an eye out for it, especially when Naoto's in the corner and will try to blow you up for it. (It's still a solid move though.)
  15. Met my waifu through P4, besides that the best thing that FGs have done is gotten me a drinking problem thanks to other people w/ drinking problems. Fuck fighting games.
  16. ^If you're having trouble with B shot > omb, I'd recommend binding burst to a button. Makes it a lot easier.
  17. Everyone in P4U has the options of blue bursting, gold bursting, and OMBing, however, I'd argue that the decision of which burst to use affects Naoto more than any other character. Let's just jump straight into the pros and cons of each option, shall we? Blue Busting Pros Can help make up for Naoto's generally poor defensive tools, and help deal w/ her low health rating. Gives you space to set traps/zone/ect. Cons Can be baited and punished. You lose potential damage/meter. Gold Bursting Pros If it connects, you have plenty of meter to spare which can be used for SMPs, IKs, dead angling, ect. Using burst this way takes less time for your burst to refill. Cons It can be blocked. (This, however, can lead to you getting some pressure started) Loss of a defensive tool that could otherwise compensate for low health. OMBing Pros [*]Damaging combos. This can lead to a variety of SMP options (some meterless) depending on the starter. Cons [*]If the combo doesn't kill/the opponent bursts, you have 1 less defensive tool until it recharges. So with those pros/cons listed, when do you burst w/ Naoto and why?
  18. Followup to this: skip the 2A and you can get 9922 damage, or 9977 w/ C shots ender, though atm I'm too tired to connect 236A as an ender.
  19. A couple of nights ago, I went into the lab w/ the goal of a OMB SMP off of a sweep since it's one of Naoto's strongest moves. My results were: 2AB > 236A~Bx1 > OMB > dash 2[C] > slight delay 5AA > slight delay 5C > IAD j.A > j.C > land 5C > 236BxN for 6942 damage w/ 236A ender and 2AB > 236A~Bx1 > OMB > dash 2[C] > 5B > 5C > IAD j.A > j.C > land 236AB > 236BxN for 8505 damage w/ 236A ender for 25 meter. Tbqh, w/ this 2nd one and some Diarmuid's combos, I think using 236AB into 236BxN instead of a 2nd 5C should be something we should all explore more. All in all, good stuff everyone. Even though we play arguably the least used character in the game, the fact that there's fairly consistent discussion for her going on makes me happy. :3
  20. Ok, there's going to be discussion on Naoto's match ups in this group. Feel free to join in if you have anything to contribute. The plan is to take info gathered there and make a foundation for each of the actual MU threads.
  21. I'm down Diarmuid, let me know if you need help w/ anything, and I'll be sure to give it a sticky once the thread's done. EDIT: Bond says he's down to help too.
  22. lol I was just about to post that. But yeah, that video is too funny.
  23. What is this "losing" people talk about? It's never happened to me before. :v:
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