Naomi is a relentless rushdown character, with great reversals and a fast moving rush punch. She gains meter by charging up manually, in the style of old KOF games or DBZ: Budokai, and uses it to perform fearsome combination techniques that fuse elements of her specials. She has a backstep, a forward run, and a long-distance "hype hop."
Moveset[edit]
Normals[edit]
Input
|
Move
|
Description
|
Frame Data
|
Hit/Block stun
|
Notes
|
|
 |
A quick jab. |
|
12
|
|
|
 |
A flaming straight punch. |
|
19
|
|
|
 |
A low, sliding kick. |
|
13
|
Low
|
|
 |
A crouching uppercut. |
|
KD / 17
|
Low, juggles
|
|
 |
A midair down-angled straight punch. |
|
16
|
High
|
|
 |
An aerial elbow drop. |
|
17
|
High, can cross up
|
Input
|
Move
|
Description
|
Frame Data
|
Notes
|
|
Forward Throw |
An explosive chokeslam. |
|
2 hits, becomes 5B when whiffed
|
|
Backward Throw |
An explosive chokeslam that switches sides. |
|
2 hits, becomes 5B when whiffed
|
Naomi's forward dash is a run that can be canceled into moves to retain momentum. By jumping during run, Naomi can perform a jump that goes further but not as high as a regular jump.
Input
|
Move
|
Description
|
Frame Data
|
Notes
|
|
 |
Naomi runs forward. |
|
Naomi can perform a Hype Hop by jumping during run.
|
|
Back Dash |
Naomi steps back quickly. |
|
Distance:
|
Specials[edit]
Input
|
Move
|
Description
|
Frame Data
|
Hit/Block stun
|
Notes
|
|
 |
An advancing rush punch. |
|
19
|
0 on block and hit.
|
|
 |
A devastating three-punch combination. |
|
13
|
3 hits
|
|
 |
A crushing airborne knuckle drop. |
|
KD / 12
|
High, knocks down, can cross up
|
|
 |
An earth-shaking punch that creates a column of flames. |
|
KD / 18
|
Invincible, juggles
|
Rumble Meter[edit]
Naomi must manually charge her Rumble Meter, which requires her to take a break from her offense, but she can spend it on extremely powerful EX attacks which pair and combine certain properties of her special moves. Naomi charges 1 peg at a time, each EX move costs 2 pegs, and she can hold up to 4 at once.
Input
|
Move
|
Description
|
Frame Data
|
Hit/Block stun
|
Notes
|
|
 |
Naomi charges a single peg of EX meter. |
|
|
|
|
 |
A rushing three-punch combination. |
|
16
|
3 hits
|
|
 |
An invincible knuckle drop that creates a pillar of flame. |
|
KD / 18
|
Invincible, high, slight tracking, juggles
|
Midscreen Combos[edit]
j.A or j.B > 5A > 5A > 3A
j.A or j.B > 5A > 5A > 3AB - 6 hits
j.B > 5A > 2B > 1AB > 2A - can be followed up with 3A > Throw for a reset.
Corner Combos[edit]
j.A or j.B > 5A > 5A > 3B - 3B gets 2 hits
j.A or j.B > 5A > 2B > 1AB > 2B > 1AB > 2B > 2B > 1A or 1B
Notation
Strategy[edit]
Naomi is a short ranged rush-down character who wants to get into the opponent's face and mix them up for as long as possible. She has few ways of dealing with fireballs, and so struggles against characters like Tenchi.
Naomi's run is a great tool for getting and staying close to the opponent, with quick speed and startup. Jumping while in the run state will preserve the speed and make her jump arc lower while still being able to go over most attacks.
Anti-Airs:
1B is great for cross-up jumps and jumps right in front of Naomi. It has invulnerability and a large amount of active frames.
2B has a bit more range than 1B and is cancel-able, allowing more reward on a successful anti-air
j.a and j.b are mostly interchangeable anti-airs suited for catching opponents looking to do a late jump in attack
Naomi has short range on her normals. Most of them are much more suited for pressure and combos than neutral. Doing 2A out of a run gives it extra momentum, which can be a useful burst option every once in a while.
Naomi has many options to beat a blocking opponent: 1A and 1AB are overheads that can cross-up, and dash throw is a powerful option especially after a 5A. One weakness her mix-ups have is that she has very few low options, so her pressure can be predictable. Her overhead options are also very unsafe, so use with caution.
Naomi has great chip options as well. Her 3A is neutral on block. Combined with her 5 frame 2B, it can be hard for characters without an invulnerable reversal to escape. Her 3B is 3 hits and plus on block if all hits connect, which they rarely do. Be careful with 3B since it is unsafe on hit and block if only 1 hit connects, which a savvy opponent might be ready for. Her 3AB is similar in use to her 3B, but more consistent at getting multiple hits and is plus 7 frames if all 3 hits connect, allowing more pressure after.
Naomi's meter-enhanced moves are great for her combos and pressure, but it can be hard to find the time to charge the meter for them. Typically, a full-screen charge or two is safe, although against characters with a fireball it can be hard to do it safely. After a throw or 1B knockdown 1 charge can be safely gotten. 2 charges can be safely gotten after a 2B but if giving up damage for meter is worth it is up to the situation and preference.
Naomi's invulnerable reversals are slow and short ranged but have a lot of active frames and cover all heights. her enhanced 1AB solves the range issue but is much slower. In many cases opponents might hit a late active frame of 1B when trying to punish in neutral or be scared of doing so, leading to them attacking too late to punish. The slowness and lack of range makes manually timing a move to be safe to a reversal to be not completely impractical for the opponent, although they do need to be wary of 1AB if Naomi has meter.
History[edit]
- 0.4.2.0: NeutralAB: 2 frames more startup, 2 frames more recovery
- 0.3.4.0:
- Downback+B: +3 frames to recovery, -1 frames to blockstun, less pushback
- Downback+A+B: +2 frames to recovery, -1 frames to blockstun, knocks higher, less pushback
- Downforward+A: +3 frames to recovery, +3 frames to hitstun/blockstun
- Downforward+A+B: -1 frames to hitstun/blockstun
- 0.2.4.0: Downback+B special has one frame less of startup, one less frame of active, and one more frame of recovery. Amount of invuln frames decreased.