P4U2R/Naoto Shirogane: Difference between revisions

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(Changed some obsolete 1.1 information. Burst/meter bonus is applied on the first special move instead of the 3rd autocombo hit.)
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{{Overview
{{Overview
| overview =  
| overview =
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the Truth even as a child. By the time they entered high school had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, they put themselves on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the Truth even as a child. By the time they entered high school, they had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, they put themselves on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.
| quote =  
| quote =
| summary =  
| summary =
| pros =  
| pros =
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving them an '''alternate win condition.'''
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving them an '''alternate win condition.'''
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and 5D~D.
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.
| cons =  
| cons =
*'''Metered Defense:''' poor defense without at least 25 meter.
*'''Metered Defense:''' Poor defense without at least 25 meter.
*'''Fragile:''' Low health.
*'''Fragile:''' Low health.
*'''Forced to Cycle:''' bullet cooldowns will eventually force Naoto to change up their gameplan.
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up their gameplan.
| unique_mechanic1_name= Fate Gauge
| unique_mechanic1_name= Fate Gauge
| unique_mechanic1=
| unique_mechanic1=
[[File:P4Arena_FateCounter.png|thumb|right]]
[[File:P4Arena_FateCounter.png|thumb|right]]
Underneath their opponent's health bar is the Fate Gauge. 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 from the counter unless a Fate-effecting SP Skill is used. Once it's at 0, 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 Gauge 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 Gauge.
Underneath the opponent's health bar is the Fate Gauge. 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-effecting SP Skill is used. Once it's at 0 and the skull is red, 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 Gauge 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 Gauge.
}}
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==Normal Attacks==
==Normal Attacks==
===<big>5A</big>===
===<big>{{clr|1|5A}}</big>===
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'''5A''' is your fastest grounded normal. Mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. Can work as an anti-air at some angles, but definitely inferior to Naoto's other attacks in that respect. Gatlings into all other normals on hit or block. Jump-cancellable and special-cancellable on both hit and block.  
* Cannot be chained into itself
* Jump cancellable on hit or block
'''{{clr|1|5A}}''' is your fastest grounded normal, that is 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''' is a standing low. Amazing offensive tool for Naoto and one of the biggest buffs received from P4U to P4U2. Moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your gattlings into other normals are available after this move on hit or block. Jump-cancellable and special-cancellable on hit or block.
* Jump cancellable on hit or block
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.
----
----
'''5AAA''' is the last part of Naoto's autocombo series mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm  your strings and avoid using this attack in blockstrings. Special-cancelable on hit or block. -3 on block, leaving Naoto vulnerable to reversals. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.  
* Cannot chain into normals other than Sweep or All Out Attack on hit or block
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm  your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.


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==== ====
==== ====
'''5A:''' Same as regular Naoto's 5A.
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.
 
----
'''5AA:''' Special/jump cancelable on hit or block. S.Naoto retains the old 5AA from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's 5AA in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's 5AA string struggles with.  
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.
----
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.


'''5AAA:'''
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again
*2-26F: Can cancel into B Sniper Stance by hitting A again
*34~F: Can cancel into other A/SB Aim and other SP specials.
*34~F: Can cancel into other A/SB Aim and other SP specials.
Overall, this is a super important move for S.Naoto for a variety of reasons. For starters, this is the same follow up as P4U Naoto's autocombo, which is important because this particular 5AAA allows for S.Naoto to go for a safe jump/mix up afterwards. But the most important thing about this attack is the METER BUILD. Thanks to the mechanics behind Shadow characters, autocombos give absurd amounts of meter which is absolutely critical for S.Naoto. Use this to your heart's content with S.Naoto to rack up meter quickly and retain your offensive momentum. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.


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===<big>5B</big>===
===<big>{{clr|2|5B}}</big>===
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==== ====
*Dash cancelable on hit or block. On block, the dash cancel is -7 on block.
* Dash cancelable on connect, -7 on block.
*Chest Attribute. Loses to most sweeps and low profile specials (Chest invul)
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.
Important midrange poking tool for Naoto and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into 2B or 5C for example. If you condition your opponent enough, you can even dash up and grab your opponent after 5B on block as a result of this. Should you push yourself far out during pressure and want to go back in, 5B can be dash canceled on hit or block, but this option is somewhat unsafe so be sure to condition your opponent to not expect this first before using. Biggest problem with this attack is that it now has Chest property, which means attacks that have Chest invulnerability such as sweeps, Narukami's Swift strike, etc. can cleanly beat this attack if anticipated properly. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent reacts with dealing with this move.  
 
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.
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===<big>2A</big>===
===<big>{{clr|1|2A}}</big>===
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==== ====
==== ====
One of Naoto's most commonly used low attacks. This attack serves as a means of mix up, tick throw set up, and is used for pressure mainly as a way to prevent the use of option selects against Naoto. This attack does not have much range as say Chie 2A, but usually has enough range to cleanly allow for Naoto to chain 2A three times before pushing out of the opponent's face. Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this. Regardless, this is an important attack to use so don't neglect it.  
* Chains into itself up to 2 times in a row, even on whiff
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. 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 {{clr|1|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.
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===<big>2B</big>===
===<big>{{clr|2|2B}}</big>===
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==== ====
==== ====
This attack was significantly buffed from P4U to P4U2. It is now significantly faster and its head invulnerable frames were moved in such a way that using 2B as a reactionary attack against airborne attacks is much more reliable for Naoto. This move serves a purpose in pressure for frame trapping and catching people trying to jump out of your offense, but must be used carefully because it lacks horizontal range. As a combo starter, this move leads to pretty good damage, especially if you counter hit an airborne opponent.  
* Jump cancellable on block
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|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 {{clr|1|5AA}} or {{clr|2|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.
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===<big>j.A</big>===
===<big>{{clr|1|j.A}}</big>===
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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, so what this means is that you can do several overheads vs a grounded opponents to mix them up. 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.
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.
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===<big>j.B</big>===
===<big>{{clr|2|j.B}}</big>===
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==== ====
==== ====
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like j.A, as it's quick and inflicts more blockstun than j.A does when it is necessary.  
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.
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===<big>[[Offense (P4AU)#All Out Attack|All Out Attack]]</big>===
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
<span class="input-badge">'''A+B'''</span>
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span>
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==== ====
==== ====
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.  
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.
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===<big>Sweep</big>===
===<big>Sweep</big>===
<span class="input-badge">'''2A+B'''</span>
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span>
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==== ====
==== ====
*Chest invulnerable from frames 4-12.
*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.  
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 {{clr|2|5B}}, Mitsuru {{clr|1|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.
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==Persona Attacks==
==Persona Attacks==
===<big>5C</big>===
===<big>{{clr|3|5C}}</big>===
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*Dash cancelable on hit or block. On block, dash cancel is -2.
*Dash cancelable on hit or block. On block, dash cancel is -2.
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.
*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.  
Naoto's {{clr|3|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 {{clr|3|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.
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===<big>2C</big>===
===<big>{{clr|3|2C}}</big>===
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
{{AttackDataHeader-P4U2|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_P4U2
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2C")
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* 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. Generally avoid using this move in pressure as the only two available cancel options on block are super, OMC, or AOA.
</div>
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===<big>2[C]</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
P4Arena_Naoto_2C.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2[C]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
;{{clr|3|2C}}
* 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 {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|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.
----
;{{clr|3|2[C]}}
* Performed by holding [C]
* Takes 2 fate away from the Fate counter.
* Takes 2 fate away from the Fate counter.
* Fatal Counter Starter  
* Fatal Counter Starter
This move is Naoto's best grounded combo starter and it fatals the opponent on counter hit. Commonly leads to C Zapper poison loops that inflict massive damage on the opponent. This move is also actively used mid combo, mainly for IAD confirms or OMB situations. This move is also pretty good for restarting Naoto's pressure because it is 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.  
* 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. 
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===<big>5D</big>===
===<big>{{clr|4|5D}}</big>===
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==== ====
*Attack starts up 7f after pressing D.
*Attack starts up 7f after pressing D.
*Earliest activation is (50+)30f after 5D.
*Earliest activation is (50+)30f after {{clr|4|5D}}.


Naoto's Persona travels across the screen for a set amount of frames partially invisible. After a set amount of frames, hitting 5D again will allow the Persona to attack with a triple slash attack. 5D sends the Persona at the opponent at a much higher speed than the 4D version, allowing for a fast fullscreen assault. An interesting distinction between the two attacks is that 5D does not autocorrect its facing, while 4D does. This is important to keep in mind when utilizing this attack in neutral situations as you may find yourself helpless for using 5D and having it whiff.  
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 {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out.
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</div>


===<big>j.C</big>===
===<big>{{clr|3|j.C}}</big>===
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==== ====
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Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move was buffed from P4U and is now an overhead attack so it has its place in mix ups and catching people downbacking mindlessly. Important to set up Naoto's f-shiki/fuzzy j.A mix up.  
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.
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===<big>j.D</big>===
===<big>{{clr|4|j.D}}</big>===
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==== ====
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Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.  
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.
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==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''C+D'''</span>
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span>
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* '''Throw follow-up removes 1 Fate gauge on raw hit'''
* '''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.  
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.
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===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''j.C+D'''</span>
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span>
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==== ====
==== ====
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC j.C OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.  
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.
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===<big>Shield of Justice {{PersonaRequired}}</big>===
===<big>Shield of Justice {{PersonaRequired}}</big>===
<span class="input-badge">'''B+D'''</span>
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span>
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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.  
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.
----
----
* '''Removes 3 Fate gauge on raw hit'''
* '''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.  
"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.
----
----
* '''Removes 2 Fate gauge on raw hit'''
* '''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.
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.
----
----
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.  
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.
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===<big>[[Gauges (P4AU)#Guard Cancel Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
<span class="input-badge">'''6A+B while blocking'''</span>
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span>
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Naoto's guard cancel attack has the same animation as S.Naoto's 5AA attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can 2A, Sweep, or low profile this move with certain specials.
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.
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==[[Offense (P4AU)#Skills|Skill Attacks]]==
==[[P4U2.5/Offense#Skills|Skill Attacks]]==
===<big>Double Fangs</big>===
===<big>Double Fangs</big>===
<span class="input-badge">'''236A/B (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span>
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*All grounded versions of Fangs go into Snipe Stance.
*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"
----
;{{clr|1|236A}}
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.


'''A Fangs:''' 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.  
;{{clr|1|j.236A}}
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.
----
;{{clr|2|236B}}
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).


'''B fangs:''' Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out 2A stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).  
;{{clr|2|j.236B}}
 
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.
'''SB Fangs:''' 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.
----
----
*All air Fangs do not force Naoto into Snipe Stance upon landing.
;{{clr|1|236A}}+{{clr|2|B}}
''' air A Fangs''': Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air A fangs is in S.Naoto combos for massive corner carry and combo extension.  
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.  


'''air B Fangs''': Serves pretty much the same purpose as air A fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air A fangs.
;{{clr|1|j.236A}}+{{clr|2|B}}
 
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.
'''air SB Fangs:''': A faster version of B fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.  
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===<big>Aim</big>===
===<big>Aim</big>===
<span class="input-badge">'''214A/B'''</span>
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span>
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P4Arena_Naoto_Aim.png|
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept
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{{#cargo_query:tables=MoveData_P4U2
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214AB")
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
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==== ====
==== ====
* Stance follow up after any grounded version of Double Fang.
* "Active" frames are how long the stance is held with no action.
* Can exit any Aim stance by inputting 214A or tapping/holding D. Preferably by holding D in most situations. Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.  
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.


'''A Aim Stance:''' Naoto takes out the gun and holds the revolver out with both hands, and cannot block or use conventional movement such as walking, running, jumping, etc. Naoto has set follow ups (discussed below) that may be used to act out of this stance. This stance is important to Naoto's entire gameplan as Aim stance gives Naoto access to a variety of projectile angles and lets the special cancel the recovery of certain normals for pressure and DP/Super baits.  
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.
----
;'''{{clr|1|214A}}'''
Naoto enters aim stance normally, which is also the fastest way.
----
;'''{{clr|2|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.


'''B Aim Stance:''' Naoto performs a briefly invulnerable backflip that results in the usual Aim stance with the same properties as A Aim Stance. The notable thing about this stance is the signficant backwards flip that has a very brief window of full invulnerability. Theoretically, it seems that this flip has roughly the same invulnerability as Naoto's backdash, but this is not confirmed and needs further testing. To give a nice perspective on this move's invul, it is possible with proper timing to perform this move and have it go through Aigis's 236236C Shield super cleanly.
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 {{clr|3|236236C}} Shield super cleanly.  


'''SB Aim Stance:'''
Another use is that it can be used to auto-time a safe jump after C shots in the corner.
*Fatal Counter State
----
Naoto performs a forward moving military roll that has a significant amount of invulnerability in which Naoto can act the same as out of other stances. This move is NOT a reversal, as the invulnerability does not kick in until roughly frame 4 which means this move will lose to attacks done on the first 3 frames of this move's start up. If you are hit during the start up or recovery of this attack, you will be Fatal Countered so beware of overusing this attack.  
;'''{{clr|1|214A}}+{{clr|2|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.
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===<big>Snipe</big>===
===<big>Snipe</big>===
<span class="input-badge">'''During Shooting Stance- A/B/C/D'''</span>
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span>
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{{#cargo_query:tables=MoveData_P4U2
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A" or input="Aim > B" or input="Aim > C" or input="Aim > 6D")
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A" or input="Aim > B" or input="Aim > C" or input="Aim > 6D" or input="Aim > 6C+D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
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==== ====
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* Standard clip size is 5 shots. Naoto reloads the gun clip once all 5 shots have been used.
* 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 6CD in Aim stance do not consume bullets and can be performed even without any remaining shots.  
* {{clr|4|6D}} and 6CD in Aim stance do not consume bullets and can be performed even without any remaining shots.
* AB, BC, and AC shots do consume bullets.  
* AB, BC, and AC shots do consume bullets.
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.
* 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 raw hit'''
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''
* '''SB shots remove 2 fates on hit.
----
;'''{{clr|1|A}}'''
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.


'''A: ''' Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.  
;'''{{clr|1|A}}+{{clr|2|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 [[{{PAGENAME}}#Raid|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.  
;'''{{clr|2|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.
 
;'''{{clr|2|B}}+{{clr|3|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. Used as a combo ender as it gives a hard knockdown from most heights as well.
;'''{{clr|3|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.
 
;'''{{clr|1|A}}+{{clr|3|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.
;'''{{clr|4|D}}'''
Cancels Aim Stance. {{clr|1|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.


'''6D:''' Naoto's Persona appears and performs a blast shot similar to the DP's follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as the opponent can air tech forward and attempt to start their offense.  
;'''{{PersonaRequired}}{{clr|4|6D}}'''  
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.
 
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|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.




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===<big>Hair-Trigger Megido</big>===
===<big>Hair-Trigger Megido</big>===
{{PersonaRequired}} <span class="input-badge">'''214C/D (air OK)'''</span>
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span>
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* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.
* 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.
* 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'''
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, D Trap removes 4 Fate on raw hit'''
'''C Megido:''' Naoto places a red trap that hovers in the air. This and D megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. j.214C Recovery: 33f.
----
 
;'''{{clr|3|214C}}'''  
'''D Megido:''' Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than C Megido, so be careful about setting this trap more so than C Megido as you are very vulnerable. j.214D Recovery: 41f.
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. {{clr|3|j.214C}} Recovery: 33f.
 
----
'''SB Megido:''' Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. j.214CD Recovery: 19f.
;'''{{clr|4|214D}}'''  
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. {{clr|4|j.214D}} Recovery: 41f.
----
;'''{{clr|3|214C}}+{{clr|4|D}}'''  
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. j.214CD Recovery: 19f.
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===<big>Blight</big>===
===<big>Blight</big>===
{{PersonaRequired}} <span class="input-badge">'''236C/D (air OK)'''</span>
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span>
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P4AU_Naoto_Blight.png |
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.
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==== ====
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*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.  
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.
 
----
'''C Blight:''' Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.  
;'''{{clr|3|236C}}'''  
 
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.
'''D Blight:''' 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.  
----
 
;'''{{clr|4|236D}}'''  
'''SB Blight:''' A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.
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.
----
;'''{{clr|3|214C}}+{{clr|4|D}}'''  
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.
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==[[Gauges (P4AU)#SP Skill Attack|SP Skill Attacks]]==
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
===<big>Anti-S SP Pistol</big>===
===<big>Anti-S SP Pistol</big>===
<span class="input-badge">'''236236A/B (air OK)'''</span>
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span>
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;{{clr|1|236236A}}
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.
'''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.
'''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.
----
----
;{{clr|2|236236B}}
*Removes 6 fate regardless of the point in a combo in which it is used.
*Removes 6 fate regardless of the point in a combo in which it is used.
 
'''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.
'''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.  
----
----
;{{clr|1|236236A}}+{{clr|2|B}}
* Inflicts Silence and Fear for a certain period of time.
* Inflicts Silence and Fear for a certain period of time.
*Takes away 6 fate from the fate counter.
*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 more supers or a dashing 5B or Sweep if the proration isn't too high. This move is crazy good.  
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 {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.
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===<big>Hamaon</big>===
===<big>Hamaon</big>===
{{PersonaRequired}} <span class="input-badge">'''236236C'''</span>
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span>
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===<big>Mudoon</big>===
===<big>Mudoon</big>===
{{PersonaRequired}} <span class="input-badge">'''236236D'''</span>
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span>
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*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.
*Has no SB version.


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.  
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.
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== [[Damage (P4AU)#Awakening|Awakened]] SP Skill Attacks ==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>Raid</big>===
===<big>Raid</big>===
<span class="input-badge">'''214214A/B'''</span>
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span>
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*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.


'''A shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.


'''B shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot. Same difference in the number of possible gunshots depending on non SB or SB raid.  
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.
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===<big>Critical Shot</big>===
===<big>Critical Shot</big>===
<span class="input-badge">'''C or D after Raid'''</span>
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span>
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*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.  
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.


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.  
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.
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== [[Gauges (P4AU)#Instant Kill|Instant Kill]] ==
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
===<big>Judge of Hell</big>===
===<big>Judge of Hell</big>===
{{PersonaRequired}} <span class="input-badge">'''222C+D'''</span>
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span>
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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.  
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.
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Revision as of 03:33, 11 May 2022



Overview
Overview
Pros
Cons
  • Strong Zoning: Naoto's pistol, traps and Persona are strong zoning and space control tools.
  • Fate Gauge: The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving them an alternate win condition.
  • Status Ailments: Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.
  • Pressure: Naoto has a decent pressure game when used in conjunction with traps and 5D~D.
  • Metered Defense: Poor defense without at least 25 meter.
  • Fragile: Low health.
  • Forced to Cycle: Bullet cooldowns will eventually force Naoto to change up their gameplan.
P4Arena FateCounter.png
Underneath the opponent's health bar is the Fate Gauge. 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-effecting SP Skill is used. Once it's at 0 and the skull is red, 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 Gauge 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 Gauge.
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.


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
Error: Table MoveData_P4U2 not found.
5AA
Error: Table MoveData_P4U2 not found.
5AAA
Error: Table MoveData_P4U2 not found.

  • Cannot be chained into itself
  • Jump cancellable on hit or block

5A is your fastest grounded normal, that is 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.


  • Jump cancellable on hit or block

5AA is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.


  • Cannot chain into normals other than Sweep or All Out Attack on hit or block

5AAA is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. 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
Error: Table MoveData_P4U2 not found.
5AA
Error: Table MoveData_P4U2 not found.
5AAA
Error: Table MoveData_P4U2 not found.

5A: Same as regular Naoto's 5A.


5AA: Special/jump cancelable on hit or block. S.Naoto retains the old 5AA from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's 5AA in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's 5AA string struggles with.


5AAA: Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular 5AAA allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. 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.

5B

Error: Table MoveData_P4U2 not found.
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.

  • Dash cancelable on connect, -7 on block.

5B is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into 2B or 5C for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather always unsafe to do this.

Naoto's 5B shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.

2A

Error: Table MoveData_P4U2 not found.
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.

  • Chains into itself up to 2 times in a row, even on whiff

Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. 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.

2B

Error: Table MoveData_P4U2 not found.
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.

  • 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

Error: Table MoveData_P4U2 not found.
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.

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

Error: Table MoveData_P4U2 not found.
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.

This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like j.A, as it's quick and inflicts more blockstun than j.A does when it is necessary.

All Out Attack

5A+B

Error: Table MoveData_P4U2 not found.
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.

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

Error: Table MoveData_P4U2 not found.
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.

  • Chest invulnerable from frames 4-12.

This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami 5B, Mitsuru 5A, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.


Persona Attacks

5C

Error: Table MoveData_P4U2 not found.
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.

  • 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

Error: Table MoveData_P4U2 not found.
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
  • 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]
  • 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

Error: Table MoveData_P4U2 not found.
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.

  • 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

Error: Table MoveData_P4U2 not found.
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.

Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki j.A mix up.

j.D

Error: Table MoveData_P4U2 not found.
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.

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


Universal Mechanics

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.
Throw
Error: Table MoveData_P4U2 not found.
Follow Up with C/D
Error: Table MoveData_P4U2 not found.

  • 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

Error: Table MoveData_P4U2 not found.
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.

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


Shield of Justice Persona Required

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.
Shield
Error: Table MoveData_P4U2 not found.
Counter Shot
Error: Table MoveData_P4U2 not found.
Counter Shot EX
Error: Table MoveData_P4U2 not found.
Safety
Error: Table MoveData_P4U2 not found.

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.


  • 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.


  • 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.


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

Error: Table MoveData_P4U2 not found.
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.

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


Skill Attacks

Double Fangs

236A/B (Air OK)

Error: Table MoveData_P4U2 not found.
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.

  • 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

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

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

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

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

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

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

Error: Table MoveData_P4U2 not found.
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.

  • "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

During Aim Stance, A/B/C/D

Error: Table MoveData_P4U2 not found.
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.
D or 214A
Error: Table MoveData_P4U2 not found.

  • 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 6CD in Aim stance do not consume bullets and can be performed even without any remaining shots.
  • AB, BC, and AC shots do consume bullets.
  • Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.
  • 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.


Hair-Trigger Megido

Persona Required 214C/D (air OK)

Error: Table MoveData_P4U2 not found.
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.

  • 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

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

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

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

Blight

Persona Required 236C/D (air OK)

Error: Table MoveData_P4U2 not found.
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.

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

236C

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

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

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.


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.
SP Pistol α
Error: Table MoveData_P4U2 not found.
SP Pistol β
Error: Table MoveData_P4U2 not found.

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SP Pistol SB
Error: Table MoveData_P4U2 not found.

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.

Hamaon

Persona Required 236236C

Error: Table MoveData_P4U2 not found.
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.

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

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

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

Mudoon

Persona Required 236236D

Error: Table MoveData_P4U2 not found.
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.

  • Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.
  • Has no SB version.

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.
activation
Error: Table MoveData_P4U2 not found.
SB activation
Error: Table MoveData_P4U2 not found.
A Shot
Error: Table MoveData_P4U2 not found.
B Shot
Error: Table MoveData_P4U2 not found.

  • 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 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.

Critical Shot

C or D after Raid

Error: Table MoveData_P4U2 not found.
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.

  • 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.


Instant Kill

Judge of Hell

Persona Required 222C+D

Error: Table MoveData_P4U2 not found.
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.

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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File:P4U2.5 Naoto Shirogane Icon.png Naoto Shirogane



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