BBTag/Naoto Shirogane: Difference between revisions

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*Throw cancelable on block.
*Throw cancelable on block.


4AA is generally not used.
4AA is generally not used. 5A is the superior follow up.
----
----
*Launches the opponent on hit
*Launches the opponent on hit
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*Throw cancelable on block.
*Throw cancelable on block.


5A is Naoto's main ground poke. Its also their best starter for punishes. Can pick up grounded opponents.
5A is Naoto's main ground poke. Its also their best starter for punishes. Can pick up opponents off the ground.
----
----
*Throw cancelable on block.
*Throw cancelable on block.
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*Unburstable on hit.
*Unburstable on hit.


Last hit of Naoto's 5A autocombo, mostly used to go into Cross Raid. Use this when you want damage and to continue your pressure with your partner, since Naoto's Distortion Skills will force them to return to neutral.
Last hit of Naoto's 5A autocombo, mostly used to go into Cross Raid. Cross Raid should be used to switch out characters and tack on damage when low on resources.
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BBTag_Naoto_2C.png |Slide Into them DM's
BBTag_Naoto_2C.png |Slide Into The DM's
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*This move will come out on your Persona's current location.
*This move will come out on your Persona's current location.


Naoto sends their Persona forwards while stopping in mid-air; their 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. Can also be looped with j.214A, to a certain extent.
Naoto sends their Persona forwards while stopping in mid-air; their 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. Can also be looped in corner with j.214A, to a certain extent.
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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.
Naoto enters a counter stance: if hit in close range Naoto will produce an explosion point-blank; if from afar Naoto will shoot a single bullet. Although not a great defensive tool it can be used abare. If Naoto is hit while in stance she is fully invulnerable until the animation ends, so this can beat beam supers. It can hit (most) safejumps, just like other counter Reversal Actions.
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* 14f earliest cancel into follow-ups.  
* 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 Aim stance. During Aim stance Naoto can't block, you can only perform one of the stances follow-ups or cancel the stance. You can buffer gunshots by holding a button prior to being able to shoot.
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*The second hit is a high.
*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).
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. You can buffer gunshots by holding a button prior to being able to shoot.
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*Sets up a trap in Naoto's location.
*Sets up a trap in Naoto's location, roughly at the waist.
*Has the projectile property, counts as one projectile(or one hit, whatever you call it).
*Has the projectile property, counts as one hit.
*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.
*When the opponent(or their assist) gets too close to a trap, it detonates.
*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.  
*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.
*Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.
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----
----
*Drops a trap in Naoto's location, the trap is set on the ground.
*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 hit.
*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.
*When the opponent(or their assist) gets too close to a trap, it detonates.
*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.  
*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.
*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.
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 working. 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.
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*Causes ground bounce on hit
*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. There is not much of a reason to use this move as Naoto has better ways to spend meter, notably every other option available.
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*Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.
*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.  
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. Best during Resonance Blaze or Rampage Time when Naoto has enough meter to milk this move.
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*Naoto shoots 5 bullets from her gun in a straight line after a delay.
*Naoto shoots 5 bullets 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.
*Blocks back the opponent on the 5th bullet and makes them bounce against the wall, just like A Snipe.


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BBTag_Naoto_AntiSSPPistolAlphaI.png | Pray they don't have a stage-wide distortion if they block this raw
BBTag_Naoto_AntiSSPPistolAlphaI.png | "It's only negative if they block it!" - Rise
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*Can mark the partner character in Enhanced version.
*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.
Naoto's other reversal. It has some flaws, like whiffing on nearby opponents in the corner, or just whiffing against nearby characters crouching. Naoto's reversals are subpar, this one is no exception. Can be DHC'd early on to make it safe or continue a combo with your partner character. Most of the times you will be using the Enhanced version to use the shotgun and mark your opponent.
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*Marks the opponent with the Fate Mark on their recovery.
*Marks the opponent with the Fate Mark on their recovery.
*Can mark the partner character.
*Can mark the partner character.
*TK the input to get this while standing.


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.
Your go-to when it comes to spending meter. Fate Mark is applied after the opponent recovers. As a result you can not use Hamaon to kill without the opponent recovering. Also since Naoto gets pushed to the other side of the screen after shooting, it resets the situation to neutral after using it. 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.
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*Projectile property.
*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.
Deals 99999 damage on marked opponents. On block it locks down the opponent for a good while, so you have time to open them up for the Instant Kill. This can also be used during resonance to gain stage control or chip your opponent. Versatile, but remember that it costs 2 bars and by itself it won't deal any damage. Also it has negligible invulnerability on startup, so its not a good reversal option.
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Revision as of 16:51, 22 October 2021

Overview
Overview

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.

Naoto can use 'mark' her opponent with Anti-S SP Pistol Beta (j.236B+C) and the enhanced version of Anti-S SP Pistol Alpha (236B+C) on hit.


When marked, Hamaon or Mudoon will instantly kill the opponent!


The Fate Mark persists until Naoto dies and each character must be marked separately. Even though Fate Marks can be applied to assist characters, assists can never be instant killed by Hamaon or Mudoon.


Naoto Shirogane
BBTag Naoto Shirogane Portrait.png
Health
16,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

4A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1000 All 6 3 15 -4 B -
4AA 1500 All 8 3 20 -6 B -
4AAA 1500 All 14 4 1+16L -4 B -

  • Jump cancelable on block.
  • Throw cancelable on block.

4A is Naoto's fastest normal. Useful for taking your turn back during pressure or scrambles.


  • Jump cancelable on block.
  • Throw cancelable on block.

4AA is generally not used. 5A is the superior follow up.


  • Launches the opponent on hit

4AAA is generally not used since the options after 4A(A) > 5A are better.


  • Launches the opponent on hit.

4AAAA is generally not used. It looks like the 5A autocombo ender but you can't go into Cross Raid.

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 9 4 16 -3 B -
5AA 1500 All 9 4 16 -3 B -
5AAA 1500 Low 9 2 16 -1 F -
5AAAA 1800 All 7 2 Total: 45 -11 P1

  • Throw cancelable on block.

5A is Naoto's main ground poke. Its also their best starter for punishes. Can pick up opponents off the ground.


  • Throw cancelable on block.
  • Knocks airborne opponents to the floor, allowing you to hit them on the ground.

5AA is a 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.


  • Hits low.
  • Moves Naoto forward.

5AAA is good for stagger. Since its just -1 on block, you can be sneaky and throw your opponent right after you recover from this move.


  • Unburstable on hit.

Last hit of Naoto's 5A autocombo, mostly used to go into Cross Raid. Cross Raid should be used to switch out characters and tack on damage when low on resources.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 13 7 26 -16 B -
5BB 1000×2 All 13 2(2)6 Total: 46 -13 B -
5BBB 1500 All 15 8 26 -17 B -

  • Jump cancelable on block.

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


Just like 5B, 5BB 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.


  • 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

2A

2B

2C

j.A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1500 High 10 3 19 - H -
j.AA 1500 High 6 4 12 - H -

  • Can't be canceled into j.B.

j.A is 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.


  • Can be canceled into j.B.

j.AA is 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.C


Universal Mechanics

Ground Throw

5B+C

Shield of Justice

5A+D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Catch Total: 45 1~25 Guard All
Near Attack 2500 Air Unblockable 13 4 Total: 53 -27 P1 1~13 All
Far Attack 2500 Air Unblockable 13 300 Total: 60 -34 P3 1~13 All, 1~End Projectile

Naoto enters a counter stance: if hit in close range Naoto will produce an explosion point-blank; if from afar Naoto will shoot a single bullet. Although not a great defensive tool it can be used abare. If Naoto is hit while in stance she is fully invulnerable until the animation ends, so this can beat beam supers. It can hit (most) safejumps, just like other counter Reversal Actions.


Skills

Snipe Aim

236A

Double Fangs

236B or j.236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236B 1000×2 All, High 14 6(12)3 4+4L -5 B, H -
j.236A 1000×2 All, High 9 3(12)6 Until L+16L - H -
j.236B 1000×2 All, High 13 6(12)6 Until L+4L - H -

  • 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. You can buffer gunshots by holding a button prior to being able to shoot.

Snipe

A/B/C/66/4 During Aim Stance

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Snipe A 600×4, 1800 All 4 {P(6)}×4,P 37 -8 P
Snipe B 700×4, 2100 All 4 {P(6)}×4,P 41 -12 P
Snipe C 500×4, 1500 All 4 {P(6)}×P,X 35 -7 P
Forward Roll
66
26 4~22 P

Snipe A is a 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 is 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 the 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 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.


  • 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

214A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 2000 All 19 3 Total: 36 -5 P1 -
214B 2000 All 30 3 Total: 36 +9 P1 -
j.214A 2000 All 16 3 Total: 28+4L - P1 -
j.214B 2000 All Until Trap Lands+4 3 Total: 28+4L - P1 -

  • Sets up a trap in Naoto's location, roughly at the waist.
  • Has the projectile property, counts as one hit.
  • 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.


  • Drops a trap in Naoto's location, the trap is set on the ground.
  • Has the projectile property, counts as one hit.
  • 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 working. 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!

236C

Hold Up! Followups

A/B/C/66 During Hold Up Stance

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Snipe
A or B
800 All 1 Until Hit P1
Critical Shot
C
2500 All 11 2 35 -16 B 1~12 All
Forward Roll
66
26 4~22 P

  • 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.


  • 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.


  • 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

j.236C

EX Hair Trigger Megido

214C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214C 2000×2 All 13 3(9)3 Total: 34 +5 P -
j.214C 2000×2 All 13 3(Until Trap Lands+4)3 Total: 17+4L - P -

  • 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. Best during Resonance Blaze or Rampage Time when Naoto has enough meter to milk this move.


Partner Skills

5P

5D+Roll

6P

Snipe

4P

Blight


Distortion Skills

Anti-S SP Pistol Alpha I

236B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Normal 700×12 All 11+(42 Flash)+2 P(7)P{(6)P}×10 Total: 111+15L P2 1~13 All
Enhanced 700×12, 4000 All 11+(42 Flash)+1 P(7){P(6)}×10,P(39+0)P Total: Until L+15L P2 1~183 All

  • 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. Naoto's reversals are subpar, this one is no exception. Can be DHC'd early on to make it safe or continue a combo with your partner character. 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

j.236B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Normal 4000 All 11+(40 Flash)+2 Until Hit Total: Until L+15L P2 1~27 All
Enhanced 700×12, 4000 All 11+(42 Flash)+1 P(7){P(6)}×10,P(39+0)P Total: Until L+15L P2 1~183 All

  • Marks the opponent with the Fate Mark on their recovery.
  • Can mark the partner character.
  • TK the input to get this while standing.

Your go-to when it comes to spending meter. Fate Mark is applied after the opponent recovers. As a result you can not use Hamaon to kill without the opponent recovering. Also since Naoto gets pushed to the other side of the screen after shooting, it resets the situation to neutral after using it. 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

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0×16 All 5+(72 Flash)+12 5×16 Total: 28 +75 P2 1~5 All

  • Instantly kills the opponent if the Fate Mark was applied on them.
  • Tracks the opponent's location.
  • Won't kill the partner character.
  • Projectile property.

Deals 99999 damage on marked opponents. On block it locks down the opponent for a good while, so you have time to open them up for the Instant Kill. This can also be used during resonance to gain stage control or chip your opponent. Versatile, but remember that it costs 2 bars and by itself it won't deal any damage. Also it has negligible invulnerability on startup, so its not a good reversal option.

Mudoon

j.214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0 All 10+(30 Flash)+7 45 Total: 46 P2 1~16 All

  • Instantly kills the opponent if the Fate Mark was applied on them.
  • Won't kill the partner character.
  • This move will come out on your Persona's current location.
  • Projectile property.
  • Invulnerability from 1-16f.

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

Distortion Skill Duo

Critical Shot

P during Partner's Distortion Skill


Astral Heat

Judge of Hell

222B+C



External References

Navigation

To edit frame data, edit values in BBTag/Naoto Shirogane/Data.