Every Day is SMP Day: The Naoto Thread

It’s okay if you add a 5C in between 5B and Niren Kiba B given that you delay it a bit.

You could try this one:

Near corner) (214D hits), 2A, 2B, j.A, j.B (jc) j.C (OMB) 2C(hold), 5B, 5C xx [236B~D] xN
Vid of combo: http://www.youtube.com/watch?v=dYQATmDm9Wo#t=1m13s

So I’ve been getting the hang of setting up the SMP loop. One set up I’m having issues with is 5AA, 214AB->CCCCC xx Mudo

For the life of me, I can’t get that mudo cancel to hit. Any suggestions on successfully connecting Mudo after the gun shots?

(Aim)~CCCC236C236D will shortcut it.

How do you Naoto players stop a Kanji who uses that damn aerial drop grab for approach? I can never dodge it.

Crouch it.

2B, 214B, 214A+B, very late C shot, and j.214C placed just above head height and in front of Naoto.

Have a question and I’m going to leave it here:

I can’t get the SMP loop because for some reason, the opponent flips out after the second B double fang, here’s what I’m doing:

5A,5B,5C,2C->236236D -> jump -> D trap, 5A, 5A, A double fang, fully charged 3 hit 2C, 5C, B double fang, D, B double fang (opponent flips out immediately here).

What am I doing wrong? From the way I’m doing it, it looks like I’m not even exploiting the SMP glitch or something.

Drop the first 5A

That won’t work.

From 5A, do one of these - #1 for max damage, but #2 requires less meter:
[LIST=1]
[]5AA 5B 2C 236236D 214D 2A+B 236A~D [Megiddo D hit] 2[C] 5C [236B~D x11] 236A~D
[
]5AAAA~Cx5 236236D 214D, 236A~D, [Megiddo D hit] 2[C] 5C [236B~D x8], 236A~D.
[/LIST]
From 5B, do one of these - #2 does 200 more damage than #1 but is more effort. #3 works midscreen and guarantees death, but requires 75% meter.
[LIST=1]
[]5B, 5C, 2C, 236236D 214D, 5A (x2), 236A~D, [Megiddo D hit], charged 2C, 2B, [236B~D x11], 236A~D
[
]5B, 5C, 2C, 236236D 214C, 236A~D, [Megiddo C hit], 214D, 236A~D, [Megiddo D hit], 2[C], 5C, iad j.A, j.C, 5C, [236B~Dx9], 236A~D.
[*]5B, 5C, 2A+B, 236A+B, 236236D 214D, 5A (x2), 236A~D, [Megiddo D hit], charged 2C, 2B, [236B~D x14], 236A~D
[/LIST]

Crouch and AA 2B it and convert into a 2.5k-3k combo. If they start to get smart and start whiffing the dive grab and landing right next to you so you’ll whiff 2B and get CH, simply don’t 2B and punish their recovery from the dive grab with a CH combo of your own.

Putting air traps around head level should work as well. Anything helps as long as it gets them scared to use that dumb air dive grab of theirs.

Smp loop = infinite?

No, its a loop. Why its called SMP loop.

No because the opponent can tech out after getting hit after a set amount of 236Bs.

So can someone here smarter than me explain why I can’t just loop 236B in the corner (after 3, damage stops), yet the SMP loop works? I’m confused as to the mechanics…

I’ll break it down for you:

Proration is a mechanic which causes combo damage scaling. It can be tied to particular attacks, or to the combo counter, or both. In the SFIV series, for instance, the first and second hits of a combo do not prorate, and the third hit is prorated to 80% of its “full” damage, the fourth to 70%, etc. Arc System Works games’ proration works differently from the combo-counter based system in the SFIV series. Instead, certain attacks will prorate by a percentage in a multiplicative manner. Separate from this in-combo “P2” proration, attacks have a “P1” proration value as well. The P1 value can be seen as the “starting proration” for a combo; only the first hit in a given combo applies P1 proration. Furthermore, hitstun scaling (e.g. the amount of extra untechable time added from a given hit) is directly tied to combo proration. This is all pretty complicated, so I’ll break it down with a couple examples:

Let’s say a character has a super which can be used in combos or as a strong reversal. Because of this, most of its proration will be in P1, and its P2 value will be strong (but not 100%, because every hit should scale a combo slightly). That way the designer can prevent this character from getting stupid amounts of damage from a reversal without damaging the move’s in-combo potential. As sample values, let’s call this super “SuperX”, and assign it a 50% P1 and a 95% P2. On top of this, I’ll define “RandomNormal” as a move with P1 90% and P2 92%. Now, to calculate the damage from a couple combo starters:

RandomNormal -> SuperX -> Combo
[INDENT=1]Damage from the super will be RandomNormal_P1 * RandomNormal_P2, or 82.8% of “full” damage. The first hit of the combo after SuperX is additionally scaled by SuperX_P2: 82.8% * 95% = 78.66%.[/INDENT]
SuperX -> Combo
[INDENT=1]The super will deal full damage, but the first hit of combo afterwards will be scaled to SuperX_P1 * SuperX_P2, or 47.5%. The combo does significantly less damage as a result, and it may not be possible to do the same combo at all thanks to the additional hitstun scaling incurred from the extra protation.[/INDENT]
[INDENT=1] [/INDENT]
Arc System Works fighting games since BBCS (so BBCS, BBCS2, BBCS:Extend, and P4A) have had a system called “same move proration” in addition to ‘standard’ P1 (initial) and P2 (“always”) proration. Basically, certain attacks have a third, very harsh proration value “SMP”, often in the neighborhood of 10-20%. An attack’s SMP value is applied to the proration of a combo when that attack is used for the second time within the combo, thus effectively “locking out” certain attacks from being used in loops without preventing those attacks from being valuable in combos at all. Many of Naoto’s attacks have SMP as a property, including 236B, which is why you can’t loop it straight up. At this point, you’re probably wondering “Okay, but how does the SMP loop work then?” I’m getting to that :slight_smile:

When Arc System Works designed the Same Move Proration system, they implemented a limit on how many instances of SMP could be handled in one combo - 10 hits of SMP and it is ignored until a combo ends. The catch to this is that the “limit” is counted towards by any attack with a SMP value, whether or not it is the first time it has been used in a given combo. Normally, by the time a character would reach the 11th hit with an attack with SMP, proration would have reduced the amount of hitstun applied by hits enough that it wouldn’t really be possible to loop anyways. However, Naoto not only has many different attacks with same move proration, allowing her to avoid prorating her combos to awful percentages before reaching the SMP limit, she has Mudoon, which positively impacts combo scaling (OMB does this also, which is why SMP loops can be Mudoon or OMB based). Once the limit has been hit, the only source of proration in the generic SMP loop is 236B’s very strong P2 value, so hitstun decays very slowly, allowing for the loop to occur.

So 236B’s P1 value is horrid, hence why it only goes three times until no damage? Wow.

I gotta learn these SMP loops (garbage with combos, but I’ll try!). The thought of pulverising Kanji in one combo is all too satisfying.

Is there any particular reason why Naoto has so many SMP moves? Did ASW purposefully permit the SMP loop?

No, 236B’s P1 value is pretty good too, it’s the fact that it has a SMP value that keeps you from looping it. I don’t know how I managed to miss that bit.

For comparison, this “MoveX” has 100 P1 and 98 P2. “MoveY” is the same, but has 10% SMP. If each attack can be linked or chained into itself indefinitely, you get the following scaling:

MoveX combo scaling by hit: 100, 0.98, 0.960, 0.941, 0.922, 0.908, … (still very good)
MoveY combo scaling by hit: 100, 0.098, 0.0096, … (effectively zero)

Basically what hitting the SMP limit does is make MoveY scale like MoveX instead for the rest of a combo.

As far as the loop being intentional, no, I very much doubt it. SMP loops were retroactively discovered in Blazblue (which has the same limit) after Naoto’s loop was found, and there is at least one other character in P4A who can do a SMP loop (Yosuke), the real difference is that Naoto’s SMP loops are practical. The one known for Yosuke requires Awakening, 100 SP, and OMB and still doesn’t kill most characters. Why she has so many attacks with SMP is speculation, but I would guess that it’s because she has several tools which otherwise lend themselves well to loops even outside of the SMP loop. One example is the IAD “loop” which she already has; if not for SMP she would be able to do multiple repetitions of the bolded part: 214D(hit) or 2B(antiair) 5C iad j.B j.C 665C 236B~D 6[6] 5C iad j.B j.C 5C 236A~D. Move proration data is a character balance issue.

Ah ok thanks

Smart ass :wink:
I was tired lol
Just wondered as the combos where this is used do so much damage i though people were just being.curteous and dropping it;)
Is there any way you can use this technique with the instant death machanic she has?