DOA5LR "I'll Try My Best!"Naotora Ii Gameplay Discussion

KasumiLover

SovereignKnight_
Premium Donor
Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh 9P. Apologies there, thought you meant her natural attack strings converted to jumping.

Surprised 9P does not have an attack option that leaves her BT. I once came up with a completely new move named 9P8K that is a high and launches only on CH but also puts her BT for a BT2P setup that can possibly work in open space if she gets the hit. If I was such a generous guy, 9P8K would wallsplat for a 3rd option that leaves her BT for BT2P splat ideas other than 6K4K or 6PK4K ideas.
Here's some options I think she should have:
-9PK4. This would use the back button to leave her in a backturned state.
-T. Basically a throw follow up to it since it feels a little bare without one....probably because I use Kasumi and Phase. :p

-8K. This would be basically that telegraphed sit down stun from the 6KKK8K without the predictable mid kick fluff. I think it could be a bit more useful if she had the ability to do it without the need for the string.
 

DestructionBomb

Well-Known Member
Standard Donor
I like the 8K one because I can be jackass with that one (A different move input for that one though. I recommend H+K) not to mention that it may not even be possible because the GB 2K from it is the same animation type, might have to change the animation completely for a sitdown version, the throw option might have to be slower throw because it's from a move input follow-up, which is 9P. What are we looking at i7 throw? TN will deny that. Either i12 or slower. Also 9PK doesn't even launch from CH either no? might as well convert what I said up there to launch because the stun itself is terrible.
 

KasumiLover

SovereignKnight_
Premium Donor
I think in due time like you said, they'll expand on her. I mean they can't just leave her PB at max distance glitch and that BT K6K untrue input in for long right? Those two things definitely need to be addressed soon
 

DestructionBomb

Well-Known Member
Standard Donor
I think in due time like you said, they'll expand on her. I mean they can't just leave her PB at max distance glitch and that BT K6K untrue input in for long right? Those two things definitely need to be addressed soon

Yeah, correct. She will be touched, though I truly believe she will also be improved a bit. If not, then one of the few predictions where I was wrong and may lose hope in upcoming ones.
 
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KING JAIMY

Well-Known Member
BT K6K untrue input
Why is BT K6K an untrue input? I admit that the animation looks really odd compared to the regular version but a lot of characters have the same strings from back turned yet they are not listed in their command list. For example, Jacky has his BT PP6PPP, Marie has her BT PP6PK and Hayabusa has his BT PP4PP which are essentially the same strings as the strings they have while they're front turned. I'm just naming a few examples, there are a lot of characters with identical strings while front turned and back turned. I don't believe those characters have the BT variants listed in their command list, just like Naotora, but I could be wrong since I haven't checked.
 

KasumiLover

SovereignKnight_
Premium Donor
Why is BT K6K an untrue input? I admit that the animation looks really odd compared to the regular version but a lot of characters have the same strings from back turned yet they are not listed in their command list. For example, Jacky has his BT PP6PPP, Marie has her BT PP6PK and Hayabusa has his BT PP4PP which are essentially the same strings as the strings they have while they're front turned. I'm just naming a few examples, there are a lot of characters with identical strings while front turned and back turned. I don't believe those characters have the BT variants listed in their command list, just like Naotora, but I could be wrong since I haven't checked.
Good ole D. Bomb posted a short video a few days ago that showed that when you performed it while backturned, it has this glitch where she changes sides, and I assume that's what led him to believe that it's possibly untrue. I think it's meant to be in, but they didn't properly refine the animation, so it glitches unless you actually do the full K6KK rather than K6K. I don't mind it really, it's kind of cool, in a weird sort of way. :p
 

DestructionBomb

Well-Known Member
Standard Donor

Most command attacks (especially ones that link to on hit animation attacks) are labeled. For example, a true input that are not even labeled are moves from Naotora such as KKKKKK or any of the KKKKKK6K attacks or whatever. But since K6KK is a move that not only launches in the air but provides free damage upon contact, it's not labeled at all. These types of moves usually are labeled.

This has happened in the past and ends up being labeled, which leads to the conclusion that:

1) It was intended as an actual move but was rushed in development time where they needed to release the character as soon as possible.

2) A simple mistake and not exactly suppose to be in there, or just didn't care since most BT attack inputs that have strings take too much time to write it in a BT section within a game's command movelist.
 
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KasumiLover

SovereignKnight_
Premium Donor
Ok, this has been seriously bothering me. Nao's 8P looks like it's supposed to have good range, but it misses when it's supposed to hit...that irks me. It would have been a great spacing tool if the range was actually fitting of the attack.
 

Nikotsumi

Well-Known Member
That screwed up pretty much her wall combo damage and all my Danger Zone combos D:
I don't think she deserved it.

EDIT : At least they fixed her Power Blow glitch xD
 
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DestructionBomb

Well-Known Member
Standard Donor
She needed improvements in some areas, but that was very unexpected and very unfortunate. I don't play the character, however I do feel your pain Naotora users.
 

Chapstick

Well-Known Member
I kinda had that feeling too, the way it relaunched and wasn't a part of her wall juggle combo challenge seemed like it was an oopsie she got it
 

KasumiLover

SovereignKnight_
Premium Donor
Well, the nerfed BT 2P isn't completely useless. Alpha 152 is still vulnerable to the following follow ups: PK, K6KK, PPP, 6K4KK, KK6K, H+K, 6PKK, 4KK, PP2K and 6KKK. So basically it's more suited for dealing with alpha 152 players, whom already are in for a world of hurt if Naotora gets them near a wall. Is Naotora basically designed to be a bad match up for alpha 152?
 
As a OG Samurai Warriors fan i feel Noh would have been so much better. Darker personality. creepy, a bit emo. Naotora is great she reminds me to much of the personalities already in DOA5.
 

The Spine

Well-Known Member
Here's something interesting, if you 6K someone on block, they just have to do any strike 12 frames or under and you lose in every situation. If you cancel, it's unholdable and unblockable because of the negative frames. If you keep going, they hit you out of the entire string. This even applies to lows. This is a bit of a problem.
 

John P.

Active Member
Here's something interesting, if you 6K someone on block, they just have to do any strike 12 frames or under and you lose in every situation. If you cancel, it's unholdable and unblockable because of the negative frames. If you keep going, they hit you out of the entire string. This even applies to lows. This is a bit of a problem.
That's why i dropped. A lot of players are aware of this
 

KasumiLover

SovereignKnight_
Premium Donor
Here's something interesting, if you 6K someone on block, they just have to do any strike 12 frames or under and you lose in every situation. If you cancel, it's unholdable and unblockable because of the negative frames. If you keep going, they hit you out of the entire string. This even applies to lows. This is a bit of a problem.
That makes sense, the entire string up to the fourth hit is all considered jumping, and the second kick is I think 26i, so yeah it's not very good. I don't use the string often except on BT opponents since the first 4 hits and the first 4 mix ups are guaranteed on BT. The other mixups(8K,P,) aren't guaranteed but your opponent will have to make guess on whether to SE or hold, which is a sticky situation on their part since it's kinda tedious doing both. Overall the string is much more deadly when it actually hits, it's not safe when blocked at all.
 

The Spine

Well-Known Member
That's why i dropped. A lot of players are aware of this
Interesting because it wasn't in detail here.

That makes sense, the entire string up to the fourth hit is all considered jumping, and the second kick is I think 26i, so yeah it's not very good. I don't use the string often except on BT opponents since the first 4 hits and the first 4 mix ups are guaranteed on BT. The other mixups(8K,P,) aren't guaranteed but your opponent will have to make guess on whether to SE or hold, which is a sticky situation on their part since it's kinda tedious doing both. Overall the string is much more deadly when it actually hits, it's not safe when blocked at all.
It makes sense mostly because the first hit already -14 on top of the 26 frames (I think, haven't played in over a year) because pass 12 and they can't interrupt it. Very strong on hit of course, but it's a sticky situation at a distance, but that's Naotora for you. What doesn't make sense is that lows still hit even when it's considered jumping, but I guess it just doesn't evade lows, which is dumb, and TN should feel bad.
 

KasumiLover

SovereignKnight_
Premium Donor
Interesting because it wasn't in detail here.


It makes sense mostly because the first hit already -14 on top of the 26 frames (I think, haven't played in over a year) because pass 12 and they can't interrupt it. Very strong on hit of course, but it's a sticky situation at a distance, but that's Naotora for you. What doesn't make sense is that lows still hit even when it's considered jumping, but I guess it just doesn't evade lows, which is dumb, and TN should feel bad.
It can evade lows, but you have to be REALLY precise when timing it to evade lows. 9KK for example can crush wake up low kicks but it has to be en point, if it was easy to pull off than crushing lows and evading them would honestly be braindead and that's all players would have to do. It's possible, but like everything in DOA it has it's risks.
 
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