Naotora's ground game is probably one of the most threatening thing that she has at the moment, especially with her jump (9P). We all know that on knockdown we can 9P > 2K/K to end up behind the opponent and avoid a WUK. However, this is not ideal. Naotora's BT stance isn't all that great, and...
This is a guide more on the HOW to go about playing Naotora in a match rather than a complete breakdown. This is mostly based on my observation and time with the game itself. I'm not an expert nor do I claim to be one, this is mostly my educated opinion. If you disagree, feel free to discuss it...