I noticed we didn't exactly have a top ten discussion for Naotora yet so....yeah XD. What are her top ten moves in your opinion? Feel free to leave information as to why. Here are mine:
- Her best mid punch imo: a bit slow at 15i but has fair reach, and is safe at -6 on block, -5 at a distance and is good for scoring counter hits from a distance and OK on normal hit at -3. Since she has a lot of mid kicks and high kicks, this is a lifesaver and kind of like a mix up since most players expect one of the two in stun.
- 12i, has follow ups, and great for tick throws.
- Slow at 22i but great at a distance for crushing low wake up kicks and whiffed attacks. Has a follow up that your opponent may have to respect as well(although no delay).
- The second kick ideally: 20i, has great reach and is in a crouching status which avoids highs and is good for getting a critical stun from a distance. 4K is fast enough to continue the stun, but this is a pretty painless way to test your opponent so you can bait for an easy 66T hi counter throw.
- The third hit ideally: slow at 23i but is good for avoiding highs from a distance and getting a counter hit, which allows you to go for a guaranteed PP2K2K, continue a stun with 4K if you feel bold, or you can go for PP2KK if you wanna be daunting.
- Very helpful against 9i characters and anyone with a faster jab up close. Pretty good reach, safe at -4 on block and -3 at a distance and pushes back on counter hits. If you want to be obnoxious, you can use it in stun set ups to reset the pace and start again or go for something else.
-Great in stun set ups since it's a fairly unpredictable low and allows you to continue the stun with 4K or 6P, but these can be slow escaped... Has good reach and avoids some throws if done at max or a slight distance.
- Slow at 30i but has good reach and is good for punishing an active opponent mid string at the right moment and a good whiff punisher. Guarantees 6K4KK on hit and GBs so you can get away if it's blocked...downside is that it can be sidestepped.
- Safe at -6, good reach, and stuns on hit, Can be crouched but this likely won't happen since the opponent will have to be aware of a possible empty 9P jump feint or the scary 9P2K follow up.
- I love this move: Great reach, good whiff punisher, and although unsafe at -9, -10 and -11 depending on distance, it can avoid some throws against the shorter ranged fighters.
.... unfortunately did not make the cut XD. Honorable mention to it since this is her highest damage throw and what you'll most likely wanna go for when punishing a missed hold, plus environmental damage too.
is another move that didn't make the cut. It does have use since it causes a faint stun in stuns causing a guess situation on your opponent and the attack is actually safe at -6(-7 up close) on a slight distance, meaning your opponent will have to respect it or else they may over punish and go for a 7i throw. However, I didn't include it in my list since this seems a bit a more technically situational depending on whom you're up against.
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