BBTag/Naoto Shirogane: Difference between revisions

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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]]
|-
|-
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||
{{#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.
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*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.
*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.
*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=*Jump cancelable on block.
{{Description|8|text=*Jump cancelable on block.
*Throw cancelable on block.
*Throw cancelable on block.


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  {{!}}-
  {{!}}-
{{AttackVersion|name=4AA}}
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Naoto Shirogane/Data|4AA}}
{{#lst:BBTag/Naoto Shirogane/Data|4AA}}
{{!}}-
{{!}}-
{{Description|7|text=*Jump cancelable on block.
{{Description|8|text=*Jump cancelable on block.
*Throw cancelable on block.
*Throw cancelable on block.


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  {{!}}-
  {{!}}-
{{AttackVersion|name=4AAA}}
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Naoto Shirogane/Data|4AAA}}
{{#lst:BBTag/Naoto Shirogane/Data|4AAA}}
{{!}}-
{{!}}-
{{Description|7|text=*Launches the opponent on hit
{{Description|8|text=*Launches the opponent on hit


4AA autocombo follow-up. Generally not used since the options after 4A(A) > 5A are better.
4AA autocombo follow-up. Generally not used since the options after 4A(A) > 5A are better.
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  {{!}}-
  {{!}}-
{{AttackVersion|name=4AAAA}}
{{AttackVersion|name=4AAAA}}
{{#lsth:BBTag/Naoto Shirogane/Data|4AAAA}}
{{#lst:BBTag/Naoto Shirogane/Data|4AAAA}}
{{!}}-
{{!}}-
{{Description|7|text=*Launches the opponent on hit.
{{Description|8|text=*Launches the opponent on hit.


Generally not used. It looks like the 5A autocombo ender but you can't go into Cross Raid.
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=*Throw cancelable on block.
{{Description|8|text=*Throw cancelable on block.


Naoto's main ground poke. Its also her best starter for punishes. Can pick up opponents on the ground.
Naoto's main ground poke. Its also her best starter for punishes. Can pick up opponents on the ground.
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  {{!}}-
  {{!}}-
{{AttackVersion|name=5AA}}
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Naoto Shirogane/Data|5AA}}
{{#lst:BBTag/Naoto Shirogane/Data|5AA}}
{{!}}-
{{!}}-
{{Description|7|text=*Throw cancelable on block.
{{Description|8|text=*Throw cancelable on block.
*Knocks airborne opponents into the floor, allowing you to hit them on the ground.
*Knocks airborne opponents into the floor, allowing you to hit them on the ground.


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  {{!}}-
  {{!}}-
{{AttackVersion|name=5AAA}}
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Naoto Shirogane/Data|5AAA}}
{{#lst:BBTag/Naoto Shirogane/Data|5AAA}}
{{!}}-
{{!}}-
{{Description|7|text=*Hits low.
{{Description|8|text=*Hits low.
*Moves Naoto forward.
*Moves Naoto forward.


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  {{!}}-
  {{!}}-
{{AttackVersion|name=5AAAA}}
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Naoto Shirogane/Data|5AAAA}}
{{#lst:BBTag/Naoto Shirogane/Data|5AAAA}}
{{!}}-
{{!}}-
{{Description|7|text=*Unburstable on hit.
{{Description|8|text=*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.
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=
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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=*Jump cancelable on block.
{{Description|8|text=*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.
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.
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  {{!}}-
  {{!}}-
{{AttackVersion|name=5BB}}
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Naoto Shirogane/Data|5BB}}
{{#lst:BBTag/Naoto Shirogane/Data|5BB}}
{{!}}-
{{!}}-
{{Description|7|text=*Naoto's Persona hits twice.
{{Description|8|text=*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.
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.
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  {{!}}-
  {{!}}-
{{AttackVersion|name=5BBB}}
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Naoto Shirogane/Data|5BBB}}
{{#lst:BBTag/Naoto Shirogane/Data|5BBB}}
{{!}}-
{{!}}-
{{Description|7|text=*Launches the opponent
{{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.
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=*Crash Assault
{{Description|7|text=*Crash Assault
*Unsafe on block.
*Unsafe on block.


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  }}
  }}
}}
}}
 
<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=*Throw cancelable on block.
{{Description|7|text=*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.  
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=The Wall
|image=BBTag_Naoto_2B.png |caption=The Wall
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  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|2B}}
{{#lst:BBTag/Naoto Shirogane/Data|2B}}
{{!}}-
{{!}}-
{{Description|6|text=*Head invulnerable during 7-13f.
{{Description|7|text=*Head invulnerable during 7-13f.
*Jump cancelable on block.
*Jump cancelable on block.
*This move will come out on your Persona's current location if used after the 5B autocombo.  
*This move will come out on your Persona's current location if used after the 5B autocombo.  
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  }}
  }}
}}
}}
 
<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=*Sweep
{{Description|7|text=*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.
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=*Can't be canceled into j.B.
{{Description|8|text=*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.
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.
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  {{!}}-
  {{!}}-
{{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=*Can be canceled into j.B.
{{Description|8|text=*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.
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=*Hits twice.
{{Description|7|text=*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.
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=*This move will come out on your Persona's current location.
{{Description|7|text=*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.
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.
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==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=
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  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|BC}}
{{#lst:BBTag/Naoto Shirogane/Data|BC}}
{{!}}-
{{!}}-
{{Description|6|text=*Wall bounces midscreen, becomes a wallsplat in the corner.
{{Description|7|text=*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 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=
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{{!}}-
{{!}}-
{{AttackVersion|name=Catch}}
{{AttackVersion|name=Catch}}
{{#lsth:BBTag/Naoto Shirogane/Data|AD}}
{{#lst:BBTag/Naoto Shirogane/Data|AD}}
{{!}}-
{{!}}-
{{Description|7|text=*Attempts to counter during 1-25f
{{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=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. }}
{{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. }}
}}
}}


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==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
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  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Naoto Shirogane/Data|236A}}
{{#lst:BBTag/Naoto Shirogane/Data|236A}}
{{!}}-
{{!}}-
{{Description|6|text=* 14f earliest cancel into follow-ups.  
{{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.
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
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{{!}}-
{{!}}-
{{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.
*The second hit is a high.


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  }}
  }}
}}
}}
 
<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..."
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{{!}}-
{{!}}-
{{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=*Naoto shoots 5 bullets.
{{Description|8|text=*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.
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.
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{{!}}-
{{!}}-
{{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=*Naoto shoots 5 bullets.
{{Description|8|text=*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.
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.
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{{!}}-
{{!}}-
{{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=*Naoto shoots 5 bullets.
{{Description|8|text=*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.
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.
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{{!}}-
{{!}}-
{{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 follow-ups.
{{Description|8|text=*27f earliest cancel into follow-ups.
*Projectile invulnerable from 4-22f.
*Projectile invulnerable from 4-22f.


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  }}
  }}
}}
}}
 
<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=
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{{!}}-
{{!}}-
{{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=*Sets up a trap in Naoto's location.
{{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).
*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.
*The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
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{{!}}-
{{!}}-
{{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=*Drops a trap in Naoto's location, the trap is set on the ground.
{{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).
*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.
*The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.
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==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?
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  {{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


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}}
}}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Snipe</font> ======
====== <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  
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{{!}}-
{{!}}-
{{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=*Naoto shoots 1 bullet in a straight line for each A or B press, up to 5 bullets.
{{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.
*Launches the opponent vertically on hit.


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{{!}}-
{{!}}-
{{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=*Wallbounces the opponent on hit, wallsplats in the corner.
{{Description|8|text=*Wallbounces the opponent on hit, wallsplats in the corner.
*Invulnerable from 1-12f.
*Invulnerable from 1-12f.
*Cancels the Hold Up! stance.
*Cancels the Hold Up! stance.
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{{!}}-
{{!}}-
{{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=*Projectile invul from 4-22f.
{{Description|8|text=*Projectile invul from 4-22f.
*Enters Aim stance.
*Enters Aim stance.


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}}
}}
}}
}}
 
<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=
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  {{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


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.
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=
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{{!}}-
{{!}}-
{{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.  
 
}}
}}
}}
}}


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==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=
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  {{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  
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  {{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.
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  {{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.
  }}
  }}
}}
}}
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==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 648: 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.
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{{!}}-
{{!}}-
{{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}}
  {{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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  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#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
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{{#lsth:BBTag/Naoto Shirogane/Data|222BC}}
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{{!}}-
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{{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.
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==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]]

Revision as of 06:18, 24 May 2020

Naoto Shirogane
BBTag NaotoShirogane Portrait.png
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."
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

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

 Naoto Shirogane 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

4A
4A
BBTag Naoto 4A.png
BBTag Naoto 4AA.png
BBTag Naoto 4AAA.png
BBTag Naoto 4AAAA.png
Template:AttackDataHeader-BBTag
4A
  • Jump cancelable on block.
  • Throw cancelable on block.

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

4AA
  • Jump cancelable on block.
  • Throw cancelable on block.

4A autocombo follow-up. Generally not used.

4AAA
  • Launches the opponent on hit

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

4AAAA
  • Launches the opponent on hit.

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

5A
5A
BBTag Naoto 5A.png
BBTag Naoto 5AA.png
BBTag Naoto 5AAA.png
BBTag Naoto 4AAAA.png
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5A
  • Throw cancelable on block.

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

5AA
  • 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
  • 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
  • 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
5B
BBTag Naoto 5B.png
BBTag Naoto 5BB.png
BBTag Naoto 5BBB.png
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5B
  • 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
  • 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
  • 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
5C
BBTag Naoto 5C.png
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  • 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
2A
BBTag Naoto 2A.png
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  • 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
2B
BBTag Naoto 2B.png
The Wall
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  • 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
2C
BBTag Naoto 2C.png
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  • 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
j.A
BBTag Naoto jA.png
BBTag Naoto jAA.png
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j.A
  • 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
  • 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
j.B
BBTag Naoto jB.png
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  • 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
j.C
BBTag Naoto jC.png
Make them fear the corner with this move
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  • 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

Ground Throw
Ground Throw
5B+C
BBTag Naoto GroundThrow.png
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  • 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
Shield of Justice
5A+D
BBTag Naoto ShieldOfJustice.png
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Catch
  • Attempts to counter during 1-25f
Near Attack
Far Attack

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

Snipe Aim
Snipe Aim
236A
BBTag Naoto SnipeAim.png
bang bang
Template:AttackDataHeader-BBTag
  • 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
Double Fangs
236B (Air OK)
BBTag Naoto DoubleFangs.png
Give 'em the old one-two-buckle-my-shoe
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Ground
Air A
Air B
  • 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
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
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Snipe A
  • 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
  • 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
  • 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
  • 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
Hair Trigger Megido
214A/B (Air OK)
BBTag Naoto HairTriggerMegido.png
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Ground A
Air A
  • 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
Air B
  • 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

Hold Up!
Hold Up!
236C
BBTag Naoto HoldUp.png
Remember when this costed twice the meter?
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  • 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
Snipe
A/B/C/66 During Hold Up Stance
BBTag Naoto HoldUp.png
Naoto Shirogane, Persona: G U N
BBTag Naoto CriticalShot.png
Do you really think a GUY could do this!?
BBTag Naoto ForwardRoll.png
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Snipe
A or B
  • 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
  • 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.

EX Double Fangs
EX Double Fangs
j.236C
BBTag Naoto DoubleFangs.png
Template:AttackDataHeader-BBTag
  • 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
EX Hair Trigger Megido
214C (Air OK)
BBTag Naoto HairTriggerMegido.png
Template:AttackDataHeader-BBTag
Ground
Air
  • 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

5P
5D+Roll
5P
Template:AttackDataHeader-BBTag
  • 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
Snipe
6P
BBTag Naoto SnipeAim.png
G U N
Template:AttackDataHeader-BBTag
  • 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
Blight
4P
BBTag Naoto Blight.png
Like light, but with a B.
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  • 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
BBTag Naoto AntiSSPPistolAlphaI.png
Pray they don't have a stage-wide distortion if they block this raw
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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
Anti-S SP Pistol Beta I
j.236B+C
BBTag Naoto AntiSSPPistolBetaI.png
Your fate is sealed.
Template:AttackDataHeader-BBTag
Normal
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
Hamaon
214B+C
BBTag Naoto Hamaon.png
Blinded by the Light
Template:AttackDataHeader-BBTag
  • 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
Mudoon
j.214B+C
BBTag Naoto Mudoon.png
Hello, Darkness, my old friend.
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  • 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

Critical Shot
P during Main Character's Distortion Skill
BBTag Naoto CriticalShot.png
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  • 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

Judge of Hell
Judge of Hell
222B+C
BBTag Naoto JudgeOfHell.png
"Showtime!"
Template:AttackDataHeader-BBTag
  • 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

Template:Roadmap

Navigation

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.