Matchup stuff!
Lucky for me, my roommate is big into turtle strategies in fighting games, so he exclusively plays zoners. All I get to fight when I face him is Liz, Naoto, and occasionally Yuki. So here’s some anti-zoning tips/things I’ve learned.
VS. NAOTO
Sick of those traps and that pop gun? Let’s get to know this. I have managed to turn this into a very favorable matchup for Kanji. Here’s how.
WATCH THIS VIDEO!
PET taught me a lot in just a couple simple videos for dealing with Naoto shenanigans. This is a good video for studying up.
Naoto’s Traps
The bane of Kanji’s existence. Two big things to note here:
-DON’T AP NAOTO
-The traps can be broken!
Firstly, any Naoto player worth his weight in crap will ALWAYS set a trap above her to prevent random AP’s. Don’t AP unless you KNOW you’ve cleared her traps, which brings me to the second point: hitting Naoto or the traps will clear them. With this in mind, a pretty basic strategy for dealing with the whole, “Trap, backstep, trap” strategy is to continually jump forward and Air B, occasionally landing and hitting 5C. Both of these moves have big arcs that if they touch the traps, will clear them so you can advance forward. Just be sure to remain aware of Naoto’s movements so you don’t land on a gun shot.
Naoto’s Obnoxious Gun
Seriously, who designed this move? it’s full screen, multi-hits, knocks all the way back to the other end of the screen, and can be fired in just about every direction. There are a couple ways for Kanji to aggressively punish here.
-Up Close: Though this rarely occurs, when Naoto fires up close, she leaves a very brief window to be punished on block. Best move here is Kanji’s awakening super. Teaches Naoto to think twice before shooting you point blank.
-Mid-Screen: This is very punishable with Kanji’s AP, given a few conditions: 1) You’ve cleared all her traps, 2) You do it right at the start of your jump arc that had to start RIGHT AT THE BEGINNING OF NAOTO’S SHOTS. Otherwise, she’ll simply aim up and smack you out of the air.
Full-Screen: There’s a couple things you can do here. If they are spamming it hard, simply block a string of it, then immediately hit 8D to lightning them. If they’re being smart (eg firing bullets one at a time and aiming all over the place), it’s best to just move in with jumps and UPBACK. Once you’re in range, an air B chair hit into AP will punish Naoto’s gun if she still thinks she can get it.
JAMON Y QUESO Instant Kills
Naoto’s Hama-On (or whatever) fatal counter kills can be pretter scary, and what’s worse, she can move during them. Player’s not mindful of the fatal counter will often turtle until the super’s over for fear of an instant kill. What you need to know is that NAOTO CAN MOVE during these supers, and gets a free mix up on you. There is one good punish on it though: If she tries the black smoke version, you can turtle till she gets close, then use BURN EM TO A CRISP to punish her for her wreckless rush in.
Naoto’s Super Lame IK
I used to fear this until I realized the TARGETS DONT MOVE. Once she starts it, simply back up to about sweep range and STAY STILL. 90% of the time a target won’t appear right on you when you’re on the ground, and as soon as the way is clear, you can command grab her for free. Just don’t try to super, for some reason it won’t work during Naoto’s animation.
Corner Game
This is best place for Kanji to get Naoto for one additional reason: Naoto players will often try to wake up counter-move you to punish aggressive attacks. Learn to bait this with a delayed 214D and you will leave them on the floor for quite a while.
Disappearing Persona Thing
Naoto’s persona can disappear and reapper at her will, striking you for a little combo. However, if this combo is blocked, her Persona will peacefully float away, leaving her open to a jumping B which can be cancelled into an AP for a full punish on Naoto. Condition them to not use this attack and things will get less hectic. A big general tactic against Naoto is to try to edge them out of using more than one attack with punishes. Once they feel like only one thing will work and they do it over and over, the screen gets much less hectic and lets Kanji go nuts. I occasionally even punish everything but one move, which I intentionally let myself get hit by, so they’ll get locked into doing it and I can punish them for the assumption.
That’s all I can think of for now, I’ll try to do a couple other characters later, though they won’t be as in depth as this. Feel free to ask questions on this matchup and I can tell you what I know (which I feel like is a lot).