Difference between revisions of "BBTag/Naoto Shirogane"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Naoto Shirogane
 
!Naoto Shirogane
 
|-
 
|-
 
||
 
||
[[File:BBTag_NaotoShirogane_Portrait.png|350x500px|center]]
+
[[File:BBTag_NaotoShirogane_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{#lsth:BBTag/Naoto Shirogane/Data|SystemData}}
+
{{#lst:BBTag/Naoto Shirogane/Data|System Data}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
* Double Jump, 1 Airdash, Dash Type: Run
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</div>
 
</div>
 
==Overview==
 
==Overview==
''"As long as you take me lightly due to my size, you will never defeat me."''
+
{{Bio
 
+
| name = Naoto Shirogane
===Backstory===
+
| game = BBTag
 +
| icon = BBTag_Naoto_Icon.png
 +
| quote = As long as you take me lightly due to my size, you will never defeat me.
 +
| lore =  
 
Having lost both her parents in a car accident when she was very young, Naoto is an orphan who acts very mature in spite of her age. As a descendant of a respected lineage of famous detectives, she wears formal clothing, and deepens her voice when she speaks in a sophisticated, stilted manner. Highly intelligent and perceptive, Naoto is generally a very focused and serious individual when her eyes are set on the mission.  
 
Having lost both her parents in a car accident when she was very young, Naoto is an orphan who acts very mature in spite of her age. As a descendant of a respected lineage of famous detectives, she wears formal clothing, and deepens her voice when she speaks in a sophisticated, stilted manner. Highly intelligent and perceptive, Naoto is generally a very focused and serious individual when her eyes are set on the mission.  
  
 
Naoto used to be extremely insecure about her gender, age, and appearance, a trait that translated to her having difficulty making friends. After accepting her shadow and spending time with the Investigation Team, Naoto has become much more amicable as a person, and, most crucially, has learned that she does not need to change who she is to suit the world.
 
Naoto used to be extremely insecure about her gender, age, and appearance, a trait that translated to her having difficulty making friends. After accepting her shadow and spending time with the Investigation Team, Naoto has become much more amicable as a person, and, most crucially, has learned that she does not need to change who she is to suit the world.
 +
}}
 +
 +
===Fate Counter===
 +
In P4A and P4AU, Naoto has a unique mechanic called the Fate Counter, the goal being to bring the Fate Counter to 0 by in which Naoto 'marks' her opponent which causes them to be instantly killed should Naoto hit them with either Hamaon or Mudoon. In Blazblue Cross Tag Battle, this mechanic is back with a few changes:
 +
* The Fate Counter can only be filled with Anti-S SP Pistol Beta (j.236B+C) and the enhanced version of Anti-S SP Pistol Alpha (236B+C) in which the Fate Counter is instantly filled up
 +
* The Fate Counter persists until Naoto dies. Both opponents can have a Fate Counter, but even though it can be applied to assist characters for the next time they tag in, assists can never be instant killed by Hamaon or Mudoon.
  
 
===Playstyle===
 
===Playstyle===
 +
{{StrengthsAndWeaknesses
 +
|intro=
 
Naoto is a hybrid zoning/rushdown character, who has unique play style compared to many characters in BBTAG. She specializes in controlling the screen and making the opponent feel uncomfortable, and even has the ability to Instant Kill the opponent once she lands Shotgun Special! With proper trap placements, good positioning and a great partner, Naoto is a formidable character in the right hands.
 
Naoto is a hybrid zoning/rushdown character, who has unique play style compared to many characters in BBTAG. She specializes in controlling the screen and making the opponent feel uncomfortable, and even has the ability to Instant Kill the opponent once she lands Shotgun Special! With proper trap placements, good positioning and a great partner, Naoto is a formidable character in the right hands.
===Strengths/Weaknesses===
+
|pros=
{|
 
|-style="text-align:left;"
 
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-alighn:left"
 
| style="width: 50%;"|
 
 
*Has many ways to control the screen. With the combination of traps, gunshots, and assist calls, Naoto can be extremely hard to catch.
 
*Has many ways to control the screen. With the combination of traps, gunshots, and assist calls, Naoto can be extremely hard to catch.
 
*Strong air buttons. J.A and J.B are very good and give many characters a hard time when contesting her in the air.
 
*Strong air buttons. J.A and J.B are very good and give many characters a hard time when contesting her in the air.
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*236C is an amazing convert tool, allowing conversions from max range pokes, and even full screen with some assists.  
 
*236C is an amazing convert tool, allowing conversions from max range pokes, and even full screen with some assists.  
 
*Access to a full screen super, making punishing things like assist calls from full screen possible
 
*Access to a full screen super, making punishing things like assist calls from full screen possible
| style="width: 50%;"|
+
|cons=
 
*Has significant issues against characters with high mobility and/or large buttons.
 
*Has significant issues against characters with high mobility and/or large buttons.
 
*Naoto must essentially use 4 bars to place a mark and IK somebody, making meter management extremely important.
 
*Naoto must essentially use 4 bars to place a mark and IK somebody, making meter management extremely important.
 
*Mostly low damage, doesn't get a lot off of most hitconfirms.
 
*Mostly low damage, doesn't get a lot off of most hitconfirms.
 
*Off of max range pokes has issues getting a launcher, making converting into shotgun and Hama/Mudo an issue.
 
*Off of max range pokes has issues getting a launcher, making converting into shotgun and Hama/Mudo an issue.
*14K HP with a counter DP and an incoming that is somewhat easy to whiff with and get punished for makes her defense rather weak overall.
+
*16K HP with a counter DP and an incoming that is somewhat easy to whiff with and get punished for makes her defense rather weak overall.
|-
+
}}
|}
 
<br style="clear:both;"/>
 
 
 
 
 
====Persona:  Sukuna-Hikona====
 
===Fate Counter===
 
In P4A and P4AU, Naoto has a unique mechanic called the Fate Counter, the goal being to bring the Fate Counter to 0 by in which Naoto 'marks' her opponent which causes them to be instantly killed should Naoto hit them with either Hamaon or Mudoon. In Blazblue Cross Tag Battle, this mechanic is back with a few changes.
 
 
 
A few changes:
 
* The Fate Counter can only be filled with Anti-S SP Pistol Beta (j.236B+C) and the enhanced version of Anti-S SP Pistol Alpha (236B+C) in which the Fate Counter is instantly filled up
 
* The Fate Counter persists until Naoto dies. Both opponents can have a Fate Counter, but even though it can be applied to assist characters for the next time they tag in, assists can never be instant killed by Hamaon or Mudoon.
 
<br style="clear:both;"/>
 
 
 
 
{{#lst:BBTag/Naoto Shirogane/Data|Links}}
 
{{#lst:BBTag/Naoto Shirogane/Data|Links}}
 
<br clear=all>
 
<br clear=all>
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==Normal Moves==
 
==Normal Moves==
  
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_4A.png |caption=
 
|image=BBTag_Naoto_4A.png |caption=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=4A}}
 
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Naoto Shirogane/Data|4A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|4A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Jump cancelable on block.
 +
*Throw cancelable on block.
  
Can be used to start simple bread and butter combos.
+
Naoto's fastest normal. Useful for taking your turn back during pressure or scrambles.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=4AA}}
 
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Naoto Shirogane/Data|4AA}}
+
{{#lst:BBTag/Naoto Shirogane/Data|4AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Jump cancelable on block.
 +
*Throw cancelable on block.
  
Detailed description of the usefulness of the move go here
+
4A autocombo follow-up. Generally not used.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=4AAA}}
 
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Naoto Shirogane/Data|4AAA}}
+
{{#lst:BBTag/Naoto Shirogane/Data|4AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Launches the opponent on hit
  
Detailed description of the usefulness of the move go here
+
4AA autocombo follow-up. Generally not used since the options after 4A(A) > 5A are better.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=4AAAA}}
 
{{AttackVersion|name=4AAAA}}
{{#lsth:BBTag/Naoto Shirogane/Data|4AAAA}}
+
{{#lst:BBTag/Naoto Shirogane/Data|4AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Launches the opponent on hit.
  
Detailed description of the usefulness of the move go here
+
Generally not used. It looks like the 5A autocombo ender but you can't go into Cross Raid.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_5A.png |caption=
 
|image=BBTag_Naoto_5A.png |caption=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Naoto Shirogane/Data|5A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|5A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Jump cancelable
+
{{Description|8|text=*Throw cancelable on block.
  
Detailed description of the usefulness of the move go here
+
Naoto's main ground poke. Its also her best starter for punishes. Can pick up opponents on the ground.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Naoto Shirogane/Data|5AA}}
+
{{#lst:BBTag/Naoto Shirogane/Data|5AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Throw cancelable on block.
 +
*Knocks airborne opponents into the floor, allowing you to hit them on the ground.
  
Detailed description of the usefulness of the move go here
+
Good combo tool. You can use 5A to pick up opponents in the air and follow-up with 5AAA or 2B. In the corner it can be used as a combo ender that leads to a safejump. During pressure its mostly used as blockstring filler.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Naoto Shirogane/Data|5AAA}}
+
{{#lst:BBTag/Naoto Shirogane/Data|5AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Hits low.
 +
*Moves Naoto forward.
  
Detailed description of the usefulness of the move go here
+
Good for stagger since its just -1 on block, you can be sneaky and throw your opponent right after you recover from this move.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Naoto Shirogane/Data|5AAAA}}
+
{{#lst:BBTag/Naoto Shirogane/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Unburstable on hit.
  
Detailed description of the usefulness of the move go here
+
Last hit of Naoto's 5A autocombo, mostly used to go into Cross Raid. Mostly used when you want damage and to continue your pressure with your partner, since Naoto's Distortion Skills will force her to go back to neutral.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_5B.png |caption=
 
|image=BBTag_Naoto_5B.png |caption=
 
|image2=BBTag_Naoto_5BB.png |caption2=
 
|image2=BBTag_Naoto_5BB.png |caption2=
 +
|image3=BBTag_Naoto_5BBB.png |caption3=
 
|name=5B
 
|name=5B
 
|data=
 
|data=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Naoto Shirogane/Data|5B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Jump cancelable on block.
  
Detailed description of the usefulness of the move go here
+
This is her longest range normal, but it has too much recovery to be used as a poke. Generally used in blockstrings as unpushblockable filler or as combo filler.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Naoto Shirogane/Data|5BB}}
+
{{#lst:BBTag/Naoto Shirogane/Data|5BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Naoto's Persona hits twice.
  
Detailed description of the usefulness of the move go here
+
Follow-up of 5B. Just like 5B, its mostly used as a blockstring and combo filler. Since you can't pushblock the Persona you can use it to Active Switch into your partner and continue the pressure.
 +
}}
 +
{{!}}-
 +
{{AttackVersion|name=5BBB}}
 +
{{#lst:BBTag/Naoto Shirogane/Data|5BBB}}
 +
{{!}}-
 +
{{Description|8|text=*Launches the opponent
 +
 
 +
Final hit of the 5B autocombo. Can be followed up with 2B on hit or block, since the Persona will remain in place.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_5C.png |caption=
 
|image=BBTag_Naoto_5C.png |caption=
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|5C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*Crash Assault
 +
*Unsafe on block.
  
Detailed description of the usefulness of the move go here
+
Generally not used outside of certain circumstances since its unsafe on block and requires you to be pretty close to the opponent.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_2A.png |caption=
 
|image=BBTag_Naoto_2A.png |caption=
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|2A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*Throw cancelable on block.
  
Detailed description of the usefulness of the move go here s
+
Naoto's fastest low. Decent for staggers, since it can be used up to three times in a row, but its range is a bit short.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Naoto_2B.png |caption=
+
|image=BBTag_Naoto_2B.png |caption=The Wall
 
|name=2B
 
|name=2B
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|2B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 7-13f head invulnerable
+
{{Description|7|text=*Head invulnerable during 7-13f.
* Jump cancellable
+
*Jump cancelable on block.
 +
*This move will come out on your Persona's current location if used after the 5B autocombo.
 +
 
 +
Has really good forward reach, but isn’t so good if the enemy is straight above you. Extremely good tool overall in neutral. It has more blockstun and hitstun than 5B. With the right partner in the right situations, jumping can mean death thanks to this normal and Hamaon.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_2C.png |caption=
 
|image=BBTag_Naoto_2C.png |caption=
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|2C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*Sweep
  
Detailed description of the usefulness of the move go here
+
Canceling this into 214A is Naoto's main launcher in combos. Can be used as a poke against characters that use armored moves. Can be used as blockstring filler.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_jA.png |caption=
 
|image=BBTag_Naoto_jA.png |caption=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Naoto Shirogane/Data|j.A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Can't be canceled into j.B.
  
Detailed description of the usefulness of the move go here
+
Naoto's fastest air normal. Can be used as jump-in, air-to-air and combo filler. Launches higher than j.B on hit. Its kind of a Persona normal but not really since it can be pushblocked.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Naoto Shirogane/Data|j.AA}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Can be canceled into j.B.
  
Detailed description of the usefulness of the move go here
+
Useful as a mixup tool since you can control how many times you want to hit high in a blockstring compared to j.B that always hits twice. Also used as combo filler, just like jA it launches higher than j.B.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_jB.png |caption=
 
|image=BBTag_Naoto_jB.png |caption=
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|j.B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*Hits twice.
  
Detailed description of the usefulness of the move go here
+
Good at covering space since its very active. It has kinda the same uses as jA and jAA, but it covers a different angle and you can't control the amount of hits outside of timing. Doesn't launch very high on hit. Just like jA, the Persona can be pushblocked.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_jC.png |caption= Make them fear the corner with this move
 
|image=BBTag_Naoto_jC.png |caption= Make them fear the corner with this move
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|j.C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*This move will come out on your Persona's current location.
  
Can confirm into a loop with j.214A up to 4 times on hit in a corner.
+
Naoto sends her Persona forwards while stopping in mid-air; her Persona stays at the end location for a moment. This move has 8f of landing recovery and it’s dangerous to whiff, so don’t throw it out too often. Very nice combo tool that allows to combo into your shotgun from a long range 5A.
 
  }}
 
  }}
 
}}
 
}}
Line 297: Line 307:
 
==Universal Mechanics==
 
==Universal Mechanics==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_GroundThrow.png |caption=
 
|image=BBTag_Naoto_GroundThrow.png |caption=
Line 305: Line 315:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|BC}}
+
{{#lst:BBTag/Naoto Shirogane/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Wall bounces, can be converted into a combo by linking 5A,2B, or delayed 2C
+
{{Description|7|text=*Wall bounces midscreen, becomes a wallsplat in the corner.
  
Detailed description of the usefulness of the move go here
+
On a successful throw, you have many options, but most of the times you will use 5AA to pick up your opponent and continue your combo. Canceling your throw into Hamaon when the opponent is marked is a good option, since they won't be able to burst.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Shield of Jutsice</font> ======
+
====== <span style="visibility:hidden;font-size:0">Shield of Jutsice</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_ShieldOfJustice.png |caption=
 
|image=BBTag_Naoto_ShieldOfJustice.png |caption=
Line 322: Line 332:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Catch}}
 
{{AttackVersion|name=Catch}}
{{#lsth:BBTag/Naoto Shirogane/Data|AD}}
+
{{#lst:BBTag/Naoto Shirogane/Data|AD}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Hits on the 1-15f trigger an attack
+
{{Description|8|text=*Attempts to counter during 1-25f
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Near Attack}}
 
{{AttackVersion|name=Near Attack}}
{{#lsth:BBTag/Naoto Shirogane/Data|AD Attack Near}}
+
{{#lst:BBTag/Naoto Shirogane/Data|AD Attack Near}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Far Attack}}
 
{{AttackVersion|name=Far Attack}}
{{#lsth:BBTag/Naoto Shirogane/Data|AD Attack Far}}
+
{{#lst:BBTag/Naoto Shirogane/Data|AD Attack Far}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=Weak Defensively like most counter DPs, at the very least it has a better hitbox than Chie and Yosuke's. This move shines at neutral, as it can counter poke any projectile in the game. This is extremely useful to deter people from throwing projectiles at you to destroy traps, especially when Naoto can convert with assists. Just be careful with throwing out this move carelessly, as sometimes you can die for it considering Naoto's low HP value. }}
+
{{Description|8|text=Naoto enters a counter stance: if she gets hit in close range, she will counter-attack the space in front of her with an explosion; if she gets hit from a range beyond that space, she will launch a small projectile. Use sparingly if you don’t want to watch fancy combos since this move is very poor when it comes to defending against pressure. As a counter-poke its actually pretty decent, its notably good against beams like Adachi's B Zio or some Distortion Skills, since Naoto will remain invulnerable and she will be able to hit back. It can hit (most) safejumps, just like other counter Reversal Actions. }}
 
}}
 
}}
  
Line 340: Line 350:
 
==Skills==
 
==Skills==
  
====== <font style="visibility:hidden" size="0">Snipe Aim</font> ======
+
====== <span style="visibility:hidden;font-size:0">Snipe Aim</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_SnipeAim.png |caption= bang bang
 
|image=BBTag_Naoto_SnipeAim.png |caption= bang bang
Line 348: Line 358:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|236A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 15f earliest cancel into gunshot
+
{{Description|7|text=* 14f earliest cancel into follow-ups.
 +
 
 +
Naoto enters a special "stance", lets call it Aim stance. During Aim stance she can't block, she can only perform one of the stances follow-ups or cancel the stance. More on this below.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Double Fangs</font> ======
+
====== <span style="visibility:hidden;font-size:0">Double Fangs</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_DoubleFangs.png |caption= Give 'em the old one-two-buckle-my-shoe
 
|image=BBTag_Naoto_DoubleFangs.png |caption= Give 'em the old one-two-buckle-my-shoe
Line 363: Line 375:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Naoto Shirogane/Data|236B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|236B}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air A}}
 
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Naoto Shirogane/Data|j.236A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.236A}}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Air B}}
 
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Naoto Shirogane/Data|j.236B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Ground and Air B versions put Naoto in Aim Stance
+
{{Description|8|text=*Ground and Air B versions put Naoto in Aim Stance
 +
*The second hit is a high.
  
Detailed description of the usefulness of the move go here
+
Great for Active Switches and generally used as a combo ender. In sandwiches or in the corner, you can use the grounded version (or the air A version) to perform unblockable(or hard-to-blockable) setups by Active Switching into your partner and performing a low attack so it hits around the same time as the second hit from Double Fangs. Its not really a move that you should be using often in neutral but it doesn't hurt to throw it out once in a while (especially in Resonance Blaze).
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Snipe</font> ======
+
====== <span style="visibility:hidden;font-size:0">Snipe</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_Snipe.png |caption= "At this angle..."
 
|image=BBTag_Naoto_Snipe.png |caption= "At this angle..."
Line 387: Line 400:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Snipe A}}
 
{{AttackVersion|name=Snipe A}}
{{#lsth:BBTag/Naoto Shirogane/Data|Aim > A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|Aim A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Naoto shoots 5 bullets.
 
 
Detailed description of the usefulness of the move go here
 
  
 +
Good zoning tool, since it shoots 5 bullets it will beat most projectiles. Pretty unsafe if whiffed or if blocked point blank. Usually used as your midscreen ender after an air B Double Fangs in certain combos. Really shines during Resonance Blaze when you can just cancel into Hamaon or your Anti-S SP Pistol Distortion Skill.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Snipe B}}
 
{{AttackVersion|name=Snipe B}}
{{#lsth:BBTag/Naoto Shirogane/Data|Aim > B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|Aim B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Naoto shoots 5 bullets.
 
 
Detailed description of the usefulness of the move go here
 
  
 +
Decent at covering some spaces in the screen when A Snipe would whiff. Just like A Snipe, its unsafe if whiffed or blocked point blank. Can be used as combo filler in teh corner and even as a combo ender, but most of the times A or C Snipe are preferred since B Snipe will make the opponent tech in the air if the combo is too long. Deals the most damage out of the three versions of Snipe.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Snipe C}}
 
{{AttackVersion|name=Snipe C}}
{{#lsth:BBTag/Naoto Shirogane/Data|Aim > C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|Aim C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Naoto shoots 5 bullets.
 
 
Detailed description of the usefulness of the move go here
 
  
 +
It has a niche in some matchups when you want to put a hitbox in front of you, but generally not used in neutral since 2B can cover the same area. It can be used to extend combos or as an ender after air B Double Fangs. The most reliable version to use as an ender in fact. Deals less damage than the other two versions.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Forward Roll |subtitle=66}}
 
{{AttackVersion|name=Forward Roll |subtitle=66}}
{{#lsth:BBTag/Naoto Shirogane/Data|Aim > 66}}
+
{{#lst:BBTag/Naoto Shirogane/Data|Aim 66}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 27f earliest cancel into gunshot
+
{{Description|8|text=*27f earliest cancel into follow-ups.
 +
*Projectile invulnerable from 4-22f.
  
 +
Naoto performs a roll that can go past her opponents and remains in Aim stance. Good for when your opponent tries to challenge your A Snipe attempts with projectile Distortion Skills while you are still in Aim stance. Sometimes you can even dodge non-projectile Distortion Skills because Naoto rolls past your opponent before they can hit her with their active frames. Its pretty risky to use as a mixup tool since its not completely invulnerable.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Hair Trigger Megido</font> ======
+
====== <span style="visibility:hidden;font-size:0">Hair Trigger Megido</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_HairTriggerMegido.png |caption=
 
|image=BBTag_Naoto_HairTriggerMegido.png |caption=
Line 430: Line 442:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground A}}
 
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Naoto Shirogane/Data|214A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|214A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air A}}
 
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Naoto Shirogane/Data|j.214A}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Sets up a trap in Naoto's location.
 
+
*Has the projectile property, counts as one projectile(or one hit, whatever you call it).
Detailed description of the usefulness of the move go here
+
*The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
 +
*When the opponent(or their assist) gets too close to a trap, it detonates.
 +
*Only two of this trap can be on the stage at the same time.
 +
*Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.
  
 +
The A version of Hair Trigger Megido is really useful. Lets you control some zones of the screen (especially in the air), limiting your opponents options to approach you. Its also very important for combos, 2C > 214A is your main launcher in the ground, j.C > j.214A can be looped in the corner for big damage. Learn how to set up A and B traps in the air to control space while keeping yourself safe.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground B}}
 
{{AttackVersion|name=Ground B}}
{{#lsth:BBTag/Naoto Shirogane/Data|214B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|214B}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air B}}
 
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Naoto Shirogane/Data|j.214B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Importants points go here.
+
{{Description|8|text=*Drops a trap in Naoto's location, the trap is set on the ground.
 
+
*Has the projectile property, counts as one projectile(or one hit, whatever you call it).
Detailed description of the usefulness of the move go here
+
*The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
 +
*When the opponent(or their assist) gets too close to a trap, it detonates.
 +
*Only two of this trap can be on the stage at the same time.
 +
*Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.
  
 +
The B version of this move only covers the ground. In combos its a bit harder to use properly since the trap has to fall to the ground and then it starts setting up. Its plus on block but you need to be very close to your opponent and its easy to react to. You can be a bit tricky with this version in the air for some left/right mixups.
 
  }}
 
  }}
 
}}
 
}}
Line 458: Line 478:
 
==Extra Skills==
 
==Extra Skills==
  
====== <font style="visibility:hidden" size="0">Hold Up!</font> ======
+
====== <span style="visibility:hidden;font-size:0">Hold Up!</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_HoldUp.png |caption=Remember when this costed twice the meter?
 
|image=BBTag_Naoto_HoldUp.png |caption=Remember when this costed twice the meter?
Line 466: Line 486:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|236C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 15f earliest cancel into gunshot
+
{{Description|7|text=* 15f earliest cancel into gunshot
 
* 7f earliest cancel into kick
 
* 7f earliest cancel into kick
  
Raid is extremely useful in converting any hit with Naoto into a full combo, due to the nature of the bullets hitting fullscreen and Naoto getting 5 bullets to shoot with. Raid Kick (Critical Shot) also has full invul, so Naoto can react to bursts with Critical Shot and get a full combo after that. Overall a very good move, only problem is if you drop a combo using raid you'll be stuck walking until you use Critical Shot which you can be punished for anyways. That and it costs a bar unfortunately.}}
+
Naoto enters a stance similar to Aim stance and starts slowly walking forwards, she can only go into Snipe(A/B), Roll(66) or Critical Shot(C). Its not something you'd want to use often unless you can punish some unsafe stuff fullscreen.
 
 
}}
 
}}
 
+
}}
====== <font style="visibility:hidden" size="0">Snipe</font> ======
+
<nowiki/>
 +
====== <span style="visibility:hidden;font-size:0">Snipe</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_HoldUp.png |caption= Naoto Shirogane, Persona: G U N  
 
|image=BBTag_Naoto_HoldUp.png |caption= Naoto Shirogane, Persona: G U N  
Line 486: Line 506:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Snipe|subtitle=A or B}}
 
{{AttackVersion|name=Snipe|subtitle=A or B}}
{{#lsth:BBTag/Naoto Shirogane/Data|236C > A/B}}
+
{{#lst:BBTag/Naoto Shirogane/Data|236C A/B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Naoto shoots 1 bullet in a straight line for each A or B press, up to 5 bullets.
 +
*Launches the opponent vertically on hit.
  
Detailed description of the usefulness of the move go here
+
Really nice to punish long ranged unsafe moves like Yu's Ziodyne. Can also be used as a combo extender, but it uses precious meter and most of the times you won't get more damage than a meterless combo. After using the 5 shots Naoto will remain in Hold Up! "stance" and won't be able to use Snipe until you leave the stance.
 
+
}}
}}
 
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Critical Shot|subtitle=C}}
 
{{AttackVersion|name=Critical Shot|subtitle=C}}
{{#lsth:BBTag/Naoto Shirogane/Data|236C > C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|236C C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Wallbounces the opponent on hit, wallsplats in the corner.
 +
*Invulnerable from 1-12f.
 +
*Cancels the Hold Up! stance.
  
Detailed description of the usefulness of the move go here
+
Don't be fooled by the 1-12f of invul, 236C has 4f of startup and doesn't have any invul, so you can't really use this move as a reversal. This move is mostly used to punish bursts and maybe as a combo extender, but it won't add much damage.
 
+
}}
}}
 
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Forward Roll|subtitle=66}}
 
{{AttackVersion|name=Forward Roll|subtitle=66}}
{{#lsth:BBTag/Naoto Shirogane/Data|236C > 66}}
+
{{#lst:BBTag/Naoto Shirogane/Data|Aim 66}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Projectile invul from 4-22f.
 +
*Enters Aim stance.
  
Detailed description of the usefulness of the move go here
+
Pretty much the same as the regular Roll, but 236C has less startup compared to 236A, so it comes out faster if you do it right away.
 
+
}}
}}
 
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">EX Double Fangs</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Double Fangs</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_DoubleFangs.png |caption=
 
|image=BBTag_Naoto_DoubleFangs.png |caption=
Line 521: Line 542:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|j.236C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Causes ground bounce on hit
+
{{Description|7|text=*Causes ground bounce on hit
  
Detailed description of the usefulness of the move go here
+
Can be used as combo extender during Resonance Blaze. Outside of that there is not much of a reason to use this move and Naoto has better ways to spend meter.
}}
+
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">EX Hair Trigger Megido</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Hair Trigger Megido</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_HairTriggerMegido.png |caption=
 
|image=BBTag_Naoto_HairTriggerMegido.png |caption=
Line 538: Line 559:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Naoto Shirogane/Data|214C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|214C}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Naoto Shirogane/Data|j.214C}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=*Sets up both A and B traps in Naoto's location.
 +
*Has the projectile property, counts as one projectile(or one hit, whatever you call it).
 +
*The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
 +
*When the opponent(or their assist) gets too close to a trap, it detonates.
 +
*Only two of each trap can be on the stage at the same time.
 +
*Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.
  
Is a combined effect of 214A and 214B, placing both kinds of mines on use. Mines placed this way have the same effect as the normal mines.
+
Uses one meter to set up both traps. It has a lot less recovery than the regular versions, so it can be pretty useful, even if it costs meter, to regain momentum and get some control on the screen. Pretty decent to use as combo filler too.  
 
+
}}
}}
 
 
}}
 
}}
  
Line 554: Line 579:
 
==Partner Skills==
 
==Partner Skills==
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_5D+Roll.png |caption=
 
|image=BBTag_Naoto_5D+Roll.png |caption=
Line 562: Line 587:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|5P}}
+
{{#lst:BBTag/Naoto Shirogane/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* If the initial persona attack hits, Naoto will end with a gunshot from stance
+
{{Description|7|text=*If the initial Persona attack hits, Naoto will end with a gunshot similar to 5AAAA.
* Wall bounces
+
*Wall bounces on hit.
 
 
Detailed description of the usefulness of the move go here
 
  
 +
Decent for lockdown and neutral. Some characters really appreciate the wallbounce on hit, others will have a hard time continuing the combo. Just be careful of the fact that the Persona can break, even when Naoto is behind the opponent.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_SnipeAim.png |caption= G U N  
 
|image=BBTag_Naoto_SnipeAim.png |caption= G U N  
Line 580: Line 604:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|6P}}
+
{{#lst:BBTag/Naoto Shirogane/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* On hit, launches and blows back the opponent.
+
{{Description|7|text=*Naoto shoots 5 bullets from her gun in a straight line after a delay.
 
+
*Blocks back the opponent on the 5th bullet and makes them bounce against the wall, just like A Snipe.
Naoto takes stance and fires 5 bullets from her gun.
 
  
 +
Really good for lockdown and neutral if you are able to defend Naoto or keep the opponent in the ground before she starts shooting. It also has a lot of time where you can Active Switch, even after Naoto finishes shooting.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_Blight.png |caption= Like light, but with a B.
 
|image=BBTag_Naoto_Blight.png |caption= Like light, but with a B.
Line 597: Line 621:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|4P}}
+
{{#lst:BBTag/Naoto Shirogane/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* On hit, launches and is untechable until the opponent touches the ground.
+
{{Description|7|text=*Vacuums the opponent for a short moment on the first hits.  
 
 
Sukuna-Hikona does a diagonally rising strike. Good for launching enemies in the air, or punishing opponents in the air.
 
  
 +
Good as an anti-air, combo extender, works for lockdown, and like 6P it gives you a lot of time to Active Switch. Usually the most damaging assist if you can get all five hits. Can also be used on pressure to steal the corner for a moment and getting your opponent sandwiched.
 
  }}
 
  }}
 
}}
 
}}
Line 610: Line 633:
 
==Distortion Skills==
 
==Distortion Skills==
  
====== <font style="visibility:hidden" size="0">Anti-S SP Pistol Alpha I</font> ======
+
====== <span style="visibility:hidden;font-size:0">Anti-S SP Pistol Alpha I</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_AntiSSPPistolAlphaI.png |caption= Pray they don't have a stage-wide distortion if they block this raw
 
|image=BBTag_Naoto_AntiSSPPistolAlphaI.png |caption= Pray they don't have a stage-wide distortion if they block this raw
Line 619: Line 642:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Normal}}
 
{{AttackVersion|name=Normal}}
{{#lsth:BBTag/Naoto Shirogane/Data|236BC}}
+
{{#lst:BBTag/Naoto Shirogane/Data|236BC}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Enhanced}}
 
{{AttackVersion|name=Enhanced}}
{{#lsth:BBTag/Naoto Shirogane/Data|236BC Enhanced Ground}}
+
{{#lst:BBTag/Naoto Shirogane/Data|236BC Enhanced Ground}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* In Cross Combo or Resonance, automatically transitions into Anti-S SP Pistol Beta, marking the opponent with Fate
+
{{Description|8|text=* In Cross Combo or Resonance, automatically transitions into Anti-S SP Pistol Beta, marking the opponent with the Fate Mark on their recovery.
 
+
*Can mark the partner character in Enhanced version.
Detailed description of the usefulness of the move go here
 
  
 +
Naoto's other reversal. It has some flaws, like whiffing on nearby opponents in the corner, or just whiffing against nearby characters crouching. As you can see none of Naoto's reversals are exactly reliable. Since it lasts for so long, you can spend 4 meter to DHC on the first hit of this Distortion Skill, and continue the combo from there with your partner, or just keep yourself safe while the opponent has to block the rain of bullets. Most of the times you will be using the Enhanced version to use the shotgun and mark your opponent.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Anti-S SP Pistol Beta I</font> ======
+
====== <span style="visibility:hidden;font-size:0">Anti-S SP Pistol Beta I</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_AntiSSPPistolBetaI.png |caption=Your fate is sealed.
 
|image=BBTag_Naoto_AntiSSPPistolBetaI.png |caption=Your fate is sealed.
Line 640: Line 663:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Normal}}
 
{{AttackVersion|name=Normal}}
{{#lsth:BBTag/Naoto Shirogane/Data|j.236BC}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.236BC}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Enhanced}}
 
{{AttackVersion|name=Enhanced}}
{{#lsth:BBTag/Naoto Shirogane/Data|236BC Enhanced Air}}
+
{{#lst:BBTag/Naoto Shirogane/Data|236BC Enhanced Air}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Fills up the Fate Counter
+
{{Description|8|text=*Marks the opponent with the Fate Mark on their recovery.
 
+
*Can mark the partner character.
Detailed description of the usefulness of the move go here
 
  
 +
Your go-to when it comes to spending meter. Since the Fate Mark is applied after the opponent recovers, you can't do silly things like using an assist to extend the combo and using Hamaon for the Instant Kill afterwards. Also since Naoto gets pushed to the other side of the screen after shooting, it basically resets the situation to neutral after using it, which is not always what you want to do. Knowing when you want to mark your opponent and when you are better off keeping the pressure is an important skill to have for this character. Also take into account that you need 4 meter to kill someone by just using the Fate Mark mechanic. If you manage to get a happy birthday, you can(and probably should) mark both characters at the same time. In the corner you can get oki by calling an assist before the shotgun hits your opponent, this works with all the cast.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Hamaon</font> ======
+
====== <span style="visibility:hidden;font-size:0">Hamaon</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_Hamaon.png |caption=Blinded by the Light
 
|image=BBTag_Naoto_Hamaon.png |caption=Blinded by the Light
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  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|214BC}}
+
{{#lst:BBTag/Naoto Shirogane/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Tracks the opponent's location.
+
{{Description|7|text=*Instantly kills the opponent if the Fate Mark was applied on them.
* Instantly kills the marked opponent if the fate counter is applied to them.
+
*Tracks the opponent's location.
 
+
*Won't kill the partner character.
A move that instantly kills when fate is applied. It can be easily countered on startup and can be blocked. Generally, don't attempt outside of combos, it will most often miss.
+
*Projectile property.
  
 +
Yes, it deals 99999 damage on marked opponents. On block it locks down the opponent for a good while, so you have time to do tricky things and get the Instant Kill, like switching to your partner and attempting a high/low mixup(only if you have a fast overhead), attempt an unblockable setup if you called your assist earlier, if your opponent blocks this in the air you can switch to your partner and use a Reversal Action right away for an air unblockable instant kill, locking down your opponent during Resonance Blaze while you chip them to death, etc. Pretty verstile, but remember that it costs 2 bars and by itself it won't deal any damage. Also it barely has invulnerability on startup, so its not a good reversal option.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Mudoon</font> ======
+
====== <span style="visibility:hidden;font-size:0">Mudoon</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_Mudoon.png |caption=Hello, Darkness, my old friend.
 
|image=BBTag_Naoto_Mudoon.png |caption=Hello, Darkness, my old friend.
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|j.214BC}}
+
{{#lst:BBTag/Naoto Shirogane/Data|j.214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Not Air unblockable, unlike in P4A
+
{{Description|7|text=*Instantly kills the opponent if the Fate Mark was applied on them.
 
+
*Won't kill the partner character.
Horizontal aerial version of Hamaon, Killing a foe instantly on hit if marked with the fate counter. However, unlike Hamaon, only has one hitbox rather than being a multi-hit.
+
*This move will come out on your Persona's current location.
 +
*Projectile property.
 +
*Invulnerability from 1-16f.
  
 +
Basically the Instant Kill that works in the air. Its not as versatile as Hamaon but frome time to time you can confuse your opponent by throwing out j.C and using Mudoon when your opponent tries to do anything fancy. Something gimmicky you can do is to throw it out before activating Resonance Blaze close to the ground, and if your opponent is not careful they can get hit by it while trying to get closer to you.
 
  }}
 
  }}
 
}}
 
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{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|Distortion Skill Duo}}
+
{{#lst:BBTag/Naoto Shirogane/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*Can't continue the combo afterwards if done after a long Distortion Skill.
 
 
A kick that launches the enemy around the stage, making them land in front of the player. Can often wiff if used against an enemy when they're in the air.
 
  
 +
Nothing special about this, relatively fast recovery but you can't do much with it on hit.
 
  }}
 
  }}
 
}}
 
}}
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==Astral Heat==
 
==Astral Heat==
  
====== <font style="visibility:hidden" size="0">Judge of Hell</font> ======
+
====== <span style="visibility:hidden;font-size:0">Judge of Hell</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Naoto_JudgeOfHell.png |caption='''''"Showtime!"'''''
 
|image=BBTag_Naoto_JudgeOfHell.png |caption='''''"Showtime!"'''''
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{{#lsth:BBTag/Naoto Shirogane/Data|222BC}}
+
{{#lst:BBTag/Naoto Shirogane/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Significantly faster than it was in P4A, but makes fewer reticles.
+
{{Description|7|text=*Deals less damage than your 2 bar Instant Kills lol.
 
 
Use this to punish longer super animations. They can block the initial reticle and if they do, you'll look very stupid. If you get hit by this, you die in real life.
 
  
 +
You can combo into this Astral with any version of Snipe or after throwing your opponent into a corner. Outside of that, you can’t really use this Astral for anything else: the startup is too long, the recovery is too long, the traps are not even unblockable… but at least it’s an option for when you get a hit and the opponent is not marked.
 
  }}
 
  }}
 
}}
 
}}
  
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 +
==Roadmap==
 +
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
 +
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Naoto Shirogane/Data|Links}}
+
{{#lst:BBTag/Naoto Shirogane/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBTag/Naoto Shirogane/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[BBTag/Naoto Shirogane/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
 
[[Category:Naoto Shirogane]]
 
[[Category:Naoto Shirogane]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 06:18, 24 May 2020

Naoto Shirogane
BBTag NaotoShirogane Portrait.png

Health: 16,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Hybrid Mixup/Zoner
Team role
Point, Support

Overview[edit]

"As long as you take me lightly due to my size, you will never defeat me."
Lore: Having lost both her parents in a car accident when she was very young, Naoto is an orphan who acts very mature in spite of her age. As a descendant of a respected lineage of famous detectives, she wears formal clothing, and deepens her voice when she speaks in a sophisticated, stilted manner. Highly intelligent and perceptive, Naoto is generally a very focused and serious individual when her eyes are set on the mission.

Naoto used to be extremely insecure about her gender, age, and appearance, a trait that translated to her having difficulty making friends. After accepting her shadow and spending time with the Investigation Team, Naoto has become much more amicable as a person, and, most crucially, has learned that she does not need to change who she is to suit the world.


Fate Counter[edit]

In P4A and P4AU, Naoto has a unique mechanic called the Fate Counter, the goal being to bring the Fate Counter to 0 by in which Naoto 'marks' her opponent which causes them to be instantly killed should Naoto hit them with either Hamaon or Mudoon. In Blazblue Cross Tag Battle, this mechanic is back with a few changes:

  • The Fate Counter can only be filled with Anti-S SP Pistol Beta (j.236B+C) and the enhanced version of Anti-S SP Pistol Alpha (236B+C) in which the Fate Counter is instantly filled up
  • The Fate Counter persists until Naoto dies. Both opponents can have a Fate Counter, but even though it can be applied to assist characters for the next time they tag in, assists can never be instant killed by Hamaon or Mudoon.

Playstyle[edit]

Playstyle
Naoto is a hybrid zoning/rushdown character, who has unique play style compared to many characters in BBTAG. She specializes in controlling the screen and making the opponent feel uncomfortable, and even has the ability to Instant Kill the opponent once she lands Shotgun Special! With proper trap placements, good positioning and a great partner, Naoto is a formidable character in the right hands.
Pros Cons
  • Has many ways to control the screen. With the combination of traps, gunshots, and assist calls, Naoto can be extremely hard to catch.
  • Strong air buttons. J.A and J.B are very good and give many characters a hard time when contesting her in the air.
  • Naoto's DP is very good at neutral. Naoto's DP counter pokes almost projectile, making Naoto hard to shoot against, even multi-hit supers!
  • Has access to one of the most terrifying mechanics in the game: Instant Kill. The Flow of the match can change very quickly once the mark is placed.
  • Has access to decent solo combos, allowing for burst punishes with an assist.
  • 236C is an amazing convert tool, allowing conversions from max range pokes, and even full screen with some assists.
  • Access to a full screen super, making punishing things like assist calls from full screen possible
  • Has significant issues against characters with high mobility and/or large buttons.
  • Naoto must essentially use 4 bars to place a mark and IK somebody, making meter management extremely important.
  • Mostly low damage, doesn't get a lot off of most hitconfirms.
  • Off of max range pokes has issues getting a launcher, making converting into shotgun and Hama/Mudo an issue.
  • 16K HP with a counter DP and an incoming that is somewhat easy to whiff with and get punished for makes her defense rather weak overall.




Normal Moves[edit]

4A[edit]
4A
P4Arena Naoto 5A.png
P4Arena Naoto 5AA.png
P4Arena Naoto 5AAA.png
BBTag Naoto 4AAAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4A 1000 All 6 3 15 -4 -
  • Jump cancelable on block.
  • Throw cancelable on block.

Naoto's fastest normal. Useful for taking your turn back during pressure or scrambles.

4AA 1500 All 8 3 20 -6 -
  • Jump cancelable on block.
  • Throw cancelable on block.

4A autocombo follow-up. Generally not used.

4AAA 1500 All 14 4 1+16L -4 -
  • Launches the opponent on hit

4AA autocombo follow-up. Generally not used since the options after 4A(A) > 5A are better.

4AAAA 1800 All 7 2 Total: 45 -11 -
  • Launches the opponent on hit.

Generally not used. It looks like the 5A autocombo ender but you can't go into Cross Raid.

5A[edit]
5A
P4Arena Naoto 5B.png
P4AU Naoto 5AAA.png
P4AU Naoto 5AA.png
BBTag Naoto 4AAAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5A 1500 All 9 4 16 -3 -
  • Throw cancelable on block.

Naoto's main ground poke. Its also her best starter for punishes. Can pick up opponents on the ground.

5AA 1500 All 9 4 16 -3 -
  • Throw cancelable on block.
  • Knocks airborne opponents into the floor, allowing you to hit them on the ground.

Good combo tool. You can use 5A to pick up opponents in the air and follow-up with 5AAA or 2B. In the corner it can be used as a combo ender that leads to a safejump. During pressure its mostly used as blockstring filler.

5AAA 1500 Low 9 2 16 -1 -
  • Hits low.
  • Moves Naoto forward.

Good for stagger since its just -1 on block, you can be sneaky and throw your opponent right after you recover from this move.

5AAAA 1800 All 7 2 Total: 45 -11 -
  • Unburstable on hit.

Last hit of Naoto's 5A autocombo, mostly used to go into Cross Raid. Mostly used when you want damage and to continue your pressure with your partner, since Naoto's Distortion Skills will force her to go back to neutral.

5B[edit]
5B
P4Arena Naoto 5C.png
BBTag Naoto 5BB.png
P4Arena Naoto 2C.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5B 1500 All 13 7 26 -16 -
  • Jump cancelable on block.

This is her longest range normal, but it has too much recovery to be used as a poke. Generally used in blockstrings as unpushblockable filler or as combo filler.

5BB - All 13 2(2)6 Total: 46 -13 -
  • Naoto's Persona hits twice.

Follow-up of 5B. Just like 5B, its mostly used as a blockstring and combo filler. Since you can't pushblock the Persona you can use it to Active Switch into your partner and continue the pressure.

5BBB 1500 All 15 8 26 -17 -
  • Launches the opponent

Final hit of the 5B autocombo. Can be followed up with 2B on hit or block, since the Persona will remain in place.

5C[edit]
5C
P4Arena Naoto AOA.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800+ High 22 3 24 -10 -
  • Crash Assault
  • Unsafe on block.

Generally not used outside of certain circumstances since its unsafe on block and requires you to be pretty close to the opponent.

2A[edit]
2A
P4Arena Naoto 2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1000 Low 7 3 11 -2 -
  • Throw cancelable on block.

Naoto's fastest low. Decent for staggers, since it can be used up to three times in a row, but its range is a bit short.

2B[edit]
2B
BBTag Naoto 2B.png
The Wall
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1500 All 11 3 26 -12 8-13 H
  • Head invulnerable during 7-13f.
  • Jump cancelable on block.
  • This move will come out on your Persona's current location if used after the 5B autocombo.

Has really good forward reach, but isn’t so good if the enemy is straight above you. Extremely good tool overall in neutral. It has more blockstun and hitstun than 5B. With the right partner in the right situations, jumping can mean death thanks to this normal and Hamaon.

2C[edit]
2C
P4Arena Naoto Sweep.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1500 Low 10 3 18 -4 -
  • Sweep

Canceling this into 214A is Naoto's main launcher in combos. Can be used as a poke against characters that use armored moves. Can be used as blockstring filler.

j.A[edit]
j.A
P4Arena Naoto jC.png
P4Arena Naoto jB.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
j.A 1500 High 10 3 19 - -
  • Can't be canceled into j.B.

Naoto's fastest air normal. Can be used as jump-in, air-to-air and combo filler. Launches higher than j.B on hit. Its kind of a Persona normal but not really since it can be pushblocked.

j.AA 1500 High 6 4 12 - -
  • Can be canceled into j.B.

Useful as a mixup tool since you can control how many times you want to hit high in a blockstring compared to j.B that always hits twice. Also used as combo filler, just like jA it launches higher than j.B.

j.B[edit]
j.B
BBTag Naoto jB.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1500*2 High 13 3(4)3 9 - -
  • Hits twice.

Good at covering space since its very active. It has kinda the same uses as jA and jAA, but it covers a different angle and you can't control the amount of hits outside of timing. Doesn't launch very high on hit. Just like jA, the Persona can be pushblocked.

j.C[edit]
j.C
P4Arena Naoto jD.png
Make them fear the corner with this move
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1700 Mid 15 12 14+8L - -
  • This move will come out on your Persona's current location.

Naoto sends her Persona forwards while stopping in mid-air; her Persona stays at the end location for a moment. This move has 8f of landing recovery and it’s dangerous to whiff, so don’t throw it out too often. Very nice combo tool that allows to combo into your shotgun from a long range 5A.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4Arena Naoto GroundThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
0, 2000 Throw 7~30 3 23 - -
  • Wall bounces midscreen, becomes a wallsplat in the corner.

On a successful throw, you have many options, but most of the times you will use 5AA to pick up your opponent and continue your combo. Canceling your throw into Hamaon when the opponent is marked is a good option, since they won't be able to burst.

Shield of Jutsice[edit]
Shield of Justice
5A+D
P4Arena Naoto BD.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Catch - - - - Total: 45 - 1-25 Guard All
  • Attempts to counter during 1-25f
Near Attack 2500 Air Unblockable 10 4 Total: 53 -27 1-13 All
Far Attack 2500 Air Unblockable 10 300 Total: 60 -34 1-End All

Naoto enters a counter stance: if she gets hit in close range, she will counter-attack the space in front of her with an explosion; if she gets hit from a range beyond that space, she will launch a small projectile. Use sparingly if you don’t want to watch fancy combos since this move is very poor when it comes to defending against pressure. As a counter-poke its actually pretty decent, its notably good against beams like Adachi's B Zio or some Distortion Skills, since Naoto will remain invulnerable and she will be able to hit back. It can hit (most) safejumps, just like other counter Reversal Actions.



Skills[edit]

Snipe Aim[edit]
Snipe Aim
236A
BBTag Naoto SnipeAim.png
bang bang
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - 14 - 93 - -
  • 14f earliest cancel into follow-ups.

Naoto enters a special "stance", lets call it Aim stance. During Aim stance she can't block, she can only perform one of the stances follow-ups or cancel the stance. More on this below.

Double Fangs[edit]
Double Fangs
236B (Air OK)
P4Arena Naoto DoubleFangs.png
Give 'em the old one-two-buckle-my-shoe
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1000*2 All, High 14 6(12)3 4+4L -5 -
Air A 1000*2 All, High 9 3(12)6 Until L+16L - -
Air B 1000*2 All, High 13 6(12)6 Until L+4L - -
  • Ground and Air B versions put Naoto in Aim Stance
  • The second hit is a high.

Great for Active Switches and generally used as a combo ender. In sandwiches or in the corner, you can use the grounded version (or the air A version) to perform unblockable(or hard-to-blockable) setups by Active Switching into your partner and performing a low attack so it hits around the same time as the second hit from Double Fangs. Its not really a move that you should be using often in neutral but it doesn't hurt to throw it out once in a while (especially in Resonance Blaze).

Snipe[edit]
Snipe
A/B/C/66/4 During Aim Stance
BBTag Naoto Snipe.png
"At this angle..."
BBTag Naoto ForwardRoll.png
Slip behind those pesky Yangs
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Snipe A 600*4, 1800 All - {X(6)}*4,X 37 -8 -
  • Naoto shoots 5 bullets.

Good zoning tool, since it shoots 5 bullets it will beat most projectiles. Pretty unsafe if whiffed or if blocked point blank. Usually used as your midscreen ender after an air B Double Fangs in certain combos. Really shines during Resonance Blaze when you can just cancel into Hamaon or your Anti-S SP Pistol Distortion Skill.

Snipe B 700*4, 2100 All 4 {X(6)}*4,X 41 -12 -
  • Naoto shoots 5 bullets.

Decent at covering some spaces in the screen when A Snipe would whiff. Just like A Snipe, its unsafe if whiffed or blocked point blank. Can be used as combo filler in teh corner and even as a combo ender, but most of the times A or C Snipe are preferred since B Snipe will make the opponent tech in the air if the combo is too long. Deals the most damage out of the three versions of Snipe.

Snipe C 500*4, 1500 All 4 {X(6)}*4,X 35 -7 -
  • Naoto shoots 5 bullets.

It has a niche in some matchups when you want to put a hitbox in front of you, but generally not used in neutral since 2B can cover the same area. It can be used to extend combos or as an ender after air B Double Fangs. The most reliable version to use as an ender in fact. Deals less damage than the other two versions.

Forward Roll
66
- - - - 26 - 4-22 P
  • 27f earliest cancel into follow-ups.
  • Projectile invulnerable from 4-22f.

Naoto performs a roll that can go past her opponents and remains in Aim stance. Good for when your opponent tries to challenge your A Snipe attempts with projectile Distortion Skills while you are still in Aim stance. Sometimes you can even dodge non-projectile Distortion Skills because Naoto rolls past your opponent before they can hit her with their active frames. Its pretty risky to use as a mixup tool since its not completely invulnerable.

Hair Trigger Megido[edit]
Hair Trigger Megido
214A/B (Air OK)
P4Arena Naoto Megido.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground A 2000 All 19 3 Total: 36 -5 -
Air A 2000 All 16 3 Total: 28+4L - -
  • Sets up a trap in Naoto's location.
  • Has the projectile property, counts as one projectile(or one hit, whatever you call it).
  • The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
  • When the opponent(or their assist) gets too close to a trap, it detonates.
  • Only two of this trap can be on the stage at the same time.
  • Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.

The A version of Hair Trigger Megido is really useful. Lets you control some zones of the screen (especially in the air), limiting your opponents options to approach you. Its also very important for combos, 2C > 214A is your main launcher in the ground, j.C > j.214A can be looped in the corner for big damage. Learn how to set up A and B traps in the air to control space while keeping yourself safe.

Ground B 2000 All 30 3 Total: 36 +9 -
Air B 2000 All Until Trap Lands+4 3 Total: 28+4L - -
  • Drops a trap in Naoto's location, the trap is set on the ground.
  • Has the projectile property, counts as one projectile(or one hit, whatever you call it).
  • The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
  • When the opponent(or their assist) gets too close to a trap, it detonates.
  • Only two of this trap can be on the stage at the same time.
  • Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.

The B version of this move only covers the ground. In combos its a bit harder to use properly since the trap has to fall to the ground and then it starts setting up. Its plus on block but you need to be very close to your opponent and its easy to react to. You can be a bit tricky with this version in the air for some left/right mixups.



Extra Skills[edit]

Hold Up![edit]
Hold Up!
236C
P4Arena Naoto Raid.png
Remember when this costed twice the meter?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - 258 - -
  • 15f earliest cancel into gunshot
  • 7f earliest cancel into kick

Naoto enters a stance similar to Aim stance and starts slowly walking forwards, she can only go into Snipe(A/B), Roll(66) or Critical Shot(C). Its not something you'd want to use often unless you can punish some unsafe stuff fullscreen.

Snipe[edit]
Snipe
A/B/C/66 During Hold Up Stance
P4Arena Naoto Raid.png
Naoto Shirogane, Persona: G U N
P4Arena Naoto CriticalShot.png
Do you really think a GUY could do this!?
BBTag Naoto ForwardRoll.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Snipe
A or B
800 All 1 - - - -
  • Naoto shoots 1 bullet in a straight line for each A or B press, up to 5 bullets.
  • Launches the opponent vertically on hit.

Really nice to punish long ranged unsafe moves like Yu's Ziodyne. Can also be used as a combo extender, but it uses precious meter and most of the times you won't get more damage than a meterless combo. After using the 5 shots Naoto will remain in Hold Up! "stance" and won't be able to use Snipe until you leave the stance.

Critical Shot
C
2500 All 11 2 35 -16 1-12 All
  • Wallbounces the opponent on hit, wallsplats in the corner.
  • Invulnerable from 1-12f.
  • Cancels the Hold Up! stance.

Don't be fooled by the 1-12f of invul, 236C has 4f of startup and doesn't have any invul, so you can't really use this move as a reversal. This move is mostly used to punish bursts and maybe as a combo extender, but it won't add much damage.

Forward Roll
66
- - - - 26 - 4-22 P
  • Projectile invul from 4-22f.
  • Enters Aim stance.

Pretty much the same as the regular Roll, but 236C has less startup compared to 236A, so it comes out faster if you do it right away.

EX Double Fangs[edit]
EX Double Fangs
j.236C
P4Arena Naoto DoubleFangs.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1300*2 All, High 9 6(12)6 Until L+13L - -
  • Causes ground bounce on hit

Can be used as combo extender during Resonance Blaze. Outside of that there is not much of a reason to use this move and Naoto has better ways to spend meter.

EX Hair Trigger Megido[edit]
EX Hair Trigger Megido
214C (Air OK)
P4Arena Naoto Megido.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2000*2 All 13 3(9)3 Total: 34 +5 -
Air 2000*2 All 13 3(Until Trap Lands+4)3 Total: 17+4L - -
  • Sets up both A and B traps in Naoto's location.
  • Has the projectile property, counts as one projectile(or one hit, whatever you call it).
  • The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
  • When the opponent(or their assist) gets too close to a trap, it detonates.
  • Only two of each trap can be on the stage at the same time.
  • Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.

Uses one meter to set up both traps. It has a lot less recovery than the regular versions, so it can be pretty useful, even if it costs meter, to regain momentum and get some control on the screen. Pretty decent to use as combo filler too.



Partner Skills[edit]

5P[edit]
5D+Roll
5P
BBTag Naoto 5D+Roll.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1200*2, 1500 All (17)+16 2(2)6
[2(2)6(21)X]
Total: (18)+77
[Total: (18)+85]
-25 -
  • If the initial Persona attack hits, Naoto will end with a gunshot similar to 5AAAA.
  • Wall bounces on hit.

Decent for lockdown and neutral. Some characters really appreciate the wallbounce on hit, others will have a hard time continuing the combo. Just be careful of the fact that the Persona can break, even when Naoto is behind the opponent.

6P[edit]
Snipe
6P
BBTag Naoto SnipeAim.png
G U N
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Naoto shoots 5 bullets from her gun in a straight line after a delay.
  • Blocks back the opponent on the 5th bullet and makes them bounce against the wall, just like A Snipe.

Really good for lockdown and neutral if you are able to defend Naoto or keep the opponent in the ground before she starts shooting. It also has a lot of time where you can Active Switch, even after Naoto finishes shooting.

4P[edit]
Blight
4P
P4AU Naoto Blight.png
Like light, but with a B.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600*5 All (18)+14 3,3,3,3,2 Total: (18)+88 -39 -
  • Vacuums the opponent for a short moment on the first hits.

Good as an anti-air, combo extender, works for lockdown, and like 6P it gives you a lot of time to Active Switch. Usually the most damaging assist if you can get all five hits. Can also be used on pressure to steal the corner for a moment and getting your opponent sandwiched.



Distortion Skills[edit]

Anti-S SP Pistol Alpha I[edit]
Anti-S SP Pistol Alpha I
236B+C
P4Arena Naoto AntiSPPistolA.png
Pray they don't have a stage-wide distortion if they block this raw
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Normal
Enhanced
  • In Cross Combo or Resonance, automatically transitions into Anti-S SP Pistol Beta, marking the opponent with the Fate Mark on their recovery.
  • Can mark the partner character in Enhanced version.

Naoto's other reversal. It has some flaws, like whiffing on nearby opponents in the corner, or just whiffing against nearby characters crouching. As you can see none of Naoto's reversals are exactly reliable. Since it lasts for so long, you can spend 4 meter to DHC on the first hit of this Distortion Skill, and continue the combo from there with your partner, or just keep yourself safe while the opponent has to block the rain of bullets. Most of the times you will be using the Enhanced version to use the shotgun and mark your opponent.

Anti-S SP Pistol Beta I[edit]
Anti-S SP Pistol Beta I
j.236B+C
P4Arena Naoto AntiSPPistolB.png
Your fate is sealed.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Normal 4000 All 11+2 - Total: Until L+15L - -
Enhanced
  • Marks the opponent with the Fate Mark on their recovery.
  • Can mark the partner character.

Your go-to when it comes to spending meter. Since the Fate Mark is applied after the opponent recovers, you can't do silly things like using an assist to extend the combo and using Hamaon for the Instant Kill afterwards. Also since Naoto gets pushed to the other side of the screen after shooting, it basically resets the situation to neutral after using it, which is not always what you want to do. Knowing when you want to mark your opponent and when you are better off keeping the pressure is an important skill to have for this character. Also take into account that you need 4 meter to kill someone by just using the Fate Mark mechanic. If you manage to get a happy birthday, you can(and probably should) mark both characters at the same time. In the corner you can get oki by calling an assist before the shotgun hits your opponent, this works with all the cast.

Hamaon[edit]
Hamaon
214B+C
P4Arena Naoto Hamaon.png
Blinded by the Light
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
0*16 All 5+12 5*16 Total: 28 +75 1-1 All
  • Instantly kills the opponent if the Fate Mark was applied on them.
  • Tracks the opponent's location.
  • Won't kill the partner character.
  • Projectile property.

Yes, it deals 99999 damage on marked opponents. On block it locks down the opponent for a good while, so you have time to do tricky things and get the Instant Kill, like switching to your partner and attempting a high/low mixup(only if you have a fast overhead), attempt an unblockable setup if you called your assist earlier, if your opponent blocks this in the air you can switch to your partner and use a Reversal Action right away for an air unblockable instant kill, locking down your opponent during Resonance Blaze while you chip them to death, etc. Pretty verstile, but remember that it costs 2 bars and by itself it won't deal any damage. Also it barely has invulnerability on startup, so its not a good reversal option.

Mudoon[edit]
Mudoon
j.214B+C
P4Arena Naoto Mudoon.png
Hello, Darkness, my old friend.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
0 All 10+7 45 Total: 46 - 1-16 All
  • Instantly kills the opponent if the Fate Mark was applied on them.
  • Won't kill the partner character.
  • This move will come out on your Persona's current location.
  • Projectile property.
  • Invulnerability from 1-16f.

Basically the Instant Kill that works in the air. Its not as versatile as Hamaon but frome time to time you can confuse your opponent by throwing out j.C and using Mudoon when your opponent tries to do anything fancy. Something gimmicky you can do is to throw it out before activating Resonance Blaze close to the ground, and if your opponent is not careful they can get hit by it while trying to get closer to you.


Distortion Skill Duo[edit]

Critical Shot
P during Main Character's Distortion Skill
P4Arena Naoto CriticalShot.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
2000 [2500] All 1+1 2 60 -41 1-3 All
  • Can't continue the combo afterwards if done after a long Distortion Skill.

Nothing special about this, relatively fast recovery but you can't do much with it on hit.



Astral Heat[edit]

Judge of Hell[edit]
Judge of Hell
222B+C
P4Arena Naoto JudgeOfHell.png
"Showtime!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- All 13+21 191 per scope Total: 366 - -
  • Deals less damage than your 2 bar Instant Kills lol.

You can combo into this Astral with any version of Snipe or after throwing your opponent into a corner. Outside of that, you can’t really use this Astral for anything else: the startup is too long, the recovery is too long, the traps are not even unblockable… but at least it’s an option for when you get a hit and the opponent is not marked.



Roadmap[edit]

65% complete
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