The Neutral Game
Long Range: Your Tools vs Her Tools
Medium Range: Your Tools vs Her Tools
Close Quarters: Your Tools vs Her Tools
Offense
Your Offense:
Her Offense:
Defense
Your Defense:
Her Defense:
Gimmicks and Resets
Match Summary
So how do you guys go about approaching her? With my limited knowledge, I'm not sure what I should be doing. The people I've faced aren't too shooting happy and tend to beat my ground and aerial approaches. I'm probably approaching wrong, but that's why I'm asking.
Naoto is faster than you but she can't SMP or Shooting stance early cuz it can be punished. If you see her try doing that, get to punish her after it with DP. Naoto is also vulnerable on backjump, if you're not used for Slabby's BnBs yet, you can Autocombo and hold 4, then tap 6 and release D on her third hit. That will force Naoto to jump on recovery because she doesn't have an install SP move neither a DP that avoids punish if hit the wrong direction (like Mitsuru's or Yu's) where you can dash and jB early :3 And go for another tactic like, follow up jA, Guillotine A, 2c, jA and guillotine B. If you're not good with the air BnB just guillotine B out of the blue after the jB and the 2C that follows the guillotine, it will do like only 100 lesser damage in total but it's good for guys not used to her combo or a laggy match.
A General Naoto tactic is hi-jumping since like Yukiko it gets away of her zoning range, Slabby can pair it up with 8C in the air since Asterios can't be seen and time it well to be safe on your fall (since an unseen attack cannot be perfect guarded). Keep guarding and don't whiff jA or jB until you fall thou. It's common for Naoto to place a trap while anyone hi-jumps that you don't see the placement.
Last edited by Reia; 08-26-2012 at 03:50 PM.
This match up is pretty free for Shabrys so long as you don't get hit into SMP loop.
Only good escape she has for anything is the ex roll, she can't play a proper zoning game due to 8C, her traps don't matter so long as you're aware of them, and for once Shabrys' normals are better.
Then again, this is all from playing bad Naoto players on netplay and watching footage...
Playing Shabrys is suffering. Bull is best character.
Yeah, when I fight Naoto's, I generally get a regular setup combo in and try to keep them on the defensive as much as possible. Her DP doesn't really seem to be an issue in this match-up IMO, but I guess it's still a threat none-the-less.
My problem with using 8C (at least against the people I've faced) is they'll block the uppercut and then break the persona using 5C. Also, if I try to rush in during it, they'll either stance and shoot, or move out of the way of Asterius. The only 8Cs I've gotten to hit were when I already had Asterius off the screen from holding D then inputting 8C so they get caught off guard.
Also, I'm not sure if I'm inputting it too late or if I'm not approaching the situation right, but when I try to fight air to air vs Naoto, my j.A and j.B tend to lose to her j.A and j.C a lot. Should I stick with grounded approaches and AA them or is there an alternative method I should be using?
You should never 8C out of the corner, unless you dont want player notice it, but this only happens during blockstring of non-area projectiles (Yukiko and naoto = Regular projectiles, excluding Yuki's Agis). I know the jC is a bit annoying when it comes to poke range, but have you tried dashing from a short range in case naoto jumps? You can block and 2C, you have a safe landing and a following combo that way. Remember, you may not perform the Cs out of the blue but you can perform Cs during blocking as long as it ain't a string attack that may stop him.
After trying it out, 2C really does work wonders against Naoto (this one I faced, at least). It forced them to stay grounded a lot more and be careful with their jumps.