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ludwig van

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

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I got a consistent one against Kanji. =D

2.4K

(D-trap hits), 2A, C, 9J, Delay, J.B, J.C, Land, C, 236B~D, 66, C, IAD, J.A, J.C, Land, 66C, Delay, 236A~B

I could not cross-under Kanji., It must be a thin sprite problem, like Chie/Yukiko deal-o. I'll investigate later.

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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.

Wait x8? I can only get like 5 236Bs max. Is this like a Fatal combo or something?

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I've always had trouble with the IAD combos so I made an easier SMP loop off of Megido-D.

Corner/Near Corner:

(D-Trap Hits), 5B, 5C, 2C, 236236 D, C-Trap, 5AA, 2B, 236A+B~D, (236B)x13

Costs 75 meter and does almost 9k on regular hit and a little over 9k on CH. It should work on everybody but Teddie.

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Near corner anti air 2b combo based off the FC 214214A~C/D loop.

2B > 5C > IAD J.A > J.C > land mudoon > D trap > Sweep > 236A~B~D > 5B > 236BxN 10.5k/Death

Would be great if 2B > 5C > IAD was a little more lenient.

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An interesting note about air grab: if your opponent has fear status, then a lot more options after the grab become available without OMC/OMB because the fatal counter goes for throws too.

Rikir and I saw this today when we were playing.

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An interesting note about air grab: if your opponent has fear status, then a lot more options after the grab become available without OMC/OMB because the fatal counter goes for throws too.

Rikir and I saw this today when we were playing.

Oh right, when I got home yestaurday I found a pretty decent combo off a Fatal air throw.

Jump air grab, j.C, 665C, 236B, 5C, 2[c], 5C, IAD j.B,C, 5C, 236A~D. 4.2K, 31 Meter build.

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[Megiddo D hit], 2A, 5C, iad j.B, j.C, 5C, 214A~C gunshot x5, Mudoon, charged 2C, 2B, 5C, [236B~D x13], 236A~D.

anyone have any tips for timing the charged 2C for this?

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I've been compiling/making some SMP combos, trying to optimize them. This is what I have so far. It's kind of a mess. Any additions/improvements are welcome:

*Damage doesn't take the final 236A into account unless stated because I'm lazy.

*214C 214D 236A combos don't work on Teddie. I should probably post Teddie-friendly versions later.

2A 5AA 5B 2C 236236D 214D 236A~B~D 5C SMP

50 Meter:5.4K Damage

5AA 5B 2C 236236D 214C 214D 236A~B~D 5C SMP

50 Meter:8K with 236A Ender

5AA 5B 2A+B 236AB 236236D 214D 236A~B~D 5C SMP

75 Meter:10.2K Damage

5AA 5B 2A+B 236A OMB 2[C] 5C IAD jB jC 5C SMPx9

*OMB has to be delayed slightly to work on some characters midscreen.

1 Burst:6K Damage

5AA 5B 2A+B 236A OMB 2[C] 2B 5C 236236D SMP

*Same as above

1 Burst/50 Meter:Dead

5B 5C 2C 236236D 214C 214D 236A~B~D 2[C] 2B SMP

50 Meter:10K with 236A Ender

5B 5C 2A+B 236A+B 236236D 214C 214D 236A~B~D 2B SMP

75 Meter:Dead

2[C] 5B 5C 2C 236236D 214C 214D 236A~B~D 2B SMP

50 Meter:Dead

Anti-Air 2B 5C IAD jA/B jC 236236D 214D 2A+B 236A~B~D 5B SMP

50 Meter:Dead

214C 5C IAD jA/B jC 236236D 214D 2A+B 236A~B~D 5B SMP

50 Meter:Dead

214D 2A 5C IAD jB jC 5C 214A~CCCCC 236236D 2[C] 5B SMP

50 Meter:9.9K Damage

214D 2A 2B 5C jA djB djC OMB 2[C] 5B SMP

1 Burst:8.4K Damage

5D~D 236236D 214C 214D 236A~B~D 2[C] 5C IAD jB jC 5C SMP

50 Meter: Dead

5D~ 214A~AAAAA ~D 236236D 214C 214D 236A~D 2[C] 2B 5C SMP

50 Meter:8.2K Damage

214A(+B)~AAAAA 236236D 214C 214D 236A~D 2[C] 5C IAD jB jC 5C SMP

50(75) Meter: 7.1K Damage

A+B~D(FC) 5B 236236D 214C 214D 236A~B~D 5C SMP

50 Meter: 7.9K Damage

B+D Wall Bounce Follow-Up 5B 236236D 214C 214D 236A~B~D 2[C] 2B 5C SMP

50 Meter: 8.5K Damage

C+D Follow-Up 236236D 214C 214D 236A~B~D 2[C] 2B 5C SMP

50 Meter: 5.5K Damage

jC+D OMC jC 5B 236236D 214C 214D 236A~B~D 2[C] 5C SMP

100 Meter:9.5K Damage(9.8K with 236A Ender)

jC+D into D Trap 2A 5B 236236D 214C 236A~D (Trap Explodes) 5C IAD jB jC 5C SMP

50 Meter:8.4K Damage(8.6K with 236A Ender)

Kick Super(Opponent Near Corner) OMB 5C IAD jA/B jC 236236D 214D 236A~B~D 5B SMP

100 Meter/1 Burst:Dead

Kick Super(Cornered) 2B 5C IAD jA/B jC 236236D 214D 236A~B~D 5B SMP

100 Meter:Dead

Kick Super(FC) OMC jbC Run Under 5C IAD jA/B jC 236236D 214D 2A+B 236A~B~D 5B SMP

150 Meter:Dead

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[Megiddo D hit], 2A, 5C, iad j.B, j.C, 5C, 214A~C gunshot x5, Mudoon, charged 2C, 2B, 5C, [236B~D x13], 236A~D.

anyone have any tips for timing the charged 2C for this?

Mudoon > 214B~D > dash charged 2C. Looks cool for no reason and always is the perfect timing.

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I've been trying to land this stylish combo but it's a little beyond me at the moment. The idea is to get 9 skulls & SMP using the fatal counter LINK (J.D, 214C+D, LINK J.A)

So far I have these worked out but each have a problem. :(

Corner AoA

A+B~C, FC J.B, J.C, J.D, 214C+D, LINK J.A, (C-trap hitis), TK Shotgun, (D-trap Hits),

We are at 10-moves and 9-skulls, but b/c we had to TK the super to make it connect, we are out of air options = no air dash. This makes us land too far & we have additional landing frames b/c of J.D.

Corner AoA

A+B~D, FC B, J.C, J.D, 214C+D, LINK J.A, (C-trap hitis), Land, TK Shotgun (Missies), (D-trap Hits),

Landing gives us the air options back to air dash & continue the combo, too bad the Shotgun barely misses. =/

I've got to find a way to get the FC LINK much lower to the ground so I can link the TK shotgun & connect...

EDIT: I am thinking this may work. Needs testing.

Corner AoA, 75% Meter, 9 skulls, SMP loop

A+B~D, FC B, C, IAD, J.C, J214C+D, LAND, A, (C-trap hits), TK Shotgun, (D-trap hits) Air Dash, Land,

End with either 66~(236B~D)x5 or 66C, (236B~D)x5, 236A~B.

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Okay so, can someone help me with the last bit of this combo:

FC 236B~D>5C>2[C]>5B>5C>2[C]>2B>5C>2[C]>5C>IAD j.B>j.C>5C>j.C>j.D>236A~D

I can't get the 236A~D at the end to connect. Am I simply inputting it too slow or too fast or something? :v:

Come to think of it I have trouble connecting that after SMP loops as well...maybe I'm just awful at connecting it in general.

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I found the 9-skull SMP I was lookign for. Here's the details and the numbers. Seems w/o mudoon we lose all the dmg, so adding a mudoon fixes the problem but cost 125-meter. Very taxing. Simplest answer is to just do the regular SMP loop & finish w/ shotgun super. =/ wasted efforts.

Corner AoA, 75% meter, 9-skulls, SMP 4.5K dmg

AoA~D, FC B, J.D, 214C+D, LINK J.A, (C-trap hits), Land, 236226B, (D-trap hits), 66, C, (236B~D)x4, 236A~D.

Corner AoA, 50% meter, 3-skulls, SMP 7.5K dmg

AoA~D, FC B, Mudoon, 214C, (C-trap hits), 214D, 236A~D, (D-trap hits), 44, 2[C], Link C, IAD J.B, J.C, Land, 66C, Delay, (236B~D)x11, 236A~D

Corner AoA, 125% meter, 9-skulls, SMP 7.5K dmg

AoA~D, FC B, J.D, 214C+D, LINK J.A, (C-trap hits), Land, Mudoon, 236236B, (D-trap hits), 66, C, (236B~D)x11, 236A~D.

Corner AoA, 100% meter, 9-skulls, SMP 7.5K dmg

AoA~D, FC B, Mudoon, 214C, (C-trap hits), 214D, 236A~D, (D-trap hits), 44, 2[C], Link C, IAD J.B, J.C, Land, 66C, Delay, (236B~D)x11, 236236B

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I'm currently having trouble landing [2C] after 214A~B~D. I feel that I'm either cancelling Aim too late or buffering [2C] too early or too late.

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I'm currently having trouble landing [2C] after 214A~B~D. I feel that I'm either cancelling Aim too late or buffering [2C] too early or too late.

Do you mean 236A~B~D? If so, you have to make sure the first hit of 236A connects as high as possible (214C explosion is the best way to set that up), or you won't have enough time to charge 2C. The sooner you do everything, the better. I don't think 2[C] has ever come out early for me.

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Yes, I did mean 236A~B~D, my bad. And on that note, sometimes the 236A whiffs completely. Is it because I'm not doing what you said by not having 236A hit as high as possible?

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Basically you want to hit them as they fall down, with the very tip of 236A's hitbox. Then do the B~D followups asap. Then after that, you'll have a little more time than you think to link the 2[C]. The timing is tricky but not bad after you practice.

Now it someone has an easy way to do C shots > Mudoon, I'm all ears. It is the only Naoto combo part I just cannot do consistently.

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Couldn't you just input the 236236 as you're shooting? That's how i pull it off if i somehow realize i can cancel the last shot into mudoon. I forget all the time =/

To above, one bullet.

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Basically you want to hit them as they fall down, with the very tip of 236A's hitbox. Then do the B~D followups asap. Then after that, you'll have a little more time than you think to link the 2[C]. The timing is tricky but not bad after you practice.

Now it someone has an easy way to do C shots > Mudoon, I'm all ears. It is the only Naoto combo part I just cannot do consistently.

Got it, thanks. :)

C-shot into Mudoon

236B~CCCC, 236C, 236D.

This is what I'm currently doing. May not get it consistently due to me not pressing C enough but it's better than trying to do CCCCC > 236236D :v:

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Now it someone has an easy way to do C shots > Mudoon, I'm all ears. It is the only Naoto combo part I just cannot do consistently.

Doing 236236C+D works pretty well for preventing accidental cancels into Hamaon if that's your problem.

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You can actually use C+D for every bullet except for the first one. Since D takes precedence over C, it'll just cancel your aim stance if you try it for the first bullet, but after that you can just mash C+D and then input 236236 somewhere near the 5th bullet, and once the bullets finish mudo will come out. Just make sure you're actually hitting both buttons every time, or you'll get a surprise hamaon >.>

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Since there's no Q&A thread I guess I'll ask this here.

Does Naoto have SMP combos off 2B anti airs and J.C on counterhit when you hit someone out of the air?

Can't seem to find combos for these situations.

Also, how do you guys usually punish DPs? Yu's, Teddie, Liz and Labrys for example. Mostly the DPs that send them in the air, not sure how to get good damage off that. I guess I could 2b into 5c iad but idk.

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