P4AU/Naoto Shirogane: Difference between revisions

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==Overview==
==Overview==
'''<big>Pros/Strengths:</big>'''
'''<big>Pros/Strengths:</big>'''
*Pistol, Traps and Persona provides strong Zoning.<br/>
*Pistol, traps and Persona are strong zoning and space control tools.<br/>
*Fate Gauge mechanic gives situational combos that can deal instant death.<br/>
*Fate Gauge mechanic gives situational combos that can deal instant death.<br/>
*Can Inflict several effective status ailments. <br/>
*Can inflict several effective status ailments, particularly Silence and Fear simultaneously. <br/>
*Decent pressure game when used in conjunction with her traps and 5D~D. <br/>
*Decent pressure game when used in conjunction with her traps and 5D~D. <br/>
<br/>
<br/>
'''<big>Cons/Weaknesses:</big>'''
'''<big>Cons/Weaknesses:</big>'''
*Poor defense without at least 25 Meter.<br/>
*Poor defense without at least 25 meter.<br/>
*Low Health.<br/>
*Low health.<br/>
*Cool down on bullets can limit certain aspects of her gameplan. <br/>
*Cool down on bullets can limit certain aspects of her gameplan. <br/>
<br/>
<br/>
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==Move List==   
==Move List==   
===Normals Attacks===
===Normal Attacks===
====== <font style="visibility:hidden" size="0">5A (Normal)</font> ======
====== <font style="visibility:hidden" size="0">5A (Normal)</font> ======
{{MoveData
{{MoveData
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  |invuln=-
  |invuln=-
  |hitbox=Naoto/5A
  |hitbox=Naoto/5A
|description=Fastest grounded normal. Mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. Can work as an anti-air at some angles, but definitely inferior to her other attacks in that respect. Gatlings into all other normals on hit or block. Jump-cancellable and special-cancellable on both hit and block.
}}
}}
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  {{AttackData-P4AU
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  |invuln=-
  |invuln=-
  |hitbox=Naoto/5AA
  |hitbox=Naoto/5AA
|description=Standing low. Amazing offensive tool for Naoto and one of the biggest buffs she received from P4U to P4U2. Moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your gattlings into other normals are available after this move on hit or block. Jump-cancellable and special-cancellable on hit or block.
}}
}}
  {{AttackData-P4AU
  {{AttackData-P4AU
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  |invuln=-
  |invuln=-
  |hitbox=Naoto/5AAAv
  |hitbox=Naoto/5AAAv
  |description=
  |description=This move is her last part of her autocombo series mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for her meter. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm  your strings and avoid using this attack in blockstrings. Special-cancelable on hit or block. -3 on block, leaving Naoto vulnerable to reversals. Builds 13 meter and 1/8th of the Burst gauge on hit.  
'''5A:''' Special/jump cancelable on hit or block. Fastest grounded normal which is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. Can work as an anti air at some angles, but definitely inferior to her other attacks in that respect. All your gattlings into other normals are available after this move on hit or block.
 
'''5AA:''' Special/Jump cancelable on hit or block. Standing low. Amazing offensive tool for Naoto and is one of the biggest buffs she received from P4U to P4U2. This move moves Naoto forward, hits low, and is -2 on block allowing for potential tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting vs Naoto's offense. All your gattlings into other normals are available after this move on hit or block.
 
'''5AAA:''' Special cancelable on hit or block. -3 on block. This move is her last part of her autocombo series mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for her meter. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm  your strings and avoid using this attack in blockstrings.  


}}
}}

Revision as of 00:46, 1 April 2015

Naoto Shirogane
P4U Naoto Portrait.png

Health: 8,500

Combo Rate: 60%

Persona Cards: 4

Backdash Time: 23

Backdash Invincibility: 1-6



Movement Options
1 Double Jump/Airdash, Dash type: Run
Play-style
Mixture between Zoning/Keepaway and Rushdown
Full Frame Data
Naoto_Frame_Data_(P4AU)

Introduction

P-1 Climax Nickname: "The 2000 IQ Killjoy Detective!"
Persona: Sukuna-Hikona
Arcana: The Wheel of Fortune
Backstory:

  • Placeholder

Overview

Pros/Strengths:

  • Pistol, traps and Persona are strong zoning and space control tools.
  • Fate Gauge mechanic gives situational combos that can deal instant death.
  • Can inflict several effective status ailments, particularly Silence and Fear simultaneously.
  • Decent pressure game when used in conjunction with her traps and 5D~D.


Cons/Weaknesses:

  • Poor defense without at least 25 meter.
  • Low health.
  • Cool down on bullets can limit certain aspects of her gameplan.


External References:


Move List

Normal Attacks

5A (Normal)
5A
Normal
P4Arena Naoto 5A.png
P4AU Naoto 5AA.png
P4AU Naoto 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 160 Any 6 3 12 -2 Body

Fastest grounded normal. Mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. Can work as an anti-air at some angles, but definitely inferior to her other attacks in that respect. Gatlings into all other normals on hit or block. Jump-cancellable and special-cancellable on both hit and block.

5AA 390 Low 9 4 11 -2 Foot

Standing low. Amazing offensive tool for Naoto and one of the biggest buffs she received from P4U to P4U2. Moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your gattlings into other normals are available after this move on hit or block. Jump-cancellable and special-cancellable on hit or block.

5AAA 1000 Any 11 4 16 -3 Body

This move is her last part of her autocombo series mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for her meter. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Special-cancelable on hit or block. -3 on block, leaving Naoto vulnerable to reversals. Builds 13 meter and 1/8th of the Burst gauge on hit.

5A (Shadow)
5A
Shadow
P4Arena Naoto 5A.png
P4Arena Naoto 5AA.png
P4Arena Naoto 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 160 Any 6 3 12 -2 Body
5AA 390 Any 8 2 14 -1 Body
5AAA 800 Any 14 3 9 + 43 landing -34 Body

5A: Same as regular Naoto's 5A.

5AA: Special/jump cancelable on hit or block. S.Naoto retains her old 5AA from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's 5AA in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's 5AA string struggles with.

5AAA:

  • 2-26F: Can cancel into B Sniper Stance by hitting A again
  • 34~F: Can cancel into other A/SB Aim and other SP specials.

Overall, this is a super important move for S.Naoto for a variety of reasons. For starters, this is the same follow up as P4U Naoto's autocombo, which is important because this particular 5AAA allows for S.Naoto to go for a safe jump/mix up afterwards. But the most important thing about this attack is the METER BUILD. Thanks to the mechanics behind Shadow characters, autocombos give absurd amounts of meter which is absolutely critical for S.Naoto. Use this to your heart's content with S.Naoto to rack up meter quickly and retain your offensive momentum. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.

5B
5B
P4Arena Naoto 5B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 Any 9 4 16 -5 Chest
  • Dash cancelable on hit or block. On block, the dash cancel is -7 on block.
  • Chest Attribute. Loses to most sweeps and low profile specials (Chest invul)

Important midrange poking tool for Naoto and is perhaps one of her best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into 2B or 5C for example. If you condition your opponent enough, you can even dash up and grab your opponent after 5B on block as a result of this. Should you push yourself far out during pressure and want to go back in, 5B can be dash canceled on hit or block, but this option is somewhat unsafe so be sure to condition your opponent to not expect this first before using. Biggest problem with this attack is that it now has Chest property, which means attacks that have Chest invulnerability such as sweeps, Narukami's Swift strike, etc. can cleanly beat this attack if anticipated properly. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent reacts with dealing with this move.

2A
2A
P4Arena Naoto 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 Low 7 3 11 -3 Leg

One of Naoto's most commonly used low attacks. This attack serves as a means of mix up, tick throw set up, and is used for pressure mainly as a way to prevent the use of option selects against Naoto. This attack does not have much range as say Chie 2A, but usually has enough range to cleanly allow for Naoto to chain 2A three times before pushing herself out of the opponent's face. Not a very good combo starter, so don't expect to do full fledged combos are get big damage off this. Regardless, this is an important attack to use so don't neglect it.

2B
2B
P4Arena Naoto 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 Air Unblockable 8 3 21 -9 Body

This attack was significantly buffed from P4U to P4U2. It is now significantly faster and its head invulnerable frames were moved in such a way that using 2B as a reactionary attack against airborne attacks is much more reliable for Naoto. This move serves a purpose in pressure for frame trapping and catching people trying to jump out of your offense, but must be used carefully because it lacks horizontal range. As a combo starter, this move leads to pretty good damage, especially if you counter hit an airborne opponent.

j.A
j.A
P4Arena Naoto jA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 High 6 4 12 - Head

Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all her other air specials, including itself, so what this means is that you can do several overheads vs a grounded opponents to mix up them up. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to her game and should be an attack one becomes very comfortable with using often.

j.B
j.B
P4Arena Naoto jB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
240 High 7 4 12 - Head

This attack is one of Naoto's best air to air normals as her foot extends quite a bit in front of her and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for her air combos. This attack is also important for Naoto's mixups much like j.A, as its quick and inflicts more blockstun than j.A does when it is necessary.

All Out Attack
All Out Attack
A+B
P4Arena Naoto AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 High 26 1 38 -20 Body

Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so i'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.

Sweep
Sweep
2A+B
P4Arena Naoto Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
420 Low 10 3 18 -6 Leg
  • Chest invulnerable from frames 4-12.

This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami 5B, Mitsuru 5A, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.


Persona Attacks

5C Persona Required
5C Persona Required
P4Arena Naoto 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
640 All 13 7 26 -13 Chest
  • Dash cancelable on hit or block. On block, her dash cancel is -2.
  • Chest attribute. Can be hit by sweeps and specials with chest invulnerability.

Naoto's 5C is a very important move for her in all areas of her game play. This move is her most reliable and damaging combo starter asides from 2[C], and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps her immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.

2C Persona Required
2C Persona Required
P4Arena Naoto 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 All 14 8 23 -14 Body
  • Takes away 1 fate counter.

This is Naoto's largest horizontal Persona attack in her arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do 5C, 2C, or 2[C] from the position where it is lingers from. This attack is very important for her combos as its typically what you'll use to either link into gunshots midscreen or B fangs in the corner. Avoid using this move in pressure as the only two available cancel options on block are super, OMC, or AOA.

2[C] Persona Required
2[C] Persona Required
P4Arena Naoto 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300, 150*2 All 18 4, 4, 4 49 Total +8 Body
  • Takes 2 fate away from the Fate counter.
  • Fatal Counter Starter

This move is Naoto's best grounded combo starter and it fatals the opponent on counter hit. Commonly leads to C Zapper poison loops that inflict massive damage on the opponent. This move is also actively used mid combo, mainly for IAD confirms or OMB situations. This move is also pretty good for restarting Naoto's pressure because it is her only plus on block normal that leaves her at a heavy advantage. which allows the player to effective dash back in and resume her offense if respected. This move should not be used too predictably as it has significant start up and is very unsafe on whiff, so opponents will actively look to roll vs this attack and punish Naoto afterwards.

5D Persona Required
5D Persona Required
P4Arena Naoto 5D.png
P4Arena Naoto 5DD.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5D - - - - 50 Total - -
5DD 480, 240*2 All 7* 2(9)6(11)3 - - Body
  • Attack starts up 7f after pressing D.
  • Earliest activation is (50+)30f after 5D.

Naoto's Persona travels across the screen for a set amount of frames and when

j.C Persona Required
j.C Persona Required
P4Arena Naoto jC.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.C 520 High 12 7 13 - Head
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j.D Persona Required
j.D Persona Required
P4Arena Naoto jD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
660 All 15 12 14 + 8 landing - Head, Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Universal Mechanics

Ground Throw
Ground Throw
C+D
P4Arena Naoto GroundThrow.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Throw 0, 0, 700 Throw 5 3 27 - Throw
Follow Up with C/D 960 All 16 28 14 - Body
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Air Throw
Air Throw
j.C+D
P4Arena Naoto AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 1800 Throw 4 3 19 - Throw
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Shield of Justice Persona Required
Shield of Justice Persona Required
B+D
P4Arena Naoto BD.png
P4Arena Naoto BD5A.png
P4Arena Naoto BD6A.png
P4AU Naoto Safety.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Shield - - - 1-24 (shield) 62 Total - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Counter Shot
5+Any Button
600 All 10 4 57 Total -33 Projectile
  • List what the move is used for
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Counter Shot EX
6+Any Button
600 All 10 - 49 Total -25 Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Safety
4+Any button
- - - - 27 Total - -
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Guard Cancel Attack
Guard Cancel Attack
6A+B
P4Arena Naoto 5AA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 All ? ? ? - ?
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  • List interesting properties in bullet points like invul, fatal

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Skill Attacks

Double Fangs
Double Fangs
236A/B (Air OK)
P4Arena Naoto DoubleFangs.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A ground 250, 500 Any, High 10 2(12)2 7* -5 if Aim is canceled Head
B ground 400, 1200 Any, High 18 3(17)2 12* -3 if Aim is canceled Head
SB ground 500, 1500 Any, High 16 5(13)2 12* -3 if Aim is canceled Head
  • List what the move is used for
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A air 400, 200 Any, High 9 3(12)2 14 after landing -1* Head
B air 600, 300 Any, High 13 3(17)2 13 after landing -2* Head
SB air 800, 400 Any, High 9 5(13)2 13 after landing 0* Head
  • List what the move is used for
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Aim
214A/B
P4Arena Naoto Aim.png
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A - - - - - 80 (whole duration) - - - Click!
B - - - - - 115 (whole duration) - - 6-15 throw Click!
SB - - - - - 106 (whole duration) - - 4-25 Click!

Naoto takes out her gun and adopts a shooting stance. B version has Naoto perform a sick backflip with low invuln while reloading her gun so you can continue harassing your opponent fullscreen. SB has her dash forward and through the opponent if they're close enough. 5 shots available per reload. Fifth bullet takes off 1 counter from the Fate Gauge. Since the fifth bullet is super cancelable, it's possible to combo her 236236A or 214214A/B from fullscreen.

Snipe
During Shooting Stance- A/B/C/D
P4Arena Naoto Snipe.png
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
Ax4 130x4 All O 4 - - - Projectile - Click!
5th A 1000 All UO 4 - - - Projectile - Click!
Bx4 110x4 -L/All O 4 - - - Projectile - Click!
5th B 700 L/All UO 4 - - - Projectile - Click!
Cx4 140x4 All O 4 - - - Projectile - Click!
5th C 1250 All UO 4 - - - Projectile - Click!
6D - - - - - - - Projectile - Click!
D or 214A - - - - - 13 (whole duration) - - - -

A: Bullet goes straight forward.


B: Bullet ricochets. Your opponent must block low if they're right in Naoto's face. Otherwise, the bullets can be blocked either standing, crouching or in the air elsewhere.


C: Bullet goes up.


D: Cancels Shooting Stance.

Hair-Trigger Megido Persona Required
Hair-Trigger Megido Persona Required
214C/D (air OK)
P4Arena Naoto Megido.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 1000 Any - - Total 27 - Projectile
D 1200 Any - - Total 35 - Projectile
SB 1000, 1200 Any - - Total 32 - Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Blight Persona Required
Blight Persona Required
236C/D (air OK)
P4AU Naoto Blight.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 200, 100*5 Any 15 3*4, 2 17 -5 if blocked standing Body
D 200, 100*8 Any 20 -3*3, 6(8)3*4, 2 12 0 if blocked standing Body
SB 200, 100*8 Any 16 3*3, 6(8)3*4, 2 27 Total +37 if blocked standing Body
  • List what the move is used for
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SP Skill Attacks

Anti-S SP Pistol a
Anti-S SP Pistol
236236A/B (air OK)
P4Arena Naoto AntiSPPistolA.png
Alpha Uzi
P4Arena Naoto AntiSPPistolB.png
Beta Shotgun
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
SP Pistol α
A Version
220*12 Any 14+2 (11+2) - 114 (111) Total -14 (0) Projectile
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SP Pistol β
B Version
1200 Any 30+10 (26+10) - 77 (73) Total -18 (0) Projectile
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SB Version 220*12, 1200 Any 14+2 (11+2) - 153 (150) Total - Projectile
  • List what the move is used for
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Hamaon Persona Required
Hamaon Persona Required
236236C
P4Arena Naoto Hamaon.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 0*16/K.O. Any 5+13 75 29 Total +73 Projectile
SB 0*16/K.O. Any 5+13 75 29 Total +73 Projectile
  • List what the move is used for C Version appears a short distance in front of Naoto, SB Version appears under opponent's current location.
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Mudoon Persona Required
Mudoon Persona Required
236236D
P4Arena Naoto Mudoon.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0/K.O. Air Unblockable* 5+20 40 55 Total - Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Awakened SP Skill Attacks

Raid
Raid
214214A/B
P4Arena Naoto Raid.png
Causes Walk.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
activation - - 4+ - 241 Total - -
SB activation - - 4+ - 385 Total - -
A Shot 800 Any 1* - - - Projectile
B Shot 100 Any 1* - - - Projectile
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Critical Shot
Critical Shot
C or D after Raid
P4Arena Naoto CriticalShot.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
normal 3000 Any 9+3* 2 60 -43 Body
SB 3600 Any 9+3* 2 60 -43 Body
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Instant Kill

Judge of Hell Persona Required
222C+D
P4Arena Naoto JudgeOfHell.png
SHOWTIME!
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. Unblockable 61+141 - 534 Total - Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Strategy

General Tactics

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.


Tips and Tricks

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Notes:

  • Many of Naoto's combos begin with 5B or progress 2A>5A>5B>etc. Most of these combos function identically whether the 2A and 5A are used or not. Due to the way proration works, these combos tend to do more damage without the 2A and 5A. However, 2A hits low, making it easier to break an opponent's guard, and both 2A and 5A are a bit safer than 5B. The combos listed here have recommended choices of beginnings, but feel free to adjust each combo as the situation demands.
  • Any combo that ends with 236A>5BBBBB can be replaced with 236A>6D in order to knock the opponent away and save bullets at the cost of a bit of damage.
  • Any combo that ends with shots (e.g. 236A>5BBBBB) can be cancelled into 236236A or 236236AB for extra damage if you have meter. This is generally preferable to using either super raw.
  • 236236AB can combo into itself (for all intents and purposes) indefinitely, given enough meter. This is generally irrelevant, but it is worth keeping in mind when playing as Shadow Naoto (for use during shadow frenzy) and in Golden Arena mode.

Fullscreen

  • 214A>5AAAAA>236236AB
Requirements: 75 SP
Damage: 3096, Fate -7, Gives Fear and Silence
Notes: Useful to punish aggressive opponents and force respect of pressure

Midscreen

  • 66>2A>5B>5C>236A>5BBBBB
Damage: 1671, Fate -1
Meter Gain: 26
Notes: Naoto's BnB meterless mixup.


  • 2A>5A>5B>5C>2C
Damage: 784, Fate -1
Meter Gain: 18
Notes: Good for getting opponent away.


  • 5B>5C>236AB>5CCCCC
Requirements: 25 SP
Damage: 2429, Fate -1
Meter Gain: 17 (net loss of 8)
Notes: Leads to corner combos, fairly inexpensive


  • 5B>5C>236A>5BBBBB>236236AB>236236AB
Requirements: 150SP
Damage: 4694, Fate -13, Gives Fear/Silence
Notes: Impractical in most situations as normal Naoto. Drops fate gauge to zero, potentially leading to a Hamaon or Mudoon kill. Can be used to win come-from-behind victories. As Shadow Naoto, this is a good option in shadow frenzy.

Midscreen to Corner

  • 5B>5C>236AB>5C>236B>5C>236A>5BBBBB(>236236AB)(>236236A)
Requirements: 25(100)(150) SP, 236AB must carry to corner
Damage: 3560(4740)(5532), Fate -7, Gives Fear/Silence
Notes: Useful for preventing awakening

Corner Only