| Description
| - A finisher input to Banishing Fang: Roar, Naoto brings a powerful straight kick with his following leg .
- Hops slightly while advancing forward for a smashing dunk punch with the following fist as he leans upon landing.
- Possible to charge; Naoto backs away into a slight crouching stance then smashes the opponent with an elbow to the body, causing wind tunnel effects to occur around his elbow. Wallbounces on airborne hit.
- A crouching uppercut with the leading fist. Naoto's staple anti-air due to how more horizontal it moves him compared to his 5B, as well as being low-profiled to make it rather safe in comparison.
- * C version has a moderate jump height while only hitting once.
- * The damage becomes much bigger and useful if Enhancer/Overdrive is used or after fully charged.
- Does not hit overhead, but on block and/or hit it provides good frame advantage to continue applying pressure with . It's also a great combo carrier after a cancel from 5AA.
- A crouching backward sweep kick with the following leg. Hits low and is a standard sweep for setting up okizeme and/or combos.
- * D version has a blood claw trail following his fist while rising higher, does an extra hit on the normal version.
- * Able to crush Barrier in Overdrive.
- * As for air version can only slash downward.
- Enhanced version staggers and side-swaps with a close-ranged hit on grounded foes, while the airborne hit version spiral-knocks them away. Attack has very strong hitstun. Can also be cancelled from Banishing Fang followups with Enhancer/Overdrive.
- A turning inward reap-slash of blood with Naoto's following arm. Strong use with combos, and has somewhat of a solid frame advantage on block.
- Follows up Banishing Fang with a turning downward swatting smash with his following fist while leaning forward, also having the flame-like energy trailing it.
- Naoto rushes forward with a fast downward leading-knee swing with flaming-energy trailing it. Causes a hard knockdown ground bounce against an airborne opponent. First part of a multiple-input series.
- Naoto's primary standing-overhead mixup tool and is a solid hit-confirm into C normals, Drive attacks and specials. It is also a rather difficult overhead to react to due to its notably fast startup.
- Naoto attacks his opponent with a blade of blood. Can be charged and is dash cancel-able. Can crush opponents guard when fully charged.
- A stationary dodge animation that's dash cancel-able, which is useful for going into enhanced specials.
- While it's mainly a transition for the final input of the series, it can be delayed as a frame-trap punish, especially since it can Fatal Counter. Useful as an OTG tool due to its downward reach.
- Attack wall-bounces if counter hits.
- Brings the opponent down to the ground.
- A quick leading handed-jab angled downward. Can hit crouchers because of this.
- Enhanced version forces crouch on opponent.
- Follow-up input after 5A where with his leading hand once more, Naoto moves forward a bit to strike his target with a gut punch.
- * In Overdrive, he additionally does a front-somersault kick that shoots out a blood wave should the charging punch connect.
- The Enhanced version has better hit stun.
- * Enhanced version does a mini-dash before launching the wave.
- Naoto's hair and eyes changes colors respectively . Drive attacks charge faster and strengthens Enhancer.
- Dash cancel-able if Enhancer is used , and useful for continuing combos into a certain moves .
- A finisher input to Banishing Fang: Roar; a fist launcher with his following hand being somewhat of an inverted version of his 2C into a recovering turn. Launches and is jump cancel-able.
- Naoto sways back, dodging an opponent's attack. Dodges highs/overheads, mids and projectiles, but cannot dodge lows or throws.
- ** If used in Enhancer it goes up to 2 hits with better hitstun and gives an advantage for ground combo.
- Grabs the opponent and knees upward with his following knee, launching them somewhat. Makes opponent vulnerable to midscreen combos and wallsticks in corner.
- A low-hitting crouching inward swing kick with the following leg.
- * Enhanced version deals more damage and has more range, going almost full-screen.
- Can easily cross-up if spaced properly, and can be followed up with B normals. Has some notable startup, which may cause this move to be somewhat easily intercepted, as well as be punished if whiffed and/or blocked correctly.
- Better range than 2A, but isn't that fast of a tool since it could easily be disrespected. Useful for dashing into specials.
- Can be combo'd directly if the opponent is not in a standing state normally, or if Naoto is either using Enhancer or activing the Overdrive. Mainly used for air combo starters.
- * Ground version slashes forward in neutral stance.
- A classic anti-air uppercut punch with Naoto uppercutting with his leading hand into a recovering turn, similar to Ragna's Inferno Divider.
- Naoto punches the opponent with his 5AA. If it connects, then he performs a knee kick launching them into the air and forms a giant battle-axe of blood that smashes the opponent, while also unleashing a powerful blood wave hitting consecutively.
- Naoto charges himself at the opponent with a powerful straight punch covered in a large surge of blood. It is a very fast attack, and has advantage over projectiles. Ground version goes forward, while the midair version aims diagonally downward via a diving punch. Naoto is able to repeat another Divine Smasher from its air version into its ground version when the heat gauge is at 100%.
- Naoto forms a large katana/ōdachi of blood beside himself, performing a reaping slash over his shoulder. Should he connect, he then forms a scythe of blood and slashes them repeatedly and charges up to finish with a final blow that floods his opponent with blood waves. Executed like Ragna's Black Onslaught.
- A jumping jab somewhat downward . Can cancel into itself via rapid-fire, or be cancelled from his j.B.
- Naoto launches a blood wave on the opponent that looks similar to Ragna's Dead Spike. Only the giant Dead Spike wave hits if not close enough. If it connects in close range , it launches them up; after being launched he then massively hits his falling target an elbow strike . Naoto performs one of his taunts with a different echoing quote upon the attack finishing.
- A low poking kick with his leading leg while crouching , which can somewhat have Naoto low-profile attacks when timed right.
- ** It can also be cancelled from Banishing Fang follow ups. Goes up to 5 hits if Enhancer/Overdrive is used.
- * While crouching attack also slashes forward like its neutral stance attack, but is useful for OTG.
- Similar to Makoto's 5CC, and akin to a close-ranged normal attack in other fighting games. Can be followed up with other normals and/or command normals, such as a 6A; but overall can also serve as a deceptive pressure/frame-trap tool.
- Hits overhead, which makes it one of Naoto's primary defense openers.
- If Enhancer is used Naoto teleports himself forward. This version is very fast, can move behind opponent almost instantly, making it a solid cross-up tool that can be tricky to handle during respected pressure.
- Fast and decent-ranged kick that hits low and is a decent crouching-poke tool. Can be rapid-fired three times in a row before the chaining is discontinued.
- * If ground version uses forward direction, Naoto will aim upwards and slash diagonally acting as an anti-air and a radial attack.
- Grabs the opponent, then he switches sides with them with a dash then finishes with a leaning-shoulder attack via following shoulder. Causes a stagger crumple.
- Fairly easy to punish if blocked, even though on whiff it recovers fairly quick.
- * In Overdrive, after the first hit he powerfully slashes the opponent with a scythe of blood in a turning slash.
- Hits the opponent with a diagonally-downward kick with the following leg. Solid for air combos, and is mainly Naoto's air-to-ground tool which can also cross-up somewhat. Can cancel into and from his j.A.
- Goes over lows, and hits overhead. Forces crouch on grounded hit and ground bounces on airborne hit.
- Does not hit crouchers, but is unblockable against both standing and midair blocks , even with barrier active, making it a solid punish tool .
- However, it's rather easy to punish if whiffed on the flipside, or much easier to intercept due to its startup.
- Naoto turns and performs a flying hopping back-spin hooking kick angled a bit downward , and lands with a bit of recovery.
- Does a giant leap before kicking the opponent with a front-flipping backwards kick while still facing forward .
- One of Naoto's main combo enders, which knocks away on hit.
- Followup input to Shift-Sway. Naoto does a backwards hooking kick with the leading leg following up with a following-legged inward hop-rising swing kick in quick succession . Launches the target on both hits , while the first strike must connect for the second one to come out.
- However, this is Naoto's only form of punishing reversal that cannot be beaten head-on, unlike Shift Sway; but unlike Swift Away, it has notable recovery as a typical "Dragon Punch Anti-Air" of many on the way back down, so Naoto cannot afford to use this move recklessly while under pressure.
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