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ludwig van

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Everything posted by ludwig van

  1. @Derq: Labrys: j.B - options against it include a proper DP (don't get crossed up), j.D (smack her out of it from a range), B/C shots (depending on the angle of the Labrys), sometimes j.C (can be tricky, j.D is generally better) Traps - whenever you're jumping and laying down traps, just lay down 1 per jump. Lots of characters in general can get you if you try to lay down more than 1. Labrys general - zone her, DP her chain arm, the second you knock her away w/ 5AAA, j.D, the 5th shot, 2C, ect you have the advantage. Use these times to lay out traps, if she goes to disarm them, shoot her. Relentless opponents general - if they're airdashing at you you can airthrow, j.D, or j.B if you don't want to risk your Persona. In general try being mobile, laying down traps as you go, and frustrate your opponent. Naoto actually moves around pretty fast compared to a good chunk of the cast. Use it to your advantage, just be careful to not get anti-air'd. Chie: Pressure - IB 5A pressure. If they like throwing/AoAing you got to work on reacting and/or anticipating them. If he does a pressure string and you block all of it but they decided to go w/ 5D~D to try to continue it you can 2C it on reaction. Also, 214AB can be a life saver if getting out of the corner is difficult, just don't use it too much or your opponent will try spacing it to keep you in the corner. Counter Assaulting Chie: Not a bad idea, especially considering Naoto's low health, though obviously spending it on a SMP combo is preferable. IMO, if you get the chance to play this Chie player in casuals you might want to consider not CAing him just to work on your defense more. For more - Diarmiud posted up a pretty good write-up not too long ago. Check it out if you haven't already.
  2. You have to hit the opponent w/ the 1st hit of 236B right as they get hit by the last hit of 5D(a). Be sure that the first hit of 5D(a) is practically hitting OTG from the 236A so it doesn't send the opponent too high.
  3. The above will be worked into the opening posts (as well as a small update to the SMP section) tomorrow, got other stuff I need to do tonight lol. :X
  4. Naoto Combo Recommendations! This is a list to help people starting to learn Naoto a starting point for combos instead of having to go through a long list of different combos and SMPs. Notes: 1. Every combo that ends with 236A~D is so you can set up trap oki. 2.For information on the SMP loop, look here. Combos will be shown as: Combo input:damage/meter gain/misc. notes (if any) Combos are listed from least damaging to most damaging in their sections. Midscreen: Meterless 2AB > 236A~D:973/7 5AAA:980/18/sets up a safe jump-in or gives you space to zone and lay down traps, good meter gain. 5AAAAAAAAA(A):1458/26/Auto-Combo, good meter gain, super usage optional but useful if it'll kill or on Persona reliant opponents (Yukiko, SLab, Liz, Kanji, Naoto) 5AA > 5B > 5C > sj AD j.A > j.B > j.C > land dash 2A > 5AAA:1784/28/harder version of combo 2, but pushes the opponent farther into the corner and gives more meter, sj and AD must be done in quick succession yet separately. AoA~C > j.B > j.C > dj.B > j.C > j.D:2349/26/can end w/ 236236A to silence + extra damage, can leave out j.D to try to hit opponent w/ j.214C/j.214D (Trap hits) 5C > IAD j.A > j.C > land 5C > 236B~Cx5:2645/23/for players who might be having trouble landing the next combo on certain characters (mostly Chie) (Trap hits) 5C > IAD j.A > j.C > land 5C > 236B~D > dash 5C > IAD j.A > j.C >land 5C >236A~D:3533/27 (D trap hits/C trap CH) 5B > 5C > IAD j.A> j.C> land 5C > 236A~B > OMB > dash 2[C] > dash 2B > SMPx13 > 236A~D:9205/16 pre-burst/OMB meterless SMP, if you're having trouble w/ the OMB try assigning it on an unused button. With Meter CD~C > delay 236236B:878/6 pre-super/excellent for reducing the opponent's Fate Gauge (takes off 8), in the corner you don't have to delay the 236236B. j.CD > OMC > j.C > land dash 5C > 236B~D > dash 5C > 236A~D:3326/6 pre-OMC/air-throw combo 1 j.CD > OMC >j.C >land 5C > IAD j.A > j.C >land 5C > 236B~Cx5:3683/6 pre-OMC/air-throw combo 2 CD~C > 23236D > dash 214D > 2A > 2B> 236A~B~D(214D hits) > 5B > 5C > SMPx7 > 236A~D:5337/6 pre-Mudoon/for Teddie, must be done 1/2 of the way or closer to the corner. CD~C > 236236D > 214C(hits) > 214D > 236A~B~D(214D hits) > 2[C] > 2B> 5C > SMPx7 > 236A~D:5713/6 pre-Mudoon/doesn't work on Teddie, must be done 1/2 of the way or closer to the corner. 5D~D > 2C > 236236D > dash 214D > 236A~B~D (trap hits) > 2[C] > 5AA > 5C > SMPx14 > 236A~D:10331/7 pre-Mudoon/dashing forward while the opponent is being hit by 5D~D is recommended especially if you're farther from the corner, must be done 1/2 of the way or closer to the corner. (214D hits) 5C > IAD j.A > j.C > land 5C >214A~Cx5 > Mudoon >214C (it hits) > 5D(s) > 236A~D > 5D(a) > SMPxN:Death/23 pre-Mudoon/must be done 1/2 of the way or closer to the corner. Near Corner: Meterless AoA~D > 5B > 5C > 236B~D > 5C > IAD j.A > j.C> land 5C > 236A~D:2898/35/must be done 3/5 of the way or closer to the corner, great for building meter. AoA~D > 2AB > 236A~B > OMB > 2[C] > 2B > 5C > SMPx9 > 236A~D:5764/21 pre-burst/OMB meterless SMP, must be done 3/5 of the way or closer to the corner. 5C standing CH > 2[C] > 5B > 5C > sj AD j.A > j.B > j.C > land dash 2A > 5AA > 2B > 5C > SMPx6 > 236236D > SMPx6 > 236A~D:7507/53 pre-Mudoon/doesn't work on Teddie, SLab, Lab, Yosuke, must be done 3/5 of the way or closer to the corner, sj and AD must be done in quick succession yet separately, can be started meterless. With Meter 2AB > 236A~Bx5 > 236236D > 214D > 2A > 2B > 236A~D(214D hits) > 2[C] > 5C > SMPx6 > 236A~D:5326/11 pre-Mudoon/for Teddie,must be done 3/5 of the way or closer to the corner. 2AB > 236A~Bx5 > 236236D > 214C(hits) > 214D > 236A~D(214D hits) > 2[C] > 2B> 5C > SMPx6 > 236A~D:5622 /11 pre-Mudoon/doesn't work on Teddie, must be done 3/5 of the way or closer to the corner. AoA~D > 5B > 236236D > 214D > 236A~B~D(214D hits) > 2B > 5C > SMPx13 > 236A~D:7942/17 pre-Mudoon/must be done 3/5 of the way or closer to the corner. For more regarding near-corner SMPs, scroll down for Jason D's notes. Corner Meterless CD~C > 5C > 236B~D > 5C > 236A~D:2121/20 5AA > 5B > 5C > 236B~D > 5C > IAD j.A > j.C > land 5C > 236A~D:2405/23 With Meter (When cornered) 214AB~Ax5 > 236236D > 214D > 236A~D(214D hits) > 214C > 2A(214C hits) > 5AA > 5C > SMPx11 > 236A~D:7370/0 pre-Mudoon Jason D's SMP Notes: (note: these are for any starter that isn't already listed, full pastebin doc here) Thanks to Bond, Mynus, Diarmuid, Jason D, and Kyle for their contributions to this!
  5. ^You're correct about 5B, that's my bad for not verifying second hand data. But I still kind of feel that midrange is Naoto's most comfortable place to be in this matchup (unless the SLab has a weak defense like I stated earlier). Edit: checked the SLab board, Zouf there says we can jump back j.C SLab's 8C as the cow comes out, tried it in training mode and it works. Should be good to keep in mind if you see a SLab try to use it when shooting at her.
  6. I recently chatted w/ Bond about this matchup, and the verdict is basically we pretend to be Mitsuru and play the midrange game. j.C, sweep, and 5C (if you know it'll hit the Persona) are all strong enough to hurt the Persona. Fullrange game is pretty bad for Naoto since SLab has a giant wall protecting her from shots. Also, it's pretty obvious but 236236A is really useful this matchup. SLab with no Persona is a lot easier to deal with (especially if it's broken). And if the SLab loves to 8C, that means you should see how good they are at breaking air throws. The j.A/command throw oki was mentioned earlier, but know that another option we have is to gold burst. Easy 100 meter to fuel SMPs. And this is just based on my own experience and will depend purely on the SLab player, but some SLabs seem to be just "training mode" players, as they have the set-ups and whatnot, but are actually really weak defense-wise and run auto-pilot the whole match, and they DP a whole damn lot. Rushing these types of players down should destroy them pretty easily. EDIT: updated the first post.
  7. Good stuff Diarmuid! I'll throw that link on the first post. BTW, check your PMs sir. :X As for everyone else, expect a Naoto version of this soon. EDIT: Also, new JP P4U footage is kind of rare now (especially for Naoto), but would there any interest if I started updating the video thread again?
  8. What are the details on the pot bonuses? How much (if any) for P4U and GG?
  9. You'd better. >_> UPDATE: Address changed to 5919 NW 63rd Ter, Kansas City, Missouri 64151. It's right around the corner from the original venue. According to the guy running this, due to stuff happening w/ the original venue at the last second, the location had to change, but it'll be a much nicer venue!
  10. :3 Fixed, it da besssssssssssssssss (though yes, arakune lol in general)
  11. What's a BIargh? Oh and again #RIPinPiecesDustloop
  12. SF and Marvel are 360, the rest are PS3. Updated the original post to reflect this.
  13. Update: the guy running the event changed the starting time to 3pm so out of towners have more time. The original post has been updated to show this change.
  14. Around 29:07 of this video, you can see 5D~D>5C combo into 236B: I'm having problems recreating it (I assume due to height and spacing), anyone have any luck w/ it? I can do CH 5D~D>236B and 5D~D>5C>236AB but not the one in the video. I'm curious what combo possibilities this could lead to.
  15. Think I'm going to try to make this, just depends on my income around June.
  16. 2[C] oki: haven't seen it used, on paper it seems like there's less creative uses for mixups as opposed to trap oki. Also I'll test this out later, but most of the cast could probably just DP out of it, b/c as opposed to other characters using their Persona's for oki (Yu, Chie), Naoto's stuck next to her Persona for the duration instead of being able to do high/low/block/whatever as the opponent takes the meaty. Plus since 99% of your knockdowns come from 236A~D you don't have enough to step back 2[C] to get enough space to avoid getting DP'd. The best sweep>236A SMP I've found is sweep>236A~Bx5>Mudoon>214D>2A>2B>236A~D>2[C]>5C>SMPx6>236A~D for 5326 damage. EDIT: Just found a better non-Teddie SMP off sweep: sweep>236A~Bx5>Mudoon>214C>214D>236A~D>2[C]>2B>5C>SMPx6>236A~D for 5622 damage.
  17. Missouri/Kansas got some. Not very much though.
  18. Put the art in yesterday, besides the black button replacing a broken blue one for the time being, this stick is done. http://twitpic.com/bjgf9i/full Since it's Qanba it's already dual-modded, and I changed the joystick to optical (which I'm really liking).
  19. That's right, if I lived in Canada I'd use a dogsled.
  20. Hey, just want to drop by this thread and say: STAY GDLK CANADA! <3
  21. Here's a thread w/ even more details: http://www.dustloop.com/forums/showthread.php?15467-KO-KansasCity-Onslaught-FINAL-ROUND-16-QUALIFIER-01-12-2013
  22. 1) If your opponent isn't respecting D trap pressure by either disarming it or 7-ing it, you need to throw in some C traps in your oki. If the opponent hits a button that's not a DP or tries to jump out the C trap will catch them, reason being that the C trap actually detonates faster than the D trap (this effect has uses outsides of oki too, such as punishing Yus who like to use lighting slide to get rid of traps. C trap will hit them if they try lighting slide.) Once they respect C trap you can use D trap for oki (IE D trap>roll). 2) Most of Naoto's best mixup is from her oki, but outside of it her options are somewhat limited. Some things you can do include sweep>236A~B for low>high>low in 1 string, though you'll want to switch b/t ~B and ~D to keep them guessing if they should keep blocking or not. And any time you end w/ 236A~D and they're still blocking you can go for a throw, or if you have the meter you can use 214AB for left/right mixups. You can also use 2[C] for frametraps, 5C>2[C]xN seems to catch a lot of people from my experience, and if you think they're going to roll through it you can grab them out of it. You can use stagger 4A (so it doesn't do the autocombo string)/5AA/2A and if they keep blocking you can throw them. And full screen stagger shots are good too (though how good depends on the matchup), just keep changing when you decide to reload, if the opponent tries jumping-back out they'll often get hit during the unblockable time during the jump startup, and any time you connect the last shot you can put out 5D for more full screen pressure to either continue stagger shots or run up and do a close-up mixup. And somewhat more gimmicky stuff would include after hitting an opponent up close, dropping your current combo for AoA, or any time you connect w/ 5C (or even if they block it) to IAD j.C crossup. And anytime you're up close and doing a block string try dropping a trap in the middle of it from time to time. If the opponent tries to hit you out of it too late it'll trade in your favor most of the time. And shorthop has some uses (mostly in the Kanji matchup when paralyzed to avoid getting thrown) but it's landing recovery makes it hard to use moves during it for combo starters, unless you get CH j.C. Something to note though is it's landing recovery is special cancel-able so (theory fighting now since I can't try this out ATM) you could possibly combo into 236A and awakening super (the kick should work at least) if nothing else. For meterless off a trap you should do trap hits>5C>IAD j.A>j.C>land 5C>236B~D>dash 5C>IAD j.A>j.C>land 5C>236A~D>oki to maximize your damage, though it's harder to do on some characters (mostly Chie).
  23. @Scottie: You mentioned me twice. :3 @5A: Yeah, next major I go and share a room w/ others I'll try to bring an inflatable mattress or something. >_>
  24. Taken from here and the Facebook event page here. Final Round website here. Its official. Through the work of BobSmack, the Final Round Qualifier will be returning to Kansas City. It will be held as part of the January KO event. January's KO is being held on 01.12.2013 Address of the venue is: (UPDATED 1/08) 5919 NW 63rd Ter Kansas City, Missouri 64151 Tentative Schedule 10AM- Doors open 11AM -Registration Starts at 3PM - Start both KOF and SF ASAP - Start Persona and Tekken Tag 2 as KOF winds down ALSO - Start UMVC3 as SF comes to a close THIS WAY - we can knock business out of the way so that we can have EXFUNTIMES like teams and other games (depending on participation) VenueFee - $5 (goes directly back to the scene) KOF (PS3) - $10 SF (360)- $10 P4A (PS3)- $5 (unless participants want to go for $10) Tekken Tag 2 (PS3)- $10 UMVC3 (360)- $10 PLEASE BRING SETUPS AND GAMES. THANKS IN ADVANCE The way it will work- KO will go down as it usually does but competitors won't only be playing for pride and purse. This time you will also be playing for entry into Final Round 16. Winning an event at this KO gets you: -Fight Money -Waived Venue Fee at Final Round 16 -Free entry into any and all games that you would wish to compete in at Final Round 16 -First round pool byes in the games you win. ​ If you look at that from a monetary value, its at most a $140 bonus prize on top of the 1st place fight money you would normally be taking home from KO.​ ​ This is a big thing for both all of us. Lets spread the word and try to make this one count! ​ As an added bonus, BobSmack says that if we can have at least a 128-man bracket for one of our games, that game's winner will also get their HOTEL COVERED for Final Round 16!!! ***Google maps leads you in the wrong direction when you exit highway i-29. From i-29, exit West on NW64th st to N. Cosby. Take a left on N Cosby and its the second entrance to the strip mall. The venue is the spot directly on the corner when you enter the strip mall.
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