BBTag/Naoto Shirogane/Combos

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Naoto Shirogane
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(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)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Solo Routes

Regular Enders
  • Every combo shown here can end in Hamaon (214BC) or Mudoon (j.214BC).
# Combo Position Damage Difficulty Notes
# 5AAA > 5BB > 2C > 236[B] Any 5878 [1] Very Easy Naoto's most basic grounded combo.
# (6AAA > 2C > 214A)*2 > 6AA > delay 6AAA > 2B > j.236[B] Any 6830 [2] Easy Advanced ground combo with HTM and 5AA loops. Requires mini-dashing.
# (6AAA > 2C > 214A)*2 > 6AAA > 2B > jcjAAC > jcjC > j236[B] Midscreen 6904 [2] Easy Advanced ground to air combo.
# 5AAA > 2C > 214A > 2B > hjcj214A*2 > (jC > j214A)*3 > jC > jcjC > j236[B] Corner 7251 [3] Intermediate Difficult aerial HTM loops.
# 2B > (hjcjAA > j214A OR hjcjA > j214A*2) > jcjAA > j236[B] Any 5586 (5975) [2] Easy Standard anti-air combo.
# 2B > hjc > j.AA > (j.C > j.214A)*6 > j.C > jc > j.C > j.236B~[A] Corner 7045 [3] Intermediate Advanced anti-air combo using jC loops.
# Grab > 2C > 214A > 6AAA > 2C > 214A > 6AA > 2B > jc > j.AA > jc > j.AA > j.236B~B/A Any 5562/5527 [3] Intermediate Basic grab combo that can be done anywhere.
# Grab > dl.214A > 5AA > 2C > 214A > 5AAA > 5BB > jc > j.AA > jc > j.AA > j.236[B] Corner 5704 [2] Easy Basic corner grab combo.
# 5AAA > 214C > (5AAA > 2C > 214A)*2 > 5AA > 2B > 236[B] Corner 7315 [2] Easy

Single meter combo that uses HTM loops.

# 5AAA > 2C > 214A > 6AAA > 2C > 214A > 5AAA > 5BBB > 236BC Any 7924 [2] Easy Super combo that can be done anywhere.
# 5A > 2C > 214A > (5AA > 2C > 214A)*2 > 5AA > 5BBB > 236BC Corner 8251 [2] Easy Standard corner super combo.
Fate Counter Enders
# Combo Position Damage Difficulty Notes
# 5AAA > 2C > 214A > 6AAA > 2B > j.B > j.C > jc > j.C > j.236BC Any 7248 [2] Easy A basic combo that will mark opponents.
With Assists

5AA > 5B > 236B > 4 > 5P > dash 5B > 2B > sjc j.BB > djc j.BB > j.C > j.236B+C

Video Example
Damage: 7901
Notes:
  • Applies Fate Counter


5AAA > 5B > 236B > 4 > 5P > 214B+C

Video Example
Damage: 99,999
Requires: Fate Counter
Notes:
  • The easiest and most standard way to combo into Hamaon to instant kill an opponent who you've applied the Fate Counter to.


Combo Theory

2C > 214A

This combo piece only works closer up. Further out, the 214A will whiff. So ideally, you want to use this combo piece when you're up close, more from opening people up in pressure or punishes rather than stuff like max range 5A pokes.

Additionally, this combo piece will not work on Tager and Waldstein


Video Examples

Naoto Combos by Kakuge

Basic Naoto Combos By Meno


External Documents and References


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