BBCF/Naoto Kurogane/Combos: Difference between revisions

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Line 351: Line 351:
: Notes: Works Corner to corner.
: 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'''
'''CH 3C>2D>214A>66>EnKaid>665C>EnRekka~B>66>EnKaid>662C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~j.2C
: Damage: 4389
: Damage: 4389
: Meter Gain: 30
: Meter Gain: 30
: Notes: Works closer to midscreen, guaranteed corner.  
: Notes: Works closer to midscreen, guaranteed corner.


===Midscreen 6A Confirms===
===Midscreen 6A Confirms===

Revision as of 02:55, 21 May 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
RC = Rapid Cancel
CH = Counter Hit
IAD = Instant Air Dash
OD = Overdrive
EA = Exceed Accel
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
(En) = Whenever Naoto dashes/dash cancels a special it will be Enhanced. This abbreviation will be used in BnB's whenever they are present
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


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>66>EnKaid>662C>5D>2D>6D>214A>66>EnSway~Pain>665C>EnD DP~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