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 |
m (Notation) |
m (→Core Combos: Wrong damage number) |
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! Starter !! Variation !! Damage !! Meter Gain | ! Starter !! Variation !! Damage !! Meter Gain | ||
|- | |- | ||
| {{clr|A|5A}} {{clr|A|5AA}} || {{clr|D|5D}} {{clr|D|6D}} || | | {{clr|A|5A}} {{clr|A|5AA}} || {{clr|D|5D}} {{clr|D|6D}} || 3239 || 23 | ||
|- | |- | ||
| {{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
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
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.
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 |
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 |
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
Core combos balance potency with consistency. They:
|
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
Combos listed as Very Hard represent routes that are considered too difficult for practical use in matches.
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 |
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.
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 |
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 |
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, 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 |
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 |
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. |
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. |
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
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
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 |
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 |
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 |
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 |
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 |
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
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. |
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
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 |
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 |
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 |
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 |
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.
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State