Free Step Dodge

DestructionBomb
DestructionBomb
Ah gotcha, since Naotora is still in the early stages of finding way to properly get in, I suppose just the ordinary.

So with neutral startups out the way, there are a few moves from Akira. Akira's 2P has priority during hit scenarios from going under Naotora's highs (Her KKK for example), Akira's 2P timed can actually hit Naotora while she's in the air thus granting Akira a free combo. (50+ near a wall.)
DestructionBomb
DestructionBomb
Even if the 2P isn't timed on air, there is a huge chance that the hit result will be on CH, which grants +4 for Akira. On NH it's +1 so the favor deciding is overall in Akira's side from 3 standard options.
DestructionBomb
DestructionBomb
One of the issues from Naotora (at least from test) is getting in and getting out from free cancelling situations. Akira could just mash by accident and still have minor advantage from Naotora.
DestructionBomb
DestructionBomb
One of the other strong points is Akira's parry which also stops high kicks as well (From vanilla to 5U update. It was a VF5FS update as well since the high kick parry was missing in DOA5 vanilla but was given on first release update of 5U) Not to say that Naotora has to rely on high kicks to a hit going, but it's an option elimination from Akira.
DestructionBomb
DestructionBomb
(Akira can toss in a -3 move on block and then immediately parry afterwards while safe in the process.)

I still believe the match up is 5-5 since Naotora has solid mids to get a stun and has the conditioning factor to confuse the opponent into believing you are throwing in kicks in general, every character has a kick button..but damn sure every character has a punch button, which is a solid lead from Naotora.
KasumiLover
KasumiLover
Awesome points! So it would be safe to assume atm that the match is pretty even given both of there abilities?
DestructionBomb
DestructionBomb
In terms of overall character I slightly felt 6-4 before in Akira's favor, though the outcomes can change. It's not the end of the world for Naotora especially if she's played Akira before, understand when and when not to SS since SS is based on a read, and understands what's being thrown at her. Once Naotora gets that, the match up isn't that bad. 5-5 for me.
KasumiLover
KasumiLover
assuming a nao player doesn't just mash but plays wisely, because I know that fighting an opening a solid Akira up is a head scratcher in most cases based from what I see you and Sly do with him
KasumiLover
KasumiLover
Thank you for your feedback!
DestructionBomb
DestructionBomb
In terms of their moveset, giving it to Akira on that due to his reward factor for high execution and advantage for pulling those moves. Akira even has a GB that deals 80+ damage because the opponent blocked, that is quite frightening. Akira can condition you to block or not block. (Don't block, he gets CH stuns. Do block and he gets GB advantage.)
DestructionBomb
DestructionBomb
But the matches against Akira is all about making reads. Those outcomes will not always happen and Akira can still lose in the process, which is the good part about the game. Making correct holds or avoiding certain moves can change a lot of things.
KasumiLover
KasumiLover
Thank you for making that clear to me! :-D I'll definitely credit you on the....er thing I'm adding on to!
DestructionBomb
DestructionBomb
Ah wait you are making a match up related list?
KasumiLover
KasumiLover
Something like that, you know that Naotora beginner guide I made? I'm adding a MU type thing to it, and I'm collecting match info from players who those characters for a more varied insight. I would make a thread, but there's not much Nao activity in her forum anymore, it's like a lot of people just don't use her anymore :-(
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