P4U2R/Naoto Shirogane/Combos

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 Naoto Shirogane



Combo Notation GuideCharacter Name Abbreviations
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+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko

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

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. Starter Ground Combo 1
  2. Starter Ground Combo 2
  3. Starter Anti Air Combo 1
  4. Starter Anti Air Combo 2
  5. Starter Throw Combo

Starter Ground Combo 1Simple yet essential combo to get started
1510 Damage
-2 Fate
Very Easy

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.


Starter Ground Combo 2Grants basic oki midscreen
1036 Damage
Very Easy

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.


Starter Anti Air Combo 1Keep them out of the air
1903 Damage
Very Easy

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.


Starter Anti Air Combo 2REALLY Keep them out of the air
1831 Damage + Poison
-2 Fate
Very Easy

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.


Starter Throw ComboEasy way to capitalize off your throws
1611 Damage
-2 Fate
Very Easy

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

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Under construction

Combo List

Meterless Midscreen

# Combo Position Damage SP Gain Works on: Fate Depletion Notes Video
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

j.C Starters
# Combo Position Damage SP Gain Works on: Difficulty Notes Video
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

2[C] Starters
# Combo Position Damage SP Gain Works on: Difficulty Notes Video
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

5A/5B/AoA Starters
# Combo Position Damage SP Gain Works on: Difficulty Notes Video
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

P4U2 2.5 Various Naoto Confirms

P4U2 2.5 Shadow Frenzy Theory Doc

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 Naoto Shirogane