I’ve heard that SMP is getting patched out?
Any concrete info on that, don’t feel like wasting my time on something that will be gone soon enough.
Also, what is the Naoto V Kanji matchup?
I’ve heard that SMP is getting patched out?
Any concrete info on that, don’t feel like wasting my time on something that will be gone soon enough.
Also, what is the Naoto V Kanji matchup?
It’s been rumored that it would be patched out since it was discovered, and it probably will be removed if ASW releases another balance update. On the other hand, it’s still there for now, and honestly it’s not hard, especially from 5A.
Naoto v. Kanji: I lame this one out, typically. Well-placed j.214C prevents him from diving, and then you’re free to shoot him to your heart’s content. If he moves for Lightning, adjust your positioning and take the free primer away from him. Your main concern should be not getting scooped; his Awakening super command grab does more than 50% to Naoto on counter hit.
Rush her down, trying to break Asterius (her Persona); you are more mobile than she is, and you aren’t going to break it by turtling. Getting put on defense in this matchup makes it very hard for Naoto; you have low life and pressure from a good S.Lab is a scary thing.
where did you hear that from? There isn’t even any word that there will be a patch for this game. Please don’t start rumors.
Hence why I asked for concrete info.
He’s not starting a rumor, he’s asking for confirmation/info if anyone has any.
I mean… I understand why they’d do it, so for now I’ll just stick with simple 5AA starter as a punish near the corner. Otherwise I’ll just use IAD combos mid screen and not be too concerned otherwise.
i met a kanji player that i played a couple matches in ranked with and he said in his opinion the matchup is 7-4 in Naotos favor… i said thats BS and we just hit up some plater matches…
Alot of the matches come close but no matter how much damage i do with traps moving around gun shots etc etc if i get stuck in ONE good command throw loop im done… it does so much damage… just crouch under the leaping throw and also 214AB is your friend to get out of corners also hopping the command throw on reaction if you can… ive also had good success just rushing them down but like i said… one good grab and its all for naught
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The super at the end is obviously not practical, and 236B (FC) doesn’t come up much, but this looks worth learning to me…
That’s how I felt when I played a Kanji at locals.
If I keep him out until awakening, I get thrown, one more canceled, and bam, all my hard work gone, and it’s ‘next hit kills’.
him more than anyone i try and get the fate meter down… its actually happens quick if they keep running into traps tryna leap at me… also spamming gun shots but leaving the last fate one in the chamber in case they jump at me…
keep getting happy trying to get in and be surrounded by light nomsayin
Kanji v Naoto is definitely an interesting fight, forcing you to exploit Naoto’s zoning moreso than her other matchups
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This is a good watch for that fight though. The Naoto player plays very smart and keeps away from Kanji. The Kanji fight definitely seems like the one fight where Mudoon/Hamaon is most useful
If they patch it out, theres nothing you can do about that. But there is no reason why you shouldn’t be learning her most damaging combos because in the future they might patch it out. There is no info on a patch even in the works so SMP away people.
EDIT: HERP A DERP! I READ THE POSTS
Something I found in random searching. Seems like a nice midscreen combo to consider.
I linked that like five posts up, haha.
Anyways, the guy that devised it called it “unoptimized”; you can apparently loop the IADs in the same direction as well for a full corner-to-corner carry into 236A~D knockdown.
[media=youtube]Oq27NLnkdOM[/media]
Optimized (?) midscreen FC combos.
edit: one more…
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Okay, I’ve been getting bopped at locals pretty badly.
I don’t think that it’s because they’re even better than me, I believe it’s because.
1:I can’t find good ground to start with Naoto.
2:They’re playing easier characters to learn.
2 is not my problem and I have to deal with it, but I come to you all about number 1, where should I start out with Naoto?
Simple combos with her are not a problem, but the iad combos are out of my reach.
Should I learn my traps more first, become a training mode hero until my optomized bnbs are down, or what?
In general, a good start for Naoto in a neutral situation is to be laying traps at different locations in order to limit your opponent’s movement. Well aimed shots should do this as well. If they get caught in a ground trap, it’s a free combo for you. However, don’t just use the traps as tools for a free combo, if you catch your opponent trying to disarm them, punish them with a 2C. If they block it, don’t just call it a day, continue the pressure that the blocked trap started. Naoto’s 5D~D is also good for starting pressure, if they block it, rush up and continue the pressure, if they don’t, convert into a Fate Counter removing combo that you want. If the opponent sees the 5D~D coming and hits Sukona-Hikona while still invisible, don’t let them get away with it for free, punish them will Aim (Front). If they jump, Aim (Anti-Air) should tag them, or if you want to risk it, Anti Air 2B or an airgrab should get them if they’re not aware. The key to playing Naoto successfully is to always have an answer for what the opponent does to try to make the match a bit easier for them at all times.
Yes, I’m getting discouraged by losing more than winning at locals too. If I lose, it’s because I didn’t stick to the plan I layed out above more than I was supposed to. It’s true that Naoto’s normals are subpar, and if your opponent plays someone like Mitsuru or Yu, it’s not surprising if they beat you off of random hits converted into an easy 2K-3K combo, which is something Naoto can’t do unless you have godly good execution for her midscreen combos or in the corner, but just hang in there.
Locals is full of Yu and Chie, so, yeah.
Thanks for the advice.
One more thing, I’ve been looking for combo notations of this one combo where someone lets the trap hit, does 5c and then double fang and kind of repeats that.
Is that all there is to it, or are there normals that I am missing?
The combo you’re looking for is 214D*(hit)* 5C 236B~D 66 5C 236A~D. It’s one of the “easy” variants of 214D*(hit)* 5C iad j.B j.C 5C 236B~D 6[6] 5C iad j.B j.C 5C 236A~D; the others are 214D*(hit)*** 5C iad j.B j.C 5C 236A~D** and 214D*(hit)*** 5C iad j.B j.C 5C 236B~Cx5**. The dash link between 236B~D and 5C is pretty difficult, as is getting the height precisely right for 5C iad j.B j.C 5C.
That’s the trick though; have the height right and link your dash out of 236B~D perfectly.
PS: The Mitsuru matchup isn’t too bad; Naoto is at a small disadvantage, but she has some solid tools for that fight. Yu, on the other hand, seems to be to be her worst matchup.
I’ve been having a much harder time with Yosuke players than I have with Yus but that may just be because I haven’t fought any good Yus yet.
Any tips for the Yosuke fight? I play a very zoning oriented Naoto and Yosuke just does not give me the time to set up traps. I just get knocked down and block the next mix up until I inevitably get hit.
Yosuke is tough as hell to fight against, and a good one will do his best to give you 0 breathing room (as he should, really). The gun is useless in this fight… don’t even bother unless he’s magically full screen for once and even that’s dangerous because he can close space super quick.
Basically against him you just really need to hold him in the neutral area until you can build some pressure. If he gives you room set traps (burning meter for EX traps is pretty solid here), DON’T rush toward him for pokes, let him come to you and 2C for max range or 5C counter hits into damage when he tries to disarm. I do my best by that simple tactic, but other than that I haven’t really found much else to do that works.
If he attempts to do the 5a/5aa -> dash cancel pressure you can stick a 5A in after he does 5AA (I think that’s it, he spins the blade and cuts upward?).
The persona attack that’s grounded can be just jabbed (where it just kinda rushes at you), do NOT challenge the air one, that shit will kill you, just block.
Confuse is so damn stupid, I can’t stand that he has that. It fits for him, but still… it’s just awful.