~Naotora Ii: The move thief~

Oh I know, this is more just addressing actual moves tho, quite a few characters like Leon and Rachel share same holds
Naotora also has the hold animation of Hayabusa's/Momiji's air kick hold.
@Rikuto That's definitely true now that I think about it, It definitely explains all additional characters but Marie rose and Mai, and Mai was basically just ported over from KOF
I think it has less to do with team ninja laziness and more to do with team ninja not being given any kind of resources to work with, as well as unrealistic time frames in which to complete certain tasks with those resources. Frankly I'm surprised we get anything at all.
Lol XD I like how TN tried to hide it so well, Honoka I think is more intentionally blatant
I only recognised the Lisa throw omg that's crazy. Honoka, outta here. Naotora did it better
@Leifang Thank you, I guess Honoka taught her a thing or two. XD @Nikotsumi Yep, and I think her throws are too, they seem inspired from that tackle she did before her SW death. The 236K though I think is an original move, I remember seeing it somewhere in a SW video for her.
Lol, I only had noticed that she took Marie's 3K, 2K, 2P and Kokoro's kick in 4K4K/6P4K4K and now that I think about it, her 236K is similar to Ayane's. Btw nice finds, Honoka 2.0 confirmed. So basically, the K and 6K strings, as well as Ii Family Creed P/K are her only "original" moves.
So a lot of Naotora Ii moves are other characters just change up here and there. Interesting finding friend. ^_^
I'm down with that, even more fighters joining the cast would be too cool!
Doa6 better have a whole new generation of characters.
Me either XD I was just using Zack one day and noticed that his move basically looked liked hers, so I decided to just look through everyone's move lists and see what TN reused/modified and compiled it into this. And here I thought it was only a few girls she borrowed from XD
This was pretty cool man. Seeing this also made me realize TN is a lot lazier than I thought :p lol. I knew some of her moves were taken from other characters but I didn't think it'd be this many.

Details

Dec 2, 2016 at 7:59 PM
Posted by KasumiLover
So I did a thing the other night: As you all know, Naotora came from SW, so she doesn't have a lot of individual moves all her own...Team Ninja had to cut some corners and reuse moves and move flows for her which are either modified, or near identical from whom she took the move from. This video basically covers all attacks she has taken, but remember not all moves are completely the same. Some animations and mix ups she has are just similar to characters they're derived from, such as Hitomi, Ein, Mai etc. and it's possible TN used these similar strings to salvage something from another move she had already from someone else. If you want more insight as to how certain moves are similar , feel free to comment and I'll answer for you, I looked carefully at the move animation, frame data, and even the distance and range and additional info when making these discoveries. If the space down here permits, I'll use character icons summary to better elaborate. Enjoy, and remember: FOR THE II CLAN!
:zack:
☆Similar 4K knee(His is 6K) with identical frame data animation, his is safer at -7 and hers has longer recovery. Their low follow ups from this move are also similar in animation and frames, but his is unsafer and doesn't leave him BT.
☆Her PK is similar to his 44K, both the kicks are 13i, but his leaves him BT and is safer at -3. Bonus points for him doing the kick raw without a base punch.
:marierose:
☆Similar 3K, Naotora just has longer reach and is slower at 15i, MR is only 14i and safe. Hand animation also adjusted.
☆Similar 2K, hand animations slightly changed. MR and Naotora are both at -8 when blocked.
☆Naotora's 3P is similar to her 3P but is slower at 16i, and unsafer by 2-3 frames. MR is faster at 14i and has a follow up.
☆Similar 2P+K~P+K butt flings but animation is somewhat different. Naotora is faster and a bit less natural looking during recovery but quicker rising up.
☆Similar 14i 2P, Naotora just has longer reach and slightly more dainty animation.
☆Both possess unique BT walk animation.
:rachel:
☆3P is similar to Rachel's 7P frames and all, hers is just slightly safer.
☆Nao's 6H+K is similar to Rachel's 6 (?)H+K, but has follow ups. Rachel's is faster at 13i and has a lower stun on normal hit. Naotora also has longer range.
☆Both possess a unique BT walk animation.
:kokoro:
☆Naotora's 6PK4K and 4K4K is similar to Kokoro's PK4K and their final kicks both have 21i, but Kokoro has a more natural look to it which suggest motion capture over direct recycling on Nao's part.
:lisa:/:La Mariposa:
☆Visually similar 2T with different damage and positioning after the throw.
☆Their PKs are both the same, the punches are 11i and the kicks 13i, posing and spinning is slightly adjusted. Naotora is safer at -7(-6 at distance) on block but Lisa is unsafer but has a follow up kick.
:momiji:
☆Visually similar low sweep 2H+K, Momiji just has longer range and stun and less recovery, she also will go slightly to the side if performed over and over. Also the same if done BT, but Naotora's is now faster at 21i.
☆Similar jump 9P mechanic
☆Naotora's BT 4P is similar to her 236P, just less range and faster at 14i since she is BT. hand animation adjusted.
:kasumi:
☆Similar 9K and 9KK, Naotora is just slower at 22i and has two in one properties on the first hit, and her second follow up can't delayed but has GB as compensation. Kasumi's is unsafer but her 9K has another follow up, 9KP.
☆Similar 4H+K, but Naotora has instant slide knock down and is unsafer. Kasumi's is safe and causes a SDS while also having slightly less range and 4i less recovery.
:phase4:
☆Similar 9K.(See Kasumi above.)
☆Similar 9P~K but Naotora's is faster and GBs. Phase is way slower visually but has TC follow ups.
☆Mid punch holds function similarly, but have different positioning and Phase can hit the wall.
:hayabusa:
☆Similar 8K and 8KK, but Ryu's 8KK is faster at 18i and less range.
☆Similar 2P+K stances and their throw follow up share the same frames.
☆Similar 4H+K(See Kasumi above).
:hitomi:/:ein:
☆Naotora's PP2K, PP2K2K, and PP2KK has a similar flow to Hitomi and Ein's, but they lack the low to mid mix up instead having a low to high, and they lack the PP2K2K CH guarantee and GBs. Their PP2Ks are safer on NH however.

:ein:
☆Her 4K is similar to his 6K but hers has additional follow ups and his is slower at 13i.
:mila:
☆Her 6KK4K is similar to Mila's 8K property wise, animation and recovery is adjusted and GB is added. Mila is also faster and is a stand alone launch.
:tina:
☆Her PB is visually similar to Tina's 46P shoulder tackle, animation is just adjusted to involve a bit more movement. Tina is faster and more blunt in animation.
☆Similar running butt fling attacks but naotora's is faster at 15i but unsafe as a sacrifice.
:honoka:
☆Similar butt fling attacks.(See Tina above.)
:mai:
(Mai seems to have similar moves to NAOTORA in this case since she came after her.)
☆Similar H+K, but naotora is safer on block and can do more on normal hit. Mai has 1i less recovery and nullifies a tech roll.
☆PLs are similar since they are basically reused from already existing attacks, Naotora's 9PK however is changed into mid kick and can FT.
:cyborg:
☆8Ps are visually similar due to being chops, but naotora doesn't do anything special on NH. it will stun on CH and bound if done twice during stun, is also faster at 15i. Raidou is 1i slower and has longer reach and his can SDS, but bounds if done twice during stun.
☆Similar 9K, but hers is slower and has a non delayed follow up. His is 17i but both have a 2 in 1 jail property.

:naotora:
(These are moves recycled from her own move set)
☆Her low punch hold is reused from 9P2K command.
☆Her PB reuses her 6T throw rapid kick animation but without the full arm grab.
☆Her PP2K2K final kick follow up is reused in her Ii family creed 2K follow up with added cherry blossoms effects and is sped up, also her final blow in her PB.
☆KKK{K6K} is basically the 4KK and 6PK, assuming the mix up is performed. If not, the mid kick will be a full spin kick.
6KK4K is the standing counterpart of PPK, KKKK6K, 4KK and 6PK, same properties except a higher launcher, range, and standing.
☆BT 4K is the same as 4H+K, just faster at 17i and with ranged shaved off.
☆9PK is the same as 8H+K, the PL is just now a mid kick and unsafe.
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