Naoto is a defensive zoning-rushdown hybrid who focuses heavily on setplay and space control. They are able to easily fill the screen with fodder through the use of gunshots and traps alongside their Persona, Sakuna-Hikona. They have access to numerous midrange pokes and combo tools as well as powerful distance-closers which allow their to keep the pressure going off almost any attack. Hoewever, their most powerful tool comes in the form of their unique mechanic- the Fate Mark. The Fate Marks' ability to let Naoto instant kill makes their a terrifying beast to play against, and one that opponents will have to be wary of.
Via their traps, Persona, and amazing neutral tools, one can easily turn Naoto into a formidable foe to keep the opponent in check.
- Has many ways to control the screen. With the combination of traps, gunshots, and assist calls, Naoto can be extremely hard to catch.
- Strong air buttons. J.A and J.B are very good and give many characters a hard time when contesting their in the air.
- Naoto's DP is very good at neutral. Naoto's DP counter pokes almost projectile, making Naoto hard to shoot against, even multi-hit supers!
- Has access to one of the most terrifying mechanics in the game: Instant Kill. The Flow of the match can change very quickly once the mark is placed.
- Has access to decent solo combos, allowing for burst punishes with an assist.
- 236C is an amazing convert tool, allowing conversions from max range pokes, and even full screen with some assists.
- Access to a full screen super, making punishing things like assist calls from full screen possible
- Has significant issues against characters with high mobility and/or large buttons.
- Naoto must essentially use 4 bars to place a mark and IK somebody, making meter management extremely important.
- Mostly low damage, doesn't get a lot off of most hitconfirms.
- Off of max range pokes has issues getting a launcher, making converting into shotgun and Hama/Mudo an issue.
- 16K HP with a counter DP and an incoming that is somewhat easy to whiff with and get punished for makes their defense rather weak overall.
Naoto can use 'mark' their opponent with Anti-S SP Pistol Beta (j.236B+C) and the enhanced version of Anti-S SP Pistol Alpha (236B+C) on hit.
When marked, Hamaon or Mudoon will instantly kill the opponent!
The Fate Mark persists until Naoto dies and each character must be marked separately. Even though Fate Marks can be applied to assist characters, assists can never be instant killed by Hamaon or Mudoon.
Normal Moves
4A
- Jump cancelable on block.
- Throw cancelable on block.
4A is Naoto's fastest normal. Useful for taking your turn back during pressure or scrambles.
- Jump cancelable on block.
- Throw cancelable on block.
4AA is generally not used. 5A is the superior follow up.
- Launches the opponent on hit
4AAA is generally not used since the options after 4A(A) > 5A are better.
- Launches the opponent on hit.
4AAAA is generally not used. It looks like the 5A autocombo ender but you can't go into Cross Raid.
5A
- Throw cancelable on block.
5A is Naoto's main ground poke. Its also their best starter for punishes. Can pick up opponents off the ground.
- Throw cancelable on block.
- Knocks airborne opponents to the floor, allowing you to hit them on the ground.
5AA is a good combo tool. You can use 5A to pick up opponents in the air and follow-up with 5AAA or 2B. In the corner it can be used as a combo ender that leads to a safejump. During pressure its mostly used as blockstring filler.
- Hits low.
- Moves Naoto forward.
5AAA is good for stagger. Since its just -1 on block, you can be sneaky and throw your opponent right after you recover from this move.
- Unburstable on hit.
Last hit of Naoto's 5A autocombo, mostly used to go into Cross Raid. Cross Raid should be used to switch out characters and tack on damage when low on resources.
5B
- Jump cancelable on block.
This is their longest normal, but it has too much recovery to be used as a poke. Generally used in blockstrings as unpushblockable filler or as combo filler.
Just like 5B, 5BB mostly used as a blockstring and combo filler. Since you can't pushblock the Persona you can use it to Active Switch into your partner and continue the pressure.
- Launches the opponent
Final hit of the 5B autocombo. Can be followed up with 2B on hit or block, since the Persona will remain in place.
5C
- Crash Assault
- Unsafe on block.
Generally not used outside of certain circumstances since its unsafe on block and requires you to be pretty close to the opponent. It can also be used to mix up their 5AAA with 5AA 5C, or even off of 5A due to similar-ish animations if you're feeling cocky.
2A
- Throw cancelable on block.
Naoto's fastest low. Decent for staggers, since it can be used up to three times in a row, but its range is a bit short.
2B
- Head invulnerable during 7-13f.
- Jump cancelable on block.
- This move will come out on your Persona's current location if used after the 5B autocombo.
Has really good forward reach, but isn’t so good if the enemy is straight above you. Extremely good tool overall in neutral. It has more blockstun and hitstun than 5B. With the right partner in the right situations, jumping can mean death thanks to this normal and Hamaon.
2C
- Sweep
Canceling this into 214A is Naoto's main launcher in combos. Can be used as a poke against characters that use armored moves. Can be used as blockstring filler.
j.A
- Can't be canceled into j.B.
j.A is Naoto's fastest air normal. Can be used as jump-in, air-to-air and combo filler. Launches higher than j.B on hit. Its kind of a Persona normal but not really since it can be pushblocked.
- Can be canceled into j.B.
j.AA is useful as a mixup tool since you can control how many times you want to hit high in a blockstring compared to j.B that always hits twice. Also used as combo filler, just like jA it launches higher than j.B.
j.B
- Hits twice.
Good at covering space since its very active. It has kinda the same uses as jA and jAA, but it covers a different angle and you can't control the amount of hits outside of timing. Doesn't launch very high on hit. Just like jA, the Persona can be pushblocked.
j.C
- This move will come out on your Persona's current location.
Naoto sends their Persona forwards while stopping in mid-air; their Persona stays at the end location for a moment. This move has 8f of landing recovery and it’s dangerous to whiff, so don’t throw it out too often. Very nice combo tool that allows to combo into your shotgun from a long range 5A. Can also be looped in corner with j.214A, to a certain extent.
Universal Mechanics
Ground Throw
5B+C
- Wall bounces midscreen, becomes a wallsplat in the corner.
On a successful throw, you have many options, but most of the times you will use 5AA to pick up your opponent and continue your combo. Canceling your throw into Hamaon when the opponent is marked is a good option, since they won't be able to burst.
Shield of Justice
5A+D
Naoto enters a counter stance: if hit in close range Naoto will produce an explosion point-blank; if from afar Naoto will shoot a single bullet. Although not a great defensive tool it can be used abare. If Naoto is hit while in stance they are fully invulnerable until the animation ends, so this can beat beam supers. It can hit (most) safejumps, just like other counter Reversal Actions.
Skills
Snipe Aim
236A
- 14f earliest cancel into follow-ups.
Naoto enters Aim stance. During Aim stance Naoto can't block, you can only perform one of the stances follow-ups or cancel the stance. You can buffer gunshots by holding a button prior to being able to shoot.
Double Fangs
236B or j.236A/B
- Ground and Air B versions put Naoto in Aim Stance
- The second hit is a high.
Great for Active Switches and generally used as a combo ender. In sandwiches or in the corner, you can use the grounded version (or the air A version) to perform unblockable (or hard-to-blockable) setups by Active Switching into your partner and performing a low attack so it hits around the same time as the second hit from Double Fangs. You can buffer gunshots by holding a button prior to being able to shoot.
Snipe
A/B/C/66/4 During Aim Stance
Snipe A is a good zoning tool, since it shoots 5 bullets it will beat most projectiles. Pretty unsafe if whiffed or if blocked point blank. Usually used as your midscreen ender after an air B Double Fangs in certain combos. Really shines during Resonance Blaze when you can just cancel into Hamaon or your Anti-S SP Pistol Distortion Skill.
Snipe B is decent at covering some spaces in the screen when A Snipe would whiff. Just like A Snipe, its unsafe if whiffed or blocked point blank. Can be used as combo filler in the corner and even as a combo ender, but most of the times A or C Snipe are preferred since B Snipe will make the opponent tech in the air if the combo is too long. Deals the most damage out of the three versions of Snipe.
Snipe C has a niche in some matchups when you want to put a hitbox in front of you, but generally not used in neutral since 2B can cover the same area. It can be used to extend combos or as an ender after air B Double Fangs. The most reliable version to use as an ender in fact. Deals less damage than the other two versions.
- 27f earliest cancel into follow-ups.
- Projectile invulnerable from 4-22f.
Naoto performs a roll that can go past their opponents and remains in Aim stance. Good for when your opponent tries to challenge your A Snipe attempts with projectile Distortion Skills while you are still in Aim stance. Sometimes you can even dodge non-projectile Distortion Skills because Naoto rolls past your opponent before they can hit Naoto with their active frames. Its pretty risky to use as a mixup tool since its not completely invulnerable.
Hair Trigger Megido
214A/B (Air OK)
- Sets up a trap in Naoto's location, roughly at the waist.
- Has the projectile property, counts as one hit.
- The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
- When the opponent (or their assist) gets too close to a trap, it detonates.
- Only two of this trap can be on the stage at the same time.
- Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.
The A version of Hair Trigger Megido is really useful. Lets you control some zones of the screen (especially in the air), limiting your opponents options to approach you. Its also very important for combos, 2C > 214A is your main launcher in the ground, j.C > j.214A can be looped in the corner for big damage. Learn how to set up A and B traps in the air to control space while keeping yourself safe.
- Drops a trap in Naoto's location, the trap is set on the ground.
- Has the projectile property, counts as one hit.
- The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
- When the opponent (or their assist) gets too close to a trap, it detonates.
- Only two of this trap can be on the stage at the same time.
- Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.
The B version of this move only covers the ground. In combos its a bit harder to use properly since the trap has to fall to the ground and then it starts working. Its plus on block but you need to be very close to your opponent and its easy to react to. You can be a bit tricky with this version in the air for some left/right mixups.
Extra Skills
Hold Up!
236C
- 15f earliest cancel into gunshot
- 7f earliest cancel into kick
Naoto enters a stance similar to Aim stance and starts slowly walking forwards, they can only go into Snipe(A/B), Roll(66) or Critical Shot(C). Its not something you'd want to use often unless you can punish some unsafe stuff fullscreen.
Hold Up! Followups
A/B/C/66 During Hold Up Stance
- Naoto shoots 1 bullet in a straight line for each A or B press, up to 5 bullets.
- Launches the opponent vertically on hit.
Really nice to punish long ranged unsafe moves like Yu's Ziodyne. Can also be used as a combo extender, but it uses precious meter and most of the times you won't get more damage than a meterless combo. After using the 5 shots Naoto will remain in Hold Up! "stance" and won't be able to use Snipe until you leave the stance.
- Wallbounces the opponent on hit, wallsplats in the corner.
- Invulnerable from 1-12f.
- Cancels the Hold Up! stance.
Don't be fooled by the 1-12f of invul, 236C has 4f of startup and doesn't have any invul, so you can't really use this move as a reversal. This move is mostly used to punish bursts and maybe as a combo extender, but it won't add much damage.
- Projectile invul from 4-22f.
- Enters Aim stance.
Pretty much the same as the regular Roll, but 236C has less startup compared to 236A, so it comes out faster if you do it right away.
EX Double Fangs
j.236C
- Causes ground bounce on hit
Can be used as combo extender during Resonance Blaze. There is not much of a reason to use this move as Naoto has better ways to spend meter, notably every other option available.
EX Hair Trigger Megido
214C (Air OK)
- Sets up both A and B traps in Naoto's location.
- Has the projectile property, counts as one projectile(or one hit, whatever you call it).
- The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
- When the opponent(or their assist) gets too close to a trap, it detonates.
- Only two of each trap can be on the stage at the same time.
- Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.
Uses one meter to set up both traps. It has a lot less recovery than the regular versions, so it can be pretty useful, even if it costs meter, to regain momentum and get some control on the screen. Pretty decent to use as combo filler too. Best during Resonance Blaze or Rampage Time when Naoto has enough meter to milk this move.
Partner Skills
5P
5D+Roll
- If the initial Persona attack hits, Naoto will end with a gunshot similar to 5AAAA.
- Wall bounces on hit.
Decent for lockdown and neutral. Some characters really appreciate the wallbounce on hit, others will have a hard time continuing the combo. Just be careful of the fact that the Persona can break, even when Naoto is behind the opponent.
6P
Snipe
- Naoto shoots 5 bullets in a straight line after a delay.
- Blocks back the opponent on the 5th bullet and makes them bounce against the wall, just like A Snipe.
Really good for lockdown and neutral if you are able to defend Naoto or keep the opponent in the ground before they starts shooting. It also has a lot of time where you can Active Switch, even after Naoto finishes shooting.
4P
Blight
- Vacuums the opponent for a short moment on the first hits.
Good as an anti-air, combo extender, works for lockdown, and like 6P it gives you a lot of time to Active Switch. Usually the most damaging assist if you can get all five hits. Can also be used on pressure to steal the corner for a moment and getting your opponent sandwiched.
Distortion Skills
Anti-S SP Pistol Alpha I
236B+C
- In Cross Combo or Resonance, automatically transitions into Anti-S SP Pistol Beta, marking the opponent with the Fate Mark on their recovery.
- Can mark the partner character in Enhanced version.
Naoto's other reversal. It has some flaws, like whiffing on nearby opponents in the corner, or just whiffing against nearby characters crouching. Naoto's reversals are subpar, this one is no exception. Can be DHC'd early on to make it safe or continue a combo with your partner character. Most of the times you will be using the Enhanced version to use the shotgun and mark your opponent.
Anti-S SP Pistol Beta I
j.236B+C
- Marks the opponent with the Fate Mark on their recovery.
- Can mark the partner character.
- TK the input to get this while standing.
Your go-to when it comes to spending meter. Fate Mark is applied after the opponent recovers. As a result you can not use Hamaon to kill without the opponent recovering. Also since Naoto gets pushed to the other side of the screen after shooting, it resets the situation to neutral after using it. Knowing when you want to mark your opponent and when you are better off keeping the pressure is an important skill to have for this character. Also take into account that you need 4 meter to kill someone by just using the Fate Mark mechanic. If you manage to get a happy birthday, you can(and probably should) mark both characters at the same time. In the corner you can get oki by calling an assist before the shotgun hits your opponent, this works with all the cast.
Hamaon
214B+C
- Instantly kills the opponent if the Fate Mark was applied on them.
- Tracks the opponent's location.
- Won't kill the partner character.
- Projectile property.
Deals 99999 damage on marked opponents. On block it locks down the opponent for a good while, so you have time to open them up for the Instant Kill. This can also be used during resonance to gain stage control or chip your opponent. Versatile, but remember that it costs 2 bars and by itself it won't deal any damage. Also it has negligible invulnerability on startup, so its not a good reversal option.
Mudoon
j.214B+C
- Instantly kills the opponent if the Fate Mark was applied on them.
- Won't kill the partner character.
- This move will come out on your Persona's current location.
- Projectile property.
- Invulnerability from 1-16f.
Basically the Instant Kill that works in the air. Its not as versatile as Hamaon but frome time to time you can confuse your opponent by throwing out j.C and using Mudoon when your opponent tries to do anything fancy. Something gimmicky you can do is to throw it out before activating Resonance Blaze close to the ground, and if your opponent is not careful they can get hit by it while trying to get closer to you.
Distortion Skill Duo
Critical Shot
P during Partner's Distortion Skill
- Can't continue the combo afterwards if done after a long Distortion Skill.
Nothing special about this, relatively fast recovery but you can't do much with it on hit.
Astral Heat
Judge of Hell
222B+C
- Deals less damage than your 2 bar Instant Kills lol.
You can combo into this Astral with any version of Snipe or after throwing your opponent into a corner. Outside of that, you can’t really use this Astral for anything else: the startup is too long, the recovery is too long, the traps are not even unblockable… but at least it’s an option for when you get a hit and the opponent is not marked.
External References
Azrael [★]
Celica A. Mercury [★]
Es [★]
Hakumen [★]
Hazama [★]
Iron Tager [★]
Izayoi [★]
Jin Kisaragi [★]
Jubei [★]
Mai Natsume [★]
Makoto Nanaya [★]
Naoto Kurogane [★]
Nine the Phantom [★]
Noel Vermillion [★]
Nu-13 [★]
Platinum the Trinity [★]
Rachel Alucard [★]
Ragna the Bloodedge [★]
Susano'o [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •