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==Combos== | ==Combos== | ||
[https://www.evernote.com/shard/s462/sh/694b1e41-167d-4005-9e6f-23b0c64ef3f7/90f664457f95bbebad0149dcaaf70ee5 P4U2 1.1 Naoto/S.Naoto General Meterless Combos] | |||
[https://www.evernote.com/shard/s462/sh/f4ea8568-0e1a-4204-9e35-6dba6b700ab4/a70f643112c844eedbfd44ecce772355 P4U2 1.1 Naoto/S.Naoto Metered Combos] | |||
[https://www.evernote.com/shard/s462/sh/7ce9e3d4-002f-431f-9dfe-49dccc3940d8/df482906fc11515aac8a66f09656c226 P4U2 1.1 Shadow Naoto Shadow Burst Combos] | |||
'''Visual References''' | |||
[https://www.youtube.com/playlist?list=PLIWEdCc31i3xhSeI2r6DzV0m8d1-QKqD1 1.1 Naoto Combo Reference] | |||
[https://www.youtube.com/playlist?list=PLIWEdCc31i3zal8sdYYVn4LcrrrjgWHnR 1.1 Shadow Naoto Combo Reference] | |||
==Shadow Frenzy Combos== | ==Shadow Frenzy Combos== |
Revision as of 02:54, 28 May 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
Aim 214A/B |
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Snipe
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 Gameplan
Naoto by design is a trap/zoning style character who excels at defending her space. Your intentions with Naoto should mainly be to force the opponent to take risks in preventing you from setting up control of the screen and the pace of the match. With Naoto, it is necessary to read your opponent's intentions with how they want to approach you and react/anticipate their advances and hit them for their attempt. If they prefer to be very cautious, you can use their hesitant approach against them by rushing in yourself and safely starting your offense before they get a chance to react to what you do. If they are reckless with their approach, capitalize off their impatience by taking advantage of your screen position involving traps and force them to get hit or block for being overly aggressive and shift the match's moment to your favor instead.
Needless to say, for Naoto to truly shine, you need a deep understanding of the opponent's options which in turn requires you to be very familiar with match ups across the board. It is necessary to understand that match ups differ greatly, which means that certain things that work vs one character are not guaranteed to work vs another. With that said, actively playing against a great variety of characters with the intention of learning to adapt quickly to situations and play styles is the way to maximize one's potential with Naoto.
Tips for Neutral
- Set traps carefully. C Megido has less recovery and covers air space well. D Megido has more recovery but covers a large amount of ground space as well as being invulnerable to most air attacks.
- Shoot sparingly. You are very vulnerable to attacks in Aim stance so use it when your opponent does not have access to full screen supers or attacks that can contest you easily. Preferably shoot when you have added protection from traps as well.
- Protect your traps. It is very easy for your opponent to just run up and disarm your traps, then proceed to close in on you. It is your job to also establish that there is a risk to moving forward to destroy traps. While traps are there to protect your blind spots, its equally important to establish the threat behind attempts at destroying them. Creating hesitation by threatening your opponent in such a way will create openings for your offense!
- Know your anti air options. 2B is the universal AA option in this game, but Naoto happens to have a large variety of tools at her disposal to stop the opponent in the air alongside 2B. Don't be scared to use C Blight, j.A/j.B, Air throw, B/C shots, or Sweep(low profiles certain air attacks) to successfully anti air the opponent.
Tips for Defense
- Vary your wake up tech timings. Sometimes delay teching or no teching after being knocked down will throw your opponent off and create a situation where you can escape or minimize the threat of the opponent's offense.
- Vary your DP follow ups. Use the B+D~X follow up mainly to stop relentless pressure or unsafe mix up attempts. Use B+D~6X vs opponents attacking at a distance or against opponents throwing many projectiles at you. Use B+D~4X to back off to create space or to throw off an opponent trying to bait out the attack follows by doing safe jumps or jump cancels after triggering your DP.
- Mix up your other defensive options such as 5A/2A mash, upbacking, Evasive Action, reversal supers, guard cancel attack, guard cancel roll and of course BLOCKING. Your opponent generally cannot cover all these options and it is your job to anticipate/react to how your opponent is applying their offense and respond accordingly.
Combos
P4U2 1.1 Naoto/S.Naoto General Meterless Combos
P4U2 1.1 Naoto/S.Naoto Metered Combos
P4U2 1.1 Shadow Naoto Shadow Burst Combos
Visual References
Shadow Frenzy Combos
Fullscreen
Midscreen
Midscreen to Corner
Corner Only
- 2[C] [CH]>SHF>2AB>236CD>236236B>66>5B>236A>5BBBBB>236AB>214A(5D)>5C>236B>214A(5D)>5C>j.B>j.C>j.C>j.D>j.236A>214214AB>5Ax5>5C
- Requirements: 100SP, Fatal Counter
- Damage: 6110 (+Poison), Fate -9
- Notes: Raid Shot (A) is interchangeable with Raid Shot (B) to remove all Fate Counters.
- 2AB>SHF>236CD>214B>BC>AC>236B>214A(5D)>5C>236D>236236AB>66>5B(2AB)>214214A>5Ax3>5C
- Requirements: 100SP
- Damage: 5232 (+Poison), Fate -8
- Notes: Raid Shot (A) is interchangeable with Raid Shot (B) to remove -11 Fate Counters altogether. Subsequently, Raid (A) can be exchanged with Raid (B), or exchanged with Raid (SB) for additional shots. However, using Raid (SB) and firing more than three shots will cause the combo to drop if the timing between all 4+ shots is not precise enough. If you really need that extra damage, then practice spacing each shot, or simply use Raid (SB) for the additional Critical Shot damage.
- 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