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{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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|- | |- | ||
|| | || | ||
{{CharData- | {{CharData-BBTag|Naoto}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
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<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
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===Playstyle=== | ===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. | |||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
{| | |||
=== | |-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. | |||
*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 | |||
| style="width: 50%;"| | |||
*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. | |||
|- | |||
|} | |||
<br clear=all/> | |||
===Fate Counter=== | ===Fate Counter=== | ||
In P4A, 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. | 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: | 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 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. | * 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 clear=all/> | |||
{{CharLinks-BBTag|Naoto}} | |||
<br clear=all> | <br clear=all> | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=4A | |version=4A | ||
|damage= |guard=All | |damage=1000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=6 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Line 65: | Line 81: | ||
|version=4AA | |version=4AA | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-6 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Line 75: | Line 91: | ||
|version=4AAA | |version=4AAA | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Line 85: | Line 101: | ||
|version=4AAAA | |version=4AAAA | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-11 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5A | |version=5A | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=9 |active= |recovery= |frameAdv=-3 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Line 114: | Line 130: | ||
|version=5AA | |version=5AA | ||
|damage= |guard=Low | |damage= |guard=Low | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|version=5AAA | |version=5AAA | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-13 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|version=5AAAA | |version=5AAAA | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-11 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5B | |version=5B | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv=-16 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|version=5BB | |version=5BB | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-17 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=High | |damage=800 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup=22 |active= |recovery= |frameAdv=-10 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Low | |damage=1000 |guard=Low | ||
|startup= |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv=-2 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=11 |active=3 |recovery=26 |frameAdv=-12 | ||
|description= | |description= | ||
* | * 7-13f head invulnerable | ||
* Jump cancellable | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Low | |damage=1500 |guard=Low | ||
|startup= |active= |recovery= |frameAdv= | |startup=10 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=j.A | |version=j.A | ||
|damage= |guard=High | |damage=1500 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=High | |damage=1500 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=1700 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Throw | |damage=2000 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Wall bounces, can be converted into a combo by linking 2B | * Wall bounces, can be converted into a combo by linking 2B | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hits on the 1-15f trigger an attack | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|version=Attack | |version=Attack | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=2 (point blank) |active= |recovery= |frameAdv=-27 | ||
|description= | |description= | ||
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. }} | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Snipe Aim</font> ====== | ====== <font style="visibility:hidden" size="0">Snipe Aim</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Naoto_SnipeAim.png |caption= | |image=BBTag_Naoto_SnipeAim.png |caption= bang bang | ||
|input=236A | |input=236A | ||
|name=Snipe Aim | |name=Snipe Aim | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 15f earliest cancel into gunshot | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground | |version=Ground | ||
|damage= |guard=All, High/Air | |damage=1000, 1544 |guard=All, High/Air | ||
|startup= |active= |recovery= |frameAdv= | |startup=14 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= |guard= | |damage=1000, 1544 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Line 384: | Line 395: | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Snipe |subtitle=A | |version=Snipe |subtitle=A | ||
|damage= |guard= | |damage=2289 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=4 |active= |recovery= |frameAdv=-14 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Line 395: | Line 406: | ||
|header=no | |header=no | ||
|version=Snipe |subtitle=B | |version=Snipe |subtitle=B | ||
|damage= |guard= | |damage=2672 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=4 |active= |recovery= |frameAdv=-14 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Line 406: | Line 417: | ||
|header=no | |header=no | ||
|version=Snipe |subtitle=C | |version=Snipe |subtitle=C | ||
|damage= |guard= | |damage=1908 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=4 |active= |recovery= |frameAdv=-9 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 27f earliest cancel into gunshot | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground A | |version=Ground A | ||
|damage= |guard= | |damage=2000 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=19 |active= |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Air A | |version=Air A | ||
|damage= |guard= | |damage=2000 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground B |header=no | |version=Ground B |header=no | ||
|damage= |guard= | |damage=2000 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=30 |active= |recovery= |frameAdv=+9 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Air B |header=no | |version=Air B |header=no | ||
|damage= |guard= | |damage=2000 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">Hold Up!</font> ====== | ====== <font style="visibility:hidden" size="0">Hold Up!</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Naoto_HoldUp.png |caption= | |image=BBTag_Naoto_HoldUp.png |caption=Remember when this costed twice the meter? | ||
|input=236C | |input=236C | ||
|name=Hold Up! | |name=Hold Up! | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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.}} | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Naoto_HoldUp.png |caption= | |image=BBTag_Naoto_HoldUp.png |caption= | ||
|image2=BBTag_Naoto_CriticalShot.png |caption2= | |image2=BBTag_Naoto_CriticalShot.png |caption2= Do you really think a GUY could do this!? | ||
|image3=BBTag_Naoto_ForwardRoll.png |caption3= | |image3=BBTag_Naoto_ForwardRoll.png |caption3= | ||
|input=A/B/C/66 During Hold Up Stance | |input=A/B/C/66 During Hold Up Stance | ||
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|description= | |description= | ||
* Puts Naoto in Aim Stance | * Puts Naoto in Aim Stance | ||
* Important points go here | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=34 |active=N/A |recovery=N/A |frameAdv=+36 | ||
|description= | |description= | ||
* If the initial persona attack hits, Naoto will end with a gunshot from stance | * If the initial persona attack hits, Naoto will end with a gunshot from stance | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=48 |active=N/A |recovery=N/A |frameAdv=+28 | ||
|description= | |description= | ||
* On hit, launches and blows back the opponent. | * On hit, launches and blows back the opponent. | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=32 |active=N/A |recovery=N/A |frameAdv=+31 | ||
|description= | |description= | ||
* On hit, launches and is untechable until the opponent touches the ground. | * On hit, launches and is untechable until the opponent touches the ground. | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-26 | ||
|description= | |description= | ||
* In Cross Combo or Resonance, automatically transitions into Anti-S SP Pistol Beta, marking the opponent with Fate | * In Cross Combo or Resonance, automatically transitions into Anti-S SP Pistol Beta, marking the opponent with Fate | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=11+1 (11+9 at fullscreen) |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Fills up the Fate Counter | * Fills up the Fate Counter | ||
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====== <font style="visibility:hidden" size="0">Hamaon</font> ====== | ====== <font style="visibility:hidden" size="0">Hamaon</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Naoto_Hamaon.png |caption= | |image=BBTag_Naoto_Hamaon.png |caption=Blinded by the Light | ||
|input=214B+C | |input=214B+C | ||
|name=Hamaon | |name=Hamaon | ||
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====== <font style="visibility:hidden" size="0">Mudoon</font> ====== | ====== <font style="visibility:hidden" size="0">Mudoon</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Naoto_Mudoon.png |caption= | |image=BBTag_Naoto_Mudoon.png |caption=Hello, Darkness, my old friend. | ||
|input=j.214B+C | |input=j.214B+C | ||
|name=Mudoon | |name=Mudoon | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=10+5 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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====== <font style="visibility:hidden" size="0">Judge of Hell</font> ====== | ====== <font style="visibility:hidden" size="0">Judge of Hell</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Naoto_JudgeOfHell.png |caption=''' | |image=BBTag_Naoto_JudgeOfHell.png |caption='''''"Showtime!"''''' | ||
|input=222B+C | |input=222B+C | ||
|name=Judge of Hell | |name=Judge of Hell |
Revision as of 23:53, 29 September 2018
Naoto Shirogane |
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Health:
|
Overview
"As long as you take me lightly due to my size, you will never defeat me."
Backstory
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
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
Strengths | Weaknesses |
---|---|
|
|
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.
Normal Moves
4A
4A |
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5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Shield of Jutsice
Shield of Justice 5A+D |
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Skills
Snipe Aim
Snipe Aim 236A |
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Double Fangs
Double Fangs 236B (Air OK) |
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Snipe
Snipe A/B/C/66/4 During Aim Stance |
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Hair Trigger Megido
Hair Trigger Megido 214A/B (Air OK) |
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Extra Skills
Hold Up!
Hold Up! 236C |
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Snipe
Snipe A/B/C/66 During Hold Up Stance |
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EX Double Fangs
EX Double Fangs j.236C |
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EX Hair Trigger Megido
EX Hair Trigger Megido 214C (Air OK) |
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Partner Skills
5P
5D+Roll 5P |
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6P
Snipe 6P |
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4P
Blight 4P |
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Distortion Skills
Anti-S SP Pistol Alpha I
Anti-S SP Pistol Alpha I 236B+C |
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Anti-S SP Pistol Beta I
Anti-S SP Pistol Beta I j.236B+C |
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Hamaon
Hamaon 214B+C |
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Mudoon
Mudoon j.214B+C |
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Critical Shot
Critical Shot P during Main Character's Distortion Skill |
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Astral Heat
Judge of Hell
Judge of Hell 222B+C |
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- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •