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Evernote link for easy passing around:
 
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 Low

2B
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
 
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 
 
Run Up Throw 
Go for a throw straight away. It can be a good way to open people up expecting more extended pressure first. 
 
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
 
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.
 
Dash en.214A > 28A Unblockable
Mostly good for catching people trying to Fuzzy Jump OS
Careful! Phantom Pain whiffs on crouchers and leaves you wide open to punishes!!!
 
5A > 2A > Reset Pressure
 
2A > 2A > 5AA > 2B > Reset Pressure
 
2A > 2A > 6A Overhead
 
5A > 6A Overhead
 
5AA > 6A Overhead
 
5AA > 2B Low
 
5A > 2A > 5AA > 5B Low
 
5AA > 2B > 5C > IAD j.B Reset pressure
 
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. 
 
5AA > 2B > 5C > 5[D] > dc Reset Pressure
Take advantage of the fact that charging drive normals is dash cancelable to reset pressure
 
5B > 5C > 5[D] > dc Reset Pressure 2A
 
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
 
2A > 5AA > 2B > 5C > 2D > 5[D] > dc Reset Pressure
 
5D > 2[D] > dash cancel Reset Pressure 6A Overhead
Taking advantage of the pressure reset to go for a mixup right away
 
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
 
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
 
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
 
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.
 
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
 
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.
 
 
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.

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