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Random Naoto

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About Random Naoto

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  1. You might be right, I'm just looking at it on my phone at work. I'll watch the rest of the matches tonight, someone's bound to either get hit by it or block it crouching. Almost every time it gets used as oki they're either messing up the timing or the hitbox is really thin.
  2. Random Naoto

    [CP] Noel Vermillion - Gameplay Discussion

    Good ol' Jamie McXie made a tweet about seeing an unusually high damage Noel combo while watching people play the patched build. He didn't really go into detail, but I would assume he was alluding to crush trigger in the use of drive combos giving her much better damage since the only other thing that would actually change her damage was a nerf. Rejoice noel players...?
  3. Random Naoto

    [AC+R] News & Gameplay Discussion

    Ask Harakiri Tiger or FoxstepCEO if you come to the ranbats or a meetup. They both play on pad and are mazing.
  4. Random Naoto

    [P4AU] Junpei Iori - Gameplay Discussion

    What buffs does he get?
  5. Random Naoto

    BlazBlue Fanart [Some NSFW]

    So the people in our scene that know me also know that I talk way too much, and over some jack in the box in the midst of bible level rainfall I mentioned that nu, lambda, and mu reminded me of the statistics class I took in college with our stately moustached middle eastern professor Mr. Mansoeur. I imagined the Murakamos sitting at their desks punching numbers into a TI-89 and for some reason that made me happy. Luckily we have an artist among us, and a week later while we were sitting at some sort of burger joint slash convenience store eating, he banged this out in like 80 seconds freehand and made me a happy man. I present: mecha musume Stats 101 by FuriousRockets
  6. Does anyone know or have an estimate for proration/scaling on crush triggers as a combo starter?
  7. Random Naoto

    [GGACR] Jam ACR Changes and Discussion Thread

    EDIT: You get the cards on frame 19.
  8. Random Naoto

    [GGACR] Jam Combo Discussion and Posting Thread

    Kakarocks does it in the vid you posted a few times, I tried it for like an hour today and couldn't get it to work, they always seem to be too high for it to connect. I made this for people who may not have seen these combo routes http://www.youtube.com/watch?edit=vd&v=Q0Cr0GBoOMg Some of the Japanese players are using 623D in such a way that only the last hit connects, giving you the launch and untech time, but without scaling your damage really heavily. In the corner on normals and lightweights it also allows you to use the H puffball to get a wallbounce, and then an air combo extension. It ends up doing more damage than two reps of the wall loop, and is much more lenient in terms of starters and screen position, so if you have the cards to burn, it's a good option. Also gives you crazy damage on the lightweights. I used Gekirin as one of the ground starters, but you can substitute pretty much anything that will get you into the position to do 5H(1) 6HH. You just delay the second 6H as with the wall loop, do 623D, 236SH, etc.
  9. Random Naoto

    [GGACR] Jam Combo Discussion and Posting Thread

    This thread is amazing, thank you man.
  10. Random Naoto

    [P4AU] News & Gameplay Discussion

    I like how every other character in the changelist has new moves and its all sunshine and puppies. Then you get to Naoto and the second hit of her autocombo hits low. That said I am excited.
  11. AoA in the corner for 25 meter, you need 3 meter to start: AoA, D fatal, 5b, 5c, j.d, 214CD, j.b, 236a, d trap hits, 236b x 5 (4300) And two combos lifted from Japanese play. The only caveat to these is that the opponent has to be almost completely in the corner. meterless Narukami/Aigis corner DP punish: 214c counter hit, 66 , 214D, 5aa, 236a, bx1, 2b, 5c, IAD j. b or a, j. c, 5c, 236b x n, does 6.8k Also builds 50 meter. If you do it until the last hit (30) and cancel the last double fang into mudoon, you can just keep doing B double fangs for 7 more reps for 9k total. 100 meter no burst TOD burst safe combo: D trap hits, 5c, IAD j.a, j.c, 5c, 214a, cx5, mudoon, 5d, 2a or sweep, 236a one hit, 236236a, slight delay, 5d, depending on the character you might need a dash here, 236b x n
  12. Some more burst safe setups for 75 or 50 meter. A huge thanks to zeromus and diarmuid for the work they've done thus far. Some of these are dependant on trap oki, but you should be playing that anyway. http://www.youtube.com/watch?v=lVGjcmzVlEU
  13. I doubt it, just for the fact that human error is much more likely than random machine code error. The advanced input in P4 is apparently only three frames, so it's not super lenient in the first place, and it doesn't seem to work with charge moves, like 2[C]. But it definitely does help with the double fang. If you're worried about your buttons, turn input display on in training mode and do the combo until you drop one and see if the game engine registered the B.
  14. Dropping as in the counter turns yellow/the dummy techs, or dropping as in the double fang doesn't connect? Make sure you're taking advantage of advanced input. You should be doing 236B, and holding the B button until the double fang actually comes out making sure that it actually comes out and comes out on the first frame. Other than that, double check the notation and make sure you're doing the combo correctly; if you're doing anything wrong it might be messing with the proration you've accumulated and not letting you do as many double fangs as you should.
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