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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"

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Discuss all things Naoto related here.

Changes (WIP)

General:

  • Health: buffed to 8500
  • Fate: After the first move that reduces fate, if combo'd into more moves that reduce fate, those moves take away 1 fate outside of shotgun super and a single 5th shot.

Normals:

  • 5AA: Naoto steps on her opponent's foot, hits low.
  • 5AAA: Naoto kicks her opponent, looks similar to AoA kick, causes ground bounce on air hit.
  • Rest of the autocombo: after 5AAA, appears to be A Double Fangs~A shots, assumed to end w/ 236236A super if the player has enough meter.
  • Shadow Naoto's autocombo: Naoto's auto combos from P4U1.
  • 5B: Dash cancel-able
  • 2B: Head invuln seems buffed (It's landing a lot more now as an AA)
  • 2C: Special-cancelable, takes away 1 fate.
  • 2[C]: Fatal counters, takes away 2 fate.
  • 5D: Faster, Persona doesn't auto correct direction once summoned. Slightly more visible when moving forward it seems.
  • 4D: New move, like 5D but slower.
  • j.C: Hits overhead
  • Throw~C: Special cancelable, takes away 1 fate now.

Specials:

  • Aim: Gun reloads after all shots are fired, takes time to refill. Cancelling out before all are shot leaves it at the amount you had. If you enter Aim stance w/ 1 shot remaining and the shot connects, it takes away 3 fate instead of 1.
  • Aim~6D: New followup similar to DP. Doesn't use or require bullets, but requires Persona. Takes away 1 fate.
  • j.236A/B: Double Fangs but done in the air. Doesn't seem too be much you can combo into after landing this.
  • Traps: Can now lay 3 of each for a total of 6, D traps can't be destroyed by air moves anymore, hitstun on traps in general is reduced, removes 4 fate.
  • 236C/D "Venom Zapper": New special, sends Persona upwards and poisons them if it connects, has AA properties.
  • DP~4A/B/C/D "safety": New DP input, after DP is triggered Naoto backdashes.

Supers:

  • Mudoon: Don't use this outside of IK, useless otherwise. Now air unblockable.
  • Critical Shot: D version makes Naoto turn around and kick in the other direction.
  • SB Guns(236236AB): Naoto shoots her SMG and then her shotgun. Silences and fears the opponent. Can combo into itself. :vbang:
  • SB Hamaon (236236CD): Tracks to where the opponent is.
  • SB Raid (214214AB): Naoto can shoot 5 shots instead of 3.
  • SB Critical Shot (214214AB~C/D): Hurts, a lot.


BZW2IN4CYAApqJd.jpg

Loketest 3

Loketest 2

Loketest 1

From 2nd loketest:

http://www.youtube.com/watch?v=cZjeF2apC94

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Naoto info from stunedge. Anyone with moonrune knowledge want to help out?:

白鐘直斗:

新規追加要素:

・空中二連牙

空中で二連牙

・ベノンザッパー

上への切り上げ、毒付与

5Cとかから繋がる

変更点:

・5Dの発生が早くなった

・足払い>5Dのルートが削除

・射撃のリロード時間が長い

・罠の硬直増加

・逆ギレが攻撃を取らなくても派生可能

・B二連牙の浮きが変わってハードルができない

・クリティカルシュート追加攻撃の振り向き方向をボタンで選べる

+Double Fangs now useable in the air.

+New move: Venom Zapper (Venom Blade), inflicts Poison. Can combo after 5C.

-Sweep > 5D gatling removed.

-Reloading bullets has more recovery

-Traps have more recovery

-SMP Loop removed. No longer possible to loop B Double Fangs.

+During Critical Shot, inputting additional shots auto-corrects Naoto's direction?

Not sure about what this bit means:

・逆ギレが攻撃を取らなくても派生可能

Something about her Furious Action.

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Alright, so I asked Omecross to translate some tweets of Denpa's, and got the following info:

5C > venom works on standing opponents. venom allows for air tech in that scenario however. He was unsure if he could either (pursuit and combo with j.a) or (chase hte tech with j.a to pressure) it seems like.

5C > B fang did not combo. he then comments he believes the starter was dashing 5B 5C > 236B

sounds like 5C > C shots > Mudoon doesn't work. critical shot is just C for normal, D to turn around.

shadow naoto could speical cancel 2C to a move - not confirmed if it was in shadow mode or not. apparently comboed into a special the guy didn't know lol.

comments about air to air 236B > might be able to combo off of it. also j.c > j.236b might be a route, or even j.236B > jump j.C j.236B might have been a thing. either way j.c 236b worked lol. apparently low backdash j.d > j.236A worked as well.

apparently every part of 5D seems faster to the eye (as in, guesstimating?)

D trap > j.a j.c land mudo did not work. he thinks it wans't user error, it absolutely wouldn't work. he also couldn't get it off of B fang?

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Stunedge updated his evernote.

Not 100% sure on these.

コンボ中の運命カウントの減り方が一回目は技ごとに設定されている数値分を削り、

二回目以降はすべて1のみ削る、コンボ中削れるカウントの制限がなくなった?

-No idea about this. Something about how Fate counters work in combos changed.

SB甲型で甲型>乙型という超必が出る。魔封+恐怖+運命カウント6削れる

-SB Anti-SP Pistol combines Silence and Shotgun supers. Inflicts Silence, Fear, and depletes 6 Fate counters.

ムドオンの発生が遅く、ボーナス補正がない

-Mudoon has more startup, bonus proration is gone?

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Stunedge updated his evernote.

Not 100% sure on these.

コンボ中の運命カウントの減り方が一回目は技ごとに設定されている数値分を削り、

二回目以降はすべて1のみ削る、コンボ中削れるカウントの制限がなくなった?

-No idea about this. Something about how Fate counters work in combos changed.

SB甲型で甲型>乙型という超必が出る。魔封+恐怖+運命カウント6削れる

-SB Anti-SP Pistol combines Silence and Shotgun supers. Inflicts Silence, Fear, and depletes 6 Fate counters.

ムドオンの発生が遅く、ボーナス補正がない

-Mudoon has more startup, bonus proration is gone?

i believe you're accurate on that.

first note: first move removes fate counters normally, every move after removes 1 counter. as far as they can tell there might not be a restriction on how many fate counters you can remove after that. (granted it's all 1, 1 ,1 ,1)

edit:

Air fangs:

A ver strikes downwards and does a small bound. 5A followup possible

B ver strikes downwards and causes a huge groundbounce. no followup because of how big it is.

can cancel all air normals into fangs. both seem to hit once i guess.

untech time in 5DD increased

reload time is like 4-5 seconds (holy shit lol what)

sounds like traps can't be used as okizeme

untech time on 5C has been lowered. 5C > fangs b doens't work on standing opponents.

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Here's an updated movelist:

http://img28.imageshack.us/img28/6639/98sr.png

Some things of note from this:

DP counter apparently needs to be triggered again before followups (followups could be used w/o absorbing a hit last loketest) #RIP

New DP followup, DP~4A/B/C/D, called "Safety" apparently.

New Aim followup, Aim~6D, it's grouped w/ the rest of her shots on the movelist so it's probably safe to say it's a new shot angle or something similar.

Here's a picture of Shadow Naoto's portrait:

BVGGSOMCUAArfF_.jpg

And a picture of a new move, probably Venom Zapper.

q0xf.png

I'll figure out how I want to update the OP later, too much stuff going on atm.

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movelist translation

Naoto Shirogane

Furious Action

正義の盾 Shield of Justice - (triggers on opponent’s attack) B+D (requires Persona)

=> 力ウンターショット Counter Shot - (when Shield of Justice is triggered) A/B/C/D or 6A/B/C/D (requires Persona)

=> セーフティー Safety - (when Shield of Justice is triggered) 4A/B/C/D (requires Persona)

Skills

ニ連牙 Double Fangs (AIR OK) - 236A/B

狙撃構え Aim - 214A/B

=> 狙撃 Snipe* - A/B/C or 6D

=> 構え解除 Cancel Aim - D or 214A

ベノンザッパー Blight - 236C/D (requires Persona)

感圧起爆型メギド Hair-Trigger Megido (AIR OK) - 214C/D (requires Persona)

SP Skills

対S事案用特殊小銃:甲型 Anti-S SP Pistol a (AIR OK) - 236236A

対S事案用特殊小銃:乙型 Anti-S SP Pistol ß (AIR OK) - 236236B

ハマオン/ムドオン Hamaon/Mudoon - 236236C/D (requires Persona)

Awakening SP Skills

ホールドアップ! Raid* - 214214A/B then A/B

クリティカルシュート Critical Shot - 214214A/B then C/D

* = Naoto has 5 shots during snipe stance, and 3 shots during raid stance.

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Info from the latest Loketest so far...

・New input in gun stance: 6D

・New input during DP: 4A/B/C/D. Name is ‘Safety’. What it does is unknown. DP seems to be a counter once again.

・Throw dash cancel possible.Can combo off of midscreen throw

・Air B Fang > Mudoon/Gun super possible

・(両メギの明美不能時間大幅減少) -> Trap (untech time? used a weird term, no idea) is drastically reduced.無印のCメギに近い.Recovery is back to how it was now (on c trap?).Still a longer recovery on air SB Traps

・Shooting 6D (new bullet pattern) untech time sucks (is smelly www).combo ender -> 5C>shooting 6D > A Fang is a new way to end combos, advantageous.C trap oki possible. C trap takes 1 count now (someone contradicted this later? maybe he hit it mid combo and was confused lol).

・Critical shot’s left/right variation are still mysterious, send the opponent wallbouncing the same way regardless (I think, could be error).SB Raidは初段2発撃つ (Something… about shooting twice during SB raid?)

・5D did not autocorrect once it went past the opponent.harder to use

Weaker than the previous version, but the Mudoon bonus proration is definitely there. Traps are 3 counters?.Cばらまこっか

・SSK found a pattern with SB shooting stance.AB、BC、AC、6CD all work for going into different SB gun stances?? (holy shit what lol. I must be misunderstanding something?).Each bullet takes one out of the clip, last bullet is more powerful. AB version bulelts did 1250 and removed 2 fate counters

・if close, 5B > 5C > 2C > B fang > 5C > JA > JC > 5C > A fang > 6D shots

0.

・C Trap okizeme seems possible, but because you get no return on trap hit, it’s not worth it

・2C, throw followup deal 2 counters

・Counter shot revision deals 3

・Counter shot、C Trap D Trap =4

More info for those that can read Japanese

http://blog.goo.ne.jp/ahiru06081/e/d339e22e089739b323896c986f0580f1

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For those who haven't seen it yet, there's cell phone footage of Shadow Naoto vs. Yukiko now in the first post, thanks to Omecross~

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Latest info from Omex's google doc, translation courtesy Kikirin:

https://docs.google.com/document/d/1AC9gYVzyUaFDZFsf-LXIGGoyZnG1Wws4Gp96Tdgk58w/edit?pli=1#heading=h.m3nsi4gbhztk

Naoto

trap startup is faster

直斗くん、d罠がJ攻撃で壊れなくなった、

弾数システムは残存、

弾使い切ってても前Dの拡散弾は撃てる。逆ギレ取らないでも撃ったりはできなくなった。

コンボは伸びづらそうだけど、優位を維持して動くことはできそう。面白いかも。

http://www.dustloop.com/forums/showthread.php?16895-P4U2-News-Gameplay-Discussion/page28&p=1571601&viewfull=1#post1571601

"- D traps aren't broken by jump attacks.

- Bullet count system preserved.

- Even when bullets are exhausted, can still shoot 6D bullets. (Probably a bug.)

- Still can't use Counter Shot when furious action doesn't catch an attack.

- Combos have difficult-looking extensions, but pressure-preserving movement seems possible. Could be interesting."

It's not a bug, her new bullet pattern is acutally just her short range DP blast (it doesn't use bullets, it's the persona shooting for her)

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Alright, this thread is now /the thread/ for general Naoto discussion in P4U2. Play nice~

And I just want to say: 2B looks solid (though to be fair, it's only off of day 1 footage).

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Impressions from day 1 footage:

-EX Gun super is as lulzy as imagined. So many fraud comebacks once she hits Awakening. Naoto fires off the silence shots then blaps the fear shot on them right afterward. Also if the silence shots kill off the opponent, the fear shot won't take away fate counters after they're dead.

-If the traps have more recovery, they don't look like it. They seem exactly like P4A vanilla. I guess they reverted this change for the final version.

-2C special cancel is a trip, Naoto can do a midscreen bnb into 2C > shots.

-New corner combos look weird but kind of cool, also it seems like trap oki is still possible afterwards. The Naoto player I was watching ended a corner combo with C trap and was able to block Labrys's gear super afterward.

-Apparently Venom Zapper actually has pretty good head invul, if you trade with an air attack Naoto might be safe but you may lose a Persona card. I will gladly give up a card for smacking people out of the air and poisoning them though.

-5D is mega fast now like woah. Definitely looks like a more effective zoning tool.

-Airdash > EX trap fastfall is still in.

-Bullet recharge gauge is sadness, but considering the multitude of buffs Naoto got it's manageable. It looks like we'll really have to decide if it's worth it to use the bullets for extra fate or an extended combo since they won't always be available.

-Didn't get to see if jC hits overhead or not yet.

www.youtube.com/watch?v=QdZvB-HrzLM&t=9m18s

Looks like EX Aim is still Fatal recovery. Also it looks like B bullet hits low no matter how high it hits them now (or was it always like this?)

www.youtube.com/watch?v=QdZvB-HrzLM&t=14m57s

Looks like shots push the opponent back a lot on block, so they seem much safer to end a blockstring with. The new 6D bullet is really cool. I like that it's available even without bullets empty so you can still finish off bnbs and take away a fate counter.

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To celebrate, have another Ahiru blog post: http://blog.goo.ne.jp/ahiru06081/e/b1e33e624eb1a6c1de891aed3bf7d8f6

The biggest thing noted is that B Fang's SMP seems to be more lenient, and that he could squeeze in two B Fangs in a combo and still get knockdown at the end. A couple sample corner combos making use of it:

- 5B > 2C > B Fangs > 5C > IAD j.B > j.C > 5C B Fang > A Fang. 2500 damage, 24 meter

- CH air backdash falling j.D > 5B > 5C > B Fangs > IAD j.B > j.C > 5C > B Fang > A Fang. ~3800 damage

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^I like how they did throw > followup > set trap > final shot all off a throw too.

Is it just me or do Naoto's traps do more chip damage now? Or maybe it's just because people are blocking multiple traps more often now.

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Combo notation for the 2[C] Fatal combo posted in the video thread:

http://www.nicovideo.jp/watch/sm22406869

(corner) 2[C] FC > 5B > 5C > C Zapper > 5C > IAD jC > jD > 5B > 5C > C Zapper > 5C > B Fangs > 5C > IAD jB > jC > 5C > 214A~Cx5~6D (52 meter gain, 4682 dmg + poison + 4 Fate)

(midscreen) 2[C] FC > dash 5B > Sweep > SB Zapper > dash 5C > IAD jC > land 5B > 5C > 2[C] > 5C > IAD jB > jC > 5C > B Fangs~Cx5~6D (uses 25 meter, 4159 dmg + poison + 4 Fate)

(corner) 2[C] FC > dash 5B > 5C > B Fangs > 5C > C Zapper > 5C > IAD jC > SB Trap > land 5AA (C trap hits) > 5C > 2C > 236A(D trap hits)~Cx5~6D (uses 25 meter, 4927 dmg + poison + 7 Fate)

(corner, air hit) 2[C] FC > 5B > 5C > 2C > B Fangs > 5C > C Zapper > 5C > IAD jC > SB Trap > land 5AA (C trap hits) > 5C > 2C > 236A(D trap hits)~Cx1 (last shot) (uses 25 meter, 4202 dmg + poison + 9 Fate)

(midscreen) 2[C] FC > dash 5B > Sweep > SB Zapper > dash 5C > IAD jC > land 5B > 5C > C Zapper > 5C > B Fangs > 5C > IAD jB > jC > 5C > 214A~Cx5~6D (uses 25 meter, 4730 dmg + poison + 4 Fate)

I had no idea 2[C] was a Fatal now, was it like this for a loketests? Hard to visually tell if the time needed to charge 2C was really lessened in the final version, but giving it FC definitely helps discourage people from mashing out of it. Awesome damage from these confirms especially when you factor in the poison adding in about 800 invisible damage. Naoto is just looking scarier and scarier.

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Compared to how she was in the original game, I think it's safe to assume Naoto will have her revenge!

The only thing I can think of that will potenitally hurt is her cool down meter on her gun, but it should be made up for by her extra traps and Sikuna Hikona's increased speed when performing D attacks.

Overall, I kinda like how Naoto's placing more emphasis on traps and instant kills then just being viable because of SMP loops. I'm excited for the game to come to the states!

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