https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Bigguburaun&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T22:24:33ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Venom&diff=340230GGXRD-R2/Venom2022-10-24T21:31:02Z<p>Bigguburaun: /* Dark Angel */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Guilty Gear's resident baker armed with a pool cue; Venom is unique even within the world of Guilty Gear.<br />
The pool cue is not only for style but also is an integral part of his gameplay. He has the ability to place pool balls on screen in various formations and hit the balls with his normals, specials, and even other balls. Although this does give Venom the ability to zone his strongest feature is his ability to set up pressure and mixups. Venom requires players to learn his unique play-style in order to succeed and also requires the player to have strong fundamental defence due to his lack of reversals. When one capitalizes on his strengths, Venom is a strong and versatile character with great room for creative expression.<br />
<br />
Venom works well at poking from a little bit closer than midscreen, and then scoring a knockdown so he can set up. Venom lacks any form of defensive tool outside of the universal game mechanics, and as such suffers greatly when the enemy gets past his neutral tools.<br />
|lore= Orphaned at a young age, Venom was taken in and trained by the Assassin's Guild. Venom felt indebted to Zato, the leader of the guild, and pledged his allegiance to him. Venom now fights for the greater good by fighting against Bedman and attempting to save the "soul" of the guild by exposing their past deeds.<br />
|quote= I never miss a called shot.<br />
|voice_actor= Jun'ichi Suwabe<br />
|summary= 's kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player.<br />
|pros=<br />
* '''Powerful And Diverse Pressure Options''': Venom's balls give him a long list of options which usually beat universal defensive mechanics if applied correctly. The depth of his pressure/{{keyword|Okizeme}} can allow a player who labs effectively to catch many opponents off guard with unfamiliar setups.<br />
* '''Good Pokes And Neutral Game''': {{clr|3|2S}}, {{clr|3|f.S}}, and [[{{PAGENAME}}#Stinger_Aim|Stinger Aim]] are neutral tools with few rivals in terms of general meterless screen control.<br />
* '''[[{{PAGENAME}}#6P|{{clr|1|6P}}]]''': Venom's {{clr|1|6P}} is one of the best of its kind. It is jump cancelable, has great invulnerability, and good reward at most ranges.<br />
* '''Setplay And Zoning Are Both Viable''': Venom is not locked into one particular playstyle. Just as they can be used for pressure and okizeme, Venom's balls can also be used to zone and flee from opponents.<br />
* '''Great Meterless Throw Reward''': Venom gets a full combo with a knockdown off of both air and ground throw from almost any position in the stage.<br />
* '''Amazing Chip Damage''': Because Venom's pressure uses balls, which are projectiles, enemy players will be forced to eat large amounts of chip damage, or spend copious amounts of tension on Faultless Defense.<br />
* '''Good R.I.S.C Gain''': Venom is able to build R.I.S.C quickly thanks to c.S and other staples of his pressure which helps offset his lower than average damage.<br />
|cons=<br />
* '''Weak Defense''': Venom has a decent backdash and some good {{keyword|abare}} normals, but none of his specials help peel an opponent off of him. He relies heavily on universal defensive mechanics, and will be forced to hold pressure that other characters can challenge.<br />
* '''Pokes Have Low Reward''': The same pokes which Venom uses to control neutral do not provide significant reward on hit or block. Usually {{clr|3|2S}} and {{clr|3|f.S}} at range only give a ball at best on normal hit or can even be punished at worst.<br />
| fastestAttack = [[#2K|2K]], [[#c.S|c.S]] (5F)<br />
| reversal = [[#Dark Angel|2363214D]] (7+18F)<br />
}}<br />
{{FP_Box<br />
|header= Ball Set<br />
|content= <br />
Venom has a special which places a ball on the screen and shifts other placed balls into one of many predefined formations. <br />
The balls which Venom has placed on the screen do absolutely nothing on their own, but can be interacted with in a number of different ways. Balls can be hit with Venom's normals to launch the balls at varying speeds and angles. Balls can be hit by other balls, much like balls in real life pool, to cover yet more angles. And balls can be teleported to.<br />
|subheader1= Charged Balls<br />
|content2= <br />
Venom's balls can be one of 4 levels: 0, 1, 2, and 3.<br />
Whenever venom manually sets a ball or fires a ball with Carcass Raid, the ball will be level 0. Venom's Stinger Aim and QV specials that "level up" when the button is held. These specials become active after the button is released. If two balls which were set manually collide, the balls will cause each other to move with a new trajectory, but the balls will not level up. If a ball is hit by a special move one the ball hit by the special move ball will be launched normally, and the special move ball will travel with either topspin or backspin.<br />
|subheader2= Spin<br />
|content3=<br />
<div style="float: right; margin-left:5px;">{{#ev:youtube|https://youtu.be/0vGaoFmuVxI|400}}</div><br />
Venom's Carcass Raid and Stinger Aim specials cause an effect known as "spin" when they make contact with an inactive ball.<br />
Back-Spin is an alternate ball movement that places the resultant ball "backwards" towards Venom and works as follows:<br />
*To backspin a Stinger press down at approximately the time that the stinger ball is created.<br />
*To backspin a Carcass Raid press back instead. <br />
When no Back-Spin is not performed, the default spin, Top-Spin, will occur. <br />
{{clear}}<br />
}}<br />
<br />
==Normal Moves==<br />
{{FrameChartKey}}<br />
<br />
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
One of Venom's primary ball hitting buttons. {{clr|1|5P}}'s ability to chain into itself is useful for baiting bursts and DAAs.<br />
*Hits balls horizontally at a very low speed.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
{{clr|2|5K}} is Venom's primary low crush normal. The reward for landing it outside of {{clr|3|c.S}} range is small. {{clr|2|5K}} is especially useful for hitting balls when one needs the balls to travel faster than {{clr|1|5P}} but slower than {{clr|3|f.S}}. <br />
*Has the least pushback of all of Venom's normals.<br />
*Hits balls horizontally with moderate speed.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 11<br />
|recovery = 20<br />
}}<br />
{{clr|3|c.S}} is the main basis of Venom's close combat.<br />
*Builds large amounts of R.I.S.C with 3 level 4 hits.<br />
*Tied for Venom's fastest button with {{clr|2|2K}}, and can be freely chained into and out of it.<br />
*Jump cancelable during any one of the 3 hits making it a dangerous burst point for the opposing player.<br />
*Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal. <br />
*Excellent for option selecting with forward throws ({{clr|3|6S}}+H).<br />
*Sometimes useful as an anti-air, with good reward on counterhit.<br />
<br />
'''Note''': the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Venom's far slash is excellent for controlling space. Though Venom reaches his hurtbox forward during {{clr|3|f.S}} it is pretty fast and covers a great distance. At max range it can be used to cancel into a ball set in order to get balls on screen when normally one would not have time to do so. {{clr|3|f.S}} becomes especially useful when combined with a ball hit which improves the frame advantage.<br />
*Hits balls horizontally with high speed<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 15<br />
}}<br />
Almost useless on its own when not shooting a ball or mid combo. In the corner it pushes the user back far enough to be used in crouching confirms like sQV.<br />
*Launches balls at a very high speed.<br />
*Staggers on counterhit.<br />
*Very strong starter against opponents who are crouching.<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 15<br />
}}<br />
A standard {{clr|5|5D}} with a unique gimmick attached. When Venom's dust attack hits a ball the ball will travel until it either hits a target or touches the wall. If the ball launched by this attack touches the wall, it will bounce off the wall one time and travel in the opposite direction. This gimmick is rarely useful but can be used in specific setups.<br />
*Hit balls with very high speed.<br />
*Balls hit with {{clr|5|5D}} will bounce once.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
A {{clr|1|6P}} so good that it has become a meme. {{clr|1|6P}} is a reliable anti-air and occasional poke. Although {{clr|1|6P}} can gatling into many of his other buttons, it cannot combo into {{clr|4|6H}} on normal hit and must be jump canceled into an air combo. On counter hit {{clr|1|6P}} combos into {{clr|4|6H}} for a free knockdown. When combined with a ball hit, {{clr|1|6P}} has enough hitstun to combo into {{clr|4|6H}}.<br />
<br />
{{clr|1|6P}} is also useful to counter-poke a large variety of moves such as I-No's Chemical Love, and Johnny's Level 3 Mist Finer with varying degrees of risk. <br />
*Generous upper body invicibility<br />
*Sends balls upwards at an angle with moderate speed.<br />
*Inconsistent ability to hit crouching opponents.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 8<br />
|recovery = 21<br />
}}<br />
{{clr|4|6H}} is a move with many uses, and some drawbacks. {{clr|4|6H}} is very unsafe on block and needs to be special canceled to make it safer. {{clr|4|6H}} also does not cover directly next to Venom, and as such is not a very reliable way to hit approaching enemies.<br />
*Can be used as a decent anti-air near {{clr|3|f.S}} range.<br />
*Is one of Venom's essential combo enders. <br />
*In the corner often combos into QV.<br />
*Hits balls with the greatest speed of all his buttons.<br />
*Has a very large hitbox allowing Venom to hit with it from very far away.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Notable mostly for its ability to hit low balls, and its ability to chain into itself. Useful in oki and burst safe-routes.<br />
*Hits balls low to the ground at low speed<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
{{clr|2|2K}} is Venom's go-to low and is tied for his fastest button with {{clr|3|c.S}}. {{clr|2|2K}} is most frequently used to open the enemy up before following up with {{clr|3|c.S}}, tick-throw, or some other form of mixup.<br />
*Good speed, decent range, and fair recovery make it a decent low poke.<br />
*Hits balls low to the ground with low speed.<br />
'''Note''': {{clr|2|2K}}'s hitbox is low enough and shallow enough that it will not hit uncharged balls in any of the standard formations. It requires non-standard situations such as charged carcass raid balls or BRO or something else in order to be used as a ball launcher.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 19<br />
}}<br />
{{clr|3|2S}} is one of Venom's best pokes. Despite its appearance {{clr|3|2S}} is not a low and cannot be used as a mixup. <br />
*Good speed and great range. Can hit most characters at round start range.<br />
*Hits balls low to the ground with high speed.<br />
*Will not hit moves with high profiles (Jam's {{clr|4|6H}}) or moves with extremely low profiles (Sol's Grand Viper).<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|2D}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 20<br />
}}<br />
Two level 3 hits, the first of which is a low. These attributes makes {{clr|4|2H}} a solid filler move for blockstrings. The first hit will catch low profile moves such as Sol's Grand Viper, and the second hit can be a situational anti-air.<br />
*First hit launches balls low to the ground with high speed.<br />
*Second hit launches balls upwards at a 45 degree angle with high speed.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|inactive2= 14<br />
|active3 = 8<br />
|recovery = 14<br />
}}<br />
{{clr|5|2D}} is a reliable way to get a knockdown when one is unable to combo into {{clr|4|6H}} or QV. {{clr|5|2D}} is also a great unprorated combo starter under niche circumstances, such as when one has charge stored for Carcass Raid in the corner, and in certain midscreen setups. {{clr|5|2D}} can also be used as one of Venom's better abare buttons due to its speed, low profile, and good reward on CH, however, the recovery is CH state and is therefore dangerous to whiff.<br />
*Generous low profile and upper body invulnerabilty.<br />
*Fast and 2 hits the second of which has additional range.<br />
*Good Range.<br />
*High reward in the corner with {{clr|5|2D}}(1) {{clr|3|s}}CR.<br />
*Hits balls low to the ground with low speed.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
{{clr|1|j.P}} is a decent air-to-air, and a good button to option select air-throw with. <br />
*{{clr|1|j.P}} and {{clr|3|j.S}} chain back and forth with each other to extend air block strings. <br />
*Useful to hit balls slowly and horizontally through the air. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 12<br />
}}<br />
{{clr|2|j.K}} is a very useful button for hitting balls due to its large number of active frames, and large hitbox. The hurtbox is much larger than the hitbox, and as such is not a strong air-to-ground button without balls to cover for it. The large number of active frames allows the Venom player to use {{clr|2|j.K}} early in a jump, recover, and use another air normal afterwards. <br />
*Has a small crossup hitbox.<br />
*Hits balls downward at moderate speed.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
{{clr|3|j.S}} is Tied with {{clr|1|j.P}} for Venom's fastest air normal and is also jump cancelable. Due to this, {{clr|3|j.S}} is useful in a number of situations such as in air-block-strings, air combos, and hitting balls. <br />
*Has a generous hitbox below Venom that can crossup.<br />
*Jump cancelable.<br />
*Hits balls downward diagonally at a high speed.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 18<br />
}}<br />
{{clr|4|j.H}} is a potent air-to-ground button due to the deep hitbox relative to Venom's hurtbox. {{clr|4|j.H}} has significant untech time allowing the player to delay their next button, or simply let {{clr|4|j.H}} send the enemy down to the ground.<br />
*Hits balls very quickly at a 45 degree angle.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
}}<br />
Venom's {{clr|5|j.D}} covers 160 degrees around him reaching past both of his knees, and far above his head. {{clr|5|j.D}} has some use during oki after {{clr|4|j.H}} knockdown, and in uncrouchable setups. {{clr|5|j.D}} is a very useful combo tool because it keeps the enemies airborn with its long untech time.<br />
*Pops opponents up slightly into the air. Launches on counterhit.<br />
*Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Turns the opponent into a giant cue ball that Venom can hit to confirm into a combo.<br />
<br />
Venom gets immense corner carry from throws. While the throw itself does very little damage, the followup combo and oki makes this one of the most rewarding throws both in terms of meterless damage and mixup. While in a corner, Venom's throw combo options change.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Although this cannot be combo'ed from when performed far above the ground it can lead to increasingly large combos the closer to the ground it is performed. Air throw is also very valuable as an anti-air under the right circumstances.<br />
<br />
At normal jump height air throw can be hit with the 3rd hit of {{clr|3|c.S}} leading into a simple air combo into knockdown.<br />
<br />
Close to the ground air throw has many combo routes, especially when performed near the corner. <br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
A very necessary move for Venom. This move is one of your most reliable ways to escape pressure and reset to neutral. If DAA gets baited successfully then you wasted 50 meter.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Does one hit despite the appearance. Functions the same as most blitz attacks.<br />
}}<br />
<br />
==Special Moves==<br />
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.<br />
<br />
===<big>Ball Set </big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P/K/S/H<br />
|description=<br />
Ball Set is Venom's most iconic special. Ball Set places a ball on the stage relative to Venom's current position and shifts other placed balls into one of many predefined formations. <br />
Ball Set can be canceled into another ball set (either by inputting the move or by simply holding another attack button) or teleport (hold the original button down). Knowing where and when to place these is absolutely essential.<br />
<br />
Balls go into the shown formation when you summon a ball with the corresponding button.<br />
<br />
For example, doing K summon, then S summon would go into S formation with only the K and S balls available.<br />
<br />
YRC can be used in a pinch to make ball set more safe.<br />
}}<br />
<br />
===<big>Ball Hit</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ball Hit<br />
|description=<br />
Balls travel with a speed and direction related to the move used to hit them. Balls can hit other balls setting them in motion as well. This will also change the direction of the original ball. When a ball is hit with Stinger Aim or Carcass Raid, the ball shot will become inert and move back/forward (backspin and topspin) a short distance based on the angel it was hit from as well as gain a level of charge. <br />
<br />
Topspin occurs by default. To backspin a Stinger press down at approximately the time that the stringer ball is created. To backspin a Carcass Raid press back instead. This timing is fairly generous, but does take practice to learn. <br />
<br />
Balls which have been leveled up by a collision with Singer Aim or Carcass Raid are not moved by Ball Set or QV, and will not move unless hit with another move or ball.<br />
}}<br />
<br />
===<big>Teleport</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description=<br />
Teleport relocates Venom to the ball he last set. Teleport can be performed by holding down the attack button during a ball set. <br />
*Very useful for mobility, positioning, and approaching. <br />
*Allows the user to use Venom's aerial moves because it puts him in the air upon completion.<br />
*Auto-corrects Venom to face the opponent after teleporting.<br />
*Venom will be able to airdash after recovering, but not double jump without jump installing.<br />
}}<br />
<br />
===<big>QV</big>===<br />
{{InputBadge|{{clr|1|41236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Hold OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236P/K/S/H<br />
|description=<br />
QV starts is a special that can have the button held to increase the "level" of the attack. During the charge time, QV negates projectiles passing through it, but does not interact with players. Upon releasing the button for QV, QV becomes an active hitbox of great size before settling as a ball of whatever level QV was charged to. After that the ball produced by QV behaves like a normal ball. QV gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage.<br />
<br />
'''Example uses for QV''':<br />
*A combo ender which grants additional balls and damage.<br />
*A combo tool to pop the enemy up higher off of the ground.<br />
*A meaty Oki option which grants a ball.<br />
*A situational blockstring ender.<br />
}}<br />
<br />
===<big>Stinger Aim</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S Level 0,[4]6S Level 1,[4]6S Level 2,[4]6S Level 3,[4]6H Level 0,[4]6H Level 1,[4]6H Level 2,[4]6H Level 3|versioned=input<br />
|description=<br />
Stinger Aim is Venom's fastest way to put a projectile on screen without any balls already set. Roman Cancels, especially YRC allow this move to be much safer than it otherwise would be, and allows the user to confirm into combos from farther away. <br />
<br />
S Stinger Aim is at worst -2 on block at point blank range, and becomes much more advantageous on block the further Venom is from his enemy. S Stinger aim is also useful as an oki tool. One can charge stinger aim for a meaty multi-hit projectile, use sSA to hit other balls to make them meaty while producing a leveled up ball, or both.<br />
<br />
H Stinger Aim is considerably less safe than S Stinger Aim on whiff or block, but launches a much faster projectile. This makes hSA one of the most potent space control tools in the game when Venom has meter to YRC the recovery in the case that it misses.<br />
}}<br />
<br />
===<big>Carcass Raid </big>===<br />
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[2]8S,[2]8H|versioned=input<br />
|description=<br />
S Carcass Raid is one of Venom's most important specials. From close range {{clr|3|s}}CR provides significant frame advantage which can be used as a pressure reset. {{clr|3|s}}CR can also be used as a situational means to catch opponents who might otherwise low profile your other space control tools such as Stinger Aim and {{clr|3|f.S}}. The further away {{clr|3|s}}CR is used from, the easier it is for an opponent to avoid the hit and punish the user.<br />
<br />
'''Example situations where {{clr|3|s}}CR can be useful''':<br />
*During oki with ball cover.<br />
*After {{clr|2|2K}} > {{clr|3|c.S}}(2) as a pressure reset.<br />
*After another {{clr|3|s}}CR.<br />
*In tandem with Pball in the corner for oki.<br />
*Midscreen throw combos.<br />
*After a poke with {{clr|3|2S}} or {{clr|5|2D}} or {{clr|2|2K}}.<br />
----<br />
H Carcass Raid is much more situational than S Carcass Raid. hCR's projectile disappears if Venom is hit while the projectile is active making it less safe than other options. hCR does have uses such as anti-airing enemies far above Venom, and hitting other balls. hCR is also able to give frame advantage when spaced properly.<br />
<br />
H Carcass Raid can be especially useful as a way to call out jump outs which would normally go over S Carcass Raid's projectile path.<br />
}}<br />
<br />
===<big>Double Head Morbid</big>===<br />
{{InputBadge|{{clr|3|623S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,623H|versioned=input<br />
|description=<br />
S Double Headed Morbid is rarely useful, but can come in handy in order to allow one to hit balls directly upwards.<br />
*Hits balls directly upward, which then bounce off the ceiling and floor.<br />
*Moves venom slightly forward.<br />
----<br />
H Double Headed Morbid is a situational means to convert a {{clr|5|2D}} into corner carry using Red Roman Cancel, and can be used to convert into a combo in the corner. Because DHM hits many times, it can be used as a poor man's guts crush in order to guarantee a kill. With 50% meter to RRC, HDHM becomes a viable, if unorthodox, approach tool, and combo starter due to the forced movement and multiple hits.<br />
*Hits balls directly upward, which then bounce off the ceiling and floor.<br />
*Moves Venom forward by nearly one screen's distance maximum.<br />
}}<br />
<br />
===<big>Mad Struggle</big>===<br />
{{InputBadge|{{clr|3|j.236S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236S,j.236H|versioned=input<br />
|description=<br />
Tiger Knee S Mad Struggle is one of Venom's most versatile overheads. The non-tiger-knee version of Mad Struggle can be used to change up landing times and mess up the opponent's anti-airs. Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit. sMS can be thrown upon landing if the opponent Instant Blocks the last hit, or if the user is too high off the ground when the move finishes.<br />
----<br />
H Mad Struggle is unsafe on whiff and on block making it much more situational than S Mad Struggle. Also keep in mind that no matter how high up, is that it will only do 4 hits in the air. The flip has a few invulnerability frames and can catch enemies who are unprepared which gives venom the ability to score a knockdown.<br />
}}<br />
<br />
==Ball Formations==<br />
===<big>P Formation</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Ggxrd_venom_pformation.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
P ball is the formation which requires the least amount of commitment to use, and as such is the default ball for when you have not yet earned the space to use other setups. S+P balls is a strong oki tool. pQV can also be used with {{clr|1|5P}} to keep the enemy airborne for a substantial combo extension. P ball is especially strong in the corner because it can be hit with either {{clr|3|2S}} or sSA to generate charged balls on the opponent's wakeup. P formation is not particularly strong for zoning.<br />
{{CloseCard}}<br />
<br />
===<big>K Formation</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Ggxrd_venom_kformation.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
K Formation puts a ball high in front of Venom. K ball is frequently used in oki setups. Some combos also use K ball and K ball can enable {{clr|1|6P}} > {{clr|4|6H}} to combo without a counter hit. P+K is also a solid formation for zoning.<br />
{{CloseCard}}<br />
<br />
===<big>S Formation</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Ggxrd_venom_sformation.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
S formation places a ball directly behind Venom's head. S formation has comparatively few uses compared to other formations, but is still useful. S ball on its own is useful with teleport cancel to help evade while putting a ball in motion. sQV is a potent combo tool because the S ball can be hit with {{clr|1|6P}} or {{clr|1|5P}} as it travels to its resting position.<br />
{{CloseCard}}<br />
<br />
===<big>H Formation</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Ggxrd_venom_hformation.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
Places a ball far in front of Venom. H ball on its own can be used during oki with jS to create a safejump, and can be used as a far teleport point. H+S Ball is a common 2 ball setup for zoning because, when hit with {{clr|1|5P}}, one ball travels horizontally at head height, and the other splits off and travels at a roughly 45 degree angle upward. H ball is also useful in throw setups when combined with sSA to create safe chip damage scenarios. Finally, hQV is useful to place a ball above and behind a blocking enemy which you can use to teleport crossup as a reset.<br />
{{CloseCard}}<br />
<br />
==Overdrives==<br />
===<big>Dark Angel</big>===<br />
{{InputBadge|{{clr|3|2363214S}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214S<br />
|description=<br />
Dark angel is a giant ball masking a more modest hitbox which accelerates as it travels horizontally. Dark Angel can force the opponent to block mixups, carry to the corner, and raise the RISC gauge. DA does not affect balls on the screen. It hits at most 34 times and deals chip damage. This overdrive is primarily used for guts crushes to kill, and chip damage+lockdown in an oki setup. It is important to note that the hitbox only extends down to roughly Venom's Knees and is therefore punishable by low profile moves such as Sol's Ground Viper.<br />
}}<br />
<br />
===<big>Red Hail</big>===<br />
{{InputBadge|{{clr|4|j.236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236236H<br />
|description=<br />
Shoots 8 balls diagonally towards the ground which can bounce off the ground one time. The only overdrive which Venom can use while airborne. This overdrive is almost never useful, but can be used in very specific circumstances to kill the enemy without returning to the ground.<br />
}}<br />
<br />
===<big>Bishop Runout</big>===<br />
{{InputBadge|{{clr|4|2363214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Bishop Runout consumes the user's inactive balls on screen when it enters. Behaves like a normal ball, except it will bounce back after making contact with an enemy or the wall, can hit many times, and will return to its inactive state after hitting an enemy. <br />
*Has a cooldown which starts after it hits an enemy before it can become active again.<br />
*Will level up balls which make contact with it.<br />
*Meter gain is significantly reduced while BRO is active.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Giga Machina System</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Can be combo'ed into off of throw and {{clr|5|5D}} when the opponent is in hellfire and you have sufficient meter. Can be used from the pong loop.<br />
}}<br />
<br />
==Colors==<br />
{{GGXRD-R2Colors|Size=120|Character=Venom}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Venom|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=BBCF/Susano%27o&diff=316937BBCF/Susano'o2022-08-20T00:04:19Z<p>Bigguburaun: /* Dancing Dual Kick */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= With '''high health, huge damage''', and big buttons, Susano'o is a fan favorite addition to Central Fiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also "level up" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. If all else fails, Susano'o's Overdrive unlocks each of his specials for its duration. With Overdrive, he can convert even the smallest hits into big damage and unlock numerous specials. <br />
<br />
Unfortunately, Susano'o is not without his weaknesses. His large hurtboxes and slow speed can make it difficult for him to contest at close ranges. Additionally, while some of his tools are very powerful, he still needs to go out of his way to unlock them. He also lacks high/low mixup due to his lack of safe lows. As a result, it can be difficult for Susano'o to take back momentum without his Overdrive. With enough patience, Susano'o can make his way through neutral and space out opponents with his huge normals. Susano'o is a solid character with the damage and utility to help anyone succeed.<br />
|lore= Susano'o, also referred to as Black Susano'o (Full Name: Takehaya Susano'o no Mikoto), is one of the Original Units along with Tsukuyomi and Amaterasu and served as the latter's guardian for aeons before the beginning of the series. Over time however, he grew to resent the fact that he was bound to the Master Unit and dedicated his existence to destroying Amaterasu and everything she creates. In Blazblue: Central Fiction, it is revealed that Yūki Terumi is the god that originally resided within the Susano'o Unit, having cast away the Susano'o Unit long ago. After removing the unit's previous host, Hakumen, Terumi merges with his old vessel to once again assume his true form and annihilate those who stand in his way.<br />
|summary= is a high damage rushdown character who slowly builds momentum until he can overwhelm his opponent. Players with good awareness and flexibility can compensate for his lackluster mobility and defense.<br />
|pros=<br />
* '''Easy:''' Despite his large movelist, Susano'o has a very simple gameplan. He has low execution requirements, easy conversions, and great frame data. <br />
* '''Close Range Brute:''' High damage, exceptional normals and a variety of wide-use specials make Susano'o dangerous up close. <br />
* '''Mixups:''' Strong mixup game between fuzzies, damaging lows and large overheads.<br />
* '''Large Health Pool:''' High health helps compensate for diminished defenses at round start.<br />
* '''Seal Flexibility:''' Has a tool for nearly every situation when unlocked. Seal specials also grant good conversion potential off most normals.<br />
* '''Shrieks of the Entombed:''' A strong Overdrive that temporarily unlocks all of Susano'o's seals, opening the door to huge combos. <br />
|cons=<br />
* '''Reliance on Seals:''' Susano'o needs to unlock all of his best tools, which makes him very weak at roundstart. No DP and poor air conversions without proper seals. <br />
* '''Long Dash Startup:''' The dash has a startup of 16 frames which renders microdash pressure impossible and makes him reliant on Seal specials in neutral. <br />
* '''Skewed Mixup Potential:''' Lacks safe low options which tends to make him reliant on overheads to open people up. <br />
| fastestAttack = [[#2A|2A]] (7F)<br />
| reversal = [[#Towering Flame|623C]] (12F)<br/>[[#Liberating Dagger|236236D]] (15F)<br/>[[#Strike of the Possessed God|632136D]] (16F)<br />
| fatalStarter = [[#6B|6B]]<br/>[[#Megalith|214A]]<br />
|unique_mechanic1_name= Drive: Divine Warrior<br />
|unique_mechanic1=<br />
[[File:BBCF_Susanoo_DriveIcons.png|400px|border|When on P1 side, icons order is left-to-right. On P2 side, it's reversed]]<br />
<br />
Susano'o has eight special moves and starts every round with only the first special move unlocked. Each time he lands a hit with a normal move, a cursor cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing {{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}}, would highlight the third icon (Megalith).<br />
*When a Normal Drive move hits (or is blocked by) the opponent, the currently highlighted icon becomes unlocked and the cursor is reset.<br />
*Certain icons can be levelled up by unlocking them multiple times, changing their properties and damage.<br />
*If the icon is both unlocked and at max level (if applicable), the next icon is highlighted instead, just like a normal non-drive hit would.<br />
*Special moves, Exceed Accels and Distortion Drives do not increment the highlight nor unlock any seals, even if they use the D button to activate them.<br />
*Special moves are available instantly when unlocked and can even be special cancelled from the drive move that unlocked it.<br />
|unique_mechanic2_name= Overdrive: Shrieks of the Entombed<br />
|unique_mechanic2=<br />
Susano'o can use all specials at their highest level while Overdrive is active, even if locked, with exception to {{clr|D|236236D}}, which still requires {{clr|D|236D}} (8th seal) to be unlocked. He also gains access to a Distortion Drive that instantly unlocks all of Susano'o's specials for use outside of Overdrive. Susano'o's Distortion Drives also receive buffs.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_5A.png |Short, but safe.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Very slow jab, but +3 on block<br />
*Hits crouchers<br />
*His outstretched arm has no extended hurtbox.<br />
Doesn't gatling into itself, is the slowest {{clr|A|5A}}, and has limited use as an anti-air. In exchange, it hits everyone crouching, is exceptionally plus on block, and has a uniquely disjointed hitbox. A very good choice for going into frame traps due to its frame advantage, and also serves as one of his only jump cancelable normals on block.<br />
<br />
Amazing move to just throw out in neutral as a counterpoke, you can beat Azrael's {{clr|A|236A}}, Mai's {{clr|A|236A}}, stuff a ton of air approaches and because it has a tiny 6F of recovery you most likely won't be whiff punished for it either.<br />
<br />
The strongest aspect of it however is the ability to do completely safe meaties and bait most reversals in the game extremely easily, because of its large amount of active frames and meager 6F recovery you can just meaty {{clr|A|5A}} and block to bait every 9F reversal in the entire game, and most reversals in the game have 9F startup so this is an incredibly strong tool to have and will get you a lot of respect on wakeup to abuse as you see fit (until they have 50 meter, but you still get to block).<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_5B.png |Every Susano'o starts rounds with this. No exceptions.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
*The hitbox actually goes farther than it seems, allowing Susano'o to hit enemies with {{clr|B|5B}} at round start where most characters can't really do much about it except jump away or take a huge risk trying to beat it.<br />
One of the best buttons in the entire game, a fantastic starter, used in many standard combos. Its great startup (only one frame slower than his {{clr|A|5A}}) and good recovery make this move great in neutral, outranging the majority of similar moves. This will be one of your go-to buttons in many situations. Similar to Ragna's {{clr|B|5B}}, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges but it also becomes slightly disjointed on later frames as well, making it even stronger at the tip.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_5C.png |Slow, but long-ranged.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Steps forward and performs a side kick.<br />
*Best damage opener for up-front damage and P1/P2 combination.<br />
<br />
Due to its range, this can be used as a very long poke, but its startup and lengthy recovery make it risky to use outside of combos. Susanoo's best punish if you aren't going to get a counterhit, if you are, use {{clr|B|6B}} instead for its Fatal property.<br />
<br />
By plinking C before B, you are able to cancel the start up of {{clr|C|5C}} into a throw, giving you a little more throw range than usual (a kara throw).<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_2A.png |Not a low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chains into itself 3 times on whiff, block, and hit<br />
One frame faster than his {{clr|A|5A}} and neutral on block, making it the best tool Susano'o has for poking his way out of situations in general. Also great for stagger pressure due to its gatling window. can be useful to mash at the start of the combo to select the seal you want later in the combo.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_2B.png |Also not a low...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits mid<br />
Unfortunately, Susano'o is saddled with a {{clr|B|2B}} that doesn't hit low. While {{clr|B|5B}} is an overall better poke, {{clr|B|2B}} does have its place in neutral. The hitbox is static unlike {{clr|B|5B}} so you get its max range immediately ({{clr|B|5B}} doesn't fully extend until frame 11), and it can be used as a situational anti-air due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your {{clr|B|5B}} gatlings too early.<br />
<br />
It has foot property, which allows it to stuff moves like Litchi's {{clr|C|421C}}, Hakumen's {{clr|A|623AA}}, Carl 236X and more, which is very useful because while {{clr|C|3C}} can do this that is a much larger risk (for more reward) that you don't want to take as often.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_2C.png |Serviceable anti-air.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Anti-air<br />
*Untech time lasts until the opponent touches the ground on Counter Hit.<br />
Susano'o's dedicated anti-air, but doesn't gain head invulnerability until the active frames begin, however it shrinks Susano'o's hurtbox similar to crouching before the invul kicks in.<br />
<br />
Most anti-air {{clr|C|2C}} hits can be be converted into an air combo or {{clr|D|6D}} depending on positioning and the unlocked specials, but scoring a Counter Hit (which, due to this move being two hits is easy to confirm) enables you to go straight into a standard ground combo for solid damage regardless of resources. Also facilitates ground-to-air combos very effectively for both a little extra damage and more hits with which to cycle through seals.<br />
<br />
Finally, being jump cancelable on block gives it a lot of use during pressure and makes it fairly safe if blocked.<br />
{{clr|C|2C}} moves Susanoo forward slightly and has useful gattlings into his overhead and low, making it a good centerpiece for your blockstrings.<br />
<br />
Overall a fantastic button owing to its large hitbox, good recovery (relative to its size) and obscene damage on CH or a regular hit with the right seals in stock.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_6A.png |Who needs anti-airs when you have hit scans?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fires a wisp of dark energy that instantly travels across the screen.<br />
*Has zero vertical coverage, and opponents may low profile it.<br />
*Odd interactions with projectiles; Will remove one hit from any projectile, regardless of level. Can even destroy one of Hakumen's {{MiniMoveCard|game=BBCF|chara=Hakumen|input=Fuumajin|label=Fuumajins}}. If a projectile is hit, this move cannot then hit the opponent. The opponent's projectile is considered blocked rather than clashed, so they may be able to cancel their projectile into others depending on what was blocked. Will defeat strike+projectile moves however.<br />
Susano'o's answer to long ranged zoning. Horribly unsafe when used too close to the enemy and doesn't combo into virtually anything. However, it does cancel into {{clr|D|4D}}, and so can be used to quickly unlock or level a special - usually his DP or Sundering Claws. It's a decent poke for this purpose, but be careful not to whiff. Also good for heckling opponents staying at a distance before closing in; you have plenty of time to begin your dash once you land a hit.<br />
<br />
Just don't get carried away with it, as it is very very easy to punish if they happen to airdash over it and you will probably also get counterhit.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_6B.png |Good ol' "Fatal! Fatal!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Hits twice.<br />
<br />
The go-to big punish starter and a very obnoxious normal to throw out from time to time.<br />
<br />
This attack moves Susano'o forward a sizeable amount, allowing him to stay in his opponent's face. If you abuse it too much savvy opponents will manage to jump over it and punish, but for many characters this is a huge risk as getting hit by it in the air is an outrageously easy convert for Susanoo and he will almost certainly end the combo in the corner. It shines in pressure thanks to good frame advantage (+4!!!) and gatling options. Due to generous untech time as well as a very good P2, this normal is also virtually omnipresent in all of your strongest combos.<br />
<br />
If the opponent isn't good at instant blocking this move will destroy them, as if you press {{clr|B|5B}} afterwards it only leaves a 5F gap on normal block (8F on instant block) meaning they can't do anything but block as almost every 5F move in the game will trade in Susanoo's favor.<br />
<br />
If they do instant block it like most players familiar with Susanoo will, then you can make use of your great gatlings and +1 on block situation after it to still exert pressure on them.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_6C.png |Hope you like 50/50s.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits high.<br />
*Forces crouching on ground hit and hard knockdown on air hit.<br />
Slower startup than his {{clr|D|6D}} (though see notes on that move too), but significantly safer on block; even if you block it, he has access to {{clr|D|5D}}, {{clr|D|2D}}, and {{clr|D|6D}}. {{clr|C|6C}}>{{clr|D|5D}} is a true blockstring even on instant block, though it can be highly vulnerable to OD. You'll use this in mixups as well as combos, such as to convert stray Counter Hits on an airborne opponent into a ground combo. {{clr|C|6C}} has 20 frames of blockstun on normal block, so it allows you to make your opponent block the initial part of {{clr|D|6D}} if you chain into it immediately, thus forcing them to react to a 20f overhead (with very little animation that early) instead of a 26f one and if you hold Crush Trigger as the {{clr|D|6D}} it hits, you don't even need to hitconfirm it to get massive damage.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_3C.png |Finally, a low!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits low, and hits twice.<br />
*Has soft knockdown on regular hit and hard knockdown on Counter Hit.<br />
An invaluable mixup tool despite its shortcomings. Use it to keep your opponent honest amidst the plethora of overheads at your disposal. Unless you score a Counter Hit, you'll need your Crush Trigger or other tools like upgraded {{clr|A|236A}}, {{clr|B|236B}} or {{clr|D|236D}} to earn any strong damage from connecting with this.<br />
<br />
Due to its overall long animation it sees limited use in neutral, but it can see occasional use as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_jA.png |Aerial T-Pose to assert aerial dominance.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*This move has a diagonal hitbox extending across both hands.<br />
Very good air normal due to its hitbox and active frames. This is your main air-to-air option and hits in certain spots that {{clr|B|j.B}} can't. while also being your primary choice for fuzzies due to its speed.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_jB.png |Your staple jump-in.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent diagonal range.<br />
A hitbox slanting downwards makes this good for jump-ins, though it doesn't fare well against opponents higher than Susano'o and might not hit opponents below him if they're too close. A lot of Susano'o's basic normals are jump-cancellable, so you have a lot of opportunities to use this for jump-in pressure. Also serves as decent air combo filler, and can be used for fuzzies if you want a higher reward.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_jC.png |General purpose air normal.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits twice. Second hit leads to soft knockdown.<br />
An absurdly good air button, how you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point, it hits both above and below itself at different points and as such covers a gigantic portion of the screen, simply doing air dash and then {{clr|C|j.C}} is a very strong play so long as you don't get too predictable with it, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it.<br />
<br />
In combos it is a great tool for cycling through seals to get what you want before going into {{clr|D|j.D}} to unlock/upgrade a special. Keep in mind that the lower part of the hitbox does not become active until frame 16. In normal air combos you'll want to ensure the second hit comes out to push them downwards so {{clr|D|j.D}} connects.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_5D.png |The Key to the Kingdom!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Wallbounces on air hit.<br />
Gatlings into {{clr|D|6D}} and {{clr|D|2D}} - and unlike those moves, also has special/OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. However, if they don't use or have said options, it has good enough pushback to be a decent blockstring ender despite being negative on block - moreso if your opponent likes to barrier. If they start attacking you after blocking this you can use {{clr|D|2D}} or your special moves to frame trap them for attempting to punish you or make yourself safe. <br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_2D.png |The higher risk... lower reward low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits low.<br />
*Hard knockdown<br />
Fills a similar niche to {{clr|C|3C}} as one of your very few lows, and also puts Susano'o fairly close to the ground. However, {{clr|D|2D}} can only cancel into specials and Overdrive on hit; if your opponent blocks, the only way to cancel is with a Rapid. Since its knockdown is the same on regular and Counter Hit, unlocks or other resources will be necessary to convert a {{clr|D|2D}} hit into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big.<br />
<br />
Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_6D.png |Ok to use as a mixup on occasion, but will see most use in combos.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Initial hitboxes are above Susano'o's head and may send airborne opponents flying behind him. Not a worthwhile anti-air.<br />
*Crumples on ground hit on frames 20-22, hard knockdowns for the rest of the active frames, and groundslides on air hit.<br />
This move cancels well into many other useful moves such as Crush Trigger, Sundering Claws, Hunter's Fang, and Dancing Dual Kick. As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Keep in mind where your opponent is when you use it, as your available routes may depend on the type of knockdown you get (e.g. {{clr|D|6D}} > Crush Trigger/lvl 1 Hunter's Fang will fail if they groundslide away midscreen).<br />
<br />
Because its initial hitboxes are very high up, you'll only hit opponents who are crouching or a distance away with the later hitboxes, effectively giving this move 26 frames of startup and making it -8 on block. While {{clr|D|6D}} has similar shortcomings to {{clr|D|2D}} in its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though spacing will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as {{clr|D|6D}}'s slow startup and overall long animation makes it easy pickings.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_4D.png |An unlock tool that doesn't require a hit.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Behaves like all other Drive moves, but does not require an attack to hit or be blocked<br />
<br />
Typically used as a followup to {{clr|A|6A}} on hit and block, or to quickly grab a highlighted icon in neutral if you have a moment. However, you can also use it to cut most combos short if you desperately want access to a certain special and other Drive moves might not yield it for one reason or another. Puts the pressure on your opponent to come towards you while at long range neutral since they'll unlikely want to watch you slowly unlock every special move. <br />
<br />
When using this at long distances, you want to go for unlocking major specials like Dancing Dual Kick, which lets you handle routing without much trouble.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_jD.png |Staple air combo ender.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has hitboxes all around his body, but short range in all directions compared to his other air normals.<br />
<br />
<br />
You'll use this as an air combo ender more than anything else to unlock seals or tack on damage without Hunter's Fang, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. It also doubles as his overall safest option to unlock during pressure. While it has landing recovery, your frame advantage can range from negative on block to a maximum of +9 on block when done perfectly.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_ForwardThrow.png |Up we go!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Launches the opponent high in the air<br />
Untech time lasts until the opponent touches the ground, so you can go for a standard combo from the ground or jump into an air combo to begin with if Hunter's Fang is unlocked. Also combos effortlessly into his Astral if it's available.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_BackThrow.png |Sucks To Be You 2: Electric Boogaloo.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Grabs the opponent and drops them behind himself before turning and punching them in the gut. Wallbounces at midscreen, wallsticks in the corner.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_AirThrow.png |Susano'o's throws can all lead to exceptional damage, even with scaling.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Launches opponent in the air<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_5D.png |If only Terumi had this...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Uses {{clr|D|5D}}'s animation<br />
<br />
Susano'o usually has to work for his defensive options, and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous {{clr|D|5D}}, so you can use this to get out of a sticky situation if you don't mind spending the meter.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_CT.png |Old habits die hard.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
*Hard Knockdown on air hit<br />
Links into {{clr|B|6B}} during combos on all characters. Susano'o has good meter gain and it isn't difficult to incorporate this move into most of his combo routes, so you can get good mileage out of his Crush Trigger if you want to. Useful after Drive buttons as it'll allow more flexible control over which seal to unlock next. Note that a slightly or fully charged Crush Trigger has significantly less proration than an uncharged Crush Trigger, so use the former in combos whenever possible. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up, but its uncharged version is particularly useful for setting up an untechable throw, seeing as Susano'o moves forward quite a bit during this attack, putting him in the ideal range for it.<br />
{{CloseCard}}<br />
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<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Sundering Claws</big>=== <br />
[[File:BBCF_Susanoo_SunderingClawsIcon.png|28px]] <span class="input-badge">'''{{clr|A|236A}}'''</span> <span class="input-badge">'''First Icon'''</span> <br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_SunderingClaws.png |Does second hit only at level 3.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A Lv1" or input="236A Lv2" or input="236A Lv3")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Short dashing shoulder tackle (Shoulder bite?)<br />
*At level 2, the lunge covers much more distance, more active frames, and links into {{clr|A|2A}} in the corner.<br />
*At level 3, Susano'o automatically follows up on hit with a launching slash and links into {{clr|A|5A}}/{{clr|A|2A}} anywhere.<br />
*Recovery frames immediately begin on hit/block.<br />
Opponents won't be able to punish this without instant blocking. You can occasionally try using this to frame trap opponents after more negative moves such as {{clr|C|3C}}, but don't expect to get away with it forever.<br />
<br />
You'll likely use this as a combo ender early into a match if you can't go into an air combo route. Once leveled up, it instead becomes a good combo extender that lets you get a strong confirm off almost any hit. Keep in mind that depending on your opponent's height when Sundering Claws connects, you might be able to link moves at levels you would otherwise be incapable of.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Towering Flame</big>===<br />
[[File:BBCF_Susanoo_ToweringFlameIcon.png|28px]] <span class="input-badge">'''{{clr|C|623C}}'''</span> <span class="input-badge">'''Second Icon'''</span> <br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_ToweringFlame.png |Pray this attack hits.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Reversal<br />
*Has a hitbox that extends behind Susano'o<br />
*Treated as a projectile.<br />
A massive reversal mercifully placed on this second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susanoo from a "very easy to pressure character" to "risky to pressure for too long".<br />
<br />
This move is utterly huge, is dripping with invul, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first and even with less resources a simple combo like DP > rapid > {{clr|B|5B}} > {{clr|C|2C}} > air series does over 3K and gets real oki without seals. A fairly strong mixup is to simply walk up to your opponent as they tech and do {{clr|C|623C}} > rapid > throw, this will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss, if the DP hits you will whiff throw and still have time to press {{clr|B|5B}} for a full combo as they come down.<br />
<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Megalith</big>===<br />
[[File:BBCF_Susanoo_MegalithIcon.png|28px]] <span class="input-badge">'''{{clr|A|214A}}'''</span> <span class="input-badge">'''Third Icon'''</span> <br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_Megalith.png |Kicking sand!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A Lv1" or input="214A Lv2" or input="214A Lv3")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Level 3 guard crushes normal guard.<br />
*Guard crushed opponent recovers 20 frames after Susano'o.<br />
*Ruptures the ground with a powerful kick, creating a wave of dark energy.<br />
*Hitbox extends as far out horiziontally as the projectile suggests, but also as tall as Susanoo's foot, giving it a slightly deceptive hitbox in the far upper corner.<br />
<br />
Level 1 version is very good at helping making certain normals safer to use such as {{clr|C|3C}} and {{clr|D|5D}}, as well as giving you access to an option with frame advantage from normals that would otherwise lack such an option. It helps that your hurtboxes don't extend forward too much. However, it has a lot of pushback on barrier guard, limiting its use as a pressure extender. Very plus on block at higher levels, but becomes very slow as well. Can be used in combos but mostly corner combos. Level 3 version can be used in specific midscreen combos, but these are mainly reserved for OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Hunter's Fang</big>===<br />
[[File:BBCF_Susanoo_HuntersFangIcon.png|28px]] <span class="input-badge">'''{{clr|B|214B}} (Air OK)'''</span> <span class="input-badge">'''Fourth Icon'''</span> <br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_HuntersFang.png |More useful than you might think.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214B Lv1" or input="214B Lv2" or input="j.214B Lv1" or input="j.214B Lv2")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Susano'o performs a falling spindash that carries the opponent to the ground for a hard knockdown. Hits high.<br />
*Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.<br />
*At level 2, lands with an additional plume of energy that knocks the opponent into the air. This projectile spawns on the frame Susano'o lands and persists for 8 frames.<br />
<br />
A powerful move with many applications worth investing into for the aggressive Susano'o. It can be used at any level to confirm air-to-air hits into ground combos, to replace {{clr|D|j.D}} as an air combo ender for more damage, and as an overhead starter that leads to huge damage.<br />
<br />
At level 1, its bounce always links into {{clr|B|5B}}, and {{clr|C|2C}} on most characters as well as being a nice air ender.<br />
At level 2, this move is utterly deranged and you can be a complete and total degenerate in how you choose to abuse it, the projectile it creates hits essentially the entire screen vertically where it appears. If only the projectile portion connects, Susano'o will not experience hitstop, effectively reducing the move's recovery by 11 frames and making it go from -10 on block to +1. Spacing it far enough for this to occur is very easy, just do a long blockstring ending in {{clr|D|5D}}/{{clr|C|3C}}, if your opponent barrier blocks it becomes even easier to space this.<br />
<br />
The massive projectile is also very easy to convert from on hit, stray hits depending on height can go into {{clr|B|6B}}, {{clr|D|6D}} and {{clr|C|2C}} and from the overhead itself on the ground you get great damage on an extremely easy to confirm hit.<br />
<br />
Both in neutral and in pressure, Level 2 is one of the most obnoxious moves in the game as your opponent has to be extremely prepared to deal with it while it really isn't a crazy risk to just throw out there, just don't assume it will play the entire game for you since it CAN still be avoided, albeit at that stage they have to be doing some risky movement in anticipation.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Dancing Dual Kick</big>===<br />
[[File:BBCF_Susanoo_DancingDualKickIcon.png|28px]] <span class="input-badge">'''{{clr|B|236B}}'''</span> <span class="input-badge">'''Fifth Icon'''</span> <br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_DancingDualKick.png |Ground Vi- wait, wrong game.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.<br />
*Jump cancelleable on final hit.<br />
<br />
Often called '''Ground Viper''', named after a special attack from Guilty Gear's Sol Badguy.<br />
This move's blockstun forces opponents to block every individual hit but the last as a low, also making it one of Susanoo's few low hitting attacks. Arguably, one of Susanoo's more important unlocks as it allows him a lot of control over which seal he is able to unlock next. While slower on startup and significantly worse on block/whiff than level 3 Sundering Claws, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage, and serves as a strong combo extender.<br />
<br />
Extremely useful to catch people doing fuzzy jumps or anything that isn't exclusively holding downback during your pressure, just don't do it too often without 50 meter to cancel it.<br />
{{CloseCard}}<br />
<br />
===<big>Inevitable Calamity</big>===<br />
[[File:BBCF_Susanoo_InevitableCalamityIcon.png|28px]] <span class="input-badge">'''Mash {{clr|C|C}}'''</span> <span class="input-badge">'''Sixth Icon'''</span> <br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_InevitableCalamity.png |Damage Scaling: The Move.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="CCCC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Generates a stationary projectile orb in front of Susanno that hits repeatedly<br />
*{{clr|C|C}} must be mashed at least 4 times within approximately 30F for the move to activate. The startup of {{clr|C|5C}} and {{clr|C|6C}} can be cancelled into this move, making it possible to activate at neutral.<br />
*Mashing {{clr|C|C}} extends the duration of the attack. Pressing {{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} will end the attack and go into recovery.<br />
*Absorbs projectiles and has good chip damage, but high pushback.<br />
*Awkward input that can be tricky to activate on demand and can also activate accidentally if you aren't being disciplined with your inputs during other combos.<br />
*In spite of all this, Susanno's fastest move.<br />
<br />
A good move to go for due to its fast startup, and the ability for you to cancel it whenever you like by pressing B+{{clr|C|C}}+{{clr|D|D}}. While it's frame advantage is lackluster, the pushback on block combined with the ability to cancel makes it rather safe. Sees limited use during combos due to its scaling. It is -6 on block if canceled with B+{{clr|C|C}}+{{clr|D|D}}. You have good control on when the move goes into recovery so it allows you to cover holes in pressure. Also one of the more damaging hits during Strike of the Possessed God (See below)<br />
{{CloseCard}}<br />
<br />
===<big>Splintering Thrust</big>===<br />
[[File:BBCF_Susanoo_SplinteringThrustIcon.png|28px]] <span class="input-badge">'''{{clr|C|63214C}}'''</span> <span class="input-badge">'''Seventh Icon'''</span> <br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_SplinteringThrust.png |Putting the "God" back in God Press.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="63214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Susano'o pauses for its startup and then charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.<br />
*Combo "throw", will not cause purple !! marks for any reason, but does not have 100% minimum damage either.<br />
**As a result, it will deal 2160 outside of combos rather than 3600.<br />
*Can only hit Standing or Crouching opponents.<br />
*Somewhat deceptive animation where the pause at the start looks a bit like his dash startup.<br />
*Certain Counter Hits will combo into it, notably 6D and 6B (first hit) Counterhits<br />
*Can only be followed up with a Rapid cancel, Inevitable Calamity or if it was hit after the first hit of a Fatal {{clr|B|6B}}.<br />
Has exceptionally long range for a command grab, but horrible startup (The 30 Frames listed is only true at point blank range, where you'll likely never use it). This is also coupled with no invulnerabilities, guardpoints or low profiling so you'll have to treat this differently from most commands grabs to get any mileage out of it. Also note that it will generally lose to other command grabs that have greater reach, such as both of Tager's 360s, since Susano's hitbox is pretty much touching range when using this move. However because it can never be throw rejected for any reason, it can be a powerful tool when your opponent is teching since it's easy to get a meaty hit (Where they must start jumping or using a reversal as soon as possible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them teching at your feet.<br />
{{CloseCard}}<br />
<br />
===<big>Blade of Judgement</big>===<br />
[[File:BBCF_Susanoo_BladeOfJudgementIcon.png|28px]] <span class="input-badge">'''{{clr|D|236D}}'''</span> <span class="input-badge">'''Eigth Icon'''</span> <br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_BladeOfJudgement.png |Michael Swor- wait, wrong game.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Wallbounces on Counter Hit.<br />
*Uses the D button but doesn't unlock anything, unlike other drive moves.<br />
A very high priority special worth unlocking as soon as possible. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this.<br />
<br />
The sword's hitbox extends behind Susano'o. As a result, you can can use it to catch enemies thrown behind him by {{clr|D|6D}} for certain combos and also catch out characters with grounded crossups, such as Azrael's dash.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Liberating Dagger</big>===<br />
<span class="input-badge">'''{{clr|D|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_LiberatingDagger.png |This is a no-fireball zone.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Requires Blade of Judgement unlocked.<br />
*Can function as a reversal super<br />
*Minimum damage: 1120 OD: 1400<br />
<br />
Great for dealing with zoners. A big factor in why Blade of Judgement is such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent no matter the distance between them and Susano'o. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use a super at range. Has better minimum damage than {{clr|D|632146D}} until he has a certain amount of seals.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Strike of the Possessed God</big>===<br />
<span class="input-badge">'''{{clr|D|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_StrikeOfThePossessedGod.png |Deadly Rave<br />
BBCF_Susanoo_StrikeOfThePossessedGod2.png |with a Gamma Ray finish.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*General purpose reversal super that can add good damage to many combo routes. Very easy to combo into.<br />
*Damage increases depending on how many seals are unlocked/upgraded.<br />
*Overdrive does not automatically enable all parts of this move to activate, Susano'o will still only use the special moves that have actually been unlocked.<br />
*Overdrive only improves the damage from the final beam cannon and Blade of Judgement (if unlocked)<br />
*If the initial strike finishes the opponent off, the rest of the move is not performed.<br />
Can be Rapid Cancelled after the first hit for specific combos, but the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked. If Sundering Claws is above level 1, the first hit will always stagger the opponent. Because each unlocked seal has its own minimum damage, you may want to capitalize your combo in order to unlock the strongest seal if you plan on ending with this super. The minimum damage for each seal and their respective levels are as follows:<br />
<br />
-Initial Strike and laser: 499 (OD 765)<br />
<br />
-Sundering Claws: 0 / 75 / 150<br />
<br />
-Towering Flame: 75<br />
<br />
-Megalith: 75 / 90 / 105<br />
<br />
-Hunter's Fang: 120 / 210<br />
<br />
-Dancing Dual Kick: 180<br />
<br />
-Inevitable Calamity: 312<br />
<br />
-Splintering Thrust: 150<br />
<br />
-Blade of Judgment: 225 (OD 300)<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Collapsing Resentment</big>===<br />
<span class="input-badge">'''{{clr|D|[2]8D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_CollapsingResentment.png |When {{clr|D|4D}} goes on as many steroids as Susano'o.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="[2]8D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.<br />
*Guard Points against Body attacks on frames 1-10.<br />
While Susano'o suddenly gaining every special in one fell swoop is a very nice tool to have, the fact that your unlocked specials will still reset at the end of the round as well as requiring Overdrive, on top of its total duration, makes this a fairly situational super. However, using this can be good if you have been put at an early disadvantage to try and get back into the game or as a reason to get good milage out of a short overdrive, since unlocking all of your specials is similar to just having a permanent overdrive. Your opponent may fear trying to punish this since you'll still probably be in overdrive and have access to your exceed accel afterwards.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Bloodspiller</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_Bloodsplitter.png |Come on and slam!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*315/663 Minimum Damage<br />
*Good Push on block<br />
<br />
Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.<br />
<br />
Difficult to punish on block without a fast, long reaching poke like Relius or Ragna's 5Bs.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Roar of the Mad King</big>===<br />
<span class="input-badge">'''{{clr|C|2141236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Susanoo_RoarOfTheMadKing.png |'''[https://youtu.be/Af6JRDhNBiw?t=201 「MUST DIE」]'''<br />
BBCF_Susanoo_RoarOfTheMadKing2.png |'''''"WHEN YOU DIE, WHERE'S YOUR GOD!?"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2141236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Susano'o slams the opponent to the ground before knocking them away with a burst of dark energy. He then gathers a massive amount of dark energy into a huge sword and cuts downwards, causing a multitude of dark beams to slash across the screen.<br />
<br />
Note that it has a very strange hitbox that stretches to either side of Susano'o, and can be easy to whiff unless the opponent is very close to Susano'o. <br />
<br />
Combos from pretty much anything. Susano'o's Astral Heat is a realistic and practical way to end a match.<br />
<br />
'''Combos From...'''<br />
*All Throws<br />
*{{clr|C|3C}}<br />
*{{clr|B|5B}}<br />
*{{clr|C|5C}}<br />
*{{clr|B|6B}}<br />
*{{clr|D|5D}}<br />
*...And a lot more!<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Susanoo}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.evernote.com/shard/s422/client/snv?noteGuid=fff2d688-2db4-434c-93f9-3bc187ade6be¬eKey=029220689c0dda6844f67ad6fd9ec32e&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs422%2Fsh%2Ffff2d688-2db4-434c-93f9-3bc187ade6be%2F029220689c0dda6844f67ad6fd9ec32e&title=Susanoo%2B632146D%2BDamage%2BCalculations Calculations for {{clr|D|632146D}} Damage with Seals] (For those looking at optimizations/fact-checkers)<br />
*Japanese Name: スサノオ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=su&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/topic/13026-susanoo-match-videos/ Character Video Thread]<br />
*[https://blazblue.wiki/wiki/Susano'o/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Susano'o|42px|BBCF_Susanoo_Icon.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}<br />
[[Category:Unga]]</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=GGACR/Sol_Badguy&diff=316936GGACR/Sol Badguy2022-08-20T00:02:40Z<p>Bigguburaun: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Sol Badguy is a hard hitting, close-to-mid-range character who can either play a fundamentals gameplan structured around frame traps and counter-hits, or a wild style that leverages his riskier options. No matter the style, Sol rewards players with a good grasp of {{keyword|yomi}}.<br />
<br />
Sol has decent footsies potential, but his party really starts once he is in close range — once he's close enough to make the opponent block {{MMC|input=2P|label={{clr|1|2P}}}} and {{MMC|input=2S|label={{clr|3|2S}}}} he can enforce his offense. Sol has wide cancel windows and flexible gatling options which let Sol create frame traps and mix up timings. If Sol can get the opponent to attack into a frame trap, or to take his command grab, {{MMC|input=623K|label=Wild Throw}}, then he gets to decimate their lifebar with his iconic {{MMC|input=j.236H|label=Sidewinder}} Loops. Sidewinder is a satisfying, rewarding, and fun button to land which acts as the big reward for playing Sol well. The combos which use it are very specific, but reward so handsomely that Sol frequently routes into it.<br />
<br />
Sol is usually played with one of two opposing ideologies. There's the fundamental Sol who leans into the frame traps and patience, and there's the "Kusoru" Sol — the Sol who uses hard reads and unexpected attacks like {{MMC|input=214K|label=Riot Stamp}} and {{MMC|input=214S|label=Grand Viper}} and more to overwhelm the opponent's mental stack, or die trying.<br />
<br />
Whichever camp you might choose to side with, Sol has a few moves that are universally helpful. {{MMC|input=623H|label=Volcanic Viper}} is a fantastic {{keyword|DP}} that allows Sol to disrespect and challenge gaps in the opponent's offense and force them to play around it. {{MMC|input=236P|label=Gun Flame}}, especially when paired with FRC, is a good projectile that rewards Sol greatly on counter hit and helps him re-buy his offense. Finally, Wild Throw gives Sol a rewarding way to crack an opponent who is content to hold his frame traps. Mastery of these tools, as well as his character specific combo routes, lets you pilot a powerful and expressive character.<br />
|lore= Sol hates working any harder than he has to, which means he rarely puts much effort into anything. A man of few words, he says only as much as he absolutely has to in order to get his point across. Consequently he’s not very good at expressing himself, and tends to compensate by bullying people into line or simply steamrolling them. Most people see him as crude and self-centered...even people who might call him a friend.<br />
|voice_actor= Jouji Nakata/Daisuke Ishiwatari<br />
|quote= Give me a break.<br />
|summary= is an aggressive close-to-mid range character with a number of unconventional ways to break opens his opponents defenses and subvert their attempts at zoning. <br />
|pros=<br />
* '''Slugger''': Sol's close range options, such as {{clr|1|2P}}, +3 on block {{clr|3|2S}}, Volcanic Viper, and Wild Throw are scary tools. His frame traps and counter hit conversions are incredibly damaging in skilled hands and can usually score a knockdown to set up another favorable sequence.<br />
* '''Strong {{keyword|Abare}}''': Sol has a lot of good ways to contest the opponent's advantage. Sol has staples such as a 3 frame anti-air {{clr|2|5K}} and Volcanic Viper, as well as tricky evasive options — {{clr|5|2D}} and Grand Viper are incredibly low profile, and Riot Stamp in the corner can catch people off guard by high profiling their attacks.<br />
* '''Scary Conversions''': Sol's pokes, namely {{clr|3|f.S}} and {{clr|4|5H}}, are all around solid and have great conversions into combos. Even his riskier option, Grand Viper, leads to such terrifying damage on clean hit that people can be forced to respect the option.<br />
* '''Expanded Cancel Windows''': {{clr|1|6P}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, and {{clr|5|j.D}} can be cancelled during their recovery frames, which can be used to bait a response and punish with a frametrap.<br />
* '''No Legs''': Sol is notoriously difficult to combo thanks to a weird air-hurtbox and some of his air moves have retracted hurtboxes.<br />
|cons=<br />
* '''Unimpressive Okizeme''': Although his reward for landing a combo can be quite high, Sol's actual mixup game isn't particularly special. A lot of his scariest pressure ties into frame traps and punishing the opponent's decisions. Outside of frame traps, Sol usually relies on basic safe jumps or FRC Gunflame to help keep the pressure on.<br />
* '''Funky Neutral''': In order to bypass the pokes of characters with better footsies, Sol may have to lean on riskier approach options. Fortunately, the reward for being correct is suitably high.<br />
* '''Limited Blockstring Pressure''': Sol will generally need to spend meter to keep the heat on, and will tend to prefer going for the mixup fairly quickly.<br />
|footnote=Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.<br />
|unique_mechanic1_name= Clean Hits<br />
|unique_mechanic1= Some of Sol's moves change properties depending on how they hit the opponent.<br />
Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position. Moves that inflict Clean Hits have a * in their name for quick reference.<br />
Clean Hits are always optimal. They lead to better combo extensions in every instance. The damage bonuses to ''Sidewinder'' and ''Force Break Tyrant Rave'' allow Sol to deal over 50% damage to the opponent off of one conversion.<br />
<br />
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html<br />
<br />
During a combo, Clean Hits become harder and harder to land as the number of Clean Hits increases. This resets after the combo ends. This means that the fourth Clean Hit will need to be more precise than the first Clean Hit, for example.<br />
<br />
Four moves deal clean hits: ''Sidewinder'', ''Grand Viper'', ''Bandit Bringer'', and ''Force Break Fafnir''. Landing a Clean Hit with any one of these changes the effects of the move:<br />
*'''Sidewinder''': Doubled untechable time. Damage increases with the number of Clean Hits per combo. The cornerstone of Sol's most damaging bread and butter combo.<br />
*'''Grand Viper''': Increased untechable time, leads to a full combo. Launches higher.<br />
*'''Bandit Bringer''': Floats slightly higher, increased untechable time.<br />
*'''Force Break Fafnir''': Floor slides as opposed to regular knockdown. Full conversions near the corner.<br />
**''Force Break Tyrant Rave'': Does not have a clean hit, but gains a damage boost based on clean hit count similarly to Sidewinder.<br />
<br />
Clean Hit Bonus Damage Formula: 25+(30+''Number Of Clean Hits'')x3+84<br />
}}<br />
{{FP Box<br />
|header=[[File:Beginner.png|50px]] [[GGACR/Sol Badguy/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGACR/Sol Badguy/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_Sol_Badguy_Normal_Icon.png|link=]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_Sol_Badguy_DI_Icon.png|link=]] &nbsp; Dragon Install</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5P.png|Ora<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
==== ====<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.<br />
*Strong burst bait tool due to its overall low recovery time and jump cancel.<br />
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5K.png|Only '''I''' get to push buttons<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (Frames 3-4)<br />
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (Frames 5-6)<br />
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (Frames 7-10)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 8<br />
|recovery = 13<br />
}}<br />
==== ====<br />
Privileged 3F normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
<br />
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a sidewinder loop or an aircombo into VV knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_cS.png|Punish and Frame Trap Starter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
==== ====<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles).<br />
*0 on block with very little pushback, amazing tick throw tool.<br />
<br />
Can lead to Dustloops, Sidewinders, and TK Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_fS.png|Go-to spacing tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 1<br />
|recovery = 24<br />
}}<br />
==== ====<br />
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} > {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Active only for one frame and is easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5H.png|Counter Hit > Pain<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 26<br />
}}<br />
==== ====<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
*Can frame trap out of {{clr|1|6P}}'s extended cancel window.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into (SJ)IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5D.png|The Great American Unblockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
==== ====<br />
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. <br />
<br />
'''Additional Frame Data:''' ''Knocks down face up on CH. Sol is CH state 1~30F.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Bullying 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="6P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
==== ====<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.<br />
*Can be cancelled at '''any''' point during its recovery.<br />
*Clutch Anti Air.<br />
<br />
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up, face down after wallbounce. Wall bounces on hit (untechable for 30 frames). Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)<br />
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)<br />
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)<br />
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)<br />
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)<br />
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="6H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 30<br />
}}<br />
==== ====<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
<br />
'''Additional Frame Data:''' ''Dizzy modifier x1.5. Sol is in CH state for entire duration.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2P.png|Poke<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
==== ====<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
==== ====<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*Tags people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.<br />
<br />
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2S.png|Save your strings<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
==== ====<br />
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent hitconfirm blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2H.png|(Re)launch all day<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2H1-Hitbox.png|Frames 8-9<br />
GGXXACPR_Sol_2H2-Hitbox.png|Frames 10-11<br />
GGXXACPR_Sol_2H3-Hitbox.png|Frames 12-13<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
==== ====<br />
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
*On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. <br />
<br />
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice. {{clr|4|2H}} is strong, but don't whiff it.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
'''Additional Frame Data:''' ''Knocks down face down on CH. Floats on CH (untechable for 60F). Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2D.png|Get down, make love<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
==== ====<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Free combo on counter hit.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face down. Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jP.png|Mash<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jP1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Sol_jP2-Hitbox.png|Frames 8-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 7<br />
|recovery = 4<br />
}}<br />
==== ====<br />
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best and most annoying normals.<br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to burst safe, character specific Sidewinder setups.<br />
<br />
The hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult SJIAD combos.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jK.png|Break a leg<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
==== ====<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful with {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jS.png|Your premium safejump tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
==== ====<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jH.png|Stone Cold Crazy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14<br />
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 15-18<br />
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 14<br />
}}<br />
==== ====<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable on air hit for 17F.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jD.png|''Trust in the Dust''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11<br />
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 7<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
==== ====<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. <br />
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
<br />
'''Additional Frame Data:''' ''Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_throw.png|Rushing Headlong<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}}] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/{{clr|5|j.D}}] > SW.</br><br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face down (character specific). Floats on hit. Forced prorate 50%.''<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
*On CH floats higher. Allows easy midscreen conversions.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. Forced prorate 50%.<br />
{{CloseCard}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Piss Off!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
==== ====<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up. Wall bounces on hit (untechable on ground hit for 28F). Initial prorate 50%.''<br />
{{CloseCard}}<br />
<br />
==Special Moves==<br />
===<big>Gun Flame</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_236P.png|They call him Mister Fahrenheit; GURLFREEN<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_236P_Hitbox_1.png|<br />
GGACR_Sol_236P_Hitbox_2.png|<br />
GGACR_Sol_236P_Hitbox_3.png|Hitboxes last for 3 frames on first two pillars, for 2 on last two<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Ground hugging, very active flame projectile integral to Sol's pressure and oki game. Active for long enough that when dropped on them on oki, they must either block or attempt a reversal.<br />
*Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough.<br />
*Does high damage in combos, especially in the corner.<br />
*Can be jumped over, but the FRC lets you react and catch them.<br />
*Counter hit state for the entire duration, making the FRC vital. Note: When GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop.<br />
*'''Advanced tech''': Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > {{clr|4|2H}} > GF FRC > {{clr|1|5P}} > (GF hits) > xx<br />
<br />
Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this.<br />
{{CloseCard}}<br />
<br />
===<big>Gun Flame Feint</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214P.png|Nah<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 31<br />
}}<br />
==== ====<br />
Fake Gunflame. Has a hitbox for some reason.<br />
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.<br />
*Can be whiffed to build meter from afar.<br />
*Used sparingly, can frighten opponents at the end of blockstrings into another setup.<br />
<br />
Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.<br />
{{CloseCard}}<br />
<br />
===<big>Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}'''</span> or <span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S.png|Mom says its my turn to do oki<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_623S-1-Hitbox.png|S: 1st hit (Frames 7-9)</br>H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_623S-2-Hitbox.png|S: 2nd hit (Frames 13-23)</br>H: 2nd hit (Frames 10-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623S" or input="623H")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 3<br />
|active3 = 11<br />
|recovery = 21<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|inactive2 = 3<br />
|active3 = 18<br />
|recovery = 29<br />
|specialRecovery = 8<br />
}}<br />
==== ====<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
<br />
'''{{clr|3|623S}}:''' Lower to the ground version.<br />
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.<br />
*Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.<br />
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability.<br />
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC.<br />
<br />
Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.<br />
----<br />
'''{{clr|4|623H}}:''' Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.<br />
*Slightly faster and more damage than the S version.<br />
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.<br />
*Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.<br />
*Leniency to the followup is slightly more difficult, and must be delayed a bit.<br />
{{CloseCard}}<br />
<br />
===<big>Air Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|j.623S}}'''</span> or <span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j623S-1-Hitbox.png|S/H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_623S-2-Hitbox.png|S: 2nd hit (Frames 10-18)</br>H: 2nd hit (Frames 10-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623S" or input="j.623H")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|3|j.623S}}:''' Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.<br />
*Also works as an air reversal, but is air blockable without FD, and is only strike invuln.<br />
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.<br />
**This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...<br />
*Can convert to longer combos if the first hit is RC'd.<br />
----<br />
'''{{clr|4|j.623H}}:''' Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.<br />
*Can get air knockdowns sometimes where j.SVV wouldn't, particularly on lighter characters.<br />
*Also air blockable without FD.<br />
*Lacks the same leniency to the followup as the ground H version.<br />
*Similarly to j.SVV, cuts air momentum when RC'd on the first hit.<br />
{{CloseCard}}<br />
<br />
===<big>Knockdown</big>===<br />
<span class="input-badge">'''Volcanic Viper > {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S214K.png| Has a deceptively large hitbox<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j214K-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Sol_j214K-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="623H > 214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
Used after VV to score a knockdown, or delay Sol's descent, throwing off an opponent's punish timing..<br />
*Deceptively large hitbox. Can tag players pressing the wrong button.<br />
*Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.<br />
*Hits overhead, but won't tag anybody this way.<br />
*Will occasionally hit players pressing a button after VV.<br />
<br />
Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups!<br />
{{CloseCard}}<br />
<br />
===<big>Bandit Revolver</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_236K.png|Boy you'd better begin...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_BR-1-Hitbox.png|Ground: 1st hit (Frames 9-13)<br>Air: 1st hit (Frames 6-8)<br />
GGXXACPR_Sol_BR-2-Hitbox.png|Ground: 2nd hit (Frames 24-25)<br />
GGXXACPR_Sol_BR-3-Hitbox.png|Ground: 2nd hit (Frames 26-27)<br>Air: 2nd hit (Frames 22-23)<br />
GGXXACPR_Sol_BR-4-Hitbox.png|Ground: 2nd hit (Frames 28-30)<br>Air: 2nd hit (Frames 24-25)<br />
GGXXACPR_Sol_BR-5-Hitbox.png|Ground: 2nd hit (Frames 31-32)<br>Air: 3rd hit (Frames 26-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236K" or input="j.236K" or input="236H")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|inactive2 = 11<br />
|active3 = 9<br />
|recovery = 2<br />
|specialRecovery = 7<br />
}}<br />
==== ====<br />
Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.<br />
*Leads to a safejump setup on knockdown.<br />
*Minute startup invul can make it a pseudo-reversal.<br />
*Keeps opponents grounded, though throw punishable if blocked standing. <br />
*Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.<br />
----<br />
Combo filler for high meter gain, and tool for shooting across the stage.<br />
*Converts stray air hits into longer combos.<br />
*Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry and meter gain.<br />
*Can be FRC'd before going active to propel Sol forward.<br />
*Second hit has extended untech time, allowing for longer BR loops and KDs where the 3rd hit would make it impossible.<br />
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.<br />
<br />
Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be TK'd to start a longer combo. Tends to have more utility between moves than as a move by itself.<br />
{{CloseCard}}<br />
<br />
===<big>Bandit Bringer*</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_236Khold.png|...to get those crazy notions<br> right out of your head<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_236K-Hold_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236[K] "<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 6<br />
|recovery = 9<br />
|specialRecovery = 4<br />
}}<br />
==== ====<br />
Button check and big, slow overhead. Slightly plus, big damage combo tool.<br />
*Goes over a lot of things very, very slowly.<br />
*Large ground bounce makes conversions extremely easy.<br />
**Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH {{clr|4|5H}} against most of the cast.<br />
*Has a Clean Hit, with no forced prorate.<br />
<br />
Occasional FRC use leads to unusual mixups. Can also be RC'd on contact if Jump Installed for an airdash mixup. This move can work well to catch some fuzzy backdash attempts, and it can be very hard for some characters to 6P. As a result, one must usually IB Airthrow it or risng j.{{clr|1|P}} in orther to beat it, IB Throw works depending on the range.<br />
<br />
Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.<br />
{{CloseCard}}<br />
</div><br />
<br />
<div id="movelist-2" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5P.png|Ora<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 4<br />
}}<br />
==== ====<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.<br />
*Strong burst bait tool due to its overall low recovery time.<br />
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.<br />
*Fast, plus on block and loses initial prorate. Low commitment way to catch mashing/jump outs.<br />
<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5K.png|Only '''I''' get to push buttons<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (Frame 2)<br />
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (Frames 3-4)<br />
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (Frames 5-6)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 2<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
==== ====<br />
Privileged 2F normal that does it all: anti-air, abare, punishes, and fast enough to catch OS backdashes.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
*Loses jump cancel. Hard to convert from succesfull anti-air. {{clr|4|2H}} is faster during DI making it preferable option.<br />
*Hitting on frame 2 allows you to Faultless Defense cancel it, while still having the hitbox connect. Although this is frame perfect, if mastered can lead to some incredible [https://twitter.com/guiltyjake/status/1527630396196003842 results]<br />
<br />
On air hit can still be confirmed from with {{clr|4|2H}}, but will only do so at low height. Mostly useful against grounded opponents.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_cS.png|Punish and Frame Trap Starter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 10<br />
}}<br />
==== ====<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)<br />
*+3 on block with very little pushback, still good for tick throws.<br />
<br />
Can lead to Dustloops, Sidewinders, and TK Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_fS.png|Go-to spacing tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|recovery = 14<br />
}}<br />
==== ====<br />
Extremely fast for its range, {{clr|3|f.S}} is good for establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} > {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Active only for one frame and is easily backdashed, but recovers fast enough to maintain pressure on most characters.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5H.png|Counter Hit > Pain<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 13<br />
}}<br />
==== ====<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5D.png|The Great American Unblockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
==== ====<br />
Decent damage combo starter, but awful range. During DI tied for the fastest {{clr|5|5D}} in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range and huge CH state window, but fast enough that whiff punishing can be tricky.<br />
*Substantially better in DI due to being safe, and on the cusp of unreactable.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is still somewhat telegraphed. <br />
<br />
'''Additional Frame Data:''' ''Knocks down face up on CH. Sol is CH state 1~20F.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Bullying 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="6P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
==== ====<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit.<br />
*On midscreen hit does not knockdown and forces you to go for pressure reset, in exchange wallbounces on CH midscreen.<br />
*Clutch Anti Air.<br />
*Does not cause prorate anymore.<br />
<br />
Loses to many lows and low profile moves, pay attention to your spacing and timing. In DI better suited for counterpoking, but frame traps are still present and lead into good damage.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 8)<br />
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 9)<br />
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 10)<br />
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 11)<br />
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 12)<br />
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 13)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="6H DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
==== ====<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Can be used in Dragon Install for higher Dizzy damage combos.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
<br />
'''Additional Frame Data:''' ''Dizzy modifier x1.5. Sol is in CH state for entire duration.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2P.png|Poke<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 4<br />
}}<br />
==== ====<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
*Loses proration.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
==== ====<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*No proration. Even better for tagging people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into late {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|4|2H}}.<br />
<br />
Fairly standard low poke tool, but fast enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2S.png|Save your strings<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 5<br />
}}<br />
==== ====<br />
Decent range, fairly active, very disjointed, low recovery time, and +7 on block make this an excellent blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2H.png|(Re)launch all day<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2H1-Hitbox.png|Frame 5<br />
GGXXACPR_Sol_2H2-Hitbox.png|Frame 6<br />
GGXXACPR_Sol_2H3-Hitbox.png|Frame 7<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
==== ====<br />
High reaching upwards swing which gives you an hour and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Does not launch from the ground making it better as anti-air.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
<br />
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2D.png|Get down, make love<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
==== ====<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Free combo on counter hit.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jP.png|Mash<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jP1-Hitbox.png|Frame 3<br />
GGXXACPR_Sol_jP2-Hitbox.png|Frames 4-6<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 4<br />
|recovery = 3<br />
}}<br />
==== ====<br />
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.<br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to Burst safe, character specific Sidewinder Setups.<br />
<br />
The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult SJIAD combos. Deceptively excellent.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jK.png|Break a leg<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
==== ====<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful with {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jS.png|Your premium safejump tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
==== ====<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
*Self cancellable during DI even on whiff.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jH.png|Stone Cold Crazy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 8-9<br />
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 10-11<br />
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 8<br />
}}<br />
==== ====<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jD.png|''Trust in the Dust''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11<br />
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 7<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
==== ====<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. <br />
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
<br />
'''Additional Frame Data:''' ''Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_throw.png|Rushing Headlong<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}. Axl, Dizzy and Justice are comboable only in DI.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}}] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/{{clr|5|j.D}}] > SW.<br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face down (character specific). Floats on hit. Forced prorate 50%.''<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
*On CH floats higher. Allows easy midscreen conversions.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. Forced prorate 50%.<br />
{{CloseCard}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Piss Off!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
==== ====<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up. Wall bounces on hit (untechable on ground hit for 28F). Initial prorate 50%.''<br />
{{CloseCard}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Gun Flame</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_236P_DI.png|They call him Mister Fahrenheit; GURLFREEN<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_236-DI_Hitbox_1.png|Minimum size<br />
GGACR_Sol_236-DI_Hitbox_2.png|Maximum size<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 6<br />
|recovery = 7<br />
}}<br />
==== ====<br />
Regular Gunflame on roids. Faster, has a massive hitbox, plus, and will combo into itself. <br />
*Covers an anti-air angle and makes pressure coverage faster and safer.<br />
*Easier to use for chipping out.<br />
*The FRC is moved to right as it goes active, changing its use.<br />
*Just fast enough to combo out of grounded, crouching, Lvl.5 hits.<br />
<br />
Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.<br />
{{CloseCard}}<br />
<br />
===<big>Gun Flame Feint</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214P.png|Nah<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 31<br />
}}<br />
==== ====<br />
Fake Gunflame. Has a hitbox for some reason.<br />
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.<br />
*Can be whiffed to build meter from afar.<br />
*Used sparingly, can frighten opponents at the end of blockstrings into another setup.<br />
<br />
Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.<br />
{{CloseCard}}<br />
<br />
===<big>Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}'''</span> or <span class="input-badge">'''{{clr|4|623H}}'''</span> '''(Air OK)'''<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_Badguy_DI-623S.png|Mom says its my turn to do oki<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_DI-623S-1-Hitbox.png|All: 1st hit (Frames 7-9)<br />
GGXXACPR_Sol_DI-623S-2-Hitbox.png|Ground S: Hits 2-3 (Frames 11-16)</br>Air: Hits 2-3 (Frames 12-19)<br />
GGXXACPR_Sol_DI-j623S-2-Hitbox.png|Ground H: Hits 2-9 (Frames 10-63)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623S DI" or input="623H DI" or input="j.623S/H DI")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 1<br />
|active3 = 6<br />
|recovery = 21<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 57<br />
|recovery = 36<br />
|specialRecovery = 10<br />
}}<br />
==== ====<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
----<br />
'''Ground {{clr|3|S}}:''' Weaker version of VV, but has some altered utility.<br />
*Similarly strong hitbox, but cannot cancel into knockdown.<br />
*Same speed as regular SVV, but slightly less damage overall.<br />
*All three hits ''must'' be FD'd if airborne.<br />
*Overall not the strongest version, but usable. <br />
----<br />
'''Ground {{clr|4|H}}:''' The hype machine. One of the meanest moves in the game.<br />
*Absolutely massive wall of hitbox. Reaches to the top of the screen.<br />
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.<br />
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.<br />
----<br />
'''Air:''' Similarly weaker version as DI SVV, but the first hit is air unblockable.<br />
*Doesn't cancel to knockdown.<br />
*First hit being air unblockable can win you air-to-air wars.<br />
*Fully invincible compared to normal air VVs being only strike invincible.<br />
<br />
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.<br />
{{CloseCard}}<br />
<br />
===<big>Knockdown</big>===<br />
<span class="input-badge">'''{{clr|4|623H}} > {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S214K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j214K-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Sol_j214K-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="623H > 214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Knockdown tool used after ground HVV.<br />
*Useless for delaying landing since it happens so high in the air.<br />
*Don't use it on whiff. You will just allow your opponent a free counter hit.<br />
<br />
Note that Knockdown will whiff against Johnny, Potemkin and Robo-Ky on ground hit. They can tech and potentially punish. Know your matchups!<br />
{{CloseCard}}<br />
<br />
===<big>Bandit Revolver</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_236K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_BR_DI-1-Hitbox.png|1st-3rd hits (Frames 7-15)<br />
GGXXACPR_Sol_BR_DI-2-Hitbox.png|4th hit (Frames 25-27)<br />
GGXXACPR_Sol_BR_DI-3-Hitbox.png|4th hit (Frames 28-29)<br />
GGXXACPR_Sol_BR_DI-4-Hitbox.png|4th hit (Frames 30-31)<br />
GGXXACPR_Sol_BR_DI-5-Hitbox.png|4th hit (Frames 32-33)<br>Air hitboxes stay the same<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236K DI" or input="j.236K")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|inactive2 = 9<br />
|active3 = 9<br />
|recovery = 3<br />
|specialRecovery = 7<br />
}}<br />
==== ====<br />
Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead. Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.<br />
*Larger active window for catching jumpers.<br />
*Knocks down with a bit of pushback for ending combos when DI is about to run out.<br />
*Leads to a safejump setup on knockdown.<br />
*Minute startup invul can make it a pseudo-reversal.<br />
----<br />
Combo filler for high meter gain, and tool for shooting across the stage.<br />
*Converts stray air hits into longer combos.<br />
*Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry and meter gain.<br />
*Can be FRC'd before going active to propel Sol forward.<br />
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.<br />
<br />
Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.<br />
{{CloseCard}}<br />
<br />
===<big>Slam</big>===<br />
<span class="input-badge">'''{{clr|2|j.214K}} during Dragon Install'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_j214K.png|Knockdown kick as standalone move<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j214K-1-Hitbox.png|Frames 17-19<br />
GGXXACPR_Sol_j214K-2-Hitbox.png|Frames 20-28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214K DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Quick, plus, low crush, floor bouncing overhead that is ''+R'' and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.<br />
*Relatively quick, hits 20F when TK'd. Plus 3 on block for continued pressure.<br />
*Bounces higher based on the opponent's height when hit.<br />
*Loops into itself or out of {{clr|5|j.D}}.<br />
*Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end.<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>Riot Stamp</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214K.png|You shouldn't use this move,<br> but you will<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_RS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214K "<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Silly overhead transport attack. One of Sol's weirder attacks, but can be useful to surprise your opponent if they aren't ready for it, allowing to get in or an occasional conversion. On the other hand, this move is infamously easy to 6P, which can lead into a full combo on a good number of the cast. Don't throw this move out like it's nothing or you'll explode. <br />
*Hits on 14F when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.<br />
*Airborne on frame 1. That and the high profile will get you out of Dodge against low hitting moves.<br />
*Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit. <br />
*Can be FRC'd right before it goes active to fake into a low, or right as it ''hits'' (if early enough) for unusual conversions.<br />
*Auto Jump Install's on FRC allowing you to airdash after.<br />
*{{clr|1|6P}} bait. Don't do it fullscreen or you're going to die.<br />
{{CloseCard}}<br />
<br />
===<big>Wild Throw</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623K.png|The bane of blocking<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="623K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 31<br />
}}<br />
==== ====<br />
Great command grab with average command throw range but great startup. Sol's main mixup tool. <br />
*Full, damaging conversions from anywhere on stage.<br />
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.<br />
*Also has character specific, meterless burst safe setups.<br />
*Only in CH state for a short segment of its recovery.<br />
<br />
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br><br />
*Some meterless burst safe followups include:<br />
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop<br />
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS<br />
**late {{clr|4|j.H}}/block OS > SW loop<br />
{{CloseCard}}<br />
<br />
===<big>Fafnir</big>===<br />
<span class="input-badge">'''{{clr|4|41236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_41236D.png|Your long-range,<br> melee combo tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_41236H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="41236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
==== ====<br />
Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into. ''Does not inflict a Clean Hit'' like with FB Fafnir.<br />
*Staggers on hit while moving Sol forward, putting him closer to his optimal range.<br />
*Cancels into FB Tyrant Rave for bigger damage with only 25 meter.<br />
*Leads to bigger confirms with an RC.<br />
*Can frame trap (with a wide window) due to its startup.<br />
<br />
Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol.<br />
{{CloseCard}}<br />
<br />
===<big>Ground Viper*</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} > Mash Buttons + Directions'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214S.png|The loudest move,<br> for the loudest game<br />
GGAC_Sol_214S-2.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214S-1-Hitbox.png|<br />
GGXXACPR_Sol_214S-2-Hitbox.png|Changes every 2 frames<br />
GGXXACPR_Sol_214S-3-Hitbox.png|Last hit<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 25<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 37<br />
}}<br />
==== ====<br />
Ground Viper (Also sometimes called Grand Viper) is a Fast, instant–low–profile, advancing attack. These properties, combined with the disgusting damage on clean hit makes it a strong tool which can function both defensively and offensively. The unconventional input can be tricky to learn on certain controllers, but is worth mastering.<br />
<br />
*Number of hits changes depending on how many directions/buttons are pressed during the move.<br />
*Cannot be RC'd if the current hit did not make contact.<br />
*To use multiple hits, alternate between forward and back while mashing buttons<br />
**Alternatively, you could alternate between down back and down forward, or up back and up forward<br />
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''For a detailed look at this move, see this tutorial video'']<br />
<br />
<u>How low profile is Ground Viper? Imagine low profile enough to go under 75% of moves in the game, and then go lower.</u><br />
*{{Character Label|GGACR|Baiken}}'s {{MMC|chara=Baiken|input=236D|label=FB Tatami}}<br />
*{{Character Label|GGACR|Venom}}'s {{MMC|chara=Venom|input=2141236S|label=Dark Angel}}<br />
*{{Character Label|GGACR|Johnny}}'s {{MMC|chara=Johnny|input=2D|label={{clr|5|2D}}}}<br />
*Burst, which can score a powerful reset in the corner<br />
{{CloseCard}}<br />
<br />
===<big>Sidewinder*</big>===<br />
<span class="input-badge">'''{{clr|4|j.236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_j236H.png|The reason you play Sol<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236H "<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Big flaming punch, wallbouncing staple combo move. with ludicrous damage output. Satisfaction Maximum, Guaranteed. <br />
*Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.<br />
*Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. <br />
*Fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish.<br />
*Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown.<br />
*'''JAMA DA / KURAE NA'''<br />
<br />
Standard SW loops repeat [{{clr|3|j.S}}/{{clr|4|j.H}}(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain.<br />
*[http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html ''Clean Hit Diagrams can be found here'']<br />
{{CloseCard}}<br />
<br />
==Force Breaks==<br />
===<big>FB Fafnir*</big>===<br />
<span class="input-badge">'''{{clr|5|41236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_41236D.png|HAVE A SEAT<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_41236D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="41236D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 17<br />
}}<br />
==== ====<br />
Fast, ''throw invincible'' sucker punch which knocks down. Much stronger version of regular Fafnir that's also Level 6 on block.<br />
*Has some invincibility on Sol's front leg, can low crush. Beats throws until startup<br />
*Scores knockdown at ranges too far for any other conversions.<br />
*Slides on Counter Hit or Clean Hit (works from {{clr|1|6P}} or {{clr|5|2D}}, or against jump out attempts), and converts to full combos a little over half the screen away.<br />
**Leads to {{clr|3|f.S}} {{clr|4|5H}} IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool.<br />
*'''Note''': will whiff against crouchers off of max range {{clr|4|5H}}, due to opponent hurtboxes.<br />
{{CloseCard}}<br />
<br />
===<big>Tyrant Rave*</big>===<br />
<span class="input-badge">'''Fafnir > {{clr|5|64D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_46D.png|25% Supers, Welcome to the USA<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_64D_Hitbox_1.png|Starts a lot closer (Frames 4-12)<br />
GGACR_Sol_64D_Hitbox_2.png|Frames 13-36<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="41236H > 64D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 33<br />
|recovery = 35<br />
}}<br />
==== ====<br />
A version of Sol's original Tyrant Rave from ''GG1'' and ''X''. Big damage combo ender and chip kill move. Only costs a quarter.<br />
*Large hitbox, multi hit move which is difficult to contest or punish. Generally sacrifices knockdown.<br />
*Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.<br />
*Converts to {{clr|2|5K}} in the corner off of short combos.<br />
*Strong for closing out rounds or scaring opponents due to damage output.<br />
<br />
Even simple combos in the corner such as ''xx > [{{clr|1|6P}} > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage.<br />
:A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.<br />
{{CloseCard}}<br />
<br />
===<big>FB Sidewinder*</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_j236H.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Guaranteed Clean Hit Sidewinder, ''even on block''. A godsend.<br />
*Gives Sol easier, and otherwise impossible combo conversions.<br />
*Hit from max range, it becomes burst safe.<br />
*Works as a punish on non-counter-hit as well.<br />
*Scales harder than regular Sidewinder for lowered damage output.<br />
<br />
Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.<br />
{{CloseCard}}<br />
<br />
<br />
'''How to score Clean Hits:''' For Grand Viper, hit with the point of the hilt. For Sidewinder, hit the clean hit hitboxes which can be found [http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html here]. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position and even on a blocked hit. Hitstop from a Clean Hit is 27F.<br />
<br />
*1: Damage of a Clean Hit Sidewinder is '''35 + 25 * (# of Clean Hits)'''. Force Break Sidewinder automatically adds in 1 Clean Hit.<br />
*2: Damage of Tyrant Rave when tacked on at the end of a combo full of Clean Hits is '''25 + 30 * (# of Clean Hits) * 3 + 84'''.<br />
*3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.<br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Beta</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_632146H1.png|<big><big>[https://twitter.com/ACPR_Network/status/1322009138415628288?s=20 '''LOUDER''']</big></big><br />
GGAC_Sol_632146H2.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_632146H-1-Hitbox.png|1st hit (Frames 6-8)<br />
GGXXACPR_Sol_632146H-2-Hitbox.png|1st hit (Frames 9-16)<br />
GGXXACPR_Sol_632146H-3-Hitbox.png|2nd hit (Frames 33-34)<br />
GGXXACPR_Sol_632146H-4-Hitbox.png|2nd hit (Frames 35-38)<br />
GGXXACPR_Sol_632146H-6-Hitbox.png|2nd hit (Frames 39-40)<br />
GGXXACPR_Sol_632146H-7-Hitbox.png|2nd hit (Frames 41-47)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="632146H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 11<br />
|inactive2 = 17<br />
|active3 = 15<br />
|recovery = 31<br />
}}<br />
==== ====<br />
High, immediate damage cash out. Blows out your speakers.<br />
*Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.<br />
*Knocks down full screen, untechable wallstick near the corner.<br />
*Combos into {{clr|2|5K}} when you're in the corner, and Grand Viper from a bit farther out.<br />
*Done from {{clr|5|2D}} or {{clr|4|5H}} as a punish, you get a quick, unburstable combo unless they burst immediately.<br />
*Can be done to bursts on reaction to blow through them for a big reset.<br />
*Pushes the opponent out fairly far, can be difficult to punish, but can be tagged between hits. <br />
<br />
Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.<br />
{{CloseCard}}<br />
<br />
===<big>Dragon Install</big>===<br />
<span class="input-badge">'''{{clr|3|214214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214214S.png|Win the game...or Dragon Install?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects.<br />
<br />
'''Positives:'''<br />
*Acts as a reversal and screen freeze.<br />
*Sol gains access to Slam, an extremely fast and safe overhead.<br />
*{{clr|3|S}} and {{clr|4|H}} normals have their recovery cut enough that other normals can be linked after dashing.<br />
*More gatlings and jump cancels on air normals.<br />
*Can be combo'd into and out of if done from {{clr|1|6P}}.<br />
*Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).<br />
*During DI, tension increases at a rate of 0.1% per frame.<br />
<br />
'''Negatives:'''<br />
*You can still get hit by something active during the end of its startup.<br />
*{{clr|2|5K}} loses its jump cancel.<br />
*Drains all of Sol's tension and cuts his tension pulse when it ends.<br />
*Ends if Sol is knocked down (This is actually preferable to ending by the time out).<br />
*Makes Sol close to Negative Penalty and being dizzied (does not apply if DI ends with Sol being knocked down).<br />
*DI cannot be used during DI.<br />
{{CloseCard}}<br />
<br />
===<big>Dragon Install 2nd</big>===<br />
<span class="input-badge">'''{{clr|1|214214214214P}}+{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214214214214P+H.png|<br />
GGAC_Sol_214214S.png|Dragon Uninstall<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214214214214PH"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Potentially ''the'' worst super in all of Guilty Gear. Significantly worse than regular Dragon Install since comes with added drawbacks.<br />
<br />
*Costs a full bar for over six times the startup with ''no invincibility''.<br />
*Lasts the entire round, at the cost of draining your life until it hits 1 pixel.<br />
*Kills your tension gain.<br />
*Drains your health faster than you can deal damage.<br />
*The extremely obtuse input actually works in its favor to ensure that you won't get it by accident.<br />
*Awful. Don't even try.<br />
{{CloseCard}}<br />
<br />
==Instant Kill==<br />
===<big>Napalm Death</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_IK.png|[https://www.youtube.com/watch?v=ybGOT4d2Hs8 You Suffer, But Why?]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_IK_Hitbox.png|Not shown: height<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
==== ====<br />
Bottom 5 IK. Goodbye, Meter.<br />
*Short range and horribly unsafe. Whiffs on the entire cast crouching.<br />
*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.<br />
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.<br />
<br />
'''Additional Frame Data:''' ''IK mode activation time 76F.''<br />
{{CloseCard}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Sol Badguy}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Sol Badguy|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Sol Badguy]]</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Elizabeth&diff=316837P4U2R/Elizabeth2022-08-19T19:28:04Z<p>Bigguburaun: /* Sweep */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup|stub}}<br />
{{Overview<br />
| overview = Elizabeth is a character who needs contributors to write a summary about her.<br />
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''Zoning Potential:''' She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.<br />
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.<br />
*'''Meter Master:''' Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.<br />
*'''Status Effects:''' Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.<br />
| cons = <br />
*'''Poor Defense:''' Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.<br />
*'''Poor Mobility:''' Her dash speeds on both the ground and in the air are incredibly sluggish.<br />
*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.<br />
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.<br />
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate<br />
| unique_mechanic1= Elizabeth gets free meter by doing absolutely nothing!<br />
| unique_mechanic2_name=Powered-Up Skills During Awakening<br />
| unique_mechanic2=<br />
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png|<br />
P4AU_Elizabeth_5AA.png|<br />
P4AU_Elizabeth_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
'''5A''' is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A.<br />
<br />
'''5AA''' is a large button that slightly moves the opponent back, mainly combo filler<br />
<br />
Avoid using '''5AAA''' if you can, not very good. Special-cancelable<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png| Watch your toes!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.<br />
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful.<br />
Can technically be used to mash out of pressure, but it's only one frame faster than 5A and has a much smaller hitbox.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png|<br />
P4AU_Elizabeth_5BB.png|<br />
P4AU_Elizabeth_5BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Good poke button, it displaces the opponent so be cautious when canceling into other moves<br />
*5B Dash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent anti-air tool (Air unblockable)<br />
<br />
Most commonly used for comboing into j.C (get Oki)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA, but its hitbox is so small you won't be mixing anyone with this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Similar to Elizabeth's 5B but in the air, good air poke but not great for hitting grounded opponents.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth does a short hop before slamming her book into the opponent's head.<br />
<br />
Can be One More Cancelled to cause stagger, allowing for a combo into 5D or Ghastly Wail.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Can be cancelled into specials and supers, with some of the more notable options being A and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne.<br />
<br />
Can also be comboed into Mahamaon or A version Mind Charge.<br />
<br />
Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.<br />
<br />
Can cancel into 2C,2D after first hit or even run cancel<br />
<br />
*Dash Cancel is -3 on block<br />
*Backdash Cancel is -8 on block<br />
*Staggers on counterhit (but only without 1HSM!)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2C.png|hold button to charge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.<br />
<br />
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.<br />
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:<br />
* 5C now bounces the opponent allowing for more combo potential and does more damage.<br />
* 214A/B launches opponents higher as well as doing more damage.<br />
* Ghastly Wail gets an incredible damage buff.<br />
<br />
1hsm can now stack 9 times.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A slow grab that applies fear and side switches, can be combo'd after.<br />
<br />
Thanatos will always throw the opponent behind him.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png| BOINK!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
-Groundbounces on CH. One of Elizabeth's best and most common enders.<br />
<br />
-Hits grounded opponent if low enough.<br />
<br />
-Not an overhead<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A faster airborn version of 5D.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
<br />
Can combo into Maha (236236C) after the throw<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
* Groundbounces on counter hit and Fatal counter <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Shuffle Time</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! SP !! 0-49 !! 50-99 !! 100-149 !! 150 <br />
|-<br />
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]<br />
|-<br />
|}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Elizabeth_6AC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she ''does'' build meter for free, after all.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move.<br />
It has many, many issues, but to summarize:<br />
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.<br />
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.<br />
* Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.<br />
* She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.<br />
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''<br />
{{CloseCard}}<br />
<br clear=all/><br />
{{clear}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Maziodyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.<br />
*This move on sb version put opponent in shock state<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mabufudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne_1.png|<br />
P4Arena_Elizabeth_Mabufudyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An alternative anti-air option, which freezes the opponent to start or extend combos.<br />
<br />
Its important to make sure the ice spears from the B and AB connect before canceling this move.<br />
Freezes.<br />
<br />
* this move is air unbloackable<br />
{{CloseCard}}<br />
<br />
===<big>Magarudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
You can move while this move is active, last hit sends opponent upwards.<br />
<br />
C version has more movement speed and range, can be use to escape from corner (pls use with caution)<br />
{{CloseCard}}<br />
<br />
===<big>Maragidyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.<br />
<br />
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.<br />
*Summons 12 fire pillars<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png|<br />
P4AU_Elizabeth_Debilitate_Catch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.<br />
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.<br />
<br />
----<br />
;{{clr|1|A}} Version<br />
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.<br />
----<br />
;{{clr|2|B}} Version<br />
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.<br />
----<br />
;SB Version<br />
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mahamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
{{CloseCard}}<br />
<br />
===<big>Mamudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png| good luck finding a use for this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
<br />
* 236236CD version appears on ground level and it is unblockable<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Diarahan</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A healing super, please use with caution....<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png|Get in the box<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.<br />
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.<br />
* Decent reversal on a character who needs every reversal option she can get.<br />
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both<br />
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both <br />
<br />
{{CloseCard}}<br />
<br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Megidolaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has Fatal Recovery now.<br />
*Requires 3 hits to activate. <br />
<br />
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate. <br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エリザベス<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Elizabeth&diff=316836P4U2R/Elizabeth2022-08-19T19:27:45Z<p>Bigguburaun: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup|stub}}<br />
{{Overview<br />
| overview = Elizabeth is a character who needs contributors to write a summary about her.<br />
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''Zoning Potential:''' She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.<br />
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.<br />
*'''Meter Master:''' Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.<br />
*'''Status Effects:''' Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.<br />
| cons = <br />
*'''Poor Defense:''' Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.<br />
*'''Poor Mobility:''' Her dash speeds on both the ground and in the air are incredibly sluggish.<br />
*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.<br />
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.<br />
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate<br />
| unique_mechanic1= Elizabeth gets free meter by doing absolutely nothing!<br />
| unique_mechanic2_name=Powered-Up Skills During Awakening<br />
| unique_mechanic2=<br />
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png|<br />
P4AU_Elizabeth_5AA.png|<br />
P4AU_Elizabeth_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
'''5A''' is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A.<br />
<br />
'''5AA''' is a large button that slightly moves the opponent back, mainly combo filler<br />
<br />
Avoid using '''5AAA''' if you can, not very good. Special-cancelable<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png| Watch your toes!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.<br />
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful.<br />
Can technically be used to mash out of pressure, but it's only one frame faster than 5A and has a much smaller hitbox.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png|<br />
P4AU_Elizabeth_5BB.png|<br />
P4AU_Elizabeth_5BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Good poke button, it displaces the opponent so be cautious when canceling into other moves<br />
*5B Dash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent anti-air tool (Air unblockable)<br />
<br />
Most commonly used for comboing into j.C (get Oki)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA, but its hitbox is so small you won't be mixing anyone with this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Similar to Elizabeth's 5B but in the air, good air poke but not great for hitting grounded opponents.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth does a short hop before slamming her book into the opponent's head.<br />
<br />
Can be One More Cancelled to cause stagger, allowing for a combo into 5D or Ghastly Wail.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Can be cancelled into specials and supers, with some of the more notable options being A and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne.<br />
Can also be comboed into Mahamaon or A version Mind Charge.<br />
Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.<br />
<br />
Can cancel into 2C,2D after first hit or even run cancel<br />
<br />
*Dash Cancel is -3 on block<br />
*Backdash Cancel is -8 on block<br />
*Staggers on counterhit (but only without 1HSM!)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2C.png|hold button to charge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.<br />
<br />
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.<br />
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:<br />
* 5C now bounces the opponent allowing for more combo potential and does more damage.<br />
* 214A/B launches opponents higher as well as doing more damage.<br />
* Ghastly Wail gets an incredible damage buff.<br />
<br />
1hsm can now stack 9 times.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A slow grab that applies fear and side switches, can be combo'd after.<br />
<br />
Thanatos will always throw the opponent behind him.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png| BOINK!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
-Groundbounces on CH. One of Elizabeth's best and most common enders.<br />
<br />
-Hits grounded opponent if low enough.<br />
<br />
-Not an overhead<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A faster airborn version of 5D.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
<br />
Can combo into Maha (236236C) after the throw<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
* Groundbounces on counter hit and Fatal counter <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Shuffle Time</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! SP !! 0-49 !! 50-99 !! 100-149 !! 150 <br />
|-<br />
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]<br />
|-<br />
|}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Elizabeth_6AC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she ''does'' build meter for free, after all.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move.<br />
It has many, many issues, but to summarize:<br />
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.<br />
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.<br />
* Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.<br />
* She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.<br />
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''<br />
{{CloseCard}}<br />
<br clear=all/><br />
{{clear}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Maziodyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.<br />
*This move on sb version put opponent in shock state<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mabufudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne_1.png|<br />
P4Arena_Elizabeth_Mabufudyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An alternative anti-air option, which freezes the opponent to start or extend combos.<br />
<br />
Its important to make sure the ice spears from the B and AB connect before canceling this move.<br />
Freezes.<br />
<br />
* this move is air unbloackable<br />
{{CloseCard}}<br />
<br />
===<big>Magarudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
You can move while this move is active, last hit sends opponent upwards.<br />
<br />
C version has more movement speed and range, can be use to escape from corner (pls use with caution)<br />
{{CloseCard}}<br />
<br />
===<big>Maragidyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.<br />
<br />
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.<br />
*Summons 12 fire pillars<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png|<br />
P4AU_Elizabeth_Debilitate_Catch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.<br />
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.<br />
<br />
----<br />
;{{clr|1|A}} Version<br />
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.<br />
----<br />
;{{clr|2|B}} Version<br />
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.<br />
----<br />
;SB Version<br />
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mahamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
{{CloseCard}}<br />
<br />
===<big>Mamudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png| good luck finding a use for this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
<br />
* 236236CD version appears on ground level and it is unblockable<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Diarahan</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A healing super, please use with caution....<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png|Get in the box<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.<br />
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.<br />
* Decent reversal on a character who needs every reversal option she can get.<br />
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both<br />
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both <br />
<br />
{{CloseCard}}<br />
<br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Megidolaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has Fatal Recovery now.<br />
*Requires 3 hits to activate. <br />
<br />
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate. <br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エリザベス<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Elizabeth&diff=316835P4U2R/Elizabeth2022-08-19T19:27:00Z<p>Bigguburaun: /* All Out Attack */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup|stub}}<br />
{{Overview<br />
| overview = Elizabeth is a character who needs contributors to write a summary about her.<br />
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''Zoning Potential:''' She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.<br />
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.<br />
*'''Meter Master:''' Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.<br />
*'''Status Effects:''' Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.<br />
| cons = <br />
*'''Poor Defense:''' Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.<br />
*'''Poor Mobility:''' Her dash speeds on both the ground and in the air are incredibly sluggish.<br />
*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.<br />
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.<br />
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate<br />
| unique_mechanic1= Elizabeth gets free meter by doing absolutely nothing!<br />
| unique_mechanic2_name=Powered-Up Skills During Awakening<br />
| unique_mechanic2=<br />
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png|<br />
P4AU_Elizabeth_5AA.png|<br />
P4AU_Elizabeth_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
'''5A''' is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A.<br />
<br />
'''5AA''' is a large button that slightly moves the opponent back, mainly combo filler<br />
<br />
Avoid using '''5AAA''' if you can, not very good. Special-cancelable<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png| Watch your toes!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.<br />
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful.<br />
Can technically be used to mash out of pressure, but it's only one frame faster than 5A and has a much smaller hitbox.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png|<br />
P4AU_Elizabeth_5BB.png|<br />
P4AU_Elizabeth_5BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Good poke button, it displaces the opponent so be cautious when canceling into other moves<br />
*5B Dash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent anti-air tool (Air unblockable)<br />
<br />
Most commonly used for comboing into j.C (get Oki)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA, but its hitbox is so small you won't be mixing anyone with this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Similar to Elizabeth's 5B but in the air, good air poke but not great for hitting grounded opponents.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth does a short hop before slamming her book into the opponent's head.<br />
<br />
Can be One More Cancelled to cause stagger, allowing for a combo into 5D or Ghastly Wail.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Can be cancelled into specials and supers, with some of the more notable options being A and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne.<br />
Can also be comboed into Mahamaon or A version Mind Charge.<br />
Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.<br />
<br />
can cancel into 2C,2D after first hit or even run cancel<br />
<br />
*Dash Cancel is -3 on block<br />
*Backdash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2C.png|hold button to charge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.<br />
<br />
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.<br />
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:<br />
* 5C now bounces the opponent allowing for more combo potential and does more damage.<br />
* 214A/B launches opponents higher as well as doing more damage.<br />
* Ghastly Wail gets an incredible damage buff.<br />
<br />
1hsm can now stack 9 times.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A slow grab that applies fear and side switches, can be combo'd after.<br />
<br />
Thanatos will always throw the opponent behind him.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png| BOINK!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
-Groundbounces on CH. One of Elizabeth's best and most common enders.<br />
<br />
-Hits grounded opponent if low enough.<br />
<br />
-Not an overhead<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A faster airborn version of 5D.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
<br />
Can combo into Maha (236236C) after the throw<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
* Groundbounces on counter hit and Fatal counter <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Shuffle Time</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! SP !! 0-49 !! 50-99 !! 100-149 !! 150 <br />
|-<br />
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]<br />
|-<br />
|}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Elizabeth_6AC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she ''does'' build meter for free, after all.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move.<br />
It has many, many issues, but to summarize:<br />
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.<br />
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.<br />
* Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.<br />
* She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.<br />
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''<br />
{{CloseCard}}<br />
<br clear=all/><br />
{{clear}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Maziodyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.<br />
*This move on sb version put opponent in shock state<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mabufudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne_1.png|<br />
P4Arena_Elizabeth_Mabufudyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An alternative anti-air option, which freezes the opponent to start or extend combos.<br />
<br />
Its important to make sure the ice spears from the B and AB connect before canceling this move.<br />
Freezes.<br />
<br />
* this move is air unbloackable<br />
{{CloseCard}}<br />
<br />
===<big>Magarudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
You can move while this move is active, last hit sends opponent upwards.<br />
<br />
C version has more movement speed and range, can be use to escape from corner (pls use with caution)<br />
{{CloseCard}}<br />
<br />
===<big>Maragidyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.<br />
<br />
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.<br />
*Summons 12 fire pillars<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png|<br />
P4AU_Elizabeth_Debilitate_Catch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.<br />
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.<br />
<br />
----<br />
;{{clr|1|A}} Version<br />
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.<br />
----<br />
;{{clr|2|B}} Version<br />
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.<br />
----<br />
;SB Version<br />
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mahamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
{{CloseCard}}<br />
<br />
===<big>Mamudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png| good luck finding a use for this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
<br />
* 236236CD version appears on ground level and it is unblockable<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Diarahan</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A healing super, please use with caution....<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png|Get in the box<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.<br />
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.<br />
* Decent reversal on a character who needs every reversal option she can get.<br />
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both<br />
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both <br />
<br />
{{CloseCard}}<br />
<br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Megidolaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has Fatal Recovery now.<br />
*Requires 3 hits to activate. <br />
<br />
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate. <br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エリザベス<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Elizabeth&diff=316834P4U2R/Elizabeth2022-08-19T19:23:25Z<p>Bigguburaun: /* {{clr|3|j.C}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup|stub}}<br />
{{Overview<br />
| overview = Elizabeth is a character who needs contributors to write a summary about her.<br />
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''Zoning Potential:''' She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.<br />
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.<br />
*'''Meter Master:''' Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.<br />
*'''Status Effects:''' Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.<br />
| cons = <br />
*'''Poor Defense:''' Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.<br />
*'''Poor Mobility:''' Her dash speeds on both the ground and in the air are incredibly sluggish.<br />
*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.<br />
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.<br />
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate<br />
| unique_mechanic1= Elizabeth gets free meter by doing absolutely nothing!<br />
| unique_mechanic2_name=Powered-Up Skills During Awakening<br />
| unique_mechanic2=<br />
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png|<br />
P4AU_Elizabeth_5AA.png|<br />
P4AU_Elizabeth_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
'''5A''' is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A.<br />
<br />
'''5AA''' is a large button that slightly moves the opponent back, mainly combo filler<br />
<br />
Avoid using '''5AAA''' if you can, not very good. Special-cancelable<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png| Watch your toes!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.<br />
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful.<br />
Can technically be used to mash out of pressure, but it's only one frame faster than 5A and has a much smaller hitbox.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png|<br />
P4AU_Elizabeth_5BB.png|<br />
P4AU_Elizabeth_5BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Good poke button, it displaces the opponent so be cautious when canceling into other moves<br />
*5B Dash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent anti-air tool (Air unblockable)<br />
<br />
Most commonly used for comboing into j.C (get Oki)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA, but its hitbox is so small you won't be mixing anyone with this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Similar to Elizabeth's 5B but in the air, good air poke but not great for hitting grounded opponents.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth does a short hop before slamming her book into the opponent's head.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Can be cancelled into specials and supers, with some of the more notable options being A and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne.<br />
Can also be comboed into Mahamaon or A version Mind Charge.<br />
Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.<br />
<br />
can cancel into 2C,2D after first hit or even run cancel<br />
<br />
*Dash Cancel is -3 on block<br />
*Backdash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2C.png|hold button to charge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.<br />
<br />
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.<br />
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:<br />
* 5C now bounces the opponent allowing for more combo potential and does more damage.<br />
* 214A/B launches opponents higher as well as doing more damage.<br />
* Ghastly Wail gets an incredible damage buff.<br />
<br />
1hsm can now stack 9 times.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A slow grab that applies fear and side switches, can be combo'd after.<br />
<br />
Thanatos will always throw the opponent behind him.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png| BOINK!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
-Groundbounces on CH. One of Elizabeth's best and most common enders.<br />
<br />
-Hits grounded opponent if low enough.<br />
<br />
-Not an overhead<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A faster airborn version of 5D.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
<br />
Can combo into Maha (236236C) after the throw<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
* Groundbounces on counter hit and Fatal counter <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Shuffle Time</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! SP !! 0-49 !! 50-99 !! 100-149 !! 150 <br />
|-<br />
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]<br />
|-<br />
|}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Elizabeth_6AC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she ''does'' build meter for free, after all.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move.<br />
It has many, many issues, but to summarize:<br />
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.<br />
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.<br />
* Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.<br />
* She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.<br />
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''<br />
{{CloseCard}}<br />
<br clear=all/><br />
{{clear}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Maziodyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.<br />
*This move on sb version put opponent in shock state<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mabufudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne_1.png|<br />
P4Arena_Elizabeth_Mabufudyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An alternative anti-air option, which freezes the opponent to start or extend combos.<br />
<br />
Its important to make sure the ice spears from the B and AB connect before canceling this move.<br />
Freezes.<br />
<br />
* this move is air unbloackable<br />
{{CloseCard}}<br />
<br />
===<big>Magarudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
You can move while this move is active, last hit sends opponent upwards.<br />
<br />
C version has more movement speed and range, can be use to escape from corner (pls use with caution)<br />
{{CloseCard}}<br />
<br />
===<big>Maragidyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.<br />
<br />
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.<br />
*Summons 12 fire pillars<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png|<br />
P4AU_Elizabeth_Debilitate_Catch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.<br />
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.<br />
<br />
----<br />
;{{clr|1|A}} Version<br />
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.<br />
----<br />
;{{clr|2|B}} Version<br />
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.<br />
----<br />
;SB Version<br />
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mahamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
{{CloseCard}}<br />
<br />
===<big>Mamudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png| good luck finding a use for this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
<br />
* 236236CD version appears on ground level and it is unblockable<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Diarahan</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A healing super, please use with caution....<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png|Get in the box<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.<br />
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.<br />
* Decent reversal on a character who needs every reversal option she can get.<br />
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both<br />
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both <br />
<br />
{{CloseCard}}<br />
<br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Megidolaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has Fatal Recovery now.<br />
*Requires 3 hits to activate. <br />
<br />
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate. <br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エリザベス<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Elizabeth&diff=316833P4U2R/Elizabeth2022-08-19T19:15:03Z<p>Bigguburaun: /* Sweep */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup|stub}}<br />
{{Overview<br />
| overview = Elizabeth is a character who needs contributors to write a summary about her.<br />
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''Zoning Potential:''' She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.<br />
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.<br />
*'''Meter Master:''' Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.<br />
*'''Status Effects:''' Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.<br />
| cons = <br />
*'''Poor Defense:''' Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.<br />
*'''Poor Mobility:''' Her dash speeds on both the ground and in the air are incredibly sluggish.<br />
*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.<br />
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.<br />
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate<br />
| unique_mechanic1= Elizabeth gets free meter by doing absolutely nothing!<br />
| unique_mechanic2_name=Powered-Up Skills During Awakening<br />
| unique_mechanic2=<br />
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png|<br />
P4AU_Elizabeth_5AA.png|<br />
P4AU_Elizabeth_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
'''5A''' is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A.<br />
<br />
'''5AA''' is a large button that slightly moves the opponent back, mainly combo filler<br />
<br />
Avoid using '''5AAA''' if you can, not very good. Special-cancelable<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png| Watch your toes!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.<br />
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful.<br />
Can technically be used to mash out of pressure, but it's only one frame faster than 5A and has a much smaller hitbox.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png|<br />
P4AU_Elizabeth_5BB.png|<br />
P4AU_Elizabeth_5BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Good poke button, it displaces the opponent so be cautious when canceling into other moves<br />
*5B Dash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent anti-air tool (Air unblockable)<br />
<br />
Most commonly used for comboing into j.C (get Oki)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA, but its hitbox is so small you won't be mixing anyone with this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Similar to Elizabeth's 5B but in the air, good air poke but not great for hitting grounded opponents.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth does a short hop before slamming her book into the opponent's head.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Can be cancelled into specials and supers, with some of the more notable options being A and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne.<br />
Can also be comboed into Mahamaon or A version Mind Charge.<br />
Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.<br />
<br />
can cancel into 2C,2D after first hit or even run cancel<br />
<br />
*Dash Cancel is -3 on block<br />
*Backdash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2C.png|hold button to charge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.<br />
<br />
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.<br />
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:<br />
* 5C now bounces the opponent allowing for more combo potential and does more damage.<br />
* 214A/B launches opponents higher as well as doing more damage.<br />
* Ghastly Wail gets an incredible damage buff.<br />
<br />
1hsm can now stack 9 times.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A slow grab that applies fear and side switches, can be combo'd after.<br />
<br />
Thanatos will always throw the opponent behind him.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png| BOINK!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
-Groundbounces on CH. One of Elizabeth's best and most common enders.<br />
<br />
-Hit ground opponent if low enough.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A faster airborn version of 5D.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
<br />
Can combo into Maha (236236C) after the throw<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
* Groundbounces on counter hit and Fatal counter <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Shuffle Time</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! SP !! 0-49 !! 50-99 !! 100-149 !! 150 <br />
|-<br />
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]<br />
|-<br />
|}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Elizabeth_6AC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she ''does'' build meter for free, after all.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move.<br />
It has many, many issues, but to summarize:<br />
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.<br />
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.<br />
* Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.<br />
* She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.<br />
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''<br />
{{CloseCard}}<br />
<br clear=all/><br />
{{clear}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Maziodyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.<br />
*This move on sb version put opponent in shock state<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mabufudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne_1.png|<br />
P4Arena_Elizabeth_Mabufudyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An alternative anti-air option, which freezes the opponent to start or extend combos.<br />
<br />
Its important to make sure the ice spears from the B and AB connect before canceling this move.<br />
Freezes.<br />
<br />
* this move is air unbloackable<br />
{{CloseCard}}<br />
<br />
===<big>Magarudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
You can move while this move is active, last hit sends opponent upwards.<br />
<br />
C version has more movement speed and range, can be use to escape from corner (pls use with caution)<br />
{{CloseCard}}<br />
<br />
===<big>Maragidyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.<br />
<br />
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.<br />
*Summons 12 fire pillars<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png|<br />
P4AU_Elizabeth_Debilitate_Catch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.<br />
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.<br />
<br />
----<br />
;{{clr|1|A}} Version<br />
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.<br />
----<br />
;{{clr|2|B}} Version<br />
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.<br />
----<br />
;SB Version<br />
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mahamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
{{CloseCard}}<br />
<br />
===<big>Mamudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png| good luck finding a use for this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
<br />
* 236236CD version appears on ground level and it is unblockable<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Diarahan</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A healing super, please use with caution....<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png|Get in the box<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.<br />
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.<br />
* Decent reversal on a character who needs every reversal option she can get.<br />
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both<br />
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both <br />
<br />
{{CloseCard}}<br />
<br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Megidolaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has Fatal Recovery now.<br />
*Requires 3 hits to activate. <br />
<br />
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate. <br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エリザベス<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Elizabeth&diff=316832P4U2R/Elizabeth2022-08-19T19:07:55Z<p>Bigguburaun: /* {{clr|1|j.A}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup|stub}}<br />
{{Overview<br />
| overview = Elizabeth is a character who needs contributors to write a summary about her.<br />
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''Zoning Potential:''' She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.<br />
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.<br />
*'''Meter Master:''' Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.<br />
*'''Status Effects:''' Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.<br />
| cons = <br />
*'''Poor Defense:''' Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.<br />
*'''Poor Mobility:''' Her dash speeds on both the ground and in the air are incredibly sluggish.<br />
*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.<br />
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.<br />
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate<br />
| unique_mechanic1= Elizabeth gets free meter by doing absolutely nothing!<br />
| unique_mechanic2_name=Powered-Up Skills During Awakening<br />
| unique_mechanic2=<br />
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png|<br />
P4AU_Elizabeth_5AA.png|<br />
P4AU_Elizabeth_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
'''5A''' is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A.<br />
<br />
'''5AA''' is a large button that slightly moves the opponent back, mainly combo filler<br />
<br />
Avoid using '''5AAA''' if you can, not very good. Special-cancelable<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png| Watch your toes!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.<br />
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful.<br />
Can technically be used to mash out of pressure, but it's only one frame faster than 5A and has a much smaller hitbox.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png|<br />
P4AU_Elizabeth_5BB.png|<br />
P4AU_Elizabeth_5BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Good poke button, it displaces the opponent so be cautious when canceling into other moves<br />
*5B Dash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent anti-air tool (Air unblockable)<br />
<br />
Most commonly used for comboing into j.C (get Oki)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA, but its hitbox is so small you won't be mixing anyone with this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Similar to Elizabeth's 5B but in the air, good air poke but not great for hitting grounded opponents.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth does a short hop before slamming her book into the opponent's head.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.<br />
<br />
can cancel into 2C,2D after first hit or even run cancel<br />
<br />
*Dash Cancel is -3 on block<br />
*Backdash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2C.png|hold button to charge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.<br />
<br />
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.<br />
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:<br />
* 5C now bounces the opponent allowing for more combo potential and does more damage.<br />
* 214A/B launches opponents higher as well as doing more damage.<br />
* Ghastly Wail gets an incredible damage buff.<br />
<br />
1hsm can now stack 9 times.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A slow grab that applies fear and side switches, can be combo'd after.<br />
<br />
Thanatos will always throw the opponent behind him.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png| BOINK!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
-Groundbounces on CH. One of Elizabeth's best and most common enders.<br />
<br />
-Hit ground opponent if low enough.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A faster airborn version of 5D.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
<br />
Can combo into Maha (236236C) after the throw<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
* Groundbounces on counter hit and Fatal counter <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Shuffle Time</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! SP !! 0-49 !! 50-99 !! 100-149 !! 150 <br />
|-<br />
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]<br />
|-<br />
|}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Elizabeth_6AC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she ''does'' build meter for free, after all.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move.<br />
It has many, many issues, but to summarize:<br />
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.<br />
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.<br />
* Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.<br />
* She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.<br />
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''<br />
{{CloseCard}}<br />
<br clear=all/><br />
{{clear}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Maziodyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.<br />
*This move on sb version put opponent in shock state<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mabufudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne_1.png|<br />
P4Arena_Elizabeth_Mabufudyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An alternative anti-air option, which freezes the opponent to start or extend combos.<br />
<br />
Its important to make sure the ice spears from the B and AB connect before canceling this move.<br />
Freezes.<br />
<br />
* this move is air unbloackable<br />
{{CloseCard}}<br />
<br />
===<big>Magarudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
You can move while this move is active, last hit sends opponent upwards.<br />
<br />
C version has more movement speed and range, can be use to escape from corner (pls use with caution)<br />
{{CloseCard}}<br />
<br />
===<big>Maragidyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.<br />
<br />
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.<br />
*Summons 12 fire pillars<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png|<br />
P4AU_Elizabeth_Debilitate_Catch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.<br />
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.<br />
<br />
----<br />
;{{clr|1|A}} Version<br />
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.<br />
----<br />
;{{clr|2|B}} Version<br />
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.<br />
----<br />
;SB Version<br />
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mahamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
{{CloseCard}}<br />
<br />
===<big>Mamudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png| good luck finding a use for this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
<br />
* 236236CD version appears on ground level and it is unblockable<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Diarahan</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A healing super, please use with caution....<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png|Get in the box<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.<br />
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.<br />
* Decent reversal on a character who needs every reversal option she can get.<br />
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both<br />
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both <br />
<br />
{{CloseCard}}<br />
<br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Megidolaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has Fatal Recovery now.<br />
*Requires 3 hits to activate. <br />
<br />
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate. <br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エリザベス<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Elizabeth&diff=316831P4U2R/Elizabeth2022-08-19T19:04:01Z<p>Bigguburaun: /* {{clr|1|2A}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup|stub}}<br />
{{Overview<br />
| overview = Elizabeth is a character who needs contributors to write a summary about her.<br />
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''Zoning Potential:''' She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.<br />
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.<br />
*'''Meter Master:''' Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.<br />
*'''Status Effects:''' Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.<br />
| cons = <br />
*'''Poor Defense:''' Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.<br />
*'''Poor Mobility:''' Her dash speeds on both the ground and in the air are incredibly sluggish.<br />
*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.<br />
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.<br />
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate<br />
| unique_mechanic1= Elizabeth gets free meter by doing absolutely nothing!<br />
| unique_mechanic2_name=Powered-Up Skills During Awakening<br />
| unique_mechanic2=<br />
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png|<br />
P4AU_Elizabeth_5AA.png|<br />
P4AU_Elizabeth_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
'''5A''' is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A.<br />
<br />
'''5AA''' is a large button that slightly moves the opponent back, mainly combo filler<br />
<br />
Avoid using '''5AAA''' if you can, not very good. Special-cancelable<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png| Watch your toes!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.<br />
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful.<br />
Can technically be used to mash out of pressure, but it's only one frame faster than 5A and has a much smaller hitbox.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png|<br />
P4AU_Elizabeth_5BB.png|<br />
P4AU_Elizabeth_5BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Good poke button, it displaces the opponent so be cautious when canceling into other moves<br />
*5B Dash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent anti-air tool (Air unblockable)<br />
<br />
Most commonly used for comboing into j.C (get Oki)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Similar to Elizabeth's 5B but in the air, good air poke but not great for hitting grounded opponents.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth does a short hop before slamming her book into the opponent's head.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.<br />
<br />
can cancel into 2C,2D after first hit or even run cancel<br />
<br />
*Dash Cancel is -3 on block<br />
*Backdash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2C.png|hold button to charge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.<br />
<br />
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.<br />
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:<br />
* 5C now bounces the opponent allowing for more combo potential and does more damage.<br />
* 214A/B launches opponents higher as well as doing more damage.<br />
* Ghastly Wail gets an incredible damage buff.<br />
<br />
1hsm can now stack 9 times.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A slow grab that applies fear and side switches, can be combo'd after.<br />
<br />
Thanatos will always throw the opponent behind him.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png| BOINK!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
-Groundbounces on CH. One of Elizabeth's best and most common enders.<br />
<br />
-Hit ground opponent if low enough.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A faster airborn version of 5D.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
<br />
Can combo into Maha (236236C) after the throw<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
* Groundbounces on counter hit and Fatal counter <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Shuffle Time</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! SP !! 0-49 !! 50-99 !! 100-149 !! 150 <br />
|-<br />
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]<br />
|-<br />
|}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Elizabeth_6AC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she ''does'' build meter for free, after all.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move.<br />
It has many, many issues, but to summarize:<br />
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.<br />
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.<br />
* Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.<br />
* She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.<br />
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''<br />
{{CloseCard}}<br />
<br clear=all/><br />
{{clear}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Maziodyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.<br />
*This move on sb version put opponent in shock state<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mabufudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne_1.png|<br />
P4Arena_Elizabeth_Mabufudyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An alternative anti-air option, which freezes the opponent to start or extend combos.<br />
<br />
Its important to make sure the ice spears from the B and AB connect before canceling this move.<br />
Freezes.<br />
<br />
* this move is air unbloackable<br />
{{CloseCard}}<br />
<br />
===<big>Magarudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
You can move while this move is active, last hit sends opponent upwards.<br />
<br />
C version has more movement speed and range, can be use to escape from corner (pls use with caution)<br />
{{CloseCard}}<br />
<br />
===<big>Maragidyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.<br />
<br />
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.<br />
*Summons 12 fire pillars<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png|<br />
P4AU_Elizabeth_Debilitate_Catch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.<br />
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.<br />
<br />
----<br />
;{{clr|1|A}} Version<br />
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.<br />
----<br />
;{{clr|2|B}} Version<br />
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.<br />
----<br />
;SB Version<br />
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mahamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
{{CloseCard}}<br />
<br />
===<big>Mamudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png| good luck finding a use for this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
<br />
* 236236CD version appears on ground level and it is unblockable<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Diarahan</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A healing super, please use with caution....<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png|Get in the box<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.<br />
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.<br />
* Decent reversal on a character who needs every reversal option she can get.<br />
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both<br />
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both <br />
<br />
{{CloseCard}}<br />
<br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Megidolaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has Fatal Recovery now.<br />
*Requires 3 hits to activate. <br />
<br />
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate. <br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エリザベス<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315120P4U2R/Naoto Shirogane2022-08-16T19:35:58Z<p>Bigguburaun: /* Aim */</p>
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<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about her.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point it becomes invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making it vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out her revolver and aims it with both hands. She enters a stance where she cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets her special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before she goes into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots she uses after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives her time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme she gets from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315118P4U2R/Naoto Shirogane2022-08-16T19:35:10Z<p>Bigguburaun: /* {{clr|4|5D}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about her.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point it becomes invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making it vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out her revolver and aims it with both hands. She enters a stance where she cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before she goes into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots she uses after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives her time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme she gets from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315117P4U2R/Naoto Shirogane2022-08-16T19:34:47Z<p>Bigguburaun: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about her.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point it becomes invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out her revolver and aims it with both hands. She enters a stance where she cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before she goes into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots she uses after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives her time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme she gets from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315116P4U2R/Naoto Shirogane2022-08-16T19:33:23Z<p>Bigguburaun: /* Snipe */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about them.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point it becomes invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out her revolver and aims it with both hands. She enters a stance where she cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before she goes into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots she uses after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives her time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme she gets from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315115P4U2R/Naoto Shirogane2022-08-16T19:32:04Z<p>Bigguburaun: /* Snipe */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about them.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point it becomes invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out her revolver and aims it with both hands. She enters a stance where she cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before she goes into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots she uses after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives them time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme they get from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315114P4U2R/Naoto Shirogane2022-08-16T19:31:38Z<p>Bigguburaun: /* {{clr|4|5D}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about them.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point it becomes invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out her revolver and aims it with both hands. She enters a stance where she cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before she goes into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots they use after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives them time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme they get from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315113P4U2R/Naoto Shirogane2022-08-16T19:30:49Z<p>Bigguburaun: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about them.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point they become invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out her revolver and aims it with both hands. She enters a stance where she cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before she goes into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots they use after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives them time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme they get from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315112P4U2R/Naoto Shirogane2022-08-16T19:30:21Z<p>Bigguburaun: /* Aim */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about them.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point they become invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out her revolver and aims it with both hands. She enters a stance where she cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before they go into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots they use after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives them time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme they get from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Naoto_Shirogane&diff=315111P4U2R/Naoto Shirogane2022-08-16T19:28:46Z<p>Bigguburaun: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{Overview<br />
| overview = Naoto is a character who needs contributors to write a full overview summary about them.<br />
| lore = Born fifth in the Shirogane family of detectives, Naoto was always seeking the truth even as a child. By the time she entered high school, she had already solved several tough cases for the police, earning the moniker of Detective Prince. Driven to feel needed, she put herself on the line to solve the serial murder case, holding complete confidence Yu and company would come to the rescue. Following the arrest of the culprit, Naoto continues working as a detective, and is currently reading about the Dark Hour incident.<br />
| quote =<br />
| summary =<br />
| pros =<br />
*'''Strong Zoning:''' Naoto's pistol, traps and Persona are strong zoning and space control tools.<br />
*'''Fate Gauge:''' The Fate Gauge mechanic gives Naoto's neutral and combos the ability to eventually set up for instant death situations afterward, giving her an '''alternate win condition.'''<br />
*'''Status Ailments:''' Naoto can inflict several effective status ailments, particularly Silence and Fear simultaneously.<br />
*'''Pressure:''' Naoto has a decent pressure game when used in conjunction with traps and {{clr|4|5D}}~{{clr|4|D}}.<br />
| cons =<br />
*'''Metered Defense:''' Poor defense without at least 25 meter.<br />
*'''Fragile:''' Low health.<br />
*'''Forced to Cycle:''' Bullet cooldowns will eventually force Naoto to change up her gameplan.<br />
| unique_mechanic1_name= Fate Gauge<br />
| unique_mechanic1=<br />
[[File:P4Arena_FateCounter.png|thumb|right]]<br />
Underneath the 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 the original amount, with following Fate-effecting moves only taking 1 off the counter unless a Fate-effecting SP Skill is used. Once it's at 0 and the skull is red, 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.<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4AU_Naoto_5AA.png|<br />
P4AU_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be chained into itself<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5A}}''' is your fastest grounded normal, that is mainly used for quick punishes, confirms, and for pressuring the opponent. Often used to set up tick throws and to frame trap the opponent to prevent mashing or jumping. It ''could'' be used as an emergency anti-air, but is not recommended.<br />
----<br />
* Jump cancellable on hit or block<br />
'''{{clr|1|5AA}}''' is a standing low. Amazing offensive tool since it moves Naoto forward, hits low, and is -2 on block, allowing for tick throws or continued pressure if the opponent is not prepared. This move can be staggered to make Naoto's pressure extremely tight to prevent mashing/jumping as well, and serves a big role in preventing option selecting Naoto's offense. All your chains into other normals are available after this move on hit or block.<br />
----<br />
* Cannot chain into normals other than Sweep or All Out Attack on hit or block<br />
'''{{clr|1|5AAA}}''' is the last part of Naoto's autocombo series, mainly used for situations where you want the meter/burst gain bonus that autocombo gives you. As such, this is not a terrible option to go for since Naoto has amazing uses for the meter gain. Generally, you won't see this used for pressure as your options are fairly limited once you chain into this, so please carefully hit confirm your strings and avoid using this attack in blockstrings. Builds 13 meter and 1/8th of the Burst gauge if you continue the autocombo into A-fangs.<br />
<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5A.png|<br />
P4Arena_Naoto_5AA.png|<br />
P4Arena_Naoto_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=Yes}}<br />
|-<br />
{{AttackVersion|name=5A|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|1|5A}}:''' Same as regular Naoto's {{clr|1|5A}}.<br />
----<br />
'''{{clr|1|5AA}}:''' Special/jump cancelable on hit or block. S.Naoto retains the old {{clr|1|5AA}} from P4U, and it has all the same properties as before. This move is -1 on block and can be used similarily to normal Naoto's {{clr|1|5AA}} in most respects such as for stagger pressure and hitconfirming. This move doesn't move forward, nor is it a low but this move is great for confirming ground to air hits which regular Naoto's {{clr|1|5AA}} string struggles with.<br />
----<br />
'''{{clr|1|5AAA}}:''' Due to changes to how Shadow characters' autocombos work, this move sees a lot less use than it did in 1.1. It has the same followup as P4U Naoto's autocombo, which is important because this particular {{clr|1|5AAA}} allows for S.Naoto to go for a safe jump/mixup afterwards. Due to changes to the autocombo mechanic, the Meter and Burst is rewarded for confirming the autocombo's special move followup, which means you have to choose between the safejump or the Meter/Burst gain. Overall, this move is still very important to S.Naoto's gameplan, as the Burst and Meter gain are situationally too good to pass up, but in situations where you have Burst it's usually better to hitconfirm into something that will take more fates or do more damage. Avoid this attack like the plague on block as its absolutely unsafe and extremely punishable so hit confirm carefully.<br />
<br />
*2-26F: Can cancel into B Sniper Stance or B Fangs if you have no bullets by hitting A again<br />
*34~F: Can cancel into other A/SB Aim and other SP specials.<br />
<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself up to 2 times in a row, even on whiff<br />
Naoto does a crouching kick. Their fastest low and most commonly used low attack, as it is a means of mix-up, tick throw set-up, and for pressure mainly as a way to prevent the use of defensive option selects. It doesn't have the best advantage on block for an A normal, but it's not much of a concern as you will most likely be staggering {{clr|1|2A}} into itself or to other options anyway.<br />
<br />
Not a very good combo starter, so don't expect to do full fledged combos or get big damage off this.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancelable on connect, -7 on block.<br />
{{clr|2|5B}} is an important midrange poking tool for Naoto, and is perhaps one of Naoto's best and most consistently used grounded combo starters. It has decent range, largely due to Naoto moving forward during this attack, and combos quite nicely into most things. It is used in pressure to move in closer to the opponent and to create frame traps by delaying cancels into {{clr|2|2B}} or {{clr|3|5C}} for example. If you condition your opponent enough, you can use the dash cancel to grab your opponent or attempt to reset pressure on them, but do note that this is relatively unsafe without conditioning. Do note that versus some characters, it's rather ''always'' unsafe to do this.<br />
<br />
Naoto's {{clr|2|5B}} shares the same weakness with most other characters', in that it is prone to being beaten out by Sweep attacks. Regardless of this fact, don't be afraid to use this attack actively, but mind your spacing and how your opponent deals with this move.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancellable on block<br />
Naoto swats at the air for their universal anti-air. Has relatively short range for a {{clr|2|2B}} due to their stature, and has ''very'' limited head invulnerability, so keep that in mind for your selection and timing whenever you are looking to AA. This move serves another purpose in pressure for frame-trapping and catching people trying to jump out of your offense, but must be used carefully in your strings (such as after {{clr|1|5AA}} or {{clr|2|5B}} to move yourself in) because it lacks horizontal range. The jump cancel on block is especially good for tricky blockstrings with Naoto, or simply disengaging to return to zoning.<br />
<br />
As a combo starter, this move leads to pretty good damage, especially if you Counter Hit an airborne opponent.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead. Chains into itself on hit/block/whiff. One of Naoto's most important and useful attacks in the air. This attack is incredibly fast and has a pretty large hitbox so its very useful for air to air situations vs many characters. Air to ground, this move chains into all Naoto's other air specials, including itself, However it only chains into itself 3 times, which makes it harder to catch people off guard with. Its also commonly used in combos as well, especially IAD combos. Overall, this move is super important to Naoto's game and should be an attack one becomes very comfortable with using often.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This attack is one of Naoto's best air to air normals as the kick has a long range and is very fast. This attack chains into all of Naoto's other air normals, and is a staple normal used for air combos. This attack is also important for Naoto's mixups much like {{clr|1|j.A}}, as it's quick and inflicts more blockstun than {{clr|1|j.A}} does when it is necessary.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's AOA is still one of the faster AOAs in the game at 26f start up. It can be used to mix the opponent up if their reactions are slow, but the main use for this move is to call out B+Ds. Ideally, you'll want to use the armor frames of this attack to go through the opponent's DP and then hit them in their recovery. On block, this move is unsafe so I'd suggest using this move only when you have a good read or have 50 meter to make it safe. On hit, you can confirm into a fairly hard hitting air combo or a very damaging corner combo route that can break 4k meterless.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Chest invulnerable from frames 4-12.<br />
This is one of Naoto's best pokes and normals to use in ground vs ground situations as it has amazing range and also hits the opponent low. From max range, this attack is really annoying for most characters to contest especially since most long range normals in P4U2 are often of Chest attribute. Since this attack as chest invulnerability, many attacks such as Narukami {{clr|2|5B}}, Mitsuru {{clr|1|5A}}, etc. lose to this attack if spaced/timed correctly. This move serves its purpose in combos, often leading into Venom Zapper/Blight for poison damage or to get a knockdown.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash cancelable on hit or block. On block, dash cancel is -2.<br />
*Chest attribute. Can be hit by sweeps and specials with chest invulnerability.<br />
Naoto's {{clr|3|5C}} is a very important move in all areas of Naoto's game play. This move is the most reliable and damaging combo starter asides from {{clr|3|2[C]}}, and is absolutely vital mid combo for optimal damage. In pressure, Naoto has many cancel options to work with after this move is blocked such as dash, jump, and special canceling. As a poke, this attack is one of Naoto's farthest reaching attacks with a hitbox on either side of Naoto, which helps immensely in awkward ground to air situations. This attack is very dangerous to whiff and loses to moves with chest invulnerability, so use this normal carefully.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|3|2C}}<br />
* Takes away 1 fate counter.<br />
This is the largest horizontal Persona attack in Naoto's arsenal. This attack is mainly used as a long distance poke that can be used to whiff punish attacks with long recovery. This attack leaves the persona lingering on screen for some time, allowing you to do {{clr|3|5C}}, {{clr|3|2C}}, or {{clr|3|2[C]}} from the position where it lingers from. This attack is very important for combos as it's typically what you'll use to either link into gunshots midscreen or B fangs in the corner.<br />
----<br />
;{{clr|3|2[C]}}<br />
* Performed by holding [C]<br />
* Takes 2 fate away from the Fate counter.<br />
* Fatal Counter Starter<br />
* Good meaty if you get the chance<br />
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 the only plus on block normal that leaves Naoto at a heavy advantage. which allows the player to effectively dash back in and resume 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. As a meaty, if you space it correctly, it can space out '''most''' dps, and you get a +8 advantage. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5D.png|<br />
P4Arena_Naoto_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack starts up 7f after pressing {{clr|4|D}}.<br />
*Earliest activation is (50+)30f after {{clr|4|5D}}.<br />
<br />
Naoto's Persona travels across the screen for a set amount of frames partially invisible, at which point they become invulnerable. After a set amount of frames, hitting {{clr|4|5D}} again will allow the Persona to attack with a triple slash attack, making them vulnerable once again. {{clr|4|5D}} sends the Persona at the opponent at a much higher speed than the {{clr|4|4D}} version, allowing for a fast fullscreen assault. As of 2.0, both {{clr|4|5D}} and {{clr|4|4D}} autocorrect to face the opponent should the persona end up behind them, making {{clr|4|5D}} a very important piece of Naoto's fullscreen space control if you can safely get it out. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto summons Sukuna-Hikona mid air, who comes down with a diagonal sword slash. This attack is easily Naoto's best air normal and arguable the best normal in Naoto's entire arsenal. This move has its place in mix ups, catching people down-backing mindlessly, and is important to set up Naoto's F-Shiki {{clr|1|j.A}} mix up.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sukuna-Hikona hits directly in front of Naoto's position in the air. This is one of Naoto's best air to air attacks and is an excellent combo starter. This move is very versatile as it has multiple uses particularly in spacing out the opponent and stopping the opponent from just running at you if done low enough to the ground. Overall, very important move to use in neutral when applicable.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Throw|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Follow Up with C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* '''Throw follow-up removes 1 Fate gauge on raw hit'''<br />
Naoto grabs the opponent and performs a karate chop which crumples them. You can then hit either the C or D button to perform a follow up attack with Naoto's Persona. This follow up attack is special cancelable, so midscreen Naoto players should often opt to follow this up with gunshots or a Trap set if bullets are unavailable. In the corner, Naoto's reward off throw is quite high, so structuring your offense around this attack is important. Also worth noting is that the throw is Naoto's fastest grounded meterless attack, so sometimes it is necessary to attempt throw punishes.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto snatches the opponent out of the air and slams them down to the ground for relatively good damage. Naoto can follow this attack up with an OMC {{clr|3|j.C}} OTG pick up into a short but damaging combo. This move is generally a good attack for air to air situations.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>Shield of Justice {{PersonaRequired}}</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_BD.png|<br />
P4Arena_Naoto_BD5A.png|<br />
P4Arena_Naoto_BD6A.png|<br />
P4AU_Naoto_Safety.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shield|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Counter Shot EX|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 6X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Safety|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD > 4X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's Furious Action is a counter style attack that has several follow ups. This is one of Naoto's key defensive tools to escape bad situations on defense. The follow up you use out of this attack is super important, so select wisely.<br />
----<br />
;{{clr|1|5A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 3 Fate gauge on raw hit'''<br />
"Burst" shot follow up to Naoto's DP. This is the usual choice of follow up if you just want to use a fast attack to get the opponent off of you. This attack takes 3 fate away from the fate counter.<br />
----<br />
;{{clr|1|6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
* '''Removes 2 Fate gauge on raw hit'''<br />
Naoto's EX Counter shot is a horizontal projectile follow up that launches the opponent away on hit. This attack is great for getting the opponent off of you and creating distance. The biggest problem with this follow up is that the opponent can low profile it with attacks such as certain 2As, specials, and Sweeps.<br />
----<br />
;{{clr|1|4A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}<br />
Safety follow up lets Naoto backdash cancel the catch frames on the DP. Useful for avoiding safe jumps and other particular attacks. The problem with this follow up is that you can be caught out of the backdash and it will be a Fatal Starter for the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_5AA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Naoto's guard cancel attack has the same animation as S.Naoto's {{clr|1|5AA}} attack. This attack is fairly quick, but because of the armor this move can be slowed down and DP'd on reaction. The other issue with this attack is that many characters can {{clr|1|2A}}, Sweep, or low profile this move with certain specials.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_DoubleFangs.png |Ol' Faithful<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*All grounded versions go into Snipe Stance.<br />
*All air version do not force Naoto into Snipe Stance upon landing.<br />
*Often referred to as just "Fangs"<br />
----<br />
;{{clr|1|236A}}<br />
This move is a fast overhead hurdle jump attack that puts Naoto into Snipe stance and allows for all Snipe stance follow ups. This move is mainly used as combo filler, but serves a purpose in mix ups to catch people downbacking too much.<br />
<br />
;{{clr|1|j.236A}}<br />
Generally just your standard air combo ender. Doesn't give you a great position after it makes contact but it does bring you down to the ground relatively quickly and moves the opponent forward quite a bit. Main use for air {{clr|1|A}} fangs is in corner combos, as you can pick up with 5a in the corner. Good corner carry tool in S.Naoto combos as well.<br />
----<br />
;{{clr|2|236B}}<br />
Mainly serves as combo filler. Apparently has frame 1 low invulnerability which makes it good for calling out {{clr|1|2A}} stagger pressure and lets you beat out sweeps (can do B fangs in between the hits of Minazuki's sweep for example).<br />
<br />
;{{clr|2|j.236B}}<br />
Serves pretty much the same purpose as air {{clr|1|A}} fangs except with more corner carry because of the huge amount of forward movement this has in comparison to air {{clr|1|A}} fangs. A good corner carry and in corner combo tool.<br />
----<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Pretty much the same properties as {{clr|2|B}} fangs except slightly faster start up and more hit stun. This attack really helps rack up damage and gives insane corner carry. <br />
<br />
;{{clr|1|j.236A}}+{{clr|2|B}}<br />
A faster version of {{clr|2|B}} fangs, but with much more hitstun which allows for more to be done after this attack connects. It is possible to land and rejump into another air combo if done correctly after this move connects on the opponent for increased damage. Thanks to the increase in hitstun, you can also connect things like Hamaon and Mudoon after this attack connects when Naoto lands.<br />
{{CloseCard}}<br />
<br />
===<big>Aim</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Aim.png|The thing you should know best, is where the gun is kept<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214A+B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* "Active" frames are how long the stance is held with no action.<br />
* Can exit any Aim stance by inputting {{clr|1|214A}}, or by tapping / holding D.<br />
* Can partially cancel the recovery of any Aim stance into B/SB aim stance repeatedly.<br />
<br />
Naoto takes out their revolver and aims it with both hands. They enter a stance where they cannot block or use conventional movement such as walking, running, jumping, etc, and instead has set follow ups (discussed in the special move entry below this one) that may be used to act during or out of this stance. Aim stance is important to Naoto's entire gameplan, as it gives Naoto access to a variety of projectile angles and lets them special cancel the recovery of certain normals for pressure and reversal baits.<br />
----<br />
;'''{{clr|1|214A}}'''<br />
Naoto enters aim stance normally, which is also the fastest way.<br />
----<br />
;'''{{clr|2|214B}}'''<br />
* Has mid-startup full invulnerability that transitions into projectile-only invuln.<br />
Naoto performs a backflip that results in the usual Aim stance. The notable thing about this way to get into the stance is the fact that the flip has a brief period of full invulnerability, allowing Naoto to get out of the way of some incoming attacks and have the opportunity to punish them. However, it should be noted that the invulnerability does NOT start immediately, and lasts for a relatively short amount of time. It later switches to projectile invuln all throughout the remaining start-up, from which Naoto can avoid getting clipped by projectiles and fire back with her own.<br />
<br />
To give a nice perspective on this move's full invuln, it is possible with proper timing to perform this move and have it go through Aigis's {{clr|3|236236C}} Shield super cleanly. <br />
<br />
Another use is that it can be used to auto-time a safe jump after C shots in the corner.<br />
----<br />
;'''{{clr|1|214A}}+{{clr|2|B}}'''<br />
* Has mid-startup full invulnerability.<br />
* Can pass through the opponent.<br />
Naoto performs a forward-moving combat roll that has a significant amount of invulnerability before they go into the stance. This move has many uses; it can be used to gain a little bit of ground between Naoto and the opponent before going for a punish, or as a cross-up to mix up your opponent, or as a quick way to escape the corner, or perhaps all three. It is NOT a "true reversal" though and you still have to deal with Aim stance recovery if you opt to use it without firing, so you should not use it as liberally as one while on defense, or to replace your Evasive Action.<br />
{{CloseCard}}<br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''During Aim Stance, {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Snipe.png|Aim away from face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Aim > A/B/C" or input="Aim > Final Shot" or input="Aim > 6D" or input="Aim > 6C+D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Standard clip size is 5 shots. Naoto reloads the gun clip a varying amount depending on how many shots they use after existing Aim Stance<br />
* {{clr|4|6D}} and {{clr|3|6C}}+{{clr|4|D}} in Aim stance do not consume bullets and can be performed even without any remaining shots.<br />
* {{clr|1|A}}+{{clr|2|B}}, {{clr|2|B}}+{{clr|3|C}}, and {{clr|1|A}}+{{clr|3|C}} shots do consume bullets.<br />
* Fifth shot of the clip is always a powered bullet shot different from the first 4 shots.<br />
* '''Fifth shot and {{clr|4|6D}} remove 1 Fate on hit'''<br />
* '''SB shots remove 2 fates on hit.<br />
----<br />
;'''{{clr|1|A}}''' <br />
Horizontal shot that travels the full length of the screen. Very useful for zoning and punishing things from a distance. Can be low profiled by several attacks and can be clashed by other projectiles.<br />
<br />
;'''{{clr|1|A}}+{{clr|2|B}}''' <br />
SB Horizontal shot that removes 2 fates on hit and functions almost identically to the fifth A shot. Recovers extremely fast, enabling it to combo into itself and normal bullets at most ranges. Use with care in neutral, as it still has average projectile priority and can clash with, or lose to, high priority projectiles. While it can be used repeatedly as a bardump to remove many fates from the opponent, cancelling into [[{{PAGENAME}}#Raid|Raid]] is more meter efficient for both fates & damage if it's available.<br />
----<br />
;'''{{clr|2|B}}''' <br />
Ricochet shot that bounces off the ground then upwards at an angle. Your opponent must block low if they are within a certain distance from Naoto. Otherwise, the bullets are blockable in any way that is desired. The angle of this attack makes it quite useful vs airborne opponents to prevent their approach or anticipate any aerial attacks. Commonly used as a combo ender as it gives a hard knockdown in most situations. In extremely prorated routes however, it will drop before the fifth bullet comes out.<br />
<br />
;'''{{clr|2|B}}+{{clr|3|C}}''' <br />
SB Ricochet shot that removes 2 fates on hit and functions almost identically to the fifth B shot. Mostly used after A-fangs to secure a good knockdown in situations where B bullets would drop. Recovers extremely fast like the {{clr|1|A}} version, enabling combos into A or C shots, effectively letting you choose your knockdown after A fangs.<br />
----<br />
;'''{{clr|3|C}}''' <br />
Shots aimed above Naoto's head at an angle. Great for hitting opponents who are in the air from fullscreen and who are attempting approaches from the air. As of 2.0, if the Fifth shot whiffs, it ricochets off the top of the screen and the opposite wall, which hits your opponent from behind, launching them toward Naoto for combo extensions or an hard knockdown. This ricochet shot is Naoto's best knockdown midscreen as it gives them time to safely setup a trap before the opponent wakes up, without sacrificing any of the standard okizeme they get from knockdowns like A fangs and B-shot.<br />
<br />
;'''{{clr|1|A}}+{{clr|3|C}}''' <br />
SB anti-air shot that removes 2 fates on hit and functions almost identically to the fifth C shot. In combos, it acts as a viable alternative to SB fangs, sacrificing corner carry for the removal of 2 fates. The main reason you would use this over C-shot is to keep the proration low and not consume many bullets, allowing a quick refresh to properly end the combo with normal bullets later.<br />
----<br />
;'''{{clr|4|D}}'''<br />
Cancels Aim Stance. {{clr|1|214A}} gives a similar effect. Similar to other familiar characters you may know with manually cancellable stances, sometimes it's better to do nothing at all, either to disengage and punish a frantic opponent or reset pressure on a respectful one.<br />
<br />
;'''{{PersonaRequired}}{{clr|4|6D}}''' <br />
Naoto's Persona appears and performs a blast shot similar to the DP's "Counter Shot" follow up. Not the greatest move, but it does have the benefit of adding extra damage to a combo without consuming bullets, and removing 1 fate counter when necessary. Does not give you a knockdown which actually puts Naoto in a fairly crappy situation as Naoto doesn't do that well in scrambles, and the opponent can air tech forward and attempt to start their offense.<br />
<br />
;'''{{PersonaRequired}}{{clr|3|6C}}+{{clr|4|D}}''' <br />
Naoto's Persona appears and performs a projectile shot similar to the DP's "Counter Shot EX" follow up, in exchange for 25 meter. On a combo hit, this removes 1 fate and can be done after any fifth shot, but doesn't knock down. As a raw projectile though, it removes 2 fates, recovers quickly, is lightning fast, has seemingly infinite pierce, and has very high priority. Having 25 meter gives Naoto the ability to punish most fullscreen activity, beating out most projectiles and punishing most committal whiffs while being relatively safe even on whiff. Naoto is very meter reliant however, so use it sparingly.<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Hair-Trigger Megido</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Megido.png |Any downtime should be spent setting up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be destroyed by any attacks while invisible. Targets must be visible on screen to be destroyed by attacks.<br />
* All Traps disappear if Naoto is hit or forced to tech a throw. They do not go away on block.<br />
* '''{{clr|3|C}} Trap removes 3 Fate on raw hit, {{clr|D|D}} Trap removes 4 Fate on raw hit'''<br />
----<br />
;'''{{clr|3|214C}}''' <br />
Naoto places a red trap that hovers in the air. This and {{clr|4|D}} megido are crucial moves for controlling space and establishing hazards meant for the opponent to navigate through. This particular trap is incredibly useful for covering annoying angles that opponents like to take in the air to approach Naoto. How well you do with Naoto is very much dependent on how creative you are with general trap placement to protect yourself or force your opponent into awkward situations. {{clr|3|j.214C}} Recovery: 33f.<br />
----<br />
;'''{{clr|4|214D}}''' <br />
Naoto places a green trap that falls directly to the ground. This trap cannot be destroyed by Head property attacks (i.e air attacks) which makes it very useful to deny your opponent the chance to approach through the air to start their offense. This trap also covers a wide area on the ground that prevents the opponent from charging straight at Naoto. This version of Megido has noticeably more recovery than {{clr|3|C}} Megido, so be careful about setting this trap more so than {{clr|3|C}} Megido as you are very vulnerable. {{clr|4|j.214D}} Recovery: 41f.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
Naoto places both trap at the same time while setting and recovering at a much faster rate than regular counterparts. Naoto can form a technique similar to Yosuke's glide by airdashing and quickly canceling into SB megido to achieve a simiar type of fastfall. See Trap Canceling (below in the combo section) for information on this important combo technique involving this move. {{clr|3|j.214C}}+{{clr|4|D}} Recovery: 19f.<br />
{{CloseCard}}<br />
<br />
===<big>Blight</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Naoto_Blight.png | Or "Venom Zapper", if you prefer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Static difference changes whether the opponent is Standing or Crouching. Vs Crouching opponents, you are at a larger disadvantage.<br />
----<br />
;'''{{clr|3|236C}}''' <br />
Very useful attack that serves as Naoto's most reliable anti air attack. This move has a large amount of head invulnerability, which is why it is so reliable. The problem with this attack is that it has significant start up and is quite dangerous to whiff if your opponent baits you out. On hit, you get to poison your opponent, racking up nice damage. On CH, you get the poison damage plus a nice combo if you confirm properly.<br />
----<br />
;'''{{clr|4|236D}}''' <br />
Similar to C Blight, except attacks straight forward. This move should almost exclusively be used for combo purposes, especially for S.Naoto as this attack can be looped several times for massive poison damage.<br />
----<br />
;'''{{clr|3|214C}}+{{clr|4|D}}''' <br />
A fairly useful attack in pressure and in combos. When used in pressure, Naoto can act almost immediately after Sukuna-Hikona is summoned, giving you a significant amount of frame advantage to act off of. You'll see this move used mostly for combos from both Naoto and S.Naoto.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Anti-S SP Pistol</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_AntiSPPistolA.png |Alpha Uzi<br />
P4Arena_Naoto_AntiSPPistolB.png |Beta Shotgun<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=SP Pistol α|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol β|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name=SP Pistol SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
;{{clr|1|236236A}}<br />
*Inflicts Silence on the opponent. Opponent cannot use Persona-based attacks or their Burst during this time.<br />
'''SP Pistol α''' is very useful as its status effect is one of the best in the game. This move tacks on a decent amount of damage at the end of combos, but unfortunately does not give a hard knockdown in pretty much all situations. In the corner, you can OMB at any point during this attack and perform a short follow up combo after this super connects for added burst safe damage, especially useful to safely kill the opponent.<br />
----<br />
;{{clr|2|236236B}}<br />
*Removes 6 fate regardless of the point in a combo in which it is used.<br />
'''SP Pistol β''' is almost exclusively used as combo filler. This attack removes a whopping 6 fate from the opponent's fate counter and inflicts Fear on the opponent. This attack has a significant amount of untech time on hit, which will either allow you to get a pretty nice oki situation or even follow up this super with a short combo afterwards for extra damage.<br />
----<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
* Inflicts Silence and Fear for a certain period of time.<br />
*Takes away 6 fate from the fate counter.<br />
The '''SB Version''' is hands down one of, if not the best super in the game. This dual status effect inflicted on the opponent effectively seals the opponent's burst and Persona attacks on top of removing the opponent's ability to tech throws. This means that your opponent's defensive options are incredibly limited and gives you a Fatal counter starter if you hit your opponent during the time they are afflicted. This move also gives you a hard knockdown that gives strong oki as well as adding insult to injury by removing 6 fate counters. AND if that wasn't enough, you can combo off this attack with a dashing {{clr|2|5B}} or Sweep if the proration isn't too high. This move is crazy good.<br />
{{CloseCard}}<br />
<br />
===<big>Hamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Hamaon.png|Mix-up city.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Instant kills the opponent if the fate counter is at 0 and the skull is red.<br />
----<br />
<br />
;{{clr|3|236236C}} <br />
This super is relatively useful and has multiple uses for Naoto. For starters, this super will instantly kill an opponent without any fate remaining regardless of their health value. This attack also is very useful to force the opponent into a large amount of block stun that puts you at a very large advantage that you can use to mix the opponent up. When you take into account the two main aspects of the super, you can combine these two ideas to force the opponent to block a mix up with the potential to instantly lead to death if they guess wrong, which is one of the biggest and dirtiest aspects of Naoto as a character.<br />
----<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
This version of Hamaon functions almost exactly the same except this move will track to wherever the opponent is and covers a slightly larger portion of the screen.<br />
{{CloseCard}}<br />
<br />
===<big>Mudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Mudoon.png| If you're in the air, start praying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if their fate counter is at 0 and the skull is red next to it.<br />
*Has no SB version.<br />
<br />
This attack isn't used as often as Hamaon because it's similar, but less efficient. This move's saving graces include that fact that this move will connect in certain situations where Hamaon will not and this move happens to be air unblockable. This means that you can catch your opponent in the air and potential instant kill them if they are unable to avoid the large hitbox of this move and if they have no fate remaining.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Raid</big>===<br />
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_Raid.png|Causes Walk.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A/B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=A Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=B Shot|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Max of 3 follow up shots to Raid. SB Raid allows for a maximum of 5 shots.<br />
<br />
'''{{clr|1|A}} shots:''' A shots are the more damaging shot follow ups to Raid. You can perform up to 3 shots (5 if during SB raid) before ending with the finisher.<br />
<br />
'''{{clr|2|B}} shots:''' B shots are the less damaging variant but have the added bonus of removing 1 fate per gun shot (2 if during SB raid). Same difference in the number of possible gunshots depending on non SB or SB raid.<br />
{{CloseCard}}<br />
<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''{{clr|3|C}} or {{clr|4|D}} after Raid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_CriticalShot.png|Causes split pants.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Raid > C/D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
|}<br />
==== ====<br />
*Can select which direction Naoto faces when kicking by either hitting C or D. C keeps original facing while D turns Naoto around.<br />
*On CH, SB Critical Finish is a Fatal Counter starter. Regular Critical Finish is not.<br />
<br />
This finisher to Raid is an extremely fast kick that does big damage as a combo ender or even as a starter. It is possible to cancel part of Raid's start up activation directly into Critical Finish to give you an extremely fast reversal super if so desired. This move can be followed up with an OMB or more supers if so desired.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Judge of Hell</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Naoto_JudgeOfHell.png|Has the honor of being the only move in the game that does jack all for 100 SP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Virtually useless attack against human opponents. The targets on screen are unblockable, but they are extremely easy to avoid as there are tons of blind spots as well as the targets having very little movement at all. You can control where you initially set your Persona by either holding 4/6 or by not holding any direction. This affects where some targets appear, but that is the limit of your control over this super. Overall, probably don't use this unless you are playing Score Attack or you really want to troll hard.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 白鐘 直斗 (しろがね なおと)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Naoto Shirogane|36px|P4AU_Naoto_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=GGACR/Sol_Badguy&diff=309753GGACR/Sol Badguy2022-08-05T18:32:46Z<p>Bigguburaun: /* Ground Viper* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Sol Badguy is a hard hitting, close-to-mid-range character who can either play a fundamentals gameplan structured around frame traps and counter-hits, or a wild style that leverages his riskier options. No matter the style, Sol rewards players with a good grasp of {{keyword|yomi}}.<br />
<br />
Sol has decent footsies potential, but his party really starts once he is in close range — once he's close enough to make the opponent block {{MMC|input=2P|label={{clr|1|2P}}}} and {{MMC|input=2S|label={{clr|3|2S}}}} he can enforce his offense. Sol has wide cancel windows and flexible gatling options which let Sol create frame traps and mix up timings. If Sol can get the opponent to attack into a frame trap, or to take his command grab, {{MMC|input=623K|label=Wild Throw}}, then he gets to decimate their lifebar with his iconic {{MMC|input=j.236H|label=Sidewinder}} Loops. Sidewinder is a satisfying, rewarding, and fun button to land which acts as the big reward for playing Sol well. The combos which use it are very specific, but reward so handsomely that Sol frequently routes into it.<br />
<br />
Sol is usually played with one of two opposing ideologies. There's the fundamental Sol who leans into the frame traps and patience, and there's the "Kusoru" Sol — the Sol who uses hard reads and unexpected attacks like {{MMC|input=214K|label=Riot Stamp}} and {{MMC|input=214S|label=Grand Viper}} and more to overwhelm the opponent's mental stack, or die trying.<br />
<br />
Whichever camp you might choose to side with, Sol has a few moves that are universally helpful. {{MMC|input=623H|label=Volcanic Viper}} is a fantastic {{keyword|DP}} that allows Sol to disrespect and challenge gaps in the opponent's offense and force them to play around it. {{MMC|input=236P|label=Gun Flame}}, especially when paired with FRC, is a good projectile that rewards Sol greatly on counter hit and helps him re-buy his offense. Finally, Wild Throw gives Sol a rewarding way to crack an opponent who is content to hold his frame traps. Mastery of these tools, as well as his character specific combo routes, lets you pilot a powerful and expressive character.<br />
|lore= Sol hates working any harder than he has to, which means he rarely puts much effort into anything. A man of few words, he says only as much as he absolutely has to in order to get his point across. Consequently he’s not very good at expressing himself, and tends to compensate by bullying people into line or simply steamrolling them. Most people see him as crude and self-centered...even people who might call him a friend.<br />
|voice_actor= Jouji Nakata/Daisuke Ishiwatari<br />
|quote= Give me a break.<br />
|summary= is an aggressive close-to-mid range character with a number of unconventional ways to break opens his opponents defenses and subvert their attempts at zoning. <br />
|pros=<br />
* '''Slugger''': Sol's close range options, such as {{clr|1|2P}}, +3 on block {{clr|3|2S}}, Volcanic Viper, and Wild Throw are scary tools. His frame traps and counter hit conversions are incredibly damaging in skilled hands and can usually score a knockdown to set up another favorable sequence.<br />
* '''Strong {{keyword|Abare}}''': Sol has a lot of good ways to contest the opponent's advantage. Sol has staples such as a 3 frame anti-air {{clr|2|5K}} and Volcanic Viper, as well as tricky evasive options — {{clr|5|2D}} and Grand Viper are incredibly low profile, and Riot Stamp in the corner can catch people off guard by high profiling their attacks.<br />
* '''Scary Conversions''': Sol's pokes, namely {{clr|3|f.S}} and {{clr|4|5H}}, are all around solid and have great conversions into combos. Even his riskier option, Grand Viper, leads to such terrifying damage on clean hit that people can be forced to respect the option.<br />
* '''Expanded Cancel Windows''': {{clr|1|6P}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, and {{clr|5|j.D}} can be cancelled during their recovery frames, which can be used to bait a response and punish with a frametrap.<br />
* '''No Legs''': Sol is notoriously difficult to combo thanks to a weird air-hurtbox and some of his air moves have retracted hurtboxes.<br />
|cons=<br />
* '''Unimpressive Okizeme''': Although his reward for landing a combo can be quite high, Sol's actual mixup game isn't particularly special. A lot of his scariest pressure ties into frame traps and punishing the opponent's decisions. Outside of frame traps, Sol usually relies on basic safe jumps or FRC Gunflame to help keep the pressure on.<br />
* '''Funky Neutral''': In order to bypass the pokes of characters with better footsies, Sol may have to lean on riskier approach options. Fortunately, the reward for being correct is suitably high.<br />
* '''Limited Blockstring Pressure''': Sol will generally need to spend meter to keep the heat on, and will tend to prefer going for the mixup fairly quickly.<br />
|footnote=Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.<br />
|unique_mechanic1_name= Clean Hits<br />
|unique_mechanic1= Some of Sol's moves change properties depending on how they hit the opponent.<br />
Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position. Moves that inflict Clean Hits have a * in their name for quick reference.<br />
Clean Hits are always optimal. They lead to better combo extensions in every instance. The damage bonuses to ''Sidewinder'' and ''Force Break Tyrant Rave'' allow Sol to deal over 50% damage to the opponent off of one conversion.<br />
<br />
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html<br />
<br />
During a combo, Clean Hits become harder and harder to land as the number of Clean Hits increases. This resets after the combo ends. This means that the fourth Clean Hit will need to be more precise than the first Clean Hit, for example.<br />
<br />
Four moves deal clean hits: ''Sidewinder'', ''Grand Viper'', ''Bandit Bringer'', and ''Force Break Fafnir''. Landing a Clean Hit with any one of these changes the effects of the move:<br />
*'''Sidewinder''': Doubled untechable time. Damage increases with the number of Clean Hits per combo. The cornerstone of Sol's most damaging bread and butter combo.<br />
*'''Grand Viper''': Increased untechable time, leads to a full combo. Launches higher.<br />
*'''Bandit Bringer''': Floats slightly higher, increased untechable time.<br />
*'''Force Break Fafnir''': Floor slides as opposed to regular knockdown. Full conversions near the corner.<br />
**''Force Break Tyrant Rave'': Does not have a clean hit, but gains a damage boost based on clean hit count similarly to Sidewinder.<br />
<br />
Clean Hit Bonus Damage Formula: 25+(30+''Number Of Clean Hits'')x3+84<br />
}}<br />
{{FP Box<br />
|header=[[File:Beginner.png|50px]] [[GGACR/Sol Badguy/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGACR/Sol Badguy/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_Sol_Badguy_Normal_Icon.png|link=]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_Sol_Badguy_DI_Icon.png|link=]] &nbsp; Dragon Install</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5P.png|Ora<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
==== ====<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.<br />
*Strong burst bait tool due to its overall low recovery time and jump cancel.<br />
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5K.png|Only '''I''' get to push buttons<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (Frames 3-4)<br />
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (Frames 5-6)<br />
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (Frames 7-10)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 8<br />
|recovery = 13<br />
}}<br />
==== ====<br />
Privileged 3F normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
<br />
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a sidewinder loop or an aircombo into VV knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_cS.png|Punish and Frame Trap Starter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
==== ====<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles).<br />
*0 on block with very little pushback, amazing tick throw tool.<br />
<br />
Can lead to Dustloops, Sidewinders, and TK Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_fS.png|Go-to spacing tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 1<br />
|recovery = 24<br />
}}<br />
==== ====<br />
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} > {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Active only for one frame and is easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5H.png|Counter Hit > Pain<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 26<br />
}}<br />
==== ====<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
*Can frame trap out of {{clr|1|6P}}'s extended cancel window.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into (SJ)IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5D.png|The Great American Unblockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
==== ====<br />
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. <br />
<br />
'''Additional Frame Data:''' ''Knocks down face up on CH. Sol is CH state 1~30F.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Bullying 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="6P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
==== ====<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.<br />
*Can be cancelled at '''any''' point during its recovery.<br />
*Clutch Anti Air.<br />
<br />
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up, face down after wallbounce. Wall bounces on hit (untechable for 30 frames). Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)<br />
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)<br />
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)<br />
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)<br />
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)<br />
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="6H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 30<br />
}}<br />
==== ====<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
<br />
'''Additional Frame Data:''' ''Dizzy modifier x1.5. Sol is in CH state for entire duration.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2P.png|Poke<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
==== ====<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
==== ====<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*Tags people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.<br />
<br />
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2S.png|Save your strings<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
==== ====<br />
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent hitconfirm blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2H.png|(Re)launch all day<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2H1-Hitbox.png|Frames 8-9<br />
GGXXACPR_Sol_2H2-Hitbox.png|Frames 10-11<br />
GGXXACPR_Sol_2H3-Hitbox.png|Frames 12-13<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
==== ====<br />
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
*On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. <br />
<br />
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice. {{clr|4|2H}} is strong, but don't whiff it.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
'''Additional Frame Data:''' ''Knocks down face down on CH. Floats on CH (untechable for 60F). Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2D.png|Get down, make love<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
==== ====<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Free combo on counter hit.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face down. Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jP.png|Mash<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jP1-Hitbox.png|Frames 5-7<br />
GGXXACPR_Sol_jP2-Hitbox.png|Frames 8-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 7<br />
|recovery = 4<br />
}}<br />
==== ====<br />
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best and most annoying normals.<br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to burst safe, character specific Sidewinder setups.<br />
<br />
The hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult SJIAD combos.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jK.png|Break a leg<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
==== ====<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful with {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jS.png|Your premium safejump tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
==== ====<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jH.png|Stone Cold Crazy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14<br />
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 15-18<br />
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 14<br />
}}<br />
==== ====<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable on air hit for 17F.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jD.png|''Trust in the Dust''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11<br />
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 7<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
==== ====<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. <br />
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
<br />
'''Additional Frame Data:''' ''Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_throw.png|Rushing Headlong<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}}] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/{{clr|5|j.D}}] > SW.</br><br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face down (character specific). Floats on hit. Forced prorate 50%.''<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
*On CH floats higher. Allows easy midscreen conversions.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. Forced prorate 50%.<br />
{{CloseCard}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Piss Off!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
==== ====<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up. Wall bounces on hit (untechable on ground hit for 28F). Initial prorate 50%.''<br />
{{CloseCard}}<br />
<br />
==Special Moves==<br />
===<big>Gun Flame</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_236P.png|They call him Mister Fahrenheit; GURLFREEN<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_236P_Hitbox_1.png|<br />
GGACR_Sol_236P_Hitbox_2.png|<br />
GGACR_Sol_236P_Hitbox_3.png|Hitboxes last for 3 frames on first two pillars, for 2 on last two<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Ground hugging, very active flame projectile integral to Sol's pressure and oki game. Active for long enough that when dropped on them on oki, they must either block or attempt a reversal.<br />
*Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough.<br />
*Does high damage in combos, especially in the corner.<br />
*Can be jumped over, but the FRC lets you react and catch them.<br />
*Counter hit state for the entire duration, making the FRC vital. Note: When GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop.<br />
*'''Advanced tech''': Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > {{clr|4|2H}} > GF FRC > {{clr|1|5P}} > (GF hits) > xx<br />
<br />
Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this.<br />
{{CloseCard}}<br />
<br />
===<big>Gun Flame Feint</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214P.png|Nah<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 31<br />
}}<br />
==== ====<br />
Fake Gunflame. Has a hitbox for some reason.<br />
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.<br />
*Can be whiffed to build meter from afar.<br />
*Used sparingly, can frighten opponents at the end of blockstrings into another setup.<br />
<br />
Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.<br />
{{CloseCard}}<br />
<br />
===<big>Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}'''</span> or <span class="input-badge">'''{{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S.png|Mom says its my turn to do oki<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_623S-1-Hitbox.png|S: 1st hit (Frames 7-9)</br>H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_623S-2-Hitbox.png|S: 2nd hit (Frames 13-23)</br>H: 2nd hit (Frames 10-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623S" or input="623H")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 3<br />
|active3 = 11<br />
|recovery = 21<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|inactive2 = 3<br />
|active3 = 18<br />
|recovery = 29<br />
|specialRecovery = 8<br />
}}<br />
==== ====<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
<br />
'''{{clr|3|623S}}:''' Lower to the ground version.<br />
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.<br />
*Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.<br />
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability.<br />
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC.<br />
<br />
Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.<br />
----<br />
'''{{clr|4|623H}}:''' Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.<br />
*Slightly faster and more damage than the S version.<br />
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.<br />
*Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.<br />
*Leniency to the followup is slightly more difficult, and must be delayed a bit.<br />
{{CloseCard}}<br />
<br />
===<big>Air Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|j.623S}}'''</span> or <span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j623S-1-Hitbox.png|S/H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_623S-2-Hitbox.png|S: 2nd hit (Frames 10-18)</br>H: 2nd hit (Frames 10-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.623S" or input="j.623H")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
'''{{clr|3|j.623S}}:''' Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.<br />
*Also works as an air reversal, but is air blockable without FD, and is only strike invuln.<br />
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.<br />
**This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...<br />
*Can convert to longer combos if the first hit is RC'd.<br />
----<br />
'''{{clr|4|j.623H}}:''' Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.<br />
*Can get air knockdowns sometimes where j.SVV wouldn't, particularly on lighter characters.<br />
*Also air blockable without FD.<br />
*Lacks the same leniency to the followup as the ground H version.<br />
*Similarly to j.SVV, cuts air momentum when RC'd on the first hit.<br />
{{CloseCard}}<br />
<br />
===<big>Knockdown</big>===<br />
<span class="input-badge">'''Volcanic Viper > {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S214K.png| Has a deceptively large hitbox<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j214K-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Sol_j214K-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="623H > 214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
<br />
==== ====<br />
Used after VV to score a knockdown, or delay Sol's descent, throwing off an opponent's punish timing..<br />
*Deceptively large hitbox. Can tag players pressing the wrong button.<br />
*Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.<br />
*Hits overhead, but won't tag anybody this way.<br />
*Will occasionally hit players pressing a button after VV.<br />
<br />
Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups!<br />
{{CloseCard}}<br />
<br />
===<big>Bandit Revolver</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_236K.png|Boy you'd better begin...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_BR-1-Hitbox.png|Ground: 1st hit (Frames 9-13)<br>Air: 1st hit (Frames 6-8)<br />
GGXXACPR_Sol_BR-2-Hitbox.png|Ground: 2nd hit (Frames 24-25)<br />
GGXXACPR_Sol_BR-3-Hitbox.png|Ground: 2nd hit (Frames 26-27)<br>Air: 2nd hit (Frames 22-23)<br />
GGXXACPR_Sol_BR-4-Hitbox.png|Ground: 2nd hit (Frames 28-30)<br>Air: 2nd hit (Frames 24-25)<br />
GGXXACPR_Sol_BR-5-Hitbox.png|Ground: 2nd hit (Frames 31-32)<br>Air: 3rd hit (Frames 26-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236K" or input="j.236K" or input="236H")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|inactive2 = 11<br />
|active3 = 9<br />
|recovery = 2<br />
|specialRecovery = 7<br />
}}<br />
==== ====<br />
Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.<br />
*Leads to a safejump setup on knockdown.<br />
*Minute startup invul can make it a pseudo-reversal.<br />
*Keeps opponents grounded, though throw punishable if blocked standing. <br />
*Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.<br />
----<br />
Combo filler for high meter gain, and tool for shooting across the stage.<br />
*Converts stray air hits into longer combos.<br />
*Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry and meter gain.<br />
*Can be FRC'd before going active to propel Sol forward.<br />
*Second hit has extended untech time, allowing for longer BR loops and KDs where the 3rd hit would make it impossible.<br />
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.<br />
<br />
Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be TK'd to start a longer combo. Tends to have more utility between moves than as a move by itself.<br />
{{CloseCard}}<br />
<br />
===<big>Bandit Bringer*</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_236Khold.png|...to get those crazy notions<br> right out of your head<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_236K-Hold_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236[K] "<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 6<br />
|recovery = 9<br />
|specialRecovery = 4<br />
}}<br />
==== ====<br />
Button check and big, slow overhead. Slightly plus, big damage combo tool.<br />
*Goes over a lot of things very, very slowly.<br />
*Large ground bounce makes conversions extremely easy.<br />
**Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH {{clr|4|5H}} against most of the cast.<br />
*Has a Clean Hit, with no forced prorate.<br />
<br />
Occasional FRC use leads to unusual mixups. Can also be RC'd on contact if Jump Installed for an airdash mixup. This move can work well to catch some fuzzy backdash attempts, and it can be very hard for some characters to 6P. As a result, one must usually IB Airthrow it or risng j.{{clr|1|P}} in orther to beat it, IB Throw works depending on the range.<br />
<br />
Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.<br />
{{CloseCard}}<br />
</div><br />
<br />
<div id="movelist-2" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5P.png|Ora<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 4<br />
}}<br />
==== ====<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.<br />
*Strong burst bait tool due to its overall low recovery time.<br />
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.<br />
*Fast, plus on block and loses initial prorate. Low commitment way to catch mashing/jump outs.<br />
<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5K.png|Only '''I''' get to push buttons<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (Frame 2)<br />
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (Frames 3-4)<br />
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (Frames 5-6)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5K DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 2<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
==== ====<br />
Privileged 2F normal that does it all: anti-air, abare, punishes, and fast enough to catch OS backdashes.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
*Loses jump cancel. Hard to convert from succesfull anti-air. {{clr|4|2H}} is faster during DI making it preferable option.<br />
*Hitting on frame 2 allows you to Faultless Defense cancel it, while still having the hitbox connect. Although this is frame perfect, if mastered can lead to some incredible [https://twitter.com/guiltyjake/status/1527630396196003842 results]<br />
<br />
On air hit can still be confirmed from with {{clr|4|2H}}, but will only do so at low height. Mostly useful against grounded opponents.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_cS.png|Punish and Frame Trap Starter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 10<br />
}}<br />
==== ====<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)<br />
*+3 on block with very little pushback, still good for tick throws.<br />
<br />
Can lead to Dustloops, Sidewinders, and TK Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_fS.png|Go-to spacing tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|recovery = 14<br />
}}<br />
==== ====<br />
Extremely fast for its range, {{clr|3|f.S}} is good for establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} > {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Active only for one frame and is easily backdashed, but recovers fast enough to maintain pressure on most characters.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5H.png|Counter Hit > Pain<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5H DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 13<br />
}}<br />
==== ====<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5D.png|The Great American Unblockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="5D DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
==== ====<br />
Decent damage combo starter, but awful range. During DI tied for the fastest {{clr|5|5D}} in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range and huge CH state window, but fast enough that whiff punishing can be tricky.<br />
*Substantially better in DI due to being safe, and on the cusp of unreactable.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is still somewhat telegraphed. <br />
<br />
'''Additional Frame Data:''' ''Knocks down face up on CH. Sol is CH state 1~20F.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Bullying 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="6P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
==== ====<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit.<br />
*On midscreen hit does not knockdown and forces you to go for pressure reset, in exchange wallbounces on CH midscreen.<br />
*Clutch Anti Air.<br />
*Does not cause prorate anymore.<br />
<br />
Loses to many lows and low profile moves, pay attention to your spacing and timing. In DI better suited for counterpoking, but frame traps are still present and lead into good damage.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 8)<br />
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 9)<br />
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 10)<br />
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 11)<br />
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 12)<br />
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 13)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="6H DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
==== ====<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Can be used in Dragon Install for higher Dizzy damage combos.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
<br />
'''Additional Frame Data:''' ''Dizzy modifier x1.5. Sol is in CH state for entire duration.''<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2P.png|Poke<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 4<br />
}}<br />
==== ====<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
*Loses proration.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2K DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
==== ====<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*No proration. Even better for tagging people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into late {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|4|2H}}.<br />
<br />
Fairly standard low poke tool, but fast enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2S.png|Save your strings<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2S DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 5<br />
}}<br />
==== ====<br />
Decent range, fairly active, very disjointed, low recovery time, and +7 on block make this an excellent blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2H.png|(Re)launch all day<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2H1-Hitbox.png|Frame 5<br />
GGXXACPR_Sol_2H2-Hitbox.png|Frame 6<br />
GGXXACPR_Sol_2H3-Hitbox.png|Frame 7<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2H DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
==== ====<br />
High reaching upwards swing which gives you an hour and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Does not launch from the ground making it better as anti-air.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
<br />
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2D.png|Get down, make love<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="2D DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
==== ====<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Free combo on counter hit.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jP.png|Mash<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jP1-Hitbox.png|Frame 3<br />
GGXXACPR_Sol_jP2-Hitbox.png|Frames 4-6<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 4<br />
|recovery = 3<br />
}}<br />
==== ====<br />
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.<br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to Burst safe, character specific Sidewinder Setups.<br />
<br />
The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult SJIAD combos. Deceptively excellent.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jK.png|Break a leg<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
==== ====<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful with {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jS.png|Your premium safejump tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
==== ====<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
*Self cancellable during DI even on whiff.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jH.png|Stone Cold Crazy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 8-9<br />
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 10-11<br />
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 8<br />
}}<br />
==== ====<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jD.png|''Trust in the Dust''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11<br />
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 7<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
==== ====<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. <br />
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
<br />
'''Additional Frame Data:''' ''Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Initial prorate 90%.''<br />
{{CloseCard}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_throw.png|Rushing Headlong<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}. Axl, Dizzy and Justice are comboable only in DI.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}}] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/{{clr|5|j.D}}] > SW.<br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face down (character specific). Floats on hit. Forced prorate 50%.''<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
*On CH floats higher. Allows easy midscreen conversions.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. Forced prorate 50%.<br />
{{CloseCard}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Piss Off!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="DAA"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
==== ====<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
<br />
'''Additional Frame Data:''' ''Knocks down face up. Wall bounces on hit (untechable on ground hit for 28F). Initial prorate 50%.''<br />
{{CloseCard}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Gun Flame</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_236P_DI.png|They call him Mister Fahrenheit; GURLFREEN<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="236P DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 6<br />
|recovery = 7<br />
}}<br />
==== ====<br />
Regular Gunflame on roids. Faster, has a massive hitbox, plus, and will combo into itself. <br />
*Covers an anti-air angle and makes pressure coverage faster and safer.<br />
*Easier to use for chipping out.<br />
*The FRC is moved to right as it goes active, changing its use.<br />
*Just fast enough to combo out of grounded, crouching, Lvl.5 hits.<br />
<br />
Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.<br />
{{CloseCard}}<br />
<br />
===<big>Gun Flame Feint</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214P.png|Nah<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214P"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 31<br />
}}<br />
==== ====<br />
Fake Gunflame. Has a hitbox for some reason.<br />
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.<br />
*Can be whiffed to build meter from afar.<br />
*Used sparingly, can frighten opponents at the end of blockstrings into another setup.<br />
<br />
Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.<br />
{{CloseCard}}<br />
<br />
===<big>Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}'''</span> or <span class="input-badge">'''{{clr|4|623H}}'''</span> '''(Air OK)'''<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_Badguy_DI-623S.png|Mom says its my turn to do oki<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_DI-623S-1-Hitbox.png|All: 1st hit (Frames 7-9)<br />
GGXXACPR_Sol_DI-623S-2-Hitbox.png|Ground S: Hits 2-3 (Frames 11-16)</br>Air: Hits 2-3 (Frames 12-19)<br />
GGXXACPR_Sol_DI-j623S-2-Hitbox.png|Ground H: Hits 2-9 (Frames 10-63)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="623S DI" or input="623H DI" or input="j.623S/H DI")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 1<br />
|active3 = 6<br />
|recovery = 21<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 57<br />
|recovery = 36<br />
|specialRecovery = 10<br />
}}<br />
==== ====<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
----<br />
'''Ground {{clr|3|S}}:''' Weaker version of VV, but has some altered utility.<br />
*Similarly strong hitbox, but cannot cancel into knockdown.<br />
*Same speed as regular SVV, but slightly less damage overall.<br />
*All three hits ''must'' be FD'd if airborne.<br />
*Overall not the strongest version, but usable. <br />
----<br />
'''Ground {{clr|4|H}}:''' The hype machine. One of the meanest moves in the game.<br />
*Absolutely massive wall of hitbox. Reaches to the top of the screen.<br />
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.<br />
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.<br />
----<br />
'''Air:''' Similarly weaker version as DI SVV, but the first hit is air unblockable.<br />
*Doesn't cancel to knockdown.<br />
*First hit being air unblockable can win you air-to-air wars.<br />
*Fully invincible compared to normal air VVs being only strike invincible.<br />
<br />
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.<br />
{{CloseCard}}<br />
<br />
===<big>Knockdown</big>===<br />
<span class="input-badge">'''{{clr|4|623H}} > {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S214K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j214K-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Sol_j214K-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="623H > 214K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Knockdown tool used after ground HVV.<br />
*Useless for delaying landing since it happens so high in the air.<br />
*Don't use it on whiff. You will just allow your opponent a free counter hit.<br />
<br />
Note that Knockdown will whiff against Johnny, Potemkin and Robo-Ky on ground hit. They can tech and potentially punish. Know your matchups!<br />
{{CloseCard}}<br />
<br />
===<big>Bandit Revolver</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_236K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_BR_DI-1-Hitbox.png|1st-3rd hits (Frames 7-15)<br />
GGXXACPR_Sol_BR_DI-2-Hitbox.png|4th hit (Frames 25-27)<br />
GGXXACPR_Sol_BR_DI-3-Hitbox.png|4th hit (Frames 28-29)<br />
GGXXACPR_Sol_BR_DI-4-Hitbox.png|4th hit (Frames 30-31)<br />
GGXXACPR_Sol_BR_DI-5-Hitbox.png|4th hit (Frames 32-33)<br>Air hitboxes stay the same<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and (input="236K DI" or input="j.236K")<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|inactive2 = 9<br />
|active3 = 9<br />
|recovery = 3<br />
|specialRecovery = 7<br />
}}<br />
==== ====<br />
Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead. Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.<br />
*Larger active window for catching jumpers.<br />
*Knocks down with a bit of pushback for ending combos when DI is about to run out.<br />
*Leads to a safejump setup on knockdown.<br />
*Minute startup invul can make it a pseudo-reversal.<br />
----<br />
Combo filler for high meter gain, and tool for shooting across the stage.<br />
*Converts stray air hits into longer combos.<br />
*Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry and meter gain.<br />
*Can be FRC'd before going active to propel Sol forward.<br />
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.<br />
<br />
Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.<br />
{{CloseCard}}<br />
<br />
===<big>Slam</big>===<br />
<span class="input-badge">'''{{clr|2|j.214K}} during Dragon Install'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_j214K.png|Knockdown kick as standalone move<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j214K-1-Hitbox.png|Frames 17-19<br />
GGXXACPR_Sol_j214K-2-Hitbox.png|Frames 20-28<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214K DI"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Quick, plus, low crush, floor bouncing overhead that is ''+R'' and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.<br />
*Relatively quick, hits 20F when TK'd. Plus 3 on block for continued pressure.<br />
*Bounces higher based on the opponent's height when hit.<br />
*Loops into itself or out of {{clr|5|j.D}}.<br />
*Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end.<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>Riot Stamp</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214K.png|You shouldn't use this move,<br> but you will<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_RS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214K "<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Silly overhead transport attack. One of Sol's weirder attacks, but can be useful to surprise your opponent if they aren't ready for it, allowing to get in or an occasional conversion. On the other hand, this move is infamously easy to 6P, which can lead into a full combo on a good number of the cast. Don't throw this move out like it's nothing or you'll explode. <br />
*Hits on 14F when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.<br />
*Airborne on frame 1. That and the high profile will get you out of Dodge against low hitting moves.<br />
*Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit. <br />
*Can be FRC'd right before it goes active to fake into a low, or right as it ''hits'' (if early enough) for unusual conversions.<br />
*Auto Jump Install's on FRC allowing you to airdash after.<br />
*{{clr|1|6P}} bait. Don't do it fullscreen or you're going to die.<br />
{{CloseCard}}<br />
<br />
===<big>Wild Throw</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623K.png|The bane of blocking<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="623K"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 31<br />
}}<br />
==== ====<br />
Great command grab with average command throw range but great startup. Sol's main mixup tool. <br />
*Full, damaging conversions from anywhere on stage.<br />
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.<br />
*Also has character specific, meterless burst safe setups.<br />
*Only in CH state for a short segment of its recovery.<br />
<br />
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br><br />
*Some meterless burst safe followups include:<br />
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop<br />
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS<br />
**late {{clr|4|j.H}}/block OS > SW loop<br />
{{CloseCard}}<br />
<br />
===<big>Fafnir</big>===<br />
<span class="input-badge">'''{{clr|4|41236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_41236D.png|Your long-range,<br> melee combo tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_41236H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="41236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
==== ====<br />
Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into. ''Does not inflict a Clean Hit'' like with FB Fafnir.<br />
*Staggers on hit while moving Sol forward, putting him closer to his optimal range.<br />
*Cancels into FB Tyrant Rave for bigger damage with only 25 meter.<br />
*Leads to bigger confirms with an RC.<br />
*Can frame trap (with a wide window) due to its startup.<br />
<br />
Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol.<br />
{{CloseCard}}<br />
<br />
===<big>Ground Viper*</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} > Mash Buttons + Directions'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214S.png|The loudest move,<br> for the loudest game<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214S-1-Hitbox.png|<br />
GGXXACPR_Sol_214S-2-Hitbox.png|Changes every 2 frames<br />
GGXXACPR_Sol_214S-3-Hitbox.png|Last hit<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 25<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 37<br />
}}<br />
==== ====<br />
Ground Viper is a Fast, instant–low–profile, advancing attack. These properties, combined with the disgusting damage on clean hit makes it a strong tool which can function both defensively and offensively. The unconventional input can be tricky to learn on certain controllers, but is worth mastering.<br />
<br />
*Number of hits changes depending on how many directions/buttons are pressed during the move.<br />
*Cannot be RC'd if the current hit did not make contact.<br />
*To use multiple hits, alternate between forward and back while mashing buttons<br />
**Alternatively, you could alternate between down back and down forward, or up back and up forward<br />
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''For a detailed look at this move, see this tutorial video'']<br />
<br />
<u>How low profile is Ground Viper? Imagine low profile enough to go under 75% of moves in the game, and then go lower.</u><br />
*{{Character Label|GGACR|Baiken}}'s {{MMC|chara=Baiken|input=236D|label=FB Tatami}}<br />
*{{Character Label|GGACR|Venom}}'s {{MMC|chara=Venom|input=2141236S|label=Dark Angel}}<br />
*{{Character Label|GGACR|Johnny}}'s {{MMC|chara=Johnny|input=2D|label={{clr|5|2D}}}}<br />
*Burst, which can score a powerful reset in the corner<br />
{{CloseCard}}<br />
<br />
===<big>Sidewinder*</big>===<br />
<span class="input-badge">'''{{clr|4|j.236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_j236H.png|The reason you play Sol<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236H "<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Big flaming punch, wallbouncing staple combo move. with ludicrous damage output. Satisfaction Maximum, Guaranteed. <br />
*Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.<br />
*Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. <br />
*Fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish.<br />
*Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown.<br />
*'''JAMA DA / KURAE NA'''<br />
<br />
Standard SW loops repeat [{{clr|3|j.S}}/{{clr|4|j.H}}(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain.<br />
*[http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html ''Clean Hit Diagrams can be found here'']<br />
{{CloseCard}}<br />
<br />
==Force Breaks==<br />
===<big>FB Fafnir*</big>===<br />
<span class="input-badge">'''{{clr|5|41236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_41236D.png|HAVE A SEAT<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_41236D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="41236D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 17<br />
}}<br />
==== ====<br />
Fast, ''throw invincible'' sucker punch which knocks down. Much stronger version of regular Fafnir that's also Level 6 on block.<br />
*Has some invincibility on Sol's front leg, can low crush. Beats throws until startup<br />
*Scores knockdown at ranges too far for any other conversions.<br />
*Slides on Counter Hit or Clean Hit (works from {{clr|1|6P}} or {{clr|5|2D}}, or against jump out attempts), and converts to full combos a little over half the screen away.<br />
**Leads to {{clr|3|f.S}} {{clr|4|5H}} IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool.<br />
*'''Note''': will whiff against crouchers off of max range {{clr|4|5H}}, due to opponent hurtboxes.<br />
{{CloseCard}}<br />
<br />
===<big>Tyrant Rave*</big>===<br />
<span class="input-badge">'''Fafnir > {{clr|5|64D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_46D.png|25% Supers, Welcome to the USA<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_64D_Hitbox_1.png|Starts a lot closer (Frames 4-12)<br />
GGACR_Sol_64D_Hitbox_2.png|Frames 13-36<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="41236H > 64D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 33<br />
|recovery = 35<br />
}}<br />
==== ====<br />
A version of Sol's original Tyrant Rave from ''GG1'' and ''X''. Big damage combo ender and chip kill move. Only costs a quarter.<br />
*Large hitbox, multi hit move which is difficult to contest or punish. Generally sacrifices knockdown.<br />
*Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.<br />
*Converts to {{clr|2|5K}} in the corner off of short combos.<br />
*Strong for closing out rounds or scaring opponents due to damage output.<br />
<br />
Even simple combos in the corner such as ''xx > [{{clr|1|6P}} > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage.<br />
:A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.<br />
{{CloseCard}}<br />
<br />
===<big>FB Sidewinder*</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_j236H.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236D"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Guaranteed Clean Hit Sidewinder, ''even on block''. A godsend.<br />
*Gives Sol easier, and otherwise impossible combo conversions.<br />
*Hit from max range, it becomes burst safe.<br />
*Works as a punish on non-counter-hit as well.<br />
*Scales harder than regular Sidewinder for lowered damage output.<br />
<br />
Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.<br />
{{CloseCard}}<br />
<br />
<br />
'''How to score Clean Hits:''' For Grand Viper, hit with the point of the hilt. For Sidewinder, hit the clean hit hitboxes which can be found [http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html here]. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position and even on a blocked hit. Hitstop from a Clean Hit is 27F.<br />
<br />
*1: Damage of a Clean Hit Sidewinder is '''35 + 25 * (# of Clean Hits)'''. Force Break Sidewinder automatically adds in 1 Clean Hit.<br />
*2: Damage of Tyrant Rave when tacked on at the end of a combo full of Clean Hits is '''25 + 30 * (# of Clean Hits) * 3 + 84'''.<br />
*3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.<br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Beta</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_632146H1.png|<big><big>[https://twitter.com/ACPR_Network/status/1322009138415628288?s=20 '''LOUDER''']</big></big><br />
GGAC_Sol_632146H2.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_632146H-1-Hitbox.png|1st hit (Frames 6-8)<br />
GGXXACPR_Sol_632146H-2-Hitbox.png|1st hit (Frames 9-16)<br />
GGXXACPR_Sol_632146H-3-Hitbox.png|2nd hit (Frames 33-34)<br />
GGXXACPR_Sol_632146H-4-Hitbox.png|2nd hit (Frames 35-38)<br />
GGXXACPR_Sol_632146H-6-Hitbox.png|2nd hit (Frames 39-40)<br />
GGXXACPR_Sol_632146H-7-Hitbox.png|2nd hit (Frames 41-47)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="632146H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 11<br />
|inactive2 = 17<br />
|active3 = 15<br />
|recovery = 31<br />
}}<br />
==== ====<br />
High, immediate damage cash out. Blows out your speakers.<br />
*Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.<br />
*Knocks down full screen, untechable wallstick near the corner.<br />
*Combos into {{clr|2|5K}} when you're in the corner, and Grand Viper from a bit farther out.<br />
*Done from {{clr|5|2D}} or {{clr|4|5H}} as a punish, you get a quick, unburstable combo unless they burst immediately.<br />
*Can be done to bursts on reaction to blow through them for a big reset.<br />
*Pushes the opponent out fairly far, can be difficult to punish, but can be tagged between hits. <br />
<br />
Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.<br />
{{CloseCard}}<br />
<br />
===<big>Dragon Install</big>===<br />
<span class="input-badge">'''{{clr|3|214214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214214S.png|Win the game...or Dragon Install?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214214S"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects.<br />
<br />
'''Positives:'''<br />
*Acts as a reversal and screen freeze.<br />
*Sol gains access to Slam, an extremely fast and safe overhead.<br />
*{{clr|3|S}} and {{clr|4|H}} normals have their recovery cut enough that other normals can be linked after dashing.<br />
*More gatlings and jump cancels on air normals.<br />
*Can be combo'd into and out of if done from {{clr|1|6P}}.<br />
*Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).<br />
*During DI, tension increases at a rate of 0.1% per frame.<br />
<br />
'''Negatives:'''<br />
*You can still get hit by something active during the end of its startup.<br />
*{{clr|2|5K}} loses its jump cancel.<br />
*Drains all of Sol's tension and cuts his tension pulse when it ends.<br />
*Ends if Sol is knocked down (This is actually preferable to ending by the time out).<br />
*Makes Sol close to Negative Penalty and being dizzied (does not apply if DI ends with Sol being knocked down).<br />
*DI cannot be used during DI.<br />
{{CloseCard}}<br />
<br />
===<big>Dragon Install 2nd</big>===<br />
<span class="input-badge">'''{{clr|1|214214214214P}}+{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214214S.png|Dragon Uninstall<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and input="214214214214PH"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Potentially ''the'' worst super in all of Guilty Gear. Significantly worse than regular Dragon Install since comes with added drawbacks.<br />
<br />
*Costs a full bar for over six times the startup with ''no invincibility''.<br />
*Lasts the entire round, at the cost of draining your life until it hits 1 pixel.<br />
*Kills your tension gain.<br />
*Drains your health faster than you can deal damage.<br />
*The extremely obtuse input actually works in its favor to ensure that you won't get it by accident.<br />
*Awful. Don't even try.<br />
{{CloseCard}}<br />
<br />
==Instant Kill==<br />
===<big>Napalm Death</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_IK.png|[https://www.youtube.com/watch?v=ybGOT4d2Hs8 You Suffer, But Why?]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Sol_IK_Hitbox.png|Not shown: height<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{CargoHeader-GGACR}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGACR<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level<br />
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"<br />
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID<br />
}}<br />
|}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
==== ====<br />
Bottom 5 IK. Goodbye, Meter.<br />
*Short range and horribly unsafe. Whiffs on the entire cast crouching.<br />
*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.<br />
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.<br />
<br />
'''Additional Frame Data:''' ''IK mode activation time 76F.''<br />
{{CloseCard}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Sol Badguy}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Sol Badguy|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Sol Badguy]]</div>Bigguburaunhttps://www.dustloop.com/wiki/index.php?title=P4U2R/Elizabeth&diff=305252P4U2R/Elizabeth2022-07-26T04:44:13Z<p>Bigguburaun: /* Ghastly Wail */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup|stub}}<br />
{{Overview<br />
| overview = <br />
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''Zoning Potential:''' She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.<br />
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.<br />
*'''Meter Master:''' Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.<br />
*'''Status Effects:''' Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.<br />
| cons = <br />
*'''Poor Defense:''' Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.<br />
*'''Poor Mobility:''' Her dash speeds on both the ground and in the air are incredibly sluggish.<br />
*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.<br />
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.<br />
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate<br />
| unique_mechanic1= Elizabeth gets free meter by doing absolutely nothing!<br />
| unique_mechanic2_name=Powered-Up Skills During Awakening<br />
| unique_mechanic2=<br />
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png|<br />
P4AU_Elizabeth_5AA.png|<br />
P4AU_Elizabeth_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
'''5A''' is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A.<br />
<br />
'''5AA''' is a large button that slightly moves the opponent back, mainly combo filler<br />
<br />
Avoid using '''5AAA''' if you can, not very good. Special-cancelable<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png|<br />
P4AU_Elizabeth_5BB.png|<br />
P4AU_Elizabeth_5BBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Good poke button, it displaces the opponent so be cautious when canceling into other moves<br />
*5B Dash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A decent anti-air tool (Air unblockable)<br />
<br />
Most commonly used for comboing into j.C (get Oki)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Similar to Elizabeth's 5B but in the air, good air poke but not great for hitting grounded opponents.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth does a short hop before slamming her book into the opponent's head.<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.<br />
<br />
can cancel into 2C,2D after first hit or even run cancel<br />
<br />
*Dash Cancel is -3 on block<br />
*Backdash Cancel is -8 on block<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2C.png|hold button to charge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.<br />
<br />
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.<br />
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:<br />
* 5C now bounces the opponent allowing for more combo potential and does more damage.<br />
* 214A/B launches opponents higher as well as doing more damage.<br />
* Ghastly Wail gets an incredible damage buff.<br />
<br />
1hsm can now stack 9 times.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A slow grab that applies fear and side switches, can be combo'd after.<br />
<br />
Thanatos will always throw the opponent behind him.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png| BOINK!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
-Groundbounces on CH. One of Elizabeth's best and most common enders.<br />
<br />
-Hit ground opponent if low enough.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A faster airborn version of 5D.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
<br />
Can combo into Maha (236236C) after the throw<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear.<br />
* Groundbounces on counter hit and Fatal counter <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Shuffle Time</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! SP !! 0-49 !! 50-99 !! 100-149 !! 150 <br />
|-<br />
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]<br />
|-<br />
|}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Elizabeth_6AC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she ''does'' build meter for free, after all.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_BD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move.<br />
It has many, many issues, but to summarize:<br />
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.<br />
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH. This can be hit easily or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.<br />
* Throw-type, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.<br />
* You have to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.<br />
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''<br />
{{CloseCard}}<br />
<br clear=all/><br />
{{clear}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Maziodyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.<br />
*This move on sb version put opponent in shock state<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mabufudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne_1.png|<br />
P4Arena_Elizabeth_Mabufudyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An alternative anti-air option, which freezes the opponent to start or extend combos.<br />
<br />
Its important to make sure the ice spears from the B and AB connect before canceling this move.<br />
Freezes.<br />
<br />
* this move is air unbloackable<br />
{{CloseCard}}<br />
<br />
===<big>Magarudyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
You can move while this move is active, last hit sends opponent upwards.<br />
<br />
C version has more movement speed and range, can be use to escape from corner (pls use with caution)<br />
{{CloseCard}}<br />
<br />
===<big>Maragidyne</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
<br />
==== ====<br />
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.<br />
<br />
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.<br />
*Summons 12 fire pillars<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png|<br />
P4AU_Elizabeth_Debilitate_Catch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.<br />
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.<br />
<br />
----<br />
;{{clr|1|A}} Version<br />
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.<br />
----<br />
;{{clr|2|B}} Version<br />
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.<br />
----<br />
;SB Version<br />
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Mahamaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
{{CloseCard}}<br />
<br />
===<big>Mamudoon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png| good luck finding a use for this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
* Persists if Elizabeth blocks.<br />
* Persona always appears on the ground.<br />
* Fixed hitstun.<br />
* Only instant KOs if there is less than 10 seconds on the clock.<br />
<br />
* 236236CD version appears on ground level and it is unblockable<br />
{{CloseCard}}<br />
<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Diarahan</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the {{CloseCard}}--><br />
A healing super, please use with caution....<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png|Get in the box<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.<br />
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.<br />
* Decent reversal on a character who needs every reversal option she can get.<br />
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both<br />
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both <br />
<br />
{{CloseCard}}<br />
<br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Megidolaon</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Has Fatal Recovery now.<br />
*Requires 3 hits to activate. <br />
<br />
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate. <br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エリザベス<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2.5/Navigation}}</div>Bigguburaun