You’ll have to do an advanced variant of the loop for that; try using Raid~C/D as the starter.
214214A~C/D OMB 2[C] 236236D 214D 236A~D 2[C] 5C (236B~D)xN (optional 236236A/B at the end if you can’t get the loop to go long enough).
I personally don’t think it’s strict, but it’s also not just “do it as fast as possible”; there is a specific timing for the 236B~Ds. I’m not sure how to tell you to find it, but it is (or at least feels to me) the same as the timing you can use to do (236B~D)x3 raw in the corner outside the SMP loop (for awful damage), so maybe practice that?
Depending on where they’re jumping at you from, 214A~B and 214A~C can be useful. Other options include jump back j.D and j.B, as well as evasion via 5A+C, 214B, and 214A+B. Keeping C traps just above head level and slightly in front of you helps a ton too, and should probably be #1 on the list of ways to make people jump at you less.
(2A/j.C) 5AAA 236236C and (5B/2B) (5C) 2C 236236D for easy confirm into IK if they have 0 fate (normals in parentheses are optional). 236236C is pretty much useless otherwise.
Honestly, other that that you’re best off just saving your meter for SBs and loops. 214C+D and 214A+B are both extremely solid for 25sp.
Yes lol All versions of Aim take off 1 counter. Her Persona has some attacks that take off counters too. I believe it’s Crouch C. After a throw if you follow up with C it takes 2 counters. If you attack with D and follow up Crouch C also takes two counters. Her traps take counters off as well. Her supers with the SMG and Shotgun also take off counters. (I believe it’s 5 but I need to study on them more)
Snipe (Any), 5th Shot: -1
214214A/B~B: -1 per shot (Mostly just a waste of meter)
2C: -2
C+D~C: -2
B+D~6X: -2
B+D~X: -3
214C/D: -3
236236B: -6
Normally, only the first fate primer-removing attack in a combo will remove primers. 236236B is an exception - it always removes 6 even if they enemy has already lost some fate to another attack earlier in a combo.
That’s 236B~D. The combos are
1: 5B 5C 236B~D 665C IAD j.B* j.C 5C 236A~D (setup 214C/D for oki)
2: (D trap hit) 5C IAD j.A j.C 665C 236B~D 66 5C IAD j.A j.C 665C 236A~Bx5 (can also do ~D, trap set to get oki)
*- I’m like 99% sure you can do a j.A here instead and it’s easier
Guys im a bit confused…I don’t know exactly how Naoto is meant to be played (I have been winning most of my matches on ranked and player matches though). Is she supposed to be a keep-away character with her traps or a rush-down as it seems from the combo videos?
I’ve been playing her as a keep-away with her traps and just combo off her traps…plus some people online already starting bitching about this specific keep-away style…so yeah just wondering if shes a keep-away or a rush down or can be used as both?
From what ive seen from the best players that play her, you can rush down pretty well once you have an advantage, but in neutral situations you want a more cautious trap-and-shoot based game.