Every Day is SMP Day: The Naoto Thread

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  • GemakaiGemakai Making this look cool! Joined: Posts: 1,088
    So we all know by now that Naoto has subpar normals, which basically allows Yu and Mitsuru players to run all over us by converting lucky random hits into 2K-3K combos. Well I'm starting to think that "intelligent spamming" of Naoto's F-Action is one of the best ways to get them to calm down and respect us. Don't just use it as a Reversal, if you can tell that an opponent likes to throw out random 5A pokes to play footsies, like Mitsuru, run up > F-Action will work if you can tell when and where the gap will occur. I'm starting to incorporate this into my gameplay. Now, obviously this has a backside to it of course.

    I agree. Entire fights have been completely reversed for me cause I landed a few of those on my opponent. At 2-3 fate counters a pop, if the opponent isn't careful from there on, all their efforts could be for not. (Good ol' mudo)
    BBCP: Kokonoe, Bullet | GGXrd: Slayer, Elphelt, Ky | Skullgirls: Cerebella, Filia, Beowulf,
    SFxT: Elena, Dudley, Vega, Asuka, Julia, Paul | USF4: Vega, Makoto, Elena, Decapre, Dudley


  • PhreakazoidPhreakazoid Turkey Legs Incoming! Joined: Posts: 3,477
    Yarg, still getting bodied because I either don't know the matchup at all or my hands get stupid during matches still. Looks like this week's training is entirely player match online and local offline until I can get my shit in gear, no training mode until I can hit what I already know. I usually never touch online, so I haven't gotten to play against a majority of the cast just yet... mostly have experience against Yosuke, Akihiko, and Kanji.

    Finally got to try out a solid Yu yesterday, dear sweet jesus that match is going to be so hard to win. I was told that not teching after he calls his persona to eat the yellow combo into late tech wasn't smart because there's ways to just put you back into the mixup anyway. So I dunno what to do once he mounts an offense other than get a tiny bit of room to EX roll.

    The problem I have with the F-action in response to simple things like Mitsuru's 5A is that a single 5A is quick enough to recover that you can't seem to truly counter it. Tried it yesterday and it landed probably once, the rest I would catch the poke but the actual counter wouldn't come out quick enough and I just got death'd. Maybe I'm using the wrong one?
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  • stickystainesstickystaines Joined: Posts: 835
    If you use the normal one, aka not the bullet one, it's supposed to put them in a special hitstop so they cant block it, according to xie. I guess if you do it too late it doesn't matter much. If you counter i see no reason not press a button just in case you do counter a hit.
  • Id_PigId_Pig Joined: Posts: 3
    Naoto is really hard character. Even though the SMP combo has found, most of people started to know how to treat Da traps and gun shots...

    It makes me sad x(
  • GemakaiGemakai Making this look cool! Joined: Posts: 1,088
    Someone was telling me yesterday about how Naoto is C tier. I thought he was crazy.

    That said, she is still kind of tricky to use and to be honest, I like that about her. Her trap are nice, her gun is nice, and the Loop is good too. She very much seems to be out thinking your opponent.
    BBCP: Kokonoe, Bullet | GGXrd: Slayer, Elphelt, Ky | Skullgirls: Cerebella, Filia, Beowulf,
    SFxT: Elena, Dudley, Vega, Asuka, Julia, Paul | USF4: Vega, Makoto, Elena, Decapre, Dudley


  • TXscrubTXscrub Joined: Posts: 4
    Anyone here versed in her combos know if there's some trick to getting the A double fang to connect in the loop set-ups or throw combos? I've been trying to grind some of them out in training mode for a few days now and haven't had both hits land without the hit counter turn yellow yet. At all. Seems like every single time it either whiffs or they recover right as it hits. It's the only thing that's been giving me problems.
    The two I've been working on are throw, 236236D, 214C, 214D, 236A, B, D cancel, 2[C], 2B, 5C, 236B
    and
    throw, 5B, 5C, 236B, D cancel, 5C, 2A.
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    Anyone here versed in her combos know if there's some trick to getting the A double fang to connect in the loop set-ups or throw combos? I've been trying to grind some of them out in training mode for a few days now and haven't had both hits land without the hit counter turn yellow yet. At all. Seems like every single time it either whiffs or they recover right as it hits. It's the only thing that's been giving me problems.
    The two I've been working on are throw, 236236D, 214C, 214D, 236A, B, D cancel, 2[C], 2B, 5C, 236B
    and
    throw, 5B, 5C, 236B, D cancel, 5C, 2A.

    It's hard to explain in words. Use the same delay timing between 214C/214D/236A every time you do the combo, and adjust the timing of 214C from there based on your needs, because 214C has a massive input window. The timing isn't that important as long as it works for you consistently. I got it in a few tries using this method, and here's what worked for me:

    -Sticky tape them with 236236D
    -214C at about the earliest opportunity
    -214D at the start of the blue flash from Sukuna-Hikona disappearing
    -236A with the exact same delay timing you just used between 214C/214D
    -If you failed, do the exact same thing again with different timing on 214C until you get it.

    Not familiar with combo #2, which part of that is giving you problems?
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • GemakaiGemakai Making this look cool! Joined: Posts: 1,088
    throw, 5B, 5C, 236B, D cancel, 5C, 2A.
    I sort of do this combo too, but differently: Corner Throw -> C Follow up, 5C, 236B, D cancel, 5C, 236A, BBBBBB

    The part I have trouble with is connecting the second 5C before 236A at the right height. If it's too low, they'll jump out before the 5C hits. If it's too hit, the 236A won't hit at all (except for like a mix up... which might have it's values)
    BBCP: Kokonoe, Bullet | GGXrd: Slayer, Elphelt, Ky | Skullgirls: Cerebella, Filia, Beowulf,
    SFxT: Elena, Dudley, Vega, Asuka, Julia, Paul | USF4: Vega, Makoto, Elena, Decapre, Dudley


  • IchipooIchipoo Not in front of the mirror, it's embarrassing <3 Joined: Posts: 2,532
    Someone was telling me yesterday about how Naoto is C tier. I thought he was crazy.

    That said, she is still kind of tricky to use and to be honest, I like that about her. Her trap are nice, her gun is nice, and the Loop is good too. She very much seems to be out thinking your opponent.
    Her normals suck and you know it, that's what it comes to at the end of the day. If your character doesn't have super quick start up, long reach, and/or +4645645645649846153 frames on block then your character is ass.

    /jokejoke
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  • NarcowskiNarcowski Joined: Posts: 841
    Updated the OP:
    1. Added spoiler tags around the combo section so it's a lot less unwieldy looking
    2. Added a video section, which currently only contains Denpa's set with Yu-sama.
    In related news the Yu matchup still seems awful.
  • PhreakazoidPhreakazoid Turkey Legs Incoming! Joined: Posts: 3,477
    Started working on more powerful midscreen -> corner and corner combos off EX stance since I seem to hit that a lot. Nailing 60% from either of that is nice considering things like trying to get a fatal counter seem really tough to get the easy damage. I know 1 SMP starter still and will probably stay that way until I get the previously mentioned things under control and get my overall gameplay up. I don't want to rely on SMP at the moment, only use it to be more dangerous when I get to that level.

    Speaking of which, I keep trying to do B double fang as an early anti-air and throw it in where it seems that they are trying to stagger their strings (for a tick throw/whatever). It seems to work sometimes but gets stuff other times, is there any invincibility on this move on startup or are you airborn during the startup.. which would defeat the tick throws but get stuffed to certain jump ins (which is more what I'm seeing).


    Oh, if you aren't doing it, something akin to AA, B, [2]C, C work really really well as nice frame trap. 2C has a fuckton of priority at the right ranges and catches counter hits for dayyyyys from people who are pressing buttons. Obviously this isn't a perfect string, so frame trap isn't the "correct" term for it, but you're still baiting late button presses and getting counter hit combos from it.


    One little trick I like now is this instead of just going for oki: Something like AA, B, C, 2AB, A double fang, B shots, D cancel (working on QCB A for faster response but it's hard to time), jump into air throw. The reason I like this is because they're higher than you when they tech and it's harder to see you jumping for the air grab. It's also relatively safe if they tech backward. Obviously doesn't always work and is pretty "duh, why wouldn't you do that?", but it's a nice little test to see if your opponent is paying attention. IIRC you can pick up a low air throw off j.A (I think Narcowski pointed that out, no?).
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  • QuailQuail Joined: Posts: 16
    I'm having trouble connecting the sweep in the first SMP combo, have only been able to do it once. Any tips?
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    I'm having trouble connecting the sweep in the first SMP combo, have only been able to do it once. Any tips?

    Practice more, no offense. It's not a very tight link, and if this helps, the hitbox on Naoto's 2AB is more than double the width of her legs. Just do it any time before they hit the ground and you're good.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • NarcowskiNarcowski Joined: Posts: 841
    Added a couple more videos to the OP.

    Phreakazoid: This is really late, but yes, you can falling j.:snka: after a low airthrow for an easy pickup into pretty much whatever combo.
    I'm having trouble connecting the sweep in the first SMP combo, have only been able to do it once. Any tips?
    What are you using to time the :qcb:+:snkd:? If you're using the IAD method I listed in the OP, you just do :qcb:+:snkd: on landing and immediately :d::snka:+:snkb: with no delay after the :qcb:+:snkd:, buffering :qcf:+:snka: into the sweep. If you airdash slightly later instead of IADing, or delay too long after inputting :qcb:+:snkd:, the sweep will whiff.
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    oh, I didn't see that you added an IAD to the combo. That's...strange?

    Just do the combo without that IAD, you can lay D trap whenever and the margin of error on the sweep is huge. In most cases you even have time to just walk before placing the trap instead of dashing.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • NarcowskiNarcowski Joined: Posts: 841
    You can do pretty much whatever; the IAD is for timing much like the backdash between 236A~D and 2[C]. Learn it however works for you, pretty much, but using the dashes makes the timing easier to pick up.
  • QuailQuail Joined: Posts: 16
    Alright it must be because I'm doing a regular AD instead of an IAD, that's pretty much what I have to practice most anyway. (really need a stick already, fightpad isn't cutting it)

    Thanks for the help.
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    Alright it must be because I'm doing a regular AD instead of an IAD, that's pretty much what I have to practice most anyway. (really need a stick already, fightpad isn't cutting it)

    Thanks for the help.

    That's why I said you should just do it with regular walking/running instead of the IAD. In the end, adding timing tricks (like that IAD) just makes the combo more difficult to execute in a real match setting since it contains more moving parts. As for IAD on pad though, it's definitely possible, I do it, but it requires a little more practice than on stick. You may want to find something with a more distinct D-Pad like the PS3 controller.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • NarcowskiNarcowski Joined: Posts: 841
    I think IAD is probably easier to learn on pad than stick (though I only ever played on PS2 pad when I was a pad player), and feel like it's easier to execute SMP loops with timing tricks than worry about manually timing anything. To each his own. Haha.
  • QuailQuail Joined: Posts: 16
    I've been using the SFxT pad since it was released, and have had pretty good results with it (I'm by no means good at fighting games, probably just above average). But if there's one thing I know I can do better on stick it's dashes, after using friends' sticks for a little bit.

    I'll keep practicing that part though, both with the IAD and without it.
  • IchipooIchipoo Not in front of the mirror, it's embarrassing <3 Joined: Posts: 2,532
    Fun tip if you don't know yet: Stay near your trap most of the time. Yes it's good to be mobile but remember that playing near your trap(s) limits your opponent's approach and be sure to react accordingly to how they disarm it. Remember what I said earlier in this thread that a good Naoto should always have an appropriate answer to their opponent making their approach easy. Are they 2Aing your traps? 2C them. Jumping over them? j.A or airgrab them. etc.

    Just thought I should make this clear again since after being on a P4A hiatus, I decided to play online again and played like three Naotos who just let me walk all over them. :(
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  • ManyeahtruManyeahtru Joined: Posts: 45
    What other characters are yall using if any? Try to pick up other charactes but none of seem to click to me like Naoto did.. been thinking Aigis or Mitsuri
  • IchipooIchipoo Not in front of the mirror, it's embarrassing <3 Joined: Posts: 2,532
    Aigis and Elizabeth. Feels good to play characters with decent normals.
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  • ManyeahtruManyeahtru Joined: Posts: 45
    Any Naoto players on XBL wanna show me a couple things.. im pretty profecient ain moving around and waiting for openings.. hell even rushing down..

    love getting people in the corner with 236b 236b jb jc jb jc 236236a and just continuing the onslaught until they escape lol

    wouldnt mind learning more damaging naoto combos so yeah... MrOuijaII on XBL just add me and send me a message wqith like SRK or something
  • IchipooIchipoo Not in front of the mirror, it's embarrassing <3 Joined: Posts: 2,532
    Shit, I really need to stop jumping and laying traps too much. It's bad habit I've developed since the opponent can simply jump or airdash in and get an easy air grab or combo. Gotta learn how to recognize safe "moments" to lay traps and to mix up how I lay them.

    And yes this is something you should take note of.
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  • IchipooIchipoo Not in front of the mirror, it's embarrassing <3 Joined: Posts: 2,532


    New footage of Denpa, our savior.
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  • RikirRikir Servbot Joined: Posts: 1,047
    Naoto video covering 5D by yours truly:


    And... Naololto video that Blargh found:


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  • ErikaErikaErikaErika Joined: Posts: 3
    Not sure if I'll be able to get a response since this subforum seems to be dead, but is all the stuff in the OP still a pretty solid guide? They haven't patched out SMP or anything? The game is finally out in Europe and Naoto is the character I'm liking the most.
  • UncleGaryUncleGary Joined: Posts: 185
    ErikaErika wrote: »
    Not sure if I'll be able to get a response since this subforum seems to be dead, but is all the stuff in the OP still a pretty solid guide? They haven't patched out SMP or anything? The game is finally out in Europe and
    Naoto is the character I'm liking the most.

    Kind of, the very basic statements about how she operates are still true, and the loop has not been patched, its actually been improved quits a bit with omb and burst safe starters. As a character she's probably evolved more than anyone else in the game, a lot of the things you have to do with her are not readily apparent, and optimizing with her involves a lot of experience and being able to see where the match will end up rather than where it is at any given point. For combos, dustloop is much more up to date with that. The best thing you can do is watch japanese vids. There are definitely talented US naotos, but they're not as visible. That, and a lot of training mode.

    Send me a pm if you have questions about the character, I always have fun talking naoto.

  • ErikaErikaErikaErika Joined: Posts: 3
    Yeah I figured out the SMP loop in training mode shortly after I made that post. I can do it pretty reliably in training mode but I drop it a lot when I'm actually playing. I'm having more problem with the midscreen combos to be honest though. I've been watching a lot of the videos on this channel:



    Naoto seems to be the least used character but sometimes one will appear and I don't think my execution is good enough to do the midscreen combos with the instant airdashes that they're doing. I can do a lot of damage in the corner but midscreen I find myself only doing super basic combos like 5AA > 5C > 236B~Cx5. Another problem I have is that I sometimes get too focused on the fate meter. How much of a priority should it be? It's just kind of silly because I sometimes get fixated on reducing it to 0, but by the time I've managed it, they're already close to death.

    To be honest I actually haven't went online with Naoto yet though, I'm not all that confident about winning. I've been spending most of my time in training mode to practice combos, and versus mode to try and get familiar with playing against each character.
  • UncleGaryUncleGary Joined: Posts: 185
    You don't get that much more damage off the 66 5c extension, but you do get a lot more corner carry, a knockdown, and more potential for super enders. Just practice it and you'll get it in a week or two. It might help to manually cancel aim into dash just to give yourself a timing reference.

    for the fate counter thing, thats part of what I meant by having to know where the match would go. Basically, smart players will almost exclusively use their burst for when you hit the loop, so you'll be out 50 meter for almost no damage. At a really basic level, if they have their burst, fate counters are much more valuable, because they have to use their burst before you use your meter, so you still have the ability to do your IK. Other times, its just more efficient. If you're not in a position to smp them, you might have a chance to do a high fate counter combo.
    214 d hit, 5c iad j. A j.c 236b 236236b takes 9 and fears them.
    there are alaso burst safe iks, like throw omc 236236c.

    it just takes the foresight to know whats more efficient given the situation.
  • UncleGaryUncleGary Joined: Posts: 185
    Oops, 214 d hit, 5c iad ja jc 5c 236b 236236b 8s what I meant.
  • ErikaErikaErikaErika Joined: Posts: 3
    Helpful post, thanks. One other problem I'm having (and maybe my biggest problem) is that I don't really know what to do when I don't have meter with Naoto. I feel a little lost at the start of each round, should I just be playing defensively, setting traps etc until I've got some meter to work with? I've noticed that the auto combo builds a lot of meter, but it feels like I've wasted an opportunity to do some damage.
  • UncleGaryUncleGary Joined: Posts: 185
    ErikaErika wrote: »
    Helpful post, thanks. One other problem I'm having (and maybe my biggest problem) is that I don't really know what to do when I don't have meter with Naoto. I feel a little lost at the start of each round, should I just be playing defensively, setting traps etc until I've got some meter to work with? I've noticed that the auto combo builds a lot of meter, but it feels like I've wasted an opportunity to do some damage.

    The number one thing at the start of the round is to safely build meter since that's where most of her damage and options come from. 5aaa (the first part of her autocombo that leads to wallbounce) is good because it does just that and sets up a safe jump, which is just forward jump j. C. It puts them in enough blockstun to start pressuring, and when they start to respect it you can fake it with a late air dash j.aa j.b, air dash AC crossup, empty jump sweep, or you can do 5d after the wallbounce depending on the matchup and the situation. You can also 5d after a midscreen throw in almost every situation. You have some options for doing meterless damage, 5aa 5c 236b starters, any trap hit, throws in the corner, fatal counter 236b, counter hit j. C/j. B, etc.
    How you should play at the start of the round depends on the matchup. Some characters can hit you from round start position pretty easily, (Mitsuru, Teddie, Narukami), others can't easily stop you from doing superjump 214D or otherwise getting your game going.

    She has some very high damage omb only smp combos with good corner carry which are on the dustloop combo thread and are mainly used for when your opponent has no burst, and there are some new corner sb trap combos which do big damage for very little meter. She also has big meterless dp punishes, counter hit confirms, SB trap combos, big damage for fatal counter 236AB which is low invuln from frame one, etc. She's a very combo/execution heavy character, and yes, you have to know all of them to win with this character, so start building your combo repretoire now.

    Learn to hit confirm properly, learn to lay traps as a way of ending pressure since she has essentially no high/low mixup game midscreen and almost all of her normals cancel into 214 C and 214 D, learn to cross up properly with her traps (214D into AC after a knockdown or crossing over in the air), and learn how to use traps for okizeme. Her traps start up at different times; 214D starts up in seven frames, 214C starts up in three, so as an oki tool midscreen, 66 214D allows for more crossup opportunities, whereas in the corner where you can't cross up, 214C prevents them from poking out, throwing or teching, jumping, and using an AC escape. 214D is still good since it allows you to throw, whereas 214C will cause a throw to whiff, but that's better after 236236B when they can no longer tech.

    Visit the combo thread on dustloop, and check the wiki page for basic SMP stuff. She has a loop starter for almost everything, and if you put in enough time with the character and understand her proration and hitstun, you'll pretty much learn how to improvise them if you find a loose hit somewhere.
  • IdunoIduno ...what to put here Joined: Posts: 5,280
    Well, got my second hand copy and was looking to learn Naoto but I seem to be hitting a few brick walls;

    -I'd say Labrys is my main one, she just comes crashing seemingly safely through all my traps with that j.B and the combination of her winch and that air to ground drop make me hesitant to shoot too much.

    -Yu, I just don't have a clue here, C-trap works pretty nicely on the dumb ones who just slide into it, but Raging Lion seems to crash through everything again and once he's in he's IN.

    -Chie, see Yu but with Rampage instead of Raging Lion (I'm wondering if there are any instant block punishs I can get away with after the footstomp which usually follows rampage)

    -Akihiko, this match I'll do fine in for a while, but once he's got enough bar to do that invincible dash thing I tend to end up blocking and then dead, I'm guessing the road to victory here lies in making use on the range on Naoto's 5B and 5C, but is there anything else I can be doing?

    Not really having much trouble with anyone else that I can't iron out myself, but these guys just seem to completely obliterate my Naoto and I'm not quite sure what to do as abandoning her zoneing makes me wonder why I'm even playing her, but the zoning feels so risky there I'm not sure if I should be trying it.

    One last thing would be anti airs, I feel like I am missing a major trick here since outside of having a C-trap above my head which certain characters don't care about and shooting as a really early anti air, I'm not really sure what to do here.

    Also on a separate note, since I am mainly looking for zoning which can transition into pressure (like Rachel/Vanilla Seth/Nazuna), am I barking up the right tree with Naoto or would I be better off with Yukio? I'm liking the ability to superjump D trap and lay multiple traps with Naoto, not to mention curse gauge shenanigans, delayed bullet mindgames and 5D-D into pressure but Yukiko's agi doesn't dissapear when someone sneezes on it and Yukiko seems to be able to IAD j.a combo off fans and do basic high low pressure full screen.

    Well, thanks for any help.
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  • UncleGaryUncleGary Joined: Posts: 185
    edited June 2013
    Re; anti-air, If you're really on point, you can 2B certain things or careless air dashes, but in general her 2B is worthless outside of a corner reset. If you have a D-trap in range and read something, you get ~4k off an air throw meterless if you air throw them into the trap. (air throw into trap, 2[c], 5c, IAD j. a, j. c, 5c, 236B, 66, 5c, IAD j. a, j. c, 5c, 236a).
    The bottom line about the character is she has an above average ability to control space with traps, but she's not a zoner. If you try and play her like guile you'll get counter-hit all day.

    Three of the match-ups you listed (labrys, Narukami, Chie) are probably the ones where you're most likely to get screwed for that play style because they have good character specific movements for pretty much completely ignoring traps. Movement with naoto is really important, and at the end of the day her lack of a real high means that you have to either have godlike tick throw setups, or you just have to win neutral.

    Labrys - you just have to respect j. b, and pretty much all of her buttons since they have huge hitboxes and outstanding priority. Exploit the fact that she has a terrible DP and try to stay on her.

    Narukami - A raging lion is minus on block, so just start attacking. Just keep an eye on their meter, as they might one more cancel it. the B one is plus on block, but it's really slow, you can just avoid it in neutral. If you really see them coming in a block string you can DP them. I've seen a video showing you could 2B and air throw them out of raging lion in a block string, but I couldn't get it to work.
    Also this

    Chie - Rampage is one of the few moves you can actually 2B, especially the B version. alternatively you can just use one of her other buttons to counterhit them out of it in neutral. I think I've seen more clashes with rampage than any other move in the game, so just be ready to hit more buttons. If they use it in a blockstring, just take it.
    And skull cracker is super minus on block, the A and B versions are both punishable.

    Akihiko - check out the Denpa v. Domi top 8 arc revo match. He plays the match-up better than anyone I've ever seen. You have to move a lot. The whole thing is that once he has you in blockstun you're stuck playing the guessing game. Learn how kill rush and the follow ups work, it's really the only way to figure out what's going on. Basically if he does kill rush, he can do one of the follow-ups before he has to reset, which have different priorities, like kill rush sweep has different properties than sweep, his overhead gets new properties, etc.
    The big mixup other than just high/low if command dash into throw, or command dash into something else. If you see the dash, just mash 5a; kill rush sweep is punishable, especially on instant block unless they're at a high cyclone level.
    Also stay at least sweep distance behind your traps, since the hitbox for EX corkscrew extends beyond his feet, so if you're right behind your traps he can just sway into raw EX corkscrew and punch you in the dome. Even if it trades it's hugely in his favor.

    If you want a character than can zone to set up pressure, play Aigis.
  • IdunoIduno ...what to put here Joined: Posts: 5,280
    Wow thanks, that post seems to answer a lot of my Naoto troubles lol, been trying Aigis on the side for a bit as well anyway so I guess putting a bit more time into her as well as Naoto won't hurt either.
    “It's now very common to hear people say, 'I'm rather offended by that.' As if that gives them certain rights. It's actually nothing more... than a whine. 'I find that offensive.' It has no meaning; it has no purpose; it has no reason to be respected as a phrase. 'I am offended by that.' Well, so ****ing what."
    -Stephen Fry

    "I know crackheads that could sneak into a house better than an 8th century shinobi."
    -Jimmy1200
  • ScarletArcanaScarletArcana Joined: Posts: 12
    Naoto iAD combos...

    The struggle. ;-;
    He must be in a state of flavor induced-bliss. :D
  • J. Don BonneJ. Don Bonne Hero of Ice from another Timeline Joined: Posts: 10
    I try to do the loop outside of Training, but the target keeps breaking free after the second 236B.
    So, uh... what's up with that?
    You cannot waver my love for my favorite franchises. Don't even try. Why? Because IT'S NO USE!!! *raise hammer* Take this!!!
  • UncleGaryUncleGary Joined: Posts: 185
    I try to do the loop outside of Training, but the target keeps breaking free after the second 236B.
    So, uh... what's up with that?

    You're either not inputting the 236B fast enough, or more likely you didn't do the starter right, which means you didn't trigger the glitch, allowing them to just tech out.

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