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Kyle

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  1. Kyle

    [P4A/P4AU] XBL Match Finder/GG Thread

    Looking forward to playing you guys in a few hrs. ^_^
  2. Kyle

    [P4A/P4AU] XBL Match Finder/GG Thread

    Wow @ Hsien88's Mixups. GGs
  3. Kyle

    [P4A/P4AU] XBL Match Finder/GG Thread

    GG's to Banaken for taking me down to B+.
  4. ^ Will post tonight. Resurrection: 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 SafeJump, Confirm, 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. Elizabeth: Completely INVINCIBLE lounging throw. As long as the throw is not CH, it can be broken. Air to ground punish. 2.6K HUGE against LIZ. Start oki/offense w/ A or 2A. If the attack whiffs, just 7-jump & descending CH J.C, Land, 66B, C, 236B~CCCCC :ballKA: Kanji: Electric powerup, hitstop causes a freeze state, not much invinc. I have trouble safe jumping it. causes Paralysis on hit. I have success w/ one of three options. Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and he can be punished w/ 66B, C, 236B~CCCCC. 2k dmg. This options is a risk if he super cancels & you do not OMC to block. fake an Oki/Crossup and make his furious action whiff entirely, this is the safest, best option. punish w/ CH 66B, C, 236B~CCCCC. 2K dmg Do not Oki & use your knock down timing to set up traps and create more space. <- Match up recommendation. Yukiko: Projectile, throw, BURST invulnerable uppercut which is VERY VERY tall. Safe jump or Air block or disjointed attacks to bait/punish. Safe jump, confirm and punish w/ CH 66B, C, 236B~CCCCC. 2K dmg. DO not punish w/ Throw or projectiles! Do a crossup oki & just air block for a sec when she get's up. If you block the B+D, you can falling CH J.C, 66B, C, 236B~CCCCC. 2.6K dmg Oki w/ a max range 2[C], if she does reversal B+D, it only hits your persona and Naoto can be punished w/ 66B, C, 236B~CCCCC. 2k dmg. Teddie: Counter which causes RAGE. Cannot block in this state, Scary stuff. It can be safe jumped or disjointed hitboxed to bait/punish. Safe jump, confirm and punish w/ CH 66B, C, 236B~CCCCC. 2K dmg. Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and he can be punished w/ 66B, C, 236B~CCCCC. 2k dmg. Gotta hit him when he teleports to the other side of the screen! THX to the other helpers on these ones. Original video creater, Novriltataki, & Zermous http://www.dustloop.com/forums/showthread.php?14537-Naoto-Shirogane-Combos-quot-My-skills-have-been-honed!-quot-%28WIP-updated-8-31-2012%29&p=1378456&viewfull=1#post1378456 Yu: http://www.youtube.com/watch?v=WxQ4sbfyMWg&feature=plcp Chie: http://www.youtube.com/watch?v=460dzO-mCU4&feature=plcp Yosuke: http://www.youtube.com/watch?v=XGJmGrDi5-c&feature=plcp TBD Akihiko: Generic uppercut, can super cancel on block to make it safe? when he has awakening. Safejump it or Disjointed attack to bait/punish. Uppercut first hit is air UB. Cannot jump block to bait it. Safe jump, confirm and punish w/ CH J.B, J.C, Land, 66B, C, 236B~CCCCC. 2.5 K dmg Oki w/ a max range 2[C], if he does reversal B+D, it only hits your persona and Naoto can be punished w/ CH J.B, J.C, Land, 66B, C, 236B~CCCCC. 2.5 K dmg
  5. Kyle

    [VS] Simple Q&A thread

    http://www.dustloop.com/forums/showthread.php?12850-VSAV-EXE-training-beta
  6. I found a much easier, more reaction oriented version of my previously corner D-trap SMP. Corner OKI D-Trap 50 meter- Difficult timing & Delays, Much easier Midscreen w/ the same notations 5.8K dmg (D-trap hits), 2[C], C, IAD, J.B, J.C, 66C, 214A~CCCCC, 236236D, 214C, (C-trap hits), AA, C, (236B~D)x8, 236A~D. 50 meteer 9.5K DMG (D-trap hits), 2A, 2B, C, 214A~CCCCC, Mudoon, 214C, (C-trap hits), AA, C, (236B~D)x12, 236A~D.
  7. Teddie I prefer: ..., Mudoon, 214D, 2A, 2B, 236A~D, (D-trap hits), AA, C, (236B~D)x8, 236A~D. He's so floaty the 2A. 2B, 236A~B is easy.
  8. Now that I am comfortable w/ SMP loops & optimal BnB's, I've begun implementing SMP's w/ trap starters. These are great for corner OKI confirms. Corner OKI C-Trap 50 meter. 10k dmg (C-trap hits), C, 236236D, 214D, AA, 236A~D, (D-trap Hits), 44, 2[C], C, IAD, J.B< J.C, 66C, (236B~D)x12, 236A~D. OMB 7.5K (C-trap hits), C, SJ.A, J.B, J.C, J.D, OMB, 2A, AA, C, (236B~D)x10, 236A~D. Corner OKI D-Trap 50 meter- Difficult timing & Delays, Much easier Midscreen w/ the same notations. 5.8K dmg (D-trap hits), 2[C], C, IAD, J.B, J.C, 66C, 214A~CCCCC, 236236D, 214C, (C-trap hits), AA, C, (236B~D)x5, 236A~D. OMB, 8K dmg (D-trap hits), 2A, 2B, C, SJ.A, J.B, J.C, J.D, OMB, B, C, (236B~D)x11, 236A~D. Midscreen Variants: OMB (D-trap hits) 2A, 2B, C, SJ.A, J.B, J.C, OMB, Land, 66, 2[C], 66B, C, (236B~D)x11, 236A~D. 50 Meter 5.8K dmg (D-trap hits), 2[C], C, IAD, J.B, J.C, 66C, 214A~CCCCC, 236236D, 214C, (C-trap hits), AA, C, (236B~D)x8, 236A~D.
  9. For meterless 236B~D combos I use: Midscreen: B, C, 236B~CCCCC. Corner: B, C, 236B~D, C, IAD, J.B, J.C, C, Delay, 236A~D. Corner & Meter build: B, C, 236B~D, 4, AAA, AA, 236A~D. Starting w/ Bullets in the corner 214A~AAAAA, Mudoon, 214C, 214D, (C-trap hits) 236A~D, (D-trap hits), 44, 2[C], Delay, C, IAD, J.B. J.C, 66C, 236A+B, (236B~D)x8, 236A~D. Can start w/ 214A+B also. Denpa did this @ SBO. Cost 75 meter but builds a lil bit too. OMB variant 214A~AAAAA, Mudoon, 214C, 214D, (C-trap hits) 236A~D, (D-trap hits), 44, 2[C], Delay, C, IAD, J.B. J.C, OMB, (236B~D)x8, 236A~D.
  10. Kyle

    [P4A/P4AU] XBL Match Finder/GG Thread

    GG's to the 6 players who prevented me from getting to S-Rank ciddypoo- Yukiko iambaaaaaaaatman Kanji penguin- Akihiko AVG-Mekkiko? Labrys Banaa Ken- Slabs & that amazing option select that blew me up for an hour. donjuan#- Chie
  11. I finally got a long set against a competent Teddie. He is FLOTY: The most floaty character opponent in the game. This is why the "optimal" SMP setups will miss. x, x, x, Mudoon, 214C, 214D, 236A~D (Whiff). This does connect but you must hit him a few franes early and it's difficult and a different timing Against Teddie I found this varient better for the 5B starter. This one, he FLOTYness helps. B, C, 2C, Mudoon, 214D, 2A, 2B, 236A~D, AA, C, (236B~D)x8, 236A~B. You can low profile his 5B w/ your 2A+B making it a strong poke. In general, just block a lot and be conscious of his AoA, if i crosses-up or not. His mixups are weak and approaching is the challenge. Get the persona down to one stock than attempt to approach. At this point once he's half dead, just burst, persona break than SMP his ass.
  12. From AntiAir 2B: CH 2B, Delay, C, IAD, J.B, J.C, Land, Mudoon, 214D, AA, 236A~D, (D-trap hits), 44, 2[C], 66C, (236B~D)x11, 236A~D. CH J.C on air opponent CH J.C, Land, Delay, B, C, 2C, Mudoon, 214D, AA, 236A~D, 44, 2[C], 66C, (236B~D)x11, 236A~D.
  13. 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
  14. 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.
  15. 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.
  16. ^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.
  17. 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.
  18. 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.
  19. You move to KY? I thought you were WorstCoast player.

  20. 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.
  21. Kyle

    [P4A/P4AU] XBL Match Finder/GG Thread

    GG's XDest. THX for the long set. I've really learned a thing or two from that grind w/ ya.
  22. 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
  23. 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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