User:Towito/sandbox2

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Drives and Enhanced Specials

Utilising Naoto's Tools

input damage guard startup active recovery onBlock attribute invuln
5[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18 -1 B
6[D] 1500 Guard Break 24 [34]/Barrier 48 [36] 6 17 -1 B
214D 1000 All 15 [13] 3 23 -9 [-7] B
623D 700×2
[700, 450×4]
Mid, All [Mid] 9 3,10
[3,3,3,2,2]
38+16
[29+16]
-45 [-28] B 1~17 All
214A 39 [37] 1~30 HBP
[1~26 HBP]
632146B 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 B 1~6 All
7~16 P

While Naoto can use universal movement options well, he also has many other useful tools he can use. The forward movement his Enhanced specials gain give them uses as approach options, although they have relatively long recovery on block or whiff. Additionally, his charged drives are large, but they have long startup. As such, this is Naoto's higher risk neutral playstyle. Although it can be very effective, it is reliant on successfully reading the opponent.


Enhanced 214D: One of Naoto's most used specials in neutral. It's fast, disjointed and travels about 3/4 of the screen. It allows Naoto to move quickly through the screen while covering himself with a large disjointed hitbox. Although the move is unsafe on block, it is only -7, meaning it can be punished by jabs at best and is even safe when spaced. However, it will typically whiff against an airborne opponent and can be punished by air normals. Enhanced 236B can be used in a similar way, and it has a higher vertical hitbox, allowing it to hit airborne opponents when Enhanced 214D would not. Additionally, it is safe on block and has cancel options after. However, it extends Naoto's hurtbox before it becomes active, causing it to lose to preemptive buttons, so Enhanced 214D is generally the better option.


Enhanced 214A: It has 26 frames of invulnerabilty and travels about 1/2 of the screen, and can be used against opponents who keep Naoto out by using projectiles or Body attribute moves. However, Enhanced 214A lacks Foot invulnerability, so large Foot pokes like  Kokonoe

3C
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or  Kagura

2C
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will beat Enhanced 214A approaches. Additionally, its long total duration generally means Naoto will be unable to punish a move that whiffs through Enhanced 214A - assuming he is even plus after he recovers, especially if the Enhanced 214A was done on reaction.


Enhanced 623D: Although it may seem like a stupid option to use in neutral, it is a potent neutral option. It travels over 1/2 of the screen, has a large hitbox both in front and above it, and has a large amount of invulnerability and active frames, allowing it to beat most attacks in the game, especially if done right before the opponent's move becomes active to make the most out of the invulnerability. However, if baited, Naoto is heavily punishable on block. Thankfully, if done with meter, Naoto can Rapid Cancel the move and do a falling j.B if he is not too close (which he shouldn't be if the move is used in neutral) to punish an opponent's punish attempt and start pressure.


632146B: Potentially the best anti-projectile super in the game, it travels just short of fullscreen when Enhanced, has Projectile invulnerability for the entirety of its travel, and can lead to a combo if it counter hits in the corner. Additionally, it can be done on reaction against some projectiles when far away such as  Nu

5D
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. If done consistently, this forces projectile zoners to approach Naoto instead whenever he has meter.


Charged Drives: Unlike the other options, these are generally used to keep the opponent away from Naoto and can be used with a life lead to force the opponent to approach. They can also all be dash cancelled during startup, potentially allowing Naoto to punish an attempt at approaching.

  • 5[D]: Used the most as it is the fastest charged drive with 40 frames of startup. It is a large, fairly disjointed horizontal poke that covers 1/2 of the screen and Guard Breaks, and even leads to full combos on Guard Break and hit. 2[D] can be used instead when the Low guard or Foot attribute properties are relevant, such as against  Tager 214D
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    . Although Naoto can dash cancel during the startup of the move on reaction to the opponent entering the air, the opponent will often be at an awkward spacing to anti-air.
  • 6[D]: As Naoto's best starter, it is the most dangerous to be hit by, and has a huge upwards hitbox perfect for covering the air. However, its slow startup generally mean the opponent can interrupt Naoto before the move comes out, even if they are airborne. Despite this, its reward is sometimes enough justification to use it, such as when at a huge life deficit.