m (→Move List) |
|||
Line 1,564: | Line 1,564: | ||
'''-5.5k''' | '''-5.5k''' | ||
*5B > 5C > 2C > Mudoon > 214D > 236A ~ B [1] ~ D > [214D hit] > 2B > [236~B x12] > 236A~D. | |||
'''-8.3k''' | |||
--------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------- |
Revision as of 11:41, 25 July 2014
Overview
AKA "The Detective Prince", Naoto is a descendant from a line of famous detectives, which makes her conceal her true gender due to being in a work environment that looks down on females. Since both her parents died in a car crash when she was young, she acts very mature in spite of her age. Naoto's exploits and abilities as a detective help in finding the true culprit behind the events of Persona 4.
- Health
- 8000
- Strengths
- Strong zoning with use of her pistol, traps, and Persona.
- Has a decent pressure game when used in conjunction with her traps and 5D~D.
- Has the highest damage potential in the game with meter and/or One More Burst usage.
- Her Fate Gauge mechanic gives her situational combos that can deal instant death.
- Weaknesses
- Deals relatively low damage when she doesn't have meter or a Burst to spare.
- Has a high execution barrier, especially for her stronger midscreen combos that have long corner carry and give her Okizeme.
- Practically has terrible options under pressure if she doesn't have at least 25 SP.
- Normals are subpar when compared to a some of the cast.
- Also has the second lowest health in the game.
- Movement Options
- 1 Double Jump/Airdash, Run-type Dash.
- Play-Style
- Naoto is a fast zoning character with poor health. She specializes in keeping the opponent out by using her pistol, her traps, and her Persona. However, Naoto is also a decent rushdown character as well, as some players actually like to rush opponents down on close range by using her great damage potential with her close range attacks (auto attack and double fangs for instance), her Persona and her traps to combo into close range or even into a very damaging SMP Loop.
- Fate Gauge
- Underneath her opponent's health bar is the Fate Gauge. Starting at 13 at the beginning of each match, certain moves of Naoto's will reduce it by various amounts. If multiple Fate-effecting moves are used in a combo, only the first Fate-affecting move will take away from the counter unless a Fate-effecting SP Skill is used. Once it's at 0, the opponent can be instant-killed by landing 1 of 2 supers: Hamaon or Mudoon. If a round is ended without instant-killing the opponent, the opponent regains half of the Fate Gauge they lost the previous round (rounded up). If Naoto KOs the opponent with Hamaon or Mudoon but still needs more rounds to win the match, the opponent starts the next round with a full Fate Gauge.
- Fate-Effecting Moves (*If combo'd into, will remove Fate even if a previous move in the combo removed Fate.)
- 2C (2 Fate removed)
- Throw~C (2)
- Counter Shot (3)
- Counter Shot EX (2)
- Snipe, 5th shot (1)
- Hair-Trigger Megido (3)
- Anti-S SP Pistol Beta* (6)
- Raid B shot* (1 per shot)
Move List
- See also: Naoto Full Frame Data
Normals Attacks
5A |
---|
5B |
---|
2A |
---|
2B |
---|
j.A |
---|
j.B |
---|
All Out Attack A+B |
---|
Sweep 2A+B |
---|
Guard Cancel Attack 6A+B |
---|
Persona Attacks
5C |
---|
2C |
---|
2[C] |
---|
5D |
---|
5D~D |
---|
j.C |
---|
j.D |
---|
Throws
Ground Throw C+D |
---|
Air Throw j.C+D |
---|
Furious Action
Shield of Justice B+D |
---|
Counter Shot A/B/C/D after B+D |
---|
Counter Shot EX 6+A/B/C/D after B+D |
---|
Skill Attacks
Double Fangs 236A/B |
---|
Aim 214A/B |
---|
Snipe During Shooting Stance- A/B/C/D |
---|
Cancel Aim 214A in Shooting Stance |
---|
Hair-Trigger Megido 214C/D air OK |
---|
SP Skill Attacks
Anti-S SP Pistol a 236236A air OK |
---|
Anti-S SP Pistol ß 236236B air OK |
---|
Hamaon 236236C |
---|
Mudoon 236236D |
---|
Awakened SP Skill Attacks
Raid 214214A/B |
---|
Critical Shot C or D after 214214 A/B |
---|
Instant Kill
Judge of Hell 222C+D |
---|
Strategy
- Naoto is the kind of character where she cannot commit to a single "style" that works like Yu or Chie where they can rushdown all day, because she has tools that make her proficient in both rushdown and zoning. You will find yourself switching between the two from one matchup to the next. For example, you may find yourself zoning heavily against Kanji since you don't want to have run into his mix up which can kill you in 2 or 3 correct guesses due to Naoto's low health, but when you're up against Yukiko, you'll be trying to rush her down since her zoning capabilities are better than your own.
Offense
- In general, a good start for Naoto in a neutral situation is to be laying traps at different locations in order to limit her opponent's movement. Well aimed shots can do this as well. If they get caught in any of your traps, it's a free combo for you. However, don't just use the traps as tools for a free combo, if you catch your opponent trying to disarm them, punish them with a 2C during their move. If they block it, don't just call it a day, continue the pressure that the blocked trap started. Naoto's 5D~D is also good for starting pressure, if they block it, rush up and continue the pressure, if they don't, convert into a Fate Counter removing combo that you want. If the opponent sees the 5D~D coming and hits Sukona-Hikona while still invisible, don't let them get away with it for free, punish them with pokes or Naoto's Gunshots. If they jump, Aim (Anti-Air) should tag them, or if you want to risk it, Anti Air 2B or an airgrab should get them if they're not careful. The key to playing Naoto successfully is to always have an answer for what the opponent does to try to make the match a bit easier for Naoto at all times.
Defense
- Just as Naoto's traps and gun can be used offensively, they also have defensive purposes as well. If the situation calls for it, you can form yourself a sort of wall or shield of traps which can alter or completely stop your opponent's advance. Aim can do this as well as opponents must stop advancing and block the bullets usually, assuming you have a good read on their movement. However, while Aim can be useful, her traps have the bonus of controlling the screen without forcing to stop blocking/moving as she pleases. If your opponent blocks or gets hit by a trap, the momentum shifts in your favor assuming you combo or pressure off of it.
- When under pressure, you have several options available to you, including the universal Furious Action mechanic. Naoto's Furious Action is Shield of Justice, followed by Counter Shot or Counter Shot EX (which one you choose to follow up Shield of Justice with depends on the situation at hand), which can punish obvious gaps in an opponents' blockstring or wakeup pressure. When successfully used, the momentum is shifted into Naoto's favor, though please use it carefully as good opponents will try to bait and punish it. If baited, be prepared to eat a very damaging Counter Hit combo, which Naoto can't handle as much due to her low health.
- Another defense mechanic universal to everybody is the Quick Escape roll, which can bring you behind the opponent if they're being careless and can bring you to safety, returning the match's momentum to neutral or reversing it completely, depending on what attack you roll through. Be careful with this mechanic though, as it is vulnerable to grabs.
- Yet another universal defense mechanic is Naoto's Guard Cancel, which works just like everybody else's where you can cancel your block into an attack at cost of 50 SP.
- With 25 SP, Naoto can also use SB Aim, which is like a faster Quick Escape with better invuln. If they weren't paying attention, the follow up bullets will catch them, potentially even cross up. However, good opponents will train themselves to block the opposite direction the moment they see the SB Aim, so if you want to risk it and you feel they're being respectful, you can start pressure from there or grab them. Beware that opponents may even try to predict when you'll use SB Aim and adjust their spacing so that you'll end up right in front of them should you use it.
- When Naoto's Awakened and has at least 50 SP, Naoto can use Raid~Critical Shot as a reversal in a similar fashion to Hazama's Jayoku Houtenjin Distortion Drive from the BlazBlue series. If your back was against the corner and it successfully Fatal Counters the opponent, it can lead into extremely high damaging combos, so be sure you learn combos from Critical Shot as a Fatal Counter starter. Obviously, if it is blocked and you don't have an extra 50 SP to One More Cancel or a Burst to spare, be ready to eat a damaging combo yourself.
Bait/Punish
- At or near the corner, Naoto can easily chain all of her normals (save 2C & 5D) into her R-action (projectile ver.) to punish ground bursts with a wallbounce (air based bursts can of course be countered but the projectile follow-up will whiff) instead of jump-cancelling her normals to bait and punish. Not only does the resulting punish combo do 7.4k with meter, but they lose 2 ticks off of their fate counter to boot. What makes this even better is that on block, Naoto cannot jump-cancel her 5B. However, throwing out 5B and letting it recover, can bait the opponent into counter-poking and then being blown up by the R-action if you have good reactions. This becomes very easy if you space yourself properly, as they would need to throw out a move with more range, which will generally be easier to react to. (Note: when directly in the corner, the projectile hit of the R-action will cause the opponent to fly over Naoto's head. You can quickly dash under however and still connect the 5B easily (or 2A/5A if you prefer). Don't wait too long to dash under or you will get a backdash instead of forward dash out of the corner).
- Off of R-action: R-action (projectile follow up) > 5B > 5C > iad j.B > j.C > Mudoon > Megiddo D > 236A~D > [Megiddo D hit] > 2[C] > 2B > 5C >[236B~D x9] > 236A~D.
- -7.4k
Combos
STILL A WORK IN PROGRESS! -Ichipoo
- Notations in parenthesis mean that they're optional and that skipping them will increase the chance of the combo not dropping due to reasons such as the space between Naoto and her opponent may be wide enough for the input inside the parenthesis to screw up the rest of the combo should she go through with it. For example, the 236B~Cx5 portion in Naoto's 5A(A) > 5C > 236B~Cx5 combo may whiff if there is a considerable amount of distance between Naoto and her opponent. The normals before the 236B may connect but the pushback that the normals create plus the initial distance between Naoto and her opponent may be enough for the 236B to whiff. Other reasons may include: The notation(s) in parenthesis make the combo more technical, but is more rewarding should the player actually execute it.
- Combos that involve removing your opponent's Fate Counter(s) follow a specific rule, whereas the first move that removes counter(s) in a combo, normal or special, is the only move that removes counter(s). For example, if Naoto performs '214D detonates > 5B > 5C > 236B~Cx5' the combo will only remove 3 counters and not 4 as a layman might think. The reason being is because the 214D trap which was used as a starter already removed counters in the first place, any more Fate Counter removing normals and specials that can connect afterward in the combo will not remove anymore counter(s).
- There is however, an exception to the aforementioned point. Supers that remove Fate Counters that are used in combos where counter(s) were taken away at any point in the same combo before the super was activated, will still take away counters. For example, Naoto's 'Grab~C > 236236B' combo will take away a total of 8 Fate Counters, 2 being from the C follow up from her ground grab, and an additional 6 from her 236236B.
Notations
- AA = Anti Air
- CH = Counter Hit
- FC = Fatal Counter
- AoA = All out Attack
- OMC = One More Cancel
- OMB = One More Burst
- 2[C] = Hold both down and the C button to perform a slower thrice hitting version of 2C.
- [command(s)]xN = Repeat the command(s) listed inside the brackets N amount of times.
Midscreen
- 5A x9 (-1 Fate Counter, 1458 damage)
- 5A x10 (-1 Fate Counter, 50 meter, 2184 damage, inflicts Silence)
- 5A(A) > 5C > 236B~Cx5 (-1 Fate Counter, 2091 damage)
- 5A(A) > 5B > 5C > 2C (-2 Fate Counter, 1011 damage)
- 5A(A) > 5B > 5C > 2A+B > 236A+B~Cx5 (-1 Fate Counter, 25 meter 2247 damage)
- AA 2B > 5C > IAD > j.A/j.B > j.C > 66 > 5C > j.A/j.B > j.C > 66 > 5C > 236A~D
- 5D > 214A/B~Ax5 > 5D > 214A/B~Cx5
- 5A(A)/5B > 5C > 2A+B > 236A+B~Cx5
- 5D~D > 214A/B~Cx5
- 5D~D > (5C) > 2C
- 214D trap detonates > 5B > 5C > 236B~Cx5 OR (5C > IAD > j.A/j.B > j.C > 665C 236B~D > 5C > IAD > j.A/j.B > j.C > 236A~D)
- 5A(A)/5B > 5C > 236236B
- Grab~C > 236236B
Fatal Counter Starters caused by Fear
- Coming soon
Combos into Hamaon and Mudoon
- 5AAA > 236236C
- 5A(A) > 5C > 236B > 236236D
- 5A(A) > 5C > 2C > 236236D
- 5A(A) > 5C > 2A+B > 236A~Bx5 > 236236D
- AA 2B > 5C > 236B > 236236D
- 214D detonates > 5C > 2C/236B > 236236D
Corner
SMP Combos
Notations and Original combos by Mynus
How SMP works is that when ASW programmed combo proration they made only the first 10 different moves (not hits) in a combo count for same move proration. Essentially, the combo theory behind making a SMP loop is to have a combo use at least 10 different moves before using 236B~DxN so 236B's untechable time remains regardless of how many uses it gets. The use of One More! Bursting or Mudoon make it possible to get the 10 moves required in before using 236B. -ludwig van
Video displaying various SMP combos here, notations for all of them in the description.
Where it all began...
- Some notes:
*All combos that do not kill end with 236A~D to set up oki. *Screen Position is divided into 11 sections (-5 to 0 to 5). {-1 ~ -5} refers to the back half of the screen behind your character facing right. *Special thanks to Ichipoo, OmniSScythe, Kyle and Biargh for much of the info for this section, and SMP BASEDGOD Kamoihito for the info on these types of combos! *Air Throw counts as (1) individual hit towards SMP. Bullet stance and All (5) bullets counts (2) individual hits towards SMP. ground throw & C-follow counts (2) individual hits towards SMP. AoA~C counts (3) individual hits towards SMP. AoA~D counts (3) individual hits towards SMP.
Near Corner:
- 5A (x2) > 5B > 2C > Mudoon > Megiddo D > Sweep > 236A~D >[Megiddo D hits] > 2[C] > 5C > [236B~D x11] > 236A~D.
-7.4k
- 5A (x4) > C gunshots (x5) > Muudon > Megiddo D > 236A~D > [Megiddo D hits] > 2[C] > 5C > [236B~D x8] > 236A~D.
-6.1k
- 2A > 5A (x2) > 5B > 2C > Mudoon > Megiddo D > Sweep > [Megiddo D hits] > 2[C] > 5C > [236B~D x6] > 236A~D.
-4.6k
- 5B > 5C > 2C > Mudoon > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hits] > 2[C] > 2B >[236B~D x11] > 236A~D.
-7.9k
- 5B > 5C > 2C > Mudoon > Megiddo C > 236A~D > [Megiddo hits] > Megiddo D > 236A~D > [Megiddo D hits] > [2C] > 5C > iad j.A > j.C > 5C > [236B~D x9] > 236A~B gunshots.
-8.1k
- 5C > Sweep > 236A~B gunshots > Muudon > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hits] > 2[C] > 5C > [236B~D x6] > 236A~D.
-5.8k
- 5C [CH] > iad j.C > j.D > 236A > OMB > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hits] > 2[C] > 2B > 5C > [236B~D x9] > 236A~D.
-7.7k
- 2C > Mudoon > Megiddo D > 2A > 5B > 236A~D > [Megiddo hit] > 2[C] > 5A (x2) > 5C > [236B~D x12] > 236A~D.
-8.7k
- 2[C] > 5B > 5C > 2C > Mudoon > Megiddo C > Megiddo D > [Megiddo C hits] > 236A~B gunshot (x1)~D > [Megiddo D hits] > 2B > 5C > [236B~D x13] > 236A~D.
-10.2k
- 5D [hits] > 5C > Mudoon > Megiddo C > Megiddo D > [Megiddo C hits] > 236A~B gunshot (x1)~D > [Megiddo D hits] > 2[C] > 5A (x2) > 5C > [236B~D x12].
-Death (+10.5k)
- Sweep > 236A~B gunshot (x5) > Mudoon > Megiddo C > 236 A~D > [Megiddo C hits] > Megiddo D > 236A~D > [Megiddo D hits] > [2C] > 5B > 5C > [236B~D x5] > 236A~D.
-5.5k (Does not work on Kuma)
- [Megiddo C hit] > 5C > iad j.A > j.C > Mudoon > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hit] > 2[C] > 2B > 5C > [236B~D x14].
-Death (+10.5k)
- [Megiddo D hit] > 2A > 5A (x4) > C gunshot (x5) > Muudon > 2[C] > 5C > [236B~D x10] > 236A~D.
-7.4k
- [Megiddo D hit] > 2A > 5C > iad j.B > j.C > 5C > 214A~C gunshot (x5) > Mudoon > 2[C] > 2B > 5C > [236B~D x13] > 236A~D.
-9.8k
- [Megiddo D hit] > 2A > 5C > iad j.B > j.C > Mudoon > Megiddo C > 236A~D > [Megiddo C hit] > 2[C] > 2B > 5C > [236B~D x13] > 236A~D.
-Death (+10.5k)
- [Megiddo D hit] > 2A > 2B > j.A > j.B > dj.C > OMB > 2[C] > 5B > 5C > [236B~D x12] > 236A~D.
-8.5k
- Place Megiddo D > 2A > [Megiddo D hit] > 5B > 5C > iad j.B > j.C > Muudon > 2[C] > 5A (x2) > 5C > [236B~D x9] > 236A~D.
-6.2k
- Place Megiddo D > Air throw >[Megiddo D hits] > 5A (x2) > 236A~B gunshot (x5) > Mudoon > 2B > 5C > [236B~D x3] > 236A~D.
-4.6k
- Megiddo D [CH] > 2A > 5C > iad j.A > j.C > 5C > 214A~C gunshot (x5) > Muudon > 2[C] > 5B > 5C > [236B~D x13] > 236A~D.
-9.9k
- 236B [FC]~C gunshot (whiff first 2-3 hits) > Mudoon > Megiddo C > Megiddo D > [Megiddo C hit] > 2B > 5B > 5C > iad j.C, > j.D >[236A~D, (Megiddo D hit), Megiddo D x10].
-Death (+10.7k)
- AoA - D follow up > 5B > Muudon > Megiddo C > Megiddo D >[Megiddo C hit], > iad j.C > j.D > 236A~D > [Megiddo D hit] > [236B x11] > 236A~D.
-7.4k
- AoA - D follow up > 5B > 5C > j.D > EX Megiddo > Falling j.A >[Megiddo C hit] > 236 A~D > [Megiddo D hit] > Muudon > [236 B~D x10] > 236A~D.
-6.6k
- AoA (air bounce hit) > 5C > iad j.B, > j.C > Mudoon > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hit] > 2[C] > 5C > [236B~D x5] > 236A~D.
-4.5k
- AoA (air bounce hit) > 5C > iad j.B > j.C > Mudoon > Megiddo C > Megiddo D > [Megiddo C hit] > 236A~B gunshot (x1)~D >[Megiddo D hit] > 2[C] > 5C >[236B~D x7] > 236A~D.
-5.4k
- Throw > Mudoon > Megiddo C > Megiddo D > [Megiddo C hits] > 236A~B gunshot (x1)~D > [Megiddo D hits] > 2[C] > 2B > 5C > [236B~D x7] > 236A~D.
-5.7k (Does not work on Kuma)
- Throw [FC/Fear Status] > Mudoon > Megiddo C > Megiddo D > [Megiddo C hits] > 236A~B gunshot (x1)~D >[Megiddo D hits] > 2[C] > 2B > 5C > [236B~D x9] > 236A~D.
-6.4k
- Throw > Mudoon > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hits] > 2[C] > 2B > 5C > [236B~D x4] > 236A~D.
-4.2k
- Throw > Mudoon > Megiddo D > 2A > 5B > 236A~D > [Megiddo D hits] > Megiddo C > [214A~C gunshot x1~D] > [Megiddo C hits] > 5C > [236B~D x6] > 236A~D.
-5.5k
- (Kuma Only) > Throw > Mudoon > Megiddo D > 2A > 5B > 236A~D > [Megiddo D hits] > Megiddo C > [Megiddo C hits] > 2B > 5C > [236B~D x6] > 236A~D.
-5.1k
- R-action (projectile follow up) > 5B > 5C > iad j.B > j.C > Mudoon > Megiddo D > 236A~D > [Megiddo D hit] > 2[C] > 2B > 5C >[236B~D x9] > 236A~D.
-7.4k
- Mudoon > Megiddo D > 2A > 5C > iad j.B > j.C > 5C > 236A~D >[Megiddo D hit] > 2[C] > 5A (x2) > 5C > [236B~D x7] > 236A~D.
-5.5k
- 5B > 5C > 2C > Mudoon > 214D > 236A ~ B [1] ~ D > [214D hit] > 2B > [236~B x12] > 236A~D.
-8.3k
Mid-Screen:
- 5A (x3) > EX gunstance~C gunshot (x5) > Muudon > Megiddo D > 236A~D > [Megiddo D hit] > 2[C] > 5C > [236B~D x8] > 236A~D.
-6.2k (Requires 75 meter)
- 5B > 5C > Sweep > 236A+B > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hit] > 2[C] > 2B > [236B~D x14] > 236A~D.
-Death (+10.5k)(Requires 75 meter)
- 2B (anti-air) > 5C > iad j.B > j.C > Mudoon > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hit] > 2[C] > 5C > [236B~D x12] > 236A~D.
-8.9k
- Sweep > [or 5C > Sweep] > 236A+B > Mudoon > Megiddo C > 236A~D > [Megiddo C hits] > Megiddo D > 236A~D > [Megiddo D hits] > 2[C] > 5C > iad j.A > j.C > 5C > [236B~D x11] > 236A~D.
-9.8k (Requires 75 meter / Death with the 5C starter / Does not work on Kuma)
- Air throw > OMC > falling j.C > dash 5C > iad j.B > j.C > Mudoon > Megiddo D > 5A (x2) > 236A~D > 2[C] > 2B > 5C > [236B~D x6] > 236A~D.
-6.6k (Requires 100 meter)
- {-1 ~ -5 position} Critical shot [214214A~C] > 5C > iad j.B > j.C > Mudoon > Megiddo C > Megiddo D > [Megiddo C hits] > 236A~B gunshot (x1)~D > [Megiddo D hits] > 2[C] > 2B > [236B~D x10].
-Death (+10.6k) (Requires 100 meter)
- Critical Shot [214214A~C] > OMB > dash 2[C] > 5C > iad j.A > j.C > Mudoon > Megiddo D > 5A (x2) > [236A~D, Megiddo D hits, Megiddo D x7] > 236A~D.
-8.9k (Requires 100 meter)
- Critical Shot [214214A~C] > OMB > dash 2[C] > 5C > iad j.A > j.C > Mudoon > Megiddo D > 236A~D > [Megiddo D hits] > [236B~D x9].
-Death (+10.8k)(Requires 100 meter)
Cornered:
- Critical Shot [214214A~C] > cross up 2B > 5C > iad j.A > j.C > Mudoon > Megiddo D > 236A~D > [Megiddo hits] > 2[C] > 5B > [236B~D xN].
-Death (+10.5k)(Requires 100 meter)
- SP Aim~A gunshot(x5)> Mudoon > Megiddo D > 5A(x2) > 236A~D > [Megiddo hit] > 2[C] > 2B > 5C > [236B~D x9] > 236A~D.
-6.9k
Punishes:
Burst Punish:
- 5C (air-hit) > iad j.B > j.C > Mudoon > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hit] > 2[C] > 2B > 5C > [236B~D x14].
-Death (+10.5k)
- (3/4 screen ~ -3 position) 5C (air-hit) > iad j.B > j.C > 66 5C > SP Double Fang > (delay) Mudoon > 66 Megiddo D > 236A~D > [Mudoon hits] > 2[C] > 66 5A (x2) > 5C > [236B~D x12] > 236A~D.
-10k (uses 75 meter) (This carries them rediculously far into the corner. Delay Mudoon until after they start rising from the SP Double Fang so they get maximum hang-time!!)
- (Corner) 5C > iad j.B > j.C > OMB > Megiddo D > 5A (x2) > 236A~D > [Megiddo D hits] > 2[C] > 2B > 5C > [236B~D x11] > 236A~D.
-8.0k
- (Midscreen) 5B > 5C > iad j.A > j.C > rejump j.B > OMB > 2[C] > 66 6A (x2) > 5C > SP Double Fang > [236B~D x10] > 236A~D.
-7.1k
R-Action Punish:
- Use Fatal Counter 236B starter.