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Thread: Naoto Shirogane - Combo "My skills have been honed!" (updated 1/20/2013)

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    Naoto Shirogane - Combo "My skills have been honed!" (updated 1/20/2013)


    *Special thanks to Aile for the banners in this thread!*



    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!
    General Notations Used Special Notation Used
    j. Jump
    hj. High Jump
    ad. Air Dash
    iad. Instant Air Dash
    mj. Mini Jump
    dj. Double Jump
    hjc. High Jump Cancel
    ji. Jump Install
    dc. Dash Cancel
    sc. Super Cancel
    CH Counter Hit
    FC Fatal Counter
    OMC One More Cancel
    OMB One More Burst
    AOA-C All-Out Attack ending with C finish
    AOA-D All-Out Attack ending with D finish
    QE Quick Escape
    AT Air Turn
    { } Whiffed Input
    [ ] Hold Input
    (N) Attack must deal N amount of hits.
    [???]xN Repeat ??? N amount of times.
    SMPxN Repeat the SMP loop [236B~D] N amount of times.
    5D(s) Summon Persona w/ 5D
    5D(a) Attack w/ summoned Persona









    DM: Damage
    SP: SP Gain



    ***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
    1. 2AB > 236A~D:973/7
    2. 5AAA:980/18/sets up a safe jump-in or gives you space to zone and lay down traps, good meter gain.
    3. 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)
    4. 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.
    5. 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
    6. (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)
    7. (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
    8. (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
    1. 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.*
    2. j.CD > OMC > j.C > land dash 5C > 236B~D > dash 5C > 236A~D:3326/6 pre-OMC/air-throw combo 1
    3. j.CD > OMC >j.C >land 5C > IAD j.A > j.C >land 5C > 236B~Cx5:3683/6 pre-OMC/air-throw combo 2
    4. 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.
    5. 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.
    6. 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.
    7. (214D hits) 5C > IAD j.A > j.C > land 5C >214A~Cx5 > Mudoon >214C (it hits) > 5D(s) > 236A~D > 5D(a) > SMPxNeath/23 pre-Mudoon/must be done 1/2 of the way or closer to the corner.



    Near Corner:

    Meterless
    1. 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.
    2. 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.*
    3. 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
    1. 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.
    2. 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.
    3. 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
    1. CD~C > 5C > 236B~D > 5C > 236A~D:2121/20
    2. 5AA > 5B > 5C > 236B~D > 5C > IAD j.A > j.C > land 5C > 236A~D:2405/23

    With Meter
    1. (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

    Jason SMP notes:

    Omit the last 2A whenever possible. Never do it period if you did a 2A earlier. Horrible proration.

    Watch the number on the combo counter right after the wallstick. Works for all combos with a 5C before the Mudoon. If 5C was not used, mentally add 1 to the counter.

    If it is "7"+, super easy. D trap, 236A~B~D, go.

    If it is "6", easy mode. D trap, 236A~B~D, 2B, 5C, go.

    If it is "5", D trap, 2AB, 236A~B~D, 2B, 5C, go.

    If it is "4", D trap, 2AB, 236A~B~D, 2A, 2B, 5C, go.

    If it is "3", D trap, 5AA, 236A~B~D, 2A, 2B, 5C, go.

    The combo counter will actually be the same number as the number of SMP moves you've already used. Therefore, the lower the number, the more SMP stuff you still need to do before the loop.

    Simple notes: If it is 5 or less, sweep first. It it's 4, add the 2A. If less than that, do the long one.

    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>IAD>Land 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>66B>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>step back 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)>step back 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. 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

    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*







    Last edited by ludwig van; 01-20-2013 at 07:42 AM.
    "......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

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    4.) SMP COMBOS


    4A.) SMP 101


    Watch this first!

    How SMP works is that when ASW programmed combo proration they made only the first 10 different moves (not hits) in a combo count for same move proration. Essentially, the combo theory behind making a SMP loop is to have a combo use at least 10 different moves before using 236B~DxN so 236B's untechable time remains regardless of how many uses it gets. The use of One More! Bursting or Mudoon make it possible to get the 10 moves required in before using 236B.

    Video displaying various SMP combos here, notations for all of them in the description.
    • All combos that do not kill end with 236A~D to set up oki.
    • AoA~C/AoA~D each count as 3 hits, hitting the opponent w/ all 5 shots counts as 2 hits (the first and last shots), if you already use one type of shot in a combo using a different type won't count as a different move (IE using B shots after hitting the opponent with A shots doesn't count towards the 10 moves), Mudoon and One More! Bursting count towards the 10.
    • Screen Position is divided into 11 sections (-5 to 0 to 5). {-1 ~ -5} refers to the back half of the screen behind your character facing right.
    • Special thanks to OmniSScythe and mynus for much of the info for this section, Cirno for the tutorial video, and BASEDSMPGOD Kamoihito for the videos on these types of combos!


    4B.) Mid-screen

    Normal Starters
    • - 5AAA>214AB~Cx5>236236D>214D>236A~D (214D hits)>2[C]>5C>SMPx8>236A~D (75 meter, 6.2k damage)
    • - 2A>5AA>2AB>236AB>236236D>214D>5B>236A~D (214D hits)>5C>SMPx11>236A~D (75 meter, 7.4k damage)
    • - 5B>5C>2AB>236AB>214D>5AA>236A~D (214D hits)>2[C]>2B>SMPx14>236A~D (75 meter, death)
    • - 5C>2AB>236AB>236236D>214C>236A~D (214C hits)>214D>236A~D (214D hits)>2[C]>5C>IAD j.A>j.C>5C>SMPx11>236A~D (75 meter, death, 9.8K damage if you skip the 5C starter)
    • - j.C>5B>2AB>236AB>236236D>214D>2A>2B>236A~D (214D hits)>5C>SMPx11>236A~D (75 meter, death)
    • - CH 5C>IAD j.C>j.D>236A>OMB>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx9>236A~D (burst, 7.7k damage)
    • - 5D~D>5C>236236D>214C>214D (214C hits)>236A~Bx1~D (214D hits)>2[C]>5AA>5C>SMPx12 (50 meter, death)
    • - 5D~D>2C>236236D>214C>214D (214C hits)>236A~D (214D hits)>2[C]>5AA>5C>SMPx13>236A~D (50 meter, 9.9k damage)
    • -
    Skill / Boost Skill Starters
    • - (214C hits) 5C>IAD j.A>j.C>236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx14 (50 meter, death)
    • - (214D hits) 2A>5C>IAD j.B>j.C>5C>214A~Cx5>236236D>2[C]>2B>5C>SMPx13>236A~D (50 meter, 9.8k damage)
    • - 214D>2A (214D hits)>5B>5C>IAD j.B>j.C>236236D>2[C]>5AA>5C>SMPx9]>236A~D (50 meter, 6.2k damage)
    • -
    System Starters
    • -
    SP Skill / Awakening SP Skill Starters
    • - {-1 ~ -5 position} 214214A~C/D>5C>IAD j.B>j.C>236236D>214C>214D (214C hits)>236A~Bx1~D (214D hits)>2[C]>dash 2B>SMPx10 (100 meter, death). (Does not work on Teddie. Use: 236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx11>236A~D instead).
    • - 214214A~C/D>OMB>dash 2[C]>5C>IAD j.A>j.C>236236D>214D>5AA>[236A~D (214D hits)>214D]x7>236A~D. (100 meter, 8.9k damage)
    • - 214214A~C>OMB, dash 2[C]>5C>IAD j.A>j.C>236236D>214D>236A~D (214D hits)>SMPx9 (100 meter, death)
    • -


    4C.) Corner/Near-Corner (roughly 3/4 screen distance)

    Normal Starters
    • - 5AA>5B>2C>236236D>214D>2AB>236A~D (214D hits)>2[C]>5C>SMPx11>236A~D (50 meter, 7.4k damage)
    • - 5AAAA~Cx5>236236D>214D>236A~D (214D hits)>2[C]>5C>SMPx8>236A~D (50 meter, 6.1k damage)
    • - 2A>5AA>5B>2C>236236D>214D>2AB (214D hits)>2[C]>5C>SMPx6>236A~D (50 meter, 4.6K damage)
    • - 5B>5C>2C>236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>SMPx11>236A~D (50 meter, 7.9k damage)
    • - 5B>5C>2C>236236D>214C>236A~D (214C hits)>214D>236A~D (214D hits)>2[C]>5C>IAD j.A>j.C>5C>SMPx9>236A~D (50 meter, 8.1k damage)
    • - 5C>2AB>236A~Bx5>236236D>214D>5AA>236A~D (214D hits)>2[C]>dash 5C>SMPx6>236A~D (50 meter, 5.8k damage)
    • -
    Skill / Boost Skill Starters
    • - (214D hits) 2A>5AAAA>Cx5>236236D>2[C]>5C>SMPx10>236A~D (50 meter, 7.4k damage)
    • - (214D hits) 2A>2B>j.A,>j.B>dj.C>OMB>2[C]>5B>5C>SMPx12>236A~D (burst, 8.5k damage)
    • - 214D>2A (214D hits)>5AAAA~Cx5>236236D>2[C]>5C>SMPx5>236A~D (50 meter, 4.1k damage)
    • - (214D CH hits) 2A>5C>IAD j.A>j.C>5C>214A~Cx5>236236D>2[C]>dash 5B>5C>SMPx13>236A~D (50 meter, 9.9k damage)
    • - 236B FC~Cx5 (whiff first 2-3 hits)>236236D>214C>214D (214C hits)>2B>5B>5C>IAD j.C>j.D>[236A~D, (214D hits),214D]x10 (50 meter, death)
    • -
    System Starters
    • - 2AB>236A~Bx5>236236D>214C>236A~D (214C hits)>214D>236A~D (214D hits)>2[C]>5B>5C>SMPx5>236A~D (50 meter, 5.5k damage)
    • - AOA-D>5B>236236D>214C>214D (214C hits)>IAD j.C>j.D>236A~D (214D hits)>SMPx11>236A~D (50 meter, 7.4k damage)
    • - AOA-D>5B>5C>j.D>j.214CD>falling j.A (air trap hits)>236A~D (ground trap hits)>236236D>SMPx10>236A~D (75 meter, 6.6k damage)
    • - CD~C>236236C>214C>214D (214C hits)>236A~Bx1~D>2[C]>2B>5C>SMPx7>236A~D (50 meter, 5.7k damage) (Does not work on Teddie. Use: 236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx4>236A~D instead)
    • -
    SP Skill / Awakening SP Skill Starters
    • - (Cornered) 214214A~C>cross up 2B>5C>IAD j.A>j.C>236236D>214D>236A~D (Megiddo D hits)>2[C]>5B>SMPx11 (100 meter, death)
    • -
    Last edited by ludwig van; 01-20-2013 at 07:44 AM.
    "......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

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    5.) CHALLENGE MODE


    5.) Challenge Mode (Special thanks to Cirno!)
    1. 5BD~5A/B/C/D
    2. 236A
    3. 214A~Ax5
    4. 214C
    5. 236236A
    6. 236236B
    7. 236236C
    8. 236236D
    9. 214214214A/B~A~C/D
    10. 222CD
    11. 5AAA>214B~AAAAAA (Auto-Combo)
    12. 5B>5C>2C
    13. j.C>land>5A>5B>5C
    14. 5D~D>2C
    15. 2B>236A
    16. 5C>236A~Ax5~D/214A
    17. 5A>5B>2AB>236A~BX5
    18. 214B~Cx5~214B~Ax5*
    19. 2B>j.B>j.C>j.D
    20. j.B>j.C>dj.B>j.C>j.D
    21. 5AB~A/B mash~C>j.A>j.B>j.C>j.D
    22. 5CD~C>236236B
    23. 214AB~Ax5>236236A
    24. 214D>5B>5C>236AB~Cx5
    25. 2C>214214A/B~Ax3~C/D>214214A/B~Ax2~C/D
    26. CH5C>j.C>land>5A>5C>236B>236236B
    27. (Corner)5CD~C>236236B>dash>5B>5C>236B>236236B>2AB> 236A
    28. 2[C]>5B>5C>2C>236236D>214(D)>5B>5C>236A>2[C]>5B>5C>236B>5C>j.B>j.C>j.D>236236A
    29. (Corner)5AB~A/Bx15~D>5B>5C>236B>5C>j.C>j.214AB>5B>236A>214C>2AB> 236A
    30. Combo for over 10000 damage.
    *Doesn't combo, but must be done as fast as possible.
    Last edited by ludwig van; 09-19-2012 at 08:35 AM.
    "......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

  4. #4
    derp
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    ludwig van's Avatar
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    Something I realized: if practicing SMP combos don't use Yu as your training dummy. For some pre-SMP combos his hurtbox is the most lenient with timing. Chie's the opposite, her hurtbox is the most strict to the point where I'm considering being lazy and using easier pre-SMP combos to deal with it. Just something to keep in mind.

  5. #5
    derp
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    ludwig van's Avatar
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    Thanks to Bond for linking me the original Nico video on this:





    5C CH > 2[C], 5B > 5C > sj IAD j.A > j.B > j.C |> dash 2A > 5AA > 2B > SMPx6 ~ Cx5 (5349 damage)
    Last edited by ludwig van; 10-06-2012 at 04:43 AM.

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