{{Description|6|text=* If the initial persona attack hits, Naoto will end with a gunshot from stance
{{Description|6|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.
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{{Description|6|text=* On hit, launches and blows back the opponent.
{{Description|6|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.
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{{Description|6|text=* On hit, launches and is untechable until the opponent touches the ground.
{{Description|6|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.
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Revision as of 21:56, 7 February 2020
Naoto Shirogane
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Hybrid Mixup/Zoner
Team role
Point, Support
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
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.
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.
Naoto's main ground poke. Its also her best starter for punishes. Can pick up opponents on the ground.
5AA
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
9
4
16
-3
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17 + Down 23
22
31 + Down 23
11
+0
+2
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
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
Low
9
2
16
-1
F
-
-
90
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
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
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1800
All
7
2
Total: 45
-11
P1
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
Launch
40
Launch
54
0/+11
+11
+13
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.
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
5BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1000×2
All
13
2(2)6
Total: 46
-13
B
-
-
90
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
20
20
25
34
9
+0
+2
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
5BBBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
15
8
26
-17
B
-
-
90
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
Launch
40
Launch
54
11
+0
+2
Red means STOP (blocking)
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.
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.
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.
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
j.AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
High
6
4
12
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
20
22
34
11
+0
+2
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.
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.
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.
Minimum damage 2000 Crumple Duration 70F, Crumple Fall 93F
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.
On Guard Point, hitstop for Naoto is 3F. Opponent hitstop is 13F
Don't get too cocky using this just because Naoto can counter regardless of range.
Attempts to counter during 1-25f
Near Attack
AD Attack NearShield of Justice (Near Attack)other
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2500
Air Unblockable
13
4
Total: 53
-27
P1
1~13 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
60
3
16
Launch
60
Launch
74
0
+0
+2
Minimum Damage 125
Far Attack
AD Attack FarShield of Justice (Far Attack)other
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2500
Air Unblockable
13
300
Total: 60
-34
P3
1~13 All, 1~End Projectile
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
60
3
16
Launch
32 + WBounce 60
Launch
46 + WBounce 60
0
+0
+2
Minimum Damage 125
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.
Can cancel into followups on 14F Hold 4 to end stance. Ending stance animation is 13F
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.
Places Naoto into Aim stance after Frame adv listed is when immediately canceling Aim stance Minimum Damage 50×2 (100)
Air A
j.236AAir A Double Fangsspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1000×2
All, High
9
3(12)6
Until L+16L
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
30, 30 + Down 23
Launch
45, 45 + Down 23
12
+0
+5
Minimum Damage 50×2 (100)
Air B
j.236BAir B Double Fangsspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1000×2
All, High
13
6(12)6
Until L+4L
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
30, 30 + GBounce
Launch
45, 45 + GBounce 60
12
+0, -4
+5
Places Naoto into Aim stance after Minimum Damage 50×2 (100)
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).
Each P in active frames represents a projectile spawned Minimum Damage 30×4, 90 (210)
"At this angle..."
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
Aim > BB Shootspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
700×4, 2100
All
4
{P(6)}×4,P
41
-12
P
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90×5
3×4, 5
16×4, 20
17×4, Launch
17×4, 50
22×4, Launch
31×4, 64
0/+5×4, 0/+8
+5×4, +0
+7×4, +8
Each P in active frames represents a projectile spawned Minimum Damage 35×4, 105 (245)
"At this angle..."
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
Aim > CC Shootspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
500×4, 1500
All
4
{P(6)}×P,X
35
-7
P
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90×5
3×4, 5
16×4, 20
17×4, Launch
17×4, 50
22×4, Launch
31×4, 64
0/+5×4, 0/+8
+5×4, +0
+7×4, +8
Each P in active frames represents a projectile spawned Minimum Damage 25×4, 75 (175)
"At this angle..."
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
Aim > 66Forward Rollspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
-
-
-
-
26
-
-
4~22 P
-
-
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
-
-
-
-
-
-
-
-
-
-
Slip behind those pesky Yangs
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.
Trap appears on 13F, can start sensing opponents on 14F Traps detonate 6F after opponent gets in range Minimum Damage 100
Air A
j.214AAir A Hair Triggerspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
16
3
Total: 28+4L
-
P1
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
5
11
Launch
21
Launch
37
0/+1
+9
+9
Trap appears on 13F, can start sensing opponents on 14F Traps detonate 6F after opponent gets in range Minimum Damage 100
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
214BB Hair Trigger Megidospecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
30
3
Total: 36
+9
P1
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
5
11
Launch
21
Launch
37
0/+4
+12
+12
Trap appears on 26F, can start sensing opponents on 27F Traps detonate 4F after opponent gets in range Minimum Damage 100
Air B
j.214BAir B Hair Triggerspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
Until Trap Lands+4
3
Total: 28+4L
-
P1
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
5
11
Launch
21
Launch
37
0/+4
+12
+12
Trap appearance depends on Naoto's distance from the ground Traps detonate 4F after opponent gets in range Minimum Damage 100
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.
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.
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
236C > CCritical Shotex
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2500
All
11
2
35
-16
B
1~12 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
5
20
Launch
70 + WBounce 70
Launch
86 + WBounce 70 + WStick 45
30
+0
+8
Minimum Damage 250
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
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.
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.
Hitstop values are for air trap, then ground trap Minimum Damage 200×2 (400)
Air
j.214CAir EX Hair Trigger Megidoex
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000×2
All
13
3(Until Trap Lands+4)3
Total: 17+4L
-
P
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85×2
5
11
Launch
21
Launch
37
0/+1, 0/+4
+9, +12
+9, +12
Hitstop values are for air trap, then ground trap Minimum Damage 200×2 (400)
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.
Only does followup attack (values in []) on hit P in active frames represents a projectile spawned Minimum Damage 60×2, 75 (195)
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.
Each P in active frames represents a projectile spawned Minimum Damage 75×4, 100 (400)
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.
Vacuums the opponent for a short moment on the first hits.
Good as an anti-air, combo extender, works for lockdown, and like 6P it gives you a lot of time to Active Switch. Usually the most damaging assist if you can get all five hits. Can also be used on pressure to steal the corner for a moment and getting your opponent sandwiched.
Distortion Skills
Anti-S SP Pistol Alpha I
Anti-S SP Pistol Alpha I 236B+C
Pray they don't have a stage-wide distortion if they block this raw
If opponent has a Fate Counter, then they are automatically KOed
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.
If opponent has a Fate Counter, then they are automatically KOed
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
Critical Shot P during Main Character's Distortion Skill
Values in [] are for Enhanced version Minimum Damage: 2000 [2500]
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.
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.
To edit frame data, edit values in BBTag/Naoto Shirogane/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.