Line 61: | Line 61: | ||
: Damage: 1673 | : Damage: 1673 | ||
: Meter Gain: 12 | : Meter Gain: 12 | ||
: Notes: Another basic 5A starter. Damage is lower than with Rekka ender, but the knockdown | : Notes: Another basic 5A starter. Damage is lower than with Rekka ender, but the knockdown leads to safejump situations | ||
'''5A>5AA>5B>5C>3C>214A>66>EnC DP>whiff j.2C>2C>5D>2D>214A>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C''' | '''5A>5AA>5B>5C>3C>214A>66>EnC DP>whiff j.2C>2C>5D>2D>214A>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C''' |
Revision as of 02:41, 21 May 2018
Combo Notation Guide | |||||||||
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Combo Theory
For Naoto, the majority of his non dash normal BnB confirms, the move Shift Sway (214A) is what ties everything together. i.e: Stuff>3C>214A>66>etc. Without it his damage/combo potentially drastically decreases, locking him out of what makes him truly problematic off clean and sometimes stray confirms. Any and all usual whiff j.2C confirms -do not work- on Arakune In the Corner, the 2C>5D>2D>6D Route is inconsistent on Bang, Platinum and Arakune unless the 2C is microdashed
Combo List
Midscreen 5A/2A Confirms
5A>5AA>5B>5C>3C>236BBB
- Damage: 2048
- Meter Gain: 14
- Notes: Basic 5A Starter with fair damage. Go to Basic BnB
5A>5AA>5B>5C>3C>214D
- Damage: 1673
- Meter Gain: 12
- Notes: Another basic 5A starter. Damage is lower than with Rekka ender, but the knockdown leads to safejump situations
5A>5AA>5B>5C>3C>214A>66>EnC DP>whiff j.2C>2C>5D>2D>214A>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 2957
- Meter Gain: 21
- Notes: Slightly more difficult BnB as it uses Sway Dash Cancel>C DP. All Around Standard BnB. 2.0 Confirm, great damage off 5A
Does not work on Arakune
Crouching Hit 5A>5AA>5C>5D>214A>66>EnRekka~B>66>EnC DP>whiff j.2C>5B>2C>sjc>j.C>j.C
- Damage: 3223
- Meter Gain: 23
- Notes: Solid Damage on crouch, Even better corner carry
Crouching Hit 5A>5AA>5C>214A>66>EnKaid>662C>EnSway~Pain>665C>EnRekka~B>66>EnD DP~j.2C
- Damage: 3586
- Meter Gain: 25
- Notes: Strong crouching confirm, can end early to go for Pain safejump for less damage or Knockdown with D DP.
Crouching Hit 5A>5AA>5C>214A>66>EnRekka~B>66>EnC DP~whiff j.2C>662C>5D>214A>66>EnRekka~B>66>EnD DP~j.2C
- Damage: 3042
- Meter Gain: 20
- Notes: Solid crouch confirm, breaks 3k
2A>(2A)>5A>5AA>5B>5C>3C>236BBB
- Damage: 1536 (1687)
- Meter Gain: 11 (12)
- Notes: Much like the first 5A Starter. Omit the 2nd 2A for slightly more damage
2A>5B>5C>3C>214A>66>EnC DP>whiff j.2C>2C>5D>2D>214A>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 2700
- Meter Gain: 19
- Notes: Similar to the other sway route, but off 2A
(5A)/2A>5B>5C>3C>214A>66>EnC DP>whiff j.2C>663C>EnKaid>662C>EnSway~Pain>665C>EnRekka>66>EnD DP~j.2C
- Damage: (3044) 2745
- Meter Gain: (21) 19
- Notes: New 2.0 Route, Side switch confirm with great damage off 2A or 3k off 5A
5A>5AA>5C>5Ddc>EnC DP>5A>2C>5D>(2D)>214A>66>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.623D~j.2C
- Damage: 3022
- Meter Gain: 21
- Notes: Works at half screen and carries to corner. Good Damage
5A>5AA>5C>5Ddc>EnC DP>665A>2C>5D>214A>66>EnRekka~C>jc>j.C>j.C>j.623D~j.2C
- Damage: 2640
- Meter Gain: 21
- Notes: Works more consistently at half screen, only consistent on taller/wider hurtboxes at fullscreen. Simple 5A starter
665A>EnKaid>663C>EnKaid>662C>EnSway~Pain>665C>EnRekka~B>66>EnD DP~j.2C
- Damage: 3262
- Meter Gain: 22
- Notes: Any stray dashing 5A into 3.2k
5A>5AA>5C>3C>214A>66>EnC DP>5A>2C>214A>66>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>jc>j.C>j.623D~j.2C
- Damage: 2845
- Meter Gain: 20
- Notes: Buffer the 214A along with the 2C. Makes it easier to dash rekka after
Corner 5A Confirms
5A>5AA>5C>3C>214D>663C>En214D>(66)2C>5D>2D>6D>214A>66>En214A~28A>665C>EnD DP~j.2C
- Damage: 3047
- Meter Gain: 21
- Notes: One of the Standard Corner BnB's to learn. Somewhat tough because of the use of Microdashes. Solid Damage off 5A, very good Knockdown.
Need to microdash 2C on: Bang, Platinum, Arakune to get 5D>2D>6D to work consistently
5A>5AA>3C>214D>662C>5D>2D>214A>66>2C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 3254
- Meter Gain: 23
- Notes: Highest Damage off 5A meterless, great Knockdown
5A>5AA>5C>3C>214D>66>EnC DP~Whiff j.2C>(66)2C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 3186
- Meter Gain: 22
- Notes: Stylish, Solid damage and ends in the usual knockdown.
Meterless Midscreen/Anywhere 5B Confirms
5B>5C>3C>236BBB
- Damage: 2274
- Meter Gain: 16
- Notes: Same as the first combo, remove the 5A.
5B>5C>Rekka~C>j.C>jc>j.C>j.623D~j.2C
- Damage: 2891
- Meter Gain: 20
- Notes: New 2.0 route, raid works on standing now :v
5B>5C>3C>214A>66>EnC DP>whiff j.2C>5B>2C>jc>j.C>jc>jB>j.C>j.623D~j.2C
- Damage: 3095
- Meter Gain: 22
- Notes: Much like the other Route. More Damage, More Meter, Better Carry.
5B>5C>3C>214A>66>EnC DP>Whiff j.2C>663C>EnKaid>662C>EnRekka~B>66>EnD DP~j.2C
- Damage: 3338
- Meter Gain: 23
- Notes: Fullscreen Carry off 5B. Decent Damage.
5B>5C>3C>214A>66>EnC DP>Whiff j.2C>663C>EnKaid>662C>EnSway~Pain>665C>EnRekka~B>66>EnD DP~j.2C
- Damage: 3625
- Meter Gain: 26
- Notes: Side switch confirm that works almost everywhere on screen, if too far from the corner, substitute the EnRekka~B for EnRekka~C>Air Combo for roughly 100 damage less.
5B>5C>3C>214A>66>EnC DP>whiff j.2C>665B>EnRekka~C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3029
- Meter Gain: 23
- Notes: Pretty Good 5B confirm into dash 5B. Tricky to do consistently however due to spacing, but still a very strong confirm with solid screen carry.
5B>5C>3C>214A>66>EnC DP>whiff j.2C>662C>EnSway~Pain>665C>EnRekka~C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3570
- Meter Gain: 25
- Notes: Another new Confirm that side switches off 5B Starter. Good damage and Knockdown
5B>5C>3C>214A>66>EnC DP>Whiff j.2C>662C>EnSway~Pain>665C>EnRekka~B>66>EnKaid>665B>2C>jc>j.C>j.C>j623D~j.2C
- Damage: 3900
- Meter Gain: 28
- Notes: Another new confirm, another side switch into high damage meterless. Bless 2.0
665B>EnKaid>662C>En214A~8A>665C>EnRekka~B>66>EnD DP~j.2C
- Damage: 4165
- Meter Gain: 29
- Notes: Your standard Dash 5B confirm. This is one of the most important confirms to learn as its a Massive amount of damage with decent meter gain. Get used to the dashes
665B>EnKaid>662C>EnSway~Pain>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 4417
- Meter Gain: 31
- Notes: Massive Damage off Dash 5B, the new standard as of CF 2.0 although the older route is still more than good, it's up to you.
665B>EnKaid>662C>5D>214A>66>EnRekka~C>jc>j.C>jc>j.B>j.C>j.623D~j.2C
- Damage: 3535
- Meter Gain: 28
- Notes A Variation of the Above combo. Better if you want to put your opponent back into the corner. Less Damage but better carry, same Knockdown though.
- *Tip: Delay the EnRekka just a bit. The slide on Air hit 5D should be the indicator when to EnRekka
665B>EnRekka~B>66>EnC DP>whiff j.2C>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3523
- Meter Gain: 29
- Notes: Corner Carry personified. Solid damage, not much else to it.
5B>5C>3C>214A>66>EnC DP~whiff j.2C>665B>EnRekka~B>66>EnKaid>665B>2C>jc>j.C>jc>j.C>j.623D~j.2C
- Damage: 3564
- Meter Gain: 25
- Notes: Works Everywhere, much like the other confirm like this one, requires a bit of spacing for full screen carry.
Crouching Hit 5B>5C>214A>66>EnKaid>662C>EnSway~Pain>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C Damage: 4461, Meter Gain: 32 - Main Crouching 5B confirm. Good Easy Damage, Easy utility.
Crouching Hit 5B>5C>5D>2D>214A>66>EnRekka~B>66>EnC DP>whiff j.2C>(66)2C>5D>2D>6D>214A>66>En214A~8A
- Damage: 4413
- Meter Gain: 31
- Notes: 2C hitstun buff makes this a very strong confirm on crouchers
Meterless Corner/Back to Corner 5B Confirms
5B>5C>3C>214D>665B(665C*)>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage: 3976 (4136)
- Meter Gain: 28 (29)
- Notes: The most basic 5B corner route, Great Damage and Knockdown. It is possible to do Dash 5C instead of 5B as you need to Delay Slash Kaid to get it consistently.
665B>EnKaid>662C>5D>2D>214A>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>En623D~j.2C
- Damage: 4397
- Meter Gain: 30
- Notes: Back to the Corner confirm. Great damage off Dash 5B and good knockdown.
Counter Hit 5B Confirms
CH 5B>214A~28A>662C>En214A~8A>665C>EnRekka~B>66>EnKaid>Slight Delay 5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3864
- Meter Gain: 25
- Notes: If you wanna style and put your opponent in the corner. Mainly used if you're in the corner.
CH 5B>214A~8A>665C>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage: 4391
- Meter Gain: 30
- Notes: Can be done off Normal CH 5B or Dashing CH 5B for the side switch. Great damage with decent knockdown. Midscreen only.
CH 5B>214A~8A>662C>En214A~8A>665C>EnRekka~B>66>EnRekka~C>j.c>j.C>j.C>j.623D~j.2C
- Damage: 3772
- Meter Gain: 24
- Notes: Much like the above combo, this is usually for style and actually be used midscreen. You lose a little bit of damage but the Carry is always good.
- Only works on tall hurtboxes unless close enough to corner
CH 665B>En214A~8A>665C>EnRekka~B>66>EnKaid>665B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 4209
- Meter Gain: 30
- Notes: If you want to push your opponent back to the corner and get solid damage and knockdown, go for it.
CH 5B>6D>214A>66>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage: 4550
- Meter Gain: 32
- Notes: Extremely high damage with really good meter gain. A huge midscreen punish with lots of screen carry if you are not cornered.
CH 5B>6D>214A>66>EnRekka~C>jc>j.C>jC>j.B>j.C>j.623D~j.2C
- Damage: 3015
- Meter Gain: 21
- Notes: Not as much damage but its main use is screen carry, just pushing your opponent a little past half screen.
CH 5B>6D>214A>66>EnKaid>665B>EnRekka~B>66>EnKaid>662C>5D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 4379
- Meter Gain: 30
- Notes: Corner to Corner. A little tricky due to Rekka needing to hit slightly above Naoto's head
Midscreen 5C Confirms
5C>2C>3C>236BBB
- Damage: 2566
- Meter Gain: 18
- Notes: Its basic. It works, not the best by any means but you're not getting raw 5C often anyways
Crouching Hit 5C>5D>2D>214A>66>EnRekka~B>66>EnC DP>whiff j.2C>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3710
- Meter Gain: 26
Counter Hit 5C Confirms
CH 5C>6D>214A>66>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage: 4956
- Meter Gain: 35
- Notes: 4.9k, Standard CH 5C Punish to really let your opponent think about life. Instant corner carry from midscreen.
CH 5C>6D>214A>66>EnRekka~C>jc>j.C>jc>j.B>j.C>j.623D~j.2C
- Damage: 3372
- Meter Gain: 27
- Notes: If you're too far to get carry just use this instead
CH 665C>En214A~8A>665C>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage: 4791
- Meter Gain: 33
- Notes: Much like the 5B version except at Max range you will never cross up. Instant corner carry from 3/4ths screen. Same route in the corner as well.
CH 5C>6D>214A>66>EnKaid>(66)2C>5D>2D>214A>66>2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage: 4932
- Meter Gain: 35
- Notes: Style, Optimization and Damage. Why not? Corner CH 5C Punish
Air Hit CH 5C>2D>214A>66>EnKaid>665C>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage: 4995
- Meter Gain: 35
Counter Hit 2C Confirms
CH 2C>214A~8A>665C>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>EnRekka~C>sjc>j.C>j.623D~j.2C
- Damage: 4384
- Meter Gain: 31
- Notes: Great reward off CH Anti-Air, carries to the corner at around a little behind midscreen.
CH 2C>214A~8A>665C>EnRekka~C>sjc>j.C>j.C>j.623D~j.2C
- Damage: 3595
- Meter Gain: 27
- Notes: An Alternative to the Above. Much like the other confirms like this, only use if you're too far to get corner carry.
CH 2C>6D>214A>66>EnKaid>665C>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~28A>665C>EnD DP~j.2C
- Damage: 4562
- Meter Gain: 32
- Notes: Good Damage, Corner Carry. Almost works from corner to corner
Anywhere 3C Confirms
663C>EnKaid>665C>EnRekka~C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3165
- Meter Gain: 22
- Notes: Stray Dash sweep confirm, if used in the corner it carries to half screen
663C>EnKaid>665C>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 4273
- Meter Gain: 30
- Notes: Alternative version to the above confirm. Can be used a bit further back from midscreen and are guaranteed corner
663C>EnKaid>662C>EnPain>665C>EnRekka~C>jc>j.C>jc>j.C>j.623D~j.2C
- Damage: 3772
- Meter Gain: 27
- Notes: Ez Damage off any Stray Dash Sweep. Works everywhere, Can substitute EnRekka~C for EnRekka~B>66>EnKaid for more damage, not as consistent.
Counter Hit 3C Confirms
CH 3C>662C>En214A~8A>665C>EnRekka~B>66>EnKaid>665B>2C>jc>j.C>jc>j.C>j.623D~j.2C
- Damage: 4104
- Meter Gain: 27
- Notes: Side switches. Good damage, and great corner carry no matter where you do it
CH 3C>2D>214A>66>EnKaid>665C>EnRekka~B>665B>2C>jc>j.C>jc>j.C>j.623D~j.2C
- Damage: 3922
- Meter Gain: 27
- Notes: Works Corner to corner.
CH 3C>2D>214A>66>EnKaid>665C>EnRekka~B>665B>2C>jc>j.C>jc>j.C>j.623D~j.2C
- Damage: 4389
- Meter Gain: 30
- Notes: Works closer to midscreen, guaranteed corner.
Midscreen 6A Confirms
6A>Rekka~C>jc>j.B>j.C>jc>j.B>j.C>j.623D~j.2C
- Damage: 2561
- Meter Gain: 18
- Notes: The confirm for people that can't do sway cancels. Practice them.
6A>5C>5D>(2D)>214A>66>EnRekka~B>66>EnC DP>Whiff j.2C>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3710 (w/ 5D>2D>) 3601 (w/o 2D)
- Meter Gain 26/25
- Notes: The overhead BnB. Great damage and carry. Buffer everything if you're struggling. Dash shortcuts are either 66236 or 2366.
6A>5C>214A>66>EnKaid>662C>EnSway~Pain>665C>EnRekka~B>66>EnD DP~j.2C
- Damage: 3998
- Meter Gain: 28
- Notes Almost 4k off his Overhead, works everywhere and side switches
6A>5C>214A>66>EnKaid>662C>EnSway~Pain>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.623D~j.2C
- Damage: 4137
- Meter Gain: 29
- Notes: Almost like the above confirm, guaranteed side switch+Corner if done midscreen. Hold 4B to not cross up into the corner.
Meterless Corner/Back to Corner 6A Confirms
6A>5C>214A>66>EnKaid>662C>5D>214A>66>EnKaid>662C>5D>2D>6D>214A>66>En214A~28A>665C>EnD DP~j.2C
- Damage: 4109
- Meter Gain: 28
- Notes: A very rewarding overhead confirm that side switches you and the opponent in the corner. Also works on Arakune.
6A>5C>3C>214D>663C>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~28A>665C>EnD DP~j.2C
- Damage: 3402
- Meter Gain: 23
- Notes: Good damage and knockdown. There are alternate routes that do slightly more but they are far more unstable than this one, dropping or being too inconsistent on a few characters, As of 2.0 this works on Rachel
6A>5C>3C>214D>EnC DP>whiff j.2C>(66)2C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C Damage: 3560 Meter Gain: 25
Meterless j.A/j.B Air to Air Confirms
j.A>j.A>jc>j.C>j.D>j.623D~j.2C
- Damage: 1500
- Meter Gain: 10
j.A>j.C>jc>j.B>j.C>j.623D
- Damage: 1718
- Meter Gain:12
j.A>j.C>jc>j.C>j.D>j.623D~j.2C
- Damage: 1853
- Meter Gain: 13
Meterless j.B/j.C Air to Ground Confirms
(IAD j.B)>(IAD)j.C>665B>EnKaid>662C>EnSway~Pain>665C>EnRekka~B>66>EnD DP~j.2C
- Damage: 3300
- Meter Gain: 28
(IAD j.B)>(IAD)j.C>665B>EnRekka~B>66>EnC DP~whiff j.2C>(66)2C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 2862
- Meter Gain: 22
Meterless CH j.C Air to Air Confirms
IAD CH j.C>6A>6D>214A>66>EnRekka>66>EnKaid>662C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 4370
- Meter Gain: 31
CH sj.C>jc>Delay Falling j.C>2C>Sway~Pain>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>jc>j.C>j.623D~j.2C
- Damage: 3972
- Meter Gain: 28
Meterless 5[D]/2[D] Confirms
5/2[D]>214A>66>EnRekka~B>66>EnC DP>whiff j.2C>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 4491/4176
- Meter Gain: 32/30
- Notes: This shouldn't happen, but if it does, easy damage for something that shouldn't land outside of Overdrive or on Counter Hit
5/2[D]>214A>66>EnKaid>662C>En214A~28A>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 5436/5023
- Meter Gain: 38/35
- Notes: Another thing that should not happen outside of OD or CH, insane damage though so take that as you will
Meterless j.[D] Starters
j.[D]>EnKaid>665C>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~28A>665C>EnD DP~j.2C
- Damage: 4616
- Meter Gain: 32
- Notes:The Anti Anti-Air/General j.[D] Starter. The EnKaid followup is probably the hardest part of the confirm but simple enough with some practice. Huge damage off a Non-CH, Adjust accordingly for confirms a bit too far from midscreen
j.[D]>662C>En214A~28A>665C>EnRekka~B>66>EnKaid>665B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 4384
- Meter Gain: 31
- Notes: Damage and Side swap. Generally pushes to the corner with good knockdown
CH Drive Starters
CH 5D>6D>214A>66>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 4935
- Meter Gain: 35
- Notes: Almost breaks 5k, excellent punish to use especially midscreen. If you're too close to the corner, alternate to Rekka~C>j.C>j.C>j.623D~j.2C
CH 5[D]>6[D]>214A>66>EnSway~Pain>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 5906
- Meter Gain: 42
- Notes: This confirm is mainly used to punish slow recovering DP's like Naoto's, Hibiki's, Makoto's, Azrael's, Kagura's Flash Kick, as well as Terumi's Soutenjin Super if he isn't in OD as he can Mash EA after whiffing the 2nd hit. This Punish is the fullscreen variant with the Half screen variant actually hitting above 6k but is more spacing dependent.
CH 6D>214A>66>EnKaid>662C>En214A~8A>66>5C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 4861
- Meter Gain: 34
- Notes: the 6D Punish that can be used anywhere on screen. If you're in the corner. Huge damage off any stray CH 6D, if you're too far away from the corner, settle for the Rekka~C confirm; usual less damage and decent knockdown. As of 2.0 it works on EVERYONE
Midscreen Forward Throw Routes
Forward Throw>665C>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage: 3714
- Meter Gain: 26
- Notes: Basic Throw route Midscreen, corner carry. Same rules apply to most other midscreen routes, Adjust it if you're too far from the corner or Settle for slightly worse Knockdown.
Forward Throw>662C>En214A~8A>665C>EnRekka~B>66>EnKaid>665B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3551
- Meter Gain: 25
- Notes:This route is if you want to side swap and force your opponent into the corner, works almost everywhere.
Corner Throw Routes
Forward Throw>662C>5D>6D>214A>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~28A>665C>EnD DP~j.2C
- Damage: 3625
- Meter Gain: 26
- Notes: The staple corner throw convert. Easy, solid damage with pretty decent reward.
Forward Throw>6D/(6[D])>214A~8A>2C>5D>2D>6D>214A>66>EnRekka~B>66>EnD DP~j.2C
- Damage: 3529 (6D)/3728 (6[D]
- Meter Gain: 25/28
- Notes: A little bit spacing specific off throw but it's still solid damage for what it's worth.
Midscreen Back Throw Routes
Back Throw> 665C>EnKaid>663C>EnKaid>665B>EnRekka~B>66>EnD DP~j.2C
- Damage: 3150
- Meter Gain: 22
- Notes: Simple back throw route. Side swaps and can most often lead to corner carry.
Back Throw>665C>EnRekka~B>66>EnC DP>whiff j.2C>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3273
- Meter Gain: 23
- Notes: Much like the Above confirm, it side swaps and works generally everywhere.
Back Throw>214A>66>E214A~8A>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3517
- Meter Gain: 25
- Notes: Back Throw being special cancelable adds Style + the sideswitch so you can put your opponent back into the corner if need be.
Air Throw Routes
Air Throw>662C>5D>214A>66>EnRekka~C>jc>j.C>j.B>j.C>j.623D~j.2C
- Damage: 3152
- Meter Gain: 22
- Notes: One of naoto's few airthrow confirms. But midscreen pushes to the corner with decent damage.
Air Throw>662C>En214A~8A>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>jc>j.C>j.623D~j.2C
- Damage: 3551
- Meter Gain: 25
Fatal Counter Routes
Crouching Hit FC 236BB>665A>EnKaid>662C>EnSway~Pain>665C>EnRekka>66>EnKaid>(66)2C>5D>2D>6D>Sway>66>EnD DP~j.2C
- Damage: 4120
- Meter Gain: 28
FC En236BB>236BBB>66>EnC DP>Whiff j.2C 2C>5D>6D>214A>66>EnKaid>5C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 4806
- Meter Gain: 34
- Notes: Another route with 2nd Rekka. Leading to a fair bit amount of damage, and corner carry if done from midscreen as well as possible in the corner.
FC 6[D]>214A>66>66D>214A>66>EnRekka~B>66>EnKaid>(66)2C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
- Damage: 5845
- Meter Gain: 41
- Notes: Big boy damage. Improbable Confirm with an absurd amount of damage. FC 6[D] makes everyone sad.
Corner FC 236BBB>665B>6B>662C>2D>5[D]>214A>66>EnKaid>662C>5D>214A~8A>665C>EnRekka~B>66>EnD DP~j.2C
- Damage: 5393
- Meter Gain: 41
- Notes: Only works on Jin, Noel, Hakumen, Izanami, Susano'o
Corner FC 236BBB>665B>6B>662C>2D>6[D]>214A~8A>(66)2C>5D>2D>6D>214A>66>EnRekka~B>66>EnD DP~j.2C
- Damage: 5363
- Meter Gain: 40
- Notes: The universal Version of the above combo
Corner FC 236BBB>665B>6B>662C>(2D>5[D]>214A>66>2D>5[D])x3>214A>66>EnRekka~B>66>EnD DP~j.2C
- Damage: 5391
- Meter Gain: 40
25% Meter Confirms
6A>5C>CT>214A~8A>665C>EnRekka~B>66>EnKaid>5B>2C>jc>j.C>j.C>j.623D~j.2C
- Damage: 3251
- Meter Gain: -25, +14
- Notes: Its nifty, decent confirm if you want to spend your meter but it's not really advised here as you can save your Meter for Supers and RC's to keep your pressure safe or mixup
CH 5B/C>6D>Charge CT>5D>2[D]>214A>66>EnKaid>(66)2C>5D>2D>6D>214A>66>En214A~8A>665C>EnD DP~j.2C
- Damage; 5B: 5241, 5C: 5671
- Meter Gain: -25, +25, 5C: -25, +28
- Notes: Make people sad. Really really sad. Pushing almost 6k off a CH and 25 meter this confirm is well worth using the 25 Meter. Only real downside is this is Corner only but the reward is definitely worth it, especially since you remain Meter Positive regardless, and if you have the meter to spend on super as well, you're going to see someone's Health Bar melt, even more so if you Spend the OD to do it.
Video Examples
BBCF2 Naoto Kurogane combo collections
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- Susano'o [★]
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- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
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