Ichipoo, post: 7378607, member: 16386 wrote:
While it's not necessary, for now, try jumping forward immediately and laying the trap the moment you land. The reason why some players do this is because sometimes while waiting for Mudoon's mist to end, they input the command for the trap too early and it doesn't come out, by jumping, they remove the timing aspect of it as the moment they land is about the same time the mist is over.
Narcowski, post: 7381571, member: 17628 wrote:
You don't actually have to do the empty IAD in the SMP loop, it just lets you confirm it from farther away and times the trap perfectly at all distances. You also don't have to back up to do the 2[C], you just have to delay slightly. There are various methods for timing this; I just wait, some people immediately backdash after 236A~D and then just hold 2[C] until it comes out, and you're backing up. They're all valid, so just do whatever works for you.
ps: The 5AA SMP loop goes up to 35 hits at most, so you're nearly there
Phreakazoid, post: 7382839, member: 7461 wrote:
Finally switched it up to the AA starter SMP and can nail it every time without problems... goddamn B, C, 2C starter one is killing me so I'll just avoid it for now, plenty of other areas to work on.
Speaking of which though, can't seem to get the D trap OMB mid screen one. I'll hit everything but can't seem to keep the loop (drops after 2, so I didn't get it).
D trap, 2A, 2B, 5C, sj, jA, jB, JC, OMB, land and charge 2C, short dash cancel into 5B, B double fang.
Am I missing anything on that one? I may play with it so that instead of the 5C at the beginning I end it with 5C after the charge 2C like the AA start SMP.
Wouldn't be a big deal, but I'd like to pocket those two loops for guaranteed damage when it counts then work on everything else.
obsidianchao, post: 7390886, member: 61073 wrote:
How do you Naoto players stop a Kanji who uses that damn aerial drop grab for approach? I can never dodge it.
LL Stool J, post: 7392659, member: 36823 wrote:
Smp loop = infinite?
obsidianchao, post: 7393150, member: 61073 wrote:
So can someone here smarter than me explain why I can't just loop 236B in the corner (after 3, damage stops), yet the SMP loop works? I'm confused as to the mechanics...
Ichipoo, post: 7392958, member: 16386 wrote:
No because the opponent can tech out after getting hit after a set amount of 236Bs.
stickystaines, post: 7392680, member: 21541 wrote:
No, its a loop. Why its called SMP loop.
LL Stool J, post: 7393626, member: 36823 wrote:
I was tired lol
Just wondered as the combos where this is used do so much damage i though people were just being.curteous and dropping it;)
Is there any way you can use this technique with the instant death machanic she has?
Ichipoo, post: 7393904, member: 16386 wrote:
I'm not quite sure what you're question means. But of course, if your opponent has 0 skulls, you'd go for a combo into IK rather than an SMP loop because Mudoon would kill them anyway, rather than reset proration and whatnot.
obsidianchao, post: 7393964, member: 61073 wrote:
What's the easiest way to get skulls to zero? 2C is helpful, and 236236B would be great, except it generally wastes meter. Also, best way to combo into Mudoon? Hamaon is an easy block.
LL Stool J, post: 7393992, member: 36823 wrote:
I meant is there any way u can reduce the skulls to zero while doing this loop?
I havnt got the game yet due to UK release date so kinda just gaining knowledge...iv not yet seen the loop in a tournament setting yet
Narcowski, post: 7394013, member: 17628 wrote:
No. Only the first fate-reducing hit in a combo takes Fate away (exception: 236236B). Therems not much reason to anyways, you're probably going to kill the other player anyways.
Narcowski, post: 7366840, member: 17628 wrote:
That's 236B~D. The combos are
1: 5B 5C 236B~D 665C IAD j.B* j.C 5C 236A~D (setup 214C/D for oki)
2: (D trap hit) 5C IAD j.A j.C 665C 236B~D 66 5C IAD j.A j.C 665C 236A~Bx5 (can also do ~D, trap set to get oki)
*- I'm like 99% sure you can do a j.A here instead and it's easier
norborb, post: 7395846, member: 52648 wrote:
I have been trying to do this first combo because I figure it's an easier start than trying to delve straight into the smp loops, but are you sure that it works midscreen? I was in training mode for awhile just trying to get 236B~D 665C to work and it never hit once. Do I need a counter hit, or is there some trick to the dash, maybe it's character specific? Trying to do this on Chie it doesn't look like that 5C is getting anywhere close.
Narcowski, post: 7396005, member: 17628 wrote:
I am 100% certain that it works midscreen on everyone. On the other hand, if you're thinking that it'll be easier than the SMP loop, you probably couldn't be farther from right. Naoto's IAD combos are far and away harder than SMP loops (for comparable damage and carry to an easymode Yu BnB).
norborb, post: 7396541, member: 52648 wrote:
Does it work the same on all the characters? Do we know anything about variability of character weight and hitboxes in this game yet? I have gotten the dash part to work on some characters but not others so is the timing different?
As far as getting down good BnBs, even if the SMP loops are easier than her IAD combos, SMP loops are situational, they need to be near a corner. If you are dead midscreen then what do you do? Should I focus more on carrying to the corner so I can have a chance to set up that high damage loop or should I go for the damage I can immediately take?
Narcowski, post: 7393619, member: 17628 wrote:
One example is the IAD "loop" which she already has; if not for SMP she would be able to do multiple repetitions of the bolded part: 214D(hit) or 2B(antiair) 5C iad j.B j.C 665C 236B~D 6 5C iad j.B j.C 5C 236A~D. Move proration data is a character balance issue.
Day 2 of my Naoto journey. I've been playing around with hit confirms and some other stuff in the lab and I'm trying to come up with a good punish off of a 236A/B OMC into Naoto's 2A. As we all know, the second hit of 236A/B is an overhead, and players will begin to block high as they learn the Naoto max up, so to create a little 50/50 I OMC the first hit allowing me to ether go high with 5C or low with 2A, you can even cross up or fakie. The problem is I can't find a good 2A punish combo without using more meter, and now I'm wondering If anyone has a good 2A combo without using OMC.