< P4AU
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* Takes 2 fate away from the Fate counter. | * Takes 2 fate away from the Fate counter. | ||
* Fatal Counter Starter | * Fatal Counter Starter | ||
This move is Naoto's best grounded combo starter and it fatals the opponent on hit. Commonly leads to C Zapper poison loops that inflict massive damage on the opponent. This move is also actively used mid combo, mainly for IAD confirms or OMB situations. This move is also pretty good for restarting Naoto's pressure because it is her only plus on block normal that leaves her at a heavy advantage. which allows the player to effective dash back in and resume her offense if respected. This move should not be used too predictably as it has significant start up and is very unsafe on whiff, so opponents will actively look to roll vs this attack and punish Naoto afterwards. | This move is Naoto's best grounded combo starter and it fatals the opponent on counter hit. Commonly leads to C Zapper poison loops that inflict massive damage on the opponent. This move is also actively used mid combo, mainly for IAD confirms or OMB situations. This move is also pretty good for restarting Naoto's pressure because it is her only plus on block normal that leaves her at a heavy advantage. which allows the player to effective dash back in and resume her offense if respected. This move should not be used too predictably as it has significant start up and is very unsafe on whiff, so opponents will actively look to roll vs this attack and punish Naoto afterwards. | ||
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{{MoveData | {{MoveData |
Revision as of 17:21, 31 March 2015
Naoto Shirogane |
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Health: 8,500 Combo Rate: 60% Backdash Time: 23 Backdash Invincibility: 1-6
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Introduction
P-1 Climax Nickname: "The 2000 IQ Killjoy Detective!"
Persona: Sukuna-Hikona
Arcana: The Wheel of Fortune
Backstory:
- Placeholder
Overview
Pros/Strengths:
- Pistol, Traps and Persona provides strong Zoning.
- Fate Gauge mechanic gives situational combos that can deal instant death.
- Can Inflict several effective status ailments.
- Decent pressure game when used in conjunction with her traps and 5D~D.
Cons/Weaknesses:
- Poor defense without at least 25 Meter.
- Low Health.
- Cool down on bullets can limit certain aspects of her gameplan.
External References:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
Normals Attacks
5A (Normal)
5A Normal |
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5A (Shadow)
5A Shadow |
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5B
5B |
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2A
2A |
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2B
2B |
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j.A
j.A |
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j.B
j.B |
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All Out Attack
All Out Attack A+B |
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Sweep
Sweep 2A+B |
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Persona Attacks
5C
5C |
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2C
2C |
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2[C]
2[C] |
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5D
5D |
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j.C
j.C |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw C+D |
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Air Throw
Air Throw j.C+D |
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Shield of Justice
Shield of Justice B+D |
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Guard Cancel Attack
Guard Cancel Attack 6A+B |
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Skill Attacks
Double Fangs
Double Fangs 236A/B (Air OK) |
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Aim 214A/B |
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Snipe During Shooting Stance- A/B/C/D |
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Hair-Trigger Megido
Hair-Trigger Megido 214C/D (air OK) |
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Blight
Blight 236C/D (air OK) |
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SP Skill Attacks
Anti-S SP Pistol a
Anti-S SP Pistol 236236A/B (air OK) |
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Hamaon
Hamaon 236236C |
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Mudoon
Mudoon 236236D |
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Awakened SP Skill Attacks
Raid
Raid 214214A/B |
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Critical Shot
Critical Shot C or D after Raid |
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Instant Kill
Judge of Hell 222C+D |
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Strategy
General Tactics
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Tips and Tricks
Combos
Combo Notation Guide: |
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Notes:
- Many of Naoto's combos begin with 5B or progress 2A>5A>5B>etc. Most of these combos function identically whether the 2A and 5A are used or not. Due to the way proration works, these combos tend to do more damage without the 2A and 5A. However, 2A hits low, making it easier to break an opponent's guard, and both 2A and 5A are a bit safer than 5B. The combos listed here have recommended choices of beginnings, but feel free to adjust each combo as the situation demands.
- Any combo that ends with 236A>5BBBBB can be replaced with 236A>6D in order to knock the opponent away and save bullets at the cost of a bit of damage.
- Any combo that ends with shots (e.g. 236A>5BBBBB) can be cancelled into 236236A or 236236AB for extra damage if you have meter. This is generally preferable to using either super raw.
- 236236AB can combo into itself (for all intents and purposes) indefinitely, given enough meter. This is generally irrelevant, but it is worth keeping in mind when playing as Shadow Naoto (for use during shadow frenzy) and in Golden Arena mode.
Fullscreen
- 214A>5AAAAA>236236AB
- Requirements: 75 SP
- Damage: 3096, Fate -7, Gives Fear and Silence
- Notes: Useful to punish aggressive opponents and force respect of pressure
Midscreen
- 66>2A>5B>5C>236A>5BBBBB
- Damage: 1671, Fate -1
- Meter Gain: 26
- Notes: Naoto's BnB meterless mixup.
- 2A>5A>5B>5C>2C
- Damage: 784, Fate -1
- Meter Gain: 18
- Notes: Good for getting opponent away.
- 5B>5C>236AB>5CCCCC
- Requirements: 25 SP
- Damage: 2429, Fate -1
- Meter Gain: 17 (net loss of 8)
- Notes: Leads to corner combos, fairly inexpensive
- 5B>5C>236A>5BBBBB>236236AB>236236AB
- Requirements: 150SP
- Damage: 4694, Fate -13, Gives Fear/Silence
- Notes: Impractical in most situations as normal Naoto. Drops fate gauge to zero, potentially leading to a Hamaon or Mudoon kill. Can be used to win come-from-behind victories. As Shadow Naoto, this is a good option in shadow frenzy.
Midscreen to Corner
- 5B>5C>236AB>5C>236B>5C>236A>5BBBBB(>236236AB)(>236236A)
- Requirements: 25(100)(150) SP, 236AB must carry to corner
- Damage: 3560(4740)(5532), Fate -7, Gives Fear/Silence
- Notes: Useful for preventing awakening
Corner Only
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data