RurouniLoneWolf Posted September 6, 2016 Posted September 6, 2016 Evernote for easy passing around:http://www.evernote.com/l/AnCH36DGxqtDjKoszhrOiS379p9ZNI962SY/ Note: If you have any feedback or suggestions for my guides, I'm always all ears. Hit me up by posting in the Dustloop thread, Private Messaging me on Dustloop or tweeting at me @RurouniLoneWolf Overview Naoto is a rushdown character with short and sometimes awkward normals to work with to play footsies with. A lot of his success in the neutral game comes down to good use of his Bloodege drive and having great, good old fashioned spacing and footsies.Naoto's Drive: Bloodege Where Naoto's pokes can be lacking in reach for pokes, Naoto's drives can make up for it by taking some risks. j.D and j.[D] j.[D] has a very large hitbox that hits at just the right angle to be very effective when used well spaced as a neutral tool. Video Example 1 - https://youtu.be/-MiNg-1fyJ0?t=85 Video Example 2 - https://youtu.be/UpnUf_jYRh4?t=58 Video Example 3 - https://youtu.be/gqD8OkApILQ?t=21 Video Example 4 - https://youtu.be/gqD8OkApILQ?t=115 Video Example 5 - https://youtu.be/5AhkMJOc3UA?t=24 Video Example 6 - https://youtu.be/uCz9GyrIPz4?t=2271 Careful of the long startup though, pick your spot to use j.[D] well. You need to make sure to get the vertical and horizontal spacing right on for j.[D] or you'll get anti-aired pretty easily Video Example - https://youtu.be/uCz9GyrIPz4?t=2156 Video Example - https://youtu.be/5AhkMJOc3UA?t=68 Because j.[D] is vulnerable to anti-airs and air to airs, it is very important to well space your j.[D]s. You'll also want to make good use of uncharged j.D as well. It won't give you a full combo like j.[D] does unless you score a counter hit but it'll give the opponent reason to hesitate approaching you when they suspect that you'll use j.[D] Video Example - https://youtu.be/5AhkMJOc3UA?t=184 Video Example - https://youtu.be/Z3wkBxzeLns?t=102 Enhanced Slash Kaid (214D) The enhanced version of Slash Kaid can be a pretty good option for poking on the ground when used well. It has large horizontal reach and staggers on hit, which will allow you to close in on the opponent for pressure. However, it's vertical reach is lacking so its vulnerable to opponents jumping over it. Also, it's frame advantage on block isn't great either but if you space it well enough, this won't be an issue for you since it'll be difficult for most characters to reach you in time. Video Example - https://youtu.be/uCz9GyrIPz4?t=2137 Video Example - https://youtu.be/uCz9GyrIPz4?t=2227 Video Example - https://youtu.be/oGUWKC2iSrg?t=86 Bad En. 214D Example - https://youtu.be/upLhgYi0egw?t=44 Footsies Although Naoto's drive helps in neutral, there are still risks in using them. As a result, it's still very necessary to have a strong footsies game in your neutral to compliment your uses of drive. Here are a few things you should aim to work into your neutral game Jump forward well spaced falling j.B An all around good tactic. Because j.[D] is one of Naoto's best pokes in neutral, you're going to find yourself jumping around in neutral a lot. Sometimes, you'll end up at a great spacing for the j.[D]. Other times, you'll end up at a spacing that's too close for j.[D] but it is a good spacing to do j.B Video Example - https://youtu.be/-MiNg-1fyJ0?t=577 Video Example - https://youtu.be/OKaatxwhDmM?t=224 Video Example - https://youtu.be/UpnUf_jYRh4?t=420 Video Example - https://youtu.be/KaQGaLVR3p0?t=53 Video Example - https://youtu.be/gqD8OkApILQ?t=264 Well spaced IAD j.B If you recognize you are standing at the right spacing for it, you can do an IAD j.B to jump in on the opponent and either open them up or get pressure started. Video Example - https://youtu.be/KaQGaLVR3p0?t=174 Falling Well Spaced j.C In some situations, there will be times where j.B won't reach but j.C has enough extra reach to tag the opponent. Video Example - https://youtu.be/OKaatxwhDmM?t=41 Video Example - https://youtu.be/gqD8OkApILQ?t=502 Well Spaced IAD j.C At spacings where IAD j.B won't reach, IAD j.C can give you that extra reach you need to tag the opponent. Video Example - https://youtu.be/gqD8OkApILQ?t=76 Video Example - https://youtu.be/gqD8OkApILQ?t=152 Dealing with Zoning Dealing with Zoning or characters that want to play keepaway can be a bit tough for Naoto compared to other characters because of his poor reach but he does have a few great tools he can use to help him out. Standard Good Movement Making good movement the foundation of dealing with zoning is always a good idea since it usually requires little risk on your part. Doing jump forward barrier, dash jump forward barrier or dash super jump forward barrier will all let you cover varying amounts of distance while keeping yourself safe. Jump forward Barrier Example - https://youtu.be/-MiNg-1fyJ0?t=150 Dash > jump forward Barrier - https://youtu.be/-MiNg-1fyJ0?t=569 Dash > Super jump forward Barrier - https://youtu.be/-MiNg-1fyJ0?t=102 Enhanced Slash Kaid (En. 214D) Even in the vs Zoner MU, Enhanced Slash Kaid is still a pretty good option if you can manage to get it out. Enhanced Slash Kaid reaches so far that it can easily hit a Zoner out of trying to use a projectile if you get the spacing right and even on whiff, it'll make Zoners more cautious of trying to zone Naoto from anywhere but full screen. Video Example - https://youtu.be/-MiNg-1fyJ0?t=98 Video Example - https://youtu.be/-MiNg-1fyJ0?t=538 Video Example - https://youtu.be/-MiNg-1fyJ0?t=642 Video Example - https://youtu.be/OKaatxwhDmM?t=235 Video Example - https://youtu.be/UpnUf_jYRh4?t=124 Shift Sway Shift Sway can be a good option to dodge a projectile, especially because of its ability to be dash canceled. This will give you additional options after dodging the projectile to do things like enhanced Slash Kaid to catch opponents out of recovery or even enhanced Shift Sway to try and dodge another projectile while gaining ground. Video Example - https://youtu.be/-MiNg-1fyJ0?t=157 Video Example - https://youtu.be/KaQGaLVR3p0?t=48 Video Example - https://youtu.be/gqD8OkApILQ?t=321 Video Example - https://youtu.be/upLhgYi0egw?t=242 Divine Smasher It'll cost you 50 meter but Divine Smasher has invuln and travels almost fullscreen, making it a great high damage option to beat projectiles. Just don't get too predictable with it since like any reversal, you'll be punished very severely if it gets blocked. Good Divine Smasher Example - https://youtu.be/-MiNg-1fyJ0?t=202 Dealing with Air Approaches 2C Naoto's anti-air. Very lacking in both horizontal and vertical range but it does shrink Naoto's hurtbox below the hitbox of the attack. This is an anti-air you definitely only want to use when your opponent has to commit to their jump in since it's especially easy to whiff compared to other anti-airs. In all other cases, you should consider jumping up and hitting them air to air with j.A or j.C instead. Video Example 1 - https://youtu.be/OKaatxwhDmM?t=216Video Example 2 - https://youtu.be/UpnUf_jYRh4?t=191Video Example 3 - https://youtu.be/KaQGaLVR3p0?t=437 Jump Up j.C Alternatively, jump up j.C is a great way to deal with air approaches. j.C has great horizontal range and the jump up will allow you deal with the issue of being outspaced vertically that you would have with 2C. Video Example 1 - https://youtu.be/UpnUf_jYRh4?t=383 Round Start All right. Time to go over some round start options. I'm only really going to cover a lot of the common general options here. It's up to you to fine tune your round start options for each individual matchup. Jump Forward Barrier A good option for fishing to whiff punish stuff Video Example - https://youtu.be/oGUWKC2iSrg?t=144 Video Example - https://youtu.be/oGUWKC2iSrg?t=392 Neutral Jump Barrier > j.[D] Go for j.[D] at round start. Neutral jump will give you just the right spacing for it at round start. Kind of risky though since it'll lose pretty easily to round start jump up air normals or an IAD jump in Video Example - https://youtu.be/Z3wkBxzeLns?t=248 IAD j.B > j.C Round start jump in options Video Example - https://youtu.be/kud4oqJFnew?t=346 Video Example - https://youtu.be/Z3wkBxzeLns?t=672 5C Round start ground poke. It has decent range compared to his other normals so it isn't too bad an option, especially against characters who also aren't blessed with normals with much range. Video Example - https://youtu.be/Z3wkBxzeLns?t=208 Video Example - https://youtu.be/Z3wkBxzeLns?t=585 However, although it has decent range, it still doesn't have much. If opponents with good reach just decide to walk back and observe at round start, they can easily whiff punish 5C Video Example - https://youtu.be/Z3wkBxzeLns?t=625 2D/[D] Video Example - https://youtu.be/OKaatxwhDmM?t=20 Video Example - https://youtu.be/UpnUf_jYRh4?t=162 Video Example - https://youtu.be/UpnUf_jYRh4?t=255 Slash Kaid (214D) A decent round start poke because of its range. It can be jumped over and whiff punished though so don't get too predictable. Video Example - https://youtu.be/KaQGaLVR3p0?t=238 Video Example - https://youtu.be/gqD8OkApILQ?t=446 Video Example - https://youtu.be/Z3wkBxzeLns?t=405 Got to be careful of quick round start pokes as well Video Example - https://youtu.be/oGUWKC2iSrg?t=333 Shift Sway (214A) Can be a good option to dodge and possibly punish round start pokes. It'll lose to lows though so be careful Video Example - https://youtu.be/oGUWKC2iSrg?t=536 Backdash A good option to create space to give yourself more options to approach your opponent carefully. Video Example - https://youtu.be/Z3wkBxzeLns?t=18 Video Example - https://youtu.be/Z3wkBxzeLns?t=319
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