User:MorphRed

345 editsJoined 9 January 2021
 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
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.
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


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

Very strong filler that is often accesible in midscreen or in the corner thanks to Naoto's good corner carry, followed by 214A dc En214A~8A/En236B

Lol that's it fr 💀

Optimization

Dealing with same move proration

Use another move 4head

Ending drive loops earlier

Naoto's specials are very strong, you usually want to include all of them aside from maybe en623C in a single combo. As such, you can usually end your drive loop prematurely so you can include en236B in the combo.

Combo examples

hello i am the infamous Somebuddystolemytoast

morphy is a lazy asf so i decided to fill here and ii will put epic naoto combos in here!!!!!111

CH [CT], 6[D] > IAD CT, 662C > 5D > 214A > dc > dl. c.EnKaid, 623C > RC > Ensway Pain, 236BBB

  • optimal punish and meter dump
  • video

CH [CT], [CT], CT, CT, EnD DP > j.2C

  • optimal punish with great damage
  • video

CH Raid, 665A > EnRekka B > dc > (dl.)EnC DP > j.2C(w) 632146B, 623C > j.2C

  • optimal combo with cool look
  • video