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ludwig van

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  1. ludwig van

    [P4AU] Tohru Adachi Combo Thread

    ^The former falls under the corner part near the end but the j.C CH bit should be edited in, ye. Ty!
  2. ludwig van

    [P4AU] Tohru Adachi Combo Thread

    So I thought about making a long post listing Adachi combos, but realized the amount of work it'd be to fully list things I use (and it's probably still going to take a while to finish pffttt), so... HOW TO ADACHI BASIC COMBO THEORY Your goals when hitting your opponent should either going for meter gain, damage, setting up a safejump (generally IAD j.B after a knockdown), or preferably some combination of the 3. Only (sometimes) exception for this is when ending combos w/ 214214A (only when comboing into B isn't possible off of whatever combo you're doing and you really really really want Mandala buff). All of the following is assuming that the player has general knowledge of how Adachi's combos work. Unblockables aren't covered here because honestly they deserve their own thread. There are more routes than are listed but this is mostly to cover more common options/situations/ect. "I hit my opponent standing non CH and don't have meter for anything fancy, what should I do?" End combos w/ 5C(full) > 236A~A (safejump) or autocombo ending w/ the 236A~A in the autocombo (safejump + meter) "Same as the above, but I have meter?" Combo into 5C(1) > 236236B > dash 5B > 2C(1) > sh j.C > land 5B > 2B > j.2C (> 214A if close enough) (damage) "I hit my opponent crouching non CH and don't have meter for anything fancy, what should I do?" Combo into 2B > j.C > autocombo (safejump + meter) "Same as the above, but I have meter?" This is tricky b/c adding the 2B > j.C > ect adds proration, making it end at less preferable times. If you want to be safe just ignore the crouch specific 2B > ect and go straight w/ 5C(1) > 236236B > ect (damage) "My opponent whiffed something but I have no meter, what should I do to punish?" Against everyone but Teddie: with CH 2B, use the meterless safejump listed in this post. Against Teddie: you can either CH 2B > dj.B > land 5B > 2C(1) > sh j.C > land 5C > j.5B > j.A > dj.B > j.2C or CH 5C(1) > IAD j.C > land 5AA > 5B > 5C(full) > 236A~A "Same as the above, but I have meter?" The non-Teddie CH 2B combo listed above does good damage w/o meter, but if you have Awakening you can add a good chunk of damage by ending with ...5B > 5C (full) > 236AB~A > 214214D. Alternatively (and also for Teddie) you can CH 5C(1) > IAD j.C > land 5B > 5C(1) > 236236B > ect. "I anti-air'd my opponent w/ a CH 2B, what should I do?" See the CH 2B combos listed in the above questions. Note that if you don't have confidence in the height of your opponent to connect the dj.B > land 5B you can use CH 2B > j.C (whiff), however in addition to sacrificing damage, you're sacrificing making part of your combo burst safe! "I hit my opponent air to air non CH, what should I do?" If not j.C, use (5B > 5A) x N until your opponent is high enough to connect j.2C. "I hit my opponent air to air CH, what should I do?" If not j.C and near the ground, you should be able to connect your (land) 5B > 2C(1) > ect combo of choice. If far from the ground just use the non CH example. If j.C and near the ground you can either (land) dash 2A > 5B > 2C(1) > sh j.C > ect (damage and potential safejump) or 5B > 5C(1) > 236236AB > ect (damage) "I have my opponent in a 2C(1) > sh j.C combo that started w/ a weaker starter in the corner, what should I do?" Your options here are dependent on the character (might make a post on character specific difficulty later) you're doing the combo on and your faith in your execution. Universal, easy, and reliable option is ...sh j.C > 5B > 2B > j.2C(1) > j.2D > land 214A for your ender. Harder (don't try this on the Shos) but more damaging is ...sh j.C > 236B~A(1) > 5B > 2B > j.2C(1)> j.2D > land 214A for the ender. On some really weak starters you'll want to omit the j.2D since your opponent can recover and escape before the j.2D connects. "Same as the above, but started w/ a stronger starter?" Not too much changes, but you can squeeze in some extra damage. Universal/easy option is ...sh j.C > 5B > 5C(1) > j.B > j.2C > j.2D > land 214A. Harder (again, no Shos allowed) is ...sh j.C > 236B~A(1) > 5B > 5C > j.B > j.2C(1) > j.2D > land 214A. With stronger starters you shouldn't have to omit j.2D ever. Do note that corner combos, if you have Awakening you can sometimes end instead w/ ...j.2C(full) > land 236AB~A > 214214D (damage) And as a very special bonus note just based on things I've seen when watching other Adachis: STOP ENDING BASIC COMBOS WITH 214A WHEN YOU CAN SAFEJUMP USING 236A~A (unless the matchup calls for it IE the DPs of Kanji/Yosuke/ect). YOU'RE SACRIFICING FREE PRESSURE AND CORNER CARRY FOR A SOMETIMES SLIGHT DAMAGE BOOST. And... that's about it for now! Any thoughts/feedback, let me know~
  3. *NOTE: THIS THREAD IS NOT FOR DISCUSSION, ONLY FOR POSTING VIDEOS* Special thanks to Kurushii for the banner! For a Youtube channel with ONLY Naoto matches, check here. JP Equivalent of This Thread for 2.0 Naoto JP Equivalent of This Thread for 2.0 S.Naoto Note: players w/ "(S)" in front of their alias are using the shadow version (or (P) for Persona Sho). Collapsed: vs. Yu (UPDATED 3/26/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 3/26/2014 1/22/2014 a-cho Click! ??? vs. (S)??? 3/26/2014 1/22/2014 a-cho Click! ??? vs. ??? 3/26/2014 1/15/2014 a-cho Click! ??? vs. ??? x2 3/25/2014 3/2/2014 Taito Qualifier Click! Ahiro vs. Sukekiyo 3/25/2014 3/2/2014 Taito Qualifier Click! Spinking vs. (S)noto shishō 3/25/2014 2/15/2014 Taito Station 2v2 Click! ??? vs. Aoi 2/15/2014 1/25/2014 Miraimu Red VS White Click! ??? vs. ??? 1/24/2014 12/21/13 Port 24 Yagoto Click! ??? vs. ??? 1/08/2013 12/29/13 a-cho 1 , 2, 3, 4 ??? vs. ??? 12/29/2013 12/22/13 LOOP Okazaki Casuals 1 , 2, 3 ??? vs. Yamashita 12/19/2013 12/22/13 LOOP Okazaki Click! ??? vs. ??? 12/13/2013 11/30/13 Cent. Hachiouji pre-tourney Click! ??? vs. ??? 12/13/2013 11/29/13 GIGAMAC Click! ??? vs. ??? 12/13/2013 11/29/13 GIGAMAC Click! ??? vs. ??? [/table] Collapsed: vs. Yosuke (UPDATED 3/28/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/28/2014 2/26/2014 a-cho Click! ??? vs. ??? 3/26/2014 1/22/2014 a-cho Click! ??? vs. ??? 1/26/2014 1/05/14 a-cho 2v2 Click! ??? vs. ??? 1/25/2014 1/9/14 Shinjuku Sportsland 3v3 Click! ahiru vs. ringo 12/29/2013 12/20/2013 Gifu Leisureland Click! ??? vs. ??? 12/13/2013 11/28/13 Game Chariot Click! Shadow vs. Nise Pachi 12/13/2013 11/28/13 Game Chariot Click! (S) Shadow vs. Nise Pachi [/table] Collapsed: vs. Chie (UPDATED 1/08/2014): [table] DATE ADDED EVENT LINK PLAYERS 1/08/2013 1/05/14 a-cho 2v2 1 , 2, 3 ??? vs. ??? 1/06/2014 1/3/14 Sasashima Click! ??? vs. ??? 12/29/2013 12/20/2013 Gifu Leisureland Click! ??? vs. ??? 12/13/2013 11/30/13 Singles (no audio) Click! Ahiru vs. Iguru 12/13/2013 11/30/13 Kagoshima AML Click! ??? vs. ??? [/table] Collapsed: vs. Yukiko (UPDATED 3/26/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/26/2014 1/22/2014 a-cho Click! ??? vs. ??? 1/25/2014 1/11/14 Urban Square 3v3 Click! ??? vs. ??? 1/24/2014 12/21/13 Port 24 Yagoto Click! ??? vs. ??? 1/08/2013 1/05/14 a-cho 2v2 1 , 2 ??? vs. ??? 12/13/2013 11/28/13 Tokyo Leisureland Click! ??? vs. ??? 12/13/2013 11/30/13 Click! ??? vs. ??? [/table] Collapsed: vs. Kanji (UPDATED 2/15/2014): :ballKA: [table] DATE ADDED EVENT LINK PLAYERS 2/15/2014 1/16/14 Shinjuku Sportsland Click! Ahiro vs. Bed 1/25/2014 1/11/14 Urban Square 3v3 Click! ??? vs. ??? 1/25/2014 1/9/14 Shinjuku Sportsland 3v3 Click! ahiru vs. pet 1/24/2014 12/30/2013 Central Hachiouji 2v2 1 , 2 ??? vs. ??? 1/24/2014 12/30/2013 Central Hachiouji 2v2 1 , 2 ??? vs. ??? 1/24/2014 12/26/13 Shinjuku Sportsland RvW Click! Eru vs. Nakiri 1/06/2014 1/3/14 Sasashima 1 , 2 [td] ??? vs. ??? 12/13/2013 11/30/13 Central Hachiouji casuals 1 , 2 ??? vs. ??? 12/13/2013 11/30/13 Central Hachiouji casuals Click! ??? vs. ??? 12/13/2013 11/30/13 Central Hachiouji casuals Click! ??? vs. ??? 12/13/2013 11/30/13 Central Hachiouji Tourney Click! ??? vs. ??? 12/13/2013 11/29/30 GIGAMAC Click! ??? vs. ??? [/table] Collapsed: vs. Teddie (UPDATED 2/15/2014): [table] DATE ADDED EVENT LINK PLAYERS 2/15/2014 1/16/14 Shinjuku Sportsland Click! Ahiro vs. Hina 2/15/2014 ?/??/?? Waka vs. Mad 1 , 2 Waka vs. Mad 1/26/2014 1/05/14 a-cho 2v2 Click! ??? vs. ??? 1/24/2014 1/2/14 Shinjuku Sportsland Click! ??? vs. Hina 1/24/2014 1/2/14 Shinjuku Sportsland Click! ??? vs. Keita 1/24/2014 1/2/14 Shinjuku Sportsland Click! Ahiro vs. Wa 12/29/2013 12/20/2013 Gifu Leisureland Click! ??? vs. ??? 12/23/2013 12/18/2013 Tokyo Pasopiado Click! kusaka mei VS wa 12/21/2013 12/14/2013 Amipara Technoland Click! ??? vs. ??? 12/13/2013 11/28/13 Game Chariot Click! Shadow vs. ??? 12/13/2013 11/28/13 Tokyo Leisureland Click! ??? vs. ??? 12/13/2013 11/28/13 Game Chariot Click! Shadow vs. ??? [/table] Collapsed: vs. Naoto (UPDATED 2/15/2014): [table] DATE ADDED EVENT LINK PLAYERS 2/15/2014 1/16/14 Shinjuku Sportsland Click! Eru vs. Spinking? 12/23/2013 12/18/2013 Tokyo Pasopiado Click! reiso vs. hisasaka mei [/table]
  4. ludwig van

    [P4AU] Tohru Adachi Gameplay Discussion

    To get some discussion going, let me ask this: can anyone think of a reason /not/ to use Heat Riser in a combo ASAP? The earlier you do it in a round, the bigger the defense/offense boost's impact will be, generally speaking. I see a lot of Adachi's w/ 50 meter not going for using it (almost always going for gunshot ender, which is another issue but I'll address that later), like, if you can combo into 236236B /especially/ you can still generally end w/ 2C/j.2C to get a knockdown. The only times I can think of holding off on using HR is to either A) combo into Mandala instead if you're in Awakening or B) to keep your opponent out of Awakening to make the next hit kill. Just the w/ majority of NA players I've seen, they miss out on an opportunity to increase their damage while decreasing their opponent's damage.
  5. ludwig van

    [P4AU] Tohru Adachi Combo Thread

    Hi Adachi board~! Colpevole posted a new combo route a while ago, a little tricky to do but definitely ups the damage. Utilizing j.2C(1) makes for some interesting possibilities. CH 2B > dj.B > land 5B > 2C > SH j.C > land 5C (low to the ground) > IAD j.B > j.2C (1) > land SH j.C > 5B > 5C (full) > 214A (4049) Can also end w/ 236AB~A > 214214D more damage or 5B > 236A~A for what looks like a safejump (need to test it more to make sure) The trickiest parts to this combo are the height you do 5C at and the angle at which j.2C hits the opponent. The ideal height you want 5C to connect is around MIzanagi's chest area. As for the j.2C you want the opponent close to almost directly above you to get the 1 hit. If the opponent flies over your head when you IAD it means the 5C was done too early, but if you get the full j.2C it means that the 5C was done too late. If you end up getting the full j.2C you can still run forward 2AB > 214A for around 400 less damage meterless. I've tested it on the whole cast and I've gotten it to work on everyone but Teddie (you can still use the full j.2C variation on him though). If anyone can get the full version on him let me know~ Btw, this also opens up possibilities w/ AoA~C combos but I need to mess around w/ it more too. The general idea is AoA~C > hold 7 > airdash j.B > j.2C(1) > j.C > land > stuff. You're high up enough that you don't need to shorthop to get the j.C to connect. But that's about all I have on that one for now.
  6. Oi, a little late but if you need any more help I can help run P4 and GG pools.
  7. Finally some Denpa footage! No promises, but there might be more soon.
  8. Yeaahhhhh, if a random person on Twitter tweets at me w/ no real substance I'm going to ignore it, www. And I guess I'll netplay, though I probably won't use Naoto (b/c 1: lol Naoto mirrors, 2: lol netplay). My PSN is theludwigvan, just add me whenever. And my Skype is blargh42, add me and I'll add you to the Naoto Skype if you want.

  9. Oi hey~ It's going alright. Been busy w/ my job, but still playing fightmans. Just was at NEC last weekend. BBCP's alright but I still prefer P4U, I'm really excited for P4U2 obviously (and Xrd too). Speaking of NEC, I guess #midnightmidnite isn't completely irrelevant. I actually saw Glenburg there (though it took me a couple minutes to realize who he was after he introduced himself, wwww) And yeah, I have an ever-growing collection of waifu shit cuz Naoto da bess. <3 And I guess that about does it, how about yourself?

  10. Oi, I have an open spot on my hotel floor if anyone needs a room. PM me if you're interested~
  11. Collapsed: vs. Aigis (UPDATED 3/28/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/28/2014 2/26/2014 a-cho Click! ??? vs. ??? 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 3/25/2014 2/26/2014 a-cho Cerberus Click! ??? vs. ??? 3/25/2014 3/2/2014 Taito Qualifier Click! Ahiro vs. Mui 1/26/2014 1/05/14 a-cho 2v2 Click! ??? vs. ??? 1/08/2014 1/05/14 a-cho 2v2 Click! ??? vs. ??? 12/29/2013 12/22/13 LOOP Okazaki Casuals Click! ??? vs. ??? 12/13/2013 11/28/13 Tokyo Leisureland Click! ??? vs. ??? 12/13/2013 11/30/2013 Kagoshima AML Click! ??? vs. ??? 12/13/2013 11/28/30 Game Chariot Click! Shadow vs. ??? [/table] Collapsed: vs. Akihiko (UPDATED 3/28/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 3/26/2014 1/22/2014 a-cho Click! ??? vs. ??? 12/13/2013 11/30/13 Central Hachioji Casuals Click! ??? vs. ??? 12/13/2013 11/30/13 Central Hachioji Casuals Click! ??? vs. ??? 12/13/2013 11/30/13 Central Hachiouji Casuals 1 , 2 ??? vs. ??? [/table] Collapsed: vs. Mitsuru (UPDATED 3/26/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/26/2014 1/15/2014 a-cho Click! ??? vs. ??? 3/25/2014 2/26/2014 a-cho Cerberus Click! ??? vs. ??? 3/25/2014 3/2/2014 Taito Qualifier Click! Spinking vs. Sabuni 3/25/2014 2/28/2014 Taito Qualifier Click! Shadow vs. Pepe 2/15/2014 1/16/14 Shinjuku Sportsland Click! Eru vs. MEN Tenchou 2/15/2014 1/16/14 Shinjuku Sportsland Click! Spinking? vs. MEN Tenchou 1/25/2014 1/19/14 Taito Yokohama 2v2 Click! ??? vs. Shuuto 1/25/2014 1/11/14 Urban Square 3v3 Click! ??? vs. Wakabo 1/24/2014 12/30/2013 Central Hachiouji 2v2 Click! ??? vs. ??? 12/29/2013 12/22/13 LOOP Okazaki Casuals Click! ??? vs. ??? 12/21/2013 12/14/2013 Amipara Technoland Click! ??? vs. ??? 12/13/2013 11/28/13 Tokyo Leisureland Click! ??? vs. ??? 12/13/2013 11/30/13 Central Hachiouji Tourney Click! ??? vs. ??? 12/13/2013 11/30/13 Central Hachiouji Tourney Click! ??? vs. ??? 12/13/2013 11/30/13 Central Hachioji Tourney Click! ??? vs. ??? 12/13/2013 11/28/13 Game Chariot Click! Shadow vs. ??? 11/28/2013 Day 1 Click! ??? vs. ??? [/table] Collapsed: vs. Junpei (UPDATED 3/282014): [table] DATE ADDED EVENT LINK PLAYERS 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 1/25/2014 1/19/2014 Taito Yokohama casuals Click! ??? vs. Xie x2 12/13/2013 11/28/13 Game Chariot 1 , 2 Shadow vs. ??? [/table] Collapsed: vs. Yukari (UPDATED 3/28/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/28/2014 2/26/2014 a-cho Click! ??? vs. ??? 3/28/2014 2/19/2014 a-cho Click! ??? vs. ??? 3/25/2014 2/26/2014 a-cho Cerberus Click! ??? vs. ??? 2/15/2014 2/10/14 MAXIM HERO 1 , 2 Denpa vs. Tahichi 1/08/2013 1/05/14 a-cho 2v2 Click! ??? vs. ??? 12/13/2013 11/30/13 Singles (no audio) Click! Ahiru vs. Tahichi 11/28/2013 Day 1 Click! ??? vs. ??? [/table] Collapsed: vs. Labrys (UPDATED 3/25/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/25/2014 2/28/2014 Taito Qualifier Click! Akimura vs. Har 1/25/2014 1/19/2014 Taito Yokohama casuals Click! ??? vs. Koma 1/08/2013 1/05/14 a-cho 2v2 Click! ??? vs. ??? 12/29/2013 12/20/2013 Gifu Leisureland 1 , 2 ??? vs. ??? [/table] Collapsed: vs. Shadow Labrys (UPDATED 1/26/2014): [table] DATE ADDED EVENT LINK PLAYERS 1/26/2014 ??? Click! Waka vs. Nerina [tr] 12/13/2013 11/28/13 Game Chariot 1 , 2 Shadow vs. ??? 12/13/2013 11/30/13 Central Hachiouji Click! ??? vs ??? [/table] Collapsed: vs. Elizabeth (UPDATED xx/xx/xxxx): [table] DATE ADDED EVENT LINK PLAYERS x x x x x x x x [/table] Collapsed: vs. Sho (UPDATED 3/25/2014): [table] DATE ADDED EVENT LINK PLAYERS 3/25/2014 3/2/2014 Taito Qualifier Cl ick ! Ahiro vs. (P)DIE-chan 1/25/2014 1/19/14 Taito Yokohama 2v2 Click! ??? vs. (P)??? 1/25/2014 1/9/14 Shinjuku Sportsland 3v3 Click! ahiru vs. mato 1/24/2014 12/30/2013 Central Hachiouji 2v2 1 , 2 ??? vs. (P)??? 1/24/2014 1/2/14 Shinjuku Sportsland Click! ??? vs. (P)DIE-Chan 1/24/2014 12/21/13 Port 24 Yagoto Click! ??? vs. (P) ??? 1/24/2014 12/21/13 Port 24 Yagoto Click! ??? vs. ??? 12/29/2013 12/24/13 Sasashima 2on2 Click! ??? vs. (P)??? 12/13/2013 11/28/13 Game Chariot Click! Shadow vs. ??? [/table] Combo Videos: (UPDATED 1/08/2014) SB Critical Shot by Kamoihito Video by Misaka Minato 2%5BC%5D Fatal Combo video by ??? 12/18/2013 SNaoto combo video by Kamoihito 12/23/2013 SB Critical Shot combo by Kamoihito 1/5/2014 SNaoto combo by Kamoihito 1/7/2014 Naoto combos by ??? (Nico) Misc: (UPDATED 1/25/2014) Naoto training mode stuff Doonpa Naoto Tutorials https://www.youtube....h?v=EjS7CobTRMI https://www.youtube....h?v=4SnMcXZ03_o https://www.youtube....h?v=d0Menb2xgnY
  12. Contents 1.) Introduction 2.) Main Combos 2A.) Combo recommendations (READ FIRST) 2B.) Mid-screen 2C.) Corner 3.) Hamaon/Mudoon 4.) SMP combos 4A.) SMP 101 4B.) Mid-screen 4C.) Corner/Near-Corner 5.) Challenge Mode This thread is for posting any and all combos for Naoto. This thread will be updated continuously over time so all contributions are welcome. More info will be coming soon! [table=width: 710, align: center] General Notations UsedSpecial Notation Used [table=width: 335, class: grid] j.Jump hj.High Jump ad.Air Dash iad.Instant Air Dash |>Land mj.Mini Jump dj.Double Jumpjc.Jump Cancel hjc.High Jump Cancelji.Jump Install dc.Dash Cancelsc.Super Cancel CHCounter HitFCFatal Counter OMCOne More CancelOMBOne More Burst AOA-CAll-Out Attack ending with C finish AOA-DAll-Out Attack ending with D finish QEQuick EscapeATAir Turn { }Whiffed Input[ ]Hold Input (N)Attack must deal N amount of hits. [???]xNRepeat ??? N amount of times. SMPxNRepeat the SMP loop [236B~D] N amount of times. 5D(s)Summon Persona w/ 5D 5D(a)Attack w/ summoned Persona[/table] [table=width: 335, class: grid] DM:Damage SP:SP Gain[/table][/tr][/table] ***NOTE: All combos ending with 236A~D get you 214D oki.*** Naoto Combo Recommendations! This is a list to help people starting to learn Naoto a starting point for combos instead of having to go through a long list of different combos and SMPs. All combos listed after these are for people who want to learn even more combos with Naoto. Notes: 1. Every combo that ends with 236A~D is so you can set up trap oki. 2.For information on the SMP loop, look here. Combos will be shown as: Combo input:damage/meter gain/misc. notes (if any) Combos are listed from least damaging to most damaging in their sections. Midscreen: Meterless 2AB > 236A~D:973/7 5AAA:980/18/sets up a safe jump-in or gives you space to zone and lay down traps, good meter gain. 5AAAAAAAAA(A):1458/26/Auto-Combo, good meter gain, super usage optional but useful if it'll kill or on Persona reliant opponents (Yukiko, SLab, Liz, Kanji, Naoto) 5AA > 5B > 5C > sj AD j.A > j.B > j.C > land dash 2A > 5AAA:1784/28/harder version of combo 2, but pushes the opponent farther into the corner and gives more meter, sj and AD must be done in quick succession yet separately. AoA~C > j.B > j.C > dj.B > j.C > j.D:2349/26/can end w/ 236236A to silence + extra damage, can leave out j.D to try to hit opponent w/ j.214C/j.214D (Trap hits) 5C > IAD j.A > j.C > land 5C > 236B~Cx5:2645/23/for players who might be having trouble landing the next combo on certain characters (mostly Chie) (Trap hits) 5C > IAD j.A > j.C > land 5C > 236B~D > dash 5C > IAD j.A > j.C >land 5C >236A~D:3533/27 (D trap hits/C trap CH) 5B > 5C > IAD j.A> j.C> land 5C > 236A~B > OMB > dash 2[C] > dash 2B > SMPx13 > 236A~D:9205/16 pre-burst/OMB meterless SMP, if you're having trouble w/ the OMB try assigning it on an unused button. With Meter CD~C > delay 236236B:878/6 pre-super/excellent for reducing the opponent's Fate Gauge (takes off 8), in the corner you don't have to delay the 236236B. j.CD > OMC > j.C > land dash 5C > 236B~D > dash 5C > 236A~D:3326/6 pre-OMC/air-throw combo 1 j.CD > OMC >j.C >land 5C > IAD j.A > j.C >land 5C > 236B~Cx5:3683/6 pre-OMC/air-throw combo 2 CD~C > 23236D > dash 214D > 2A > 2B> 236A~B~D(214D hits) > 5B > 5C > SMPx7 > 236A~D:5337/6 pre-Mudoon/for Teddie, must be done 1/2 of the way or closer to the corner. CD~C > 236236D > 214C(hits) > 214D > 236A~B~D(214D hits) > 2[C] > 2B> 5C > SMPx7 > 236A~D:5713/6 pre-Mudoon/doesn't work on Teddie, must be done 1/2 of the way or closer to the corner. 5D~D > 2C > 236236D > dash 214D > 236A~B~D (trap hits) > 2[C] > 5AA > 5C > SMPx14 > 236A~D:10331/7 pre-Mudoon/dashing forward while the opponent is being hit by 5D~D is recommended especially if you're farther from the corner, must be done 1/2 of the way or closer to the corner. (214D hits) 5C > IAD j.A > j.C > land 5C >214A~Cx5 > Mudoon >214C (it hits) > 5D(s) > 236A~D > 5D(a) > SMPxN:Death/23 pre-Mudoon/must be done 1/2 of the way or closer to the corner. Near Corner: Meterless AoA~D > 5B > 5C > 236B~D > 5C > IAD j.A > j.C> land 5C > 236A~D:2898/35/must be done 3/5 of the way or closer to the corner, great for building meter. AoA~D > 2AB > 236A~B > OMB > 2[C] > 2B > 5C > SMPx9 > 236A~D:5764/21 pre-burst/OMB meterless SMP, must be done 3/5 of the way or closer to the corner. 5C standing CH > 2[C] > 5B > 5C > sj AD j.A > j.B > j.C > land dash 2A > 5AA > 2B > 5C > SMPx6 > 236236D > SMPx6 > 236A~D:7507/53 pre-Mudoon/doesn't work on Teddie, SLab, Lab, Yosuke, must be done 3/5 of the way or closer to the corner, sj and AD must be done in quick succession yet separately, can be started meterless. With Meter 2AB > 236A~Bx5 > 236236D > 214D > 2A > 2B > 236A~D(214D hits) > 2[C] > 5C > SMPx6 > 236A~D:5326/11 pre-Mudoon/for Teddie,must be done 3/5 of the way or closer to the corner. 2AB > 236A~Bx5 > 236236D > 214C(hits) > 214D > 236A~D(214D hits) > 2[C] > 2B> 5C > SMPx6 > 236A~D:5622 /11 pre-Mudoon/doesn't work on Teddie, must be done 3/5 of the way or closer to the corner. AoA~D > 5B > 236236D > 214D > 236A~B~D(214D hits) > 2B > 5C > SMPx13 > 236A~D:7942/17 pre-Mudoon/must be done 3/5 of the way or closer to the corner. For more regarding near-corner SMPs, scroll down for Jason D's notes. Corner Meterless CD~C > 5C > 236B~D > 5C > 236A~D:2121/20 5AA > 5B > 5C > 236B~D > 5C > IAD j.A > j.C > land 5C > 236A~D:2405/23 With Meter (When cornered) 214AB~Ax5 > 236236D > 214D > 236A~D(214D hits) > 214C > 2A(214C hits) > 5AA > 5C > SMPx11 > 236A~D:7370/0 pre-Mudoon Jason D's SMP Notes: (note: these are for any starter that isn't already listed, full pastebin doc here) Thanks to Bond, Mynus, Diarmuid, Jason D, and Kyle for their contributions to this! Other Naoto Combos 2B.) Mid-screen Normal Starters - 5AA > 5C > 236B~Cx5 - 5B > 5C > 2C - CH j.C |> 5C > 236B~D > dash 5C > IAD j.A > j.C |> 236A~D - 5AAAAAAAAA(A) (50 meter used if available, auto-combo) - 2[C] > 5AA > 5B > 5C > 2C - 5D~D > 5C > 2C - 5AA > 5C > 2AB > 236A~D - 5AA > 5C > 2AB > 236AB~Cx5 (25 meter required) - 5B > 2AB > 236A > OMC, 5B > 5C > IAD j.A > j.C > 5C |> 236B~D > dash 5C > IAD j.B > j.C |> 5C > 236A~D (50 meter required) - 5B > 2AB > 236A > OMB-2[C]-5C-IAD j.A-j.C-5C-236B~D-5C-IAD j.A-j.C-5C-236A~D (burst required) - 5D(s) > 214A~Ax5 > 5D(a) > 214A~Cx5 - 5B > 2AB > 236A > OMB, dash 2[C], dash 5C > IAD j.A > j.C |> 5C > 236B~D, dash 5C > IAD j.B > j.C |> 5C > 236236D, dash 214D, 2AB > 236A~D (214D hits) > 2[C], dash 5C > 236B~D > 236A~D (50 meter + burst required) Skill / Boost Skill Starters - (214D hits) 5C > 236B~D, dash 5C > IAD j.A > j.C |> 5C > 236A~D - (214D hits) 5C > IAD j.A > j.C |> 5C > 236B~D, dash 5C > 236A~D - (214D hits) 5C > IAD j.A > j.C |> 5C > 236B~D, dash 5C > IAD j.A > j.C |> 5C > 236A~D - 214A/B~Ax5 > 236236A (50 meter required, distance from opponent doesn't matter) - System Starters - CD~C, delayed 236236B (50 meter required) - 2AB > 236A~Cx5 > 236236A (50 meter required) - AOA-C > j.B > j.C > dj.B > j.C > j.D > j.236236A (50 meter required) - CD > OMC, jump back j.214D, airdash crossup |> 2AB > 236A~D > 5C > 236B > 5C > 236A~D (50 meter required) - FC CD (w/ fear), 2A > 5C > IAD j.A > j.C |> 5C > 236B~D > 5C > IAD j.A > j.C |> 5C > 236A~D - j.CD > OMC > j.C |> 5C > 236B~D, dash 5C > IAD j.A > j.C |> 5C > 236A~D (50 meter required) - low j.CD > j.A |> dash 5B > 5C > 236B~Cx5 - low j.C+D > j.A |> dash 5B > 236B~D > dash 5C > IAD j.A > j.C > dash 5C > 236A~D SP Skill / Awakening SP Skill Starters - 214214A/B~Ax3~C/D > 214214A/B~Ax2~C/D - 2C.) Corner (Note: all 236236D combos can also be done near-corner) Normal Starters [*]- 5AA > 5C > 236B~D > 5C > IAD j.A > j.C |> 5C > 236A~D [*]- 5AA > 5C > 236B~D > 5AAAA~D [*]- 5AA > 5C > 236AB~D > dash 5C > 236B~D > 5C > 236A~D [*]- 5AA > 5C > 236B~D > 5C > IAD j.A > j.C > dj.C > j.D > j.236236A (50 meter required) [*]- 5AA > 5C > 236B > 236236B > 5B > 5C > IAD j.A > j.C |> 5C > 236A~D (50 meter required) [*]- CH 5B > 5C > 236B~D > 5C > 214A~Cx5 > 236236D > 214D > 2B > 5C > 236A~D > backdash 2[C] > 5C > IAD j.A > j.C |> 5C > 236A~Bx5 (50 meter required) [*]- Skill / Boost Skill Starters [*]- 214A/B~Ax5 > [214214A/B~Ax3~C/D]x2 (100 meter required) [*]- 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 [*]- FC 236B~Cx5(last 2 shots connect) > 236236D > 214C > 214D > 236A~D > 5C > 2[C], 5B > 5C > 2[C], 2B > 5C > 2[C], 5C > IAD j.B > j.C > 5C > j.C > j.D |> 236A~Bx5 > 236236A (100 meter required) [*]- FC 236B~Cx5(last 2 shots connect) > 236236D > 214C > 214D (214C hits) > 236A~D (214D hits) > 5C > 2[C], 5B > 5C > 2[C], 2B > 5C > 2[C], 5C > IAD j.B > j.C |> 5C > IAD j.C > j.D |> 214214A/B~A~C/D > 214214A/B~Ax3~C/D (150 meter required) [*]- FC 236B~Cx5 > 236236D > 214C > 214D (214C hits) > 236A~D (214D hits) > 5C > 2[C] > 5B > 5C > 2[C] > 2B > 5C > 2[C] > C > IAD j.A > j.C |> 5C > IAD j.C > j.D |> 236A~Ax5 > 236236A System Starters [*]- CD~C > 5C > 236B~D > 5C > 236A~D [*]- CD~C > 236236B > dash 5B > 5C > 236B > 236236B > dash 2AB > 236A~D (requires 100 meter) [*]- CD~C > 5C > IAD j.B > j.C |> 5C > 236B~D > 5C > 236A~D [*]- AOA-D > 5B > 5C > 236B~D > 5C > IAD j.A > j.C |> 5C > 236A~D [*]- AOA-D > 5B > 236B~D > j.D > j.214CD > j.B > j.D |> 236A~D > 5C > 236B~D (25 meter required) [*]- SP Skill / Awakening SP Skill Starters [*]- (cornered) 214214A/B~C/D > 2B > 5C > 236B~D > 5C > IAD j.A > j.C |> 5C > 236A~D (50 meter + Awakening required) [*]- (cornered) FC 214214A/B~C/D > 2B > 5C > 236B~Cx5(last 2 shots connect) > 236236B > 214C > 214D > 236A~D > step back 5C > 2[C] > 5B > 5C > 2[C] > 5C > IAD j.B > j.C |> 5C > IAD j.C > j.D |> 214214A/B~Ax3~C/D (150 meter + Awakening required) 3.) HAMAON/MUDOON 3.) Hamaon/Mudoon Combos These are all good to know when you're able to instant-kill your opponent, or also for making SMP combos in Mudoon's case. The following chart shows what moves can connect into Hamaon/Mudoon. All moves are on an airborne opponent unless stated otherwise, tested on Yu. H= Hamaon, M = Mudoon, * = ground or air hit, ** = corner only, CH = counter hit only [table=class: grid] Move H M 5A X CH X 5AA - X 5AAA X X 5B X CH X 5C X CH X 5D~D - X* 2A - X CH 2B X CH X 2C - X* j.A - X CH j.B - X CH j.C - X j.D - X 236B X* X* A shots x 5 - X* B shots x 5 - X* C shots x 5 - X 214C (near ground) X* X* 214D X* X* CD~C X** X OMB X* X* [/table]
  13. First off, here's an interesting video showing some fatal starter SMPs As for the combo list, the reason why it is how it is is b/c there are a ton of different ways to make SMP combos and to list them all would take way more time than it's worth, so I made the combo recommendations section to serve as a starting point for people picking up Naoto. Everything else outside of that may be poorly optimized. That said however, I think this thread could use one more update before P4U2. Maybe add/remove a few combos from the recommendation part, and add more to the general section. So, expect that to be finished within a week or so.
  14. (BTW, long time no talk :3)

  15. Oi, I guess this is now the best place to contact you atm? But anyhoo, Mayonaka got hacked and specifically needs your help (and yes, of all the people to look for you, here I am wwwww). I think they've been looking for you on Skype, but IDK for sure since I got booted from the chat when they got rid of character mods. :v:

  16. ludwig van

    [AC+R] News & Gameplay Discussion

    I bought it 3 times (XBL/PSN/JP PSN just for +R), it was worth it~ :3
  17. ^If you're having trouble with B shot > omb, I'd recommend binding burst to a button. Makes it a lot easier.
  18. Followup to this: skip the 2A and you can get 9922 damage, or 9977 w/ C shots ender, though atm I'm too tired to connect 236A as an ender.
  19. A couple of nights ago, I went into the lab w/ the goal of a OMB SMP off of a sweep since it's one of Naoto's strongest moves. My results were: 2AB > 236A~Bx1 > OMB > dash 2[C] > slight delay 5AA > slight delay 5C > IAD j.A > j.C > land 5C > 236BxN for 6942 damage w/ 236A ender and 2AB > 236A~Bx1 > OMB > dash 2[C] > 5B > 5C > IAD j.A > j.C > land 236AB > 236BxN for 8505 damage w/ 236A ender for 25 meter. Tbqh, w/ this 2nd one and some Diarmuid's combos, I think using 236AB into 236BxN instead of a 2nd 5C should be something we should all explore more. All in all, good stuff everyone. Even though we play arguably the least used character in the game, the fact that there's fairly consistent discussion for her going on makes me happy. :3
  20. lol I was just about to post that. But yeah, that video is too funny.
  21. ludwig van

    [CSE] PSN Match Finder/GG Thread

    What is this "losing" people talk about? It's never happened to me before. :v:
  22. You have to hit the opponent w/ the 1st hit of 236B right as they get hit by the last hit of 5D(a). Be sure that the first hit of 5D(a) is practically hitting OTG from the 236A so it doesn't send the opponent too high.
  23. The above will be worked into the opening posts (as well as a small update to the SMP section) tomorrow, got other stuff I need to do tonight lol. :X
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