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
RedVega, post: 7367058, member: 49331 wrote:
Guys im a bit confused...I don't know exactly how Naoto is meant to be played (I have been winning most of my matches on ranked and player matches though). Is she supposed to be a keep-away character with her traps or a rush-down as it seems from the combo videos?
I've been playing her as a keep-away with her traps and just combo off her traps...plus some people online already starting bitching about this specific keep-away style...so yeah just wondering if shes a keep-away or a rush down or can be used as both?
Gemakai, post: 7378595, member: 17178 wrote:
Digging Naoto so far. And here I was figuring I'd be playing Chie or Aigis or Akihiko.
I like Naoto's tricks so far. Just having trouble setting up the SMP Loop. I get to the Mudo and IAD over, but then I can't seem to drop the trap in time to then hit the opponent... Not consistently anyway. Any advice or just keep practicing?
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?