It'll depend on these few things:
- Character matchups
- Momentum
- Personal preference on playing neutral or aggressive
It'll depend on these few things:
- Character matchups
- Momentum
- Personal preference on playing neutral or aggressive
Main:Shoryuken/Dustloop/TeamLiquid: Ginseng
Made a Megido thread on DL and copied it over here. It started as just a post but got a little too big for just a post.![]()
On a different note, I'm not too sure about how Hold Up! effects the fate gauge now. Here's the example of it taking away from the fate gauge in a combo that already had a move take away from it (2C), and here's an example (and a 2nd one as well) of it not taking away from the gauge in a combo w/ a fate draining move previously used (throw~C). Possibilities as to why this include it being different depending on what move took away from the gauge earlier, or maybe the A and B shots while using Hold Up! have different properties. Can anyone think of any other possibilities?
hey u guys i just wanted to know how hard do u think naoto would be to learn if im just starting out cause i would really like to learn her she looks really interesting from the videos ive seen so far like her zoning game is crazy and i would really like try her out and get good with her
Sig done by Dusk Knight p4u main
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Her status card puts her on a 2/5 easy to use. From what I've seen of her I don't think she's mega hard to learn or anything but compared to the rest of the cast she might be one of the hardest.
"......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
She might be hard to learn if you've never used a trap character before. She gets like 3k meterless midscreen if she starts a combo with a trap explosion but the combo looks somewhat difficult to do. Naoto is one of those characters that has low damage off of most hits and you need to use meter to get 5k+ damage whereas characters like Chie/Mitsuru can get that much damage for free.
HOLD UP! info
So A version (assumption) takes a fate counter but it only does 120 with the first bullet, 50 on the second and 30 on the third for a total of 200 damage: Click Here
Version B (assumption, could be version A) doesn't take a counter but the damage of each bullet increase after every hit (could be wrong, most vids are so freaking hard to tell how much damage anything does :S): Click Here
Her health will probably be an issue for some when learning her, as is the case most of the time when learning a really squishy character, especially if it's their first low-health character.
@Frost: Oooo, good find. Yeah the damage of each bullet is definitely bigger in the 2nd vid, even after it's being combo'd into. Guess we won't know for certain which input is which for a while though.![]()
Looks like the fate counter damaging one does 100 DMG per shot with x0,5 as P1, x0,75 as P2 and applies proration on every shot while the other one does 800 DMG but no idea how proration works with that... In an earlier video every shot seemed to apply proration, but in the one Frost linked there wasn't any added proration whatsoever after the throw.
Last edited by Ryu; 04-25-2012 at 04:36 PM.
I don't doubt that she will be able to combo into her kick super. Just keep in mind that the only reason she can do touch of death combos with it is when she has 150 meter AND the super hits as a Fatal Counter. You won't be doing touch of deaths with a>b>c>kick super>stuff.
From what we know so far her main use of meter -> damage is to use Mudoon to stick them to the wall which lengthens your combo.