BBCF/Naoto Kurogane/Combos: Difference between revisions

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! Starter !! Variation !! Damage !! Meter Gain
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| {{clr|A|5A}} {{clr|A|5AA}} || {{clr|D|5D}} {{clr|D|6D}} || 3080 || 22
| {{clr|A|5A}} {{clr|A|5AA}} || {{clr|D|5D}} {{clr|D|6D}} || 3239 || 23
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| {{clr|B|5B}} || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 3992 || 28
| {{clr|B|5B}} || {{clr|D|5D}} {{clr|D|2D}} {{clr|D|6D}} || 3992 || 28

Revision as of 04:16, 27 October 2022

 Naoto Kurogane


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+A becomes 236A.
> = 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.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
En = Short for Enhanced, used as a prefix when the Enhanced version of a special must be used
236BBB = 236B~236B~236B
236BBC = 236B~236B~236C
c.En214D = Close grounded/sliding hit Enhanced 214D
f.En214D = Far grounded hit Enhanced 214D
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Disclaimer: Naoto can be played effectively without the usage of high damage combos due to his straightforward gameplan and strong but simple pressure. It is recommended to focus on learning fundamentals such as pressure, neutral and defence rather than focusing on learning difficult combos.

Starter By Starter List

If just looking for a combo from a particular starter, browse the old version of the page or the video below

Note: Starters or types of routes with their own section on this page (e.g. Charged Drive Starters, Fatal Counter Combos, Metered Combos, etc.) may be more optimal or in-depth than those found on the old page.

The old page and video both use old Naoto combo notation (which is still used by the Naoto community).


Basic 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

Beginner Combos

Route Position Difficulty Damage Meter Gain Notes
5A 5AA 5B 5C 6B j.623D~j.2C *(2A 5A 5AA 2C sjc j.C jc j.C j.623C~j.2C) Anywhere Very Easy 2150 (2822) 15 (20) *Input 2A immediately after landing to start a blue beat combo if the opponent doesn't emergency tech.
(Crouching Hit 5A 5AA) 5B 5C 236BBC sjc j.B j.C jc (dl.)j.B j.C (dl.)j.623D~(dl.)j.2C Anywhere Very Easy 2922 (2506) 20 (17) Can side swap by delaying the second j.B, j.623D and j.2C.
5A 5AA 5B 5C 3C 214D, 5B 236BBC sjc j.C jc j.C j.623D~j.2C Corner Very Easy 2657 19
Forward Throw, 665C 2C sjc j.B j.C jc j.B j.C j.623D~j.2C Anywhere Very Easy 2884 20 The microdash may not be required on some characters.
Air Hit 2C (s)jc j.C jc j.C j.D j.623D~j.2C Anywhere Very Easy 2794 20 Anti-air combo.
Air Hit 2A 5A 5AA 2C sjc j.B j.C jc j.B j.C j.623D~j.2C Anywhere Very Easy 1911 13 Roll catch combo.


At this stage, it is recommended that you learn about Naoto's okizeme and practice his General Roll Catch here, because for Naoto the most important reward from a combo is not the damage but the pressure he can start after it.


Basic BnB
Easy

Starter > 5C 214A~dc/5D~dc En623C, 5A 5AA 2C jc j.C jc j.C j.623D~j.2C
En623C is Naoto's main way of launching a grounded opponent from common starters.

Although generally quite difficult when learning Naoto, dash canceling from 214A is highly encouraged as compared to dash canceling from a drive normal, it can be canceled one frame earlier and can be canceled into from any normal, unlike Naoto's drives.

En623C can be slightly delayed after the dash cancel to allow the combo to work from any distance.

Starter Damage Meter Gain
5A 5AA 2505 17
5B 2952 21


Basic Midscreen to Corner BnB
Easy

Starter > 5C 214A~dc/5D~dc En623C, 5A 2C 5D 214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C
Reaching the corner allows Naoto to extend with a drive normal.

Starter Damage Meter Gain
5A 5AA 2980 21
5B 3544 25


Basic Corner BnB
Easy

Starter > 5C 3C 214D, dl.665B En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C
Delay En214D so that it hits as low as possible and optionally perform a very short microwalk back (may not be possible during very long combos) before 5B so that Naoto does not swap sides. If this is too inconsistent, replace 5B with a delayed 5A 5AA or simply end in En623D~j.2C.

Starter Damage Meter Gain
5A 5AA 3006 21
5B 3573 25

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


Corner Whiff j.2C
Intermediate

Starter > 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C
j.2C cannot be whiffed after grounded launches with 3C and En236BBB on Arakune.

To whiff j.2C, delay it as much as the cancel window allows. It allows Naoto to recover much earlier after En623C as the followup has no landing recovery.

Starter Damage Meter Gain
5A 5AA 3080 22
5B 3668 26


Corner En214A~8A > Ender
Intermediate

Route > 6D 214A~dc En214A~8A, Ender
This ender can be used after any route that ends in a drive string and adds a high amount of damage to Naoto's corner combos.

When doing a full drive string (5D 2D 6D), microdash 2C or omit 2D on Bang, Platinum and Arakune.

Can also be done with 2D 214A~dc En214A~8A for Midscreen routes that do not fully reach the corner.

Route Ender Damage Meter Gain
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), (66)2C 5D 2D 665C En623D~j.2C 3083 22
5B 5C 3C 214D, dl.665B En236BBB~dc dl.En214D, (66)2C 5D 2D 665C En623D~j.2C 3976 28


Midscreen 214A~8A
Intermediate

Starter > 214A~8A, Variation > En236BBB~dc > Route
Due to being a combo throw, 214A~8A will stabilize the opponents height and allow for consistent conversions from air hits if routed into.

When doing 5D 6D, 665B, microdash 2C or do a longer dash before 5B on Rachel and Makoto.

Starter Variation Route Position Damage Meter Gain
- - dl.En214D, (66)2C 5D 6D, 665B 2C jc j.C jc j.C j.623D~j.2C Midscreen 3817 27
Air Hit 2A 5A 5AA 2C 665C dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Midscreen 2739 19
Air Hit 2C 665C dl.En214D, (66)2C 5D 6D, 665B 2C jc j.C jc j.C j.623D~j.2C Midscreen 4331 31
Rising Air Counter Hit j.C, land 5A 2C 665C dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Midscreen 3453 24
Rising Air Counter Hit sj.C, dl.j.C, land 2C 665C dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Midscreen 3453 24


Corner 214A~8A
Intermediate

Starter > 214A~8A, dl.662C > Variation > 214A~dc En236BBB~dc En623D~j.2C
If done early, Naoto can do a drive string after 214A~8A.

When doing 214A~8A, 662C 5D, delay 662C on Noel, Rachel, Taokaka, Tsubaki, Mu, Relius, Amane, Bullet, Hibiki, Naoto and Izanami.

Starter Variation Damage Meter Gain
- 5D 6D 214A~dc dl.En214D, (66)2C 5D 2D 6D 3906 28
Air Hit 2A 5A 5AA 2C 5D 2D 6D 2672 19
Air Hit 2C 5D 6D 214A~dc dl.En214D, (66)2C 5D 2D 6D 4323 31


662C En214A~8A Side Swap
Intermediate

Starter > 662C En214A~8A, Variation > En236BBB~dc Ender
Naoto's way to side swap an airborne opponent. Works later in combos than 2C 214A~8A due to En214A~8A being slightly faster.

Starter Variation Ender Damage Meter Gain
214A~8A 665C dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C 3293 21
Air Hit 2A 5A 5AA 2C 214A~8A 665C En623D~j.2C 2417 16
Air Hit 2C 214A~8A 665C dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C 3783 25
663C En214D dl.662C 5D 214A~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C 4160 29


Crouching Hit into En236BBB
Intermediate

Starter > 5C > Variation > 214A~dc En236BBB~dc En623C~dl.j.2C(w), Ender
En236BBB~dc En623C does not work outside the corner on Arakune.

Crouching hit routing that will work at any distance from the opponent.

Starter Variation Ender Position Damage Meter Gain Notes
5A 5AA 5D (3C 214D,) 5B 2C sjc j.C jc j.C j.623D~j.2C Anywhere (Midscreen) 3223 (3289) 23 (23) Do the part in brackets if Naoto reaches the corner.
5B 5D 2D (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen 4413 31


Midscreen En623C, 5A 2C
Intermediate

Starter > 5C 214A~dc/5D~dc En623C, 5A 2C 214A~dc En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C
Nearly Naoto's best midscreen combo, only beaten by j.2C(w), 662C routing which has a significant difference in difficulty.

Has extremely good corner carry, almost working when Naoto's back is to the corner. Whenever too far from the corner after an En236BBB for 5B to hit after En214D, instead end in En236BBC 8sjc j.C jc j.C j.623D~j.2C.

214A must be used after 2C and the cancels must be done immediately.

Starter Damage Meter Gain
5A 5AA 2969 21
5B 3532 25


Corner 3C 214D, En623C
Intermediate

Starter > 5C 3C 214D, En623C~dl.j.2C(w), 2C > Variation > En214A~8A, En236BBB~dc En623D~j.2C
A variant of Corner Whiff j.2C routing that does more damage. The listed combos below end in En214A~8A, En236BBB which does more damage than En214A~8A, 665C if En236BBB has not been used yet.

j.2C can be whiffed against Arakune with this launch if En623C is done fast enough.

Starter Variation Damage Meter Gain
5A 5AA 5D 6D 3239 23
5B 5D 2D 6D 3992 28


Corner 5D into En214D
Intermediate


Starter > 2C 5D 214A~dc En214D, (66)2C > Variation > 214A~dc En214A~8A, Ender
Used after setting up a drive string route without using En214D.

Starter Variation Ender Damage Meter Gain
5B 5C 3C 214A~dc En623C~dl.j.2C(w) 5D 6D En236BBB~dc En623D~j.2C 3964 28
665B En236BBB~dc En623C~dl.j.2C(w) 5D 2D 6D 665C En623D~j.2C 4365 31
5D 214A~dc En236BBB~dc En623C~dl.j.2C(w) 5D 2D 6D 665C En623D~j.2C 4715 33
2D 214A~dc En236BBB~dc En623C~dl.j.2C(w) 5D 2D 6D 665C En623D~j.2C 4333 31
En236BBB~dc En623C~dl.j.2C(w) 5D 2D 6D 665C En623D~j.2C 3794 27


Corner Drive Loop
Intermediate


Starter > (dl.)En214D, 2C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En214A~8A, Ender
Used after routing into En214D early in a combo.

Starter Ender Damage Meter Gain
663C En236BBB~dc 665C En623D~j.2C 4355 31
Air Hit En236BBB~dc 665C En623D~j.2C 3987 28
Counter Hit 5B/5C 6D 214A~dc En236BBB~dc En623D~j.2C 46576/5069 33/36
6D 214A~dc (dl.)En236BBB~dc 665C En623D~j.2C 5030 36


Midscreen Microdashed Normal into c.En214D
Intermediate


Starter > c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C
High damage routing but risky to use as autopilots in neutral due to En214D being punishable on block, making it more useful when punishing.

A longer dash on 2C can be used after c.En214D to ensure that En214A~8A will side swap on every character.

Starter Damage Meter Gain
665A 3775 26
665B/665C 4417/4798 31/34
Counter Hit 5AA, 665C 4645 33
Counter Hit 6B, 665B 3911 27


Back to Corner c.En214D into En236BBB
Intermediate


Starter > c.En214D, Variation (dl.)En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C
For side swapping after c.En214D while not necessarily requiring Naoto to be as far into the corner as possible.

When doing 5D 214A~dc En236BBB, En236B can be delayed after the dash cancel so that Naoto travels further before it, allowing it to work from further distances from the corner or even midscreen (although this may be character specific).

Starter Variation Damage Meter Gain
665A 662C 3866 27
665B/665C 662C 5D 214A~dc 4587/4976 32/35
Counter Hit 5AA, 665C 662C 4737 33
Counter Hit 6B, 665B 662C 3984 28


Back to Corner c.En214D into Drive Loop
Intermediate


Starter > c.En214D, 662C 5D 2D 214A~dc, (66)2C > Variation > 214A~dc En214A~8A, En236BBB~dc En623D~j.2C
For side swapping after c.En214D when Naoto is as far into the corner as possible.

Starter Variation Damage Meter Gain
665A 5D 6D 3890 27
665B/665C 5D 2D 6D 4610/4997 33/35

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Combos listed as Very Hard represent routes that are considered too difficult for practical use in matches.


Corner En214A~8A, 5C 2C Optimisation
Intermediate

Starter > Route (66)2C > Variation > 214A~dc En214A~8A, 5C 2C jc j.C (jc j.C) j.623D~j.2C
Naoto's j.C has the same base damage and scaling as 5D and 2D, so moving it to after 6D and En214A~8A when possible increases the overall combo damage. Doing this ender often requires omitting 2D.

Starter Route Variation Number of j.Cs Damage Meter Gain
Crouching Hit 5C 5D 2D 214A~dc En236BBB~dc En623C~dl.j.2C(w) 5D 6D 1 4681 33
Crouching Hit 5D 2D 214A~dc En236BBB~dc En623C~dl.j.2C(w) 5D 6D 2 4640 33
2D 5D 214A~dc En236BBB~dc En623C~dl.j.2C(w) 5D 6D 2 4265 30
Counter Hit 5B 6D 214A~dc En236BBB~dc dl.En214D 5D 6D 2 4640 33
Counter Hit 2C 6D 214A~dc En236B(w)BB~dc dl.En214D 5D 2D 6D 2 4677 33


Corner (En)214A~8A, 665C En236BBB Optimisation
Intermediate


Route > (En)214A~8A, 665C En236BBB~dc En623D~j.2C
Drops on Ragna, Bang, Tsubaki, Mu, Platinum and Izanami. If the second hit of En236BBB is delayed, it only drops on Mu and Izanami. 665C can be omitted so that this does not occur but may do less damage than other routing.

May require doing 2C 5D 214A~8A rather than a full drive string.



Corner 3C 214D into Drive Loop
Intermediate

Starter > 3C 214D, 662C 5D 2D 214A~dc, (66)2C > Route
Only works when Naoto is close to the opponent before 3C. Do not use 5C on Rachel, Hakumen, Makoto, Izayoi and Celica.

The optimal route after typical grounded hit starters. After 5A/2A starters, only two normals can be used before 3C at most.

Starter Route Damage Meter Gain
5A 5AA/5C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C 3289/3474 23/24
5B 2B/5C 5D 2D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C 3739/4147 26/29


Crouching Hit 5C into En236BBB
Intermediate


Starter > 5C 214A~dc En236BBB~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C
Used when 5C 5D would result in no drive string after En623C~dl.j.2C(w).

Starter Damage Meter Gain
Crouching Hit 5A 5AA 3560 20
6A 3968 28


Crouching Hit into c.En214D
Hard

Starter > 5C 214A~dc c.En214D > Route
Will not work if Naoto is too far from the opponent. Does not work on Tager and Susano'o.

Starter Route Damage Meter Gain Notes
Crouching Hit 5A 5AA 662C En214A~8A, (665C) En236BBB~dc dl.En214D, 5B 2C sjc j.C j.623D~j.2C 3628 (3715) 25 (26) Omit 665C if there are delays (e.g. from hit confirming).
Crouching Hit 5B 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C 4535 32
6A 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C j.623D~j.2C 4137 29
Counter Hit 5AA 6A 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C 4931 35
Starter Route Damage Meter Gain Notes
Crouching Hit 5A 5AA 662C En214A~8A, dl.662C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C 3794 27
Crouching Hit 5B 662C En214A~8A, dl.662C 5D 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C 4577 32
6A 662C En214A~8A, dl.662C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C 4225 29
Counter Hit 5AA 6A 662C En214A~8A, dl.662C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C 4958 36
Starter Route Damage Meter Gain Notes
Crouching Hit 5A 5AA 662C 5D (2D) 214A~dc EnRekka~B~dc EnKaid, 5B 2C sjc j.C jc j.C j.623D~j.2C 3523 (3612) 24 (25) 2D requires Naoto to be far into the corner.
Crouching Hit 5B 662C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C 4627 32
6A En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C 4241 29
Counter Hit 5AA 6A En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C 4974 35


Whiff j.2C, 662C/663C
Hard

Starter > En623C~dl.j.2C(w), 662C/663C > Route
Naoto must be close for En623C to hit correctly after 3C.

Microdashing 2C allows for additional combo options, giving him either more carry and damage than the Midscreen BnB or a side swap opportunity for when Naoto's back is far into the corner.

j.2C(w), 663C is very rarely used due to being heavily outclassed by 662C with the only exception being corner to corner routes where En236BBB has been used already.

Starter 662C/663C Route Position Damage Meter Gain
5A 5AA 5C 3C 214A~dc 662C 5D 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Near Back to Corner 3125 22
5A 5AA 5C 3C 214A~dc 662C En214A~8A, 665C En236BBB~dc En623D~j.2C Back to Corner 3069 22
Crouching Hit 5B 5C 5D 2D 214A~dc En236BBB~dc 663C En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Back to Corner 4070 29
6A 5C 5D 2D 214A~dc En236BBB~dc 663C En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Back to Corner 3796 27


Late Hit 623C
Hard/Very Hard

Launching the opponent high can allow 623C to hit late, making Naoto plus enough to link a 665A or even an En623C. Ideally, it should hit as low as possible while hitting with the airborne active frames.

This can be used to stabilize a combo when an airborne opponent is too high to route into 214A~8A but is generally too difficult to go for considering its mediocre reward, with the exception of an anti-air 2C starter.

Starter Route Position Difficulty Damage Meter Gain Notes
Air Hit 2C (dl.)5C dl.623C, 665A En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C EnD DP~j.2C Midscreen Hard 3868 27
236BBC dl.jcc 623C, 665A En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C j.623D~j.2C Midscreen Hard 2457 17 "jcc" refers to a "jump cancel cancel", where Naoto's prejump is canceled into a grounded special. 623C can be inputted as 6239C.
236BBC dl.jcc 623C, En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Very Hard 2646 18
Crouching Hit 6B 236BBC dl.jcc 623C, En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C j.623D~j.2C Midscreen Very Hard 2817 19 623C, 665A cannot be done from this starter.


Fatal Counter Combos

Fatal Counter


The additional untech from a fatal counter allows for new combo pieces. Notable combo pieces used in most routes are:

  • 2C 6D,
  • 5C 5D, and
  • En214A~8A, 5C 2C (which will now work at -10f untech).
Route Position Difficulty Damage Meter Gain Notes
Fatal Counter 236B(w)BC dl.jcc 214A~8A, 665C 2C 6D 214A~dc dl.En214D, 2C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En623D~j.2C Midscreen Intermediate 3739 26 "jcc" refers to a "jump cancel cancel", where Naoto's prejump is canceled into a grounded special. 214A can be inputted as 2147A. Does not work on Noel, Mu and Naoto.
Fatal Counter 236B(w)BC dl.jcc 623C, 5B/5C 2C 6D 214A~dc dl.En214D, 665C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 3604/3739 25/26 Route for Noel, Mu and Naoto. 5C requires a precise timing on 623C and works on at least Noel, Mu and Naoto.
Crouching Fatal Counter 236B(w)B, 665A c.En214D, 662C En214A~8A, 665C 2C 6D 214A~dc En236B(w)BB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En623D~j.2C Midscreen Intermediate 4234 29
Fatal Counter En236B(w)BB~dc En623C~dl.j.2C(w), 662C (5D) 6D 214A~dc dl.En214D, (66)5C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen (Corner) Intermediate 4960 (4989) 35 (35) Do 5D if Naoto reaches the corner.
Route Position Difficulty Damage Meter Gain Notes
Fatal Counter 236BB(w)B, 5C/5B 2C 6D 214A~dc dl.En214D, 5C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen/Corner Intermediate 5638/5370 40/38
Fatal Counter 236BB(w)B, dl.(66)5B 6B, (66)2C dl.5D 2[D] 214A~dc En214D, 5C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Corner Hard 5576 40 5D should hit as low as possible.
Route Position Difficulty Damage Meter Gain Notes Fatal Counter 6[D] 214A~dc, 66A 5C 2C 6D 214A~dc En236B(w)BB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 6378 45 Fatal Counter 6[D] dl.IAD j.[D], 66 5C 2C 6D 214A~dc En236B(w)BB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A,665C En623D~j.2C Midscreen Hard 6422 46 Delay the IAD the closer Naoto is to the opponent. Fatal Counter 6[D], (dl.)5D 2[D], 5D 2[D] 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Corner Intermediate 6537 46 Delay 5D or use a different route if the opponent is not grounded and far into the corner.


Burst Safe Combos

Burst Safe

When punishing reversals, Naoto has routes that are safe to early bursts by launching the opponent, jump cancelling and blocking, doing falling air normals then continuing the combo once he lands.

Baiting bursts that aren't at the start of counter hit punishes generally force Naoto to end the combo early and/or require a Rapid Cancel.

Route Position Burst Safe Hit Difficulty Damage Meter Gain
Counter Hit 2C jc Block, Falling j.B j.C, land 623C, (665A) En623C~dl.j.2C(w), 662C 5D 214A~dc En236BBB~dc En214D, (66)5B 2C sjc j.C jc j.C j.623D~j.2C Near Back to Corner First Very Hard (Hard) 3510 (3259) 24 (22)
Counter Hit 2C jc Block, Falling j.B j.C, land 623C, 5A 2C 5D 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Corner First Intermediate 3711 26
Counter Hit 6D jc Block, Falling j.C, land En236BBB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Corner First Intermediate 5081 36
Counter Hit 5B/5C 6D jc Block, Falling j.B j.C, land En623C(2nd)~dl.j.2C(w), En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Corner Second Very Hard 3702/4081 25/28

Miscellaneous Combos

These starters use routing that may not have been covered earlier or are more cohesive when grouped together.

The listed routes can be adapted to the routing that you have learned.

Throw Starters

Route Position Difficulty Damage Meter Gain Notes
Forward Throw, dl.665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen/Corner Intermediate 3714 26
Forward Throw, *En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Corner/Near Corner Intermediate *3648 (En236BBB) / 3682 (En236B(w)BB/En236BB(w)B) 26/26 Removes the need to judge the distance between Naoto and the corner as the combo will work regardless of the height the opponent wallsplats at.
Forward Throw, 2[D] 5[D] 214A~dc En214D, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C Near Corner Intermediate 4075 29
Forward Throw, 662C En214A~8A, dl.662C 5D 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Back to Corner Intermediate 3570 25
Route Position Difficulty Damage Meter Gain Notes
Backward Throw 214A~dc c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C (jc j.C) j.623D~j.2C Midscreen Intermediate 3624 (3668) 25 (26)
Backward Throw 214A~dc c.En214D, 662C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Corner Intermediate 3738 26
Backward Throw, 665C c.En214D, 662C En214A~8A, dl.662C 5D 2D 6D En236BBB~dc En623D~j.2C Back to Corner Intermediate 3751 26
Route Position Difficulty Damage Meter Gain Notes
Air Throw, 662C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen/Corner Intermediate 3551 25
Air Throw, 662C En214A~8A, dl.662C 5D 214A~dc En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Back to Corner Intermediate 3570 25
Air Throw, c.En214D, 662C 662C En214A~8A, dl.662C 5D 2D 6D En236BBB~dc En623D~j.2C Corner Hard 3682 26
Air Throw, c.En214D, 662C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Back to Corner Hard 3738 26


En214D Starters

Route Position Difficulty Damage Meter Gain Notes
Air/Counter Hit En214D, dl.665C En236BBB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 4133/4233 29/29
Air/Counter Hit En214D, En236BBB~dc dl.En214D, 2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 4082/4182 28/29
Route Position Difficulty Damage Meter Gain Notes
f.En214D, 665A En236BBB~dc En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 3553 25
Far f.En214D, 665B En236BBB~dc En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 3936 28
Route Position Difficulty Damage Meter Gain Notes
c.En214D, 662C En214A~8A, En236BBB~dc dl.En214D, (66)2C 5D 6D, 665B 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 4215 29
c.En214D, 662C En214A~8A, dl.662C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C Corner Intermediate 4291 30
c.En214D, 662C 5D 2D 214A~dc, 2C 5D 2D 214A~dc, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C Back to Corner Intermediate 4347 31
Counter Hit c.En214D, 662C/665C c.En214D, 662C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen Intermediate 4282/4347 29/29 c.En214D, 665C requires a longer dash before 5C if c.En214D hits point blank.
Counter Hit c.En214D, 66A 214A~dc c.En214D, 662C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Corner Intermediate 4496 30
Counter Hit c.En214D, 66A 2D 214A~dc, 2C 5D 2D 214A~dc, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Back to Corner Intermediate 4642 33


Charged Drive Starters

Route Position Difficulty Damage Meter Gain Notes Close 5[D]/2[D] 214A~dc En236BBB~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 5283/4752 37/34 Far 5[D]/2[D] 214A~dc f.En214D, 665A En236BBB~dc En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C j.623D~j.2C Midscreen Intermediate 4865/4511 34/32 Very Far 5[D]/2[D] 214A~dc f.En214D, 662B En236BBB~dc En623C~dl.j.2C(w), 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C j.623D~j.2C Midscreen Hard 5132/4752 36/34 Used when f.En214D hits near max range. 665B can be used but is less consistent.
Route Position Difficulty Damage Meter Gain Notes Close and Low j.[D], 665C En236BBB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 4708 33 Close and High j.[D], 665B En236BBB~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 4497 32 Far and Low j.[D], En214D, En236BBB~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Hard 4588 32 There are heights where no pickup after j.[D] will work without a Counter Hit. Close and Low j.[D], 662C En214A~8A, En236BBB~dc En214D, (66)2C 5D 6D, 665B 2C jc j.C jc j.C j.623D~j.2C Back to Corner Intermediate 4513 32
Route Position Difficulty Damage Meter Gain Notes 6[D] 214A~dl.dc En236B(w)BB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 5807 41 6[D] 214A~dl.dc En236B(w)BB~dc dl.En214D, 2C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 5842 41 Will not work if the opponent is hit high in the air. 6[D] IAD j.[D], dl.665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen Hard 6116 43 Requires a very close hit. 6[D], (dl.)665C En236BBB~dc dl.En214D, 2C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Corner Intermediate 5777 41 6[D] 214A~dc, 66 En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Back to Corner Hard 5474 38
Route Position Difficulty Damage Meter Gain Notes Far Counter Hit 5[D] 214A~dc, (6)6A 5C 214A~dc c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Midscreen Hard 5920 42 Far Counter Hit 5[D] 214A~dc, (6)6A 5C 214A~dc c.En214D, 662C En214A~8A, dl.662C 5D 2D 6D 214A~dc En236BBB~dc En623D~j.2C Corner Hard 6026 43 Far Counter Hit 5[D] 214A~dc, 665C c.En214D, En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Back to Corner Intermediate 5738 40 Close Counter Hit 5[D] 6[D] 214A~dc, 66A 6D 214A~dc dl.En214D, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Midscreen Intermediate 6374 45 Close Counter Hit 5[D] 6[D], 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Corner Intermediate 6252 44 Close Counter Hit 5[D] 2[D] 214A~dc dl.c.En214D, En236BBB~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Corner Hard 6131 43 Delay c.En214D so Naoto travels further.


Unassorted Combos

Starter Route Position Difficulty Damage Meter Gain Notes
Counter Hit 5C 6D 214A~dc dl.En214D, En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen Intermediate 4933 34 The high pushback on 5C makes this the most reliable midscreen DP punish as 6D 214A~dc dl.En236B may whiff.
Counter Hit 665C 6D 214A~dc En214A~8A, dl.662C 5D 214A~dc En214D, (66)2C 5D 2D 6D 214A~dc En236BBB~dc EnD DP~j.2C Corner Intermediate 4907 35 Corner punish for Kokonoe's "super ball" (214214A).
Counter Hit c.En214D, c.En214D, 662C 5D 2D 214A~dc, (66)2C 5D 2D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Corner Intermediate 4306 29 Alternative punish for Kokonoe's "super ball" after using 214A to evade the first hit of it (to not allow her to Rapid Cancel).
Counter Hit 2C 6D 214A~dc dl.En214D, 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen Intermediate 4562 32 Less damage than Counter Hit 2C 6D 214A~dc En236BBB but significantly more corner carry.
Counter Hit 3C 2D 214A~dc En214D, 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen Intermediate 4389 30 Less damage than Counter Hit 3C, En236BBB into Drive Loop but significantly more corner carry.
Counter Hit 3C c.En214D, 662C 5D 2D 214A~dc, 2C 5D 2D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Back to Corner Intermediate 4464 32
Air Counter Hit 623C 665A/665B En236BBB~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 5C 2C jc j.C jc j.C j.623D~j.2C Midscreen Intermediate 3300/3692 23/26 The normal used after 623C depends on the height the opponent is hit at.
Crouching Hit 6B > 214A~dc En623C, 5A 2C 214A~dc En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Midscreen Very Hard 3357 24 As Naoto must land after 6B to cancel into grounded specials, there is no hitstop to buffer 214A, making this route extremely difficult.


Metered and Overdrive Combos

Metered Combos

Corner Charged Crush Trigger
Intermediate

Naoto's 5D, 2D and 5[D] have a special property on air hit where when they hit at certain heights close to the ground, they gain additional untech. By having 5D or 2D hit as high as possible while still getting the additional untech from a "low hit", they can combo into any of his charged drives, even 6[D].

Starter Route Damage Meter Gain
Counter Hit 5B/5C 6D [CT], 5D 2[D] 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C 5328/5738 1/4
6D [CT], 5D 2[D] 214A~dc En214D, 2C 5D 2D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C 5788 3
Counter Hit 6D dl.[CT], 5D 2[D] 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C 5892 4

Corner 623X Rapid Cancel

623D scales better but will cause an En623D > Ender to deal low damage. Additionally, 623C has slightly more untech and will work after weaker starters.

(dl.)(66)2[D] (dl.)5[D] requires the moves to be delayed in a total amount that allows 5[D] to get a "low hit".

Starter Route Difficulty Damage Meter Gain
5A 5AA 5C 623C(1) RC, 2[D] 6[D], 662C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C Intermediate 4062 -31
5A 5AA 5C 623C(1) RC, (dl.)662[D] (dl.)5[D] 6[D] dl.214A~8A, 665C En236BBB~dc En623D~j.2C Hard 4238 -30
5B 5C 623D(1) RC, 2[D] 5[D] 214A~dc En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 236BBC sjc j.C j.623D~j.2C Intermediate 5182 -25
5B 5C 623D(1) RC, 662[D] (dl.)5[D] 6[D], 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C j.623D~j.2C Hard 5315 -24

Corner c.En214D Rapid Cancel
Intermediate


c.En214D RC perfectly sets up a "low hit" 5[D] but does not allow for 5[D] 6[D] due to the opponent's crumple animation.

Starter Route Damage Meter Gain
665C c.En214D RC, (66)2[D] 5[D] 214A~dc, 6A 2D 214A~dc, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C 5948 -19


Super Starters


To side swap after 632146D(1) RC, run under the opponent before using a normal.

After a microdash En632146B RC, any specials inputted after will be Enhanced without needing to input a dash due to the Enhancer window still lasting.

(En)632146B RC outside the corner is incredibly difficult to convert after, with routing being both character specific and incredibly difficult.

Route Position Difficulty Damage Meter Gain Notes
632146D RC, 66 En236BBB~dc En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Not Back to Corner Intermediate 5223 -94
632146D RC, 66 En214D, 2C 5D 6D 214A~dc En214A~8A, En236BBB~dc En623D~j.2C Midscreen Intermediate 5629 -90
632146D RC, 662[D] 5[D] 6[D] dl.214A~8A, 665C En623D~j.2C Corner Intermediate 6102 -88
632146D(1) RC, 66 6D 214A~dc En236B(w)B(dl.)B~dc (dl.)En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Back to Corner Hard 5429 -83
632146D(1) RC, 66 5[D] 2[D] 214A~dc En214D, 2C 5D 214A~8A, 665C En236BBB~dc En623D~j.2C Back to Corner Very Hard 6047 -79 Requires a "low hit" 5[D].
Route Position Difficulty Damage Meter Gain Notes
(En)632146B RC, dl.665D 2[D] 214A~dc En214D, 2C 5D 6D 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C Corner Intermediate 5589 (5989) -86
Counter Hit (En)632146B RC, En214D, En236BBB~dc dl.En214D, 2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen Hard 5408 (5848) -89
Counter Hit (En)632146B RC, En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Back to Corner Hard 5368 (5808) -92


Super Enders


j.632146B can consistently link into 623C~j.2C in the corner.

After (En)214A~8A, Naoto can do 662C En632146B or (dl.)3C 632146D. 3C does not need to be delayed after (En)214A~8A on Jin, Tager, Arakune, Bang, Carl, Nu, Celica, Lambda, Hibiki, Nine, Naoto, Susano'o, Es and Jubei.

Route Position Difficulty Damage Meter Gain
66A c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.632146B, 623C~j.2C Midscreen Intermediate 4366 -25
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D 214A~dc En214A~8A, 662C En632146B Corner Intermediate 3782 -30
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), (66)2C 5D 2D 6D 214A~dc En214A~8A, (dl.)3C 632146D Corner Intermediate (Hard) 3819 -30


Double Super Enders
Intermediate


Naoto can double super with a few of his supers. The projectile version of 632146D can be used after 665C/662C En236BBB and then linked into (En)632146B or (En)632146D.

Naoto's more damaging double super involves using j.632146B, as not only is it plus enough on hit to consistently link into 623C~j.2C, it can also link into (En)632146B. If Naoto is low to the ground or if j.632146B hits late, Naoto can even link into 3C or (En)632146D.

Route Position Difficulty Damage Notes
665A c.En214D, 662C En214A~8A, 665C En236BBB~dc En632146D, (En)632146D Midscreen Intermediate 4470
665A c.En214D, 662C En214A~8A, 665C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.632146B, (En)632146B Midscreen Intermediate 5054 (5214)
5A 5AA 5C 3C 214D, En623C~dl.j.2C(w), 2C 5D 2D 6D IAD j.C j.632146B, 3C 632146D Corner Intermediate 4441
5A 5AA 5C 3C 214D, En623C~dl.j.2C(w), 2C 5D 2D 6D 214A~dc En214A~8A, 2C jc j.632146B, En632146D Corner Hard 4598 Uses a TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.632146B. Can be inputted as 632146[9]B or 632147896B (full circle starting from 6).

Unassorted Metered Combos

Starter Route Position Difficulty Damage Meter Gain Notes
5A 5AA 5C RC, 665C c.En214D, 662C En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C Back to Corner Intermediate 3538 -35
Rising j.A j.623C RC, j.[D], (66)2C 5D 214A~dc En214D, 2C 5D 214A~8A, 665C En236BBB~dc EnD DP~j.2C Corner Intermediate 3271 -36 Fuzzy j.A combo.
623D/En623D RC, j.[D], En236BBC 8sjc j.C jc j.C j.623D~j.2C Midscreen Easy 2435/2395 -41/-40 For Counter Hit En623D, Rapid Cancel before the last hit.
623D(1)/En623D(1) RC, dl.(En)214A~8A, 665C En236BBC 8sjc j.C j.623D~j.2C Midscreen Intermediate 2476 -42
Counter Hit (En)632146B 665A/665B En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Corner Intermediate 4917 (5357)/5319 (5759) -38/-36


Overdrive Combos

Corner 2D Overdrive Cancel
Intermediate

2D ODC, 2[D] leads into an Overdrive charged drive loop, Naoto's primary use of Overdrive for combos. They deal high damage and can be done after any drive string. They should ideally be ended with a metered super as Exceed Accels lead to poor okizeme.

Overdrive Cancels can be used outside of the corner, however as charged drive loops will not work, the damage increase generally does not justify spending Overdrive.

The Overdrive string depends on the amount of Overdrive time:

  • With 2 seconds, one charged drive string can be done or two charged drive strings can be done without an Overdrive super ender.
  • With 2.5 seconds, two charged drive strings can be done without 6[D].
  • With 3 seconds, two charged drive strings can be done.
  • With 3.25 seconds, three charged drive strings can be done without an Overdrive super ender if routed into early.
  • With 4 seconds, two charged drive strings into 6A 2D 6[D] can be done if routed into early. Alternatively, doing three charged drive strings will end Overdrive, allowing for a double super.
Starter Route Overdrive Time Damage Meter Gain Notes
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 6[D]~dc En632146D 2:00 4195 -30
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D] 6[D] 214A~dl.dc En632146D 2:00 4221 -27
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D] 632146D 2:50 4365 -29
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D] 6[D]~dc En632146D 3:00 4567 -27
5A 5AA 3C 214D, 662C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D] 214A~dl.dc En632146D 3:25 4661 -24
5A 5AA 3C 214D, 662C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 6A 2D 6[D]~dc En632146D 4:00 4753 -18
Counter Hit 5C 6D 214A~dc dl.En214D, 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D] dl.jc j.632146B, En632146D 4:00 7257 -100 Uses a delayed TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.632146B. Can be inputted as 632146[9]B or 632147896B (full circle starting from 6).


Unassorted Overdrive Cancel Combos

Starter Route Position Difficulty Overdrive Time Damage Meter Gain Notes
5A 5AA 5C 3C 214A~dc En623C~dl.j.2C(w), 2C 5D 2D ODC, 2[D] 5[D]~dc, 2[D] 5[D] 6[D] dl.214A~8A, (En)632146B Corner Intermediate 2:00 4345 (4505) -25 Requires more combo time than the other 2 second OD routes. (En)214A~8A, (En)632146B does not work at -10f untech on Rachel, Litchi, Bang, Hakumen, Mu, Valkenhayn, Platinum, Relius, Izayoi, Bullet, Kagura and Izanami
Forward Throw j.ODC, j.[D], 2D 5[D]~dc, 2[D] 5[D] 6[D] dl.214A~8A, 632146D Back to Corner Intermediate 4:00 4902 -16 Burst safe combo. Overdrive 2D 5[D] does not work on Izayoi, Amane, Bullet, Azrael and Hibiki.


Raw Overdrive
Intermediate


The large increase in Overdrive time allows for a high number of charged drive loops if routed into very early. The faster startup of charged drives can also be utilised at the start of combos. 6[D] can also be used as a viable punish against reversals if they whiffed through Naoto's Overdrive activation, allowing Naoto to utilise his fatal counter only double super - OD 632146D, (En)632146B.

OD, (En)632146B RC will always induce Active Flow when used at red health, the only exception being if Active Flow was already triggered.

Starter Route Position Difficulty Overdrive Time Damage Meter Gain Notes
OD, Counter Hit 5C 5[D] 2[D]~dc dl.c.En214D (dl.)RC, dl.(66)2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D]~dc En632146D Corner (Back to Corner) Intermediate 8:00 8611 -55 2[D]~dc (66)2[D] can be done to convert outside of the corner but does not work on Litchi, Bang, Carl, Mu, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai if Naoto can't reach the corner after the first 2[D]~dc.
OD, Fatal Counter 6[D] dl.[CT], 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 6[D] 632146D, (En)632146B Corner Intermediate 8:00 10411 (10571) -100
OD, (En)632146B RC, 6A 2D~dc, 2D 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2D 6[D]~dc EA Midscreen Intermediate 8:00 AF 8080 (8476) -77
OD, (En)632146B RC, 2D 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D]~dc EA Corner Intermediate 8:00 AF 8490 (8886) -76 2D can hit high, making the route universal despite using 2D 5[D].
OD, (En)632146B RC, 66 2D~dc, 2D~dc, 2D 5[D]~dc, 2[D] 5[D]~dc, 2[D] 5[D] 6[D]~dc EA Back to Corner Hard 8:00 AF 7672 (8068) -78 Run under the opponent before the first 2D.

Character Specific Combos

Arakune Specific
Intermediate

236BBC dl.jcc 214A~8A on regular hit only works on Arakune.

Can be used after routing into En236B due to En236BBB~dc En623C not working on Arakune outside the corner.

Route Position Damage Meter Gain
5B 5C 236BBC dl.jcc 214A~8A, 663C En214D, 2C 5D 2D, 665C 2C jc j.C jc j.C j.623D~j.2C Midscreen 3530 25


En623C~dl.j.2C, (dl.)5A
Hard


Starter > 5C 214A~dc/5D~dc En623C~dl.j.2C, (dl.)5A 2C 214A~dc En236BBB~dc dl.En214D, 5B 2C sjc j.C jc j.C j.623D~j.2C
j.2C will hit on Jin, Noel and Makoto. 5A may need to be delayed by one frame in order to hit at the lowest height possible for the route.

On characters where j.2C whiffs, the additional plus frames will make landing 5A as low as possible very difficult.

Can be used to optimise any route using En623C, 5A but is generally not worth the effort.

Starter Damage Meter Gain
5A 5AA 3101 22
5B 3696 26


OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5C
Intermediate


Works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o.

Can be used to optimise 662C En236BBB or 2C 5D 6D, 665B.

Starter Route Position Damage Meter Gain
Air Throw 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Midscreen/Corner 3714 26
214A~8A En236BBB~dc dl.En214D, 2C 5D 2D, 665C 2C sjc j.C jc j.C j.623D~j.2C Midscreen 3817 27


c.En214D, 665C
Intermediate


Works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o.

Can be used in optimisations for c.En214D, 662C En236BBB.

Starter Route Position Damage Meter Gain
665A c.En214D, 665C En236BBB~dc dl.En214D, (66)2C 5D 2D 6D 214A~dc En214A~8A, 665C En623D~j.2C Back to Corner 3931 27


Corner 2D 5[D]


Works on Jin, Noel, Rachel, Taokaka, Tager, Hakumen, Nu, Tsubaki, Hazama, Valkenhayn, Platinum, Relius, Kagura, Terumi, Lambda, Nine, Susano'o, Es and Jubei.

Can be used to optimise 5D 2[D] and can be looped (although 5[D]'s long startup generally means it should only be done twice at most).

Starter Route Difficulty Damage Meter Gain
Fatal Counter 236BB(w)B dl.(66)5B 6B, (66)2C dl.2D 5[D] 214A~dc, 6A 2D 214A~dc dl.c.En214D, 662C En214A~8A, 665C En623D~j.2C Hard 5676 40
Counter Hit 5C 6D [CT], 6A 2D 5[D] 214A~dc, 2D 5[D] 214A~dc En214A~8A, 665C En623D~j.2C Intermediate 5753 6
5B 5C 623C RC, (dl.)2[D] (dl.)5[D] 214A~dc, 6A 2D 5[D] 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C Hard 5323 -22
665C c.En214D RC, (66)2[D] 5[D] 214A~dc, 6A 2D 5[D] 214A~dc En214A~8A, 665C En236BBB~dc En623D~j.2C Intermediate 6172 -17


Character Specifics List

Adjustments

  • j.2C cannot be whiffed after grounded launches with 3C and En236BBB and En236BBB~dc En623C does not work outside the corner on Arakune.
  • When doing a full drive string, microdash 2C or omit 2D on Bang, Platinum and Arakune.
  • When doing 5D 6D, 665B, microdash 2C or do a longer dash before 5B on Rachel and Makoto.
  • When doing (En)214A~8A, 662C 5D, delay 662C on Noel, Rachel, Taokaka, Tsubaki, Mu, Relius, Amane, Bullet, Hibiki, Naoto and Izanami.
  • Corner (En)214A~8A, 665C En236BBB does not work on Ragna, Bang, Tsubaki, Mu, Platinum and Izanami. If the second hit of En236BBB is delayed, it only does not work on Mu and Izanami.
  • When doing 3C 214D, 662C, do not use 5C on Rachel, Hakumen, Makoto, Izayoi and Celica.
  • Crouching Hit 5C 214A~dc c.En214D does not work on Tager and Susano'o; route into En236BBB.
  • Fatal Counter 236B(w)BC dl.jcc 214A~8A does not work on Noel, Mu and Naoto; route into Late Hit 623C.
  • 3C does not need to be delayed after (En)214A~8A on Jin, Tager, Arakune, Bang, Carl, Nu, Celica, Lambda, Hibiki, Nine, Naoto, Susano'o, Es and Jubei.
  • (En)214A~8A, (En)632146B does not work at -10f untech on Rachel, Litchi, Bang, Hakumen, Mu, Valkenhayn, Platinum, Relius, Izayoi, Bullet, Kagura and Izanami; route into another Overdrive route.
  • Overdrive 2D 5[D] does not work on Izayoi, Amane, Bullet, Azrael and Hibiki; route into non-Overdrive routing.
  • Outside the corner Overdrive 2[D](no wallstick)~dc (66)2[D] does not work on Litchi, Bang, Carl, Mu, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai; route into non-Overdrive routing.

Routing

  • 236BBC dl.jcc 214A~8A works on Arakune.
  • En623C~dl.j.2C, (dl.)5A works on Jin, Noel and Makoto.
  • OTG 5C works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o.
  • c.En214D, 665C works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o.
  • 2D 5[D] works on Jin, Noel, Rachel, Taokaka, Tager, Hakumen, Nu, Tsubaki, Hazama, Valkenhayn, Platinum, Relius, Kagura, Terumi, Lambda, Nine, Susano'o, Es and Jubei.

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 Naoto Kurogane


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