P4U2R/Naoto Shirogane

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Overview

Overview

Naoto Shirogane is a generally defensive character with good space control, but overall can play as a hybrid of both zoning and rushdown depending on the situation. She has heavy emphasis on using numerous tools such as her Persona buttons, Furious Action, bullets, unique anti-air specialP4AU Naoto Blight.pngGuardAllStartup15RecoveryTotal 45Advantage-5 if blocked standing, and most importantly her trapsP4Arena Naoto Megido.pngGuardAllStartup23+11RecoveryTotal 27Advantage- to lower her risk in combat and outplay the opponent inch by inch, whittling down their patience and health bar. When the opponent has to slow their approach against these attacks, she can spring onto offense at close range with her variable pressure options, including being able to safely disengage pressure for baits and to return to her mid-long range game, and do this on repeat.

One of Naoto's limiting factors is how wise she must be with one of her best tools, her gun. When it runs out of ammo, she temporarily loses her big threat of being able to cover and punish the opponent almost anywhere they may be on the screen. There is also the reality that in some matchups, Naoto doesn't always get the chance to set up first. This can be dire because just like another detective, her defense can be lacking between inaccessible or flawed options, some of which also relying on the same meter that she uses for up-front threatening damage or to put on the finishing touch with her Instant Kill supers...

Yes, Instant Kill supers. Naoto's unique ace-in-the-hole is her alternate win condition that is accessed after reducing the opponents Fate Gauge with her attacks, in where she can kill them instantly if she hits with either of her Light/Dark supers (HamaonP4Arena Naoto Hamaon.pngGuardAllStartup5+(72 Flash)+13RecoveryTotal 29Advantage+73 or MudoonP4Arena Naoto Mudoon.pngGuardAir Unblockable*Startup5+(68 Flash)+14RecoveryTotal 55Advantage-5) once it's at zero. Most of Naoto's main attacks, and most notably all of her already amazing supers play into this mechanic, allowing her to skew even the most trivial situations to actually be greatly in her favor, secure rounds efficiently, or outright rob a match from the opponent. As a result, her patience can come with high comeback or even snowball potential, and rewards playing the long game greatly.
P4U2R Naoto Shirogane Nameplate.png
P4U2R Naoto Shirogane Portrait.png
Health
8,500
Backdash
23F (1~6F Inv All)
Persona Cards
4
Combo Rate
60%
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.

 Naoto Shirogane is a zoner/rushdown hybrid character that also has the ability to make the opponent face the possibility of instant death.

Pros
Cons
  • Strong Zoning: Naoto's pistol, traps and Persona are strong zoning and space control tools. It can be difficult for opponents to approach her without taking risks, which can deplete the Fate Gauge.
  • Pressure: Naoto has a decent pressure game with good ability to stay in or discourage retaliation, especially when used in conjunction with traps and 5D~D.
  • Status Ailments: Naoto can inflict several effective status ailments onto the opponent such as Silence, Fear, and Poison to bolster her pressure and damage output.
  • Fatal K.O: The Fate Gauge mechanic gives Naoto's neutral and combos an edge in the ability to eventually set up for instant death situations, giving her an alternate win condition.
  • Meterless Defense: Poor defense without at least 25 meter. Shield of JusticeP4Arena Naoto BD.pngGuardStartupRecoveryTotal 62Advantage- is a fairly flawed reversal, often requiring Naoto to spend on SB Roll or Raid if she wants a safer defensive option.
  • Fragile: In one of the lower health brackets for health at 8500, making Naoto very easy to kill.
  • Forced to Cycle: Naoto's gun uses ammo fast and goes on cooldown when it's empty. The cooldown will eventually limit her threat and force her to change her gameplan.
  • Meter Hungry: Naoto has many wonderful ways to spend meter, but all of which conflict with each other. Saving up meter for a big kill confirm or IK lowers her ability to use it on defensive measures and vice-versa.

Unique Mechanics

Fate Counter
P4Arena FateCounter.png

Underneath the opponent's health bar is the Fate Counter. Starting at 13 at the beginning of each match, certain moves of Naoto's will reduce it by various amounts. If multiple Fate-effecting moves are used in a combo, only the first Fate-affecting move will take away the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-depleting SP Skill is used. Once it's at 0 and the skull is red (it only does this after the opponent recovers from the hit or combo that brings the counter to zero), the opponent can be instant-killed by landing 1 of 2 supers: Hamaon or Mudoon.

If a round is ended without instant-killing the opponent, the opponent regains half of the Fate counts they lost the previous round (rounded up). If Naoto KOs the opponent with Hamaon or Mudoon but still needs more rounds to win the match, the opponent starts the next round with a full Fate Counter.

Starter Guide

Starter Guide
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window


Normal Attacks

5A

Normal
Shadow
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 160 All 6 3 12 -2 Body
5AA Normal 390 Low 9 4 11 -2 Foot
5AAA Normal 1000 All 11 4 16 -5 Body
5A
Total: 20

Naoto's fastest grounded normal, a basic jab that can't chain into itself.

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. It could be used as an emergency anti-air, but is not recommended.


5AA
Total: 23

Forward-moving standing low with safety. Stalwart offensive tool.

Staggering 5AA makes Naoto's pressure extremely tight to prevent mashing/jumping as well, sets up tick throws, and serves a big role in preventing option selects against her offense. All her chains into other normals are available after this move on hit or block, along with jump cancels.


5AAA
Total: 30

Final hit of Naoto's autocombo series, only normal cancels after are AoA and Sweep.

Mainly used for situations where you want the meter/burst gain bonus from an autocombo, which isn't a terrible option to go for since Naoto has amazing uses for the meter gain. 5AAA is not useful at all for pressure since her options are very limited after this. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 160 All 6 3 12 -2 Body
5AA Shadow 390 All 8 2 14 -1 Body
5AAA Shadow 800 All 14 3 9+43L -34 Body
5A
Total: 20

Naoto's fastest grounded normal, a basic jab that can't chain into itself.

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. It could be used as an emergency anti-air, but is not recommended.


5AA
Total: 23

Simple hitconfirm and pressure tool, an all-around great normal. Jump cancellable.

Compared to regular Naoto, Shadow 5AA trades forward movement and low mixup for even more safety. Being -1 on block, it can be used similarly to her normal version's in most respects such as for stagger pressure and hitconfirming. The hitbox also reaches further upwards, which is a major boon for confirming from ground-to-air hits.


5AAA
Total: 68

A very important part of Shadow Naoto's gameplan, builds the meter and burst she needs for her supers and Frenzy combos.

5AAA allows for S.Naoto to go for a safejump/mixup afterwards, but given it's an autocombo, continuing the chain will instead reward her with the aforementioned resources that are integral to her gameplan. It may be better off to route into something that will take more Fates or deal more damage if Burst is stocked, but it's hard to say no to more meter in a lot of situations. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.

  • 2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again
  • 34~F: Can cancel into other A/SB Aim and other SP specials.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 3 11 -3 Foot
Total: 20

Naoto's fastest and most commonly used low attack.

Useful as a means of mix-up, tick throw set-up, and for preventing the use of defensive option selects against her pressure. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering 2A into itself or to other options anyway.

Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 All 9 4 16 -5 Chest
Total: 28

5B is an important midrange poking tool for Naoto, and is perhaps one of her best and most consistently used grounded combo starters.

Moves forward with decent range for aggressive use in neutral, starting combos, or letting Naoto push herself in for frametraps in pressure. Has an unsafe dash cancel on connect, but with conditioning it can be used to reset pressure or go for grab mixups.

Shares the same weakness with most other characters', its Chest attribute makes it lose to Sweep attacks. Be mindful of spacing and your opponent's behaviors.

  • Dash cancelable on connect, -7 on block.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 Air Unblockable 8 3 21 -9 Body 6~8 Head
Total: 31
  • Jump cancellable on block

Naoto swats at the air for their universal anti-air. Has relatively short range for a 2B due to their stature, and has very limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after 5AA or 5B to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.

As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 High 6 4 12 Head
Total: 21

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 Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
240 High 7 4 12 Head

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
640 All 13 7 26 -13 Chest Persona 1~Until Active All
Total: 45
  • Dash cancelable on hit or block. On block, dash cancel is -2.
  • Chest attribute. Can be hit by sweeps and specials with chest invulnerability.

Naoto's 5C is a very important move in all areas of Naoto's game play. This move is the 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 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

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2C 400 All 14 8 23 -14 Body Persona 1~Until Active All
2[C] 300, 150×2 All 25 4,4,4 Total 56 +8 Body
2C
Total: 44
  • Takes away 1 fate counter.

This is the largest horizontal Persona attack in Naoto's 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 lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.


2[C]
Total: 92
  • Performed by holding [C]
  • Takes 2 fate away from the Fate counter.
  • Fatal Counter Starter
  • Good meaty if you get the chance

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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out most dps, and you get a +8 advantage.

5D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D Total 50
5DD 480, 240×2 All 17 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, at which point they become invulnerable. After a set amount of frames, hitting 5D again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. 5D sends the Persona at the opponent at a much higher speed than the 4D version, allowing for a fast fullscreen assault. As of 2.0, both 5D and 4D autocorrect to face the opponent should the persona end up behind them, making 5D a very important piece of Naoto's fullscreen space control if you can safely get it out.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
520 High 12 7 13 Head Persona 1~Until Active All

j.D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
660 All 15 12 Total 40+8L Head+Projectile

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 26 1 32 -14 Body 10~26 Guard Strike
Total: 58

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

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
420 Low 10 3 18 -6 Foot 4~12 Chest
Total: 30
  • 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.

Ground Throw

C+D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
CD 0, 0, 755 Throw (100) 5 3 27 Throw
CD > C/D 960 All 16 28 Total 57 Body
Total: 34
  • Throw follow-up removes 1 Fate gauge on raw hit

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.

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1400 Throw 4 3 19 Throw

Shield of Justice

Persona Required B+D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
BD Total 62 1~24 Guard All
BD > X 600 All 10 4 Total 60 -36 Projectile 1~28 All
BD > 6X 600 All 13 Until Hit Total 52 -25 Chest+Projectile 1~28 All
BD > 4X Total 24+6L 1~24 All

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.


5A/B/C/D
Total: 73
  • Removes 3 Fate gauge on raw hit

"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.


6A/B/C/D
Total: 64
  • Removes 2 Fate gauge on raw hit

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.


4A/B/C/D
Total: 26

Safety 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.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 13 4 29 -16 Body 1~21 Guard All

Skill Attacks

Double Fangs

236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 250, 750 All, High 10 2(12)2 4+3L -5 if Aim is canceled Head
j.236A 400, 200 All, High 9 3(12)2 Until L+14 -1* Head
236B 400, 1200 All, High 18 3(17)2 4+8L -3 if Aim is canceled Head 1~20 Foot
j.236B 600, 300 All, High 13 3(17)2 Until L+13 -2* Head
236AB 500, 1500 All, High 16 5(13)2 4+8L -3 if Aim is canceled Head 1~20 Foot
j.236AB 800, 400 All, High 9 5(13)2 Until L+13 0* Head
  • All grounded versions go into Snipe Stance.
  • All air version do not force Naoto into Snipe Stance upon landing.
  • Often referred to as just "Fangs"

236A
Total: 32

This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows 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.

j.236A
Total: 39

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 corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.


236B
Total: 51

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).

j.236B
Total: 47

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. A good corner carry and in corner combo tool.


236A+B
Total: 47

Pretty much the same 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.

j.236A+B
Total: 41

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.

Aim

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 10 Up to 70F 13
214B 34 Up to 70F 13 6~15 All
16~28 Projectile
214AB 26 Up to 70F 13 4~22 All
  • "Active" frames are how long the stance is held with no action.
  • Can exit any Aim stance by inputting 214A, or by tapping / holding D.
  • Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.

Naoto takes out their revolver and aims it with both hands. They enter a stance where they cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.


214A

Naoto enters aim stance normally, which is also the fastest way.


214B
  • Has mid-startup full invulnerability that transitions into projectile-only invuln.

Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.

To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's 236236C Shield super cleanly.

Another use is that it can be used to auto-time a safe jump after C shots in the corner.


214A+B
  • Has mid-startup full invulnerability.
  • Can pass through the opponent.

Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before they go into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.

Snipe

A/B/C/D during Aim Stance

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Aim > A/B/C 200 All 4 Until Hit Total 17 -3 Projectile
Aim > Final Shot 1250 All 4 Until Hit Total 33 -11 Projectile
Aim > 6D 600 All 7 2 Total 37 -15 Projectile
Aim > 6C+D 600 All 4 Until Hit Total 31 -13 Projectile
  • Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots they use after existing Aim Stance
  • 6D and 6C+D in Aim stance do not consume bullets and can be performed even without any remaining shots.
  • A+B, B+C, and A+C shots do consume bullets.
  • Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.
  • Fifth shot and 6D remove 1 Fate on hit
  • SB shots remove 2 fates on hit.

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+B

SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into Raid is more meter efficient for both fates & damage if it's available.


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. In extremely prorated routes however, it will drop before the fifth bullet comes out.

B+C

SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the A version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.


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. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives them time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme they get from knockdowns like A fangs and B-shot.

A+C

SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.


D

Cancels Aim Stance. 214A gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.

Persona Required6D

Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.

Persona Required6C+D

Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.

Blight

Persona Required 236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 200, 100×5 All 15 3×4, 2 Total 45 -5 if blocked standing Body Persona 1~Until Active All
4~19 Head
Persona 4~28 Head
236D 200, 100×8 All 16 2×4(4)2×5 Total 57 0 if blocked standing Body Persona 1~Until Active All
236CD 100×9 All 14 2×3,4(4)2×5 Total 27 +37 if blocked standing Body Persona 1~Until Active All

Frame advantage changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.


236C
Total: 73

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.


236D
Total: 94

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.


214C+D
Total: 54

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.

Hair-Trigger Megido

Persona Required 214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C 1000 All 23+11 3 Total 27 Projectile
j.214C 1000 All 23+11 3 Total 32 Projectile
214D 1200 All 33+11 3 Total 35 Projectile
j.214D 1200 All 23+11 3 Total 40 Projectile
214CD 1000, 1200 All 30+11 3 Total 32 Projectile
j.214CD 1000, 1200 All 21+11 3 Total 18 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 Trap removes 3 Fate on raw hit, D Trap removes 4 Fate on raw hit

214C
Total: 63

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.


214D
Total: 81

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.


214C+D
Total: 75

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.214C+D Recovery: 19f.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214C 400 100 1000 3
j.214C 400 100 1000 3
214D 300 100 1000 4
j.214D 300 100 1000 4
214CD 400 100 1000 3,4
j.214CD 400 100 1000 3,4

214C:

  • Removes 4 Fate counters on hit
  • Traps become active 11f after opponent is in range
  • Fastest startup time for set + detonate is 34F


j.214C:

  • Removes 4 Fate counters on hit
  • Traps become active 11f after opponent is in range
  • Fastest startup time for set + detonate is 34F


214D:

  • Removes 4 Fate counters on hit
  • Traps become active 11f after opponent is in range
  • Fastest startup time for set + detonate is 44F


j.214D:

  • Removes 4 Fate counters on hit
  • Traps become active 11f after opponent is in range
  • Fastest startup time for set + detonate is 34F


214CD:

  • Removes 4 Fate counters on hit
  • Traps become active 11f after opponent is in range
  • Fastest startup time for set + detonate is 41F


j.214CD:

  • Removes 4 Fate counters on hit
  • Traps become active 11f after opponent is in range
  • Fastest startup time for set + detonate is 32F

SP Skill Attacks

Anti-S SP Pistol

236236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 220, 110×11 All 14+(40 Flash)+2 P{(6)P}×11 Total 113 -14 Projectile 14~14 All
j.236236A 220, 110×11 All 11+(40 Flash)+2 P{(6)P}×11 Total 110 Projectile 11~11 All
236236B 1200 All 30+(47 Flash)+10 Until Hit Total 72 -18 Projectile 1~47 All
j.236236B 1200 All 26+(47 Flash)+10 Until Hit Total 68 Projectile 1~43 All
236236AB 220, 110×11, 1200 All 14+(40 Flash)+2 P{(6)P}×11(40+(50 Flash)+0)P Total 169 Projectile 14~14 All
117~117 All
j.236236AB 220×12, 1200 All 11+(40 Flash)+2 P{(6)P}×11(40+(50 Flash)+0)P Total 150 Projectile 11~11 All
114~114 All
236236A
  • Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.

SP Pistol α 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.


236236B
  • Removes 6 fate regardless of the point in a combo in which it is used.

SP Pistol β 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.


236236A+B
  • Inflicts Silence and Fear for a certain period of time.
  • Takes away 6 fate from the fate counter.

The SB Version 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 a dashing 5B or Sweep if the proration isn't too high. This move is crazy good.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236A 0 400 2000 4
j.236236A 0 30 0 4
236236B 0 100 50 4
j.236236B 0 100 50 4
236236AB 0 100, 100 50, 50 4
j.236236AB 0 30, 100 0, 50 4

236236A:

  • Each P in active frames represents a projectile spawned
  • Inflicts Mute for 300F
  • Minimum damage 66, 33×11 (429)


j.236236A:

  • Each P in active frames represents a projectile spawned
  • Inflicts Mute for 300F
  • Minimum damage 66, 33×11 (429)


236236B:

  • Inflicts Fear
  • Removes 6 Fate counters on hit
  • Minimum damage 360


j.236236B:

  • Inflicts Fear for 300F
  • Removes 6 Fate counters on hit
  • Minimum damage 360


236236AB:

  • Each P in active frames represents a projectile spawned
  • First 12 hits inflict Mute for 300F
  • Final hit inflicts Fearfor 300F
  • Final hit removes 6 Fate counters on hit
  • Minimum damage 66, 33×11, 360 (789)


j.236236AB:

  • Each P in active frames represents a projectile spawned
  • First 12 hits inflict Mute
  • Final hit inflicts Fear
  • Final hit removes 6 Fate counters on hit
  • Minimum damage 66, 33×11, 360 (789)

Hamaon

Persona Required 236236C

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 0×15/K.O. All 5+(72 Flash)+13 5×15 Total 29 +73 Projectile 5~5 All
236236CD 0×15/K.O. All 5+(72 Flash)+13 5×15 Total 29 +73 Projectile 5~5 All

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


236236C

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.


236236C+D

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 236236D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0/K.O. Air Unblockable* 5+(68 Flash)+14 76 Total 55 -5 Projectile

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

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.

Awakened SP Skill Attacks

Raid

214214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A/B Total 4+(21 Flash)+237 1~19 All
214214AB Total 4+(21 Flash)+381 1~19 All
Raid > A 888 All 1 Until Hit Projectile
Raid > B 250 All 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 the finisher.


B shots: B shots are the less damaging variant but have the added bonus of removing 2 fate per gun shot. Same difference in the number of possible gunshots depending on non SB or SB raid.

Critical Shot

C or D after Raid

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2000 All 9+(68 Flash)+3 2 60 -43 Body 1~13 All
Total: 73
  • 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.

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. When cornered, you can combo off of this with 2B

Instant Kill

Judge of Hell

Persona Required 222C+D when IK Conditions are met

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. Unblockable 61+(26 Flash)+141 534 Total Projectile 1-461

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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To edit frame data, edit values in P4U2R/Naoto Shirogane/Data.