P4AU/Naoto Shirogane: Difference between revisions

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[https://www.youtube.com/playlist?list=PLIWEdCc31i3zal8sdYYVn4LcrrrjgWHnR 1.1 Shadow Naoto Combo Reference]


==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<br />
: Requirements: 100SP, <b>Fatal Counter</b> <br />
: Damage: 6110 (+Poison), Fate -9 <br />
: Notes: Raid Shot (A) is interchangeable with Raid Shot (B) to remove all Fate Counters.<br />
<br />
* 2AB>SHF>236CD>214B>BC>AC>236B>214A(5D)>5C>236D>236236AB>66>5B(2AB)>214214A>5Ax3>5C<br />
: Requirements: 100SP<br />
: Damage: 5232 (+Poison), Fate -8<br />
: 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.


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Revision as of 02:55, 28 May 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 partially invisible. After a set amount of frames, hitting 5D again will allow the Persona to attack with a triple slash attack. 5D sends the Persona at the opponent at a much higher speed than her 4D version, allowing for a fast fullscreen assault. An interesting distinction between the two attacks is that 5D does not autocorrect its facing, while 4D does. This is important to keep in mind when utilizing this attack in neutral situations as you may find yourself helpless for using 5D and having it whiff.

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

Naoto summons Sukona Hikona mid air and comes down with a diagonal sword slash below her. This attack is easily Naoto's best air normal and arguable her best normal in her entire arsenal. This move was buffed from P4U and is now an overhead attack so it has its place in mix ups and catching people downbacking mindlessly. Important to set up Naoto's f-shiki/fuzzy j.A mix up.

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

Naoto sends her Persona out and hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.


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

Naoto grabs the opponent and performs a karate chop which crumples the opponent. Naoto can hit either the C or D button to perform a follow up attack with her Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worthy of noting that Naoto's throw is her fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.

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

Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC j.C OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.


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 - -

Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. What follow ups you use out of this attack is super important, so select them wisely.

Counter Shot
5+Any Button
600 All 10 4 57 Total -33 Projectile

"Burst" shot follow up to her DP. This is her usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.

Counter Shot EX
6+Any Button
600 All 10 - 49 Total -25 Projectile

Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. Biggest problem with this follow up is that the opponent can low profile this attack with certain attacks such as certain 2As, specials, and Sweeps.

Safety
4+Any button
- - - - 27 Total - -

This follow up lets Naoto backdash cancel her catch frames on her DP. Useful for avoiding safe jumps and other particular attacks. Problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.

Guard Cancel Attack
Guard Cancel Attack
6A+B
P4Arena Naoto 5AA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 All ? ? ? - ?

Naoto's guard cancel attack has the same animation has S.Naoto's 5AA attack. This attack is fairly quick, but because of the armor this move can slowed down and DP'd on reaction. The other issue with this attack is that many characters can 2A, Sweep, or low profile this move with certain specials as well.


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
  • All grounded versions of Fangs go into Snipe Stance.

A Fangs: This move is a fast overhead hurdle jump attack that puts Naoto into her Snipe stance and allow for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.

B fangs: Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out 2A stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).

SB Fangs: Pretty much the same exact properties as B fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry.

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
  • All air Fangs do not force Naoto into Snipe Stance upon landing.

air A Fangs: Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air A fangs is in S.Naoto combos for massive corner carry and combo extension.

air B Fangs: Serves pretty much the same exact purpose as air A fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air A fangs.

air SB Fangs:: A faster version of B fangs basically, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.

Aim
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!
  • Stance follow up after any grounded version of Double Fang.
  • Can exit any Aim stance by inputting 214A or tapping/holding D. Preferably by holding D in most situations. Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.

A Aim Stance: Naoto takes out her gun and holds the revolver out with both hands. Naoto cannot block or use conventional movement such as walking, running, jumping, etc. She has set follow ups (discussed below) that she may use to act out of this stance. This stance is important to her entire gameplan as her Aim stance gives Naoto access to a variety of projectile angles and lets her special cancel the recovery of certain normals for pressure and DP/Super baits.

B Aim Stance: Naoto performs a briefly invulnerable backflip that leaves her in the usual Aim stance. Same properties and stuff as A Aim Stance. Notable thing about this stance is her signficant backwards flip that has a very brief window of full invulnerability. Theoretically, it seems that this flip has roughly the same invulnerability as her backdash, but this is not confirmed and needs further testing. To give a nice perspective on this move's invul, it is possible with proper timing to perform this move and have it go through Aigis's 236236C Shield super cleanly.

SB Aim Stance:

  • Fatal Counter State

Naoto performs a forward moving military roll that has a significant amount of invulnerability in which she can act as she would out of her other stances. This move is NOT a reversal, as the invulnerability does not kick in until roughly frame 4 which means this move will lose to attacks done on the first 3 frames of this move's start up. If you are hit during the start up or recovery of this attack, you will be Fatal Countered so beware of overusing this attack.

Snipe
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) - - - -
  • Standard clip size is 5 shots. Naoto reloads her gun clip once all 5 shots have been used.
  • 6D and 6CD in Aim stance do not consume bullets and can be performed even without any remaining shots.
  • AB, BC, and AC shots do consume bullets.
  • Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.

A: Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.


B: Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations.


C: Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. Used as a combo ender as it gives a hard knockdown from most heights as well.


D: Cancels Aim Stance. 214A gives a similar effect.

6D: Naoto's Persona appears and performs a blast shot similar to her DP's follow up. Not the greatest move, but it does have the benefit of adding a letting extra damage to a combo and removal of 1 extra fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as the opponent can air tech forward and attempt to start their offense.

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 28 - Projectile
D 1200 Any - - Total 36 - Projectile
SB 1000, 1200 Any - - Total 33 - Projectile
  • Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.
  • All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.

C Megido: Naoto places a red trap that hovers in the air. This and D megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. j.214C Recovery: 33f.

D Megido: Naoto places a green trap that falls directly to the ground. This trap cannot be destroy by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than C Megido, so be careful about setting this trap more so than C Megido as you are very vulnerable. j.214D Recovery: 41f.

SB Megido: Naoto places both trap at the same time while setting and recovering at a much faster rate than her regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. j.214CD Recovery: 19f.

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
  • Static difference changes whether the opponent is Standing or Crouching. vs Crouching opponents, you are at a larger disadvantage.

C Blight: Very very useful attack that serves as Naoto's most reliable anti air attack meant to stuff air attacks. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.

D Blight: Not a terribly useful attack as it has a lot of start up and no impressive properties like C Blight. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.

SB Blight: A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after the Persona is summoned, giving you a significant amount of frame advantage to act off of. Mainly, you'll see this move used for combos from both Naoto and S.Naoto.


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
  • Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.

This super is a very useful super as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.

SP Pistol β
B Version
1200 Any 30+10 (26+10) - 77 (73) Total -18 (0) Projectile
  • Removes 6 fate regardless of the point in a combo in which it is used.

This move is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.

SB Version 220*12, 1200 Any 14+2 (11+2) - 153 (150) Total - Projectile
  • Inflicts Silence and Fear for a certain period of time.
  • Takes away 6 fate from the fate counter.

This move is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with more supers or a dashing 5B or Sweep if the proration isn't too high. This move is crazy good.

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
  • Instant kills the opponent if the fate counter is at 0 and the skull is red.

Hamaon: This super is a relatively useful super that has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.

SB Hamaon: This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.

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
  • Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.

This attack is the much less used instant kill super because of how much more efficient it is to use Hamaon over this attack. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move if they have no fate remaining.


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
  • Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.

A shots: A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with her finisher.

B shots: B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot. Same difference in the number of possible gunshots depending on non SB or SB raid.

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
  • Can select which direction Naoto faces when she kicked by either hitting C or D. C keeps her original facing while D turns her around.
  • On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.

This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.


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

Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This effects where some targets appear, but that is the limit of your control over this super. Overall, don't use this unless you are playing Score Attack or you really want to troll hard.


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

1.1 Naoto Combo Reference

1.1 Shadow Naoto Combo Reference