RurouniLoneWolf Posted September 16, 2016 Posted September 16, 2016 Evernote link for easy passing around: http://www.evernote.com/l/AnDYVMK7slhM8rNAK-KMcUxX7-g1GSVc10M/ 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 character with pretty basic mixup and pressure options. Opening up the opponent is going to come down to solid fundamentals more than anything else. However, his drive and Shift Sway do give him a few extra options to help him out. Tools 6A Naoto's overhead. Has deceptively good reach because of the hop forward before he does the downward punch. 6B 6B is somewhat plus on block but it doesn't seem to be plus enough that people wouldn't consider challenging you resetting pressure. As a result, Naoto players tend to mostly just go for a frame trap by chaining into 236B afterwards to try and catch people trying to mash out of the pressure reset 2A A Low2B Another Low 3C Yet Another low Throw Standard throw. You'll probably be getting a lot of mileage out of this as a mixup since Naoto has few other options to rely on opening up the opponent with. 5/2[D] Guard breaks when fully charged and can be dash canceled anytime while being charged to reset pressure, 5D and 2D are a solid component of Naoto's pressure. 6D Sometimes, 6D can be an option to catch jump outs but for the most part, it isn't used in pressure Video Example - https://youtu.be/OKaatxwhDmM?t=52 Shift Sway (214A) Similar to the charged versions of his 5/2D, Shift Sway can be dash canceled as an extra point to reset pressure Enhanced Shift Sway > Phantom Pain (en.214A > 28A) I'm not 100% sure but I think that this is mostly good for beating Fuzzy Jump OSes. Enhanced Shift Sway > Phantom Pain aims to catch people as they would jump back barrier out of your pressure and open them up with an unblockable Phantom Pain. Phantom Pain whiffs on crouching opponents though so this can be a somewhat risky callout to the OS if they try to use it. Slash Kaid (214D) Good for ending combos and possibly catching people trying to jump out of pressure Pre-Canned Blockstrings So a lot of your success is going to come down to blockstrings so I've listed a LOT of blockstrings I've seen Kaqn and Kamikaze use. Microdash 5A catching roll tech Video Example - https://youtu.be/Z3wkBxzeLns?t=866 Run Up Throw Go for a throw straight away. It can be a good way to open people up expecting more extended pressure first. Video Example - https://youtu.be/oGUWKC2iSrg?t=323 Max Range 5[D] > dc Throw This mixup works best from midscreen combos where you end in rekkas and have to chase after the opponent afterwards. The threat of max range 5[D] can convince the opponent to not try and jump or backdash out of your pressure while you're still far away. You can take advantage of this fact to just dash cancel the charging of 5[D] and properly close the gap between you and your opponent for a mixup Video Example - https://youtu.be/Z3wkBxzeLns?t=109 Run Up 6A Go for an overhead straight away. Much like run up throw, it can be good for opening people up expecting some extended pressure first. However, you should make sure to properly condition opponents to neutral tech before attempting this. Delay teching can mess up your timing, causing you to whiff and allowing your opponent to get a free punish while you're still in recovery. Video Example - https://youtu.be/oGUWKC2iSrg?t=501 Dash en.214A > 28A Unblockable Mostly good for catching people trying to Fuzzy Jump OS Video Example 1 - https://youtu.be/uCz9GyrIPz4?t=2258 Video Example 2 - https://youtu.be/KaQGaLVR3p0?t=200 Video Example 3 - https://youtu.be/oGUWKC2iSrg?t=67 Careful! Phantom Pain whiffs on crouchers and leaves you wide open to punishes!!! Video Example - https://youtu.be/gqD8OkApILQ?t=347 Video Example - https://youtu.be/fpK1pHTZZNE?t=297 5A > 2A > Reset Pressure Video Example - https://youtu.be/upLhgYi0egw?t=29 2A > 2A > 5AA > 2B > Reset Pressure Video Example - https://youtu.be/upLhgYi0egw?t=385 2A > 2A > 6A Overhead Video Example 1 - https://youtu.be/kud4oqJFnew?t=589 Video Example 2 - https://youtu.be/gqD8OkApILQ?t=402 5A > 6A Overhead Video Example - https://youtu.be/VX52-sbpXew?t=31 Video Example - https://youtu.be/VX52-sbpXew?t=562 5AA > 6A Overhead Video Example 1 - https://youtu.be/gqD8OkApILQ?t=558 Video Example 2 - https://youtu.be/oGUWKC2iSrg?t=24 Video Example 3 - https://youtu.be/oGUWKC2iSrg?t=345 Video Example 4 - https://youtu.be/5mId7rd6BdE?t=112 5AA > 2B Low Video Example - https://youtu.be/oGUWKC2iSrg?t=150 5A > 2A > 5AA > 5B Low Video Example - https://youtu.be/KaQGaLVR3p0?t=367 5AA > 2B > 5C > IAD j.B Reset pressure Video Example - https://youtu.be/upLhgYi0egw?t=465 5AA > 2B > 5C > IAD Cross Over > falling j.C Reset Pressure Take advantage of 5C being jump cancelable to reset pressure. A good option to go for after making a lot of use charged drive and Shift Sway dash cancel resets to keep the opponent guessing. Video Example - https://youtu.be/oGUWKC2iSrg?t=124 5AA > 2B > 5C > 5[D] > dc Reset Pressure Take advantage of the fact that charging drive normals is dash cancelable to reset pressure Video Example - https://youtu.be/oGUWKC2iSrg?t=46 5B > 5C > 5[D] > dc Reset Pressure 2A Video Example - https://youtu.be/gqD8OkApILQ?t=658 2A > 5A > 5C > 2D > 5[D] > dc Reset Pressure Double your chances of successfully using the dash cancelable charging of drives to reset pressure by using two drive normals and varying up whether you dash cancel the first or the second drive Video Example - https://youtu.be/KaQGaLVR3p0?t=100 2A > 5AA > 2B > 5C > 2D > 5[D] > dc Reset Pressure Video Example - https://youtu.be/oGUWKC2iSrg?t=91 5D > 2[D] > dash cancel Reset Pressure 6A Overhead Taking advantage of the pressure reset to go for a mixup right away Video Example - https://youtu.be/KaQGaLVR3p0?t=33 6B > 5C > 5[D] > dc en.236B This is mostly good to catch people trying to mash out of the dash cancel pressure reset since enhanced Banishing Fang (en.236B) has great reach. It's preferable to go for this when you have 50 meter to rapid cancel in the event that they just continue to block Video Example - https://youtu.be/Z3wkBxzeLns?t=120 5B > 5C > 5D > 214D Blockstring ending in Slash Kaid. Slash Kaid is a good ender to try and catch a jump out or just end pressure on a good note because of the spacing Video Example - https://youtu.be/gqD8OkApILQ?t=425 Wakeup Divine Reaper > RC > 6B This technically isn't something you do from a natural mixup and pressure workflow and it's a pretty pricy move (100 meter) but it's still good to have in the toolbelt. Divine Smasher > RC completely visually obscures what you're doing and presents a good opportunity to go for an unseeable 50/50 mixup Video Example - https://youtu.be/KaQGaLVR3p0?t=85 Corner 2AA > 5AA > 5C > IAD j.B > j.C Reset Pressure Take advantage of 5C being jump cancelable to reset pressure with instant air dash jump back in. Works best in the corner where you don't have to worry too much about spacing. Video Example - https://youtu.be/Z3wkBxzeLns?t=790 5AA > 2B > 5B > 5C > jc j.[D] An alternate way of making use of 5C's jump cancel. Not as useful as the above but it's still an option Video Example - https://youtu.be/oGUWKC2iSrg?t=181 5B > 5C > 5[D] > 214A > dc CT Take advantage of a dash cancel pressure rest to go for a Crush Trigger mixup. This can be a good option because opponents tend to stop barrier blocking after you've been pushed out far enough to start doing 5D/2D stuff to save barrier. Video Example - https://youtu.be/gqD8OkApILQ?t=681 Anti-Overdrive Raid and Exceed Accel Anti-ODR en.Sway > Phantom Pain (en.214A > 28A Naoto has a unique way of dealing with Exceed Accel because of his enhanced Shift Sway. Enhanced Shift Sway allows you to dodge the Exceed Accel as you side swap and then proceed to punish it with Phantom Pain. Video Example - https://youtu.be/UpnUf_jYRh4?t=364
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