-
Posts
74 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Gemakai
-
Recently picked up Bang again, as I liked him in CS and even CT, but focused on other characters. But I still like the character so I forced myself to learn his EX version. Looking at the CP changes now, I'm quite glad I did. Bang looks pretty awesome overall!
-
Jojo's Bizarre Adventure: All Star Battle
Gemakai replied to SolxBaiken's topic in Misc Fighter Central
Something like this I imagine: http://www.youtube.com/watch?v=275PvF9Ttuk -
Hey - Been wanting to get better at BB and P4A and GG in general, but my local competition pretty much comes to one friend... and that's about it. Played a little bit at AWA this last weekend and realized I really need some more offline competition against other characters to get better, though I've requested to join the GA ASW Facebook group some time ago, but haven't gotten accepted yet. Any other way to keep up with the local meetings?
-
What are some of the openings you look for when fighting Yosuke and what's your recommended punish for finding those openings? The most I can really hope for is setting a bunch of traps and then following up if he happens to hit one of them. Nothing too fancy at the moment. trap hits > 5B > 5C > 236B > BBBBB - 2.8k damage Trap hits > 5B > 5C > jB > jC > JC > jC > jD (> 236236A) - 2.4k (3k) damage
-
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Gemakai replied to ludwig van's topic in Archives
Strategically use her traps they can mean the difference between taking potentially 3000 damage or dealing it. For instance, have a C trap over your head while trying to zone out Kanji will prevent any pesky Dive Grabs from snatching you. Use her gun wisely, don't just spam it out unless you know you got a clean hit. What I like to do is fire out a few shots, then quickly cancel and reassume the aim stance (basically, reloading) and keep them on their toes. Learn the best ways to get down their fate (skull) counters. While not her only way to win, it's very satisfying to kill an enemy at half health because you strategically broke their fate counters and combo'd into Mudoon (236236D). One of my favorite consistent ways is to IAD with j.C, then dash up 5B >5C >2C for 2 counters. Traps also remove 3 counters a pop so it's wise to utilize them. Do note that only the first counter removing move in a combo will actually remove so if your opponent hits a trap and you follow up with 2C somehow, you'll only remove 3 counters as opposed to 5. The only exception to this is her Shotgun Super (236236B) which will remove 6 counters, period. A (meterheavy) way to get an opponent completely down from the max 13 in the corner is like so. Throw (CD) > C follow up (removes 2 counter) > 5C > 236B > 236236B (Removes 6) > 665B > 5C > 236B > 236236B (Removes 6) Another thing I'd like to point out is her DP, her counter barrier. This move I want to say is one of Naoto's only reversal options and it's... decent. If your opponent is reckless or you guess a good read , you're reward with some damage and removing 2-3 fate counters, so this tool can aid in completely changing the tide of battle. IAD combos are nice to learn. 5C is jump cancellable on hit and block , so you can do 5C on block and then IAD over to the opponent other side, turning around mid dash and hitting with a j.C crossup to combo into something, while on 5C Counter Hit, you can IAD over to j.A/j.B > j.C > follow up combo. Those are general basics of Naoto's character, which probably shows how technical she can be in the long run. Still, she's a fun character. Hope you enjoy her. -
Nice study material. Definitely nice to see high level play between both characters
-
I like the idea. I don't know how far Naoto would be without practicing it myself, but a theory combo that comes to mind is 2a > 5b > 5c > 236B~CCCCC Or if you have the meter for it 2a > 5b > 5c > 2C > 236236D > Dash > 214 D > 2AB > 236A~D > D Trap hits > 2[C] > 5C > 236Bxn Definitely experiment with it. Edit: As far as position goes there's always dashing to get as close as you can. With that in mind, you should be good to perform said combos.
-
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Gemakai replied to ludwig van's topic in Archives
I don't see a reason to ban the SMP Loop as like Omni stated, all the characters have something like it, but it might not be worth it in comparison to other combos and unlike marvel, you can escape combos with the burst. If ArkSys sees it to be a huge problem, they'll patch it out. Til then, it's fair game to use. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Gemakai replied to ludwig van's topic in Archives
Thanks for the input. I'll try these out tonight. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Gemakai replied to ludwig van's topic in Archives
Are there any follow ups to Naoto's Air Grab? It seems to do a fair bit of damage, but I was wondering if it's possible to follow up with it. Also, what're some of the better meterless follows up her ground grab in the corner? At the moment all I do is CD-C follow up > 5C > 236B~CCCCC -
I think some quasi-zoning with aim and using Naoto's counter DP to strike at long range might help in this match up, or at the very least, it would discourage bullet spamming to allow Naoto to get to a decent 5C range
-
In addition to traps and outzoning her with the gun, one trick that seems nice when pressured is using Naoto's counter move. 3 Fate Counters cause my opponent is being mindless really helps. That said, Labrys' damage tends to piss me off. @_@
-
If you go the zoning route, what do you do about the lightning bolt? It seems like Naoto doesn't recover in time from her stance to block.
-
[CSE] Noel Vermillion General Gameplay Discussion.
Gemakai replied to Chaoschao222's topic in Archive
That is very interesting. With CS A Optic Barrel gone, I guess this d.5B changes is to help promote the use of the the longer distances of Optic Barrel... Jeez, what's a good theory combo... combo into d.5B > 236A > dash > 6C (1) > j.D > 6D > drive combo ender. -
[CP] News & Gameplay Discussion (Old)
Gemakai replied to kosmos badgirl's topic in BlazBlue Gameplay
We appreciate your hard work Isuna -
Wow! That is news! Sounds pretty nice actually.
-
Point taken.
-
One combo I've saw is something along the lines is enma>j.2c>2c>j.b>j.2a>dj.b>agito back a page or 2. The full combo listed did 3.1k which sounds pretty fair. Not sure how much damage proration the guard crush would do, but it's an idea.
-
Cause damage is damage?
-
Maybe just 4 minimum to do decent damage. Cancellable or not, after the guard crush, the opponent should be stunned enough for Haku to enma into a decent combo. Still, it is half your meter.... though there is that overdrive so it might balance out.
-
Does anyone know if can you special cancel out of a Crush attack? I can imagine people using his crush only to kishuu (command dash) forward to try again, or to begin a mix up grab if they have Barrier. If Hakumen's Crush really is that good, then opening up people might be Haku's specialty
-
[CP] News & Gameplay Discussion (Old)
Gemakai replied to kosmos badgirl's topic in BlazBlue Gameplay
Hope Noel still has a dark skin, blond hair color... though considering she's getting a new look altogether, I might find something new to like. -
What would be a good overdrive that isn't broken? The only idea I have is her turrets continuously shoot... but even that might be too powerful. So much screen control.