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Wild Candy

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  1. Anyone wanna help me practice my Bullet for a bit?
  2. This is kind of a stupid question, but can someone tell me how to change your online avatar player rooms.
  3. Probably one Bullet's harder match ups, but I wouldn't call it her worst. Nu is very dependent on creating space and harassing you from a distance using her drive. Also, another thing to keep in mind is that in CP, Nu has two modes. When in Dia Mode, Nu has better zoning capabilities, and she's capable of repeating drive attacks on block. However, Nu lacks any and all reversals save for a burst. When Luna Mode, Nu places more focus on comboing and Okizeme then actual zoning, so this is mostly the mode you'll deal with being pressured. This mode is indicated with a ring of data above Nu's head. Her Zoning is worse in Luna Mode, but she has a super reversal you need to be wary of. To think about it simply, Dia Mode acts like Nu in Calamity Trigger, while Luna Mode acts like Lambda from Continuum Shift. Nu's Drive Attacks are kinda annoying to deal with, but Bullet has some ways around them. For starters, it's useless to try and close in on Nu while she's in Dia Mode and your Heat Lv is 0. So block and try to find the perfect moment to use Afterburner. (I find it better to charge all the way to Heat LV2) With some Heat LV's under you belt, your next goal is to dodge and block Drive Attacks, while throwing out Flint Shooters to close in on Nu. One she's within your reach, Nu becomes putty in Bullet's hands. She can't really do much but block or burst, and because Bullet can pull of combos off of about any hit, and use Lock On to stay on the foe the whole round, Bullet gains the upper hand. To sum it up, Bullet struggles to get in, but once she gets in, the match shifts into her favor. Just be wait and be rational, and wait for a mistake in your foe's zoning, then punish accordingly.
  4. This is not a happy match up for Bullet, Terumi's pokes snuff out a lot Bullet's best pokes, including 5B and J.C. Finally the little troll just revels in momentum thanks to his crazy heat gain and supers, making Bullet's fragile defense and health a bigger drawback then usual. Lastly, despite him being dependent on supers for reversals, Terumi is always stockpiling so much heat that there almost always a valid option to escape pressure. I'd say for this match up, try and gain the momentum as soon as posable, before Terumi can start building up heat, and never let him escape your pressure. Other then that, there's not much you can do but be the better player.
  5. Slowly starting to get better at Bullet's BnB combos, especially one's involving Wadcut or Piercing Engage. I'm having a blast with Bullet, and I'm slowly starting to learn her ins and outs. I personally think that her biggest weak point however (At least for me) is trying to break though the foe's blocking. Anyone got any tips on Bullet Blockstrings, and how to properly Mix Up and Tick Throw with her?
  6. GG's Zking, hopefully I didn't suck to much. Terumi is a devil, and I couldn't escape any of that crazy pressure. Probably not a great match up for Bullet or Makoto because he snuffs out all of their pokes, and then revels in momentum.
  7. I'm sorry. But I going to have to drop out of this, on the account of I haven't played P4A in a week, and I'll be super rusty if I play tomorrow. (That, and I got my hands on Chrono Phantasma.)
  8. This is the year of the Squirrel! Makoto's really improved a lot. Not only are her combos a little more simple, but there also doing a lot more damage. I'm also very impressed with how useful Cosmic Ray is against characters like Rachel or Mu. I still haven't found much use for Lander Blow other then a risky frame trap, but who knows what better players will find. It doesn't feel like all of Makoto's match ups are Ass like they were in CSE. The only match up in my opinion that is absolute hell is Nu! I played Susano today, and Nu's Zoning Game is even harder to deal with when she's in Dia mode compared to dealing with Lambda's normal Zoning in CSE. (Why won't that Android just stay dead...) Other then that, things are looking really good for Makoto this time around.
  9. I can't help but notice that CP Noel was built with no Chain Revolver Spam in mind. Other then 4D reversal, it looks like the only use Chain Revolver serves now is as a Combo Tool. It also looks like 6A plays much more of a vital role in Noel's combos now.
  10. GG's Susano. Hopefully I wasn't to sucky for you. I haven't had a chance to practice a whole lot. (I only got the game this morning.)
  11. This might be a stupid question, but how exactly do you put in the input for Serpentine Assault? The game says a circle motion, but when ever I try inputting it, I end up jumping instead of performing the super.
  12. I'm still waiting on my PSN Codes. I decided to purchase from Japan Codes, but it was my first time ordering from there, so it could take awhile. Oh well, it should be here soon, it's almost been 24 hours.
  13. I'm just going with PSN download since that seemed the most practical.
  14. I had fun to, your Kanji is really starting to improve quite a bit as well. (That freaking Kanji Buster is so tricky to deal with, especially with Naoto's frailty) I'm glad that in the next game, they removed Naoto's SMP for more viable combo routes, because i'm starting to realize that it's practically common sense to burst as soon as Mudoon Hit's you, and their already tricky enough to combo into. (That's why I started relying on Naoto's Fear Inducing Super for Fatal Counters) Sorry I had to pull out of there! Something came up. Also, sorry about my slight derp Yukiko, it might be worse then your Yu.
  15. Anyone wanna play for a bit, I want to take some time to practice my Yukiko.
  16. For me, my Noel is okay, but I always have a hard time with some of the trickier combos and escaping pressure. Right now, I think I'm at the point where I can pull off some simple BnB's and use Drive Attacks smartly, but I have a hard time comboing into 3C for a silencer combo mid screen. (But usually, if I managed to score a hit with 3C, I can pull of a BnB 90% of the time.) But from what I seen, Noel isn't so reliant on Silencer anymore, and now her combos seem to involve comboing into a drive, and then using special cancels to extend the combo into a second drive confirm. (Basically, she's capable of comboing off of more normals, and doesn't need to knock the opponent down as much.) I've played Noel for a little while, but I haven't posted in the Noel Forum very much. So I'm just sort of a random lurker.
  17. Anyone know if their's any limitations of the PSN version of CP? (Stuff like No netplay, or can't play with people using hard copy of the games. Stuff like that)
  18. I thought this episode was pretty epic. My only real complaints are that Noel should've done some more Chain Revolver gun slinging then just firing random bullets from a distance. My final complaint is that Rachel hasn't really done anything yet, but I guess that makes sense because she's an observer.
  19. Okay, posted the initial guide, it will probably get updated as time passes and opinions are stated. Hopefully it's not to awful... -_-; http://pastebin.com/dKmwcKB3
  20. Reserved for future posts and information
  21. Pressure Rushdown/Offense: While Naoto has a strong Zoning Game, she’s also capable of a strong and effective Rushdown game that can very easily keep momentum in her favor. Naoto even has high damaging corner combos called SMP Loops. Blockstrings/Mixups/Tick Throws: Naoto’s mix up game isn’t as great as someone like Yukiko or Chie, but I wouldn’t go as far to call it the worst either, because Naoto has several ways to improve her mix ups. All Out Attack: Naoto’s AoA is one of the fastest in the game (Being tied with Yu for the third fastest, Chie being the second fastest, and Akihiko being the fastest) It’s animation is also very subtle when compared to other AoA’s. Since her AoA hits overhead, and is really useful, it’s a common over head that can lead into some decent combos anywhere on the screen. J.A: Naoto’s other reliable overhead. It’s hitbox isn’t something to right home about, but it’s mashable, so you can use it keep the foe in block so you can hit with another overhead, hit low, or attempt a throw. 2A: Naoto’s low A is fairly useful, and hit’s low. It shrinks her hitbox, and can be mashed to keep the foe in guard stun. Its main weak point is that the combo routes from a successful hit tend to be low damaging. 2AB: Naoto’s Sweep, it’s similar to 2A, but it’s a little slower and knocks the foe down. The sweep is better because you can use it to perform a small combo, set up Oki, or even go into a corner carry SMP loop with 75% Heat. Throw: Naoto is capable of some scary tick throws, and her throw can knock 2 skulls off of the fate counter. It can also be combed from midscreen via One More Cancel, or in the combo. Common Block Strings: These are the common pressure routes when trying to mix your foe up when their blocking. 2AB > 236A~D 5A > J.A 5A > 2A 5B > AoA 5B > Sweep 5A > Throw Combos: Staple Combos for Naoto for beginners often include 5AAAAA 5B>5C>236B> Snipe B/C X 5 5B>5C>2C 2AB > 236A~D (Trap Oki Set Up) 5AA > 5C > 236B > Snipe B/C X5 5B>5C>236B>236236B 5B>5C>236B>236236A AoA > A or B x~C> J.B>J.C>J.B>J.C>J.D SMP Loops: Persona 4 Arena has set system called Same Move Proteration. This system makes it so that if you spam the same move over and over again, the hitstun will lessen, and the damage output will weaken until your foe can escape. Naoto can perform certain set ups, where the SMP is removed, and she can spam 236B until the foe dies. In order to perform these set ups, Naoto needs to perform 10 different moves in one combo with either a One More Burst or Mudoon. For example, the most common routes I use 5B>5C>2C>Mudoon>214D>5AA>236A>Trap Goes Off>2[C]>2B>236B~Dx14 Sweep>236AB>Mudoon>214D>5AA>236A>Trap Goes Off> 2[C]> 2B>5C >236B~Dx14 A list of common set ups coming soon… Okizeme: Loosely translates to “Wake Up Games”. Setting up Okizeme is basically setting up a trap for the foe as their waking up, so their forced to block or get hit by the attack. Naoto mostly does this by using her traps to force mix ups or give her a free combo. Defense Naoto’s Defensive Options are lacking, and you’ll find yourself dependent on meter and the natural game mechanics to escape pressure. But most of the time, you should be blocking so you can still escape. Shield of Justice: Naoto’s DP, and one of the worst DP’s in the game, only use this if your opponents blockstrings are really obvious, or if there are no other options. SP Aim: Costs 25% Meter: Naoto’s SP Aim is invincible on start up, and crosses through the opponent. It’s probably Naoto’s most reliable Defensive option, but don’t become predictable with this move. 236236A (Costs 50%): Naoto can use this super to escape pressure, since it has invincibility during the back dash, but it’s seldom worth it because it’s easily punishable. Critical Shot: The follow up kick for 214214A/B, the kick has quite a bit of invincibility, and it can cause a lot of damage on Fatal Counter, but sadly, it’s super risky because if it whiffs or is block, you will get punished for sure. Bursts: Bursts are sure fire ways to break out of pressure, but you have to be careful when using them. You can only store one burst, and it takes awhile to recover it. So only use it as a last resort.
  22. Strategies Naoto is a diverse character, whose game play breaks down into 3 main categories, Zoning, Rushdown, and Defense. Like stated before, Naoto isn’t the kind of character who can simply rush all day, or score tons of damage by playing keep way. So switching between Rushing, Zoning, and Defensive play smoothly will be key in adapting and overpowering your opponent. Like a detective, you must investigate your opponents weakpoints, and punish them for it. Let’s look at each style of play. Zoning Naoto doesn’t score tons of damage by playing keep away like Yukiko, and and racking up damage by simply controlling space like Elizabeth and Aigis isn’t quite her forte. Naoto’s zoning is more focused Baiting and Trapping. Basically, Naoto patiently sets up traps, and scares the foe with her gun until the perfect opening is made, then she can punish accordingly once your foe has been conditioned properly. Let’s look at Naoto’s Zoning tools. The Trap: Naoto’s traps are crucial for Zoning. They really restrict movement for the foe, if they set one off, you get a free combo, if they block it, you get a free mix up, and if they try to use an attack to disarm it, you can punish them for it. Naoto can use her traps to make her opponent move predictably, and make mistakes. One thing to keep in mind though, is if you get hit, your going to lose all your traps. That’s why getting traps set up correctly is key for Naoto. The Gun: Naoto has the ability to fire projectiles at different angles at rather fast speeds using Aim and Snipe. The gun is great for punishing foe’s from a distance, and revels against other Zoners. Also, the Gun also covers any holes in traps, making it even harder for the foe to do what ever they want. It’s perfect tool to keep your foe honest. Sikuna Hikona: Naoto’s D persona attacks are very useful for creating space. When your opponent is caught off guard dealing with traps and gun shots, if they get caught in a Persona Frame Trap, it can get messy for them really fast, especially because Naoto can fire gun shots while Sikuna Hikona is attacking. Somethings to know: While Zoning is usually dependent on match ups, there are always universal strategies when Zoning. Create Space: Naoto needs space to set up traps. You can’t really attack with projectiles if your opponent is right in your face. Try Air Dashing away, or back dashing to create some space. Obviously, the foe will follow you, so keep them honest. Use 5B to punish, use 5C’s range to keep them at bay, use J.B’s and J.D’s speed to keep them from rushing at you. In other words, create space and make yourself threatening. Remain Active: With Naoto, you always want to be doing something. Whether it be setting a Trap, firing your gun, rearranging your position. This also means that you always want to remain mobile. Naoto has great mobility, so moving around to set up traps and avoiding being hit is the way to go most of the time. In other words, you want to anything but simply stand and do nothing. (Naoto usually wins games of turtling.) Have An Exit Strategy: Naoto’s traps can also be used defensively to make it hard for the opponent to touch you, but you always want to be able to have enough room to either run away, or punish. Know Your Limitations: Naoto’s Zoning isn’t flawless, so you’ll need to know when it’s best to run away, when Zoning will be ineffective, and when it’ll be better to rush the foe. This is where Match Up Experience tends to come in. Know Your Opponent: Knowing what your foe is capable of is very vital to Naoto, considering she has to adapt her fighting style to who ever she’s facing. For example, your going to want to place an emphasis on zoning when going up against Kanji, Chie, and Akihiko because their rushdown, okizeme, mix ups, and damage output can knock you out real quickly because of Naoto’s frail health. On the flipside, Zoning is going to be a second priority when going up against Elizabeth, Yukiko, and Aigis, because their Zoning capabilities far surpass your own, and it’ll simply be a waste of time to try and Zone them. This also requires some Match Up experience
  23. Specials Furious Actions: Shield Of Justice: A very situational DP, and one of the worst one’s in the game. It can be useful, when your foe is telegraphing their attacks, but don’t rely on this to escape pressure. If you successfully counter with it, the shield will turn red, and you can perform a follow up attack. Counter Shot: Naoto does a close range shot, that takes 3 skulls off of the Fate Gage. Counter Shot EX: A long range punish, Naoto fires her gun and takes 2 skulls off of the fate gage. 236 A/B/AB Double Fangs: An important combo tool for Naoto, Naoto performs two kicks and then goes into Aim Stance. A: Naoto performs a small kick that doesn’t launch the foe, it’s start up is quick, but it’s range is short. Mostly used to combo off of a sweep and start Oki, along with blockstrings since the second hit is an overhead. B: It’s start up is slower, but it does more damage and launches the foe for more untechable time, the second hit being an overhead. It’s infamous in SMP Loops for causing devastating damage just by spamming this in the corner after certain set ups to remove SMP. AB: Pretty much B Double Fangs with A Double Fangs start up. It’s mostly combed from a sweep into an SMP loop. One thing to keep in mind is that it requires 25% Meter. 214A/B/AB Aim: Naoto get’s into a stance where each button presed can fire a bullet at a different trajectory. You can fire 5 bullets before you have to either reload or cancel the stance. A: Naoto simply get’s her gun ready to shoot B: Naoto performs a small backflip with a small amount of invincibility before starting an Aim Stance. AB: Naoto performs a summersault that crosses up the foe, before going into Aim Stance. It’s one of Naoto’s most reliable defensive options, but it costs 25% Meter, so don’t be reliant on this. A/B/C/D During Aim, Snipe: A: Naoto fires a straight forward B: Naoto fires the bullet at the ground and it ricochet’s upward, hit’s low before it ricochets. Great for an anti-air. C: Naoto fires a bullet upward D: Cancel’s Aim 214C/D/CD Hair-Trigger Megido (Traps): Traps are an essential part of Naoto’s game plan and zoning. You will be using this to control space, Set up Oki, and punish your opponents. Setting up Traps effectively is what makes or breaks a Naoto player. If you can’t set up traps effectively, then Naoto isn’t the character for you. Naoto can set 2 C traps, and 2 D traps at a time, for a total of 4 traps. C: Naoto Naoto summons Sikuna Hikona who sets a Trap right next to her in the air. If you set the trap in the air, it will remain airborne. C traps have quicker set up and recovery frames, but they have less untechable time then D traps, so they can only be used to control Air Space. D Traps: Naoto summons Sikuna Hikona who sets a trap on the ground under Naoto. If Naoto is air borne, the trap is set on the ground under her. D Traps are super useful for Oki, and if the foe sets one off, you get a free combo. D Traps also play an effective role in Naoto’s Oki game, often setting down a trap when the opponent is knocked down so their forced to block or set it off. Their only Okay as Oki midscreen, but in the corner, their scary! CD: For 25% Meter, Naoto sets two traps at once. (One D and one C Trap) This is really useful in the air, since you set up a Trap on the ground and in the air, along with having no summon animation for a subtle and sneaky trap. Supers/ SP Skills (Requires 50% Meter) 236236A Anti-S SP Pistol Alpha: Naoto leaps backwards, transforming her pistol into a machine gun, and fires a volley of green bullets that causes Silence on hit. This Super is very scary, because it can cripple characters who are dependent on their Persona’s. It’s also super easy to combo into, and one Naoto’s most used supers. It has a small amount of invincibility, but it’s rarely used for Defensive purposes. 236236B Anti-S SP Pistol Beta: Naoto leaps backwards, turning her gun into a rocket launcher. It only fires one missle, and it’s a little hard to set up, but it’s super scary. On hit, it takes away 6 skulls, and induces Fear, which makes every combo starter Fatal Counter on hit. It’s not used as much as Mudoon or SP Pistol Alpha, because of their overall usefulness, but don’t underestimate this super. 236236C Hamaon: Naoto summons Sikuna Hikona, who conjures a seal of light on the ground. This move instantly kills those with 0 Skulls, but does zero damage otherwise. It’s really gimmicky, and only used to troll the foe with an instant kill. 236236D Mudoon: Naoto summons Sikuna Hikona who fires a blast of darkness. It instantly kills anyone with 0 skulls, and causes wallstick with no damage on a normal hit. Mudoon removes all proteration from a combo, meaning that the combo damage increases. It even allows Naoto to perform a very high damaging combos, some of which can cause death. These combos are usually called SMP loops, and their very deadly when done right. Hands down, Naoto’s best super right here. Awakenings: (Supers that require to have lost a certain amount of health to be performed) 214A/B + A or B Raid: Naoto starts to walk across the screen with her gun. You can press A or B up to three times to fire a bullet that sends the foe in the air. It’s really great for punishing Zoners. A: Shots do more damage with hit B: Shots take of a Skull on the Fate Gage with every hit C/D during Raid, Critical Shot: Naoto performs a kick that sends the foe flying. It’s invincible on start up, so you can buffer Raid into Critical Shot to create a DP, but it’s really risky because it will be punished on Whiff or Block. Instant Kill (Requires that match being at a game point, and you 100% Meter to use) 222CD Judge of Hell: Naoto summons Sikuna Hikona who creates a variety of seals across the screen, if one of the marks hits the opponent. Naoto goes into her instant kill cinematic where she executes the foe in a single shot. It has tons of invincibility frames, but isn’t very practical, so it’s rarely used in an actual match.
  24. Normals 5A: A standard jap that lead’s into Naoto’s auto combo. It’s used a lot to mash out of pressure, because it’s one of Naoto’s fastest normals, with a nice and quick recovery. It can be jump canceled, which can be used to bait Counter DP’s or slow DP’s by jumping and blocking, then punishing accordingly. Finally, it’s great for Tic Throw set ups, which are really useful for Naoto because of shakey mix ups. 5AA: Naoto’s slaps the foe with her gun, and is the second hit in her auto combo route. This doesn’t see much outside of combos, but it’s nice and quick. 5AAA: Naoto kicks the foe, and sends them a small distance away. It has a long recovery, so it should be canceled into Aim no matter what the situation to shorten the recovery. It get’s a lot of meter on hit, and can recover a lot of burst gage quickly. It’s also very useful for creating space to zone, or to combo into Hamaon for an instant death. 5B: Naoto kicks the foe. It’s one of Naoto’s most reliable pokes, and can be used to punish the foe. It’s probably one of Naoto’s most used normal, and arguably one of her best pokes. It’s jump cancelable on hit only, so if you do use it in a blocksting, stick with it. 2A: Naoto kicks the foe while crouching. It hit’s low, and can low profile a lot of normals since Naoto’s hitbox shrinks very low to the ground. Unfortunately, on hit, it doesn’t lead to anything ground breaking, so hit confirming isn’t easy to do. 2B: Naoto swipes the foe with an upward strike. Meant to be an Anti Air, but it’s so low to the ground with a little hit box, it’s actually really hard to hit the foe with this move. 5AB: Naoto performs an overhead kick, and goes in for an all out attack. Because of the quick start up and subtle animation, it’s one of the best All Out Attacks in the game, and can combo into some scary stuff on hit. Just don’t be predictable with it, cause it can get you punished. 2AB: Naoto sweeps the foe with her legs. It hits low, with a long reach and a quick start up. Arguably one of Naoto’s best normal. It even low profiles certain moves, and can be used to set up Okizeme or go into an SMP Loop if you have 75 meter. J.A Naoto’s Jumping A is mashable air jab that hits overhead. However, it’s not used much because Naoto has better air options at her disposal. J.B A scary air to air. It’s really quick, and can be a rush down character’s worst nightmare. Don’t be afraid to use this to keep your foe’s honest. Persona Attacks 5C: Naoto’s Persona, Sukuna Hikona, performs a wide slash with it’s sword. It’s a very long reaching poke, which is slightly slower then 5B, but is a stable poke and combo tool none the less. 2C: A combo tool mostly, Sikuna Hikona thrusts his sword forward to stab the foe, and launches them on hit. It’s risky and punishable on block, so it’s mostly restricted to combos for creating distance and taking away skulls on the fate gage. 2[C] Sikuna Hikona charges for a bit, before peforming a stab that isn’t negative on block, does more damage, and doesn’t launch the foe. It’s a little awkward, but you can throw in this move for effective frame traps, but it requires a lot of skill and practice. 5D Sikuna Hikona disappears from sight, and homes in on the foe. While he disappears, your incapable of using other Persona Attacks, and if your hit, you lose a Persona Card. 5D~D Sikuna Hikona reappears and slashes 3 times at the foe. A really useful Zoning and punish tool that can bail you out of pressure sometimes. But be careful, if it whiffs, you losing a Persona Card. J.C: Sikuna Hikona jabs his sword downward at the foe from the air. This is one of Naoto’s best air normal, and it is great at stuffing Anti-Airs when used properly. This move is our right scary, so don’t be afraid to let your foe have it with this tool. Just don’t be predictable with it. J.D Sikuna Hikona rams the foe. It’s often used as an air combo ender, and to keep your foe from following you when air dashing backwards. Standing Throw: Naoto grabs the foe, and chops them on the neck, and it can be followed up with C for Sikuna Hikona to perform a follow up that takes 2 counters off of the fate gage. Very useful for Naoto’s considering how useful it is for mix ups, and can be comboed from in the corner into meterless Okizeme or with a One More Bust into a corner carry. Air Throw: Naoto’s air throw has a fat hit box that’s almost as big as she is. It does a lot of damage for the foe. With meter, you can perform a One More Cancel to deal even more damage.
  25. Basic Information This is a simple guide, meant to help you understand the basics of Naoto Shirogane. (This guide is still in progress, and is subject to change. Pros: Strong Zoning Tools Strong Rushdown game Very high damaging combos with meter Can inflict Silence to prevent the foe from using their Persona Fate Counters can provide situational Instant Death combos Very flexible, and can adapt to other characters easily Cons: Lacks reliable defensive options without meter Low health (Tied with Shadow Labrys for the second lowest health in the game) Combos without meter are lower damaging Mix ups aren’t something to write home about Normals are slightly subpar to other characters High Learning Curve Difficulty: Fairly Hard, Naoto has several strong tools to make her threatening, but at the same, you have several weaknesses you must overcome, or risk being beaten to a pulp. Naoto’s learning curve is also high because of her slightly complicated playstyle, and overall need to have match up experience to be a threat to your foe. To sum it up, Naoto requires patience, experience, and flexibility to play effectively Play style: Naoto is a character who seemingly excels at Zoning, being able to keep foes out effectively using a combination of her traps, her gun shots, and her Persona. Don’t let this fool you however, Naoto is a very nimble character, with great punishing tools that allow her to pull off a great rush down game, and Naoto becomes hell scary once she gets you in the corner. This where she can effectively set up high damaging combos, Oki, and generally keep her foe pinned there. Naoto isn’t really meant to play oneway however, she can’t simply rush all day, like Chie, Akihiko, and Yu. But at the same time, just simply Zoning won’t get you much damage, and it’s rather ineffective against characters whose Zoning Tools out perform her’s, such as Yukiko, Aigis, and Elizabeth. The key is to be calm and rational, and slowly adapt to your foe to exploit their weaknesses and punish their mistakes. Fate Counters: Naoto has a unique system called “Fate Counters”. Every match, her foe starts out with 13 skulls, and certain normals and specials take off skulls. When that number reaches 0, you can perform one of Naoto’s super moves, either Mudoon or Hamaon to instantly kill the opponent, no matter how much health they have remaining. Some things to keep in mind, is that only one fate counter altering move will take away skulls in a combo, the rest will simply act like normal combos. Also, if you fail to instantly kill the foe, your foe will recover half of the fate counters they lost before. If they are instant killed, and it wasn’t a match winning point, the fate counters are restored all the way back to thirteen. Moves that take skulls away are 2C (2) The 5th shot in sniping (1) Traps: (3) Second Half of Throw: (2) Counter Shot: (3) Counter Shot EX (2) Anti-S SP Pistol Beta (6) Raid B Shot (1 per shot)
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