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ludwig van

[P4A] Naoto Shirogane - Combo Thread "My skills have been honed!" (Updated 1/20/2013)

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also, You can pickup off airthrow midscreen too. Just grab them pretty low to the ground and fall w/ J.A.

Low Air throw Midscreen: 3526 DMG

JC+D, J.A, Land, 66B, 236B~D, 66, C, IAD, Delay, J.A, J.C, Land, 66C, Delay, 236A~D.

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AoA~D & AoA~C counts as (3) attacks towards SMP. Hooray

Corner AoA & 50% meter, 6.8K damage & easy-peasy mode

AOA~D, FC B, Mohduun, IAD, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], C, (236B~D)x10, 236A~D .

Corner AoA & OMB, 4.8K damage & easy peasy

AOA~D, FC B, 7J.B, J.C, J.D, OMB, 2[C], C, (236B~D)x7, 236A~D/

For Laughs:

Midscreen facing the corner, AoA & OMB, 4.6K damage & easy peasy

AOA~C, FC J.A, J.B, J.C, OMB, 2[C], 66B, C, (236B~D)x7, 236A~D.

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I've updated all of my previous post to include absolutely correct & maximized damages.

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Corner counter, 50 meter 6.8k DMG

BD-6D, B, C, IAD, J.B, J.C, Mudoon, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D

I find the 66-2B ender to most of the SMP loops exceedingly difficult and I often buffer a super. I will post my entire alternatives in a bit.

Next to do is optimizing midscreen meterless BD-punishes!

Also, no meter corner damage resets oki 2145 DMG, shouts to the nice guy who brought up the AAA Link earlier!

2A, 2B, C, 236BD, 4, AAA, AA, 236A~D.

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Here's all of my SMP loops which omit the 66~2B ender.

Corner throw & 50 Meter

- C+D~C, 2B, 236236D, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], 66, B, C, SMPx5, 236A~D.

Corner throw & OMB, : 3128 dmg, 2 skulls (Not worth it)

- C+D~C, C, J.B, J.C, J.D, OMB, 214D, 236A~B~D, (D-trap hits), 236B~D, 236B~D, 236A~D.

Corner AoA & 50% meter, 6.8K damage

AOA~D, FC B, Mohduun, IAD, 214D, 2AB, 236A~D, (D-trap hits), 44, 2[C], C, (236B~D)x10, 236A~D .

Corner AoA & OMB, 4.8K

AOA~D, FC B, 7J.B, J.C, J.D, OMB, 2[C], C, (236B~D)x7, 236A~D.

Corner counter, 50 meter 6.8k dmg

BD-6D, B, C, IAD, J.B, J.C, Mudoon, 214D, 2ab, 236A~D, (D-trap hits), 44, 2©, 66C, (236B~D)x7, 236A~D

Corner counter & OMB

BD~6A, B, C, 7J.B, J.C, J.D, OMB, 214D, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D.

Jumpin & OMB

J.C, B, C, 2C, OMB, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D.

Jumpin 50 meter

J.C, B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D.

Low w/ 50 meter

2A, B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D.

Low w/ OMB

2A, B, C, 2C, OMB, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66C, (236B~D)x7, 236A~D.

Poke w/ 5B & 50 meter, this one still sucks, would like an alternative that's easier.

B, C, 2C, Mudoon, IAD, 214D, AA, 236A, (D-trap hits), 44, 2[C], 66~2B, (236B~D)x7, 236A~D.

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For the last one, I find it easier if you DON'T backdash and just learn to time the 2[C] so that you're already in position to 2B them. Sure you have to delay the 2B a bit, but I find that an easier alternative than learning how to 66~2B.

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Midscreen, realistic, meterless BD-Punishes

Labrys: Armor has startup and can be reacted to. 2.6K dmg or skulls

Oki w/ AA and you have two options for a punish.

AA, (Gets armored) 7J.IB, AirDash, CH J.C, 66B, C, 236~CCCCC

AA, (Gets armored) 9J.A+C, Delay, AirDash, CH J.C, 66B, C, 236~CCCCC

AA, (Gets armored), BD, Delay, A

AA, (Gets armored), BD, Delay, 6A

S.Lab's: Armor has startup and can be reacted to. Much faster than Labrys tho. 2.6K dmg or skulls

Oki w/ A and you have three options for a punish.

A, (Gets armored) 7J.IB, AirDash, CH J.C, 66B, C, 236B~CCCCC

A, (Gets armored), BD, Delay, A

A, (Gets armored), BD, Delay, 6A

Naoto: Armor has startup and can be reacted too and forced to whiff. 2.6K dmg or skulls

Oki w/ A and you have three options for a punish.

A, (Gets armored), BD, Delay, A

A, (Gets armored), BD, Delay, 6A

Oki w/ J.A and you have one good option.

J.A (Gets armored), R-action whiffs, CH J.C, Land, 66B, C, 236B~CCCCC

Mitsuru: Great dp. hit both sides have to air-punish, 3k damage

Ground IB, Delay, CH B, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D,

Block, CH A, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D,

Air IB, CH JC+D, J.A, 66B, C, SJ.A, j.B, J.C, J.D

Aegis: Explosive DP, has great pushback. Air punish, can't if she can super cancel. 3k damage

Block, 66, Delay, CH B, C, IAD, J.B, J.C, Land, 66C, Delay, 236B~D, 66, C, IAD, J.A, J.C, Land, 236A~D.

TBD

Akihiko:

Chie;

Elizabeth:

Kanji:

Teddie:

Yu:

Yosuke:

Yukiko

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I got it I got I got I got

Frackin EASY mode 5B SMP combo 7.8K dmg

B, C, 2C, Mudoon, IAD, 214D, 2A, 2B, 236A~D, (D-trap hits), AA, C, (236B~D)x11, 236A~D.

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I got it I got I got I got

Frackin EASY mode 5B SMP combo 7.8K dmg

B, C, 2C, Mudoon, IAD, 214D, 2A, 2B, 236A~D, (D-trap hits), AA, C, (236B~D)x11, 236A~D.

I posted that a while ago. You can also switch a couple things, like 214D 5AA 236A~D 2A 2B 5C 236BxN.

Even easier:

5B 2B 5C 2C 236236D 6[6] 214D 5AA 236A~D 44 2[C] 5C 236BxN.

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I've been doing 5B 5C 2C 236236D 6[6] 214D 5AA 236A~D 2[C] 2B 5C (236B~D)xN, which I think is pretty easy.

If you're close enough to get 5B 2B to connect, you can just kill with 5B 2B (5C) 2C 236236D 6[6] 214D 236A~D 214C 214A~Bx5~D 5C 5B (236B~D)xN.

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Since we're on air throws.

JC+D, OMC, J.C, 5B, 5C, 2C, mudoon, 214D, sweep, 236A, [2]C, 5C, smp loop.

Pretty much babbies first SMP off of air throw. You have to be somewhat near a corner, this one actually carries a good amount, not 236AB good, but it's alright.

Anyone have a better one off air throw?

Tested this on a few other characters, looks like the J.C, 5B, 5C, 2C is character specific. Ugh.

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Corner burst punish w/o meter 2.8K

Block burst, Delay, B, C, IAD, J.B, J.C, Land, C, Delay, 236B~D, C, Delay, 236A~B

Corner burst punish w/ 50 meter 7.8K

Block burst, Delay, B, C, IAD, J.B, J.C, Land, Muhdoon, IAD, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x11, 236A~D

Corner burst punish w/ OMB 7.8K

Block burst, Delay, B, C, J.B, J.C, OMB, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x11, 236A~D

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blargh needs to compile all these useful combos into the opening posts so that I can update the Wiki. You guys can help as well!

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^Ask and ye shall receive. Added some more non-SMPs, w/ more on the way.

If there's a specific combo missing from the OP that anyone feels should be added, let me know. Otherwise over the course of this week I'll be going over every combo that's been posted in this thread and adding it to the OP if it seems useful/practical.

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what are you guys using for your meter building combos. So far the best one seems to be just aaa spam heh.

also i was messing about with grab combos(with meter). Does anyone know if grab counts as a hit towards smp loop(just started messing with it on my lunch break).

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Yes, throw & follow-up counts as (2) towards SMP. see my post here:

http://www.dustloop.com/forums/showthread.php?14537-Naoto-Shirogane-Combos-quot-My-skills-have-been-honed!-quot-%28WIP-updated-8-29-2012%29&p=1382216&viewfull=1#post1382216

Also, Against more spammy/beginner matches I've been abusing SJ.C, J.C. It's enough to be active virtually the entire air state. & if the first hit is an air CH. You can Link the second one and easily confirm into a 5C. Haven't found the follow-up yet, as they are tooo high for IAD's and 236B has been inconsistent... I'll try to delay more b/c it's the first 5C in the combo.

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Does any1 have any specific tricks/tips for executing the IAD combos?

I was hitting them all day the other day but cannot get them to connect for the life of me today.

Much appreciated .. this is basically the hardest part of Naoto's game..

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corner AoA, 50 meter & OMB. unburstable 5.3K dmg

A+B~D, FC B, 8J.B, J.C, J.D, 236236A, OMB (first shot), 66, C, (236B~D)x8, 236A~D.

same can be done w/ A+B~C, FC J.B, but the scalign is worse, so you lose SMP reps & only 4.3k dmg. fun to pickup from the very top of the screen tho.

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Does any1 have any specific tricks/tips for executing the IAD combos?

I was hitting them all day the other day but cannot get them to connect for the life of me today.

Much appreciated .. this is basically the hardest part of Naoto's game..

Holding D after 236B will help cancel the stance faster, and as soon as she cocks her gun back, begin dashing. Keep in mind that the IAD combos are character specific in some cases. So a lot of time youll end up missing 5C because the hitboxes simply wont agree. Of course if you start with the enemy airborne its a lot easier, so try to focus on landing these more often.

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Well hopefully this combo isnt posted yet but ive learned a new a new SMP starter

I learned it on my own so I kinda just feel happy about it, sorry again if its already posted

5AA-2A+B-OMB-236236D-9-214C-214D-236A~D-Backdash(against Kanji you have to time it in place for some reason)-2[C]-5C-236B~Dx11(more for Kanji didnt count)

-The combo kills on every character Ive tried it on

-works from midscreen just change the "9" into a forward dash

tell me what you think :P

whether or not this helps i hope Im contributing

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Different variation of corner throw into SMP.

C+D~C, Mudoon, 214C, 214D, (C-trap Hits), 236A~D, (D-trap hits), 44, 2[C], C, IAD, J.B, J.C, Land, C, (236B~D)x8, 236A~D,

I need to compare the damage to my 2B variation. It may be better.

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lol was about to post this combo^

Saw in that Pink Naoto video

Btw, is 236B~D dash 5C midscreen universal? I can easily hit it on Yosuke but never on Chie or Kuma :|

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^Nope. Not Universal. Even harder when the opponent starts on the ground... You will not hit Kanji w/ it. if you do, good luck w/ consistency. Yosuke is the easiest IMO. Misturu work too. Just use J.A, J.C for the IAD's.

I've managed to completely cross-under making my 236B become 214B. I wanna play w/ this and purposefully input 214B to make the double fang autocorrect & go the other direction. This COULD setup a better height for that hard 66, C link you're talking about.

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