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:*'''Take Advantage of Knockdown:''' As a general rule, knockdown at fullscreen gives Naoto time for one (and only one) "set-up" type action. That is to say, it gives enough time to set a single trap or throw out 5D. Traps are more effective against aggressive characters, like Yosuke and Chie, as they are somewhat more likely to accidentally run straight into the trap, and even if they do not, the trap will slow their advance, giving Naoto more time. 5D is more useful against cautious or slower opponents, as 5D travels full screen, can hit from behind, and if it is blocked it leaves the opponent stuck for a moment, again giving Naoto more time. | :*'''Take Advantage of Knockdown:''' As a general rule, knockdown at fullscreen gives Naoto time for one (and only one) "set-up" type action. That is to say, it gives enough time to set a single trap or throw out 5D. Traps are more effective against aggressive characters, like Yosuke and Chie, as they are somewhat more likely to accidentally run straight into the trap, and even if they do not, the trap will slow their advance, giving Naoto more time. 5D is more useful against cautious or slower opponents, as 5D travels full screen, can hit from behind, and if it is blocked it leaves the opponent stuck for a moment, again giving Naoto more time. | ||
:*'''Punish Advances:''' Naoto's bullets are extraordinarily fast, and can therefore be used to punish just about anything at fullscreen. Against rushdown characters, this usually means shooting the opponent as they try to run in. Zoners can sometimes be shot out of attacks, as well, and as Naoto can fire five bullets consecutively, she'll trump some individual projectiles. Naoto's bullets are her most valuable tool at fullscreen, and effective zoning requires knowing when to use bullets and how to buy time while they reload. The reload time on Naoto's bullets is her most significant nerf from the original game. | :*'''Punish Advances:''' Naoto's bullets are extraordinarily fast, and can therefore be used to punish just about anything at fullscreen. Against rushdown characters, this usually means shooting the opponent as they try to run in. Zoners can sometimes be shot out of attacks, as well, and as Naoto can fire five bullets consecutively, she'll trump some individual projectiles. Naoto's bullets are her most valuable tool at fullscreen, and effective zoning requires knowing when to use bullets and how to buy time while they reload. The reload time on Naoto's bullets is her most significant nerf from the original game. | ||
:*'''Hamaon/Mudoon:''' There is some irony in the usefulness of Naoto's instant kill system, in that Hamaon and Mudoon are considerably easier to land while fighting at close range, but while playing a Rushdown Naoto, the opponent will usuall run out of health before the fate counter hits zero. Conversely, the lower damage-to-hitconfirm ratio inherent in zoning means the opponent's fate counter is more likely to hit zero before the opponent goes down. The challenge when zoning, then, is landing Hamaon or Mudoon. The easiest way to do this is to switch to a Rushdown playstyle, but if that is not an option, there are two real choices. Mudoon is largely useless outside of combos as it does not hit on the ground, so the remaining possibilities are Hamaon and SB Hamaon. The advantage of Hamaon (aside from being cheaper) is that it starts directly in front of Naoto, so an aggressive and uncautious opponent may run into it. SB Hamaon appears wherever the opponent is, making it possible to catch an opponent off-guard. | :*'''Hamaon/Mudoon:''' There is some irony in the usefulness of Naoto's instant kill system, in that Hamaon and Mudoon are considerably easier to land while fighting at close range, but while playing a Rushdown Naoto, the opponent will usuall run out of health before the fate counter hits zero. Conversely, the lower damage-to-hitconfirm ratio inherent in zoning means the opponent's fate counter is more likely to hit zero before the opponent goes down. The challenge when zoning, then, is landing Hamaon or Mudoon. The easiest way to do this is to switch to a Rushdown playstyle, but if that is not an option, there are two real choices. Mudoon is largely useless outside of combos as it does not hit on the ground, so the remaining possibilities are Hamaon and SB Hamaon. The advantage of Hamaon (aside from being cheaper) is that it starts directly in front of Naoto, so an aggressive and uncautious opponent may run into it. SB Hamaon appears wherever the opponent is, making it possible to catch an opponent off-guard. Naoto's bullets can also combo into SB Hamaon from anywhere on screen, which is probably the best way to hit with Naoto's instant kills without closing in. | ||
:*'''Escaping the Corner:''' Setting traps and staying at fullscreen requires gradually edging backwards, so after a time, Naoto will be in the corner. This makes zoning considerably more difficult. As with the instant kills, the best solution is to shift to Rushdown, but if that is not reasonable, the next best option is to use Naoto's roll (214AB) and either use shots into knockdown or use 5D to end the stance, and then to backstep to fullscreen. Evasive action can also work as a meterless option, but it is considerably less safe. | :*'''Escaping the Corner:''' Setting traps and staying at fullscreen requires gradually edging backwards, so after a time, Naoto will be in the corner. This makes zoning considerably more difficult. As with the instant kills, the best solution is to shift to Rushdown, but if that is not reasonable, the next best option is to use Naoto's roll (214AB) and either use shots into knockdown or use 5D to end the stance, and then to backstep to fullscreen. Evasive action can also work as a meterless option, but it is considerably less safe. | ||
:With effective zoning, it is entirely possible to win perfect victories by keeping rushdown-based opponents (or any unskilled opponent) away, punishing everything they do. | :With effective zoning, it is entirely possible to win perfect victories by keeping rushdown-based opponents (or any unskilled opponent) away, punishing everything they do. |
Revision as of 04:39, 19 April 2015
Naoto Shirogane |
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Health: 8,500 Combo Rate: 60% Backdash Time: 23 Backdash Invincibility: 1-6
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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:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
Normal Attacks
5A (Normal)
5A Normal |
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5A (Shadow)
5A Shadow |
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5B
5B |
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2A
2A |
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2B
2B |
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j.A
j.A |
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j.B
j.B |
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All Out Attack
All Out Attack A+B |
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Sweep
Sweep 2A+B |
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Persona Attacks
5C
5C |
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2C
2C |
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2[C]
2[C] |
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5D
5D |
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j.C
j.C |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw C+D |
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Air Throw
Air Throw j.C+D |
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Shield of Justice
Shield of Justice B+D |
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Guard Cancel Attack
Guard Cancel Attack 6A+B |
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Skill Attacks
Double Fangs
Double Fangs 236A/B (Air OK) |
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Aim 214A/B |
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Snipe During Shooting Stance- A/B/C/D |
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Hair-Trigger Megido
Hair-Trigger Megido 214C/D (air OK) |
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Blight
Blight 236C/D (air OK) |
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SP Skill Attacks
Anti-S SP Pistol a
Anti-S SP Pistol 236236A/B (air OK) |
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Hamaon
Hamaon 236236C |
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Mudoon
Mudoon 236236D |
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Awakened SP Skill Attacks
Raid
Raid 214214A/B |
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Critical Shot
Critical Shot C or D after Raid |
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Instant Kill
Judge of Hell 222C+D |
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Strategy
General Tactics
Offense
Naoto's greatest overall strength is her versatility. There are two main approaches to playing as Naoto, and effective play involves actively switching between the two to match the opponent and situation. Naoto is unique in that she is simultaneously a Zoning character and a Rushdown character. Each playstyle must be approached individually.
- -Zoning-
- Naoto's zoning game revolves around keeping the opponent away using Naoto's various projectiles in order to keep the opponent guessing. This is most effective against highly agressive Rushdown characters who are helpless (or close to it) at full screen. In general, playing Naoto as a zoner results in attempting to outsmart the opponent while slowly whittling down their health. This comes down to five key points:
- Get to Fullscreen: In order for Naoto's zoning to work properly, it is necessary to reach fullscreen. Naoto has a number of tools that can effectively knock the opponent away, such as Shield of Justice (timed correctly) or B/SB Double Fangs. Gold bursts are also highly effective as Naoto, as not only does bursting knock the opponent away, the gold burst fills Naoto's meter, and Naoto gets a ton of use out of meter. Regardless, there is no "best" option for getting to full screen; it varies by situation.
- Take Advantage of Knockdown: As a general rule, knockdown at fullscreen gives Naoto time for one (and only one) "set-up" type action. That is to say, it gives enough time to set a single trap or throw out 5D. Traps are more effective against aggressive characters, like Yosuke and Chie, as they are somewhat more likely to accidentally run straight into the trap, and even if they do not, the trap will slow their advance, giving Naoto more time. 5D is more useful against cautious or slower opponents, as 5D travels full screen, can hit from behind, and if it is blocked it leaves the opponent stuck for a moment, again giving Naoto more time.
- Punish Advances: Naoto's bullets are extraordinarily fast, and can therefore be used to punish just about anything at fullscreen. Against rushdown characters, this usually means shooting the opponent as they try to run in. Zoners can sometimes be shot out of attacks, as well, and as Naoto can fire five bullets consecutively, she'll trump some individual projectiles. Naoto's bullets are her most valuable tool at fullscreen, and effective zoning requires knowing when to use bullets and how to buy time while they reload. The reload time on Naoto's bullets is her most significant nerf from the original game.
- Hamaon/Mudoon: There is some irony in the usefulness of Naoto's instant kill system, in that Hamaon and Mudoon are considerably easier to land while fighting at close range, but while playing a Rushdown Naoto, the opponent will usuall run out of health before the fate counter hits zero. Conversely, the lower damage-to-hitconfirm ratio inherent in zoning means the opponent's fate counter is more likely to hit zero before the opponent goes down. The challenge when zoning, then, is landing Hamaon or Mudoon. The easiest way to do this is to switch to a Rushdown playstyle, but if that is not an option, there are two real choices. Mudoon is largely useless outside of combos as it does not hit on the ground, so the remaining possibilities are Hamaon and SB Hamaon. The advantage of Hamaon (aside from being cheaper) is that it starts directly in front of Naoto, so an aggressive and uncautious opponent may run into it. SB Hamaon appears wherever the opponent is, making it possible to catch an opponent off-guard. Naoto's bullets can also combo into SB Hamaon from anywhere on screen, which is probably the best way to hit with Naoto's instant kills without closing in.
- Escaping the Corner: Setting traps and staying at fullscreen requires gradually edging backwards, so after a time, Naoto will be in the corner. This makes zoning considerably more difficult. As with the instant kills, the best solution is to shift to Rushdown, but if that is not reasonable, the next best option is to use Naoto's roll (214AB) and either use shots into knockdown or use 5D to end the stance, and then to backstep to fullscreen. Evasive action can also work as a meterless option, but it is considerably less safe.
- With effective zoning, it is entirely possible to win perfect victories by keeping rushdown-based opponents (or any unskilled opponent) away, punishing everything they do.
- -Rushdown-
Defense
Additional Tactics--Shadow Naoto
Tips and Tricks
Matchups
Aigis
Aigis matches are all about playing defensive and punishing. Aigis, like Naoto, can also play both as a Zoning character and a Rushdown character, albeit with somewhat less flexibility, and the best stategy as Naoto is to match Aigis's style and just either zone better or rushdown better. Aigis's zoning counters Rushdown characters and her rushdown counters Zoning characters, so it isn't hard to out-zone or out-rushdown Aigis, assuming Naoto matches the styles properly. Many of Aigis's attacks--especially her zoning skills--trump Naoto's if met head-on, but Aigis's attacks are all fairly easy to read, block, and punish.
- If the match lasts long enough that Aigis runs out of ammo, the match is essentially won, as Naoto can rush Aigis with no real fear of reprisal.
- Aigis's supers are highly telegraphed, easily blocked, and extremely unsafe on block. These are your best counter opportunities. Note that one of her supers is essentially a command grab, though, and cannot be blocked; be careful of that one.
- When Aigis sends out Athena as a shield, be aware that the counter charge is slow enough that Naoto can bait it with certain low-recovery attacks, guard, and potentially Attack again to break a Persona card, if the spacing works out.
Akihiko Sanada
Chie Satonaka
Elizabeth
Combos
Combo Notation Guide: |
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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
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data