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Thread: Naoto Shirogane - Megido Trap FAQ and 101

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    Naoto Shirogane - Megido Trap FAQ and 101

    Here's a thread on the different ways everyone's favorite reverse trap can use traps.
    Will be updated as more ways to utilize Megido are found. Otherwise, discuss all things Megido-related here.


    MEGIDO FAQ

    1. What are Megido traps?
    • Done with 214C/D (and doable in the air as well), Megido traps are essential to Naoto's zoning, combos, and mixups. If the opponent gets hit by Megido (and in combos, if it's the first move to take away from the fate gauge) they lose 3 from the fate gauge. When the opponent gets close to where a trap is, a cross-hair-like marker appears at the trap's location.


    2. What are the different versions of Megido?
    • C version puts a trap in the air next to Naoto, D puts it on the ground underneath her, and EX puts out both versions at once.


    3. How many can I have out at once?
    • 2 of each version can be out at a time, for a total of 4. Additional traps get rid of the 1st trap that was set of the version that's used.


    4. In what ways can my opponents get rid of them?
    • If you get hit (blocking is fine), all your traps disappear. Also, your opponent can attack your traps or quick escape over them to get rid of them.



    MEGIDO USE 101


    1. Zoning/Keepaway
    • The most obvious use for Megido. Be sure to alternate between the placing them on the ground and in the air to make your opponent's approach as difficult as possible. Also if you find yourself in the air, you can annoy the opponent from above by dropping D Megidos and air dashing around.


    2. Combos
    • In combos, D Megido has 2 primary uses: a combo starter or a Mudoon corner combo extender. An example of a combo starting with Megido would be: (opponent hits D trap) 5B>5C>IAD>j.B>j.C>land>5C>236B~Cx5, and an example of using Megido with Mudoon combos would be: 5B>5C>236AB>1M!Burst>5B>5C>IAD>j.A/j.B>j.C>5C>236B>236236D>(in corner)214D>236A~D>(trap activates) 2C>5C>IAD>j.B>j.C>land>5C>236A~D. Also, if you happen combo your opponent into a midscreen trap, you can change the combo's followup to that of a midscreen trap combo. In addition, a lot of combos can end with dropping a Megido instead of shooting, which leads to. . .


    3. Mixups/Oki


    4. Pressure
    • Megido also lets you take full advantage of opponents who like blocking too much, especially when they're in the corner, by canceling moves into Megido. In addition, if your opponent has a trap behind them, you can make some unsafe moves safe if the move pushes them onto the trap if they block.
    Last edited by ludwig van; 05-13-2012 at 07:01 AM.

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