Loketest Topic Info & Sefie's impressions
Naoto's general gameplay
She combines quick movements with traps and fast bullet projectiles. That makes her very difficult to approach, since her bullets are very fast, and the traps lead to instant death.
The gauge that she uses is the Fate Gauge. It is located below the enemy's health gauge, and its initial value is 14. This counter ticks down if Naoto attacks with particular attacks.
When the counter reaches zero, the whole screen becomes dark, indicating the Danger state. If Naoto performs her Hamaon/Mudoon super in such state, she will kill the enemy immediately.
The gauge recovers between rounds by half the number it was decreased by (though the exact system is confusing right now). It recovers completely if Naoto uses her instant kill. Perhaps it is better to leave the instant kill for the final round, cutting the counter to 7 instead of just killing the enemy?
Her ground throw can be followed up by pressing C: Sukuna-Hikona will strike the enemy, ticking down the Fate counter.
Double Fangs - kicks the enemy and takes out the gun. Can be followed up by bullet shots.
Shooting Stance - Naoto takes out the gun. B version makes her dash backward a little. It's possible to reset the number of bullets shot by performing the B version between the shots.
Shoot - Naoto, guess what, shoots the bullets. A version shoots forward, B version shoots towards the ground and bounces off, C version shoots diagonally upward. Every fifth bullet ticks down the Fate counter by 1. You can recharge the bullets by performing the B Shooting Stance.
Megido Detonator - C version sets up the trap right before Naoto, while D version places it on the ground (right below her, I guess). The air versions place it on the ground, too. You can have up to on the screen at once. The trap explodes if the enemy is hit in its vicinity. Though you can't see the trap, it lights up if the enemy attacks it. The Fate counter is ticked down by 3 (or was it 2?) when the trap connects.
Shield of Justice - Blows the enemy away by generating AT-field (lol). Sukuna-Hikona may perform a counter-attack, ticking down the Fate counter.
Set S Special-case-use Rifle ・ Rank 1 - The ground version is performed after a back flip; similar to Noel's Bullet Rain, a good combo ender. Silences the target on hit (can't use Persona).
Set S Special-case-use Rifle ・ Rank 2 - this one is more similar to Noel's Thor, shooting a laser. Counts down the Fate counter. A lot.
Hamaon - the enemy is tracked down and immobilized, and a multi-hit combo is performed. Because it has no invulnerable frames, you can't use it as a reversal. Instantly kills the enemy if Fate counter is on 0.
Mudoon - Sukuna-Hikona shoots a long beam of darkness before him. There's a possibility that you can't block it, only avoiding it by jumping. Instantly kills the enemy if Fate counter is on 0.
Hands Up!/Critical Shoot - the gun is taken out as Naoto walks forward. Apply pressure to the opponent while trying to get the critical shot through. The critical shot has a lot of invulnerable frames, so you can easily use it as a counter-attack.
Her 5B is a kick with a great range.
2C may or may not tick down Fate gauge.
5D makes Sukuna-Hikona attack before Naoto. Though he disappears after performing it, he remembers his last position and will be summoned to the place he disappeared from if you press 5D again. You can do it up to three times (tr?).
jD makes Sukuna-Hikona perform an air-to-air attack. You may press D again for a second strike.
- If you've been a Testament player from GG or a Mu-13 of BB, you're going to feel right at home with Naoto. Long range normals and a solid zoning game would make you think she's just that. The traps are her big ticket, advanced play shit. Learning to control Sukuna Hikona is going to be the difference in landing high damaging combos and netting you the Hamoan/Mudoon kill. Players were capable of using the 5D Sukuna attacks to pin foes down while Naoto was able to space for combos. If you're not sure how either of those characters worked, go look them up on YouTube to get an idea.
Do note, Naoto doesn't have that large of an arsenal of disjointed hitboxes. It's mainly the gun zoning and Sukuna that gives her such range, as well as her standing B. Against characters with large melee range, great mobility, or impressive Persona attacks, you're going to find yourself in a major predicament. Examples include: Narukami and Chie were giving the Naoto players a hard time.
- Fate Unlimited Codes Archer players rejoice, your management of meter bars is gonna be huge here too. If you're that beast, it's possible to use Hamaoan/Mudoon kills every round. Absolutely not practical, but picking up on how the reduction and recover system works between rounds can easily net you a comeback or a match sealer. In F:UC, Archer players could spend meter to set up his Unlimited Blade Works (correct me if I'm wrong, it's been a while) Noble Phantasm and literally seal the deal for a round. Naoto has it the same way, though you can't just get all three charges in one combo. Managing your meter between Medigo traps and the Fate reduction is gonna be the main focus of the Shirogane players.
- Unlike other Personas in the game thus far, Sukuna's small size makes it harder for the foe to hit him. What sucks though, is that the hurtbox on him is larger than his sprite depicts itself. He's also vulnerable during the warp and some even say his blade is a hurtbox (I don't buy it.) Naoto isn't as dependent on her Persona as say, Yukiko or Mitsuru. His main job is to get in and ping the opponent a few times to set up for a bigger combo.
- Reloading the bullets is pretty crucial. Don't forget to do that. Arcana Heart 3 players should know what this means.
- Name of the game is control. She can bulldog and zone, but her forte lies in staying mobile and keeping the opponent pestered with shots and Sukuna, with your secondary objective in setting up for a final round Hamaon or Mudoon kill. Both hypers are a pain to combo into, and don't pull a MvC Mudoon hail mary tactic. It's not fast enough to do that, with most of Naoto's hypers kinda mediocre as a reversal. Her meter building is decent, but her hypers are all great. Silence wrecks Mitsuru and especially Yukiko, while knocking down the fate counter of tanks like Kanji and Akihiko gives her another option of approach. Doesn't do a whole lot of damage alone, so you'll need to coordinate your attacks appropriately. Medigo traps are a must.
Sefie's impression part 2
First up is Naoto, who I played the most next to Aigis. What can I say? I like my Fortune and Aeon very much?
I don't have as much to add on as the last time I came here, other than having a better understanding of what in the world she's supposed to be doing. Mudoon and Hamaon isn't difficult to land at all in a combo. It kinda reminds me of Insta-kill combos, where it's entirely possible to hit them...but the conditions are the biggest bane to it all. Her fate counter ticks slowly away depending on what you do and a good deal of the attacks involving the gun removes fate ticks on the final hit. You'd think this wouldn't be that big of a deal, but I've had enemies recover before the final hit from her revolver executes. It's not like Noel's Distortion where all the bullets will properly connect, or Aigis for that matter. When it comes to longer combos, I hope this changes. Especially because they're making it out to be that's her biggest game plan next to keeping silence active on the foe.
Had no problems with the aim stance other wise. Zoning wise, the bullet stream will stay together. I think the combo scaling won't affect it too much, except that awkward last bullet whiffing on enemies. You do need to exit to reload and what not, but it's not that big of a deal since you can use Sukuna Hikona's standing D and a couple others to get a free wallbounce or to knock them away with a combo into AOA. I think Naoto benefits more from the launcher, as you can combo into one her air attacks that chips off another Fate tick. I think it's her j.C Don't quote me though.
Her throw is actually pretty good. Stuns the foe, but they can shake out of the effects. The secondary attack is purdy useful for getting a combo started. Leads into her Super easy enough. Scales the damage though pretty harsh.
If you use her blowback mechanic, ALWAYS go for that Sukuna follow up. You can get a free combo off it, plus it removes a fate counter tick. You really want to focus on pushing that gauge as low as possible, given the fact it does recover somewhat every round that passes. Naoto players were mainly getting combos that remove as much as four ticks per go on average. I'm sure more will come, but you don't realize how difficult it is to get those tick marks removed without utilizing resets. Bullets scale damage and hitstun somewhat, soo I'm gonna guess she'll have two general sets of combos. One for fate reduction, and one for damage. Subject to change.
That is, until go into Special Set Case Rifle Rank 2. It's a bit slower than the silence super, but the fact that I think it removes 5 ticks is great. If your mid combo takes out 4, then you get 5 more from R2, that means you can probably land the last 4 as a play tool for the rest of the match. What I liked to do was go into this near a corner: 5BC-> 2CD (-1)-> Double Fang -> Megido trap hit (-3) -> Shoot Stance A x5 (-1) -> R2 Super. That's 10 ticks off the Fate gauge, and not bad damage. Timing off the Shoot stance is silly though.
You'd be surprised how many people get skittish once they're under 5 ticks in Fate. Naoto's pressure game becomes better too, because a simple combo from Naoto can take away four in a heartbeat, and once they're at zero...anything from her can lead to a Mudoon/Hamaon set up. Even a grab, as we've seen from the videos thus far. Hamaon for knockback, fullscreen set ups, and Mudoon for close and mid-range. I wanna say Hamaon is like Spell of Vishanti, but its not...so yeah.
Sukuna is a great Persona to have. Small hurtbox, great range, and low cooldown. Seems to have the purpose of aiding Naoto's neutral game a lot, so that's why he has less cooldown than say...Kanji or Yu, who focus on combos and punishment accordingly. I liked casting 5D and I forget the notation, but there's one where you send SH out to a particular point and he does a rapid slash sort of deal. Great for lockdown and gives you some breathing room for Megido traps.
Sooo Naoto mainers, you have your work cut out for you. She has combos, but you need to not always go for the fate gauge kills every round. Keep in mind that part of your work carries over to the next round, and that 5 is generally the lucky number. Her normals aren't the fastest at close range (you'll lose to Chie and Mitsuru), nor is she a long range specialist like Aigis or Teddie, but that's not the point. It's the fact she can weave in and out with her attacks and slowly push the opponent into a checkmate position. Don't worry so much on high damage combos, because we have the insta-kill set ups. Plan ahead, and focus on using those Fate kills to seal the match. Naoto thrives on restricting what your opponent can do with Fate intimidation and keeping the fight one on one with her silence attacks. If you can't get it into your opponent's head that you're a threat when their fate hits 0, then you don't have an intimidating Shirogane yet.