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[P4A] Naoto Shirogane - Combo Thread "My skills have been honed!" (Updated 1/20/2013)

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Main_Header_Combo_Thread.png

Contents

1.) Introduction

2.) Main Combos

2A.)
Combo recommendations (READ FIRST)

2B.)
Mid-screen

2C.)
Corner

3.) Hamaon/Mudoon

4.) SMP combos

4A.)
SMP 101

4B.)
Mid-screen

4C.)
Corner/Near-Corner

5.) Challenge Mode

Info_Bar_c01.png

  • This thread is for posting any and all combos for Naoto. This thread will be updated continuously over time so all contributions are welcome. More info will be coming soon!


    [table=width: 710, align: center]
    General Notations UsedSpecial Notation Used

    [table=width: 335, class: grid]


    j.Jump
    hj.High Jump
    ad.Air Dash
    iad.Instant Air Dash
    |>Land
    mj.Mini Jump
    dj.Double Jumpjc.Jump Cancel
    hjc.High Jump Cancelji.Jump Install
    dc.Dash Cancelsc.Super Cancel
    CHCounter HitFCFatal Counter
    OMCOne More CancelOMBOne More Burst
    AOA-CAll-Out Attack ending with C finish
    AOA-DAll-Out Attack ending with D finish
    QEQuick EscapeATAir Turn
    { }Whiffed Input[ ]Hold Input
    (N)Attack must deal N amount of hits.
    [???]xNRepeat ??? N amount of times.
    SMPxNRepeat the SMP loop [236B~D] N amount of times.
    5D(s)Summon Persona w/ 5D
    5D(a)Attack w/ summoned Persona[/table]


    [table=width: 335, class: grid]
    DM:Damage
    SP:SP Gain[/table][/tr][/table]

    ***NOTE: All combos ending with 236A~D get you 214D oki.***



    Info_Bar_c02.png



    Naoto Combo Recommendations!

    This is a list to help people starting to learn Naoto a starting point for combos instead of having to go through a long list of different combos and SMPs. All combos listed after these are for people who want to learn even more combos with Naoto.

    Notes:
    1. Every combo that ends with 236A~D is so you can set up trap oki.
    2.For information on the SMP loop, look here.

    Combos will be shown as:
    Combo input:damage/meter gain/misc. notes (if any)
    Combos are listed from least damaging to most damaging in their sections.

    Midscreen:

    Meterless

    1. 2AB > 236A~D:973/7

    2. 5AAA:980/18/sets up a safe jump-in or gives you space to zone and lay down traps, good meter gain.

    3. 5AAAAAAAAA(A):1458/26/Auto-Combo, good meter gain, super usage optional but useful if it'll kill or on Persona reliant opponents (Yukiko, SLab, Liz, Kanji, Naoto)

    4. 5AA > 5B > 5C > sj AD j.A > j.B > j.C > land dash 2A > 5AAA:1784/28/harder version of combo 2, but pushes the opponent farther into the corner and gives more meter, sj and AD must be done in quick succession yet separately.

    5. AoA~C > j.B > j.C > dj.B > j.C > j.D:2349/26/can end w/ 236236A to silence + extra damage, can leave out j.D to try to hit opponent w/ j.214C/j.214D

    6. (Trap hits) 5C > IAD j.A > j.C > land 5C > 236B~Cx5:2645/23/for players who might be having trouble landing the next combo on certain characters (mostly Chie)

    7. (Trap hits) 5C > IAD j.A > j.C > land 5C > 236B~D > dash 5C > IAD j.A > j.C >land 5C >236A~D:3533/27

    8. (D trap hits/C trap CH) 5B > 5C > IAD j.A> j.C> land 5C > 236A~B > OMB > dash 2[C] > dash 2B > SMPx13 > 236A~D:9205/16 pre-burst/OMB meterless SMP, if you're having trouble w/ the OMB try assigning it on an unused button.

    With Meter

    1. CD~C > delay 236236B:878/6 pre-super/excellent for reducing the opponent's Fate Gauge (takes off 8), in the corner you don't have to delay the 236236B.

    2. j.CD > OMC > j.C > land dash 5C > 236B~D > dash 5C > 236A~D:3326/6 pre-OMC/air-throw combo 1

    3. j.CD > OMC >j.C >land 5C > IAD j.A > j.C >land 5C > 236B~Cx5:3683/6 pre-OMC/air-throw combo 2

    4. CD~C > 23236D > dash 214D > 2A > 2B> 236A~B~D(214D hits) > 5B > 5C > SMPx7 > 236A~D:5337/6 pre-Mudoon/for Teddie, must be done 1/2 of the way or closer to the corner.

    5. CD~C > 236236D > 214C(hits) > 214D > 236A~B~D(214D hits) > 2[C] > 2B> 5C > SMPx7 > 236A~D:5713/6 pre-Mudoon/doesn't work on Teddie, must be done 1/2 of the way or closer to the corner.

    6. 5D~D > 2C > 236236D > dash 214D > 236A~B~D (trap hits) > 2[C] > 5AA > 5C > SMPx14 > 236A~D:10331/7 pre-Mudoon/dashing forward while the opponent is being hit by 5D~D is recommended especially if you're farther from the corner, must be done 1/2 of the way or closer to the corner.

    7. (214D hits) 5C > IAD j.A > j.C > land 5C >214A~Cx5 > Mudoon >214C (it hits) > 5D(s) > 236A~D > 5D(a) > SMPxN:Death/23 pre-Mudoon/must be done 1/2 of the way or closer to the corner.

    Near Corner:

    Meterless

    1. AoA~D > 5B > 5C > 236B~D > 5C > IAD j.A > j.C> land 5C > 236A~D:2898/35/must be done 3/5 of the way or closer to the corner, great for building meter.

    2. AoA~D > 2AB > 236A~B > OMB > 2[C] > 2B > 5C > SMPx9 > 236A~D:5764/21 pre-burst/OMB meterless SMP, must be done 3/5 of the way or closer to the corner.

    3. 5C standing CH > 2[C] > 5B > 5C > sj AD j.A > j.B > j.C > land dash 2A > 5AA > 2B > 5C > SMPx6 > 236236D > SMPx6 > 236A~D:7507/53 pre-Mudoon/doesn't work on Teddie, SLab, Lab, Yosuke, must be done 3/5 of the way or closer to the corner, sj and AD must be done in quick succession yet separately, can be started meterless.

    With Meter

    1. 2AB > 236A~Bx5 > 236236D > 214D > 2A > 2B > 236A~D(214D hits) > 2[C] > 5C > SMPx6 > 236A~D:5326/11 pre-Mudoon/for Teddie,must be done 3/5 of the way or closer to the corner.

    2. 2AB > 236A~Bx5 > 236236D > 214C(hits) > 214D > 236A~D(214D hits) > 2[C] > 2B> 5C > SMPx6 > 236A~D:5622 /11 pre-Mudoon/doesn't work on Teddie, must be done 3/5 of the way or closer to the corner.

    3. AoA~D > 5B > 236236D > 214D > 236A~B~D(214D hits) > 2B > 5C > SMPx13 > 236A~D:7942/17 pre-Mudoon/must be done 3/5 of the way or closer to the corner.

    For more regarding near-corner SMPs, scroll down for Jason D's notes.

    Corner

    Meterless

    1. CD~C > 5C > 236B~D > 5C > 236A~D:2121/20

    2. 5AA > 5B > 5C > 236B~D > 5C > IAD j.A > j.C > land 5C > 236A~D:2405/23

    With Meter

    1. (When cornered) 214AB~Ax5 > 236236D > 214D > 236A~D(214D hits) > 214C > 2A(214C hits) > 5AA > 5C > SMPx11 > 236A~D:7370/0 pre-Mudoon

    Jason D's SMP Notes: (note: these are for any starter that isn't already listed, full pastebin doc here)

    Jason SMP notes:

    Omit the last 2A whenever possible. Never do it period if you did a 2A earlier. Horrible proration.

    Watch the number on the combo counter right after the wallstick. Works for all combos with a 5C before the Mudoon. If 5C was not used, mentally add 1 to the counter.

    If it is "7"+, super easy. D trap, 236A~B~D, go.

    If it is "6", easy mode. D trap, 236A~B~D, 2B, 5C, go.

    If it is "5", D trap, 2AB, 236A~B~D, 2B, 5C, go.

    If it is "4", D trap, 2AB, 236A~B~D, 2A, 2B, 5C, go.

    If it is "3", D trap, 5AA, 236A~B~D, 2A, 2B, 5C, go.

    The combo counter will actually be the same number as the number of SMP moves you've already used. Therefore, the lower the number, the more SMP stuff you still need to do before the loop.

    Simple notes: If it is 5 or less, sweep first. It it's 4, add the 2A. If less than that, do the long one.

    Thanks to Bond, Mynus, Diarmuid, Jason D, and Kyle for their contributions to this!

    Other Naoto Combos

    2B.) Mid-screen

    Normal Starters

    • - 5AA > 5C > 236B~Cx5
    • - 5B > 5C > 2C
    • - CH j.C |> 5C > 236B~D > dash 5C > IAD j.A > j.C |> 236A~D
    • - 5AAAAAAAAA(A) (50 meter used if available, auto-combo)
    • - 2[C] > 5AA > 5B > 5C > 2C
    • - 5D~D > 5C > 2C
    • - 5AA > 5C > 2AB > 236A~D
    • - 5AA > 5C > 2AB > 236AB~Cx5 (25 meter required)
    • - 5B > 2AB > 236A > OMC, 5B > 5C > IAD j.A > j.C > 5C |> 236B~D > dash 5C > IAD j.B > j.C |> 5C > 236A~D (50 meter required)
    • - 5B > 2AB > 236A > OMB-2[C]-5C-IAD j.A-j.C-5C-236B~D-5C-IAD j.A-j.C-5C-236A~D (burst required)
    • - 5D(s) > 214A~Ax5 > 5D(a) > 214A~Cx5
    • - 5B > 2AB > 236A > OMB, dash 2[C], dash 5C > IAD j.A > j.C |> 5C > 236B~D, dash 5C > IAD j.B > j.C |> 5C > 236236D, dash 214D, 2AB > 236A~D (214D hits) > 2[C], dash 5C > 236B~D > 236A~D (50 meter + burst required)

      Skill / Boost Skill Starters
      • - (214D hits) 5C > 236B~D, dash 5C > IAD j.A > j.C |> 5C > 236A~D
      • - (214D hits) 5C > IAD j.A > j.C |> 5C > 236B~D, dash 5C > 236A~D
      • - (214D hits) 5C > IAD j.A > j.C |> 5C > 236B~D, dash 5C > IAD j.A > j.C |> 5C > 236A~D
      • - 214A/B~Ax5 > 236236A (50 meter required, distance from opponent doesn't matter)
      • -

        System Starters
        • - CD~C, delayed 236236B (50 meter required)
        • - 2AB > 236A~Cx5 > 236236A (50 meter required)
        • - AOA-C > j.B > j.C > dj.B > j.C > j.D > j.236236A (50 meter required)
        • - CD > OMC, jump back j.214D, airdash crossup |> 2AB > 236A~D > 5C > 236B > 5C > 236A~D (50 meter required)
        • - FC CD (w/ fear), 2A > 5C > IAD j.A > j.C |> 5C > 236B~D > 5C > IAD j.A > j.C |> 5C > 236A~D
        • - j.CD > OMC > j.C |> 5C > 236B~D, dash 5C > IAD j.A > j.C |> 5C > 236A~D (50 meter required)
        • - low j.CD > j.A |> dash 5B > 5C > 236B~Cx5
        • - low j.C+D > j.A |> dash 5B > 236B~D > dash 5C > IAD j.A > j.C > dash 5C > 236A~D

          SP Skill / Awakening SP Skill Starters
          • - 214214A/B~Ax3~C/D > 214214A/B~Ax2~C/D
          • -

    2C.) Corner (Note: all 236236D combos can also be done near-corner)

    Normal Starters

    [*]- 5AA > 5C > 236B~D > 5C > IAD j.A > j.C |> 5C > 236A~D

    [*]- 5AA > 5C > 236B~D > 5AAAA~D

    [*]- 5AA > 5C > 236AB~D > dash 5C > 236B~D > 5C > 236A~D

    [*]- 5AA > 5C > 236B~D > 5C > IAD j.A > j.C > dj.C > j.D > j.236236A (50 meter required)

    [*]- 5AA > 5C > 236B > 236236B > 5B > 5C > IAD j.A > j.C |> 5C > 236A~D (50 meter required)

    [*]- CH 5B > 5C > 236B~D > 5C > 214A~Cx5 > 236236D > 214D > 2B > 5C > 236A~D > backdash 2[C] > 5C > IAD j.A > j.C |> 5C > 236A~Bx5 (50 meter required)

    [*]-

    Skill / Boost Skill Starters

    [*]- 214A/B~Ax5 > [214214A/B~Ax3~C/D]x2 (100 meter required)

    [*]- FC 236B~D > 5C > 2[C] > 5B > 5C > 2[C] > 2B > 5C > 2[C] > 5C > IAD j.B > j.C > 5C > j.C > j.D |> 236A~D

    [*]- FC 236B~Cx5(last 2 shots connect) > 236236D > 214C > 214D > 236A~D > 5C > 2[C], 5B > 5C > 2[C], 2B > 5C > 2[C], 5C > IAD j.B > j.C > 5C > j.C > j.D |> 236A~Bx5 > 236236A (100 meter required)

    [*]- FC 236B~Cx5(last 2 shots connect) > 236236D > 214C > 214D (214C hits) > 236A~D (214D hits) > 5C > 2[C], 5B > 5C > 2[C], 2B > 5C > 2[C], 5C > IAD j.B > j.C |> 5C > IAD j.C > j.D |> 214214A/B~A~C/D > 214214A/B~Ax3~C/D (150 meter required)

    [*]- FC 236B~Cx5 > 236236D > 214C > 214D (214C hits) > 236A~D (214D hits) > 5C > 2[C] > 5B > 5C > 2[C] > 2B > 5C > 2[C] > C > IAD j.A > j.C |> 5C > IAD j.C > j.D |> 236A~Ax5 > 236236A

    System Starters

    [*]- CD~C > 5C > 236B~D > 5C > 236A~D

    [*]- CD~C > 236236B > dash 5B > 5C > 236B > 236236B > dash 2AB > 236A~D (requires 100 meter)

    [*]- CD~C > 5C > IAD j.B > j.C |> 5C > 236B~D > 5C > 236A~D

    [*]- AOA-D > 5B > 5C > 236B~D > 5C > IAD j.A > j.C |> 5C > 236A~D

    [*]- AOA-D > 5B > 236B~D > j.D > j.214CD > j.B > j.D |> 236A~D > 5C > 236B~D (25 meter required)

    [*]-

    SP Skill / Awakening SP Skill Starters

    [*]- (cornered) 214214A/B~C/D > 2B > 5C > 236B~D > 5C > IAD j.A > j.C |> 5C > 236A~D (50 meter + Awakening required)

    [*]- (cornered) FC 214214A/B~C/D > 2B > 5C > 236B~Cx5(last 2 shots connect) > 236236B > 214C > 214D > 236A~D > step back 5C > 2[C] > 5B > 5C > 2[C] > 5C > IAD j.B > j.C |> 5C > IAD j.C > j.D |> 214214A/B~Ax3~C/D (150 meter + Awakening required)

    3.) HAMAON/MUDOON

    3.) Hamaon/Mudoon Combos

    These are all good to know when you're able to instant-kill your opponent, or also for making SMP combos in Mudoon's case. The following chart shows what moves can connect into Hamaon/Mudoon. All moves are on an airborne opponent unless stated otherwise, tested on Yu.

    H= Hamaon, M = Mudoon, * = ground or air hit, ** = corner only, CH = counter hit only

    [table=class: grid]

    Move

    H

    M

    5A

    X CH

    X

    5AA

    -

    X

    5AAA

    X

    X

    5B

    X CH

    X

    5C

    X CH

    X

    5D~D

    -

    X*

    2A

    -

    X CH

    2B

    X CH

    X

    2C

    -

    X*

    j.A

    -

    X CH

    j.B

    -

    X CH

    j.C

    -

    X

    j.D

    -

    X

    236B

    X*

    X*

    A shots x 5

    -

    X*

    B shots x 5

    -

    X*

    C shots x 5

    -

    X

    214C (near ground)

    X*

    X*

    214D

    X*

    X*

    CD~C

    X**

    X

    OMB

    X*

    X*

    [/table]

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4.) SMP COMBOS

4A.) SMP 101

Watch this first!

How SMP works is that when ASW programmed combo proration they made only the first 10 different moves (not hits) in a combo count for same move proration. Essentially, the combo theory behind making a SMP loop is to have a combo use at least 10 different moves before using 236B~DxN so 236B's untechable time remains regardless of how many uses it gets. The use of One More! Bursting or Mudoon make it possible to get the 10 moves required in before using 236B.

Video displaying various SMP combos here, notations for all of them in the description.

  • All combos that do not kill end with 236A~D to set up oki.
  • AoA~C/AoA~D each count as 3 hits, hitting the opponent w/ all 5 shots counts as 2 hits (the first and last shots), if you already use one type of shot in a combo using a different type won't count as a different move (IE using B shots after hitting the opponent with A shots doesn't count towards the 10 moves), Mudoon and One More! Bursting count towards the 10.
  • Screen Position is divided into 11 sections (-5 to 0 to 5). {-1 ~ -5} refers to the back half of the screen behind your character facing right.
  • Special thanks to OmniSScythe and mynus for much of the info for this section, Cirno for the tutorial video, and BASEDSMPGOD Kamoihito for the videos on these types of combos!



4B.) Mid-screen

Normal Starters
  • - 5AAA>214AB~Cx5>236236D>214D>236A~D (214D hits)>2[C]>5C>SMPx8>236A~D (75 meter, 6.2k damage)
  • - 2A>5AA>2AB>236AB>236236D>214D>5B>236A~D (214D hits)>5C>SMPx11>236A~D (75 meter, 7.4k damage)
  • - 5B>5C>2AB>236AB>214D>5AA>236A~D (214D hits)>2[C]>2B>SMPx14>236A~D (75 meter, death)
  • - 5C>2AB>236AB>236236D>214C>236A~D (214C hits)>214D>236A~D (214D hits)>2[C]>5C>IAD j.A>j.C>5C>SMPx11>236A~D (75 meter, death, 9.8K damage if you skip the 5C starter)
  • - j.C>5B>2AB>236AB>236236D>214D>2A>2B>236A~D (214D hits)>5C>SMPx11>236A~D (75 meter, death)
  • - CH 5C>IAD j.C>j.D>236A>OMB>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx9>236A~D (burst, 7.7k damage)
  • - 5D~D>5C>236236D>214C>214D (214C hits)>236A~Bx1~D (214D hits)>2[C]>5AA>5C>SMPx12 (50 meter, death)
  • - 5D~D>2C>236236D>214C>214D (214C hits)>236A~D (214D hits)>2[C]>5AA>5C>SMPx13>236A~D (50 meter, 9.9k damage)
  • -

    Skill / Boost Skill Starters
    • - (214C hits) 5C>IAD j.A>j.C>236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx14 (50 meter, death)
    • - (214D hits) 2A>5C>IAD j.B>j.C>5C>214A~Cx5>236236D>2[C]>2B>5C>SMPx13>236A~D (50 meter, 9.8k damage)
    • - 214D>2A (214D hits)>5B>5C>IAD j.B>j.C>236236D>2[C]>5AA>5C>SMPx9]>236A~D (50 meter, 6.2k damage)
    • -

      System Starters
      • -

        SP Skill / Awakening SP Skill Starters
        • - {-1 ~ -5 position} 214214A~C/D>5C>IAD j.B>j.C>236236D>214C>214D (214C hits)>236A~Bx1~D (214D hits)>2[C]>dash 2B>SMPx10 (100 meter, death). (Does not work on Teddie. Use: 236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx11>236A~D instead).
        • - 214214A~C/D>OMB>dash 2[C]>5C>IAD j.A>j.C>236236D>214D>5AA>[236A~D (214D hits)>214D]x7>236A~D. (100 meter, 8.9k damage)
        • - 214214A~C>OMB, dash 2[C]>5C>IAD j.A>j.C>236236D>214D>236A~D (214D hits)>SMPx9 (100 meter, death)
        • -

4C.) Corner/Near-Corner (roughly 3/4 screen distance)

Normal Starters

[*]- 5AA>5B>2C>236236D>214D>2AB>236A~D (214D hits)>2[C]>5C>SMPx11>236A~D (50 meter, 7.4k damage)

[*]- 5AAAA~Cx5>236236D>214D>236A~D (214D hits)>2[C]>5C>SMPx8>236A~D (50 meter, 6.1k damage)

[*]- 2A>5AA>5B>2C>236236D>214D>2AB (214D hits)>2[C]>5C>SMPx6>236A~D (50 meter, 4.6K damage)

[*]- 5B>5C>2C>236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>SMPx11>236A~D (50 meter, 7.9k damage)

[*]- 5B>5C>2C>236236D>214C>236A~D (214C hits)>214D>236A~D (214D hits)>2[C]>5C>IAD j.A>j.C>5C>SMPx9>236A~D (50 meter, 8.1k damage)

[*]- 5C>2AB>236A~Bx5>236236D>214D>5AA>236A~D (214D hits)>2[C]>dash 5C>SMPx6>236A~D (50 meter, 5.8k damage)

[*]-

Skill / Boost Skill Starters

[*]- (214D hits) 2A>5AAAA>Cx5>236236D>2[C]>5C>SMPx10>236A~D (50 meter, 7.4k damage)

[*]- (214D hits) 2A>2B>j.A,>j.B>dj.C>OMB>2[C]>5B>5C>SMPx12>236A~D (burst, 8.5k damage)

[*]- 214D>2A (214D hits)>5AAAA~Cx5>236236D>2[C]>5C>SMPx5>236A~D (50 meter, 4.1k damage)

[*]- (214D CH hits) 2A>5C>IAD j.A>j.C>5C>214A~Cx5>236236D>2[C]>dash 5B>5C>SMPx13>236A~D (50 meter, 9.9k damage)

[*]- 236B FC~Cx5 (whiff first 2-3 hits)>236236D>214C>214D (214C hits)>2B>5B>5C>IAD j.C>j.D>[236A~D, (214D hits),214D]x10 (50 meter, death)

[*]-

System Starters

[*]- 2AB>236A~Bx5>236236D>214C>236A~D (214C hits)>214D>236A~D (214D hits)>2[C]>5B>5C>SMPx5>236A~D (50 meter, 5.5k damage)

[*]- AOA-D>5B>236236D>214C>214D (214C hits)>IAD j.C>j.D>236A~D (214D hits)>SMPx11>236A~D (50 meter, 7.4k damage)

[*]- AOA-D>5B>5C>j.D>j.214CD>falling j.A (air trap hits)>236A~D (ground trap hits)>236236D>SMPx10>236A~D (75 meter, 6.6k damage)

[*]- CD~C>236236C>214C>214D (214C hits)>236A~Bx1~D>2[C]>2B>5C>SMPx7>236A~D (50 meter, 5.7k damage) (Does not work on Teddie. Use: 236236D>214D>5AA>236A~D (214D hits)>2[C]>2B>5C>SMPx4>236A~D instead)

[*]-

SP Skill / Awakening SP Skill Starters

[*]- (Cornered) 214214A~C>cross up 2B>5C>IAD j.A>j.C>236236D>214D>236A~D (Megiddo D hits)>2[C]>5B>SMPx11 (100 meter, death)

[*]-

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5.) CHALLENGE MODE

5.) Challenge Mode (Special thanks to Cirno!)

  1. 5BD~5A/B/C/D
  2. 236A
  3. 214A~Ax5
  4. 214C
  5. 236236A
  6. 236236B
  7. 236236C
  8. 236236D
  9. 214214214A/B~A~C/D
  10. 222CD
  11. 5Ax10 (Auto-Combo)
  12. 5B > 5C > 2C
  13. j.C |> 5A > 5B > 5C
  14. 5D~D > 2C
  15. 2B > 236A
  16. 5C > 236A~Ax5~D/214A
  17. 5A > 5B > 2AB > 236A~BX5
  18. 214B~Cx5~214B~Ax5*
  19. 2B > j.B > j.C > j.D
  20. j.B > j.C > dj.B > j.C > j.D
  21. 5AB~A/B mash~C > j.A > j.B > j.C > j.D
  22. 5CD~C > 236236B
  23. 214AB~Ax5 > 236236A
  24. 214D > 5B > 5C > 236AB~Cx5
  25. 2C > 214214A/B~Ax3~C/D > 214214A/B~Ax2~C/D
  26. CH5C > j.C |> 5A > 5C > 236B > 236236B
  27. (Corner)5CD~C > 236236B, dash 5B > 5C > 236B > 236236B, dash 2AB > 236A
  28. 2[C] > 5B > 5C > 2C > 236236D, 214(D) > 5B > 5C > 236A~D, 2[C], 5B > 5C > 236B > 5C > j.B > j.C > j.D > 236236A
  29. (Corner)5AB~A/Bx15~D > 5B > 5C > 236B~D, 5C > j.C > j.214CD |> 5B > 236A~D, 214C > 2AB > 236A
  30. Combo for over 10000 damage.

*Doesn't combo, but must be done as fast as possible.

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Sup Biargh, looks like we're gonna be partners this season until the new bb comes out. Can't wait to see what we can do with Naoto in the mix up department. ^_^

But here are some links i thought you mind find useful. I'm working on piecing together the parts right now. :eng101:

Normal State

2[C] xx Sweep

Counter:

5C > IAD > j.C

Fatal Counter:

Fatal Hitstun counter

5C > j. > j.D

j.214 > j.A

5C > IAD > j.A

j.A > j.C

j.D xx j.214CD xx j.A

Combos:

Coming Soon~

Naoto's one of the few characters with depth! :toot::ballNA:= :TE:'s long lost daughter.

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before I begin to dominate the dumb-SMP loop. Here's the details on optimizing death toll.

Throws:

Midscreen 0 meter = 2 skulls, 1045 dmg

C+D, C-follow up

Midscreen 50 meter = 8 skulls, 14051 dmg

C+D, C-follow up, 236236B (tight timing, Cannot buffer super)

MIdscreen 50 Meter = 3 skulls 1959 dmg

C+D, OMC, 214C, IAD, J.A+C, J.C, Land, C, AID, 214C-HITS, J.C, Land, C, 236A~D

Midscreen 100 meter = 9 skulls, 2391 dmg

C+D, OMC, 214D, C, IAD, j.B, J.C, Land, C, 236B, 236236B

Midscreen 50% Meter FEAR = 6 skulls, 2239 damage

C+D, LINK 2A, C, IAD, J.B, J.C, C, 236B, 236236B

Corner 0 meter = 2 skulls, 2247 dmg First C hits early & step back on 236

C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D

Corner 50 meter = 8 skulls, 2505 dmg

C+D, C-follow up, 236236B, 66, 66, B, C, 236B~D,C, Delay 236A~D

Corner 100 meter = 14 skulls, 2790 dmg

C+D, C-follow up, 236236B, 66, 66, B, C, 236B, 236236B, 66, 66, 2AB, 236A~D

Midscreen 0 meter = 0 skulls, 1800

JC+D

Midscreen 0 meter, persona D = 0 skulls 2508 dmg

release D, J.C+D, 357, J.A, J.C, J.D

Midscreen 100% meter = 6 skulls 3573

JC+D, OMC, J.C, C, IAD, J.B, J.C, Land, 66C, Delay, 236B, 236236B

VERY LOW airthrow 50% meter = 6 Skulls 3220 dmg

JC+D, J.A, Land, 66B, C, 236B, 236236B

0 resources corner throw:

Kanji- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A.

Labrys- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A.

Aigis- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A.

Naoto- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A.

Yu- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A.

Elizabeth- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A.

Yosuke- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A.

Akihikio- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A.

Very Tight

Mitsuru- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. (VERY TIGHT)

Yukiko- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. (VERY TIGHT)

Teddie- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG step back on 236A

Chie- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG step back on 236A

Mitsuru- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG. First C hit late & step back on 236A

Yukiko- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. (VERY TIGHT)

For consistency, I included the tight ones w/ the small opponents. There we have it. =)

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^Great post, but do you mean 2AB/sweep instead of 2SB for that last one? 8 counters after a throw looks great since her throw is so heavily prorated.

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here's a reflector combo i made up, uses 50 heat and has to be in/near the corner. let me know if you can find something better, i'd love to know

5bd~6c dash 5b 5c 236b 236236d dash 214d 5b 5c 236a~d 2[C] 5c 236a~bbb 4026 damage

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Updated the post to correct 2SB TYPO, included FEAR 2A link. damages to come on Sunday possibly

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^You've got some error in there dood.

8576 DMG & Silence. Cost 100 meter & requires a corner FCH.

FCH 236B~CCCCC, 236236D, IAD, 214D, 214C, 236A~D, C, 2[C], B, C, 2[C], 2B, C, 2[C], C, IAD, J.A, J.C, C, IAD, J.C, J.D, 236A~AAAAA, 236236A

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Naoto SMP Starters:

*All combos that do not kill end with 236A~D to set up oki.*

*Shoutouts to Omni for going over and showing me some stuff in training mode during Big 2 this week.*

*Screen Position is divided into 11 sections (-5 to 0 to 5). {-1 ~ -5} refers to the back half of the screen behind your character facing right. This method was used in Blazblue as well.*

-------------------------------------------------------------------------------------------------------------------------------------------------

Near Corner (Roughly 3/4 screen distance):

5A (x2), 5K, 2C, Mudoon, Megiddo D, 2A+B, 236A~D, [Megiddo D hit], charged 2C, 5C, [236B~D x11], 236A~D.

-7.4k

5A (x4), C gunshot (x5), Mudoon, Megiddo D, 236A~D, [Megiddo D hit], charged 2C, 5C, [236B~D x8], 236A~D.

-6.1k

2A, 5A (x2), 5B, 2C, Mudoon, Megiddo D, Sweep, [Megiddo D hits], charged 2C, 5C, [236B~D x6], 236A~D.

-4.6k

5B, 5C, 2C, Mudoon, Megiddo D, 5A (x2), 236A~D, [Megiddo D hit], charged 2C, 2B, [236B~D x11], 236A~D.

-7.9k

5B, 5C, 2C, Mudoon, Megiddo C, 236A~D, [Megiddo C hit], Megiddo D, 236A~D, [Megiddo D hit], charged 2C, 5C, iad j.A, j.C, 5C, [236B~Dx9], 236A~D.

-8.1k

5c, Sweep, 236A~B gunshot (x5), Muudon, Megiddo D, 5A (x2), 236A~D, [Megiddo D hits], charged 2C, dash 5C, [236B~D x6], 236A~D.

-5.8k

Sweep, 236A~B gunshot (x5), Mudoon, Megiddo C, 236A~D, [Megiddo C hits], Megiddo D, 236A~D, [Megiddo D hits], Charged 2C, 5B, 5C, [236B~D x5], 236A~D.

-5.5k

[Megiddo D hit], 2A, 5A (x4), C gunshot (x5), Muudon, charged 2C, 5C, [236B~D x10], 236A~D.

-7.4k

[Megiddo D hit], 2A, 2B, j.A, j.B, dj.C, OMB, charged 2C, 5B, 5C, [236B~D x12], 236A~D.

-8.5k

Megiddo D, 2A, [Megiddo D hit], 5A (x4), C gunshot (x5), Muudon, charged 2C, 5C, [236B~D x5], 236A~D.

-4.1k

Megiddo D [CH], 2A, 5C, iad j.A, j.C, 5C, 214A~C gunshot (x5), Muudon, charged 2C, dash 5B, 5C, [236B~D x13], 236A~D.

-9.9k

236B~D [FC], C gunshot (whiff first 2-3 hits), Mudoon, Megiddo C, Megiddo D, [Megiddo C hits], 2B, 5B, 5C, iad j.C, j.D, [236A~D, (Megiddo D hits), Megiddo D x10 ].

-Death (+10.7k)

UOH -> D follow up, 5B, Muudon, Megiddo C, Megiddo D, [Megiddo C hit], iad j.C, j.D, 236A~D, [Megiddo D hit], [236B~D x11], 236A.

-7.4k

UOH -> D follow up, 5B, 5C, j.D, EX Megiddo, falling j.A [Megiddo C hit], 236A~D [Megiddo D hit], Muudon, [236B~D x10], 236A~D.

-6.6k

Throw, Mudoon, Megiddo C, Megiddo D, [Megiddo C hits], 236A, [b gunshot x1 ~D], charged 2C, 2B, 5C, [236A~D x7], 236A~D. (Does not work on Kuma. Use: Mudoon, Megiddo D, 5A (x2), 236A~D, [Megiddo D hit], charged 2C, 2B, 5C [236B~D x4], 236A~D instead).

-5.7k

-------------------------------------------------------------------------------------------------------------------------------------------------

Mid-Screen:

5A (x3), EX 214A+B, C gunshot (x5), Muudon, Megiddo D, 236A~D, [Megiddo D hit], charged 2C, 5C, [236B~D x8], 236A~D. (uses 75 meter)

-6.2k

5B, 5C, Sweep, EX 236A+B, Megiddo D, 5A (x2), 236A~D, [Megiddo D hit], charged 2C, 2B, [236B~D x14], 236A~D. (uses 75 meter)

-Death (+10.5k)

Sweep, [or 5C, Sweep], 236A+B, Mudoon, Megiddo C, 236A~D, [Megiddo C hits], Megiddo D, 236A~D, [Megiddo D hits], Charged 2C, 5C, iad j.A, j.C, 5C, [236B~D x11], 236A~D. (uses 75 meter)

-9.8k (Death with the 5C starter)

{-1 ~ -5 position} Critical shot [214214A~C], 5C, iad j.B, j.C, Mudoon, Megiddo C, Megiddo D, [Megiddo C hits], 236A, [b gunshot x1 ~D], [Megiddo D hits], charged 2C, dash 2B, [236B~D x10]. (uses 100 meter). (Does not work on Kuma. Use: Mudoon, Megiddo D, 5A (x2), 236A~D, [Megiddo D hit], charged 2C, 2B, 5C [236B~D x11], 236A~D instead).

-Death (+10.6k)

Critical Shot [214214A~C], OMB, dash charged 2C, 5C, iad j.A, j.C, Mudoon, Megiddo D, 5A (x2), [236A~D, (Megiddo D hits), Megiddo D x7], 236A~D. (uses 100 meter).

-8.9k

Critical Shot [214214A~C], OMB, dash charged 2C, 5C, iad j.A, j.C, Mudoon, Megiddo D, 236A~D, [Megiddo D hits], [236B~D x9]. (uses 100 meter).

-Death (+10.8k)

-------------------------------------------------------------------------------------------------------------------------------------------------

Cornered:

Critical Shot [214214A~C], cross up 2B, 5C, iad j.A, j.C, Mudoon, Megiddo D, 236A~D, [Megiddo D hits], charged 2C, 5B, [236B~D x11]. (uses 100 meter).

-Death (+10.5k)

-------------------------------------------------------------------------------------------------------------------------------------------------

Punishes:

Burst Punish: Use 5A (x3) starter or 5B, 5C, 236A+B starter.

R-Action Punish: Use Fatal Counter 236B starter.

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welcome back mynus. ^_^

5B , Sweep , 236A , 1MB , 66 , 2[C] , 66 , 5C , IAD , j.A , j.C , 5C , 236B[D] , 6[6] , 5C , IAD , j.B , j.C , 5C , Muudon , IAD , Land 214D , Sweep , 236AD , 2[C] , 66 , 5C , 236BD , 236AD

-5.1

figuring out how many "236BD"s I can land at the end now. this worked from corner to corner. I might have cheat when I ran out of the corner a little but. xD

Edit.

(+)

>Corner to corner ^_^

>1MB confirm

>doesn't use 50 until your 4.8k deep

>looks cool

(-)

>If your that close to the starting corner and use a one more burst.... it looks like you can just run under them and 5C, then IAD towards the other corners and start your Muudon SMP series earlier for multiple reps of 236BD. :I

> IMB + 50 Heat

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Hey guys. I had to do a little looking around and off-forum discussion with Kyle to find out how these combos work. For example, i was wondering why some combos say 214d, 2ab, 236a after mudoon when i could just do something like 214d, 5b, 5c, 236a. I think i understand now, but i think there needs to be an explanation of what smp is on the first post or something. Also kyle said mudoon extends untechable time? If so this needs to be stated in the first post as well.

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Hey guys. I had to do a little looking around and off-forum discussion with Kyle to find out how these combos work. For example, i was wondering why some combos say 214d, 2ab, 236a after mudoon when i could just do something like 214d, 5b, 5c, 236a. I think i understand now, but i think there needs to be an explanation of what smp is on the first post or something. Also kyle said mudoon extends untechable time? If so this needs to be stated in the first post as well.

agreed, i'm sure ludwig will have a more comprehensive and up to date OP as time goes on. the game is early yet!

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Ok well, in the mean time let's just get it down somewhere in this thread.

Smp=same move prorate. In a given combo, untechable time will decrease for moves as you use them, but the game only tracks this decrease in untechable time for up to 10 different moves (not hits). So if you introduce an 11th move, the untechable time for that move will maintain its normal value. In the case of Naoto, that 11th move is usually 236b, which is why we see so many reps of this at the end of a combo, but if you try to loop it without a combo leading up to it, you can only get 3(?) reps.

There are also moves such as mudoon and 1 more burst that increase untechable time, which is why mudoon shows up in so many combos even though it does no damage.

This is my current understanding, and if I'm wrong or if I'm missing something, please chirp up.

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thanks for helping my understand, im a bit late asking this but is there a specidic way of doing 236b for the SMP? i can get only 2 reps and they tech out

sorry for the nooby question

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Hey guys. I had to do a little looking around and off-forum discussion with Kyle to find out how these combos work. For example, i was wondering why some combos say 214d, 2ab, 236a after mudoon when i could just do something like 214d, 5b, 5c, 236a. I think i understand now, but i think there needs to be an explanation of what smp is on the first post or something. Also kyle said mudoon extends untechable time? If so this needs to be stated in the first post as well.

The first post or 2 of this thread will get a nice big update with details on stuff like that + more combos in a day or 2. Still grinding and experimenting w/ stuff, plus just playing the game in general (this game is crack, lol).

thanks for helping my understand, im a bit late asking this but is there a specidic way of doing 236b for the SMP? i can get only 2 reps and they tech out

sorry for the nooby question

Be sure you're holding D as you do 236B for Naoto to cancel her Snipe stance asap. If you're doing that, then the problem is probably that you're doing the combo wrong.

Anyways, 2A>5AA>2AB>236AB>236236D>214D>5B>236A~D>5C>SMPx11>236A~D gets 7418 damage. I wonder if you can get more than this off of a low starter?

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I did two videos showing basic and meter using smp setups

In a real match doing SMP is situational unless you work the starters into your pressure strings, like 5aa pressure. I have a smp starter off of iad a a b, but I don't know if it was mentioned in the threads so I'm gunna go skim and see.

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Are there any 0SP SMP setups involving OMB? This is the only one i know of:

(Near corner) (214D hits), 2A, 2B, j.A, j.B (jc) j.C (OMB) 2C(hold), 5B, 5C xx [236B~D] xN

Vid of combo: http://www.youtube.com/watch?v=dYQATmDm9Wo#t=1m13s

I thought something like this would work:

(Corner) 5AA 5B 2A+B 236A ( OMB ) 5C IAD j.A j.C 2B [236B]xN

But apparently it doesn't. Is there just not enough untech time to continue even though the theory is sound? Wish i had the game to test this stuff.

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^2B does not connect after IAD J.A, J.C.

0SP- SMP loop 4627 dmg

corner, crouching Yu only

CH C, IAD, J.A, J.C, land, 66, AA, B, 2AB, 236A, OMB, 2[C], C, (236B~D)x5, 236A~D.

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Narcowski got the 2B to work under some tight timing. And OMB counts though, as seen in that combo above. Unless 5AA isn't 2 separate moves.

Maybe something like starter~2C (OMB) 214D 236A might be another route for OMB stuff, but the range might not allow it after 2C.

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Just picked up the game, having alot of fun with naoto. I started learning the SMP loop from this thread and for what its worth I feel its alot easier to do 214C, 214D, 236A after mudoon. As this way is alot more mindless and I could never get the timing of the way listed in the thread.

Also this way I only have to do one move immediately after mudoon, instead of two. Since dropping the first trap buys me enough time to drop both the D trap and the 236A afterwards. It seems like i can still connect and get as many reps as otherwise? Any disadvantage that I don't know of to doing it this way?

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^2B does not connect after IAD J.A, J.C.

Narcowski got the 2B to work under some tight timing.

I got it to connect from IAD j.B j.C; corner only. It is very tight.

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