Drake Aldan Posted October 16, 2014 Posted October 16, 2014 Here are my initial thoughts on the Naoto matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play. Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration. Underlined text is hyperlinked; click to view a video demonstration. Collapsed: General Punish List: ① http://youtu.be/16KM46L6YiI 5B > 5C > 2AB > 214A or 236BB ② http://youtu.be/tIoKxDt34FE CH 5B > 5C > 2AB > 214A or 236BB CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ③ http://youtu.be/cwHyOa00Kaw CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ④ http://youtu.be/8Z9jiKf_sO4 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑤ http://youtu.be/GxsJ8KW4Tzs 5C > 2AB > 214A or 236BB ⑥ http://youtu.be/kSRBEYRbaC0 CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB ⑦ http://youtu.be/1FtbjHkkJ_Y CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑧ http://youtu.be/BC4SEnRFHkw FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑨ http://youtu.be/ILfFJmsAmmE 236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C --- Naoto is a strong zoning character. She's able to pressure you within a set distance, and then retreat, giving her multiple mixup opportunities while weaving in and out of her range. As always, your objective is getting in, defeating her spacing and navigating through her traps. Once inside, Naoto has relatively low health and poor defensive options, so fight to maintain your position until the round becomes yours. 5AA/2A - Notable, as they are tick throw setups for Naoto. 5AA requires a delay before throwing, and 2A requires a dash-in. They can be hard to interrupt with your 5A or 2A. I would advise just being aware, ready to tech if you need to. If you are sure that they will throw, you can challenge them with 214D or 214CD. 5AA also hits low, so if Naoto wishes to be brave and intrude on your space, she can force a mixup between 5AA and 5A > AOA. 5B - Long range. Dash cancelable. Safe. Recovers quickly on whiff. When used with microdash, Naoto can use 5B to completely shut you out of that space, making it impossible to proceed. She can keep you out with it, or she can aggressively bully you with it while keeping herself just out of range. With 5C's jump cancel on block, Naoto can easily disengage her pressure and maintain the space between you. So how can you combat this? You can't whiff punish, you can't roll, you can't jump, and counterpoking with 5B is going to be extremely risky. The answer is 2AB! Your sweep will slide right under Naoto's leg and give you a much needed entrance. You will have to save this for a good read, since sweep is a terrible move in normal play- but it's one of the few tools you have to fight back. 5C - Should Naoto think to use this instead of 5B in neutral- it's an opening for you. 5C is much worse on whiff, and 2AB works as an answer to it just like 5B, low profiling right under the slash. In blockstrings, 5C is jump cancelable. If Naoto jumps towards you, she's open to 2B attempts (watch for double jumps and other trickery); if she jumps away, you should try to use this chance to move forward and gain some screen position. Be aware that an IAD backwards is going to have her recover much faster. 2[C] - Naoto may use this in blockstrings to catch you off guard. It hits three times and leaves her at advantage. If you can sense it coming, roll through it; Naoto recovers crouching, so you can get a bigger punish. 5D - Naoto can use this to pressure you from fullscreen with her Persona. As it becomes transparent, it is unhittable. The Persona can perform followup slashes regardless of what Naoto is doing, meaning you may get caught in pincer attacks if you are unaware. If you are forced into blocking this, try to Instant Block the second or third hit, and then jump back and jA to take a Persona card from Naoto. Be warned that Naoto can have her Persona perform 5C on location to stop you breaking her Persona if you are too late. Shield of Justice (Furious Action/DP) - Naoto's Furious Action is a counter-type, that only activates if struck. You'll have to stop your pressure to call it out, but on her whiff you can punish with ③ or ⑦. ⑥ is an option, but I would advise against it if you are point-blank due to Adachi possibly airdashing over Naoto's reeling animation and crossing yourself up. jC - Naoto's main jump-in tool. Has a disjointed hitbox, so it can be somewhat hard to anti-air at certain angles. You may challenge it with 2B, but always gauge it based on Naoto's position and not her Persona's. At farther ranges, you may be able to neutral jump in order to avoid it and come down with an attack of your own. AOA - Relatively fast and hard to spot if you're not on edge. Naoto can get a lot of mileage out of sneaking in AOA attempts, as the animation is somewhat deceptive. On block, you get to punish with ②. If you're cornered, watch out for any combo ending in Air Double Fangs. Naoto recovers faster than you do, so when you air tech try to dash out of the corner or Naoto will have an Air Unblockable 2B waiting for you. 2AB - Naoto's sweep. Watch for sudden cancels into Double Fangs A to force you to block high, and a subsequent tick throw/snipe mixup. (If Naoto has no bullets, she will have to use her 6D Persona shot, which is unsafe to ⑥, ⑦ or ⑨). Aim/Snipe (214A/B) - Naoto starts shooting at you. She has 5 bullets, and the shots travel fast; don't try to roll them, as she controls each individual shot. Sit back and block if she uses this to zone you out; feel free to Instant Block if Naoto does not stagger her shots. Once she runs out of bullets she'll have to reload, which is denoted by a gauge near her meter. Watch the gauge and take the opportunity to get closer. Double Fangs (236A/B) - A two-hit attack, the first hit being mid, and the second being high. Double Fangs immediately transitions into Aim stance (which contains a low option) so watch your guard after blocking the high. Both Double Fangs (if used in neutral) can be challenged with 2B if you have the reads or reflexes. Hair-Trigger Megido (214C/D "Trap") - Naoto sets objects that control static space. They are invisible, only becoming visible when you are close to them. She can set up to three at one time. The only way to get rid of them is to either hit Naoto, or hit the traps themselves when they become visible (I recommend using 2A for this purpose for its quick whiff recovery). You can blow through traps with 236AA, but you must be aware of your position, what Naoto is doing, and where you will end up. 236AA will leave you at disadvantage at best and leave you open to a punish at worst, so use it wisely. Anti-S SP Pistol (236236A/B) - Naoto pulls out some bigger guns and starts firing. A version causes silence, while B version causes Fear and greatly reduces your Fate gauge. The SB version inflicts both status effects. Naoto is going to want to use this in combos to reset you back to fullscreen, while also giving you ailments. When Silenced, you can't burst, 2C, or use Atom Smasher- but depending on how you play this may not be a big deal to you. When you are Feared, however, you should be very careful. You must hold out for 7 seconds or hit Naoto to remove the effect. Naoto may start to rush you afterwards, so the choice is up to you- try to hit them when they run in, or attempt to block their mixups for 7 seconds. Remember, you cannot tech grabs when you are Feared! Should she attempt to use this as a reversal option when you are close, simply roll through or 2AB under the shots, and then ③ on the way down. Punishing should be even easier in the corner. Hamaon (236236C) - An instant kill, if your Fate gauge is at 0. Hamaon hits multiple times, and holds you in place so that you are prone to mixups. Its position is related to the Persona's position, so Naoto may attempt to set her persona with jD or 5C/2C blockstrings to place Hamaon further out. You can attempt to roll through Hamaon if you are close enough to its edge (about near center is fine); remember that you're still not out of the woods yet, as Naoto recovers fast and she may be able to push you back in while it is still active. Since it has quite a bit of startup, if you have the meter you can countersuper with Atom Smasher C (buffer during the superflash). Raid (Awakened 214214A/B) - Naoto walks forward, invulnerable for 19 frames. She can shoot up to three times (5 if SB). When she is close (or if she wants to immediately reversal) she can cancel into a powerful followup kick. You can avoid the gunshots by simply crouching. Should she attempt to kick in front of you, roll through the kick and punish with ⑥ or ⑦. If she tries to walk in front of you to bait you to do something so that she can kick you and counter, just roll through her- she cannot punish your roll with the kick, and now she is facing the wrong way so she cannot hope to shoot you. In this situation, you may walk forward (stay out of range of the kick!) and/or 2D/5D where you'd like. If her kick breaks your Persona for some reason, just run in and punish her anyway. --- 2AB is your friend to stop 5B keepout. When your opponent knows you are looking to low-profile, you may be able to get away with using 5C more, but don't use 5C until you've put some doubt in their head. Don't try to 2C > Magatsu Mandala. Naoto has various ways of dealing with it...
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