User:MorphRed: Difference between revisions

360 editsJoined 9 January 2021
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(Naoto combo page whatever)
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==Combo List==
==Overview==
*Naoto shines in pressure and can pretty much convert any of his buttons into his bread and butters. 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
*Combos can usually be separated into 3 parts: Setting up the juggle, the juggle and the ender. The set up can be skipped if you're already in the corner and you've done an air hit. The juggle is also skipped depending on your combo
==Important Theory==
===Setting up the juggle===
{{TheoryBox
| Title      = (XX) {{clr|B|en236BBB}} > dc > {{clr|C|en623C}} XX
| Oneliner  = Anywhere
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = ThrowMid2
| Video      = Mu_5C_6C_Tachiw.mp4
| content    =
'''Does not work on Arakune except in the corner'''.
{{clear}}
}}


===Very beginner bnbs===
{{TheoryBox
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
| Title      = XX {{clr|C|3C}} > {{clr|A|214A}} > dc > {{clr|C|en623C}} XX
|-
| Oneliner  = Anywhere
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
| Difficulty = {{clr|Green|Medium}}
|-
| Anchor    = ThrowMid2
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|236BB}}~{{clr|B|B}}}}''' || 2048 || 14 || <span style="color:lightblue">[1] Very Easy </span> || Corner carry version. {{clr|C|3C}} may whiff if too far out, if so omit it and end in Rekka~{{clr|B|B}}. Ending in Rekka~{{clr|B|B}} will do more damage but leads to a worse knockdown, ending in Kaid allows for a safejump midscreen but deals lower damage (and the safejump isn't particularly scary either). [https://youtu.be/GrA18nJ1kbk Video]
| Video      = Mu_5C_6C_Tachiw.mp4
|-
| content    =
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|j.623D}}~{{clr|C|j.2C}} ({{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.623C}}~{{clr|C|j.2C}})*''' || 2150 (2886) || 15 (20) || <span style="color:lightblue">[1] Very Easy </span> || Damage version. Works at all ranges and leads to good damage while also keeping them in for a close knockdown. Mediocre knockdown, '''can catch everything except emergency tech by doing {{clr|A|2A}} after landing''' for a blue beat air string as shown in the brackets. Do the {{clr|A|2A}} as soon as you land (so input the move slightly before landing) and buffer {{clr|B|5B}} and then hit confirm. [https://youtu.be/JFGyPf1zwEE Video
'''Does not work on Arakune'''. Your main way of setting up a juggle on a grounded opponent if you don't have a dash. Not always used in the corner as there are more efficient ways to set it up
|-
{{clear}}
|'''(Crouching Hit {{clr|A|5A}} > {{clr|A|5AA}} >) {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|236BB}}~{{clr|C|C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > (dl.){{clr|B|j.B}} > {{clr|C|j.C}} > (dl.){{clr|D|j.623D}}~(dl.){{clr|C|j.2C}}''' || 2922 (2506) || 20 (17) || <span style="color:lightblue">[1] Very Easy </span> || Crouch confirm route, combines the best of both work (but damage wasn't high in the beginning) '''For a side swap delay the second {{clr|B|j.B}}, {{clr|D|j.623D}} and {{clr|C|j.2C}}'''. [https://youtu.be/2aARuNFQ8n8 Video]
}}
|-
===The juggle===
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, {{clr|B|5B}} > {{clr|B|236BB}}~{{clr|C|C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2657 || 19 || <span style="color:lightblue">[1] Very Easy </span> || Corner combo. Generally recommended to use the very basic corner combo that uses a microdash as the microdash is very lenient, however this combo is useful if you miss the microdash when going for the other route. [https://youtu.be/QI1Y8rsyshY Video]
===The ender===
|-
|'''Forward Throw, (66){{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2884 || 20 || <span style="color:lightblue">[1] Very Easy </span> || Super basic Forward Throw conversion that works everywhere on screen outside some very specific corner distances. {{clr|C|665C}} will be required on many characters and this combo is a good way to practice microdashes as this starter is very lenient. Can also side swap with the same method as the route above. [https://youtu.be/LwHI4LODZ2o Video]
|-
|'''{{clr|A|AA}} {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2794 || 20 || <span style="color:lightblue">[1] Very Easy </span> || Very basic anti-air combo. Depending on the height {{clr|C|2C}} connects you may or may not need to super jump. You will not be able to otg for a blue beat. You can still time a button to catch no or quick tech or forward roll attempts with a delayed {{clr|A|2A}} or {{clr|B|2B}} but the opponent can back roll after fairly safely. [https://youtu.be/6btRov9a-Ak Video]

Revision as of 12:38, 1 July 2022

Overview

  • Naoto shines in pressure and can pretty much convert any of his buttons into his bread and butters. 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
  • Combos can usually be separated into 3 parts: Setting up the juggle, the juggle and the ender. The set up can be skipped if you're already in the corner and you've done an air hit. The juggle is also skipped depending on your combo

Important Theory

Setting up the juggle

(XX) en236BBB > dc > en623C XXAnywhere
Very Easy

Does not work on Arakune except in the corner.


XX 3C > 214A > dc > en623C XXAnywhere
Medium

Does not work on Arakune. Your main way of setting up a juggle on a grounded opponent if you don't have a dash. Not always used in the corner as there are more efficient ways to set it up

The juggle

The ender