BBCF/Naoto Kurogane/Combos

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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 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.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
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.
Rekka~B/C and Fang~Roar~Bash/Raid = 236B~236B~236B/236C, names are pointed if they're the starters
Kaid = 214D
C/D DP = 623C/D
Sway~Pain = 214A~8A
c.EnKaid = Close grounded hit 66214D where Naoto side swaps.
f.EnKaid = Far grounded hit 66214D 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 = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-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 or optimal 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 Naoto's more difficult combos.

Combo List

Video Examples

This video contains video examples for every combo on this page.

Important BnBs

These combos are here to give some basic combos that can be quickly learned then applied in matches and to teach common/important combo pieces found in Naoto's combos. For more combos from other starters either check the combos listed for those starters further down the page or even make combos for those starters using what combo pieces from these listed combos you are capable of doing consistently.

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5B > 5C > 3C > 214D/236BB~B 1673/2048 12/14 [1] Very Easy The old day 1 Naoto combo. 3C may whiff if too far out, if so omit it and end in Rekka~B. Ending in Rekka~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). Video
5A > 5AA > 5B > 5C > 6B > j.623D~j.2C (2A > 5B > 2C > sjc > j.C > jc > j.C > j.623C~j.2C)* 2150 (2886) 15 (20) [1] Very Easy New day 1 combo. 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 2A after landing for a blue beat air string as shown in the brackets. Do the 2A as soon as you land (so input the move slightly before landing) and buffer 5B and then hit confirm. Video
(Crouching Hit 5A > 5AA >) 5B > 5C > 236BB~C > sjc > j.B > j.C > jc > (dl.)j.B > j.C > (dl.)j.623D~(dl.)j.2C 2922 (2506) 20 (17) [1] Very Easy New 2.0 route, Raid now works on standing hit with 5B starters and better but also works with crouching hit 5A/2A starters. For a side swap delay the second j.B, j.623D and j.2C. Video
Corner 5A > 5AA > 5B > 5C > 3C > 214D, 5B > 236BB~C > sjc > j.C > jc > j.C > j.623D~j.2C 2657 19 [1] Very Easy Day 1 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. Video
Forward Throw, (66)5C > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 2884 20 [1] Very Easy Super basic Forward Throw conversion that works everywhere on screen outside some very specific corner distances. 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. Video
AA 2C > (s)jc > j.C > jc > j.C > j.D > j.623D~j.2C 2794 20 [1] Very Easy Very basic anti-air combo. Depending on the height 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 2A or 2B but the opponent can back roll after fairly safely. Video
Air Hit 2A > 5B > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 2134 15 [1] Very Easy Very basic quick or no tech or forward roll punish. This is done by delaying your 2A or 2B until after the invulnerability period for a forward roll would end (which also catches no or quick tech). For short combos like the ones above, it is generally recommended to do a blue beat air string as shown in the second combo, however for the later combos below or the rest of the combos on the page it is better to try to punish a wakeup option for a full combo instead. Depending on how you time your 2A or 2B the opponent may or may not pass through you as shown in the video. Video
665A > EnRekka~B > dc > EnC DP, 5A > 5AA > 2C > jc > j.C > jc > j.C > j.623D~j.2C 2836 20 [1] Very Easy Super basic dashing 5A route, uses EnC DP land 5A. Get used to buffering specials after dashing normals as they are useful both as combo starters (mainly when punishing) and during combos. Video
5A > 5AA > 5C > 5D/214A > dc > EnC DP, 5A > 2C > 5C > sjc > j.C > jc > j.C > j.623D~j.2C 2582 18 [2] Easy Very basic EnC DP land 5A route. Will not work if far out, in those scenarios go for a day 1 combo. Sway dash cancel is encouraged but not required. To perform 5D/214A > 66 > EnC DP, make sure all the inputs are being buffered. If you are having difficulty with Sway dash cancel, you can try inputting it as 2146A > 623C. Avoid using 5B during the start as it has bad scaling, it is highly encouraged to learn to hit confirm from 5A without using it. Video
Corner 5A > 5AA > 5C > 3C > 214D, dl.665B > EnRekka~(dl.)B > dc > (dl.)EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3006 21 [2] Easy Very basic corner BnB. 665B must be delayed a slight amount so that it doesn't hit too high. Delay Bash or EnKaid so that EnKaid hits as low as possible and hold back when doing 5B (with an optional microwalk back) so that Naoto does not swap sides. If this is too difficult, replace 5B with dl.5A > 5AA or simply do EnD DP~j.2C after the EnRekka. After the 2C, a super jump may be required depending on the height 5B connects, the character you are fighting and the length of the combo as a j.C may hit late on some characters and cause a drop. After j.2C you will land slightly later but your options for okizeme are the same. Video
5A > 5AA > 5C > 5D/214A > dc > EnC DP, 5A > 2C > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 2969 21 [3] Medium Someone's favorite route, difficulty can vary depending on the character's hurtbox but it works on Arakune very consistently. Unless you can do j.2C(w), 662C routing then this is the best midscreen route there is with only ~150 damage less than the optimal and near fullscreen carry, making this Naoto's essential midscreen combo. If you don't reach the corner, do EnRekka~C into the same air string. The ways to perform EnRekka out of a dash cancel is to do 66236 or 2366, the latter being the ideal method. Video
Corner 5A > 5AA > 5C > 3C > 214A > dc > EnC DP~j.2C(w), 2C > 5D > 214A~8A, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3080 22 [3] Medium Intermediate corner 5A route that uses j.2C(w). Whiffing j.2C requires a launch whether it be from 3C or EnRekka~B and it allows you to exit recovery much earlier than not cancelling EnC DP. To whiff j.2C, delay it as much as the cancel window allows. This route uses a simplified ender that replaces the rather difficult 6D > 214A > 66 > EnSway~Pain ender. You can cut the combo short and end at 214A~8A to go into a safejump by doing a slightly delayed vertical jump falling j.B. Video
Crouching Hit 5A > 5AA > 5C > 5D > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), (3C > 214D,) 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3223 (3289) 23 [3] Medium Intermediate crouching hit 5A route. Do 3C > 214D if you reach the corner, otherwise the combo will work anywhere on screen. Another example of what to do after a j.2C(w). Video
Corner 5A > 5AA > 5C > 3C > 214A > dc > EnC DP~j.2C(w), 2C > 5D > 6D > 214A > dc > EnSway~Pain, (665C >) EnRekka~B > dc > EnD DP~j.2C 3139 (3191) 22 [3] Medium Intermediate corner 5A route. Adding 665C on some characters with some starters will cause Bash to whiff. Uses both j.2C(w) and an EnSway~Pain ender. There is no shortcut for 6D > 214A > dc > EnSway~Pain, you have to input the entire thing. This is an example of the ideal kind of combo routing to use. The best pieces of advice (for any Naoto combos) are to buffer all your inputs and to practice. Video

Difficulty listings for combos below this point will not account for the difficulty of performing EnC DP~j.2C(w) or 6D > 214A > 66 > EnSway~Pain unless these combo pieces are mandatory, as ways to simplify these combo pieces have been shown in the Important BnBs section.

Midscreen 5A/2A Confirms

Notes: Most 5A routes will work with 2A starters. The optimal way to confirm from 2A is 2A > 5B > 5C. 2A > 5A > 5AA > 5C is alright but will do less damage.

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5C > 3C > 214A > dc > EnC DP~j.2C(w), (66)2C > 5D > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3125 22 [2] Easy* Without a microdashed 2C this is a midscreen to corner 5A route. With better starters if you're close enough to the corner you can add 2D after 5D. Can be done by doing EnC DP > 665A > 2C > etc. Doing 665A or 662C will make EnRekka consistently land which allows the combo to work from the back to corner reset position from training mode (so around 90% corner carry). Video
665A > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3775 26 [3] Medium Works on everyone. Good to learn for punishing certain moves. Get used to c.EnKaid routing as it's the most optimal combo route for dashing and crouching hit side swap confirms, both when doing double side swaps or single side swaps. Video
Crouching Hit 5A > 5AA > 5C > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3560 20 [3] Medium Works regardless of how far 5A connects and works on everyone except Arakune. Video
Crouching Hit 5A > 5AA > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, (665C) > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > j.623D~j.2C 3628 (3715) 25 (26) [4] Hard Very similar to the dashing 5A route. Will not work on Tager or Susano'o or if 5A hits out far, use the route above for them. If there are delays at the beginning (e.g. due to hit confirming) omit 665C. Difficult but highly recommended to learn due to the optimal damage and side swap opportunity. Video
Air Hit 2A > (5A > 5AA >) 2C > 214A~8A, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3257 (2739) 23 (19) [2] Easy The quick or no tech or forward roll catch route for 2A. Also used if you anti-air with 5A (e.g. after Hazama does 5DD). If you are having difficulty confirming which side you are on you can start with 2A > 5A > 5AA > 2C. Video

Corner 5A Confirms

Note: Any midscreen combo routes will work in the corner.

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5C > 3C > 214D, 663C > EnKaid, (66)2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 3094 21 [3] Medium The old standard corner BnB. Solid damage off 5A, very good knockdown and works on everyone. Not much more damage than doing the 665B > EnRekka route. Video
5A > 5AA > 5C > 3C > 214D, EnC DP~j.2C(w), 2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 3239 23 [3] Medium Stylish, solid damage and ends in the usual knockdown. Can work on Arakune if EnC DP is done fast enough. If done starting outside the corner omit the 214D and add a 2D in the drive string. Video
5A > 5AA/5C > 3C > 214D, 662C > 5D > 2D > 214A > dc, 2C > 5D > 214A~8A, 665C > EnRekka~B > dc > EnD DP~j.2C 3289/3474 23/24 [3] Medium Highest damage off 5A meterless, great knockdown. Cannot be done with three normals before 3C. Video
665A > c.EnKaid, 662C > EnSway~Pain, dl.662C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 3804 27 [3] Medium (En)Sway~Pain, dl.662C is an important combo piece to remember when optimising corner routes for starters that don't have them listed on the page. 662C must be delayed by a frame or two against some characters which can be done by doing a dash for longer than 0 frames. If you are finding it difficult to land 6D, omit 2D for slightly less damage. Video
Crouching Hit 5A > 5AA > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, dl.662C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 3794 27 [4] Hard Identical to the dashing 5A route. Will not work if there are any delays at the beginning (e.g. due to hit confirming) so convert into the midscreen crouching hit 5A route if there are. Video

Back to Corner 5A Confirms

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5C > 3C > 214A > dc > EnC DP~j.2C(w), 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnD DP~j.2C 3069 22 [4] Hard Mandatory j.2C(w) and 662C makes this route quite difficult but if mastered it is extremely rewarding. Mastering this route and the j.2C(w), 662C > 5D route allows Naoto to carry the opponent to the corner regardless of the starting location and with a 5A starter of all things. Video
665A > c.EnKaid, 662C/665C* > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3866/3931 27 [3] Medium An example of what side swap c.EnKaid routing generally looks like. Against Bang, Platinum and Arakune, the corner 2C > 5D > 2D > 6D ender will be inconsistent unless 2C is microdashed or 2D is omitted. Doing c.EnKaid, 665C is character specific and only works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o. 665C is optimal if the route normally does c.EnKaid, 662C > EnRekka, if it uses c.EnKaid, EnRekka or 662C > 5D > 214A > dc > EnRekka then do those instead. Video
665A > c.EnKaid, 662C > 5D > 2D > 214A > dc, (66)2C > 5D > 6D > 214A > dc > EnSway~Pain, (665C > ) EnRekka~B > dc > EnD DP~j.2C 3890 (3955) 27 [3] Medium Requires Naoto to be deep in the corner. When this ender is done late in combos, Bash will whiff on Ragna, Bang, Tsubaki, Mu, Platinum and Izanami, so omit 665C on them. Video
Crouching Hit 5A > 5AA > 5C > 214A > dc > c.EnKaid, (66)2C > 5D > (2D >) 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3523 (3612) 24 (25) [4] Hard 2D will only connect if Naoto is as deep into the corner as possible, 662C is recommended but it can sometimes work without the microdash. Video
Air Hit 2A > 2C > 214A~8A, 662C > EnSway~Pain, EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > j.623D~j.2C 2913 (2417) 19 (16) [3] Medium If the opponent managed to roll through you use this route. If done with a 2A > 5A > 5AA > 2C starter end with 665C > EnRekka~B > dc > EnD DP~j.2C. Video

Counter Hit 5AA Confirms

Combo Damage Meter Gain Difficulty Notes
CH 5AA > 665C > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 4645 33 [3] Medium Midscreen route. Ideal route if you aren't able to hit confirm into 6A or are fighting Tager or Susano'o. Works on everyone. Video
CH 5AA > 6A > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 4931 35 [4] Hard Nearly 5k damage from 5AA that works anywhere on screen. This is what makes people regret mashing. Will not work on Tager or Susano'o. If you autopiloted into 6A against those two characters then convert into the crouching hit 5B route without the first 5D. Video

Midscreen 5B/2B Confirms

Notes: Any 5A routes will work with a 5B starter. 2B starters are identical to 5B starters. If a starter is not listed it is because the routing is identical. Check 5A route notes for any optimisations.

Combo Damage Meter Gain Difficulty Notes
5B > 5C > 3C > 214A > dc > EnC DP~j.2C(w), (66)2C > 5D > 214A > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 3964 28 [3] Medium Midscreen to corner 5B route. Due to the (66)2C > 5D > 214A > dc > EnKaid this route will work when starting further from the corner than you might expect. If you reach the corner at the first drive string do (66)2C > 5D > 2D > 214A > dc > EnKaid and end with a 5D > 214A~8A ender.
665B > EnRekka~B > dc > EnC DP~j.2C(w), (66)2C > 5D > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4365 31 [3] Medium Useful when doing buffered 665B/662Bs in neutral. Autopiloting into c.EnKaid is risky to do in neutral since it is punishable on block, this is a much safer option. Video
Crouching Hit 5B > 5C > 5D > 2D > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), 2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4413 31 [3] Medium
Crouching Hit 5B > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 4535 32 [4] Hard Same rules apply with the crouching hit 5A route. Doesn't work against Tager and Susano'o. Video
Air Hit 2B > 2C > 214A~8A, 665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 6D, 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3826 27 [3] Medium The quick or no tech or forward roll catch route for 2B. Can be done with an air hit 5B starter if it hits low enough. doing 2B > 5B > 2C will make the opponent too high for a Sway~Pain. Optimal universal ender for routes that use (En)Rekka, (En)Kaid and (En)Sway~Pain and then end in a drive string, there is a character specific version shown on the Arakune specific routing. Super jump is not required but is optional. Video
CH 5B > 6D > 214A > dc > EnRekka~B > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4640 33 [2] Easy Standard CH 5B punish. An air string ender after EnSway~Pain does the most damage but has the worst knockdown, EnSway~Pain into an okizeme option has the worst damage but the best knockdown and EnSway~Pain, 665C > EnD DP~j.2C has good damage and an excellent knockdown. If you want to end with another ender fill in an incomplete drive string. Video
CH 5B > 6D > 214A > dc > dl.EnKaid, 665C > EnRekka~B > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4641 32 [3] Medium Much more carry than the route above but will not work at certain ranges especially depending on character. The first EnKaid should be delayed so that it hits high enough for EnRekka to connect but done as late as possible to get the maximum forward movement from the dash cancel.

Corner 5B Confirms

Combo Damage Meter Gain Difficulty Notes
5B > 5C > 3C > (dl.)214D, dl.665B/665C* > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3976/4136 28/29 [2] Easy The most common corner BnB, leads to great damage and a good knockdown. 665B must be delayed a slight amount so that it doesn't hit too high. It is possible to do 665C instead of 5B but Kaid must be delayed to get it. Video
5B > 5C > 3C > 214D, 662C > 5D > 2D > 214A > dc, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > 66 > EnD DP~j.2C 4147 29 [3] Medium Similar to the optimal corner 5A starter but with a slightly different ender. When done with a 5C starter add 665C before EnRekka. Video
665B > c.EnKaid, 662C > EnSway~Pain, dl.662C > 5D > 6D > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 4559 32 [3] Medium A 665B starter allows this route to end in an air string. Video
Corner CH 5B > 6D > 214A > dc > EnKaid, 2C > 5D > 2D > 214A > dc, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 4657 33 [2] Easy When doing a counter hit normal into 6D in the corner it does slightly more to go into drive loops and end with EnRekka~B than to do it early.

Back to Corner 5B Confirms

Combo Damage Meter Gain Difficulty Notes
5B > 5C > 3C > 214A > dc > EnC DP~j.2C(w), 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3900 28 [4] Hard A 5B starter allows this route to end in an air string. Video
665B > c.EnKaid, 662C > (5D > 214A > dc >) (dl.)EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4520 (4587) 31 (32) [3] Medium Great damage off 665B and side swaps. Both 2C and EnRekka can be delayed a little bit after the microdash and dash cancel respectively for slightly extra distance or 5D can be omitted for consistency. Video
665B > c.EnKaid, 662C > 5D > 2D > 214A > dc, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, (665C >) EnRekka~B > dc > EnD DP~j.2C 4610 (4676) 33 [3] Medium Requires Naoto to be deep in the corner.
Crouching Hit 5B > 5C > 214A > dc > c.EnKaid, 662C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4627 32 [4] Hard Side swap route from a crouching hit 5B. Video
Crouching Hit 5B > 5C > 5D > 2D > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), 663C > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C WIP WIP [4] Hard Fullscreen carry. Delaying the second EnKaid and microdashing the 5B is required for the combo to actually go corner to corner. If done with a 5C starter do 5D after 5C. Can also be done for execution flexing purposes.
Air Hit 2B > 2C > 214A~8A, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3359 25 [3] Medium Like the other back to corner roll catch but with more moves. Video

5C Confirms

Notes: Any 5B route will work with a 5C starter, however 3C > 214A > dc > EnC DP~j.2C(w) routing can sometimes be inconsistent due to spacing. Many of the combos are identical but the notes include additional information. Check 5B route notes for any optimisations.

Combo Damage Meter Gain Difficulty Notes
665C > EnRekka~B > dc > EnC DP~j.2C(w), (66)2C > 5D > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4748 34 [3] Medium Identical to the 665B route. Strong regular hit punish and is often used for burst punishes (unless the burst was Instant Blocked allowing for a 6D instead).
665C > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 4798 34 [3] Medium Identical to the 665A route. Technically the best regular hit punish from 5C, however the high pushback on 5C makes it rarely work.
Crouching Hit 5C > 5D > 2D > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > (s)jc > j.C > j.623D~j.2C 4681 33 [3] Medium Minor optimization.
Back to Corner 665C > c.EnKaid, 662C > (5D > 214A > dc >) (dl.)EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4904 (4976) 34 (35) [3] Medium Identical to the back to corner 665B route. Suffers from the same problems as the combo above. This problem disappears when used as a CH punish by doing 665C > 5D > dc > (dl.)c.EnKaid, making it consistently his best side swap punish with 5k damage.
CH 5C > 6D > 214A > dc > dl.EnKaid, EnRekka~B > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4933 36 [3] Medium Due to the increased pushback on 5C as opposed to 5B this is generally the most stable midscreen CH 5C route. The first EnKaid should be delayed so that it hits high enough for EnRekka to connect but done as late as possible to get the maximum forward movement from the dash cancel.
Corner CH 665C > 6D > EnSway~Pain, dl.662C > 5D > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 4907 35 [3] Medium Punish against Kokonoe's "super ball". Requires a microdash on the starter in order for 6D to reach. For a midscreen punish use the 665C > EnRekka route.

Anti-Air 2C Confirms

Combo Damage Meter Gain Difficulty Notes
AA 2C > (dl.)5C > dl.623C, 665A > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3868 27 [3] Medium JP player route. Safe way to convert from AA 2C and will work at any distance that 2C connects. Delay the C DP (and depending on the height 2C hits the 5C as well) so C DP hits late into it's active frames. Can be a little inconsistent if 2C hits particularly close or high, sometimes requiring 5C to be omitted.
AA 2C > 214A~8A, 665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 6D, 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4331 31 [3] Medium Great reward off an anti-air, carries to the corner at around a little behind midscreen. Unsafe on air block as they will not get hit by Sway~Pain, if you aren't sure it will hit then jump cancel into an air string or use a lower commitment anti air like 2A to low profile. Video
CH (AA) 2C > 6D > 214A > dc > EnKaid, 665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4562 32 [3] Medium High damage and corner carry. The first EnKaid must hit quite high. Almost works from corner to corner. Video
CH (AA) 2C > 6D > 214A > dc > EnFang(w)B~B > dc > EnKaid, 2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4677 33 [2] Easy Optimal damage from CH 2C. Do not delay the EnRekka after the dash cancel at all so the first hit whiffs. Video

3C Confirms

Combo Damage Meter Gain Difficulty Notes
3C > 623D~j.2C (2A > 5B > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C)* 1815 (3096) 13 (18) [1] Very Easy Generally the best you'll get after a stray 3C hit unless your reactions are on point and you can convert into a full combo. If you can't hit confirm into D DP it may be better to not cancel the 3C at all and attempt to go for an air string as Rekka~B and Kaid knockdowns aren't very good.
663C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 214A > dc, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4355 31 [2] Easy "Don't get hit by dash sweep". From roundstart distance most characters will need the first 2C to be microdashed. Also the optimal CH 3C route and will work without dash momentum on counter hit with CH 3C, EnRekka.
Back to Corner 663C > EnKaid, 662C > EnSway~Pain, dl.662C > 5D > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 4160 29 [3] Medium Side swap 663C route. Video
CH 3C, 2D > 214A > dc > EnKaid, 665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4389 30 [2] Easy Less damage than CH 3C, EnRekka but far more corner carry.
Back to Corner CH 3C, c.EnKaid, 662C > EnRekka~B > dc > EnKaid, 662C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4379 30 [3] Medium Side swap route. Can do CH 3C > 214A > dc, c.EnKaid if 3C connects far out.

6A Confirms

Combo Damage Meter Gain Difficulty Notes
6A > 5C > 5D/6B > 236BB~C > sjc > j.B > j.C > jc > j.C > j.623D~j.2C 2983/2972 21 [1] Very Easy The confirm for people that can't do sway cancels. Practice them. If 6A hits far out replace 5D with 6B. Video
6A > 5C > 5D > 2D > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), (3C > 214D,) 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3710 (3777) 26 (27) [2] Easy The overhead BnB. Great damage and carry. Remember to buffer everything. If 6A hits far out or if you are finding getting EnRekka to combo difficult, omit 2D. Video
6A > 5C > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w) > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3968 28 [3] Medium Works on everyone except Arakune. Video
6A > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > j.623D~j.2C 4137 29 [4] Hard The 6A optimal. Over 4k from a safe overhead. This is what makes Naoto's high/low mixup so scary. Will not work against Tager and Susano'o, use the combo above for them. Video
Corner 6A > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, dl.662C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 4225 30 [4] Hard Corner variant of the 6A optimal. Video
Back to Corner 6A > 5C > 214A > dc > c.EnKaid, EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4241 29 [4] Hard Side switch 6A confirm. Still won't work on Tager or Susano'o.
Back to Corner 6A > 5C > 5D > 2D > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), 663C > 214D, 665B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3796 27 [4] Hard Corner to corner route for Tager or Susano'o.

6B Confirms

Combo Damage Meter Gain Difficulty Notes
6B > j.623D~j.2C (2A > 5B > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623C~j.2C)* 1799 (2903) 12 (19) [1] Very Easy Like the new day 1 combo, you can get an air string if they don't emergency tech. Optional side swap with the air string. Video
Crouching Hit 6B > 236BB~C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 2500 17 [1] Very Easy Respectable combo on crouching regular hit. Video
CH 6B, 665B > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3911 27 [3] Medium The classic 6B CH combo. Same as the 665A confirm and on crouching hit 665B can be replaced with 665C for over 4k damage. You know what to do for a corner or back to corner starter. Video

j.A/j.B Air to Air Confirms

Combo Damage Meter Gain Difficulty Notes
j.A > j.A > jc > j.C > j.D > j.623D~j.2C 1500 10 [1] Very Easy There isn't much to say about Naoto's air to air combos, try to stay on the ground to anti-air your opponent. End in j.B > j.C for a better knockdown. Video
j.A > j.C > jc > j.C > j.D > j.623D~j.2C 1853 13 [1] Very Easy Same logic as the route above. Video

j.B/j.C Air to Ground Confirms

Combo Damage Meter Gain Difficulty Notes
IAD j.B > j.C, 665B/665C > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3482/3651 24/25 [3] Medium Same as the 665A route. When doing j.B > j.A (e.g. during an IAD reset during pressure) do 665A/665B instead. When doing a falling jump in, also do 665A/665B instead. Video
IAD j.B > j.C, 665B > EnRekka~B > dc > EnC DP~j.2C(w), 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3361 24 [3] Medium Good route if you aren't able to hit confirm from a jump in quickly. Logic about what buttons to use once you land is the same.

CH j.C Air to Air Confirms

Combo Damage Meter Gain Difficulty Notes
IAD/Falling CH j.C, 6A > 6D > 214A > dc > EnRekka~B > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > j.623D~j.2C 4388 31 [3] Medium It's a midscreen combo, you know what you need to do if it doesn't reach corner. Only works if opponent is high enough. 6A gives 110% proration in combos.
Rising CH (s)j.C > (dl.)Falling j.C, (66)2C > (En)Sway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3972 28 [3] Medium j.C must be done as soon as you jump. Microdash the 2C for a side swap. You need to delay falling j.C if you did super jump. Can be a little finicky depending on your opponent's height and character. Can be done with a single Falling CH j.C.

Drive Confirms

Notes: Any Air to Ground confirms will work with a j.D starter. The extra hitstun/CHstun on j.D allows for microdashed normals to combo at higher heights than with other air normals.

Combo Damage Meter Gain Difficulty Notes
5D/2D > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), 2C > 5D > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4715/4333 33/31 [3] Medium If the EnRekka is delayed at all the route will drop so use the route below instead. This means the only confirm time you get is during the 5D/2D > 214A > dc > EnRekka (which should be manageable). Excellent damage though.
2D > 5D > 214A > dc > EnRekka~B > dc > EnC DP~j.2C(w), (66)2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4265 30 [3] Medium Having two drives makes the above route impossible. This route still does great damage.
6D > 214A > dc > (dl.)EnRekka~B > dc > EnKaid, 2C > 5D > 2D > 214A > dc, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 5030 36 [2] Easy Optimal punish without using charged drives for regular hit or counter hit for any position except back to corner, making this an important route to learn. Will work at nearly any distance with the exception of max range, delay the EnRekka after the dash cancel if 6D hits far. Works at any distance on counter hit. If it air hits you can whiff the first Rekka part for even more damage. If the opponent is air teching out during the second drive string, you can instead do one drive string and end with a 5C > 2C air string ender for still over 5k damage.

Charged Drive Confirms

Combo Damage Meter Gain Difficulty Notes
5/2[D] > 214A > dc > (dl.)EnRekka~B > dc > EnC DP~j.2C(w), (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 5283/4752 37/34 [2] Easy You have to be somewhat close for this but it has excellent reward. The EnRekka can be delayed a little bit after the dash cancel for slightly more range.
5/2[D] > 214A > dc > f.EnKaid, 665A/662B > EnRekka~B > dc > EnC DP~j.2C(w), 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > j.623D~j.2C 4865/4511 (665A) 5132/4752 (662B) 34/32 (665A) 36/34 (662B) [3] Medium Far range conversion using far hit EnKaid stagger. The EnKaid can be delayed a little bit for slightly more range. Inconsistent at very max range. If the EnKaid hits late due to being close to max range, replace 665A with 662B (or 665B which is very slightly less consistent but does more damage).
6[D] > 214A > dl.dc > EnFang(w)B~B > dc > EnKaid, 2C > 5D > 2D > 214A > dc, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 5842 41 [2] Easy Works even if it hits in the air. You won't land this often aside from rarely using it as a hard callout in some matchups (e.g. Izanami doing super jump back float). Delay the dash cancel until the opponent has bounced. If the opponent is air teching after the second 2C instead do a full drive string the first time into an air string ender.
6[D] > dl.IAD j.[D], dl.665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 6116 43 [3] Medium Optimal damage, requires a very close hit. Much more impractical than the combo above but it does big damage.
Corner 6[D], (dl.)665C > EnRekka~B > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 5777 41 [3] Medium If the 6[D] anti-airs then either delay or omit the 665C. Even less common to land than the midscreen conversion and also does less. You might land it if you accidentally miscalculate an OD combo and the opponent air techs into 6[D] and having a confirm will help maximise the mental damage from the reset :)
j.[D], (665C >) EnRekka~B > dc > EnKaid, (66)2C > 5D > (2D >) 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4669 (4708) 33 [2] Easy The close hit j.[D] route. 665C will whiff at some ranges. When doing 665C omit the 2D. If j.[D] is done particularly high up replace 665C with 665B.
j.[D], EnKaid, 665C > EnRekka~B > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > j.623D~j.2C 4635 32 [3] Medium The anti-anti-air/far hit j.[D] route. The j.[D] > EnKaid is probably the hardest part of the confirm and the difficulty varies with the height and distance. Remember that j.[D] has recovery and account for it when buffering EnKaid. Does not work at some heights and distances.
Back to Corner j.[D], 662C > EnSway~Pain, EnRekka~B > dc > EnKaid, (66)2C > 5D > 6D, 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4513 32 [2] Easy Side swaps but requires a close hit. Generally pushes to the corner with good knockdown. Does not work at some heights and distances.

Counter Hit Drive Starters

Combo Damage Meter Gain Difficulty Notes
Corner CH 6D > jc, Falling j.C, EnRekka~B > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 5081 36 [3] Medium Allows for a burst safe start to a DP punish while still converting into 5k. Can also burst bait on the second hit by jump canceling j.C, however this will not lead to a combo.
CH 5[D] > 6[D] > 214A > dc, 66A > 6D > 214A > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 6374 45 [2] Easy Optimised route for close hit CH 5[D] to really make your opponent think about life. 6k with no resources from midscreen without a 6[D] starter. If you are slightly further than midscreen, do the EnFang(w) route. It can be used to punish slow recovering Reversals like Naoto's, Hibiki's, Makoto's, Azrael's, Kagura's and Terumi's super (outside OD since he can mash EA once he lands during it).
CH 5[D] > 214A > dc, (6)6A > 5C > 214A > dc > c.EnKaid, (66)2C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 5920 42 [4] Hard CH 5[D] hit confirm for when you aren't close enough for 6[D] and/or weren't expecting it to CH. If too far for 6A then do 6D > 214A > 66 > (dl.)EnRekka into a drive string into a 665C ender. If fighting Tager or Susano'o convert into either 6A > 5C > 214A > dc > EnRekka or 665C > c.EnKaid.
CH 5[D] > 2[D] > 214A > dc > dl.c.EnKaid, EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 6131 43 [4] Hard Optimal side swap route for close CH 5[D]. Delay the c.EnKaid slightly to get the extra forward movement from the dash.

Forward Throw Routes

Combo Damage Meter Gain Difficulty Notes
Forward Throw, dl.665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3714 26 [2] Easy The midscreen (and fully in the corner) Forward Throw route. Excellent damage for its relatively easy difficulty. Must delay 665C or the opponent will be too high for EnRekka. Surprisingly it less damage than the corner Back Throw route. Video
Corner Forward Throw, (dl.)(66)2C > 5D > 6D > 214A > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 3671 26 [2] Easy The corner Forward Throw BnB. Easy, solid damage with pretty decent reward. 2C must be delayed slightly against some characters for 5D to hit.
Corner Forward Throw, EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3648 (236BBB) 3682 (Fang/Roar whiff) 26 [2] Easy Removes having to judge the distance from the corner as it will work regardless of how the opponent wallsplats. Whiffing Rekka parts will not change the route and the only thing to watch out for is if a Rekka part hits high which is easily fixed by delaying the next part.
Corner Forward Throw, 2[D] > 5[D] > 214A > dc > EnKaid, 2C > 5D > 214A~8A, 665C > EnRekka~B > dc > EnD DP~j.2C 4075 29 [3] Medium This is used when Forward Throw connects when the opponent isn't fully in the corner. You'll have to judge the distance to know if the route will work or not but if you are capable of doing so you are rewarded with over 4k meterless from a throw starter.
Back to Corner Forward Throw, 662C > EnSway~Pain, dl.662C > 5D > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3570 25 [3] Medium Less damage than the Back Throw optimal.

Back Throw Routes

Combo Damage Meter Gain Difficulty Notes
Back Throw > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > (jc > j.C >) j.623D~j.2C 3624 (3668) 25 (26) [3] Medium The midscreen Back Throw optimal when side swapping. Triple side swap. Omit the second j.C if they are air teching out. Video
Corner Back Throw > 214A > dc > c.EnKaid, 662C > 5D > 2D > 214A > dc, 2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 3738 26 [3] Medium Double side swap. Slightly more damage than the midscreen/fully in the corner Forward Throw route.
Back to Corner Back Throw, 665C > EnKaid, 662C > EnSway~Pain, dl.662C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 3751 26 [3] Medium Optimal for when throwing the opponent into the corner. Also a triple side swap. Omit 6D if slightly out the corner.

Air Throw Routes

Combo Damage Meter Gain Difficulty Notes
Air Throw, (66)2C > (En)Sway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3551 25 [3] Medium Optional side swap.
Air Throw, 662C/665C* > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3664/3714 26 [3] Medium Identical to the Forward Throw route but with a 662C instead of a 665C. You can do 665C but it is character specific as it requires an OTG 5C. Works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o. If done with a 665C it is optimal in the corner as well. Video
Corner Air Throw, c.EnKaid, 662C > EnSway~Pain, dl.662C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 3682 26 [4] Hard Corner Air Throw optimal but the damage increase isn't by much. Can be a little tricky to get the timing for the c.EnKaid link. If you get regular Kaid, you can get a combo after with 665B/662C.
Back to Corner Air Throw, c.EnKaid, (66)2C > 5D > 2D > 214A > dc, 2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 3738 26 [4] Hard Optimal side swap route from Air Throw. Like the route above it's quite difficult, however the damage increase from Air Throw, 662C > EnSway~Pain is much more noticeable. If you get regular Kaid do a safejump. If they are air teching out during the EnRekka do a 5D > 214A~8A ender instead.

Special Starter Confirms

Combo Damage Meter Gain Difficulty Notes
214A~8A, EnRekka~B > dc > EnKaid, (66)2C > 5D > 6D, 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3817 27 [3] Medium Like the AA/CH 2C route but without the 665C.
Corner 214A~8A, dl.662C > 5D > 6D > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 3906 28 [3] Medium
Back to Corner 214A~8A, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3293 21 [3] Medium Important to know as you will use this often when doing EnSway~Pain air resets.
236BB~C > jc > j.C > jc > j.C > j.D > j.623D~j.2C 2341 16 [1] Very Easy Simple but it works. Do j.B > j.C for a better knockdown and optional sideswap.
236BB~C > dl.jcc > 623C, (66)5A > 5AA > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 2307 16 [3] Medium Raid into tk.C DP route. This route uses a "jump cancel cancel" which is when you cancel the jump startup from a jump cancel into a group special. This is done by doing a tk input, in this case, usually a 6239 input. Delay the DP so it hits late which will reduce the recovery and allow for a 5A after. You may have to delay the second j.B a bit.
236BB~C > dl.jcc > 623C, (665A >) EnC DP~j.2C(w) > (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 2599 (2447) 18 (17) [4] Hard Do not delay the DP too long or they will be too high to get 2C > 5D after the j.2C(w). 2C can be replaced with 5B for lower damage but it will work anywhere on screen and will be more consistent. Adding 665A reduces damage but makes the route far easier and will not lead to being punished if you drop like you would when going directly into EnC DP.
236BB~C > dl.jcc > 623C, (66)5A > 2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 2675 19 [4] Hard Do not delay the DP too long or they will be too high for 5D to connect. If 5A is not microdashed omit 2D for consistency.
Crouching Hit CH 236B, 665A > EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3283 23 [3] Medium This should never happen, but if it does you can squeeze out as much damage as possible. Will work with a CH EnRekka but it's better to just do the normal EnRekka route route with that starter.
EnRekka~B > dc > EnC DP~j.2C(w), (66)2C > 5D > (2D >) 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3794 (3832) 27 [2] Easy Omit 2D if any part is delayed (e.g. hit confirming into Roar). With an EnRoar/EnBash starter always do 2D. Will work after a 5[D]/2[D] guard crush.
236BB~C > dl.jcc > 214A~8A, 663C > EnKaid, (66)2C > 5D > 2D, 665C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 2861 20 [4] Hard Arakune specific Rekka routing that can be applied to any route using a grounded hitting (En)Rekka. Uses a jump cancel cancel, see above for explanation. Due to Arakune's hurtbox, EnRekka~B > dc > EnC/D DP will not work outside the corner, but (En)Rekka~C > dl.jcc > 214A~8A will. Midscreen to corner variant, if you dont reach the corner do EnKaid, 5B. Will work on things like crouching hit 5A or 5B starters. You should know how to find corner and back to corner variants for this. Doing 2D, OTG 5C is optimal for routes that use all three main specials but is also character specific, it works on the same characters as Air Throw, 665C.
AA CH 623C, 665A/665B > EnRekka~B > dc > EnKaid, (66)2C > 5D > 6D > 214A > dc > EnSway~Pain, 665C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3300/3692 23/26 [3] Medium Anti-air DP combo. Getting 665A or 665B depends on the height it connects. You can also combo without a CH but it depends on height 623C connects at.
c.EnKaid, 662C > EnSway~Pain, EnRekka~B > dc > EnKaid, (66)2C > 5D > 6D, 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4215 29 [2] Easy Close hit EnKaid. This should never happen but it does good damage.
f.EnKaid, 665A/665B > EnRekka~B > dc > EnC DP~j.2C(w), 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3553/3936 25/28 [3] Medium Far hit EnKaid. Similar combo to the far 5[D] conversion. Due to the lack of 5/2[D] pushback, 665A will work at more ranges and 665B is consistent.
CH f.EnKaid, (dl.665C >) EnRekka~B > dc > EnKaid, (66)2C > 5D > (2D >) 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4182 (4233) 29 [2] Easy Far hit CH EnKaid. Also works with an AA EnKaid starter. 665C will whiff at some ranges. When doing 665C, delay the 665C and omit the 2D.
CH c.EnKaid, 66A > 6D > 214A > dc > (dl.)EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4621 32 [2] Easy Close hit CH EnKaid side swap. Can be used after using Sway to evade a move with not enough recovery to recover from Sway and punish with 5B or better such as after Swaying Ragna's Carnage Scissors on reaction.
CH c.EnKaid, (66 >) 662C > c.EnKaid, 662C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4282 29 [3] Medium Double side swap if you want to keep the corner. Can replace the initial 662C for more damage and meter gain with 66 > 665C (may not be universal or as consistent) or with 6A and omitting the next 662C (less carry).
Corner CH c.EnKaid, 6A > 214A > dc > c.EnKaid, 662C > 5D > 2D > 214A > dc, 2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 4496 31 [3] Medium Can be used after using Sway to evade a move with not enough recovery to recover from Sway and punish with 5B or better.

Fatal Counter Routes

Combo Damage Meter Gain Difficulty Notes
FC Roar~C > jcc > 214A~8A, 665C > 2C > 6D > 214A > dc > dl.EnKaid, 2C > 5D > 2D > 214A > dc, (66)2C > 5D > 2D > 6D > 214A > dc > EnD DP~j.2C 3739 26 [3] Medium Raid into tk.Pain route. Another jump cancel cancel route. Input for this is 2148A~A.
Crouching Hit FC Roar, 665A > c.EnKaid, 662C > EnSway~Pain, 665C > 2C > 6D > 214A > dc > EnFang(w)B~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnD DP~j.2C 4234 29 [3] Medium Is more specific as it requires a crouching hit and you to be quite close but has much better reward than the route above.
FC EnRoar~B > dc > EnC DP~j.2C(w), 2C > (5D >) 6D > 214A > dc > EnKaid, (66)5C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4960 (4989) 35 [2] Easy FC EnRoar leads to great reward. Only do the 5D if Naoto reaches the corner. Without it, the route will have extremely high corner carry, nearly going corner to corner. Part of what makes Rekka RPS so intimidating.
FC Bash, 5C > 2C > 6D > 214A > dc > EnKaid, 5C > 5D > 2D > 214A > dc, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 5638 40 [2] Easy Taken from Kamikaze. Obnoxiously high damage from a move that's only -10. Will work with EnBash but do not dash cancel. If the opponent is air teching at the j.2C, omit one j.C. Can change the first 5C for 5B if they're in the corner. The other part of what makes Rekka RPS so intimidating.
Corner FC Bash, 5B > 6B, dl.2C > dl.2D > 6[D], 665C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 5530 39 [4] Hard Delay the 5B so that 6B will connect, make sure the 2C hits low and delay the 2D so that it hits low enough to get the full slide. If the opponent is far enough outside the corner for 5C to work, do the midscreen route instead.
FC 6[D] > 214A > dc, 66A > 5C > 2C > 6D > 214A > dc > EnFang(w)B~B > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 6378 45 [2] Easy Naoto's best starter and it shows. Surprisingly, not much more damage than a CH 5[D] starter and much harder to actually land in a match.
FC 6[D] > dl.IAD > j.[D], 66 > 5C > 2C > 6D > 214A > dc > EnFang(w)B~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 6422 46 [3] Medium Optimal and extremely stylish. To land the IAD j.[D], delay it depending on how close 6[D] connects and if it hits an airborne opponent. If it hits at max range on a grounded opponent, do not delay it at all, if you hit them closer start adding delays. If the IAD is too difficult or the opponent is air teching at the j.2C, use the route above as removing a 2D in this route would do less damage.
Corner FC 6[D], 5D > 2[D], 5D > 2[D] > 214A > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 6537 46 [2] Easy 5D > 2[D] loops into itself. This route can also go into OD after 2[D] for extremely high damage.

25% Meter Confirms

Combo Damage Meter Gain Difficulty Notes
Corner CH 5B/5C > 6D > [CT], 5D > 2[D] > 214A > dc > EnKaid, 2C > 5D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 5328/5738 1/4 [3] Medium Corner route to make people sad, really really sad. Pushing almost 6k off a CH and 25 meter this confirm is well worth using the 25 Meter. Can be done with a 6D starter (with or without counter hit) for slightly more damage. The reward is excellent given the cost and if you have the meter to spend on super as well, you're going to see someone's Health Bar melt, even more so if you spend the OD to do it. If the EnKaid is delayed at all, replace the ender with 5D > 214A~8A, 665C > EnRekka.

50% Meter Confirms

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5C > RC, 665C > c.EnKaid, 662C > EnRekka~B > dc > EnKaid, 5B > 2C > (s)jc > j.C > jc > j.C > j.623D~j.2C 3538 -35 [3] Medium Useful side swap route for people that can't do j.2C(w) > 662C routing. Does excellent damage and even more if you do a 662C > EnSway~Pain into a double side swap, dealing more damage than using the normal midscreen route and ending in super. Can be done by replacing RC with ODC but it is not recommended as it is generally not worth the damage increase.
Corner 5A > 5AA > 5C > 623C > RC, (dl.)662[D] > (dl.)5[D] > 6[D] > dl.214A~8A, 665C > EnRekka~B > dc > EnD DP~j.2C 4238 -30 [4] Hard Insane damage from a 5A starter and does more than a corner route into a super ender. The 2[D] and 5[D] must be delayed between the two moves in order to get the low hit 5[D] slide. If the starter is delayed at all (e.g. due to hit confirming) the 2[D] cannot be delayed much or else the opponent can air tech, meaning all the delay must be done by delaying 5[D]. Definitely a combo worth labbing as it is well worth the meter.
Corner 5B > 5C > 623D(1) > RC, 2[D] > 5[D] > 214A > dc > EnKaid, (66)2C > 5D > (2D >) 6D > 214A > dc > EnSway~Pain, 236BB~C > sjc > j.C > j.623D~j.2C 5096 (5182) -26 (-25) [3] Medium Very good damage off corner 5B and works on everyone. Does not require a low hit 5[D]. If the opponent is air teching during the EnRekka omit 2D.
Corner 5B > 5C > 623C > RC, (66)2[D] > (dl.)5[D], 66A > 2D > 5[D] > 214A > dc > EnSway~Pain, 665C > EnRekka~B > dc > EnD DP~j.2C 5323 -22 [4] Hard Character specific 2D > OTG 5[D] route. Works on Jin, Noel, Rachel, Taokaka, Tager, Hakumen, Nu, Tsubaki, Hazama, Valkenhayn, Platinum, Relius, Kagura, Terumi, Lambda, Nine, Susano'o, Es and Jubei. Even though it's a character specific route, the fact that it works on majority of the cast and deals extremely high damage makes this route somewhat practical.
Corner 665C > c.EnKaid > RC, (66)2[D] > 5[D], 66A > 2D > 214A > dc, 2C > 5D > 214A~8A, 665C > EnRekka~B > dc > EnD DP~j.2C 5948 -19 [4] Hard Universal optimal 50 meter punish. Nearly breaks 6k.
Corner 665C > c.EnKaid > RC, (66)2[D] > 5[D], 66A > 2D > 5[D] > 214A > dc > EnSway~Pain, 665C > EnRekka~B > dc > EnD DP~j.2C 6172 -17 [4] Hard Character specific 2D > OTG 5[D] route. Same theory as the corner 5B route. Easily breaks 6k damage for only 50 meter.
Corner j.A > j.623C > RC, j.[D], (66)2C > 5D > 214A > dc > EnKaid, 2C > 5D > 214A~8A, 665C > EnRekka~B > dc > EnD DP~j.2C 3271 -36 [3] Medium Fuzzy j.A starter. Remember j.623C > RC, j.[D] for converting from air to air hits into big combos. On Carl, Izayoi, Azrael, Kokonoe, Hibiki and Mai, j.A can fuzzy but j.623C will whiff. Does not work on Es or Jubei at all. On Tager you can fuzzy him and convert from it without j.623C.
623D/EnD DP > RC, j.[D], EnRekka~C > sjc > j.C > jc > j.C > j.623D~j.2C 2435/2395 -41/-40 [2] Easy Works off both versions of DP. Doing an RC on the final hit is more committal than doing it on the first as the reward if they blocked the DP is (at best) a falling normal. The j.[D] must be done almost immediately after the RC. If it is a CH EnD DP starter RC on the 4th hit instead of the 5th.
623D(1)/EnD DP(1) > RC, (En)Sway~Pain, 665C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 2559 -42 [2] Easy Works off both versions of DP and does the same damage. Doing an RC on the first hit does more damage than the route above and allows for continued pressure if you can hit confirm fast enough. With a regular D DP starter, do (walk up) Sway~Pain to not side swap and do EnSway~Pain to side swap. With an EnD DP starter, do EnSway~Pain to not side swap and run before the EnSway~Pain to side swap.
Corner CH (En)Smasher, 665B > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 5319/5759 -36 [2] Easy Counter hit Smasher can lead to a good combo in the corner. If the 665B link is too hard replace it with 665A. If you get 5B > Rekka then do into Rekka~C into an air string.

OD Routes

Combo Damage Meter Gain Difficulty Notes
Corner 5A > 5AA > 5C > 3C > 214D, EnC DP~j.2C(w), 2C > 5D > 2D > ODC, (66)2[D] > 5[D] > dc, 6[D] > Reaper 4327 -29 [3] Medium The Overdrive BnB. Works at 100% HP. Deals excellent damage for max health OD. When using OD you'll nearly always end with a super (or even two) as EA has a terrible knockdown, allowing the opponent to roll out for free and put you in the corner.
Corner 5A > 5AA > 5C > 3C > 214D, EnC DP~j.2C(w), 2C > 5D > 2D > ODC, (66)2[D] > 5[D] > dc, 2[D] > 5[D] > dc > EnReaper 4478 -28 [3] Medium Works at 80% HP. An example of using two reps of a charged drive loop. With 60% HP you can add a 6[D] before the EnReaper for a sizeable damage increase.
Corner 5A > 5AA > 5C > 3C > 214D, 662C > 5D > 2D > ODC, (66)2[D] > 5[D] > dc, 2[D] > 5[D] > dc, 2[D] > 5[D] > dc > EnReaper 4897 -18 [3] Medium Works at 30% HP. Easy damage once you get into OD. When using this OD route from other starters it will not work if the route before the ODC is too long.
Corner 5A > 5AA > 5C > 3C > 214D, 662C > 5D > 2D > ODC, (66)2[D] > 5[D] > dc, 2[D] > 5[D] > 6[D] > dl.214A~8A, EnSmasher 4707 -24 [3] Medium The 5A starter OD optimal. Works at 100% HP. OD will end during the startup of 5[D] and still allow for a 6[D]. This route is only optimal compared to the regular OD route when the 214A~8A doesn't reach 1F untech. Must end in EnSmasher as the opponent will air tech before landing.
Corner 5A > 5AA > 5C > 3C > 214D, 662C > 5D > 2D > ODC, (66)2[D] > 5[D] > dc, 2[D] > 5[D] > dc, 6A > 2D > 6[D] > EnReaper 4938 -17 [3] Medium Works at 30% HP. The optimal OD route. When using this OD route from other starters it will not work if the route before the ODC is too long. If the route before is a certain length this particular route can lead to an "unintentional" reset directly into a 6[D] if the opponent doesn't expect it.
Corner Forward Throw > j.ODC, j.[D], 2D > 5[D] > dc, 2[D] > 5[D] > 6[D] > dl.214A~8A, (665C >) EnSmasher 4858 (4961) -16 (-15) [3] Medium Works at 30% HP. Doesn't work on Izayoi, Amane, Bullet, Azrael and Hibiki. Huge, unburstable damage makes this very effective for closing out rounds. Adding 665C will make the combo burstable. If burst is not on the table instead go for a regular throw route into an ODC after 2D.

Combo Theory

For general information on Naoto Combo theory and another list of combos, check out the Naoto Guide (most the combos on it are outdated though).

In short, Naoto's combos want to launch the opponent using specials and end in air string into his air DP or to stay grounded and end in his Enhanced D DP. If he reaches the corner he can also use his drives to tack on extra damage. The explanations below are in-depth for people that are looking to optimise combos or to find their own routes and will not matter if you are learning the character, use the combos in the Important BnBs section if you are.

For midscreen combos without dashing momentum, Naoto wants to launch the opponent using EnC DP (6623C). He does this by using Shift Sway (214A) and dash canceling it into EnC DP. Once they have been launched, Naoto either lands and presses 5A or if they were launched by doing 3C > 214A > dc > EnC DP Naoto can delay the followup kick (j.2C) as long as the cancel window allows to make it whiff. Both routes can lead to air strings (EnC DP, 5A > 5AA > 2C > air string or EnC DP~j.2C(w), 5B > 2C > air string) or if Naoto reaches the corner he can do a drive string (EnC DP, 5A > 2C > 5D > etc. or EnC DP~j.2C(w), 2C > 5D > etc.). Whiffing j.2C also allows Naoto to do 663C or 662C, most notably, doing EnC DP~j.2C(w) > 662C > EnSway~Pain to sideswap.

If Naoto has dashing momentum or hits a crouching opponent, Naoto can go directly into an Enhanced special or do 5C > 214A > 66 > Enhanced special respectively. The two main specials that are used here are c.EnKaid and EnRekka. c.EnKaid will sideswap and can lead to either 662C > EnSway~Pain, performing a double sideswap and doing excellent damage, or lead into 662C > EnRekka or sometimes directly into EnRekka. However, in some cases it might hit as f.EnKaid it will put the opponent in a stagger state and not sideswap. In these cases Naoto does EnRekka which can go into an EnC DP route.

When in the corner Naoto can launch opponents using 3C > 214D which can lead into a microdashed normal or EnC DP. Once the opponent is airborne in the corner (either from starting in it or reaching it), Naoto's goal is to convert into a drive string (5D > (2D >) 6D), to use (En)Rekka, (En)Kaid and (En)Sway~Pain all in one combo and end with an air string if possible due to the excellent damage and scaling of j.C. As long as the combo has not gone for too long, he can lead into a drive loop using 2C (e.g. 3C > 214D, 662C > 5D > etc.). From here, Naoto can use 6D to lead into (En)Sway~Pain by doing 6D > 214A > dc > EnSway~Pain. After (En)Sway~Pain, Naoto can either go into 665C > EnD DP, EnRekka~B > dc > EnD DP or 5C > 2C > air string. (En)Sway~Pain also has a great amount of untech and will nearly always cause a knockdown, meaning a valid followup after it is to do a safejump setup.

A summary of what Naoto's Overdrive does is it speeds up all his drives, both uncharged and charged, and makes them all dash cancelable on hit/block, notably allowing for a charged drive loop in the corner.

Naoto's charged drives have excellent damage and scaling and if 5[D] connects at a low altitude it will put the opponent in a long slide animation (referred to as low hit 5[D]), allowing for charged drive loops. The main way to lead into a charged drive loop is to use 2D due also causing a rather long slide. An example would be Stuff > 2D > ODC, 2[D] > 5[D] (> dc, 2[D] > 5[D]) > 6[D] > Ender (usually dc > OD EnReaper).

Another way to lead into OD is with an air hit EnRekka. For example, (En)Sway~Pain > 665C > EnRekka~B > 66 > ODC. Additional explanation can be found here.

Character Specific Notes

Against Bang, Platinum and Arakune, the corner 2C > 5D > 2D > 6D ender will be inconsistent unless 2C is microdashed or 2D is omitted.

Against Tager and Susano'o, crouching hit 5C > 214A > dc > c.EnKaid will not work. Use EnRekka instead.

Against Arakune, standard j.2C(w) routes (e.g. 3C > 214A > dc > EnC DP~j.2C(w)) will not work on Arakune as j.2C will always hit. Additionally, EnRekka~B > dc > EnC DP/EnD DP will not work outside the corner. However, there are Arakune specific routes using (En)Rekka~C > jc > 214A~8A.

214A~8A, 665C > EnRekka~B can drop on Ragna, Bang, Tsubaki, Mu, Platinum and Izanami.

The next few notes are about character specific routing, remember that universal routing is encouraged as these are only for fully optimised routes.

Air Throw or OTG (66)5C works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o.

c.EnKaid, 665C works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o.

2D > OTG 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.

OD 2D > 5[D] does not work on Izayoi, Amane, Bullet, Azrael and Hibiki.

Video Examples

BBCF2 Naoto Kurogane Dustloop Combo Collection

BBCF2 Naoto Kurogane Combos by Kamikaze

BBCF2 Naoto Kurogane combo collections

BBCF2 Naoto Setups

BBCF Naoto Safejump+Shift Sway Option Select (Still works)


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