BBTag/Naoto Shirogane

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Naoto Shirogane
BBTag NaotoShirogane Portrait.png

Health: 14,000
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."

Backstory[edit]

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.

Playstyle[edit]

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[edit]

Strengths Weaknesses
  • 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.
  • 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.



Persona: Sukuna-Hikona[edit]

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.

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.





Normal Moves[edit]

4A[edit]
4A
P4Arena Naoto 5A.png
P4Arena Naoto 5AA.png
P4Arena Naoto 5AAA.png
BBTag Naoto 4AAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
4A 1000 All 6 3 15 -4
  • Important points go here

Can be used to start simple bread and butter combos.

4AA 1500 All 8 3 20 -6
  • Important points go here

Detailed description of the usefulness of the move go here

4AAA 1500 All 14 4 1+16L -4
  • Important points go here

Detailed description of the usefulness of the move go here

4AAAA 1800 All 7 2 Total: 45 -11
  • Important points go here

Detailed description of the usefulness of the move go here


5A[edit]
5A
P4Arena Naoto 5B.png
P4AU Naoto 5AA.png
BBTag Naoto 5AAA.png
BBTag Naoto 4AAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 9 4 16 -3
  • Jump cancelable

Detailed description of the usefulness of the move go here

5AA 1300 Low 9 2 16 -4
  • Important points go here

Detailed description of the usefulness of the move go here

5AAA 1000*2 All 13 2(2)6 24 -13
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAA 1800 All 7 2 Total: 45 -11
  • Important points go here

Detailed description of the usefulness of the move go here


5B[edit]
5B
P4Arena Naoto 5C.png
P4Arena Naoto 2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 13 7 26 -16
  • Important points go here

Detailed description of the usefulness of the move go here

5BB 1500 All 15 8 26 -17
  • Important points go here

Detailed description of the usefulness of the move go here


5C[edit]
5C
P4Arena Naoto AOA.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 22 3 24 -10
  • Important points go here

Detailed description of the usefulness of the move go here


2A[edit]
2A
P4Arena Naoto 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 7 3 11 -2
  • Important points go here

Detailed description of the usefulness of the move go here s


2B[edit]
2B
BBTag Naoto 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 11 3 26 -12
  • 7-13f head invulnerable
  • Jump cancellable


2C[edit]
2C
P4Arena Naoto Sweep.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 10 3 18 -4
  • Important points go here

Detailed description of the usefulness of the move go here


j.A[edit]
j.A
P4Arena Naoto jC.png
P4Arena Naoto jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 10 3 19 -
  • Important points go here

Detailed description of the usefulness of the move go here

j.AA 1500 High 6 4 12 -
  • Important points go here

Detailed description of the usefulness of the move go here


j.B[edit]
j.B
BBTag Naoto jB.png
Damage Guard Startup Active Recovery Frame Adv.
1500*2 High 13 3(4)3 9 -
  • Important points go here

Detailed description of the usefulness of the move go here


j.C[edit]
j.C
P4Arena Naoto jD.png
Make them fear the corner with this move
Damage Guard Startup Active Recovery Frame Adv.
1700 Mid 15 12 14+8L -
  • Important points go here

Can confirm into a loop with j.214A up to 4 times on hit in a corner.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4Arena Naoto GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -
  • Wall bounces, can be converted into a combo by linking 5A,2B, or delayed 2C

Detailed description of the usefulness of the move go here


Shield of Jutsice[edit]
Shield of Justice
5A+D
P4Arena Naoto BD.png
Version Damage Guard Startup Active Recovery Frame Adv.
Catch - - - - Total: 45 -
  • Hits on the 1-15f trigger an attack
Near Attack 2500 Air Unblockable 10 4 Total: 53 -27
Far Attack 2500 Air Unblockable 10 300 Total: 60 -34

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.



Skills[edit]

Snipe Aim[edit]
Snipe Aim
236A
BBTag Naoto SnipeAim.png
bang bang
Damage Guard Startup Active Recovery Frame Adv.
- - 14 - 93 -
  • 15f earliest cancel into gunshot


Double Fangs[edit]
Double Fangs
236B (Air OK)
P4Arena Naoto DoubleFangs.png
Give 'em the old one-two-buckle-my-shoe
Version Damage Guard Startup Active Recovery Frame Adv.
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

Detailed description of the usefulness of the move go here


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 Guard Startup Active Recovery Frame Adv.
Snipe A 600*4, 1800 All - {X(6)}*4,X 37 -8
  • Important points go here

Detailed description of the usefulness of the move go here

Snipe B 700*4, 2100 All 4 {X(6)}*4,X 41 -12
  • Important points go here

Detailed description of the usefulness of the move go here

Snipe C 500*4, 1500 All 4 {X(6)}*4,X 35 -7
  • Important points go here

Detailed description of the usefulness of the move go here

Forward Roll
66
- - - - 26 -
  • 27f earliest cancel into gunshot


Hair Trigger Megido[edit]
Hair Trigger Megido
214A/B (Air OK)
P4Arena Naoto Megido.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 2000 All 19 3 Total: 36 -5
Air A 2000 All 16 3 Total: 28+4L -
  • Important points go here

Detailed description of the usefulness of the move go here

Ground B 2000 All 30 3 Total: 36 +9
Air B 2000 All Until Trap Lands+4 3 Total: 28+4L -
  • Importants points go here.

Detailed description of the usefulness of the move go here



Extra Skills[edit]

Hold Up![edit]
Hold Up!
236C
P4Arena Naoto Raid.png
Remember when this costed twice the meter?
Damage Guard Startup Active Recovery Frame Adv.
- - - - 258 -
  • 15f earliest cancel into gunshot
  • 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.


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 Guard Startup Active Recovery Frame Adv.
Snipe
A or B
800 All 1 - - -
  • Important points go here

Detailed description of the usefulness of the move go here

Critical Shot
C
2500 All 11 2 35 -16
  • Important points go here

Detailed description of the usefulness of the move go here

Forward Roll
66
- - - - 26 -
  • Important points go here

Detailed description of the usefulness of the move go here


EX Double Fangs[edit]
EX Double Fangs
j.236C
P4Arena Naoto DoubleFangs.png
Damage Guard Startup Active Recovery Frame Adv.
1300*2 All, High 9 6(12)6 Until L+13L -
  • Causes ground bounce on hit

Detailed description of the usefulness of the move go here


EX Hair Trigger Megido[edit]
EX Hair Trigger Megido
214C (Air OK)
P4Arena Naoto Megido.png
Version Damage Guard Startup Active Recovery Frame Adv.
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 -
  • Important points go here

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.



Partner Skills[edit]

5P[edit]
5D+Roll
5P
BBTag Naoto 5D+Roll.png
Damage Guard Startup Active Recovery Frame Adv.
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 from stance
  • Wall bounces

Detailed description of the usefulness of the move go here


6P[edit]
Snipe
6P
BBTag Naoto SnipeAim.png
G U N
Damage Guard Startup Active Recovery Frame Adv.
1500*4, 2000 All (18)+42 {X(6)}*4,X Total: (18)+119 -25
  • On hit, launches and blows back the opponent.

Naoto takes stance and fires 5 bullets from her gun.


4P[edit]
Blight
4P
P4AU Naoto Blight.png
Like light, but with a B.
Damage Guard Startup Active Recovery Frame Adv.
600*5 All (18)+14 3,3,3,3,2 Total: (18)+88 -39
  • On hit, launches and is untechable until the opponent touches the ground.

Sukuna-Hikona does a diagonally rising strike. Good for launching enemies in the air, or punishing opponents in the air.



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 Guard Startup Active Recovery Frame Adv.
Normal 700*12 All 11+2 X(7){X(6)}*10,X Total: 111+15L -
Enhanced 700*12, 4000 All 11+1 X(7){X(6)}*10,X(39+0)X Total: Until L+15L -
  • In Cross Combo or Resonance, automatically transitions into Anti-S SP Pistol Beta, marking the opponent with Fate

Detailed description of the usefulness of the move go here


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 Guard Startup Active Recovery Frame Adv.
Normal 4000 All 11+2 - Total: Until L+15L -
Enhanced 700*12, 4000 All 11+1 X(7){X(6)}*10,X(39+0)X Total: Until L+15L -
  • Fills up the Fate Counter

Detailed description of the usefulness of the move go here


Hamaon[edit]
Hamaon
214B+C
P4Arena Naoto Hamaon.png
Blinded by the Light
Damage Guard Startup Active Recovery Frame Adv.
0*16 All 5+12 5*16 Total: 28 +75
  • Tracks the opponent's location.
  • Instantly kills the marked opponent if the fate counter is applied to them.

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.


Mudoon[edit]
Mudoon
j.214B+C
P4Arena Naoto Mudoon.png
Hello, Darkness, my old friend.
Damage Guard Startup Active Recovery Frame Adv.
0 All 10+7 45 Total: 46 -
  • Not Air unblockable, unlike in P4A

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.


Distortion Skill Duo[edit]

Critical Shot
P during Main Character's Distortion Skill
P4Arena Naoto CriticalShot.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All 1+1 2 60 -41
  • Important points go here

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.



Astral Heat[edit]

Judge of Hell[edit]
Judge of Hell
222B+C
P4Arena Naoto JudgeOfHell.png
"Showtime!"
Damage Guard Startup Active Recovery Frame Adv.
- All 13+21 191 per scope Total: 366 -
  • Significantly faster than it was in P4A, but makes fewer reticles.

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.



Navigation[edit]


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