Starter | Route | Damage | Meter Gain | Notes |
---|---|---|---|---|
Crouching Hit 5A 5AA | 662C En214A~8A, (665C) En236BBB~dc dl.En214D, 5B 2C sjc j.C j.623D~j.2C | 3628 (3715) | 25 (26) | Omit 665C if there are delays (e.g. from hit confirming). |
Crouching Hit 5B | 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | 4535 | 32 | |
6A | 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C j.623D~j.2C | 4137 | 29 | |
Counter Hit 5AA 6A | 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | 4931 | 35 |
(→Character Specific Combos: Optimisation) |
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{{ | <center>{{Character Label|BBCF|Naoto Kurogane|size=42px}}</center> | ||
{{BBCF/CharacterLinks}} | |||
}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Combo Notation|game=BBCF|additional= | |||
: '''{{clr|B|236BBB}}''' = {{clr|B|236B}}~{{clr|B|236B}}~{{clr|B|236B}} | |||
: '''{{clr|B|236BB}}{{clr|C|C}}''' = {{clr|B|236B}}~{{clr|B|236B}}~{{clr|C|236C}} | |||
: '''En''' = Short for Enhanced, used as a prefix when the Enhanced version of a special must be used | |||
: '''{{clr|D|c.En214D}}''' = Close grounded/sliding hit Enhanced {{clr|D|214D}} | |||
: '''{{clr|D|f.En214D}}''' = Far grounded hit Enhanced {{clr|D|214D}} | |||
}} | |||
<br style="clear:both;"/> | |||
'''Disclaimer: Naoto can be played effectively without the usage of high damage combos due to his straightforward gameplan and strong but simple pressure. It is recommended to focus on learning fundamentals such as pressure, neutral and defence rather than focusing on learning difficult combos.''' | |||
'''Note: Combos listed will assume that you have learned combo pieces covered earlier in the page. Remember that combos can and should be adjusted to what you are able to execute.''' | |||
==Starter By Starter List== | |||
If just looking for a combo from a particular starter, browse the [https://www.dustloop.com/wiki/index.php?title=BBCF/Naoto_Kurogane/Combos&oldid=334827 old version of the page] or the video below | |||
Note: Starters or types of routes with their own section on this page (e.g. Charged Drive Starters, Fatal Counter Combos, Metered Combos, etc.) may be more optimal or in-depth than those found on the old page. | |||
The old page and video both use old Naoto combo notation (which is still used by the Naoto community). | |||
{{#ev:youtube|cpwfGYYjdHM}} | |||
==Basic Combos== | |||
{{BeginnerComboDef}} | |||
{| class="wikitable" | ===Beginner Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |- | ||
! | ! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | ||
|- | |- | ||
| | | {{clr|A|5A}} {{clr|A|5AA}} {{clr|B|5B}} {{clr|C|5C}} {{clr|B|6B}} {{clr|D|j.623D}}~{{clr|C|j.2C}} *({{clr|A|2A}} {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|C|j.623C}}~{{clr|C|j.2C}}) || Anywhere || {{ComboDifficulty|Very Easy}} || 2150 (2822) || 15 (20) || *Input {{clr|A|2A}} immediately after landing to start a blue beat combo if the opponent doesn't [[BBCF/Mechanics#Emergency Tech|emergency tech]]. | ||
|- | |- | ||
| | | (Crouching Hit {{clr|A|5A}} {{clr|A|5AA}}) {{clr|B|5B}} {{clr|C|5C}} {{clr|B|236BB}}{{clr|C|C}} sjc {{clr|B|j.B}} {{clr|C|j.C}} jc (dl.){{clr|B|j.B}} {{clr|C|j.C}} (dl.){{clr|D|j.623D}}~(dl.){{clr|C|j.2C}} || Anywhere || {{ComboDifficulty|Very Easy}} || 2922 (2506) || 20 (17) || Can side swap by delaying the second {{clr|B|j.B}}, {{clr|D|j.623D}} and {{clr|C|j.2C}}. | ||
| | |||
| | |||
|- | |- | ||
| | | {{clr|A|5A}} {{clr|A|5AA}} {{clr|B|5B}} {{clr|C|5C}} {{clr|C|3C}} {{clr|D|214D}}, {{clr|B|5B}} {{clr|B|236BB}}{{clr|C|C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Very Easy}} || 2657 || 19 || | ||
| | |||
| | |||
|- | |- | ||
| | | Forward Throw, (66){{clr|C|5C}} {{clr|C|2C}} sjc {{clr|B|j.B}} {{clr|C|j.C}} jc {{clr|B|j.B}} {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Anywhere || {{ComboDifficulty|Very Easy}} || 2884 || 20 || The microdash may not be required on some characters but is good practice. | ||
| | |- | ||
| | | Air Hit {{clr|C|2C}} (s)jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.D}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Anywhere || {{ComboDifficulty|Very Easy}} || 2794 || 20 || Anti-air combo. May need to super jump if the opponent is hit very high up. | ||
|- | |||
| Air Hit {{clr|A|2A}} {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|2C}} sjc {{clr|B|j.B}} {{clr|C|j.C}} jc {{clr|B|j.B}} {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Anywhere || {{ComboDifficulty|Very Easy}} || 1911 || 13 || Roll catch combo. | |||
|} | |} | ||
'''At this stage, it is recommended that you learn about Naoto's okizeme and practice his General Roll Catch [[BBCF/Naoto_Kurogane/Strategy#Okizeme_General|here]], because for Naoto the most important reward from a combo is not the damage but the pressure he can start after it.''' | |||
{{TheoryBox | |||
| Title = Basic BnB | |||
| Oneliner = | |||
| Difficulty = Easy | |||
| Anchor = BasicCombo1 | |||
| Video = BBCF_Naoto_Basic_BnB.webm | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|A|214A}}~dc/{{clr|D|5D}}~dc {{clr|C|En623C}}, {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} | |||
| content = | |||
{{clr|C|En623C}} is Naoto's main way of launching a grounded opponent from common starters. | |||
The dash cancel into {{clr|C|En623C}} can be thought of as a single motion ({{clr|C|65623C}}) as dash cancel is instantly special cancellable. | |||
' | Although generally quite difficult when learning Naoto, dash cancelling from {{clr|A|214A}} is highly encouraged as compared to dash cancelling from a drive normal, it can be cancelled one frame earlier and can be cancelled into from any normal, unlike Naoto's drives. Some find it easier to input this sequence as {{clr|A|2146A}} {{clr|C|623C}}. | ||
{{clr|C|En623C}} can be slightly delayed after the dash cancel to allow the combo to work from any distance. | |||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} || 2505 || 17 | |||
|- | |||
| {{clr|B|5B}} || 2952 || 21 | |||
|} | |||
{{TheoryBox | |||
| Title = Basic Midscreen to Corner BnB | |||
| Oneliner = | |||
| Difficulty = Easy | |||
| Anchor = BasicCombo2 | |||
| Video = BBCF_Naoto_Basic_Midscreen_to_Corner_BnB.webm | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|A|214A}}~dc/{{clr|D|5D}}~dc {{clr|C|En623C}}, {{clr|A|5A}} {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} | |||
| content = | |||
Reaching the corner allows Naoto to extend with a drive normal, allowing him to use {{clr|A|214A}}~{{clr|A|8A}}. | |||
{{clr|A|214A}}~{{clr|A|8A}} does a lot of damage and can be consistently followed up with a {{clr|C|5C}} after. | |||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} || 2980 || 21 | |||
|- | |||
| {{clr|B|5B}} || 3544 || 25 | |||
|} | |||
{{TheoryBox | |||
: | | Title = Basic Corner BnB | ||
| Oneliner = | |||
| Difficulty = Easy~Medium | |||
| Anchor = BasicCombo3 | |||
| Video = BBCF_Naoto_Basic_Corner_BnB.webm | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|C|3C}} {{clr|D|214D}}, dl.66{{clr|B|5B}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} | |||
| content = | |||
Delay {{clr|D|En214D}} so that it hits as low as possible and optionally perform a very short microwalk back (may not be possible during very long combos) before {{clr|B|5B}} so that Naoto does not swap sides. If this ender is too difficult or inconsistent, replace {{clr|B|5B}} with a delayed {{clr|A|5A}} {{clr|A|5AA}} or simply end in {{clr|D|En623D}}~{{clr|C|j.2C}}. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} || 3006 || 21 | |||
|- | |||
| {{clr|B|5B}} || 3573 || 25 | |||
|} | |||
==Core Combos== | |||
{{CoreComboDef}} | |||
{{TheoryBox | |||
| Title = Corner Whiff {{clr|C|j.2C}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo1 | |||
| Video = BBCF_Naoto_Corner_Whiff_j2C.webm | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} | |||
| content = | |||
'''{{clr|C|j.2C}} cannot be whiffed after grounded launches with {{clr|C|3C}} and {{clr|B|En236BBB}} on Arakune'''. | |||
To whiff {{clr|C|j.2C}}, delay it as much as the cancel window allows. It allows Naoto to recover much earlier after {{clr|C|En623C}} as the followup has no landing recovery. | |||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} || 3080 || 22 | |||
|- | |||
| {{clr|B|5B}} || 3668 || 26 | |||
|} | |||
{{TheoryBox | |||
| Title = Corner {{clr|A|En214A}}~{{clr|A|8A}} Ender | |||
| Oneliner = | |||
| Difficulty = Medium~Hard | |||
| Anchor = CoreCombo2 | |||
| Video = BBCF_Naoto_Corner_En214A8A_Ender.webm | |||
| Recipe = Route > {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, Ender | |||
| content = | |||
This ender can be used after any route that ends in a drive string and adds a high amount of damage to Naoto's corner combos. | |||
''' | '''When doing a full drive string ({{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}}), microdash {{clr|C|2C}} or omit {{clr|D|2D}} on Bang, Platinum and Arakune'''. | ||
Can also be done with {{clr|D|2D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}} for Midscreen routes that do not fully reach the corner. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Ender !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 3083 || 22 | |||
|- | |||
| {{clr|B|5B}} {{clr|C|5C}} {{clr|C|3C}} {{clr|D|214D}}, dl.66{{clr|B|5B}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 3976 || 28 | |||
|} | |||
=== | {{TheoryBox | ||
| Title = Midscreen {{clr|A|214A}}~{{clr|A|8A}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo3 | |||
| Video = BBCF_Naoto_Midscreen_214A8A.webm | |||
| Recipe = Starter > {{clr|A|214A}}~{{clr|A|8A}}, Variation > {{clr|B|En236BBB}}~dc > Route | |||
| content = | |||
Due to being a combo throw, {{clr|A|214A}}~{{clr|A|8A}} will stabilize the opponents height and allow for consistent conversions from air hits if routed into. | |||
'''5B | '''When doing {{clr|D|5D}} {{clr|D|6D}}, 66{{clr|B|5B}}, microdash {{clr|C|2C}} or do a longer dash before {{clr|B|5B}} on Rachel and Makoto'''. | ||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Variation !! Route !! Position !! Damage !! Meter Gain | |||
|- | |||
| - || - || dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}}, 66{{clr|B|5B}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || 3817 || 27 | |||
|- | |||
| Air Hit {{clr|A|2A}} {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|2C}} || 66{{clr|C|5C}} || dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || 2739 || 19 | |||
|- | |||
| Air Hit {{clr|C|2C}} || 66{{clr|C|5C}} || dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}}, 66{{clr|B|5B}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || 4331 || 31 | |||
|- | |||
| Rising Air Counter Hit {{clr|C|j.C}}, land {{clr|A|5A}} {{clr|C|2C}} || 66{{clr|C|5C}} || dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || 3453 || 24 | |||
|- | |||
| Rising Air Counter Hit {{clr|C|sj.C}}, dl.{{clr|C|j.C}}, land {{clr|C|2C}} || 66{{clr|C|5C}} || dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || 3453 || 24 | |||
|} | |||
{{TheoryBox | |||
| Title = Corner {{clr|A|214A}}~{{clr|A|8A}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo4 | |||
| Video = BBCF_Naoto_Corner_214A8A.webm | |||
| Recipe = Starter > {{clr|A|214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} > Variation > {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} | |||
| content = | |||
If done early, Naoto can do a drive string after {{clr|A|214A}}~{{clr|A|8A}}. | |||
''' | '''When doing {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|2C}} {{clr|D|5D}}, delay 66{{clr|C|2C}} on Noel, Rachel, Taokaka, Tsubaki, Mu, Relius, Amane, Bullet, Hibiki, Naoto and Izanami'''. | ||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Variation !! Damage !! Meter Gain | |||
|- | |||
| - || {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 3906 || 28 | |||
|- | |||
| Air Hit {{clr|A|2A}} {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|2C}} || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 2672 || 19 | |||
|- | |||
| Air Hit {{clr|C|2C}} || {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 4323 || 31 | |||
|} | |||
' | {{TheoryBox | ||
| Title = 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}} Side Swap | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo5 | |||
| Video = BBCF_Naoto_662C_En214A8A_Side_Swap.webm | |||
| Recipe = Starter > 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, Variation > {{clr|B|En236BBB}}~dc Ender | |||
| content = | |||
Naoto's way to side swap an airborne opponent. Works later in combos than {{clr|C|2C}} {{clr|A|214A}}~{{clr|A|8A}} due to {{clr|A|En214A}}~{{clr|A|8A}} being slightly faster. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Variation !! Ender !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|214A}}~{{clr|A|8A}} || 66{{clr|C|5C}} || dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 3293 || 21 | |||
|- | |||
| Air Hit {{clr|A|2A}} {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|2C}} {{clr|A|214A}}~{{clr|A|8A}} || 66{{clr|C|5C}} || {{clr|D|En623D}}~{{clr|C|j.2C}} || 2417 || 16 | |||
|- | |||
| Air Hit {{clr|C|2C}} {{clr|A|214A}}~{{clr|A|8A}} || 66{{clr|C|5C}} || dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 3783 || 25 | |||
|- | |||
| 66{{clr|C|3C}} {{clr|D|En214D}} || dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc || dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 4160 || 29 | |||
|} | |||
{{TheoryBox | |||
| Title = Crouching Hit into {{clr|B|En236BBB}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo6 | |||
| Video = BBCF_Naoto_Crouching_Hit_into_En236BBB.webm | |||
| Recipe = Starter > {{clr|C|5C}} > Variation > {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), Ender | |||
| content = | |||
'''{{clr|B|En236BBB}}~dc {{clr|C|En623C}} does not work outside the corner on Arakune'''. | |||
Crouching hit routing that will work at any distance from the opponent. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Variation !! Ender !! Position !! Damage !! Meter Gain !! Notes | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} || {{clr|D|5D}} || ({{clr|C|3C}} {{clr|D|214D}},) {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Anywhere (Midscreen) || 3223 (3289) || 23 (23) || Do the part in brackets if Naoto reaches the corner. | |||
|- | |||
| {{clr|B|5B}} || {{clr|D|5D}} {{clr|D|2D}} || (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || 4413 || 31 || | |||
|} | |||
{{TheoryBox | |||
| Title = Midscreen {{clr|C|En623C}}, {{clr|A|5A}} {{clr|C|2C}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo7 | |||
| Video = BBCF_Naoto_Midscreen_En623C_5A_2C.webm | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|A|214A}}~dc/{{clr|D|5D}}~dc {{clr|C|En623C}}, {{clr|A|5A}} {{clr|C|2C}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} | |||
| content = | |||
Nearly Naoto's best midscreen combo, only beaten by {{clr|C|j.2C}}(w), 66{{clr|C|2C}} routing which has a significant difference in difficulty. | |||
' | Has extremely good corner carry, almost working when Naoto's back is to the corner. Whenever too far from the corner after an {{clr|B|En236BBB}} for {{clr|B|5B}} to hit after {{clr|D|En214D}}, instead end in {{clr|B|En236BB}}{{clr|C|C}} 8sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}}. | ||
{{clr|A|214A}} must be used after {{clr|C|2C}} and the cancels must be done immediately. | |||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} || 2969 || 21 | |||
|- | |||
| {{clr|B|5B}} || 3532 || 25 | |||
|} | |||
{{TheoryBox | |||
| Title = Corner {{clr|C|3C}} {{clr|D|214D}}, {{clr|C|En623C}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo8 | |||
| Video = BBCF_Naoto_Corner_3C_214D_En623C.webm | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|C|3C}} {{clr|D|214D}}, {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} > Variation > {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} | |||
| content = | |||
A variant of Corner Whiff {{clr|C|j.2C}} routing that does more damage. The listed combos below end in {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}} which does more damage than {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} if {{clr|B|En236BBB}} has not been used yet. | |||
{{clr|C|j.2C}} can be whiffed against Arakune with this launch if {{clr|C|En623C}} is done fast enough. | |||
Damage | }} | ||
- | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |||
! Starter !! Variation !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} || {{clr|D|5D}} {{clr|D|6D}} || 3239 || 23 | |||
|- | |||
| {{clr|B|5B}} || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 3922 || 28 | |||
|} | |||
=== | {{TheoryBox | ||
| Title = Corner {{clr|D|5D}} into {{clr|D|En214D}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo9 | |||
| Video = | |||
| Recipe = Starter > {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} > Variation > {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, Ender | |||
| content = | |||
Used after setting up a drive string route without using {{clr|D|En214D}}. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Variation !! Ender !! Damage !! Meter Gain | |||
|- | |||
| {{clr|B|5B}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w) || {{clr|D|5D}} {{clr|D|6D}} || {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 3964 || 28 | |||
|- | |||
| 66{{clr|B|5B}} {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w) || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 4365 || 31 | |||
|- | |||
| {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w) || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 4715 || 33 | |||
|- | |||
| {{clr|D|2D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w) || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 4333 || 31 | |||
|- | |||
| {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w) || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 3794 || 27 | |||
|} | |||
{{TheoryBox | |||
: | | Title = Corner Drive Loop | ||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo10 | |||
| Video = | |||
| Recipe = Starter > (dl.){{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, Ender | |||
| content = | |||
Used after routing into {{clr|D|En214D}} early in a combo. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Ender !! Damage !! Meter Gain | |||
|- | |||
| 66{{clr|C|3C}} {{clr|B|En236BBB}}~dc || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 4355 || 31 | |||
|- | |||
| Air Hit {{clr|B|En236BBB}}~dc || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 3987 || 28 | |||
|- | |||
| Counter Hit {{clr|B|5B}}/{{clr|C|5C}} {{clr|D|6D}} {{clr|A|214A}}~dc || {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 4657/5069 || 33/36 | |||
|- | |||
| {{clr|D|6D}} {{clr|A|214A}}~dc (dl.){{clr|B|En236BBB}}~dc || 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 5030 || 36 | |||
|} | |||
=== | {{TheoryBox | ||
| Title = Midscreen Microdashed Normal into {{clr|D|c.En214D}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo11 | |||
| Video = | |||
| Recipe = Starter > {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} | |||
| content = | |||
High damage routing but risky to use as autopilots in neutral due to {{clr|D|En214D}} being punishable on block, making it more useful when punishing. | |||
A longer dash on {{clr|C|2C}} can be used after {{clr|D|c.En214D}} to ensure that {{clr|A|En214A}}~{{clr|A|8A}} will side swap on every character. | |||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Damage !! Meter Gain | |||
|- | |||
| 66{{clr|A|5A}} || 3775 || 26 | |||
|- | |||
| 66{{clr|B|5B}}/66{{clr|C|5C}} || 4417/4798 || 31/34 | |||
|- | |||
| Counter Hit {{clr|A|5AA}}, 66{{clr|C|5C}} || 4645 || 33 | |||
|- | |||
| Counter Hit {{clr|B|6B}}, 66{{clr|B|5B}} || 3911 || 27 | |||
|} | |||
{{TheoryBox | |||
| Title = Back to Corner {{clr|D|c.En214D}} into {{clr|B|En236BBB}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo12 | |||
| Video = | |||
| Recipe = Starter > {{clr|D|c.En214D}}, Variation (dl.){{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} | |||
| content = | |||
For side swapping after {{clr|D|c.En214D}} while not necessarily requiring Naoto to be as far into the corner as possible. | |||
When doing {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}, {{clr|B|En236B}} can be delayed after the dash cancel so that Naoto travels further before it, allowing it to work from further distances from the corner or even midscreen (although this may be character specific). | |||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Variation !! Damage !! Meter Gain !! Notes | |||
|- | |||
| 66{{clr|A|5A}} || 66{{clr|C|2C}} || 3866 || 27 || | |||
|- | |||
| 66{{clr|B|5B}}/66{{clr|C|5C}} || 66{{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc || 4587/4976 || 32/35 || On a Counter Hit, can do {{clr|D|5D}}~dc after 66{{clr|C|5C}} so it works at any range. | |||
|- | |||
| Counter Hit {{clr|A|5AA}}, 66{{clr|C|5C}} || 66{{clr|C|2C}} || 4737 || 33 || | |||
|- | |||
| Counter Hit {{clr|B|6B}}, 66{{clr|B|5B}} || 66{{clr|C|2C}} || 3984 || 28 || | |||
|} | |||
{{TheoryBox | |||
: | | Title = Back to Corner {{clr|D|c.En214D}} into Drive Loop | ||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CoreCombo13 | |||
| Video = | |||
| Recipe = Starter > {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, (66){{clr|C|2C}} > Variation > {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} | |||
| content = | |||
For side swapping after {{clr|D|c.En214D}} when Naoto is as far into the corner as possible. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Variation !! Damage !! Meter Gain | |||
|- | |||
| 66{{clr|A|5A}} || {{clr|D|5D}} {{clr|D|6D}} || 3890 || 27 | |||
|- | |||
| 66{{clr|B|5B}}/66{{clr|C|5C}} || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 4610/4997 || 33/35 | |||
|} | |||
=== | {{TheoryBox | ||
| Title = Dumping Resources | |||
| Oneliner = | |||
| Difficulty = | |||
| Anchor = | |||
| Video = | |||
| Recipe = | |||
| content = | |||
Naoto can fairly easily route into resource dumps at the end of combos if it will ensure a kill. | |||
[[BBCF/Naoto_Kurogane/Combos#SuperCombo2|Spending meter.]] | |||
[[BBCF/Naoto_Kurogane/Combos#OverdriveCombo1|Spending Overdrive.]] | |||
}} | |||
== | ==Specialized Combos== | ||
{{SpecializedComboDef}} | |||
''' | '''Combos listed as Very Hard represent routes that are considered too difficult for practical use in matches.''' | ||
{{TheoryBox | |||
: | | Title = Corner {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} Optimisation | ||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = SpecializedCombo1 | |||
| Video = BBCF_Naoto_Corner_En214A8A_5C_2C_Optimisation.webm | |||
| Recipe = Starter > Route (66){{clr|C|2C}} > Variation > {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} (jc {{clr|C|j.C}}) {{clr|D|j.623D}}~{{clr|C|j.2C}} | |||
| content = | |||
Naoto's {{clr|C|j.C}} has the same base damage and scaling as {{clr|D|5D}} and {{clr|D|2D}}, so moving it to after {{clr|D|6D}} and {{clr|A|En214A}}~{{clr|A|8A}} when possible increases the overall combo damage. Doing this ender often requires omitting {{clr|D|2D}}. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Variation !! Number of {{clr|C|j.C}}s !! Damage !! Meter Gain | |||
|- | |||
| Crouching Hit {{clr|C|5C}} || {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w) || {{clr|D|5D}} {{clr|D|6D}} || 1 || 4681 || 33 | |||
|- | |||
| Crouching Hit {{clr|D|5D}} || {{clr|D|2D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w) || {{clr|D|5D}} {{clr|D|6D}} || 2 || 4640 || 33 | |||
|- | |||
| {{clr|D|2D}} || {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w) || {{clr|D|5D}} {{clr|D|6D}} || 2 || 4265 || 30 | |||
|- | |||
| Counter Hit {{clr|B|5B}} || {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}} || {{clr|D|5D}} {{clr|D|6D}} || 2 || 4640 || 33 | |||
|- | |||
| Counter Hit {{clr|C|2C}} || {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236B}}(w){{clr|B|BB}}~dc dl.{{clr|D|En214D}} || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 2 || 4677 || 33 | |||
|} | |||
{{TheoryBox | |||
| Title = Corner {{clr|A|(En)214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}} Optimisation | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = SpecializedCombo2 | |||
| Video = | |||
| Recipe = Route > {{clr|A|(En)214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} | |||
| content = | |||
'''Drops on Ragna, Bang, Tsubaki, Mu, Platinum and Izanami. If the second hit of {{clr|B|En236BBB}} is delayed, it only drops on Mu and Izanami'''. 66{{clr|C|5C}} can be omitted so that this does not occur but may do less damage than other enders. | |||
===Counter Hit 2C | May require shortening a drive string, most notably: | ||
*When {{clr|B|En236BBB}} has not been used but will not work after {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, it can be replaced with {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, and | |||
*Whenever {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}} is done, {{clr|D|2D}} can be omitted and replaced with 66{{clr|C|5C}}. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Damage !! Meter Gain | |||
|- | |||
| {{clr|B|5B}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|21A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|A|21A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|21A}}~dc || Midscreen || 4009 || 28 | |||
|- | |||
| Counter Hit {{clr|B|5B}}/{{clr|C|5C}} {{clr|D|6D}} {{clr|A|21A}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc || Corner || 4662/5072 || 33/36 | |||
|- | |||
| 66{{clr|A|5A}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc || Back to Corner || 3955 || 28 | |||
|- | |||
| 66{{clr|B|5B}}/66{{clr|C|5C}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc || Back to Corner || 4676/5064 || 33/36 | |||
|} | |||
''' | '''Combos past this point will use the Optimisations whenever possible.''' | ||
=== | {{TheoryBox | ||
| Title = Corner {{clr|C|3C}} {{clr|D|214D}} into Drive Loop | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = SpecializedCombo3 | |||
| Video = BBCF_Naoto_Corner_3C_214D_into_Drive_Loop.webm | |||
| Recipe = Starter > {{clr|C|3C}} {{clr|D|214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, (66){{clr|C|2C}} > Route | |||
| content = | |||
Only works when Naoto is close to the opponent before {{clr|C|3C}}. '''Do not use {{clr|C|5C}} on Rachel, Hakumen, Makoto, Izayoi and Celica'''. | |||
The optimal route after typical grounded hit starters. After {{clr|A|5A}}/{{clr|A|2A}} starters, only two normals can be used before {{clr|C|3C}} at most. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}}/{{clr|C|5C}} || {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 3289/3474 || 23/24 | |||
|- | |||
| {{clr|B|5B}} {{clr|C|5C}} || {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 4151 || 29 | |||
|- | |||
| {{clr|B|5B}} || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 4045 || 29 | |||
|} | |||
{{TheoryBox | |||
: | | Title = Crouching Hit {{clr|C|5C}} into {{clr|B|En236BBB}} | ||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = SpecializedCombo4 | |||
| Video = | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} | |||
| content = | |||
Used when {{clr|C|5C}} {{clr|D|5D}} would result in no drive string after {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w). | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Damage !! Meter Gain | |||
|- | |||
| Crouching Hit {{clr|A|5A}} {{clr|A|5AA}} || 3560 || 20 | |||
|- | |||
| {{clr|A|6A}} || 3968 || 28 | |||
|} | |||
===Counter Hit | {{TheoryBox | ||
| Title = Crouching Hit into {{clr|D|c.En214D}} | |||
| Oneliner = | |||
| Difficulty = Hard | |||
| Anchor = SpecializedCombo5 | |||
| Video = BBCF_Naoto_Crouching_Hit_into_cEn214D.webm | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|A|214A}}~dc {{clr|D|c.En214D}} > Route | |||
| content = | |||
Will not work if Naoto is too far from the opponent. '''Does not work on Tager and Susano'o'''. | |||
}} | |||
<tabber> | |||
|-| Midscreen = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Crouching Hit {{clr|A|5A}} {{clr|A|5AA}} || 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, (66{{clr|C|5C}}) {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 3628 (3715) || 25 (26) || Omit 66{{clr|C|5C}} if there are delays (e.g. from hit confirming). | |||
|- | |||
| Crouching Hit {{clr|B|5B}} || 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 4535 || 32 || | |||
|- | |||
| {{clr|A|6A}} || 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 4137 || 29 || | |||
|- | |||
| Counter Hit {{clr|A|5AA}} {{clr|A|6A}} || 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 4931 || 35 || | |||
|} | |||
|-| Corner = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Crouching Hit {{clr|A|5A}} {{clr|A|5AA}} || 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 3794 || 27 || | |||
|- | |||
| Crouching Hit {{clr|B|5B}} || 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 4577 || 32 || | |||
|- | |||
| {{clr|A|6A}} || 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 4225 || 29 || | |||
|- | |||
| Counter Hit {{clr|A|5AA}} {{clr|A|6A}} || 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 4958 || 36 || | |||
|} | |||
|-| Back to Corner = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Crouching Hit {{clr|A|5A}} {{clr|A|5AA}} || 66{{clr|C|2C}} {{clr|D|5D}} ({{clr|D|2D}}) {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || 3523 (3612) || 24 (25) || {{clr|D|2D}} requires Naoto to be far into the corner. | |||
|- | |||
| Crouching Hit {{clr|B|5B}} || 66{{clr|C|2C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 4627 || 32 || | |||
|- | |||
| {{clr|A|6A}} || {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 4241 || 29 || | |||
|- | |||
| Counter Hit {{clr|A|5AA}} {{clr|A|6A}} || {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || 4974 || 35 || | |||
|} | |||
</tabber> | |||
{{TheoryBox | |||
| Title = Whiff {{clr|C|j.2C}}, 66{{clr|C|2C}}/66{{clr|C|3C}} | |||
| Oneliner = | |||
| Difficulty = Hard | |||
| Anchor = SpecializedCombo6 | |||
| Video = BBCF_Naoto_Whiff_j2C_662C.webm | |||
| Recipe = Starter > {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), 66{{clr|C|2C}}/66{{clr|C|3C}} > Route | |||
| content = | |||
Naoto must be close for {{clr|C|En623C}} to hit correctly after {{clr|C|3C}}. | |||
Microdashing {{clr|C|2C}} allows for additional combo options, giving him either more carry and damage than the Midscreen BnB or a side swap opportunity for when Naoto's back is far into the corner. | |||
=== | {{clr|C|j.2C}}(w), 66{{clr|C|3C}} is very rarely used due to being heavily outclassed by 66{{clr|C|2C}} with the only exception being corner to corner routes where {{clr|B|En236BBB}} has been used already. | ||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! 66{{clr|C|2C}}/66{{clr|C|3C}} !! Route !! Position !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc || 66{{clr|C|2C}} || {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Not Back to Corner || 3125 || 22 | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc || 66{{clr|C|2C}} || {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || 3069 || 22 | |||
|- | |||
| colspan="8" | | |||
|- | |||
| Crouching Hit {{clr|B|5B}} {{clr|C|5C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc || 66{{clr|C|3C}} || {{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || 4070 || 29 | |||
|- | |||
| {{clr|A|6A}} {{clr|C|5C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc || 66{{clr|C|3C}} || {{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || 3796 || 27 | |||
|} | |||
{{TheoryBox | |||
| Title = Late Hit {{clr|C|623C}} | |||
| Oneliner = | |||
| Difficulty = | |||
| Anchor = SpecializedCombo7 | |||
| Video = BBCF_Naoto_Late_Hit_623C.webm | |||
| Recipe = | |||
| content = | |||
Launching the opponent high can allow {{clr|C|623C}} to hit late, making Naoto plus enough to link a 66{{clr|A|5A}} or even an {{clr|C|En623C}}. Ideally, it should hit as low as possible while hitting with the airborne active frames. | |||
This can be used to stabilize a combo when an airborne opponent is too high to route into {{clr|A|214A}}~{{clr|A|8A}} but is generally too difficult to go for considering its mediocre reward, with the exception of an anti-air {{clr|C|2C}} starter. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Air Hit {{clr|C|2C}} (dl.){{clr|C|5C}} dl.{{clr|C|623C}}, 66{{clr|A|5A}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Hard}} || 3868 || 27 || | |||
|- | |||
| {{clr|B|236BB}}{{clr|C|C}} dl.jcc {{clr|C|623C}}, 66{{clr|A|5A}} {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Hard}} || 2457 || 17 || "jcc" refers to a "jump cancel cancel", where Naoto's prejump is cancelled into a grounded special. {{clr|C|623C}} can be inputted as {{clr|C|6239C}}. | |||
|- | |||
| {{clr|B|236BB}}{{clr|C|C}} dl.jcc {{clr|C|623C}}, {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Very Hard}} || 2646 || 18 || | |||
|- | |||
| Crouching Hit {{clr|B|6B}} {{clr|B|236BB}}{{clr|C|C}} dl.jcc {{clr|C|623C}}, {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Very Hard}} || 2817 || 19 || {{clr|C|623C}}, 66{{clr|A|5A}} cannot be done from this starter. | |||
|} | |||
=== | ==={{InvisibleText|Fatal Counter Combos}}=== | ||
{{TheoryBox | |||
| Title = Fatal Counter | |||
| Oneliner = | |||
| Difficulty = | |||
| Anchor = | |||
| Video = | |||
| Recipe = | |||
| content = | |||
The additional untech from a fatal counter allows for new combo pieces. Notable combo pieces used in most routes are: | |||
*{{clr|C|2C}} {{clr|D|6D}}, | |||
*{{clr|C|5C}} {{clr|D|5D}}, and | |||
*{{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} (which will now work at -10f untech). | |||
}} | |||
<tabber> | |||
|-| 236B(w)B = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Fatal Counter {{clr|B|236B}}(w){{clr|B|B}}{{clr|C|C}} dl.jcc {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|C|2C}} {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 3739 || 26 || "jcc" refers to a "jump cancel cancel", where Naoto's prejump is cancelled into a grounded special. {{clr|A|214A}} can be inputted as {{clr|A|2147A}}. '''Does not work on Noel, Mu and Naoto'''. | |||
|- | |||
| Fatal Counter {{clr|B|236B}}(w){{clr|B|B}}{{clr|C|C}} dl.jcc {{clr|C|623C}}, {{clr|B|5B}}/{{clr|C|5C}} {{clr|C|2C}} {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, 66{{clr|C|5C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 3604/3739 || 25/26 || Route for Noel, Mu and Naoto. {{clr|C|5C}} requires a precise timing on {{clr|C|623C}} and works on at least Noel, Mu and Naoto. | |||
|- | |||
| Crouching Fatal Counter {{clr|B|236B}}(w){{clr|B|B}}, 66{{clr|A|5A}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|C|2C}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236B}}(w){{clr|B|BB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4234 || 29 || | |||
|- | |||
| Fatal Counter {{clr|B|En236B}}(w){{clr|B|BB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), 66{{clr|C|2C}} ({{clr|D|5D}}) {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|5C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen (Corner) || {{ComboDifficulty|Medium}} || 4960 (4989) || 35 (35) || Do {{clr|D|5D}} if Naoto reaches the corner. | |||
|} | |||
|-| 236BB(w)B = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Fatal Counter {{clr|B|236BB}}(w){{clr|B|B}}, {{clr|C|5C}}/{{clr|B|5B}} {{clr|C|2C}} {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, {{clr|C|5C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen/Corner || {{ComboDifficulty|Medium}} || 5638/5370 || 40/38 || | |||
|- | |||
| Fatal Counter {{clr|B|236BB}}(w){{clr|B|B}}, dl.(66){{clr|B|5B}} {{clr|B|6B}}, (66){{clr|C|2C}} dl.{{clr|D|5D}} {{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|5C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Hard}} || 5576 || 40 || {{clr|D|5D}} should hit as low as possible. | |||
|} | |||
|-| Charged 6D = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Fatal Counter {{clr|D|6[D]}} {{clr|A|214A}}~dc, 6{{clr|A|6A}} {{clr|C|5C}} {{clr|C|2C}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236B}}(w){{clr|B|BB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 6378 || 45 || | |||
|- | |||
| Fatal Counter {{clr|D|6[D]}} dl.IAD {{clr|D|j.[D]}}, 66 {{clr|C|5C}} {{clr|C|2C}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236B}}(w){{clr|B|BB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}},66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Hard}} || 6422 || 46 || Delay the IAD the closer Naoto is to the opponent. | |||
|- | |||
| Fatal Counter {{clr|D|6[D]}}, (dl.){{clr|D|5D}} {{clr|D|2[D]}}, {{clr|D|5D}} {{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 6537 || 46 || Delay {{clr|D|5D}} or use a different route if the opponent is not grounded and far into the corner. | |||
|} | |||
</tabber> | |||
==={{InvisibleText|Burst Safe Combos}}=== | |||
{{TheoryBox | |||
| Title = Burst Safe | |||
| Oneliner = | |||
| Difficulty = | |||
| Anchor = | |||
| Video = BBCF_Naoto_Burst_Safe.webm | |||
| Recipe = | |||
| content = | |||
When punishing reversals, Naoto has routes that are safe to early bursts by launching the opponent, jump cancelling and blocking, doing falling air normals then continuing the combo once he lands. | |||
' | Baiting bursts that aren't at the start of counter hit punishes generally force Naoto to end the combo early and/or require a Rapid Cancel. A notable point where a burst can be baited without spending resources while still getting a knockdown is after a {{clr|C|2C}}, by doing a jump cancel, blocking, then doing a {{clr|A|j.A}} after. Naoto must block for at least 6 frames after hitstop ends (ignoring prejump), as bursts have 6f startup. | ||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Burst Safe Hit !! Difficulty !! Damage !! Meter Gain | |||
|- | |||
| Counter Hit {{clr|C|2C}} jc Block, Falling {{clr|B|j.B}} {{clr|C|j.C}}, land {{clr|C|623C}}, (66{{clr|A|5A}}) {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), 66{{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, (66){{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Not Back to Corner || First || {{ComboDifficulty|Very Hard}} ({{ComboDifficulty|Hard}}) || 3510 (3259) || 24 (22) | |||
|- | |||
| Counter Hit {{clr|C|2C}} jc Block, Falling {{clr|B|j.B}} {{clr|C|j.C}}, land {{clr|C|623C}}, {{clr|A|5A}} {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || First || {{ComboDifficulty|Medium}} || 3711 || 26 | |||
|- | |||
| Counter Hit {{clr|D|6D}} jc Block, Falling {{clr|C|j.C}}, land {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Corner || First || {{ComboDifficulty|Medium}} || 5081 || 36 | |||
|- | |||
| Counter Hit {{clr|B|5B}}/{{clr|C|5C}} {{clr|D|6D}} jc Block, Falling {{clr|B|j.B}} {{clr|C|j.C}}, land {{clr|C|En623C}}(2nd)~dl.{{clr|C|j.2C}}(w), {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || Second || {{ComboDifficulty|Very Hard}} || 3702/4081 || 25/28 | |||
|} | |||
==Miscellaneous Combos== | |||
These starters use routing that may not have been covered earlier or are more cohesive when grouped together. | |||
The listed routes can be adapted to the routing that you have learned. | |||
===Throw Starters=== | |||
: | <tabber> | ||
|-| Forward Throw = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Forward Throw, dl.66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen/Corner || {{ComboDifficulty|Medium}} || 3714 || 26 || | |||
|- | |||
| Forward Throw, *{{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner/Near Corner || {{ComboDifficulty|Medium}} || *3648 ({{clr|B|En236BBB}}) / 3682 ({{clr|B|En236B}}(w){{clr|B|BB}}/{{clr|B|En236BB}}(w){{clr|B|B}}) || 26/26 || Removes the need to judge the distance between Naoto and the corner as the combo will work regardless of the height the opponent wallsplats at. | |||
|- | |||
| Forward Throw, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Near Corner || {{ComboDifficulty|Medium}} || 4075 || 29 || | |||
|- | |||
| Forward Throw, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 3570 || 25 || | |||
|} | |||
|-| Backward Throw = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Backward Throw {{clr|A|214A}}~dc {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} (jc {{clr|C|j.C}}) {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 3624 (3668) || 25 (26) || | |||
|- | |||
| Backward Throw {{clr|A|214A}}~dc {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 3738 || 26 || | |||
|- | |||
| Backward Throw, 66{{clr|C|5C}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 3751 || 26 || | |||
|} | |||
|-| Air Throw = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Air Throw, 66{{clr|C|2C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen/Corner || {{ComboDifficulty|Medium}} || 3551 || 25 || | |||
|- | |||
| Air Throw, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 3570 || 25 || | |||
|- | |||
| Air Throw, {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Hard}} || 3682 || 26 || | |||
|- | |||
| Air Throw, {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Hard}} || 3738 || 26 || | |||
|} | |||
</tabber> | |||
==={{clr|D|En214D}} Starters=== | |||
: | <tabber> | ||
|-| Air/Counter = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Air/Counter Hit {{clr|D|En214D}}, dl.66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4133/4233 || 29/29 || | |||
|- | |||
| Air/Counter Hit {{clr|D|En214D}}, {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4082/4182 || 28/29 || | |||
|} | |||
|-| Far = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| {{clr|D|f.En214D}}, 66{{clr|A|5A}} {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 3553 || 25 || | |||
|- | |||
| Far {{clr|D|f.En214D}}, 66{{clr|B|5B}} {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 3936 || 28 || | |||
|} | |||
|-| Close = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}}, 66{{clr|B|5B}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4215 || 29 || | |||
|- | |||
| {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 4291 || 30 || | |||
|- | |||
| {{clr|D|c.En214D}}, {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 4282 || 30 || | |||
|- | |||
| {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 4347 || 31 || | |||
|- | |||
| Counter Hit {{clr|D|c.En214D}}, 66{{clr|C|2C}}/66{{clr|C|5C}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4282/4347 || 29/29 || {{clr|D|c.En214D}}, 66{{clr|C|5C}} requires a longer dash before {{clr|C|5C}} if {{clr|D|c.En214D}} hits point blank. | |||
|- | |||
| Counter Hit {{clr|D|c.En214D}}, 6{{clr|A|6A}} {{clr|A|214A}}~dc {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 4496 || 30 || | |||
|- | |||
| Counter Hit {{clr|D|c.En214D}}, 6{{clr|A|6A}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 4642 || 33 || | |||
|} | |||
</tabber> | |||
===Charged Drive Starters=== | |||
: Damage: | <tabber> | ||
: Meter Gain | |-| 5D/2D = | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Close {{clr|D|5[D]}}/{{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 5283/4752 || 37/34 || | |||
|- | |||
| Far {{clr|D|5[D]}}/{{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|D|f.En214D}}, 66{{clr|A|5A}} {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4865/4511 || 34/32 || | |||
|- | |||
| Very Far {{clr|D|5[D]}}/{{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|D|f.En214D}}, 66{{clr|B|2B}} {{clr|B|En236BBB}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Hard}} || 5132/4752 || 36/34 || Used when {{clr|D|f.En214D}} hits near max range. 66{{clr|B|5B}} can be used but is less consistent. | |||
|} | |||
|-| j.D = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Close and Low {{clr|D|j.[D]}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4708 || 33 || | |||
|- | |||
| Close and High {{clr|D|j.[D]}}, 66{{clr|B|5B}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4497 || 32 || | |||
|- | |||
| Far and Low {{clr|D|j.[D]}}, {{clr|D|En214D}}, {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Hard}} || 4588 || 32 || There are heights where no pickup after {{clr|D|j.[D]}} will work without a Counter Hit. | |||
|- | |||
| Close and Low {{clr|D|j.[D]}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}}, 66{{clr|B|5B}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 4513 || 32 || | |||
|} | |||
|-| 6D = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| {{clr|D|6[D]}} {{clr|A|214A}}~dl.dc {{clr|B|En236B}}(w){{clr|B|BB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 5807 || 41 || | |||
|- | |||
| {{clr|D|6[D]}} {{clr|A|214A}}~dl.dc {{clr|B|En236B}}(w){{clr|B|BB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 5842 || 41 || Will not work if the opponent is hit high in the air. | |||
|- | |||
| {{clr|D|6[D]}} IAD {{clr|D|j.[D]}}, dl.66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Hard}} || 6116 || 43 || Requires a very close hit. | |||
|- | |||
| {{clr|D|6[D]}}, (dl.)66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 5777 || 41 || | |||
|- | |||
| {{clr|D|6[D]}} {{clr|A|214A}}~dc, 66 {{clr|D|En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Hard}} || 5474 || 38 || | |||
|} | |||
|-| Counter Hit 5D = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Far Counter Hit {{clr|D|5[D]}} {{clr|A|214A}}~dc, (6){{clr|A|6A}} {{clr|C|5C}} {{clr|A|214A}}~dc {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Hard}} || 5920 || 42 || | |||
|- | |||
| Far Counter Hit {{clr|D|5[D]}} {{clr|A|214A}}~dc, (6){{clr|A|6A}} {{clr|C|5C}} {{clr|A|214A}}~dc {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Hard}} || 6026 || 43 || | |||
|- | |||
| Far Counter Hit {{clr|D|5[D]}} {{clr|A|214A}}~dc, 66{{clr|C|5C}} {{clr|D|c.En214D}}, {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 5738 || 40 || | |||
|- | |||
| Close Counter Hit {{clr|D|5[D]}} {{clr|D|6[D]}} {{clr|A|214A}}~dc, 6{{clr|A|6A}} {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 6374 || 45 || | |||
|- | |||
| Close Counter Hit {{clr|D|5[D]}} {{clr|D|6[D]}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 6252 || 44 || | |||
|- | |||
| Close Counter Hit {{clr|D|5[D]}} {{clr|D|2[D]}} {{clr|A|214A}}~dc dl.{{clr|D|c.En214D}}, {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Hard}} || 6131 || 43 || Delay {{clr|D|c.En214D}} so Naoto travels further. | |||
|} | |||
</tabber> | |||
=== | ===Unassorted Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Counter Hit (66){{clr|B|5B}}/{{clr|C|2C}} || {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4641/4562 || 32/32 || More corner carry than {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}} but '''with a {{clr|B|5B}} starter, microdash {{clr|B|5B}} on Rachel, Hakumen, Makoto, Valkenhayn, Platinum, Izayoi and Celica'''. | |||
|- | |||
| Counter Hit {{clr|C|3C}} || {{clr|D|2D}} {{clr|A|214A}}~dc {{clr|D|En214D}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4389 || 30 || Similar to above, less damage than early {{clr|B|En236BBB}} but more corner carry. | |||
|- | |||
| Counter Hit {{clr|C|3C}} || {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 4464 || 32 || Corner {{clr|A|(En)214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}} Optimisation adds no damage. | |||
|- | |||
| Counter Hit {{clr|C|5C}} || {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4933 || 34 || The high pushback on {{clr|C|5C}} makes this the most reliable midscreen DP punish as {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|B|En236B}} may whiff. | |||
|- | |||
| Counter Hit 66{{clr|C|5C}} || {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, dl.66{{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 4907 || 35 || Corner punish for Kokonoe's "super ball" ({{clr|A|214214A}}). | |||
|- | |||
| Counter Hit {{clr|D|c.En214D}} || {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 4310 || 29 || Alternative punish for Kokonoe's "super ball" after using {{clr|A|214A}} to evade the first hit of it (to not allow her to Rapid Cancel). | |||
|- | |||
| Air Counter Hit {{clr|C|623C}} || 66{{clr|A|5A}}/66{{clr|B|5B}} {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 3300/3692 || 23/26 || The normal used after {{clr|C|623C}} depends on the height the opponent is hit at. | |||
|- | |||
| Crouching Hit {{clr|B|6B}} || {{clr|A|214A}}~dc {{clr|C|En623C}}, {{clr|A|5A}} {{clr|C|2C}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Very Hard}} || 3045 || 21 || As Naoto must land after {{clr|B|6B}} to cancel into grounded specials, there is no hitstop to buffer {{clr|A|214A}}, making this route extremely difficult. | |||
|- | |||
| Rising {{clr|A|j.A}} || {{clr|B|j.B}} dl.{{clr|A|j.A}} {{clr|C|j.C}}, 66{{clr|C|5C}} {{clr|D|c.En214D}}, 66 {{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 2477 || 17 || Meterless fuzzy {{clr|A|j.A}} combo for Tager. Doing a microdashed {{clr|C|2C}} will not double side swap when done outside the corner. | |||
|} | |||
==Metered and Overdrive Combos== | |||
' | ===Metered Combos=== | ||
<tabber> | |||
|-| Charged Crush Trigger = | |||
{{TheoryBox | |||
| Title = Corner Charged Crush Trigger | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = MeteredCombo1 | |||
| Video = BBCF_Naoto_Charged_Crush_Trigger.webm | |||
| Recipe = | |||
| content = | |||
Naoto's {{clr|D|5D}}, {{clr|D|2D}} and {{clr|D|5[D]}} have a special property on air hit where when they hit at certain heights close to the ground, they gain additional untech. By having {{clr|D|5D}} or {{clr|D|2D}} hit as high as possible while still getting the additional untech from a "low hit", they can combo into any of his charged drives, even {{clr|D|6[D]}}. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Damage !! Meter Gain | |||
|- | |||
| Counter Hit {{clr|B|5B}}/{{clr|C|5C}} || {{clr|D|6D}} [CT], {{clr|D|5D}} {{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 5328/5738 || 1/4 | |||
|- | |||
| (Counter Hit) {{clr|D|6D}} || (dl.)[CT], {{clr|D|5D}} {{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 5792 (5892) || 3 (4) | |||
|} | |||
|-| 623X Rapid Cancel = | |||
{{TheoryBox | |||
| Title = Corner 623X Rapid Cancel | |||
| Oneliner = | |||
| Difficulty = | |||
| Anchor = MeteredCombo2 | |||
| Video = BBCF_Naoto_623X_Rapid_Cancel.webm | |||
| Recipe = | |||
| content = | |||
{{clr|D|623D}} scales better but will cause an {{clr|D|En623D}} > Ender to deal low damage. Additionally, {{clr|C|623C}} has slightly more untech and will work after weaker starters. | |||
=== | (dl.)(66){{clr|D|2[D]}} (dl.){{clr|D|5[D]}} requires the moves to be delayed in a total amount that allows {{clr|D|5[D]}} to get a "low hit". | ||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Difficulty !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|623C}}(1) RC, {{clr|D|2[D]}} {{clr|D|6[D]}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || {{ComboDifficulty|Medium}} || 4062 || -31 | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|623C}}(1) RC, (dl.)66{{clr|D|2[D]}} (dl.){{clr|D|5[D]}} {{clr|D|6[D]}} dl.{{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || {{ComboDifficulty|Hard}} || 4238 || -30 | |||
|- | |||
| {{clr|B|5B}} || {{clr|C|5C}} {{clr|D|623D}}(1) RC, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|A|214A}}~dc {{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|236BB}}{{clr|C|C}} sjc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || {{ComboDifficulty|Medium}} || 5182 || -25 | |||
|- | |||
| {{clr|B|5B}} || {{clr|C|5C}} {{clr|D|623D}}(1) RC, 66{{clr|D|2[D]}} (dl.){{clr|D|5[D]}} {{clr|D|6[D]}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || {{ComboDifficulty|Hard}} || 5315 || -24 | |||
|} | |||
|-| c.En214D Rapid Cancel = | |||
{{TheoryBox | |||
| Title = Corner {{clr|D|c.En214D}} Rapid Cancel | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = MeteredCombo3 | |||
| Video = | |||
| Recipe = | |||
| content = | |||
{{clr|D|c.En214D}} RC perfectly sets up a "low hit" {{clr|D|5[D]}} but does not allow for {{clr|D|5[D]}} {{clr|D|6[D]}} due to the opponent's crumple animation. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Damage !! Meter Gain | |||
|- | |||
| {{clr|C|665C}} || {{clr|D|c.En214D}} RC, (66){{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|A|214A}}~dc, {{clr|A|6A}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || 5948 || -19 | |||
|} | |||
</tabber> | |||
{{TheoryBox | |||
| Title = Super Starters | |||
| Oneliner = | |||
| Difficulty = | |||
| Anchor = SuperCombo1 | |||
| Video = | |||
| Recipe = | |||
| content = | |||
To side swap after {{clr|D|632146D}}(1) RC, run under the opponent before using a normal. | |||
After a microdash {{clr|B|En632146B}} RC, any specials inputted after will be Enhanced without needing to input a dash due to the Enhancer window still lasting. | |||
{{clr|B|(En)632146B}} RC outside the corner is incredibly difficult to convert after, with routing being both character specific and incredibly difficult. | |||
}} | |||
<tabber> | |||
|-| Divine Reaper = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| {{clr|D|632146D}} RC, 66 {{clr|B|En236BBB}}~dc {{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Not Back to Corner || {{ComboDifficulty|Medium}} || 5223 || -94 || | |||
|- | |||
| {{clr|D|632146D}} RC, 66 {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 5629 || -90 || | |||
|- | |||
| {{clr|D|632146D}} RC, 66{{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}} dl.{{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 6102 || -88 || | |||
|- | |||
| {{clr|D|632146D}}(1) RC, 66 {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|B|En236B}}(w){{clr|B|B}}(dl.){{clr|B|B}}~dc (dl.){{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Hard}} || 5429 || -83 || | |||
|- | |||
| {{clr|D|632146D}}(1) RC, 66 {{clr|D|5[D]}} {{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Very Hard}} || 6047 || -79 || Requires a "low hit" {{clr|D|5[D]}}. | |||
|} | |||
|-| Divine Smasher = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| Counter Hit {{clr|B|(En)632146B}}, 66{{clr|A|5A}}/66{{clr|B|5B}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 4917 (5357)/5319 (5759) || -38/-36 || | |||
|- | |||
| {{clr|B|(En)632146B}} RC, dl.66{{clr|D|5D}} {{clr|D|2[D]}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 5589 (5989) || -86 || | |||
|- | |||
| Counter Hit {{clr|B|(En)632146B}} RC, {{clr|D|En214D}}, {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Hard}} || 5408 (5848) || -89 || | |||
|- | |||
| Counter Hit {{clr|B|(En)632146B}} RC, {{clr|D|En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Hard}} || 5368 (5808) || -92 || | |||
|} | |||
</tabber> | |||
=== | {{TheoryBox | ||
| Title = Super Enders | |||
| Oneliner = | |||
| Difficulty = | |||
| Anchor = SuperCombo2 | |||
| Video = | |||
| Recipe = | |||
| content = | |||
{{clr|B|En236BBB}} can simply be dash cancelled into a delayed {{clr|B|En632146B}} outside the corner and a delayed {{clr|D|En632146D}} in the corner. | |||
{{clr|B|j.632146B}} can consistently link into {{clr|C|623C}}~{{clr|C|j.2C}} in the corner. | |||
After {{clr|A|(En)214A}}~{{clr|A|8A}}, Naoto can do 66{{clr|C|2C}} {{clr|B|En632146B}} or dl.{{clr|C|2C}} {{clr|D|632146D}} (not delaying enough will have the projectile version hit after a short combo and allow the opponent to air tech and punish after a long combo). | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Meter Gain | |||
|- | |||
| 66{{clr|A|5A}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|B|j.632146B}}, {{clr|C|623C}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 4366 || -25 | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|2C}} {{clr|B|En632146B}} || Corner || {{ComboDifficulty|Medium}} || 3782 || -30 | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, dl.{{clr|C|2C}} {{clr|D|632146D}} || Corner || {{ComboDifficulty|Hard}} || 3826 || -30 | |||
|} | |||
{{TheoryBox | |||
| Title = Double Super Enders | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = SuperCombo3 | |||
| Video = | |||
| Recipe = | |||
| content = | |||
Naoto can double super with a few of his supers. The projectile version of {{clr|D|632146D}} can be used after 66{{clr|C|5C}}/66{{clr|C|2C}} {{clr|B|En236BBB}} and then linked into {{clr|B|(En)632146B}} or {{clr|D|(En)632146D}}. | |||
' | Naoto's more damaging double super involves using {{clr|B|j.632146B}}, as not only is it plus enough on hit to consistently link into {{clr|C|623C}}~{{clr|C|j.2C}} as mentioned earlier, it can also link into {{clr|B|(En)632146B}}. If Naoto is low to the ground or if {{clr|B|j.632146B}} hits late, Naoto can even link into {{clr|C|2C}} or {{clr|D|(En)632146D}}. This may require doing a {{keyword|TK}} {{clr|B|j.632146B}}, which can be inputted as {{clr|B|632146[9]B}} or {{clr|B|632147896B}} (full circle starting from 6). | ||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Difficulty !! Damage !! Notes | |||
|- | |||
| 66{{clr|A|5A}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En632146D}}, {{clr|D|(En)632146D}} || Midscreen || {{ComboDifficulty|Medium}} || 4470 || | |||
|- | |||
| 66{{clr|A|5A}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|B|j.632146B}}, {{clr|B|(En)632146B}} || Midscreen || {{ComboDifficulty|Medium}} || 5054 (5214) || | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} IAD {{clr|C|j.C}} {{clr|B|j.632146B}}, {{clr|C|2C}} {{clr|D|632146D}} || Corner || {{ComboDifficulty|Medium}} || 4285 || | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|C|2C}} jc {{clr|B|j.632146B}}, {{clr|C|2C}} {{clr|D|632146D}} || Corner || {{ComboDifficulty|Hard}} || 4604 || {{clr|C|2C}} TK {{clr|B|j.632146B}} will not work after very long combos. | |||
|} | |||
===Unassorted Metered Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Position !! Difficulty !! Damage !! Meter Gain !! Notes | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|5C}} RC, 66{{clr|C|5C}} {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Back to Corner || {{ComboDifficulty|Medium}} || 3538 || -35 || Side swap combo if {{clr|C|j.2C}}(w), 66{{clr|C|2C}} is too difficult. | |||
|- | |||
| CT Guard Break || Backward Throw {{clr|A|214A}}~dc {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|A|214A}}~dc, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 3287 || -13 || Consistent when cancelling into CT after a dash cancel. Simply the corner Backward Throw combo. | |||
|- | |||
| Rising {{clr|A|j.A}} || {{clr|C|j.623C}} RC, {{clr|D|j.[D]}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~dc {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || Corner || {{ComboDifficulty|Medium}} || 3271 || -36 || Corner fuzzy {{clr|A|j.A}} combo. | |||
|- | |||
| {{clr|D|623D}}/{{clr|D|En623D}} || RC, {{clr|D|j.[D]}}, {{clr|B|En236BB}}{{clr|C|C}} 8sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Easy}} || 2435/2395 || -41/-40 || For Counter Hit {{clr|D|En623D}}, Rapid Cancel before the last hit. | |||
|- | |||
| {{clr|D|623D}}(1)/{{clr|D|En623D}}(1) || RC, dl.{{clr|A|(En)214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BB}}{{clr|C|C}} 8sjc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || {{ComboDifficulty|Medium}} || 2476 || -42 || | |||
|} | |||
=== | ===Overdrive Combos=== | ||
{{TheoryBox | |||
| Title = Corner {{clr|D|2D}} Overdrive Cancel | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = OverdriveCombo1 | |||
| Video = BBCF_Naoto_Corner_2D_Overdrive_Cancel.webm | |||
| Recipe = | |||
| content = | |||
{{clr|D|2D}} ODC, {{clr|D|2[D]}} leads into an Overdrive charged drive loop, Naoto's primary use of Overdrive for combos. They deal high damage and can be done after any drive string. They should ideally be ended with a metered super as [[BBCF/Mechanics#Exceed_Accel|Exceed Accel]]s lead to poor okizeme. | |||
Overdrive Cancels can be used outside of the corner, however as charged drive loops will not work, the damage increase generally does not justify spending Overdrive. | |||
The Overdrive string depends on the amount of Overdrive time: | |||
*With 2 seconds, one charged drive string can be done or two charged drive strings can be done without an Overdrive super ender. | |||
*With 2.5 seconds, two charged drive strings can be done without {{clr|D|6[D]}}. | |||
: | *With 3 seconds, two charged drive strings can be done. | ||
*With 3.25 seconds, three charged drive strings can be done without an Overdrive super ender if routed into early. | |||
*With 4 seconds, two charged drive strings into {{clr|A|6A}} {{clr|D|2D}} {{clr|D|6[D]}} can be done if routed into early. Alternatively, doing three charged drive strings will end Overdrive, allowing for a double super. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Overdrive Time !! Damage !! Meter Gain !! Notes | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} ODC, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|6[D]}}~dc {{clr|D|En632146D}} || 2:00 || 4195 || -30 || | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} ODC, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}} {{clr|A|214A}}~dl.dc {{clr|D|En632146D}} || 2:00 || 4221 || -27 || | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} ODC, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|632146D}} || 2:50 || 4365 || -29 || | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} ODC, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}}~dc {{clr|D|En632146D}} || 3:00 || 4567 || -27 || | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|3C}} {{clr|D|214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} ODC, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}} {{clr|A|214A}}~dl.dc {{clr|D|En632146D}} || 3:25 || 4661 || -24 || | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|3C}} {{clr|D|214D}}, 66{{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} ODC, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|A|6A}} {{clr|D|2D}} {{clr|D|6[D]}}~dc {{clr|D|En632146D}} || 4:00 || 4753 || -18 || | |||
|- | |||
| Counter Hit {{clr|C|5C}} || {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} ODC, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}} dl.jc {{clr|B|j.632146B}}, {{clr|D|En632146D}} || 4:00 || 7257 || -100 || Uses a delayed {{keyword|TK}} {{clr|B|j.632146B}}. Can be inputted as {{clr|B|632146[9]B}} or {{clr|B|632147896B}} (full circle starting from 6). | |||
|} | |||
=== | ===Unassorted Overdrive Cancel Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Position !! Difficulty !! Overdrive Time !! Damage !! Meter Gain !! Notes | |||
|- | |||
| {{clr|A|5A}} || {{clr|A|5AA}} {{clr|C|5C}} {{clr|C|3C}} {{clr|A|214A}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}(w), {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} ODC, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}} dl.{{clr|A|214A}}~{{clr|A|8A}}, {{clr|B|(En)632146B}} || Corner || {{ComboDifficulty|Medium}} || 2:00 || 4345 (4505) || -25 || Requires more combo time than the other 2 second OD routes. '''{{clr|A|(En)214A}}~{{clr|A|8A}}, {{clr|B|(En)632146B}} does not work at -10f untech on Rachel, Litchi, Bang, Hakumen, Mu, Valkenhayn, Platinum, Relius, Izayoi, Bullet, Kagura and Izanami''' | |||
|- | |||
| Forward Throw || j.ODC, {{clr|D|j.[D]}}, {{clr|D|5D}} {{clr|D|2[D]}} {{clr|D|6[D]}} {{clr|A|214A}}~{{clr|A|8A}}, {{clr|B|En236BBB}}~dc {{clr|D|En632146D}} || Corner || {{ComboDifficulty|Medium}} || 4:00 || 5090 || -22 || Burst safe throw combo. | |||
|- | |||
| {{clr|A|6A}} || ODC, 66{{clr|C|5C}} {{clr|D|5D}} {{clr|D|2D}}~dc dl.{{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En632146D}} || Corner || {{ComboDifficulty|Medium}} || 4:00 || 5120 || -18 || Burst safe overhead combo. | |||
|- | |||
| {{clr|A|6A}} || ODC, 66{{clr|C|5C}} {{clr|D|c.En214D}} RC, dl.{{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|6[D]}}~dc {{clr|B|En236BBB}}~dc dl.{{clr|D|En632146D}} || Corner || {{ComboDifficulty|Medium}} || 4:00 || 5683 || -80 || Higher meter cost burst safe overhead combo. | |||
|} | |||
{{TheoryBox | |||
| Title = Raw Overdrive | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = OverdriveCombo2 | |||
| Video = | |||
| Recipe = | |||
| content = | |||
The large increase in Overdrive time allows for a high number of charged drive loops if routed into very early. The faster startup of charged drives can also be utilised at the start of combos. {{clr|D|6[D]}} can also be used as a viable punish against reversals if they whiffed through Naoto's Overdrive activation, allowing Naoto to use his fatal counter only double super - OD {{clr|D|632146D}}, {{clr|B|(En)632146B}}. | |||
===Midscreen Back | OD, {{clr|B|(En)632146B}} RC will always induce Active Flow when used at red health, the only exception being if Active Flow was already triggered. | ||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Position !! Difficulty !! Overdrive Time !! Damage !! Meter Gain !! Notes | |||
|- | |||
| OD, Counter Hit {{clr|C|5C}} || {{clr|D|5[D]}} {{clr|D|2[D]}}~dc dl.{{clr|D|c.En214D}} (dl.)RC, dl.(66){{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}}~dc {{clr|D|En632146D}} || Corner (Back to Corner) || {{ComboDifficulty|Medium}} || 8:00 || 8611 || -55 || {{clr|D|2[D]}}~dc (66){{clr|D|2[D]}} can be done to convert outside of the corner but '''does not work on Litchi, Bang, Carl, Mu, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai''' if Naoto can't reach the corner after the first {{clr|D|2[D]}}~dc. | |||
|- | |||
| OD, Fatal Counter {{clr|D|6[D]}} || dl.[CT], {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|6[D]}} {{clr|D|632146D}}, {{clr|B|(En)632146B}} || Corner || {{ComboDifficulty|Medium}} || 8:00 || 10411 (10571) || -100 || | |||
|- | |||
| OD, {{clr|B|(En)632146B}} || RC, {{clr|A|6A}} {{clr|D|2D}}~dc, {{clr|D|2D}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2D}} {{clr|D|6[D]}}~dc EA || Midscreen || {{ComboDifficulty|Medium}} || 8:00 || AF 8080 (8476) || -77 || '''A low Overdrive {{clr|D|2D}} {{clr|D|5[D]}} does not work on Izayoi, Amane, Bullet, Azrael and Hibiki'''. | |||
|- | |||
| OD, {{clr|B|(En)632146B}} || RC, {{clr|D|2D}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}}~dc EA || Corner || {{ComboDifficulty|Medium}} || 8:00 || AF 8490 (8886) || -76 || | |||
|- | |||
| OD, {{clr|B|(En)632146B}} || RC, 66 {{clr|D|2D}}~dc, {{clr|D|2D}}~dc, {{clr|D|2D}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}}~dc, {{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|D|6[D]}}~dc EA || Back to Corner || {{ComboDifficulty|Hard}} || 8:00 || AF 7672 (8068) || -78 || Run under the opponent before the first {{clr|D|2D}}. | |||
|} | |||
==Character Specific Combos== | |||
{{TheoryBox | |||
| Title = {{keyword|OTG}} {{clr|C|5C}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CharacterSpecific1 | |||
| Video = | |||
| Recipe = | |||
| content = | |||
Works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o. | |||
Can be used to optimise 66{{clr|C|2C}} {{clr|B|En236BBB}} or {{clr|C|2C}} {{clr|D|5D}} {{clr|D|6D}}, 66{{clr|B|5B}}. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Position !! Damage !! Meter Gain | |||
|- | |||
| Air Throw || 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Midscreen/Corner || 3714 || 26 | |||
|- | |||
| {{clr|A|214A}}~{{clr|A|8A}} || {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}}, 66{{clr|C|5C}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || 3817 || 27 | |||
|} | |||
{{TheoryBox | |||
| Title = {{clr|D|c.En214D}}, 66{{clr|C|5C}} | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CharacterSpecific2 | |||
| Video = | |||
| Recipe = | |||
| content = | |||
Works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o. | |||
Can be used to optimise {{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|B|En236BBB}}. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Position !! Damage !! Meter Gain | |||
|- | |||
| 66{{clr|A|5A}} || {{clr|D|c.En214D}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, (66){{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || Back to Corner || 3931 || 27 | |||
|} | |||
{{TheoryBox | |||
| Title = Corner {{clr|D|2D}} {{clr|D|5[D]}} | |||
| Oneliner = | |||
| Difficulty = | |||
| Anchor = CharacterSpecific3 | |||
| Video = | |||
| Recipe = | |||
| content = | |||
Does not work on Ragna, Litchi, Arakune, Bang, Carl, Mu, Makoto, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai. | |||
' | Can be used to optimise {{clr|D|5D}} {{clr|D|2[D]}} and can be looped (although {{clr|D|5[D]}}'s long startup generally means it should only be done twice at most). | ||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Route !! Difficulty !! Damage !! Meter Gain | |||
|- | |||
| Fatal Counter {{clr|B|236BB}}(w){{clr|B|B}} || dl.(66){{clr|B|5B}} {{clr|B|6B}}, (66){{clr|C|2C}} dl.{{clr|D|2D}} {{clr|D|5[D]}} {{clr|A|214A}}~dc, {{clr|A|6A}} {{clr|D|2D}} {{clr|A|214A}}~dc dl.{{clr|D|c.En214D}}, 66{{clr|C|2C}} {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|D|En623D}}~{{clr|C|j.2C}} || {{ComboDifficulty|Hard}} || 5676 || 40 | |||
|- | |||
| Counter Hit {{clr|C|5C}} || {{clr|D|6D}} [CT], {{clr|D|2D}} {{clr|D|5[D]}} {{clr|A|214A}}~dc, {{clr|D|2D}} {{clr|D|5[D]}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || {{ComboDifficulty|Medium}} || 5821 || 6 | |||
|- | |||
| {{clr|B|5B}} || {{clr|C|5C}} {{clr|C|623C}} RC, (dl.){{clr|D|2[D]}} (dl.){{clr|D|5[D]}} {{clr|A|214A}}~dc, {{clr|A|6A}} {{clr|D|2D}} {{clr|D|5[D]}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || {{ComboDifficulty|Hard}} || 5323 || -22 | |||
|- | |||
| 66{{clr|C|5C}} || {{clr|D|c.En214D}} RC, (66){{clr|D|2[D]}} {{clr|D|5[D]}} {{clr|A|214A}}~dc, {{clr|A|6A}} {{clr|D|2D}} {{clr|D|5[D]}} {{clr|A|214A}}~dc {{clr|A|En214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}}~dc {{clr|D|En623D}}~{{clr|C|j.2C}} || {{ComboDifficulty|Medium}} || 6172 || -17 | |||
|} | |||
{{TheoryBox | |||
| Title = Arakune Specific | |||
| Oneliner = | |||
| Difficulty = Medium | |||
| Anchor = CharacterSpecific4 | |||
| Video = BBCF_Naoto_Arakune_Specific.webm | |||
| Recipe = | |||
| content = | |||
{{clr|B|236BB}}{{clr|C|C}} dl.jcc {{clr|A|214A}}~{{clr|A|8A}} on regular hit only works on Arakune. "jcc" refers to a "jump cancel cancel", where Naoto's prejump is cancelled into a grounded special. {{clr|A|214A}} can be inputted as {{clr|A|2147A}}. | |||
Can be used after routing into {{clr|B|En236B}} due to {{clr|B|En236BBB}}~dc {{clr|C|En623C}} not working on Arakune outside the corner. | |||
}} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Route !! Position !! Damage !! Meter Gain | |||
|- | |||
| {{clr|B|5B}} {{clr|C|5C}} {{clr|B|236BB}}{{clr|C|C}} dl.jcc {{clr|A|214A}}~{{clr|A|8A}}, 66{{clr|C|3C}} {{clr|D|En214D}}, {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}}, 66{{clr|C|5C}} {{clr|C|2C}} jc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} || Midscreen || 3530 || 25 | |||
|} | |||
{{TheoryBox | |||
| Title = {{clr|C|En623C}}~dl.{{clr|C|j.2C}}, (dl.){{clr|A|5A}} | |||
| Oneliner = | |||
| Difficulty = Very Hard | |||
| Anchor = CharacterSpecific5 | |||
| Video = | |||
| Recipe = Starter > {{clr|C|5C}} {{clr|A|214A}}~dc/{{clr|D|5D}}~dc {{clr|C|En623C}}~dl.{{clr|C|j.2C}}, (dl.){{clr|A|5A}} {{clr|C|2C}} {{clr|A|214A}}~dc {{clr|B|En236BBB}}~dc dl.{{clr|D|En214D}}, {{clr|B|5B}} {{clr|C|2C}} sjc {{clr|C|j.C}} jc {{clr|C|j.C}} {{clr|D|j.623D}}~{{clr|C|j.2C}} | |||
| content = | |||
{{clr|C|j.2C}} will hit on Jin, Noel, Rachel and Makoto. {{clr|A|5A}} may need to be delayed by one frame in order to hit at the lowest height possible for the route. | |||
On characters where {{clr|C|j.2C}} whiffs, the additional plus frames will make landing {{clr|A|5A}} as low as possible very difficult. | |||
Can be used to optimise any route using {{clr|C|En623C}}, {{clr|A|5A}} but is generally not worth the effort. | |||
: | }} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Starter !! Damage !! Meter Gain | |||
|- | |||
| {{clr|A|5A}} {{clr|A|5AA}} || 3101 || 22 | |||
|- | |||
| {{clr|B|5B}} || 3696 || 26 | |||
|} | |||
== | ===Character Specifics List=== | ||
'''Adjustments''' | |||
{{ | *{{clr|C|j.2C}} cannot be whiffed after grounded launches with {{clr|C|3C}} and {{clr|B|En236BBB}}, and {{clr|B|En236BBB}}~dc {{clr|C|En623C}} does not work outside the corner on '''Arakune'''. | ||
*When doing corner {{clr|C|2C}} {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}}, microdash {{clr|C|2C}} or omit {{clr|D|2D}} on '''Bang, Platinum and Arakune'''. | |||
*When doing {{clr|D|5D}} {{clr|D|6D}}, 66{{clr|B|5B}}, microdash {{clr|C|2C}} or do a longer dash before {{clr|B|5B}} on '''Rachel and Makoto'''. | |||
*When doing {{clr|A|(En)214A}}~{{clr|A|8A}}, 66{{clr|C|2C}} {{clr|D|5D}}, delay 66{{clr|C|2C}} on '''Noel, Rachel, Taokaka, Tsubaki, Mu, Relius, Amane, Bullet, Hibiki, Naoto and Izanami'''. | |||
*Corner {{clr|A|(En)214A}}~{{clr|A|8A}}, 66{{clr|C|5C}} {{clr|B|En236BBB}} does not work on '''Ragna, Bang, Tsubaki, Mu, Platinum and Izanami'''. If the second hit of {{clr|B|En236BBB}} is delayed, it only does not work on '''Mu and Izanami'''. | |||
*When doing {{clr|C|3C}} {{clr|D|214D}}, 66{{clr|C|2C}}, do not use {{clr|C|5C}} on '''Rachel, Hakumen, Makoto, Izayoi and Celica'''. | |||
*Crouching Hit {{clr|C|5C}} {{clr|A|214A}}~dc {{clr|D|c.En214D}} does not work on '''Tager and Susano'o'''; route into {{clr|B|En236BBB}}. | |||
*Fatal Counter {{clr|B|236B}}(w){{clr|B|B}}{{clr|C|C}} dl.jcc {{clr|A|214A}}~{{clr|A|8A}} does not work on '''Noel, Mu and Naoto'''; route into Late Hit {{clr|C|623C}}. | |||
*When doing Counter Hit {{clr|B|5B}} {{clr|D|6D}} {{clr|A|214A}}~dc dl.{{clr|D|En214D}}, microdash {{clr|B|5B}} on '''Rachel, Hakumen, Makoto, Valkenhayn, Platinum, Izayoi and Celica'''. | |||
*{{clr|A|(En)214A}}~{{clr|A|8A}}, {{clr|B|(En)632146B}} does not work at -10f untech on '''Rachel, Litchi, Bang, Hakumen, Mu, Valkenhayn, Platinum, Relius, Izayoi, Bullet, Kagura and Izanami'''; route into another Overdrive route. | |||
*A low Overdrive {{clr|D|2D}} {{clr|D|5[D]}} does not work on '''Izayoi, Amane, Bullet, Azrael and Hibiki'''; route into non-Overdrive routing. | |||
*Outside the corner Overdrive {{clr|D|2[D]}}(no wallstick)~dc (66){{clr|D|2[D]}} does not work on '''Litchi, Bang, Carl, Mu, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai'''; route into {{clr|D|6[D]}}~dc loops instead. | |||
'''Routing''' | |||
*OTG {{clr|C|5C}} works on '''Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o'''. | |||
*{{clr|D|c.En214D}}, 66{{clr|C|5C}} works on '''Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o'''. | |||
*{{clr|D|2D}} {{clr|D|5[D]}} does not work on '''Ragna, Litchi, Arakune, Bang, Carl, Mu, Makoto, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai'''. | |||
*{{clr|B|236BB}}{{clr|C|C}} dl.jcc {{clr|A|214A}}~{{clr|A|8A}} only works on '''Arakune'''. | |||
*Grounded/Low Air Hit {{clr|C|En623C}}~dl.{{clr|C|j.2C}}, (dl.){{clr|A|5A}} works on '''Jin, Noel, Rachel and Makoto'''. | |||
< | ==Navigation== | ||
<center>{{Character Label|BBCF|Naoto Kurogane|size=42px}}</center> | |||
{{ | {{BBCF/CharacterLinks}} | ||
{{BBCF/Navigation}} | |||
}} | |||
{{ | |||
Latest revision as of 01:11, 7 February 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Disclaimer: Naoto can be played effectively without the usage of high damage combos due to his straightforward gameplan and strong but simple pressure. It is recommended to focus on learning fundamentals such as pressure, neutral and defence rather than focusing on learning difficult combos.
Note: Combos listed will assume that you have learned combo pieces covered earlier in the page. Remember that combos can and should be adjusted to what you are able to execute.
Starter By Starter List
If just looking for a combo from a particular starter, browse the old version of the page or the video below
Note: Starters or types of routes with their own section on this page (e.g. Charged Drive Starters, Fatal Counter Combos, Metered Combos, etc.) may be more optimal or in-depth than those found on the old page.
The old page and video both use old Naoto combo notation (which is still used by the Naoto community).
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
Beginner Combos
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
5A 5AA 5B 5C 6B j.623D~j.2C *(2A 5A 5AA 2C sjc j.C jc j.C j.623C~j.2C) | Anywhere | [1] Very Easy | 2150 (2822) | 15 (20) | *Input 2A immediately after landing to start a blue beat combo if the opponent doesn't emergency tech. |
(Crouching Hit 5A 5AA) 5B 5C 236BBC sjc j.B j.C jc (dl.)j.B j.C (dl.)j.623D~(dl.)j.2C | Anywhere | [1] Very Easy | 2922 (2506) | 20 (17) | Can side swap by delaying the second j.B, j.623D and j.2C. |
5A 5AA 5B 5C 3C 214D, 5B 236BBC sjc j.C jc j.C j.623D~j.2C | Corner | [1] Very Easy | 2657 | 19 | |
Forward Throw, (66)5C 2C sjc j.B j.C jc j.B j.C j.623D~j.2C | Anywhere | [1] Very Easy | 2884 | 20 | The microdash may not be required on some characters but is good practice. |
Air Hit 2C (s)jc j.C jc j.C j.D j.623D~j.2C | Anywhere | [1] Very Easy | 2794 | 20 | Anti-air combo. May need to super jump if the opponent is hit very high up. |
Air Hit 2A 5A 5AA 2C sjc j.B j.C jc j.B j.C j.623D~j.2C | Anywhere | [1] Very Easy | 1911 | 13 | Roll catch combo. |
At this stage, it is recommended that you learn about Naoto's okizeme and practice his General Roll Catch here, because for Naoto the most important reward from a combo is not the damage but the pressure he can start after it.
Starter > 5C 214A~dc/5D~dc En623C, 5A 5AA 2C jc j.C jc j.C j.623D~j.2C
En623C is Naoto's main way of launching a grounded opponent from common starters.
The dash cancel into En623C can be thought of as a single motion (65623C) as dash cancel is instantly special cancellable.
Although generally quite difficult when learning Naoto, dash cancelling from 214A is highly encouraged as compared to dash cancelling from a drive normal, it can be cancelled one frame earlier and can be cancelled into from any normal, unlike Naoto's drives. Some find it easier to input this sequence as 2146A 623C.
En623C can be slightly delayed after the dash cancel to allow the combo to work from any distance.
Starter | Damage | Meter Gain |
---|---|---|
5A 5AA | 2505 | 17 |
5B | 2952 | 21 |
Starter > 5C 214A~dc/5D~dc En623C, 5A 2C 5D 214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C
Reaching the corner allows Naoto to extend with a drive normal, allowing him to use 214A~8A.
214A~8A does a lot of damage and can be consistently followed up with a 5C after.
Starter | Damage | Meter Gain |
---|---|---|
5A 5AA | 2980 | 21 |
5B | 3544 | 25 |
Starter > 5C 3C 214D, dl.665B En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C
Delay En214D so that it hits as low as possible and optionally perform a very short microwalk back (may not be possible during very long combos) before 5B so that Naoto does not swap sides. If this ender is too difficult or inconsistent, replace 5B with a delayed 5A 5AA or simply end in En623D~j.2C.
Starter | Damage | Meter Gain |
---|---|---|
5A 5AA | 3006 | 21 |
5B | 3573 | 25 |
Core Combos
Core combos balance potency with consistency. They:
|
Starter > 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C
j.2C cannot be whiffed after grounded launches with 3C and En236BBB on Arakune.
To whiff j.2C, delay it as much as the cancel window allows. It allows Naoto to recover much earlier after En623C as the followup has no landing recovery.
Starter | Damage | Meter Gain |
---|---|---|
5A 5AA | 3080 | 22 |
5B | 3668 | 26 |
Route > 6D 214A~dc En214A~8A, Ender
This ender can be used after any route that ends in a drive string and adds a high amount of damage to Naoto's corner combos.
When doing a full drive string (5D 2D 6D), microdash 2C or omit 2D on Bang, Platinum and Arakune.
Can also be done with 2D 214A~dc En214A~8A for Midscreen routes that do not fully reach the corner.
Route | Ender | Damage | Meter Gain |
---|---|---|---|
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), (66)2C 5D 2D | 665C En623D~j.2C | 3083 | 22 |
5B 5C 3C 214D, dl.665B En236BBB~dc dl.En214D, (66)2C 5D 2D | 665C En623D~j.2C | 3976 | 28 |
Starter > 214A~8A, Variation > En236BBB~dc > Route
Due to being a combo throw, 214A~8A will stabilize the opponents height and allow for consistent conversions from air hits if routed into.
When doing 5D 6D, 665B, microdash 2C or do a longer dash before 5B on Rachel and Makoto.
Starter | Variation | Route | Position | Damage | Meter Gain |
---|---|---|---|---|---|
- | - | dl.En214D, (66)2C 5D 6D, 665B 2C jc j.C jc j.C j.623D~j.2C | Midscreen | 3817 | 27 |
Air Hit 2A 5A 5AA 2C | 665C | dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Midscreen | 2739 | 19 |
Air Hit 2C | 665C | dl.En214D, (66)2C 5D 6D, 665B 2C jc j.C jc j.C j.623D~j.2C | Midscreen | 4331 | 31 |
Rising Air Counter Hit j.C, land 5A 2C | 665C | dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Midscreen | 3453 | 24 |
Rising Air Counter Hit sj.C, dl.j.C, land 2C | 665C | dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Midscreen | 3453 | 24 |
Starter > 214A~8A, dl.662C > Variation > 214A~dc En236BBB~dc En623D~j.2C
If done early, Naoto can do a drive string after 214A~8A.
When doing 214A~8A, 662C 5D, delay 662C on Noel, Rachel, Taokaka, Tsubaki, Mu, Relius, Amane, Bullet, Hibiki, Naoto and Izanami.
Starter | Variation | Damage | Meter Gain |
---|---|---|---|
- | 5D 6D 214A~dc dl.En214D, (66)2C 5D 2D 6D | 3906 | 28 |
Air Hit 2A 5A 5AA 2C | 5D 2D 6D | 2672 | 19 |
Air Hit 2C | 5D 6D 214A~dc dl.En214D, (66)2C 5D 2D 6D | 4323 | 31 |
Starter > 662C En214A~8A, Variation > En236BBB~dc Ender
Naoto's way to side swap an airborne opponent. Works later in combos than 2C 214A~8A due to En214A~8A being slightly faster.
Starter | Variation | Ender | Damage | Meter Gain |
---|---|---|---|---|
214A~8A | 665C | dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | 3293 | 21 |
Air Hit 2A 5A 5AA 2C 214A~8A | 665C | En623D~j.2C | 2417 | 16 |
Air Hit 2C 214A~8A | 665C | dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | 3783 | 25 |
663C En214D | dl.662C 5D 214A~dc | dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | 4160 | 29 |
Starter > 5C > Variation > 214A~dc En236BBB~dc En623C~dl.j.2C(w), Ender
En236BBB~dc En623C does not work outside the corner on Arakune.
Crouching hit routing that will work at any distance from the opponent.
Starter | Variation | Ender | Position | Damage | Meter Gain | Notes |
---|---|---|---|---|---|---|
5A 5AA | 5D | (3C 214D,) 5B 2C sjc j.C jc j.C j.623D~j.2C | Anywhere (Midscreen) | 3223 (3289) | 23 (23) | Do the part in brackets if Naoto reaches the corner. |
5B | 5D 2D | (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen | 4413 | 31 |
Starter > 5C 214A~dc/5D~dc En623C, 5A 2C 214A~dc En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C
Nearly Naoto's best midscreen combo, only beaten by j.2C(w), 662C routing which has a significant difference in difficulty.
Has extremely good corner carry, almost working when Naoto's back is to the corner. Whenever too far from the corner after an En236BBB for 5B to hit after En214D, instead end in En236BBC 8sjc j.C jc j.C j.623D~j.2C.
214A must be used after 2C and the cancels must be done immediately.
Starter | Damage | Meter Gain |
---|---|---|
5A 5AA | 2969 | 21 |
5B | 3532 | 25 |
Starter > 5C 3C 214D, En623C~dl.j.2C(w), 2C > Variation > En214A~8A, En236BBB~dc En623D~j.2C
A variant of Corner Whiff j.2C routing that does more damage. The listed combos below end in En214A~8A, En236BBB which does more damage than En214A~8A, 665C if En236BBB has not been used yet.
j.2C can be whiffed against Arakune with this launch if En623C is done fast enough.
Starter | Variation | Damage | Meter Gain |
---|---|---|---|
5A 5AA | 5D 6D | 3239 | 23 |
5B | 5D 2D 6D | 3922 | 28 |
Starter > 2C 5D 214A~dc En214D, (66)2C > Variation > 214A~dc En214A~8A, Ender
Used after setting up a drive string route without using En214D.
Starter | Variation | Ender | Damage | Meter Gain |
---|---|---|---|---|
5B 5C 3C 214A~dc En623C~dl.j.2C(w) | 5D 6D | En236BBB~dc En623D~j.2C | 3964 | 28 |
665B En236BBB~dc En623C~dl.j.2C(w) | 5D 2D 6D | 665C En623D~j.2C | 4365 | 31 |
5D 214A~dc En236BBB~dc En623C~dl.j.2C(w) | 5D 2D 6D | 665C En623D~j.2C | 4715 | 33 |
2D 214A~dc En236BBB~dc En623C~dl.j.2C(w) | 5D 2D 6D | 665C En623D~j.2C | 4333 | 31 |
En236BBB~dc En623C~dl.j.2C(w) | 5D 2D 6D | 665C En623D~j.2C | 3794 | 27 |
Starter > (dl.)En214D, 2C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En214A~8A, Ender
Used after routing into En214D early in a combo.
Starter | Ender | Damage | Meter Gain |
---|---|---|---|
663C En236BBB~dc | 665C En623D~j.2C | 4355 | 31 |
Air Hit En236BBB~dc | 665C En623D~j.2C | 3987 | 28 |
Counter Hit 5B/5C 6D 214A~dc | En236BBB~dc En623D~j.2C | 4657/5069 | 33/36 |
6D 214A~dc (dl.)En236BBB~dc | 665C En623D~j.2C | 5030 | 36 |
Starter > c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C
High damage routing but risky to use as autopilots in neutral due to En214D being punishable on block, making it more useful when punishing.
A longer dash on 2C can be used after c.En214D to ensure that En214A~8A will side swap on every character.
Starter | Damage | Meter Gain |
---|---|---|
665A | 3775 | 26 |
665B/665C | 4417/4798 | 31/34 |
Counter Hit 5AA, 665C | 4645 | 33 |
Counter Hit 6B, 665B | 3911 | 27 |
Starter > c.En214D, Variation (dl.)En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C
For side swapping after c.En214D while not necessarily requiring Naoto to be as far into the corner as possible.
When doing 5D 214A~dc En236BBB, En236B can be delayed after the dash cancel so that Naoto travels further before it, allowing it to work from further distances from the corner or even midscreen (although this may be character specific).
Starter | Variation | Damage | Meter Gain | Notes |
---|---|---|---|---|
665A | 662C | 3866 | 27 | |
665B/665C | 662C 5D 214A~dc | 4587/4976 | 32/35 | On a Counter Hit, can do 5D~dc after 665C so it works at any range. |
Counter Hit 5AA, 665C | 662C | 4737 | 33 | |
Counter Hit 6B, 665B | 662C | 3984 | 28 |
Starter > c.En214D, 662C 5D 2D 214A~dc, (66)2C > Variation > 214A~dc En214A~8A, En236BBB~dc En623D~j.2C
For side swapping after c.En214D when Naoto is as far into the corner as possible.
Starter | Variation | Damage | Meter Gain |
---|---|---|---|
665A | 5D 6D | 3890 | 27 |
665B/665C | 5D 2D 6D | 4610/4997 | 33/35 |
Naoto can fairly easily route into resource dumps at the end of combos if it will ensure a kill.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
Combos listed as Very Hard represent routes that are considered too difficult for practical use in matches.
Starter > Route (66)2C > Variation > 214A~dc En214A~8A, 5C 2C jc j.C (jc j.C) j.623D~j.2C
Naoto's j.C has the same base damage and scaling as 5D and 2D, so moving it to after 6D and En214A~8A when possible increases the overall combo damage. Doing this ender often requires omitting 2D.
Starter | Route | Variation | Number of j.Cs | Damage | Meter Gain |
---|---|---|---|---|---|
Crouching Hit 5C | 5D 2D 214A~dc En236BBB~dc En623C~dl.j.2C(w) | 5D 6D | 1 | 4681 | 33 |
Crouching Hit 5D | 2D 214A~dc En236BBB~dc En623C~dl.j.2C(w) | 5D 6D | 2 | 4640 | 33 |
2D | 5D 214A~dc En236BBB~dc En623C~dl.j.2C(w) | 5D 6D | 2 | 4265 | 30 |
Counter Hit 5B | 6D 214A~dc En236BBB~dc dl.En214D | 5D 6D | 2 | 4640 | 33 |
Counter Hit 2C | 6D 214A~dc En236B(w)BB~dc dl.En214D | 5D 2D 6D | 2 | 4677 | 33 |
Route > (En)214A~8A, 665C En236BBB~dc En623D~j.2C
Drops on Ragna, Bang, Tsubaki, Mu, Platinum and Izanami. If the second hit of En236BBB is delayed, it only drops on Mu and Izanami. 665C can be omitted so that this does not occur but may do less damage than other enders.
May require shortening a drive string, most notably:
- When En236BBB has not been used but will not work after 5D 6D 214A~dc En214A~8A, it can be replaced with 5D 214A~8A, and
- Whenever 5D 2D 6D 214A~dc En214A~8A, En236BBB is done, 2D can be omitted and replaced with 665C.
Route | Position | Damage | Meter Gain |
---|---|---|---|
5B 5C 3C 21A~dc En623C~dl.j.2C(w), 2C 5D 21A~dc En214D, 2C 5D 6D 21A~dc | Midscreen | 4009 | 28 |
Counter Hit 5B/5C 6D 21A~dc dl.En214D, 2C 5D 2D 214A~dc, 2C 5D 6D 214A~dc | Corner | 4662/5072 | 33/36 |
665A c.En214D, 662C 5D 2D 214A~dc, 2C 5D 6D 214A~dc | Back to Corner | 3955 | 28 |
665B/665C c.En214D, 662C 5D 2D 214A~dc, 2C 5D 2D 6D 214A~dc | Back to Corner | 4676/5064 | 33/36 |
Combos past this point will use the Optimisations whenever possible.
Starter > 3C 214D, 662C 5D 2D 214A~dc, (66)2C > Route
Only works when Naoto is close to the opponent before 3C. Do not use 5C on Rachel, Hakumen, Makoto, Izayoi and Celica.
The optimal route after typical grounded hit starters. After 5A/2A starters, only two normals can be used before 3C at most.
Starter | Route | Damage | Meter Gain |
---|---|---|---|
5A 5AA/5C | 5D 214A~8A, 665C En236BBB~dc En623D~j.2C | 3289/3474 | 23/24 |
5B 5C | 5D 6D 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C | 4151 | 29 |
5B | 5D 2D 6D 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C | 4045 | 29 |
Starter > 5C 214A~dc En236BBB~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C
Used when 5C 5D would result in no drive string after En623C~dl.j.2C(w).
Starter | Damage | Meter Gain |
---|---|---|
Crouching Hit 5A 5AA | 3560 | 20 |
6A | 3968 | 28 |
Starter > 5C 214A~dc c.En214D > Route
Will not work if Naoto is too far from the opponent. Does not work on Tager and Susano'o.
Starter | Route | Damage | Meter Gain | Notes |
---|---|---|---|---|
Crouching Hit 5A 5AA | 662C En214A~8A, dl.662C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C | 3794 | 27 | |
Crouching Hit 5B | 662C En214A~8A, dl.662C 5D 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | 4577 | 32 | |
6A | 662C En214A~8A, dl.662C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C | 4225 | 29 | |
Counter Hit 5AA 6A | 662C En214A~8A, dl.662C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C | 4958 | 36 |
Starter | Route | Damage | Meter Gain | Notes |
---|---|---|---|---|
Crouching Hit 5A 5AA | 662C 5D (2D) 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | 3523 (3612) | 24 (25) | 2D requires Naoto to be far into the corner. |
Crouching Hit 5B | 662C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | 4627 | 32 | |
6A | En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | 4241 | 29 | |
Counter Hit 5AA 6A | En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | 4974 | 35 |
Starter > En623C~dl.j.2C(w), 662C/663C > Route
Naoto must be close for En623C to hit correctly after 3C.
Microdashing 2C allows for additional combo options, giving him either more carry and damage than the Midscreen BnB or a side swap opportunity for when Naoto's back is far into the corner.
j.2C(w), 663C is very rarely used due to being heavily outclassed by 662C with the only exception being corner to corner routes where En236BBB has been used already.
Starter | 662C/663C | Route | Position | Damage | Meter Gain | ||
---|---|---|---|---|---|---|---|
5A 5AA 5C 3C 214A~dc | 662C | 5D 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Not Back to Corner | 3125 | 22 | ||
5A 5AA 5C 3C 214A~dc | 662C | En214A~8A, 665C En236BBB~dc En623D~j.2C | Back to Corner | 3069 | 22 | ||
Crouching Hit 5B 5C 5D 2D 214A~dc En236BBB~dc | 663C | En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Back to Corner | 4070 | 29 | ||
6A 5C 5D 2D 214A~dc En236BBB~dc | 663C | En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Back to Corner | 3796 | 27 |
Launching the opponent high can allow 623C to hit late, making Naoto plus enough to link a 665A or even an En623C. Ideally, it should hit as low as possible while hitting with the airborne active frames.
This can be used to stabilize a combo when an airborne opponent is too high to route into 214A~8A but is generally too difficult to go for considering its mediocre reward, with the exception of an anti-air 2C starter.
Starter Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Air Hit 2C (dl.)5C dl.623C, 665A En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen | [4] Hard | 3868 | 27 | |
236BBC dl.jcc 623C, 665A En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C j.623D~j.2C | Midscreen | [4] Hard | 2457 | 17 | "jcc" refers to a "jump cancel cancel", where Naoto's prejump is cancelled into a grounded special. 623C can be inputted as 6239C. |
236BBC dl.jcc 623C, En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [5] Very Hard | 2646 | 18 | |
Crouching Hit 6B 236BBC dl.jcc 623C, En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C j.623D~j.2C | Midscreen | [5] Very Hard | 2817 | 19 | 623C, 665A cannot be done from this starter. |
The additional untech from a fatal counter allows for new combo pieces. Notable combo pieces used in most routes are:
- 2C 6D,
- 5C 5D, and
- En214A~8A, 5C 2C (which will now work at -10f untech).
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Fatal Counter 236B(w)BC dl.jcc 214A~8A, 665C 2C 6D 214A~dc dl.En214D, 2C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En623D~j.2C | Midscreen | [3] Medium | 3739 | 26 | "jcc" refers to a "jump cancel cancel", where Naoto's prejump is cancelled into a grounded special. 214A can be inputted as 2147A. Does not work on Noel, Mu and Naoto. |
Fatal Counter 236B(w)BC dl.jcc 623C, 5B/5C 2C 6D 214A~dc dl.En214D, 665C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 3604/3739 | 25/26 | Route for Noel, Mu and Naoto. 5C requires a precise timing on 623C and works on at least Noel, Mu and Naoto. |
Crouching Fatal Counter 236B(w)B, 665A c.En214D, 662C En214A~8A, 665C 2C 6D 214A~dc En236B(w)BB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En623D~j.2C | Midscreen | [3] Medium | 4234 | 29 | |
Fatal Counter En236B(w)BB~dc En623C~dl.j.2C(w), 662C (5D) 6D 214A~dc dl.En214D, (66)5C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen (Corner) | [3] Medium | 4960 (4989) | 35 (35) | Do 5D if Naoto reaches the corner. |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Fatal Counter 236BB(w)B, 5C/5B 2C 6D 214A~dc dl.En214D, 5C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen/Corner | [3] Medium | 5638/5370 | 40/38 | |
Fatal Counter 236BB(w)B, dl.(66)5B 6B, (66)2C dl.5D 2[D] 214A~dc En214D, 5C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Corner | [4] Hard | 5576 | 40 | 5D should hit as low as possible. |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Fatal Counter 6[D] 214A~dc, 66A 5C 2C 6D 214A~dc En236B(w)BB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 6378 | 45 | |
Fatal Counter 6[D] dl.IAD j.[D], 66 5C 2C 6D 214A~dc En236B(w)BB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A,665C En623D~j.2C | Midscreen | [4] Hard | 6422 | 46 | Delay the IAD the closer Naoto is to the opponent. |
Fatal Counter 6[D], (dl.)5D 2[D], 5D 2[D] 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Corner | [3] Medium | 6537 | 46 | Delay 5D or use a different route if the opponent is not grounded and far into the corner. |
When punishing reversals, Naoto has routes that are safe to early bursts by launching the opponent, jump cancelling and blocking, doing falling air normals then continuing the combo once he lands.
Baiting bursts that aren't at the start of counter hit punishes generally force Naoto to end the combo early and/or require a Rapid Cancel. A notable point where a burst can be baited without spending resources while still getting a knockdown is after a 2C, by doing a jump cancel, blocking, then doing a j.A after. Naoto must block for at least 6 frames after hitstop ends (ignoring prejump), as bursts have 6f startup.
Route | Position | Burst Safe Hit | Difficulty | Damage | Meter Gain |
---|---|---|---|---|---|
Counter Hit 2C jc Block, Falling j.B j.C, land 623C, (665A) En623C~dl.j.2C(w), 662C 5D 214A~dc En236BBB~dc En214D, (66)5B 2C sjc j.C jc j.C j.623D~j.2C | Not Back to Corner | First | [5] Very Hard ([4] Hard) | 3510 (3259) | 24 (22) |
Counter Hit 2C jc Block, Falling j.B j.C, land 623C, 5A 2C 5D 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Corner | First | [3] Medium | 3711 | 26 |
Counter Hit 6D jc Block, Falling j.C, land En236BBB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Corner | First | [3] Medium | 5081 | 36 |
Counter Hit 5B/5C 6D jc Block, Falling j.B j.C, land En623C(2nd)~dl.j.2C(w), En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Corner | Second | [5] Very Hard | 3702/4081 | 25/28 |
Miscellaneous Combos
These starters use routing that may not have been covered earlier or are more cohesive when grouped together.
The listed routes can be adapted to the routing that you have learned.
Throw Starters
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Forward Throw, dl.665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen/Corner | [3] Medium | 3714 | 26 | |
Forward Throw, *En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Corner/Near Corner | [3] Medium | *3648 (En236BBB) / 3682 (En236B(w)BB/En236BB(w)B) | 26/26 | Removes the need to judge the distance between Naoto and the corner as the combo will work regardless of the height the opponent wallsplats at. |
Forward Throw, 2[D] 5[D] 214A~dc En214D, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C | Near Corner | [3] Medium | 4075 | 29 | |
Forward Throw, 662C En214A~8A, dl.662C 5D 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Back to Corner | [3] Medium | 3570 | 25 |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Backward Throw 214A~dc c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C (jc j.C) j.623D~j.2C | Midscreen | [3] Medium | 3624 (3668) | 25 (26) | |
Backward Throw 214A~dc c.En214D, 662C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Corner | [3] Medium | 3738 | 26 | |
Backward Throw, 665C c.En214D, 662C En214A~8A, dl.662C 5D 2D 6D En236BBB~dc En623D~j.2C | Back to Corner | [3] Medium | 3751 | 26 |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Air Throw, 662C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen/Corner | [3] Medium | 3551 | 25 | |
Air Throw, 662C En214A~8A, dl.662C 5D 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Back to Corner | [3] Medium | 3570 | 25 | |
Air Throw, c.En214D, 662C En214A~8A, dl.662C 5D 2D 6D En236BBB~dc En623D~j.2C | Corner | [4] Hard | 3682 | 26 | |
Air Throw, c.En214D, 662C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Back to Corner | [4] Hard | 3738 | 26 |
En214D Starters
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Air/Counter Hit En214D, dl.665C En236BBB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 4133/4233 | 29/29 | |
Air/Counter Hit En214D, En236BBB~dc dl.En214D, 2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 4082/4182 | 28/29 |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
f.En214D, 665A En236BBB~dc En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 3553 | 25 | |
Far f.En214D, 665B En236BBB~dc En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 3936 | 28 |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
c.En214D, 662C En214A~8A, En236BBB~dc dl.En214D, (66)2C 5D 6D, 665B 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 4215 | 29 | |
c.En214D, 662C En214A~8A, dl.662C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C | Corner | [3] Medium | 4291 | 30 | |
c.En214D, En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Back to Corner | [3] Medium | 4282 | 30 | |
c.En214D, 662C 5D 2D 214A~dc, 2C 5D 2D 214A~dc, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C | Back to Corner | [3] Medium | 4347 | 31 | |
Counter Hit c.En214D, 662C/665C c.En214D, 662C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen | [3] Medium | 4282/4347 | 29/29 | c.En214D, 665C requires a longer dash before 5C if c.En214D hits point blank. |
Counter Hit c.En214D, 66A 214A~dc c.En214D, 662C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Corner | [3] Medium | 4496 | 30 | |
Counter Hit c.En214D, 66A 2D 214A~dc, 2C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Back to Corner | [3] Medium | 4642 | 33 |
Charged Drive Starters
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Close 5[D]/2[D] 214A~dc En236BBB~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 5283/4752 | 37/34 | |
Far 5[D]/2[D] 214A~dc f.En214D, 665A En236BBB~dc En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 4865/4511 | 34/32 | |
Very Far 5[D]/2[D] 214A~dc f.En214D, 662B En236BBB~dc En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C j.623D~j.2C | Midscreen | [4] Hard | 5132/4752 | 36/34 | Used when f.En214D hits near max range. 665B can be used but is less consistent. |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Close and Low j.[D], 665C En236BBB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 4708 | 33 | |
Close and High j.[D], 665B En236BBB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 4497 | 32 | |
Far and Low j.[D], En214D, En236BBB~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [4] Hard | 4588 | 32 | There are heights where no pickup after j.[D] will work without a Counter Hit. |
Close and Low j.[D], 662C En214A~8A, En236BBB~dc En214D, (66)2C 5D 6D, 665B 2C jc j.C jc j.C j.623D~j.2C | Back to Corner | [3] Medium | 4513 | 32 |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
6[D] 214A~dl.dc En236B(w)BB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 5807 | 41 | |
6[D] 214A~dl.dc En236B(w)BB~dc dl.En214D, 2C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 5842 | 41 | Will not work if the opponent is hit high in the air. |
6[D] IAD j.[D], dl.665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen | [4] Hard | 6116 | 43 | Requires a very close hit. |
6[D], (dl.)665C En236BBB~dc dl.En214D, 2C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Corner | [3] Medium | 5777 | 41 | |
6[D] 214A~dc, 66 En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Back to Corner | [4] Hard | 5474 | 38 |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Far Counter Hit 5[D] 214A~dc, (6)6A 5C 214A~dc c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Midscreen | [4] Hard | 5920 | 42 | |
Far Counter Hit 5[D] 214A~dc, (6)6A 5C 214A~dc c.En214D, 662C En214A~8A, dl.662C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C | Corner | [4] Hard | 6026 | 43 | |
Far Counter Hit 5[D] 214A~dc, 665C c.En214D, En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Back to Corner | [3] Medium | 5738 | 40 | |
Close Counter Hit 5[D] 6[D] 214A~dc, 66A 6D 214A~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Midscreen | [3] Medium | 6374 | 45 | |
Close Counter Hit 5[D] 6[D], 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Corner | [3] Medium | 6252 | 44 | |
Close Counter Hit 5[D] 2[D] 214A~dc dl.c.En214D, En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Back to Corner | [4] Hard | 6131 | 43 | Delay c.En214D so Naoto travels further. |
Unassorted Combos
Starter | Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|---|
Counter Hit (66)5B/2C | 6D 214A~dc dl.En214D, 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen | [3] Medium | 4641/4562 | 32/32 | More corner carry than 6D 214A~dc En236BBB but with a 5B starter, microdash 5B on Rachel, Hakumen, Makoto, Valkenhayn, Platinum, Izayoi and Celica. |
Counter Hit 3C | 2D 214A~dc En214D, 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen | [3] Medium | 4389 | 30 | Similar to above, less damage than early En236BBB but more corner carry. |
Counter Hit 3C | c.En214D, 662C 5D 2D 214A~dc, 2C 5D 2D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Back to Corner | [3] Medium | 4464 | 32 | Corner (En)214A~8A, 665C En236BBB Optimisation adds no damage. |
Counter Hit 5C | 6D 214A~dc dl.En214D, En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen | [3] Medium | 4933 | 34 | The high pushback on 5C makes this the most reliable midscreen DP punish as 6D 214A~dc dl.En236B may whiff. |
Counter Hit 665C | 6D 214A~dc En214A~8A, dl.662C 5D 214A~dc En214D, (66)2C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C | Corner | [3] Medium | 4907 | 35 | Corner punish for Kokonoe's "super ball" (214214A). |
Counter Hit c.En214D | c.En214D, 662C 5D 2D 214A~dc, (66)2C 5D 6D 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C | Corner | [3] Medium | 4310 | 29 | Alternative punish for Kokonoe's "super ball" after using 214A to evade the first hit of it (to not allow her to Rapid Cancel). |
Air Counter Hit 623C | 665A/665B En236BBB~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | [3] Medium | 3300/3692 | 23/26 | The normal used after 623C depends on the height the opponent is hit at. |
Crouching Hit 6B | 214A~dc En623C, 5A 2C 214A~dc En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Midscreen | [5] Very Hard | 3045 | 21 | As Naoto must land after 6B to cancel into grounded specials, there is no hitstop to buffer 214A, making this route extremely difficult. |
Rising j.A | j.B dl.j.A j.C, 665C c.En214D, 66 2C En214A~8A, 665C En236BBB~dc En623D~j.2C | Midscreen | [3] Medium | 2477 | 17 | Meterless fuzzy j.A combo for Tager. Doing a microdashed 2C will not double side swap when done outside the corner. |
Metered and Overdrive Combos
Metered Combos
Naoto's 5D, 2D and 5[D] have a special property on air hit where when they hit at certain heights close to the ground, they gain additional untech. By having 5D or 2D hit as high as possible while still getting the additional untech from a "low hit", they can combo into any of his charged drives, even 6[D].
Starter | Route | Damage | Meter Gain |
---|---|---|---|
Counter Hit 5B/5C | 6D [CT], 5D 2[D] 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | 5328/5738 | 1/4 |
(Counter Hit) 6D | (dl.)[CT], 5D 2[D] 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C | 5792 (5892) | 3 (4) |
623D scales better but will cause an En623D > Ender to deal low damage. Additionally, 623C has slightly more untech and will work after weaker starters.
(dl.)(66)2[D] (dl.)5[D] requires the moves to be delayed in a total amount that allows 5[D] to get a "low hit".
Starter | Route | Difficulty | Damage | Meter Gain |
---|---|---|---|---|
5A | 5AA 5C 623C(1) RC, 2[D] 6[D], 662C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C | [3] Medium | 4062 | -31 |
5A | 5AA 5C 623C(1) RC, (dl.)662[D] (dl.)5[D] 6[D] dl.214A~8A, 665C En236BBB~dc En623D~j.2C | [4] Hard | 4238 | -30 |
5B | 5C 623D(1) RC, 2[D] 5[D] 214A~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 236BBC sjc j.C j.623D~j.2C | [3] Medium | 5182 | -25 |
5B | 5C 623D(1) RC, 662[D] (dl.)5[D] 6[D], 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C j.623D~j.2C | [4] Hard | 5315 | -24 |
c.En214D RC perfectly sets up a "low hit" 5[D] but does not allow for 5[D] 6[D] due to the opponent's crumple animation.
Starter | Route | Damage | Meter Gain |
---|---|---|---|
665C | c.En214D RC, (66)2[D] 5[D] 214A~dc, 6A 2D 214A~dc, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C | 5948 | -19 |
To side swap after 632146D(1) RC, run under the opponent before using a normal.
After a microdash En632146B RC, any specials inputted after will be Enhanced without needing to input a dash due to the Enhancer window still lasting.
(En)632146B RC outside the corner is incredibly difficult to convert after, with routing being both character specific and incredibly difficult.
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
632146D RC, 66 En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Not Back to Corner | [3] Medium | 5223 | -94 | |
632146D RC, 66 En214D, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Midscreen | [3] Medium | 5629 | -90 | |
632146D RC, 662[D] 5[D] 6[D] dl.214A~8A, 665C En623D~j.2C | Corner | [3] Medium | 6102 | -88 | |
632146D(1) RC, 66 6D 214A~dc En236B(w)B(dl.)B~dc (dl.)En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Back to Corner | [4] Hard | 5429 | -83 | |
632146D(1) RC, 66 5[D] 2[D] 214A~dc En214D, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C | Back to Corner | [5] Very Hard | 6047 | -79 | Requires a "low hit" 5[D]. |
Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
Counter Hit (En)632146B, 665A/665B En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Corner | [3] Medium | 4917 (5357)/5319 (5759) | -38/-36 | |
(En)632146B RC, dl.665D 2[D] 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C | Corner | [3] Medium | 5589 (5989) | -86 | |
Counter Hit (En)632146B RC, En214D, En236BBB~dc dl.En214D, 2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen | [4] Hard | 5408 (5848) | -89 | |
Counter Hit (En)632146B RC, En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Back to Corner | [4] Hard | 5368 (5808) | -92 |
En236BBB can simply be dash cancelled into a delayed En632146B outside the corner and a delayed En632146D in the corner.
j.632146B can consistently link into 623C~j.2C in the corner.
After (En)214A~8A, Naoto can do 662C En632146B or dl.2C 632146D (not delaying enough will have the projectile version hit after a short combo and allow the opponent to air tech and punish after a long combo).
Route | Position | Difficulty | Damage | Meter Gain |
---|---|---|---|---|
665A c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.632146B, 623C~j.2C | Midscreen | [3] Medium | 4366 | -25 |
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D 214A~dc En214A~8A, 662C En632146B | Corner | [3] Medium | 3782 | -30 |
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D 214A~dc En214A~8A, dl.2C 632146D | Corner | [4] Hard | 3826 | -30 |
Naoto can double super with a few of his supers. The projectile version of 632146D can be used after 665C/662C En236BBB and then linked into (En)632146B or (En)632146D.
Naoto's more damaging double super involves using j.632146B, as not only is it plus enough on hit to consistently link into 623C~j.2C as mentioned earlier, it can also link into (En)632146B. If Naoto is low to the ground or if j.632146B hits late, Naoto can even link into 2C or (En)632146D. This may require doing a TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.632146B, which can be inputted as 632146[9]B or 632147896B (full circle starting from 6).
Route | Position | Difficulty | Damage | Notes |
---|---|---|---|---|
665A c.En214D, 662C En214A~8A, 665C En236BBB~dc En632146D, (En)632146D | Midscreen | [3] Medium | 4470 | |
665A c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.632146B, (En)632146B | Midscreen | [3] Medium | 5054 (5214) | |
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D IAD j.C j.632146B, 2C 632146D | Corner | [3] Medium | 4285 | |
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D 6D 214A~dc En214A~8A, 2C jc j.632146B, 2C 632146D | Corner | [4] Hard | 4604 | 2C TK j.632146B will not work after very long combos. |
Unassorted Metered Combos
Starter | Route | Position | Difficulty | Damage | Meter Gain | Notes |
---|---|---|---|---|---|---|
5A | 5AA 5C RC, 665C c.En214D, 662C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C | Back to Corner | [3] Medium | 3538 | -35 | Side swap combo if j.2C(w), 662C is too difficult. |
CT Guard Break | Backward Throw 214A~dc c.En214D, 662C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C | Corner | [3] Medium | 3287 | -13 | Consistent when cancelling into CT after a dash cancel. Simply the corner Backward Throw combo. |
Rising j.A | j.623C RC, j.[D], (66)2C 5D 214A~dc En214D, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C | Corner | [3] Medium | 3271 | -36 | Corner fuzzy j.A combo. |
623D/En623D | RC, j.[D], En236BBC 8sjc j.C jc j.C j.623D~j.2C | Midscreen | [2] Easy | 2435/2395 | -41/-40 | For Counter Hit En623D, Rapid Cancel before the last hit. |
623D(1)/En623D(1) | RC, dl.(En)214A~8A, 665C En236BBC 8sjc j.C j.623D~j.2C | Midscreen | [3] Medium | 2476 | -42 |
Overdrive Combos
2D ODC, 2[D] leads into an Overdrive charged drive loop, Naoto's primary use of Overdrive for combos. They deal high damage and can be done after any drive string. They should ideally be ended with a metered super as Exceed Accels lead to poor okizeme.
Overdrive Cancels can be used outside of the corner, however as charged drive loops will not work, the damage increase generally does not justify spending Overdrive.
The Overdrive string depends on the amount of Overdrive time:
- With 2 seconds, one charged drive string can be done or two charged drive strings can be done without an Overdrive super ender.
- With 2.5 seconds, two charged drive strings can be done without 6[D].
- With 3 seconds, two charged drive strings can be done.
- With 3.25 seconds, three charged drive strings can be done without an Overdrive super ender if routed into early.
- With 4 seconds, two charged drive strings into 6A 2D 6[D] can be done if routed into early. Alternatively, doing three charged drive strings will end Overdrive, allowing for a double super.
Starter | Route | Overdrive Time | Damage | Meter Gain | Notes |
---|---|---|---|---|---|
5A | 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 6[D]~dc En632146D | 2:00 | 4195 | -30 | |
5A | 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D] 6[D] 214A~dl.dc En632146D | 2:00 | 4221 | -27 | |
5A | 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D] 632146D | 2:50 | 4365 | -29 | |
5A | 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D] 6[D]~dc En632146D | 3:00 | 4567 | -27 | |
5A | 5AA 3C 214D, 662C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D] 214A~dl.dc En632146D | 3:25 | 4661 | -24 | |
5A | 5AA 3C 214D, 662C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 6A 2D 6[D]~dc En632146D | 4:00 | 4753 | -18 | |
Counter Hit 5C | 6D 214A~dc dl.En214D, 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D] dl.jc j.632146B, En632146D | 4:00 | 7257 | -100 | Uses a delayed TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.632146B. Can be inputted as 632146[9]B or 632147896B (full circle starting from 6). |
Unassorted Overdrive Cancel Combos
Starter | Route | Position | Difficulty | Overdrive Time | Damage | Meter Gain | Notes |
---|---|---|---|---|---|---|---|
5A | 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D] 6[D] dl.214A~8A, (En)632146B | Corner | [3] Medium | 2:00 | 4345 (4505) | -25 | Requires more combo time than the other 2 second OD routes. (En)214A~8A, (En)632146B does not work at -10f untech on Rachel, Litchi, Bang, Hakumen, Mu, Valkenhayn, Platinum, Relius, Izayoi, Bullet, Kagura and Izanami |
Forward Throw | j.ODC, j.[D], 5D 2[D] 6[D] 214A~8A, En236BBB~dc En632146D | Corner | [3] Medium | 4:00 | 5090 | -22 | Burst safe throw combo. |
6A | ODC, 665C 5D 2D~dc dl.c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En632146D | Corner | [3] Medium | 4:00 | 5120 | -18 | Burst safe overhead combo. |
6A | ODC, 665C c.En214D RC, dl.2[D] 5[D]~dc, 2[D] 6[D]~dc En236BBB~dc dl.En632146D | Corner | [3] Medium | 4:00 | 5683 | -80 | Higher meter cost burst safe overhead combo. |
The large increase in Overdrive time allows for a high number of charged drive loops if routed into very early. The faster startup of charged drives can also be utilised at the start of combos. 6[D] can also be used as a viable punish against reversals if they whiffed through Naoto's Overdrive activation, allowing Naoto to use his fatal counter only double super - OD 632146D, (En)632146B.
OD, (En)632146B RC will always induce Active Flow when used at red health, the only exception being if Active Flow was already triggered.
Starter | Route | Position | Difficulty | Overdrive Time | Damage | Meter Gain | Notes |
---|---|---|---|---|---|---|---|
OD, Counter Hit 5C | 5[D] 2[D]~dc dl.c.En214D (dl.)RC, dl.(66)2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D]~dc En632146D | Corner (Back to Corner) | [3] Medium | 8:00 | 8611 | -55 | 2[D]~dc (66)2[D] can be done to convert outside of the corner but does not work on Litchi, Bang, Carl, Mu, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai if Naoto can't reach the corner after the first 2[D]~dc. |
OD, Fatal Counter 6[D] | dl.[CT], 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 6[D] 632146D, (En)632146B | Corner | [3] Medium | 8:00 | 10411 (10571) | -100 | |
OD, (En)632146B | RC, 6A 2D~dc, 2D 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2D 6[D]~dc EA | Midscreen | [3] Medium | 8:00 | AF 8080 (8476) | -77 | A low Overdrive 2D 5[D] does not work on Izayoi, Amane, Bullet, Azrael and Hibiki. |
OD, (En)632146B | RC, 2D 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D]~dc EA | Corner | [3] Medium | 8:00 | AF 8490 (8886) | -76 | |
OD, (En)632146B | RC, 66 2D~dc, 2D~dc, 2D 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D]~dc EA | Back to Corner | [4] Hard | 8:00 | AF 7672 (8068) | -78 | Run under the opponent before the first 2D. |
Character Specific Combos
Works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o.
Can be used to optimise 662C En236BBB or 2C 5D 6D, 665B.
Starter | Route | Position | Damage | Meter Gain |
---|---|---|---|---|
Air Throw | 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Midscreen/Corner | 3714 | 26 |
214A~8A | En236BBB~dc dl.En214D, 2C 5D 2D, 665C 2C sjc j.C jc j.C j.623D~j.2C | Midscreen | 3817 | 27 |
Works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o.
Can be used to optimise c.En214D, 662C En236BBB.
Starter | Route | Position | Damage | Meter Gain |
---|---|---|---|---|
665A | c.En214D, 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C | Back to Corner | 3931 | 27 |
Does not work on Ragna, Litchi, Arakune, Bang, Carl, Mu, Makoto, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai.
Can be used to optimise 5D 2[D] and can be looped (although 5[D]'s long startup generally means it should only be done twice at most).
Starter | Route | Difficulty | Damage | Meter Gain |
---|---|---|---|---|
Fatal Counter 236BB(w)B | dl.(66)5B 6B, (66)2C dl.2D 5[D] 214A~dc, 6A 2D 214A~dc dl.c.En214D, 662C En214A~8A, 665C En623D~j.2C | [4] Hard | 5676 | 40 |
Counter Hit 5C | 6D [CT], 2D 5[D] 214A~dc, 2D 5[D] 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C | [3] Medium | 5821 | 6 |
5B | 5C 623C RC, (dl.)2[D] (dl.)5[D] 214A~dc, 6A 2D 5[D] 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C | [4] Hard | 5323 | -22 |
665C | c.En214D RC, (66)2[D] 5[D] 214A~dc, 6A 2D 5[D] 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C | [3] Medium | 6172 | -17 |
236BBC dl.jcc 214A~8A on regular hit only works on Arakune. "jcc" refers to a "jump cancel cancel", where Naoto's prejump is cancelled into a grounded special. 214A can be inputted as 2147A.
Can be used after routing into En236B due to En236BBB~dc En623C not working on Arakune outside the corner.
Route | Position | Damage | Meter Gain |
---|---|---|---|
5B 5C 236BBC dl.jcc 214A~8A, 663C En214D, 2C 5D 2D, 665C 2C jc j.C jc j.C j.623D~j.2C | Midscreen | 3530 | 25 |
Starter > 5C 214A~dc/5D~dc En623C~dl.j.2C, (dl.)5A 2C 214A~dc En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C
j.2C will hit on Jin, Noel, Rachel and Makoto. 5A may need to be delayed by one frame in order to hit at the lowest height possible for the route.
On characters where j.2C whiffs, the additional plus frames will make landing 5A as low as possible very difficult.
Can be used to optimise any route using En623C, 5A but is generally not worth the effort.
Starter | Damage | Meter Gain |
---|---|---|
5A 5AA | 3101 | 22 |
5B | 3696 | 26 |
Character Specifics List
Adjustments
- j.2C cannot be whiffed after grounded launches with 3C and En236BBB, and En236BBB~dc En623C does not work outside the corner on Arakune.
- When doing corner 2C 5D 2D 6D, microdash 2C or omit 2D on Bang, Platinum and Arakune.
- When doing 5D 6D, 665B, microdash 2C or do a longer dash before 5B on Rachel and Makoto.
- When doing (En)214A~8A, 662C 5D, delay 662C on Noel, Rachel, Taokaka, Tsubaki, Mu, Relius, Amane, Bullet, Hibiki, Naoto and Izanami.
- Corner (En)214A~8A, 665C En236BBB does not work on Ragna, Bang, Tsubaki, Mu, Platinum and Izanami. If the second hit of En236BBB is delayed, it only does not work on Mu and Izanami.
- When doing 3C 214D, 662C, do not use 5C on Rachel, Hakumen, Makoto, Izayoi and Celica.
- Crouching Hit 5C 214A~dc c.En214D does not work on Tager and Susano'o; route into En236BBB.
- Fatal Counter 236B(w)BC dl.jcc 214A~8A does not work on Noel, Mu and Naoto; route into Late Hit 623C.
- When doing Counter Hit 5B 6D 214A~dc dl.En214D, microdash 5B on Rachel, Hakumen, Makoto, Valkenhayn, Platinum, Izayoi and Celica.
- (En)214A~8A, (En)632146B does not work at -10f untech on Rachel, Litchi, Bang, Hakumen, Mu, Valkenhayn, Platinum, Relius, Izayoi, Bullet, Kagura and Izanami; route into another Overdrive route.
- A low Overdrive 2D 5[D] does not work on Izayoi, Amane, Bullet, Azrael and Hibiki; route into non-Overdrive routing.
- Outside the corner Overdrive 2[D](no wallstick)~dc (66)2[D] does not work on Litchi, Bang, Carl, Mu, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai; route into 6[D]~dc loops instead.
Routing
- OTG 5C works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o.
- c.En214D, 665C works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o.
- 2D 5[D] does not work on Ragna, Litchi, Arakune, Bang, Carl, Mu, Makoto, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai.
- 236BBC dl.jcc 214A~8A only works on Arakune.
- Grounded/Low Air Hit En623C~dl.j.2C, (dl.)5A works on Jin, Noel, Rachel and Makoto.