My Naoya Reimagining
Head of the Hei
Base:
Character Info:
Health:
90.
Archetype:
Rushdown.
Sub-Archetypes:
Setplay, mobile, burst, mix-up, and footsies.
Melee:
Melee Medium:
Hand-to-hand.
Melee Animation:
A right-handed, waist-height, underhand straight punch.
Melee Trail:
Light blue: RGB (0, 229, 255)
Passive: Full Force
Passive Description:
Your melee string is reduced to a singular melee. When used during your special’s dash, it is converted into a dash punch with full hit detection. This melee deals a base of 4 damage; however, the later it is used in the special dash, the more damage it will deal.
Passive: Flurry
Passive Description:
Your chase is converted to a short straight lunge into a flurry of punches ending in a stun. This can be blocked or clashed to prevent taking damage; however, the chase has no endlag and will lock on and extend its range on aerial ragdolls.
Passive: Self Projection
Passive Description:
Having your special, or skills 1 and 3, interrupted will cause the damage being received to double.
Special: Projection Sorcery
Special Description:
Enter a mode in which you trace the steps you wish to take with your cursor. You remain in this mode for as long as you hold the special, and as you are in the mode, you can act freely. Upon release, sprint incredibly fast through the trail you created. This may have special interactions with your other skills. Additionally, just tapping the skill will make you rush 50 studs forward as a preset. This may also be used during skills, and releasing during the skill will immediately do the sprint afterwards.
Special Properties:
Range: 75x75 studs.
Startup: None.
Endlag on Whiff: None
Cooldown: 5 seconds.
Cost: None.
Combo Info: This is your main neutral tool and the main way of maintaining your footsies.
Skill 1: Projection Breaker (USE AGAIN)
Skill Description:
Create square projections ahead of you, then, afterwards, instantly dash through them. If anyone was caught in the dash, they are lodged on the end of your foot as you perform a flying kick.
Skill Properties:
Damage: 12.
Blockable: Yes.
Hits Ragdolls: No.
Range: 0.5x Blunt Cut.
Opponent State: Ragdolled away.
Startup: 0.75 seconds.
Endlag on Whiff: 0.5 seconds.
Cooldown: 16 seconds.
Combo Info: Used to combo off of stun or frames.
Skill 1 Used Again: Hammer Throw
Variant Description:
Swipe your hand in front of you, grab the opponent, whirling them around multiple times before hammer throwing them.
Variant Properties:
Damage: 16.
Blockable: No.
Hits Ragdolls: Yes.
Range: Melee.
Opponent State: Ragdolled far away.
Startup: 0.5 seconds.
Endlag on Whiff: 0.35 seconds.
Combo Info: Used to combo off of ragdolls and to mix up with Skill 3 and combo off of frames.
Skill 2: Freeze Frame
Skill Description:
Slap in front of yourself. If this lands, the opponent cannot move for 0.25 seconds, or they will be framed. If they fail to do so, are interrupted, or do anything between the directional input, they are framed. While framed, opponents take 2x the normal amount of damage from the initial hit.
Skill Properties:
Damage: None.
Blockable: No.
Hits Ragdolls: No.
Range: Melee.
Opponent State: Framed.
Startup: 0.25 seconds.
Endlag on Whiff: None.
Cooldown: 8 seconds.
Combo Info: Used to set up serious damage combos or neutral pressure.
Skill 3: Sixfold Flurry (USE AGAIN)
Skill Description:
Teleport to the opponent as you surround your opponent with 6 projections, then, shortly afterward, you and your projections begin doing a flurry of punches.
Skill Properties:
Damage: 11.
Blockable: Yes.
Hits Ragdolls: No.
Range: Resolute slash.
Opponent State: Stunned.
Startup: 0.65 seconds.
Endlag on Whiff: None.
Cooldown: 12 seconds.
Combo Info: Used to combo off of aerial ragdolls outside of frames.
Skill 3 Used Again Variant: Sixfold Force
Variant Description:
Prepare for a moment, then blitz forward; if this hits an opponent, follow up with multiple additional strikes coming from different directions.
Variant Properties:
Damage: 14.
Blockable: No.
Hits Ragdolls: No.
Range: Blunt Cut.
Opponent State: Ragdolled away.
Startup: 0.8 seconds.
Endlag on Whiff: None.
Combo Info: Used as a combo tool for outside of frames.
Skill 4: Bleedout (HIT)
Skill Description:
Perform a dash forward if you make contact with an opponent, wind up before thrusting a knife forward to stab their gut. If hit during this, you dodge the opponent’s strike and continue the dash.
Skill Properties:
Damage: 8.
Blockable: No.
Hits Ragdolls: No.
Range: Flock.
Opponent State: Pushed back.
Startup: 0.8 seconds.
Endlag on Whiff: 0.75 seconds.
Cooldown: 22 seconds.
Combo Info: Used as a poke, pressure, ender, and a mix-up for the chase.
Additional Info: Inflict 3 stacks of bleed. Meaning anytime the opponent uses a skill, they take damage and remove 1 stack of bleed. Should the opponent be hit with this skill before removing all 3 stacks of bleed, they will be hemorrhaged, inflicting them with serious damage over time until they either take 50 damage from the status or remove 3 bleed stacks.
Posted Jul 26, 2026, 11:51 PM UTC