< P4AU
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*Earliest activation is (50+)30f after 5D. | *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 | 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 the 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. | ||
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|startup=12 |active=7 |recovery=13 |frameAdv=- | |startup=12 |active=7 |recovery=13 |frameAdv=- | ||
|description= | |description= | ||
Naoto summons | Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's 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. | ||
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|startup=15 |active=12 |recovery=14 + 8 landing |frameAdv=- | |startup=15 |active=12 |recovery=14 + 8 landing |frameAdv=- | ||
|description= | |description= | ||
Sukuna-Hikona 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. | |||
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|startup=16 |active=28 |recovery=14 |frameAdv=- | |startup=16 |active=28 |recovery=14 |frameAdv=- | ||
|description= | |description= | ||
Naoto grabs the opponent and performs a karate chop which crumples | Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's 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 worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes. | ||
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|startup=- |active=1-24 (shield) |recovery=62 Total |frameAdv=- | |startup=- |active=1-24 (shield) |recovery=62 Total |frameAdv=- | ||
|description= | |description= | ||
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. | 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. The follow up you use out of this attack is super important, so select wisely. | ||
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{{AttackData-P4AU | {{AttackData-P4AU | ||
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|startup=10 |active=4 |recovery=57 Total |frameAdv=-33 | |startup=10 |active=4 |recovery=57 Total |frameAdv=-33 | ||
|description= | |description= | ||
"Burst" shot follow up to | "Burst" shot follow up to Naoto's DP. This is the 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. | ||
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{{AttackData-P4AU | {{AttackData-P4AU | ||
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|startup=10 |active=- |recovery=49 Total |frameAdv=-25 | |startup=10 |active=- |recovery=49 Total |frameAdv=-25 | ||
|description= | |description= | ||
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. | 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. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps. | ||
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{{AttackData-P4AU | {{AttackData-P4AU | ||
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|startup=- |active=- |recovery=27 Total |frameAdv=- | |startup=- |active=- |recovery=27 Total |frameAdv=- | ||
|description= | |description= | ||
This follow up lets Naoto backdash cancel | This follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The 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. | ||
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|staticDiff=? | |staticDiff=? | ||
|description= | |description= | ||
Naoto's guard cancel attack has the same animation | Naoto's guard cancel attack has the same animation as S.Naoto's 5AA attack. This attack is fairly quick, but because of the armor this move can be 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. | ||
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*All grounded versions of Fangs go into Snipe Stance. | *All grounded versions of Fangs go into Snipe Stance. | ||
'''A Fangs:''' This move is a fast overhead hurdle jump attack that puts Naoto into | '''A Fangs:''' This move is a fast overhead hurdle jump attack that puts Naoto into 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). | '''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). | ||
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''' 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 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 | '''air B Fangs''': Serves pretty much the same 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 | '''air SB Fangs:''': A faster version of B fangs, 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. | ||
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* 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. | * 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 | '''A Aim Stance:''' Naoto takes out the gun and holds the revolver out with both hands, and cannot block or use conventional movement such as walking, running, jumping, etc. Naoto has set follow ups (discussed below) that may be used to act out of this stance. This stance is important to Naoto's entire gameplan as Aim stance gives Naoto access to a variety of projectile angles and lets the special cancel the recovery of certain normals for pressure and DP/Super baits. | ||
'''B Aim Stance:''' Naoto performs a briefly invulnerable backflip that | '''B Aim Stance:''' Naoto performs a briefly invulnerable backflip that results in the usual Aim stance with the same properties as A Aim Stance. The notable thing about this stance is the signficant backwards flip that has a very brief window of full invulnerability. Theoretically, it seems that this flip has roughly the same invulnerability as Naoto's 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:''' | '''SB Aim Stance:''' | ||
*Fatal Counter State | *Fatal Counter State | ||
Naoto performs a forward moving military roll that has a significant amount of invulnerability in which | Naoto performs a forward moving military roll that has a significant amount of invulnerability in which Naoto can act the same as out of 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. | ||
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|staticDiff=- | |staticDiff=- | ||
|description= | |description= | ||
*Standard clip size is 5 shots. Naoto reloads | *Standard clip size is 5 shots. Naoto reloads the 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. | *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. | *AB, BC, and AC shots do consume bullets. | ||
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'''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. | '''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. | ||
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'''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. | '''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. | ||
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'''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. | '''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. | ||
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'''D: '''Cancels Aim Stance. 214A gives a similar effect. | '''D: '''Cancels Aim Stance. 214A gives a similar effect. | ||
'''6D:''' Naoto's Persona appears and performs a blast shot similar to | '''6D:''' Naoto's Persona appears and performs a blast shot similar to the DP's follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo and removing 1 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. | ||
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'''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. | '''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 | '''D Megido:''' Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed 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 | '''SB Megido:''' Naoto places both trap at the same time while setting and recovering at a much faster rate than 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. | ||
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|startup=16 |active=3*3, 6(8)3*4, 2 |recovery=27 Total |frameAdv=+37 if blocked standing | |startup=16 |active=3*3, 6(8)3*4, 2 |recovery=27 Total |frameAdv=+37 if blocked standing | ||
|description= | |description= | ||
*Static difference changes whether the opponent is Standing or Crouching. | *Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage. | ||
'''C Blight:''' Very | '''C Blight:''' Very useful attack that serves as Naoto's most reliable anti air attack. 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:''' | '''D Blight:''' Similar to C Blight, except attacks straight forward. 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 | '''SB Blight:''' A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto. | ||
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*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time. | *Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time. | ||
This super is | This super is very useful 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. | ||
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*Removes 6 fate regardless of the point in a combo in which it is used. | *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. | 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 has 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. | ||
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*Instant kills the opponent if the fate counter is at 0 and the skull is red. | *Instant kills the opponent if the fate counter is at 0 and the skull is red. | ||
'''Hamaon:''' This super is | '''Hamaon:''' This super is relatively useful and 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. | '''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. | ||
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*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it. | *Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it. | ||
This attack | This attack isn't used as often as Hamaon because it's similar, but less efficient. 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 and if they have no fate remaining. | ||
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*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots. | *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 | '''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 the 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. | '''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. | ||
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|startup=9+3* |active=2 |recovery=60 |frameAdv=-43 | |startup=9+3* |active=2 |recovery=60 |frameAdv=-43 | ||
|description= | |description= | ||
*Can select which direction Naoto faces when | *Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around. | ||
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not. | *On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not. | ||
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|startup=61+141 |active= |recovery=534 Total |frameAdv=- | |startup=61+141 |active= |recovery=534 Total |frameAdv=- | ||
|description= | |description= | ||
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 | 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 affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard. | ||
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Revision as of 18:36, 18 May 2018
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:
- Naoto Shirogane is a 1st year from Persona 4, known as the detective prince for some time due to his amazing logic and reasoning skills. after awakening to her persona, she came to terms with the fact that being a detective would be difficult because of being a child, and then Yu and the others are told by Naoto's shadow that they are in fact a girl and can't beat the gender gap in the industry and ended up hiding her true identity. she then joins the investigation team to help solve the frequent murders and kidnappings in Inaba with Yu and the others
Strengths/Weaknesses
Strengths | Weaknesses |
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External References
- Japanese Name: 白鐘 直斗 (しろがね なおと)
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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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- 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