User:MorphRed

Combo Notation GuideCharacter Name Abbreviations
 7 8 9 4 5 6 1 2 3
Numbers represent direction on a keyboard numpad. For example, + 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 the previous move into the following move.
->/~ = Cancel 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. = Jump
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
[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.
XX = Filler
En = Whenever Naoto dashes/dash cancels into a special it will be Enhanced and gain new properties. Used as a prefix to specials when they need to be the Enhanced versions.
236BBB / 236BBC = Shortening of 236B~236B~236B or 236B~236B~236C
236XBB / 236XXB etc = X means the corresponding special didn't hit
c.En214D = Close grounded hit En214D where Naoto side swaps.
f.En214D = Far grounded hit En214D where Naoto stays the same side.

Overview

• Naoto shines(melee reference pog) in pressure and can pretty much convert any of his buttons into his bread and butters (tasty damage). Whereas optimals bring out the most damage, sub-optimal routes are more intuitive and still have very similar damage. As such, it is important to learn his combo theory in case you have managed to convert unusual strings

Main Combo Theory

Using En623CAnywhere
Varies

Naoto's main way of launching his opponent if they're standing.

Drive loopsCorner
Free

Usually where you rack up all the damage in your combo, if you have access to it.

lol