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

DoANoob

Well-Known Member
Her stance manually is 2P+K. She has 5 options from them, none are particularly useful due to the long startup and telegraphed animation. Heck, I've already found a no-timing PL juggle that deals more damage than the one in her Ii Family Creed K. It looks damn pretty though, and will probably be of more use next to walls and for heavies since it's dead easy to execute.

I feel like her moveset is incomplete. No 1P, no low kick into mid/high kick (she's supposed to be a kick-oriented character, even more so than Rig), no 7P or 7K even. She only has one sitdown stun that's in-string and so telegraphed (though guarantees a CB), so other than that, the only things she has going for her are:
- Great damage output
- Excellent ranged offense
- 11f high kick, 12f mid kick
- Delayable K string for hold baiting
- Above average throw damage
- Probably the only character who benefits a lot from using a Power Launcher versus a Power Blow since the risk/reward for it is minimal

She's kinda slow, with a 16f 3P, so her stun game is definitely not her strong suit. Her stun-launch game, however, is. She has a 15f mid-kick launcher that crushes lows!
Is she best used defensively like Momiji is?
 

Nikotsumi

Well-Known Member
I just had a <1> bar Naotora mirror match. So far, she seems extremely easy to deal with, we were holding each other constantly despite the lag lol.
 

Lady Tengu

Well-Known Member
Yes, pick your moments and strike wait for them to mess up and you get good stun launch combos that have great damage.
 

Number 13

Well-Known Member
Played against friend who is starting to use her. If you want to play her optimal KNOW her PL stuff. She can deal a disgusting amount from it. Like enough where it would be a reliable comeback mechanic if your opponent had a significant life lead.
 

xXSilverSearcherxX

Active Member
So Just completed her Combo Challenge She seems to be A very damaging character Also one thing they didnt say is that you need to hold K On some of her combos I struggled to realize that for a while...
 

Nuke-Nin

Well-Known Member
So Just completed her Combo Challenge She seems to be A very damaging character Also one thing they didnt say is that you need to hold K On some of her combos I struggled to realize that for a while...
Hold K? Can you provide an example because I've never had to hold K
 

Kirito

Member
I think he meant 236K and KKK6K. You don't have to hold it - just delay the last K of 236KK/KKK6KK until you see 4-hits in the combo counter.
 

Kirito

Member
Is she best used defensively like Momiji is?
Defensively in a spacing/zoning sense. Her moves have really good range, so she's great for whiff punishment. Unlike a majority of other whiff punish moves in the game, hers (6K) start her stun game, which then will allow for an easy launch (50/50 between 6K4K for launch, or 6KK for a continued stun).

Her 2H+K is great - abuse that.
Abuse 4K and K for tick throws.

She can somewhat do CQC since she has an 12f kick, but she definitely has trouble against some faster characters since they have a good speed advantage. At least her 11f K can deal with the 11f 6Ps. Her stun game is definitely weak though - stuns don't last particularly long and her moves are telegraphed as heck. Leifang will definitely have a field day with those mid Ks.
 

SilverForte

Well-Known Member
Her spiral arrow looks to be one of the best whiff punishment tools in the entire game. It goes full screen, isnt super slow, and leaves her + at point blank range, great for a tick throw setup.
 

Kirito

Member
It's -11 on fastest SE though.

Yup. -11. It's throw punishable ON HIT if you don't hit the last K and the opponent stagger escapes.

KKK6KK, the in-string variant, on the other hand, is more useful for me since the travel distance equals to extra wall damage almost every time on small-medium stages. Also useful if you're desperate to trigger danger zones. I wish there was a way to aim with it, or change direction as you do the kick.
 
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KasumiLover

SovereignKnight_
Premium Donor
Her 3K is also another good spacer I noticed, and 4H+K can be used since it has good range, but you have to be at a certain point to avoid opponent throw punishment, since it doesn't have that much pushback. And I agree, 2H+K is a really good low, it's perfect for conditioning opponents.
 
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Nikotsumi

Well-Known Member
The few punches she has are good even though they're slow, I always use 3P and 8P the extend the stun threshold cause people don't expect a mid P xD
4P is good too, the stun puts the opponent in a must hold-situation.
 

John P.

Active Member
All naotora has done is make scrubs look like there actually doing something. Ranked is snit right now. Don't accept from pp. Below your rank!!!!
 

Kirito

Member
Can someone explain why the heck is Naotora's PP2K string -15? lol
Tracking low that crushes highs and stuns on hit. Also an in-string mixup. Most lows are unsafe except for 2Ps.

Still not as bad as Hitomi's which is -17 even though it doesn't crush lows and can be SE-ed to be -1 on hit. That doesn't make sense.
 

KasumiLover

SovereignKnight_
Premium Donor
Can someone explain why the heck is Naotora's PP2K string -15? lol
She's not really designed to be a mix up fighter, so it's -15 I guess because you should be using her kick delays and stuff to get max damage instead of trying to slip underneath the hold radar. Plus it's based from her 2H+K move, which isn't so fast and you can get punished if it gets blocked by a good read.
 

SoftCabbage

Well-Known Member
All naotora has done is make scrubs look like there actually doing something. Ranked is snit right now. Don't accept from pp. Below your rank!!!!
Isn't this common? I mean, I've seen a lot with Alpha, Hitomi, and Hayabusa..

But since I'm crap myself, I can't Hold them like good players would punish them.
 

KasumiLover

SovereignKnight_
Premium Donor
Nao is pretty difficult to accurately hold when she does get a stun, especially with those dreaded kick delays and possible risk of her doing a nasty throw punish. I found that spacing her out and testing the waters with long range pokes and spacing moves can actually help, and you obviously just have to wait since some of her strings have long recovery when they're finished or free canceled.
 
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