Skip to content
DnsLister Forum

Where domain hunters compare notes

Naobito concept so y’all can decide if mine or Tze’s is better

Passive: Frame Damage
Unlike Naoya which can freeze opponents by constantly hitting them with moves or his fourth M1, Naobito can only do that with certain moves or follow ups, though the damage boost is only limited to 2x, instead of 3x. Because Naobito can frame easier.

Passive: Strong Right
Naobito can lean on M1 trading, like Naoya, but doesn’t have to. Though, for the times he does need to M1 trade, this passive helps. If his third M1 was blocked, his next one for 1s second becomes a simple left jab that acts like a normal M1 and doesn’t stun him like a fourth on miss or block.

Special: Falling Blossom Emotion
Cooldown: 30s

This is basically a weaker Domain Amplification. When hit by an attack, it plays an animation of you deflecting it instantly, only IF you were facing the attack. And only applies to swarm, melee, and bullet. It goes away if used this way, and consumes 10 evasive to use.

In domains however, it can deflect phsyical strikes like Malevolent Shrine, or Yuta’s swords without breaking. Doesn’t work on non-phsyical stuff like Gojo’s domain, or Hanami’s domain.

Though, one tip, using the special like this is genuinely a waste because of it’s 30s cooldown. It has much better uses when used for special variants that trigger after using a move. Since it requires the move to be off cooldown to use the R follow up. Also, it doesn’t even guarantee a counter hit, because parry also stuns you AND the opponent for the exact same duration so it’s back to neutral again. But, it works well if you want to force an M1 trade.

First Move: Drunkard’s Shenanigans
Tooltip: HOLD
Cooldown: 22s
(Needs a target to use.)

Kneel as if you’re going to run, and have a gray outline appear on the target. And after 0.35s, teleport behind them. If you’re holding, do a strong right that knockbacks the target without ragdolling and deals 10HP damage. The damage is blockable, but the knock back isn’t. If you ARE holding, teleport in front of them, without doing anything else. Which puts it on half the normal cooldown. If hit during the wind-up, automatically skip the the next part with the same mechanics. Can’t hit ragdoll, and frees opponents of stun if used after an M1.

When R is used after doing the punch variant, it teleports you right next to them to frame them. Only if the punch landed without them blocking.

So, this move has three purposes that all is only counterable by… well, simply dashing to avoid or predicting the Naobito if you want to hard punish them. First purpose, get in their face to force an M1 trade to land your other moves that land cleanly off of M1s. Two, frame them to use frame variants of other moves AND deal good damage, or to simply pressure them. And three, have a consistent tool to punish green combos.

Second Skill: Lead Mountain
Tooltip: USE TWICE
Cooldown: 25s

(Name is a wordplay on a Chinese martial art technique.)

Go forward three steps, and push at the end. This deals 3DMG, can’t kill, and frames the opponent while pushing them a bit backwards. About half of side dash range. And only the damage is blockable. If used after an M1 that hits, just do the push. When done on a framed opponent, instead of pushing, grab them and throw them in any direction you want. Like, really strong. This variant resets frame duration and deals damage based off of how fast the opponent hit a bit of terrain after being thrown, and doesn’t deal damage until then. A maximum of 15, and a minimum of 1 if they hit ground. If they are still framed and in the air, you can use this move again to use the next variant, though it resets the cooldown to 25. This doesn’t break the frame until it hits terrain.

(This variant below requires a target to use)
If used twice, you instead teleport behind and a bit above them to deliver a kick to the head. Which ragdolls and knocks them in a diagonal. This deals 12DMG, and the only counterplay like the other variant is to get out of the way with a dash. The kick has a 0.2s wind-up, but it can’t be blocked. If used on a aerial target, it stuns them like Ryu’s, Second Helping.

This move has two main purposes. One, have something safe to use off of M1 trades to combo. And two, have something to punish the opponent with for wasting dash cooldown. It can also be used to deal high damage to framed opponents.

Third Skill: Strong Right
Tooltip: HOLD
Cooldown: 15s

Trust me, it is uncanny how much Naobito uses his right arm.

As you hold, or for a minimum of 0.2s, wind up your right arm as you hold and when you release, throw a punch forward. Hitbox appears after a 0.2s, or 0.1s after the first charge of animation. Deals a base damage of 4HP, and each variant block breaks. And with every 0.5s of hold, it increases damage by 2. Caps out after 2.5s of charging. Using it on a framed opponent increases the cooldown to 20s. Every charge also increases the distance they’re thrown back. After one charge, it ragdolls for 1s, with a 0.1s window where evasive isn’t possible. And every charge increases that window by 0.1s. Though, the ragdoll is blockable. They just slide back. Whereas no charge just stuns. Hits ragdoll, but only those in the air.

This move is really your high damage tool. It can be used as a unblockable but slow M1, but like… using it on a framed opponent to deal the max damage(21) is way better.

Fourth Skill: Counting Frames
Tooltip: HIT
Cooldown: 20s

Usable twice, if it doesn’t hit similar to Yuta’s, Second Wind. Run forward about 3 big steps. This has the exact same animation as Lead Mountain, until the hit part, also you cover a bit more distance compared to Lead Mountain. After that run, throw a strong right hook forwards. If it doesn’t land, you can use the move again, though this time around, it’s a left hook. They do the exact same thing. Deal 12DMG, and knockback the opponent and ragdoll them. Deals true ragdoll, so they can’t evasive out of it. Again, I should say this. The second part is only usable if you miss the first. Can’t be hit off of M1s, since it breaks block, yes, but it doesn’t hit ragdoll. Only ragdolls in the air, and non-ragdolled people.

If hit in any part of the move, in both variants, even in the endlag, you gain I-Frames and dash behind them like how Naobito did to Dagon. From here there is a 1s countdown. If you press R during that countdown, which is even do-able in stun, you instantly teleport in front of whoever you dodged and frame them. This deals no damage. However, if you have a target, the move prioritizes that person over whoever you dodged, so you can also frame whoever you want. This is more to help in team fights.

This move is rather simple. It’s a very safe to use neutral, pressure tool. It also punishes purely offensive people, that try to hit you no matter if you have a counter or not. Oh, well, it’s also another way of escaping green combos.

Ultimate: True Drunkard

This is a buff type of ultimate, instead of a one-shot. Play a short, uncancelable animation of you with I-Frames like a normal ultimate activation, drinking from a gourd, those things they use to drink liquor out of in pretty much every Japanese show. Then, heal 40HP, have a 15s duration where you don’t take damage even if hit and increase your movement speed by 50% for the next 60s. Alongside one free usage of your moves, meaning they don’t go on a cooldown if you use it in a 60s period after using ultimate, only ONCE. And 50% decreased ultimate gain for the next 60s.

https://i.redd.it/2zzdv7gla7mh1.jpeg

Source: r/JujutsuShenanigans · by /u/13YOTV

Leave a Reply

Your email address will not be published. Required fields are marked *