Combo Notation Guide | Character Name Abbreviations | |||||||||
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Read First
- All damage values are tested with Normal Naoto and normal opponent both without Awakening unless otherwise stated
- Unless otherwise stated, the combos listed should work with both Normal and Shadow variants
- Damage values are calculated disregarding poison damage
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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- Starter Ground Combo 1
- Starter Ground Combo 2
- Starter Anti Air Combo 1
- Starter Anti Air Combo 2
- Starter Throw Combo
1510 Damage
-2 Fate
5AA > 5B > 5C > 2C > 214A~Ax5
This combo is where every Naoto player should start. Even off of heavily scaled starters like 2A, this combo will grant her suitable damage while also taking off 2 fate and putting the opponent fullscreen, giving you space to set up traps and start zoning.
In the corner, you are advantageous enough to meaty them on their wakeup or to get a safejump afterwards by doing 9 j.A (whiff) > j.C. Of course, do note that smart opponents may delay their tech to avoid it so be on the lookout for that to keep the pressure on them.
Can add A/SB Anti-S SP Pistol or Raid to the end of the combo to tack on some extra damage, apply status, and/or take off additional fate conters to prep for an IK.
1036 Damage
5AA > 5B > 2A+B > 236A~D
Alternative ground combo that is especially good when you're out of bullets. The knockdown afterwards lets you set down a C trap or just go for a meaty.
If you have bullets, you can tack on a bit more damage by ending with 236A~Bx5
You can connect Hamoan after by ending with 236A~6D > 236236C. This is an important confirm to know in order to score IKs when the opponent's fate is at 0.
1903 Damage
2B > 5C > j.B > j.C > dj.C > j.D > j.236A
Simple anti air combo that grants solid damage and lets Naoto return to neutral. No okizeme but should give you some space to start zoning or set a quick C trap.
Can also add A/SB Anti-S SP Pistol to the end of the combo to tack on some extra damage, apply status and take 6 fate with SB.
1831 Damage + Poison
-2 Fate
CH 236C > 5C > 2C > 214A~Cx5
Requires counter hit. Another simple anti air combo that puts the opponent fullscreen and takes 2 fate. Great oppurtunity to set up traps after and zone.
Can also add Raid to the end of the combo to tack on some extra damage and/or take additional fate counters.
1611 Damage
-2 Fate
C+D~C/D > 236A~Ax5
Basic throw combo that takes off 2 fate and lets you get back to zoning.
Can also add Raid to the end of the combo to tack on some extra damage and/or take additional fate counters.
Core Combos
Core combos balance potency with consistency. They:
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Under construction
Combo List
Meterless Midscreen
# | Combo | Position | Damage | SP Gain | Works on: | Fate Depletion | Notes | Video |
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1 | AOA~C > j.A > j.B > j.C > dj.B > j.C > 236A/B | Meterless Midscreen | 2249 | 25 | All | 0 | Video | |
2 | 5AA > 5B > 5C > 2A+B > 236A~Bx5 | Meterless Midscreen | 1943 | 19 | All | 1 | Video | |
3 | 5AAA > 236B~Cx5 | Meterless Midscreen | 1911 | 19 | All | 1 | ||
4 | 5AA > 2B > 5B > 5C > 2C > 214A~Ax4~C~D > 5AAAA~D | Meterless Midscreen | 1873 | 31 | All | 2 | ||
5 | 5C > 2C > 214A~Ax4~C~D > 5AA > 2B > 5C > 236B > 6D | Meterless Midscreen | 2681 | 30 | All | 3 | ||
6 | 5B > 5C > 2A+B > 236D > 5C > 2C > 214A~Cx5 | Meterless Midscreen | 2551 | 26 | All | 2 | Doesn't work on YA, KE, MA, or KU | Video |
7 | 5AAA > j.214C > 2C > 214A~Ax4~C~D > 2[C] > 2C | Meterless Midscreen | 1518 | 36 | All | 5 | Shadow Naoto Only | Video |
8 | 5C CH > 2[C] > 5C > 2C > 214A~Ax4~C~D > 5AAAA > 6D | Meterless Midscreen | 3009 | 43 | All | 5 | Crouching Opponent | Video |
9 | AA 2B CH > Falling j.A > j.C > 5C > 236B~Bx5 | Meterless Midscreen | 2356 | 20 | All | 1 | Replace Falling j.A with IAD j.A if low enough | Video |
10 | AA 2B CH > 2[C] > 5B > 5C > 2C > 214A~Ax4~C~D > 5AAAA~D | Meterless Midscreen | 2516 | 40 | All | 4 | You must hit the opponent with 2B higher up for the 2[C] to land, above combo more consistent | Video |
11 | AA 2B (non CH) > 5C > 236B~Bx5 | Meterless Midscreen | 2145 | 17 | All | 1 | Video | |
12 | AA 5C CH > 2[C] > 5C > IAD j.B > j.C > 5C > 236B~Cx5 | Meterless Midscreen | 3142 | 26 | All | 3 | Opponent must be decently high up for 2[C] to connect | Video |
13 | 236C CH > Delay 5C > 214A~Ax4~C~D > 5AAAAD | Meterless Midscreen | 2599 | 39 | All | 1 | Video |
Air-to-Air Confirms
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
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15 | j.C > 5C > IAD j.B > j.C > 5C > 236B~Cx5 | Air-to-Air Confirms | 2681 | 23 | All | |||
16 | j.C > 5C > IAD j.A > j.C > j.236B > (66) > 5C > 236B~Cx5 | Air-to-Air Confirms | 3016 | 31 | All | Near Corner |
Fatal Counter Confirms
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
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17 | 2[C] > 66 > 2A+B > 236D > 66 > j.C > 5C > IAD j.B > j.C > 5C > IAD j.B > j.C > 5C > 236B > 66 > 5B > 5C > 236A > Bx5 | FC Confirms | 4185 | 44 | All | From Fullscreen | ||
18 | 2[C] > 66 > 2A+B > 236D> 66 > 5C > IAD j.C > 5B > 5C > slight delay 236D > slight delay 5C > j.236B > j.236A > 2B > 5C > 236B~D > 5C > 214A > Cx5 | FC Confirms | 4719 | 51 | All | From Starting Position | ||
19 | 2[C] > 236D > 236B > 236D > j.236B > 5C > 236C > 5C > 236A~D > 2A > 236D > j.236A > 5A > 5C > 214A > Cx5 | FC Confirms | 5036 | 52 | All | From Corner |
Corner Confirms
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
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20 | 5AA > 5B > 5C > 2C > 236B~D > 5C > 236A~Bx5 | Corner Confirms | 2187 | 26 | All | |||
21 | 5AA > 5C > 2A+B > 236D > j.236A > 5A > 5C > 236B~Cx5 | Corner Confirms | 2461 | 35 | All | |||
22 | AoA~D > 2A+B > 236C > 5C > Delay 236B~D > 236A~Bx5 | Corner Confirms | 2901 | 37 | All | |||
23 | 5B > 5C > 2A+B > 236D > 5C > j.236B > TK j.236A > 5A > 5C > 236B~Cx5 | Corner Confirms | 3323 | 38 | All | B Starter Only |
Basic Theory
Midscreen: Do things into 2C 214A~Ax4~C~D > 5AAAAD or into 2AB > 236A~Bx5
Corner: Do things into 2C 236B~Cx5. If 2A starter, do 236B~D > 236A~Bx5
Air-to-Airs: j.B > j.C > dj.B > dj.C > j236A/B
Close to ground Air Confirm: 5C > IAD j.A/j.B > j.C > 5C > 236B~Cx5
Note - Many of these confirms also can apply to Shadow Naoto but they may or may not have to be tweaked a little to work with her.
AoA = All Out Attack
dj. = Double Jump
AA = Anti-Air (2B/236C)
External Resources
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