BBCF/Naoto Kurogane/Combos: Difference between revisions

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! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|-
|'''CH 2C > 214A~8A > 665C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 6D > 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C''' || 4416 || 32 || <span style="color:blue">[2] Easy </span> || Great reward off CH Anti-Air, carries to the corner at around a little behind midscreen.  
|'''CH 2C > 214A~8A, 665C > EnRekka~B > 66 > EnKaid, (66)2C > 5D > 6D, 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C''' || 4416 || 32 || <span style="color:blue">[2] Easy </span> || Great reward off CH Anti-Air, carries to the corner at around a little behind midscreen.  
|-
|-
|'''CH 2C > 214A~8A > 665C > EnRekka~C>sjc>j.C>j.C>j.623D~j.2C''' || 3595 || 27 || <span style="color:blue">[2] Easy </span> || An Alternative to the Above. Much like the other confirms like this, only use if you're too far to get corner carry.  
|'''CH 2C > 214A~8A, 665C > EnRekka~C > sjc > j.C > jc > j.C > j.623D~j.2C''' || 3595 || 27 || <span style="color:blue">[2] Easy </span> || An Alternative to the Above. Much like the other confirms like this, only use if you're too far to get corner carry.  
|-
|-
|'''CH 2C > 6D > 214A > 66 > EnKaid > 665C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > En214A~28A > 665C > EnD DP~j.2C''' || 4562 || 32 || <span style="color:green">[3] Medium </span> || Good Damage, Corner Carry. Almost works from corner to corner
|'''CH 2C > 6D > 214A > 66 > EnKaid, 665C > EnRekka~B > 66 > EnKaid, (66)2C > 5D > 2D > 6D > 214A > 66 > En214A~8A, 665C > EnD DP~j.2C''' || 4562 || 32 || <span style="color:green">[3] Medium </span> || Good Damage, Corner Carry. Almost works from corner to corner
|}
|}



Revision as of 09:13, 26 December 2021


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
(En) = Whenever Naoto dashes/dash cancels a special it will be Enhanced. This abbreviation will be used in BnB's whenever they are present
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


Combo Theory

Disclaimer: You don't need to learn the hard stuff to start using the character. Naoto can be played effectively without the usage of high damage combos due to his simple gameplan and strong but simple to use pressure.

For Naoto, the majority of his non dash normal BnB confirms, the move Shift Sway (214A) is what ties everything together. i.e: Stuff > 3C > 214A > 66 > 6623C. Without it his damage/combo potentially drastically decreases, locking him out of what makes him truly problematic off clean and sometimes stray confirms. On standing opponents, the opponent should be launched using sway into EnC DP, which leads into two options: - Land and press 5A. - Delay the follow-up as much as the cancel window allows to cause it to whiff and drastically reduce the recovery of the special then land and do 5B, 2C or 3C. Note: All usual whiff j.2C confirms do not work on Arakune. 2C and 3C can also be microdashed for stronger combos. Most notably, doing EnC DP > whiff j.2C > 662C into either EnSway~Pain for a sideswap or 5D > 214A > 66 > EnRekka.

On crouching opponents, the bonus crouching hitstun allows for routes like Stuff > 5C > 214A > 66 > EnKaid(pass through)/EnRekka or Stuff > 5C > 5D (> 2D) > 214A > 66 > EnRekka. Going into EnKaid allows for high damage combos with easy sideswap opportunities, by doing Stuff > EnKaid(sideswap) > 662C > EnSway~Pain(double sideswap)/EnRekka.

In the Corner, whether starting in it or starting from midscreen and reaching the corner, Naoto's goal is to convert into a drive string (5D > 2D > 6D) (which can even be looped for a second rep with a good starter) and to use Rekka, Kaid and Phantom Pain and end in an air string if possible to maximise damage. This is done by launching them either with 3C > 214A > 66 > EnC DP like with a midscreen confirm or with 3C > 214D > 665B/662C/EnC DP. Going into a drive string is important due to 6D's high damage and large amount of untech, allowing for the combo ender 6D > 214A > 66 > EnSway~Pain, or for routes that use Rekka, Kaid and Phantom Pain, 6D > 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C. After a Phantom Pain, you can do a safejump or go into the ender (665C/EnRekka~B > 66 > EnD DP~j.2C). Note: 2C > 5D > 2D > 6D Ender is inconsistent on Bang, Platinum and Arakune unless the 2C is microdashed or 2D is omitted.

For more information on Naoto Combo theory and another list of combos, check out the Naoto Guide

OD Combo Theory

A summary of what Naoto's Overdrive does is it speeds up all his drives, both uncharged and charged, and makes them all dash cancellable. Naoto's charged drives have excellent damage and scaling and if 5[D] connects at a low altitude it will put the opponent into an extremely long slide, so long that it can combo into 2[D] after a dash cancel. The main way to lead into a charged drive loop is to use 2D. Due to its generous untech time, you can do 2D > ODc > 2[D] > 5[D] (> 66 2[D] > 5[D]) > 6[D] > Ender (usually 66 > OD EnReaper). An optimisation which works on certain starters that works with high health OD is doing 2[D] 5[D] (OD ends) 6[D] 214A~8A EnSmasher. The idea is that this ender allows for one more charged drive rep instead of immediately going into EnReaper, however it is only optimal when the starter allows for a Phantom Pain without reaching the combo length limit. This notably works with 100% HP OD. With 30% HP OD, you typically want to do [2[D] > 5[D] > 66]x2 > 6A > 2D > 6[D] > 66 > EnReaper.

Another way to lead into OD is with an air hit EnRekka. For example, Pain > 665C > EnRekka~B > 66 > ODc. An example is shown here https://twitter.com/memey___boi/status/1472515457030635523?s=20.

Combo List

Midscreen 5A/2A Confirms

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5B > 5C > 3C > 236BBB 2048 14 [1] Very Easy Basic 5A Starter with fair damage. Go to Basic BnB, knockdown is not great.
5A > 5AA > 5B > 5C > 3C > 214D 1673 12 [1] Very Easy Another basic 5A starter. Damage is lower than with Rekka ender, but the knockdown leads to safejump situations
5A > 5AA > 5C > 3C > 214A > 66 > EnC DP > whiff j.2C > 2C > 5D > 2D > 214A > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 2992 21 [3] Medium Slightly more difficult BnB as it uses Sway Dash Cancel > C DP. All Around Standard BnB. 2.0 Confirm, great damage off 5A
Crouching Hit 5A > 5AA > 5C > 5D > 214A > 66 > EnRekka~B > 66 > EnC DP > whiff j.2C > 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3223 23 [2] Easy Solid Damage on crouch, Even better corner carry
Crouching Hit 5A > 5AA > 5C > 214A > 66 > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnD DP~j.2C 3586 25 [4] Hard Strong crouching confirm, can end early to go for Pain safejump for less damage or Knockdown with D DP.
Crouching Hit 5A > 5AA > 5C > 214A > 66 > EnRekka~B > 66 > EnC DP > whiff j.2C > 662C > 5D > 214A > 66 > EnRekka~B > 66 > EnD DP~j.2C 3042 20 [4] Hard Solid crouch confirm, breaks 3k
2A > (2A) > 5A > 5AA > 5B > 5C > 3C > 236BBB 1536 (1687) 11 (12) [1] Very Easy Much like the first 5A Starter. Omit the 2nd 2A for slightly more damage
2A > 5B > 5C > 3C > 214A > 66 > EnC DP > whiff j.2C > 2C > 5D > 2D > 214A > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 2700 19 [3] Medium Similar to the other sway route, but off 2A
(5A)/2A > 5B > 5C > 3C > 214A > 66 > EnC DP > whiff j.2C > 663C > EnKaid > 662C > EnSway~Pain > 665C > EnRekka > 66 > EnD DP~j.2C (3044) 2745 (21) 19 [4] Hard New 2.0 Route, Side switch confirm with great damage off 2A or 3k off 5A
5A > 5AA > 5C > 5Ddc > EnC DP > 5A > 2C > 5D > (2D) > 214A > 66 > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > j.623D~j.2C 3022 21 [2] Easy Works at half screen and carries to corner. Good Damage
5A > 5AA > 5C > 5Ddc > EnC DP > 665A > 2C > 5D > 214A > 66 > EnRekka~C > jc > j.C > jc > j.C > j.623D~j.2C 2640 21 [3] Medium Works more consistently at half screen, only consistent on taller/wider hurtboxes at fullscreen. Simple 5A starter
665A > EnKaid > 663C > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnD DP~j.2C 3262 22 [3] Medium Any stray dashing 5A into 3.2k
5A > 5AA > 5C > 5Ddc > EnC DP > 5A > 2C > 214A > 66 > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 2969 21 [2.5] Easy/Medium Someone's favorite route, difficulty can vary depending on character's hurtbox but its main point is that it works on Arakune very consistently

Corner 5A Confirms

Note: Any of the midscreen combo works in the corner aside from sideswitch into Banishing Fang Bash combos

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5C > 3C > 214D > 663C > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3047 21 [3] Medium One of the Standard Corner BnB's to learn. Solid Damage off 5A, very good Knockdown.

Need to microdash 2C on: Bang, Platinum, Arakune to get 5D > 2D > 6D to work consistently

5A > 5C > 3C > 214D > 662C > 5D > 2D > 214A > 66 > 2C > 5D > 214A~8A > 665C > EnRekka~B > 66 > EnD DP~j.2C 3474 24 [3] Medium Highest Damage off 5A meterless, great Knockdown. Can be done with a 5AA starter if 5C is omitted for reduced damage.
5A > 5AA > 5C > 3C > 214D > 66 > EnC DP > whiff j.2C > 2C > 5D > 6D > 214A > 66 > EnSway~Pain > EnRekka~B > 66 > EnD DP~j.2C 3239 23 [3] Medium Stylish, solid damage and ends in the usual Knockdown.

Meterless Midscreen/Anywhere 5B Confirms

Combo Damage Meter Gain Difficulty Notes
5B > 5C > 3C > 236BBB 2274 16 [1] Very Easy Same as the first combo, remove the 5A.
5B > 5C > Rekka~C > jc > j.C > jc > j.C > j.623D~j.2C 2891 20 [1] Very Easy New 2.0 route, raid works on standing now :v
5B > 5C > 3C > 214A > 66 > EnC DP > whiff j.2C > 5B > 2C > jc > j.B > j.C > jc > jB > j.C > j.623D~j.2C 3101 22 [3] Medium Much like the other Route. More Damage, More Meter, Better Carry.
5B > 5C > 3C > 214A > 66 > EnC DP > Whiff j.2C > 663C > EnKaid > 662C > EnRekka~B > 66 > EnD DP~j.2C 3338 23 [4] Hard Fullscreen Carry off 5B. Decent Damage.
5B > 5C > 3C > 214A > 66 > EnC DP > Whiff j.2C > 663C > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnD DP~j.2C 3625 26 [4] Hard Side switch confirm that works almost everywhere on screen, if too far from the corner, substitute the EnRekka~B for EnRekka~C > Air Combo for roughly 100 damage less.
5B > 5C > 3C > 214A > 66 > EnC DP > whiff j.2C > 665B > EnRekka~C > sjc > j.C > jc > j.C > j.623D~j.2C 3029 23 [3] Medium Pretty Good 5B confirm into dash 5B. Tricky to do consistently however due to spacing, but still a very strong confirm with solid screen carry.
5B > 5C > 3C > 214A > 66 > EnC DP > whiff j.2C > 662C > EnSway~Pain > 665C > EnRekka~C > sjc > j.C > jc > j.C > j.623D~j.2C 3570 25 [4] Hard Another new Confirm that side switches off 5B Starter. Good damage and Knockdown
5B > 5C > 3C > 214A > 66 > EnC DP > Whiff j.2C > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3900 28 [4] Hard Another new confirm, another side switch into high damage meterless. Bless 2.0
665B > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnD DP~j.2C 4165 29 [3] Medium Your standard Dash 5B confirm. This is one of the most important confirms to learn as its a Massive amount of damage with decent meter gain. Get used to the dashes
665B > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4417 31 [3] Medium Massive Damage off Dash 5B, the new standard as of CF 2.0 although the older route is still more than good, it's up to you.
665B > EnKaid > 662C > 5D > 214A > 66 > EnRekka~C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 3538 25 [3] Medium A Variation of the Above combo. Better if you want to put your opponent back into the corner. Less Damage but better carry, same Knockdown though.

Delay the EnRekka just a bit. The slide on Air hit 5D should be the indicator when to EnRekka

665B > EnRekka~B > 66 > EnC DP > whiff j.2C > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3523 29 [2] Easy Corner Carry personified. Solid damage, not much else to it.
5B > 5C > 3C > 214A > 66 > EnC DP > whiff j.2C > 665B > EnRekka~B > 66 > EnKaid > 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3564 25 [3] Medium Works Everywhere, much like the other confirm like this one, requires a bit of spacing for full screen carry.
Crouching Hit 5B > 5C > 214A > 66 > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4461 32 [4] Hard Main Crouching 5B confirm. Good Easy Damage, Easy utility.
Crouching Hit 5B > 5C > 5D > 2D > 214A > 66 > EnRekka~B > 66 > EnC DP > whiff j.2C > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4413 31 [3] Medium 2C hitstun buff makes this a very strong confirm on crouchers

Meterless Corner/Back to corner 5B Confirms

Combo Damage Meter Gain Difficulty Notes
5B > 5C > 3C > 214D > 665B(665C*) > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3976 (4136) 28 (29) [3] Medium The most basic 5B corner route, Great Damage and Knockdown. It is possible to do Dash 5C instead of 5B as you need to Delay Slash Kaid to get it consistently.
665B > EnKaid > 662C > 5D > 2D > 214A > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > En623D~j.2C 4397 30 [3] Medium Back to the Corner confirm. Great damage off Dash 5B and good knockdown.

Counter Hit 5B Confirms

Combo Damage Meter Gain Difficulty Notes
CH 5B > 214A~8A > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3864 25 [3] Medium If you wanna style and put your opponent in the corner. Mainly used if you're in the corner.
CH 5B > 214A~8A > 665C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4391 30 [3] Medium Can be done off Normal CH 5B or Dashing CH 5B for the side switch. Great damage with decent knockdown. Midscreen only.
CH 5B > 214A~8A > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnRekka~C > sjc > j.C > jc > j.C > j.623D~j.2C 3772 24 [3] Medium Much like the above combo, this is usually for style and actually be used midscreen. You lose a little bit of damage but the Carry is always good.

Only works on tall hurtboxes unless close enough to corner

CH 665B > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4209 30 [2] Easy If you want to push your opponent back to the corner and get solid damage and knockdown, go for it.
CH 5B > 6D > 214A > 66 > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4550 32 [3] Medium Extremely high damage with really good meter gain. A huge midscreen punish with lots of screen carry if you are not cornered.
CH 5B > 6D > 214A > 66 > EnRekka~C > sjc > j.C > jc > j.B > j.C > j.623D~j.2C 3015 21 [2] Easy Not as much damage but its main use is screen carry, just pushing your opponent a little past half screen.
CH 5B > 6D > 214A > 66 > EnKaid > EnRekka~B > 66 > EnKaid > 662C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4527 31 [3] Medium Corner to Corner. Requires the 2366B shortcut to connect, good damage overall

Midscreen 5C Confirms

Combo Damage Meter Gain Difficulty Notes
5C > 2C > 3C > 236BBB 2566 18 [1] Very Easy It's basic. It works, not the best by any means but you're not getting raw 5C often anyways
Crouching Hit 5C > 5D > 2D > 6D > 214A > 66 > EnRekka~B > 66 > EnC DP > whiff j.2C > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3710 26 [2] Easy
665C > EnRekka~B > 66 > EnC DP > whiff j.2C > (66)2C > 5D > 214A > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4748 34 [3] Medium Solid damage that will work from any distaance of a 665C hit. If you regular block a burst then this is likely the best burst punish you'll get.
665C > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4798 34 [3] Medium The fact that it's hard to be close enough to get EnKaid pass through and that the damage increase is very minor from the 665C > EnRekka route makes this route a little impractical. If you are close enough to do this route after a burst bait, you probably Instant Blocked the burst and can likely do a 6D punish instead.
665C > EnKaid > 662C > 5D > 214A > 66 > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4976 35 [3] Medium Technically the optimal back to corner punish but it has the same problem as the combo above. If it's a counter hit you can do (66)5C > 214A > 66 > EnKaid for the extra range.

Counter Hit 5C Confirms

Combo Damage Meter Gain Difficulty Notes
CH 5C > 6D > 214A > 66 > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > En214~8A > 665C > EnD DP~j.2C 4956 35 [3] Medium Standard CH 5C Punish to really let your opponent think about life. Instant corner carry from midscreen.
CH 5C > 6D > 214A > 66 > EnRekka~C > jc > j.C > jc > j.B > j.C > j.623D~j.2C 3372 27 [2] Easy If you're too far to get carry just use this instead
CH 665C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4791 33 [3] Medium Much like the 5B version except at Max range you will never cross up. Instant corner carry from 3/4ths screen. Same route in the corner as well.
CH 5C > 6D > 214A > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > 2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4932 35 [3] Medium Style, Optimization and Damage. Why not? Corner CH 5C Punish
AA CH 5C > 2D > 214A > 66 > EnKaid > 665C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4995 35 [3] Medium Great damage but anti-air 5C is quite rare, don't expect to use this very often. 2D might whiff on some occasions

Counter Hit 2C Confirms

Notes: AA 2C > 214~8A works without counterhit, but it's tighter

Combo Damage Meter Gain Difficulty Notes
CH 2C > 214A~8A, 665C > EnRekka~B > 66 > EnKaid, (66)2C > 5D > 6D, 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4416 32 [2] Easy Great reward off CH Anti-Air, carries to the corner at around a little behind midscreen.
CH 2C > 214A~8A, 665C > EnRekka~C > sjc > j.C > jc > j.C > j.623D~j.2C 3595 27 [2] Easy An Alternative to the Above. Much like the other confirms like this, only use if you're too far to get corner carry.
CH 2C > 6D > 214A > 66 > EnKaid, 665C > EnRekka~B > 66 > EnKaid, (66)2C > 5D > 2D > 6D > 214A > 66 > En214A~8A, 665C > EnD DP~j.2C 4562 32 [3] Medium Good Damage, Corner Carry. Almost works from corner to corner

Anywhere 3C Confirms

Combo Damage Meter Gain Difficulty Notes
663C > EnKaid > 665C > EnRekka~C>jc>j.C>j.C>j.623D~j.2C 3165 22 [2] Easy Stray Dash sweep confirm, if used in the corner it carries to half screen
663C > EnKaid > 665C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4273 30 [3] Medium Alternative version to the above confirm. Can be used a bit further back from midscreen and are guaranteed corner. Very good damage
663C > EnKaid > 662C > EnPain > 665C > EnRekka~C>jc>j.C>jc>j.C>j.623D~j.2C 3772 27 [3] Medium Ez Damage off any Stray Dash Sweep. Works everywhere, Can substitute EnRekka~C for EnRekka~B > 66 > EnKaid for more damage, not as consistent.
663C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 214A > 66 > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4355 31 [3] Medium "Don't get hit by dash sweep". From roundstart distance most characters will need the first 2C to be microdashed. Also the optimal 3C CH route and will work from regular 3C with CH 3C > 214A > 66 > EnRekka.

Counter Hit 3C Confirms

Combo Damage Meter Gain Difficulty Notes
CH 3C > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > (66)5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4104 27 [3] Medium Side switches. Good damage, and great corner carry no matter where you do it
CH 3C > 2D > 214A > 66 > EnKaid > 665C > EnRekka~B > 66 > EnKaid > (66)5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3922 27 [2] Easy Works Corner to corner.
CH 3C > 2D > 214A > 66 > EnKaid > 665C > EnRekka~B > 66 > EnKaid > 662C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4389 30 [3] Medium Works closer to midscreen, guaranteed corner.

Midscreen 6A Confirms

Combo Damage Meter Gain Difficulty Notes
6A>Rekka~C>sjc>j.B>j.C>jc>j.B>j.C>j.623D~j.2C 2561 18 [1] Very Easy The confirm for people that can't do sway cancels. Practice them.
6A>5C>5D>Rekka~C>sjc>j.B>j.C>jc>j.C>j.623D~j.2C ~3000 WIP [1] Very Easy The better version of the combo above, for people that can't do sway cancels but stronger.
6A>5C>5D>(2D)>214A > 66 > EnRekka~B > 66 > EnC DP> whiff j.2C > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3710 (5D>2D>) 3601 (5D>) 26/25 [2] Easy The overhead BnB. Great damage and carry. Buffer everything if you're struggling. Dash shortcuts are either 66236 or 2366.
6A>5C>214A > 66 > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnD DP~j.2C 3998 28 [3] Medium Almost 4k off his Overhead, works almost everywhere. Can side switch if 662C > EnSway~Pain is done fast enough
6A>5C>214A > 66 > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > j.623D~j.2C 4137 29 [3] Medium Almost like the above confirm, guaranteed corner if done midscreen. Hold 4B to not cross up into the corner.

Meterless Corner/Back to Corner 6A Confirms

Combo Damage Meter Gain Difficulty Notes
6A > 5C > 214A > 66 > EnKaid > 662C > 5D > 214A > 66 > EnKaid > 662C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4109 28 [3] Medium A very rewarding overhead confirm that side switches you and the opponent in the corner. Also works on Arakune.
6A > 5C > 3C > 214D > 663C > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3402 23 [3] Medium Good damage and knockdown. There are alternate routes that do slightly more but they are far more unstable than this one, dropping or being too inconsistent on a few characters, As of 2.0 this works on Rachel
6A > 5C > 3C > 214D > EnC DP > whiff j.2C > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3560 25 [3] Medium The cooler and more damaging version of the combo above. For execution flexing purposes

Midscreen 6B Confirms

Combo Damage Meter Gain Difficulty Notes
6B > j.623D~j.2C 1799 12 [1] Very Easy Best you'll get on standing hit. A Knockdown is a Knockdown.
Crouching Hit 6B > Rekka~C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 2500 17 [1] Very Easy Respectable combo on regular hit.
CH 6B > 665B > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3911 27 [3] Medium The classic 6B CH combo. On crouching hit can be replaced for 665C for over 4k.

Meterless 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. Good knockdown
j.A>j.C>jc>j.B>j.C>j.623D 1718 12 [1] Very Easy
j.A>j.C>jc>j.C>j.D>j.623D~j.2C 1853 13 [1] Very Easy

Meterless j.B/j.C Air to Ground Confirms

Combo Damage Meter Gain Difficulty Notes
(IAD j.B)>(IAD)j.C > 665B > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnD DP~j.2C 3300 28 [2] Easy It's almost the same as his standing 5B combos, but you get a free 665B on landing. Midscreen combo, if you don't reach corner, do RekkaC into air combo
(IAD j.B)>(IAD)j.C > 665B > EnRekka~B > 66 > EnC DP > whiff j.2C > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 2862 22 [3] Medium Midscreen combo as well, if you don't reach corner after whiff j.2C, do 5B > 2C into air combo

Meterless CH j.C Air to Air Confirms

Combo Damage Meter Gain Difficulty Notes
IAD CH j.C > 6A > 6D > 214A > 66 > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4370 31 [3] Medium Only works if opponent is high enough. It's a midscreen combo, you know what you need to do if it doesn't reach corner. 6A gives 110% proration in combos. Great damage.
CH (s)j.C > jc (>Delay Falling j.C) > (66)2C > (En)Sway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3972 28 [2] Easy j.C must be done as soon as you jump, do 66 if you want to side swap. You need to delay fall j.C if you did super jump. Midscreen combo.

Meterless 5[D]/2[D]/6D Confirms

Combo Damage Meter Gain Difficulty Notes
5/2[D]>214A > 66 > EnRekka~B > 66 > EnC DP > whiff j.2C > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4491/4176 32/30 [2] Easy This shouldn't happen, but if it does, easy damage for something that shouldn't land outside of Overdrive or on Counter Hit.
5/2[D]>214A > 66 > EnRekka~B > 66 > EnC DP > whiff j.2C > 2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 5283/4752 37/34 [2] Easy Same starter, extremely high reward.
5/2[D] > 214A > 66 > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 5436/5023 38/35 [2] Easy Another thing that should not happen outside of OD or CH, insane damage though so take that as you will. Requires a close hitting EnKaid.
5/2[D] > 214A > 66 > EnKaid > 665A/5B > EnRekka~B > 66 > EnC DP > whiff j.2C > 2C > 5D > 6D > 214A > 66 > EnSway~Pain > 5C > 2C > jc > j.C > j.623D~j.2C 4865/4511 (665A) 5132/4752 (662B) 34/32 (665A) 36/34 (662B) [2] Easy Far range conversion using far hit EnKaid stagger. 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).

Meterless j.[D] Starters

Combo Damage Meter Gain Difficulty Notes
j.[D] > EnKaid > 665C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4616 32 [3] Medium The Anti Anti-Air/General j.[D] Starter. The EnKaid followup is probably the hardest part of the confirm but simple enough with some practice. Huge damage off a Non-CH, Adjust accordingly for confirms a bit too far from midscreen
j.[D] > 662C > EnSway~Pain > 665C> EnRekka~B > 66 > EnKaid > (66)5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4384 31 [2] Easy Damage and Side swap. Generally pushes to the corner with good knockdown. Does not work on max distance and height.

CH Drive Starters

Combo Damage Meter Gain Difficulty Notes
CH 5D > 6D > 214A > 66 > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4935 35 [3] Medium Almost breaks 5k, excellent punish to use especially midscreen. If you're too far to the corner, alternate to Rekka~C>j.C>j.C>j.623D~j.2C
CH 6D > 214A > 66 > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 214A > 66 > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 5130 36 [3] Medium Optimal non charged drive punish on both regular hit and counter hit and both midscreen to corner and corner. One route for every kind of punish! (Except back to corner.) 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 5103 damage.
CH 6D > 214A > 66 > EnKaid > 662C > EnSway~Pain > 66 > 5C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4861 34 [3] Medium The 6D Punish that can be used anywhere on screen. If you're in the corner, huge damage off any stray CH 6D, if you're too far away from the corner, settle for the Rekka~C confirm; usual less damage and decent knockdown. Less damage than 665C > EnKaid side swap route but more consistent. As of 2.0 it works on EVERYONE.
CH 5[D] > 6[D] > 214A > 66 > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 5906 42 [3] Medium This confirm is mainly used to punish slow recovering DP's like Naoto's, Hibiki's, Makoto's, Azrael's, Kagura's Flash Kick, as well as Terumi's Soutenjin Super if he isn't in OD as he can Mash EA after whiffing the 2nd hit. This Punish is the fullscreen variant with the Half screen variant actually hitting above 6k but is more spacing dependent.
CH 5[D] > 6[D] > 214A > dl.66 > EnRekka(w)~Roar~Bash > 66 > EnKaid > (66)2C > 5D > 6D > 214A > 66 > EnSway~Pain > 5C > 2C > jc > j.C > j.623D~j.2C 6216 44 [3] Medium Optimised version of the CH 5[D] starter. Now you can make the opponent cry even harder! Delay the dash cancel and EnRekka until the opponent has bounced.
CH 5[D] > 2[D] > 214A > 66 > dl.EnKaid > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 5C > EnD DP~j.2C 6131 43 [3] Medium Side swap version of the starter. Delay the EnKaid slightly to get the extra forward movement from the dash.
CH 5[D] > 214A > 66 > (6)6A > 5C > 214A > 66 > EnKaid > (66)2C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 5920 42 [3] Medium CH 5[D] hit confirm for when you aren't close enough for 6[D] and/or aren't expecting it. If too far for 6A then do 6D > 214A > 66 > (dl.)EnRekka into a single drive string into a 665C ender.

Midscreen Forward Throw Routes

Combo Damage Meter Gain Difficulty Notes
Forward Throw > 665C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3714 26 [3] Medium Basic Throw route Midscreen, corner carry. Same rules apply to most other midscreen routes, Adjust it if you're too far from the corner or settle for slightly worse Knockdown. Must delay 665C or the opponent will be too high for EnRekka. Also the opponent fully in corner Forward Throw optimal.
Forward Throw > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > (66)5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3551 25 [2] Easy This route is if you want to side swap and force your opponent into the corner, works almost everywhere.

Corner Throw Routes

Combo Damage Meter Gain Difficulty Notes
Forward Throw > (66)2C > 5D > 6D > 214A > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3625 26 [3] Medium The staple corner throw convert. Easy, solid damage with pretty decent reward.
Forward Throw > 6D/6[D] > 214A~8A > 2C > 5D > 2D > 6D > 214A > 66 > EnRekka~B > 66 > EnD DP~j.2C 3529 (6D) 3728 (6[D]) 25/28 [2] Easy A little bit spacing specific off throw but it's still solid damage for what it's worth.
Forward Throw > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3648 (236BBB) 3682 (236B(w)BB or 236BB(w)B) 26 [3] Medium Removes having to judge the distance from the corner. Whiffing rekka parts will not change the route and the only thing to watch out for is if a rekka hits high. This is easily fixed by delaying the next part.

Back Throw Routes

Combo Damage Meter Gain Difficulty Notes
Back Throw > 665C > EnKaid > 663C > EnKaid > 665B > EnRekka~B > 66 > EnD DP~j.2C 3150 22 [2] Easy Simple back throw route. Side swaps twice and can most often lead to corner carry.
Back Throw > 665C > EnRekka~B > 66 > EnC DP > whiff j.2C > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3273 23 [1] Very Easy Much like the Above confirm, it side swaps and works generally everywhere.
Back Throw > 214A > 66 > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3517 25 [3] Medium Back Throw being special cancelable adds Style + the sideswitch so you can put your opponent back into the corner if need be.
Back Throw > 214A > 66 > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > j.C > j.623D~j.2C 3668 26 [3] Medium The midscreen Back Throw optimal which also happens to be a triple side swap route.
Back to Corner Back Throw > 665C > EnKaid > 662C > EnSway~Pain > 662C > 5D > 2D > 6D > 214A > 66 > EnRekka~B > 66 > EnD DP~j.2C 3751 26 [3] Medium Optimal for throwing the opponent into the corner.

Air Throw Routes

Combo Damage Meter Gain Difficulty Notes
Air Throw > 662C > 5D > 214A > 66 > EnRekka~C>jc>j.C>j.B>j.C>j.623D~j.2C 3152 22 [2] Easy One of naoto's few airthrow confirms. But midscreen pushes to the corner with decent damage.
Air Throw > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3551 25 [2] Easy
Air Throw > 662C > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3664 26 [3] Medium Identical to the Forward Throw route but with a 662C instead.

Special Starter Confirms

Combo Damage Meter Gain Difficulty Notes
214A~8A > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 6D > 665B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3817 27 [3] Medium Midscreen to corner phantom pain route. Like the AA/CH 2C route but without the 665C. Optimal ender for routes that use Rekka, Kaid and Pain and end in a drive string.
214A~8A > (66)2C > 5D > 6D > 214A > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnRekka~B > 66 > EnD DP~j.2C 3906 28 [3] Medium Optimal corner phantom pain route. Pain 662C is an important combo piece for optimising midscreen routes when starting in the corner e.g. Crouching Hit 5C > 214A > EnKaid > 662C > EnSway~Pain > 662C > 5D > 2D > 6D >
214A~8A > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3293 21 [3] Medium Back to corner route. Important to know as you will use this often when doing EnSway~Pain air resets.
Rekka~C > jc > j.C > jc > j.C > j.D > j.623D~j.2C 2341 16 [2] Very Easy Simple but it works.
Rekka~C > jc > dl.623C > 5A > 5AA > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 2307 16 [2] Easy Raid into tk.623C route. With tk.ground special routes the idea is that you cancel the jump startup from a jump cancel into a group special. Delay the DP so it hits late which will reduce the recovery and allow for a 5A after.
Rekka~C > jc > dl.623C > 665A > EnC DP > whiff j.2C > 2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 2447 17 [4] Hard Raid into tk.623C route. With tk.ground special routes the idea is that you cancel the jump startup from a jump cancel into a group special. Delay the DP so it hits late which will reduce the recovery and allow for a 5A after. With this route do not delay the DP too long or they will be too high to get 2C > 5D after the whiff j.2C. 2C can be replaced with 5B for lower damage but it will work anywhere on screen and will be more consistent. 665A can be omitted for higher damage but is much riskier to drop.
Rekka~C > jc > dl.623C > (66)5A > 2C > 5D (> 2D) > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 2675 19 [3] Medium Corner Raid tk.623C route. If 2D is added it becomes inconsistent if 5A is not microdashed.
Crouching CH 236B > 665A > EnKaid > 662C > EnSway~Pain > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > 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 > 66 > EnC DP > whiff j.2C > (66)2C > 5D > (2D) > 214A > 66 > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 2675 19 [3] Medium Omit 2D if any part is delayed i.e. hit confirming into Rekka2. With an EnRekka2/3 starter always do 2D.
AA CH 623C > 665A/5B > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~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 relies on height.
EnKaid > 665A/5B > EnRekka~B > 66 > EnC DP > whiff j.2C > (66)2C > 5D > 6D > 214A > 66 > EnSway~Pain > 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3553/3936 25/28 [3] Medium Same combo as the far 5[D] conversion. Due to the lack of 5[D] pushback, 665A will work at more ranges and 665B is consistent.
CH EnKaid > (dl.665C) > EnRekka~B > 66 > EnKaid > (66)2C > 5D > (2D) > 6D > 214A > 66 > EnSway~Pain > 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4182/4233 29 [3] Medium Far hit CH EnKaid. 665C will whiff at some ranges. When doing 665C, delay the 665C and omit the 2D.
CH EnKaid > 66A > 6D > 214A > 66 > (dl.)EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4182/4233 29 [3] Medium Close hit CH EnKaid side swap. This should never happen but it gives some big damage if it happens. For a double side swap you have to do a delayed 662C into the usual EnKaid > 662C > EnSway~Pain routing.

Fatal Counter Routes

Combo Damage Meter Gain Difficulty Notes
Crouching Hit FC EnRoar > 665A > EnKaid > 662C > EnSway~Pain > 665C > EnRekka > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnD DP~j.2C 4120 28 [3] Medium
FC EnRoar~Bash > 66 > EnC DP > whiff j.2C > 2C > 5D > 6D > 214A > 66 > EnKaid > 5C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 4806 34 [3] Medium Another route with 2nd Rekka. Leading to a fair bit amount of damage, and corner carry if done from midscreen as well as possible in the corner.
FC 6[D]>214A > 66 > 66D > 214A > 66 > EnRekka~B > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 5845 41 [3] Medium Big boy damage. Improbable Confirm with an absurd amount of damage. FC 6[D] makes everyone sad. Must be done close to corner
Corner FC Bash > 665B > 6B > 662C > 2D > 5[D] > 214A > 66 > EnKaid > 662C > 5D > 214A~8A > 665C > EnRekka~B > 66 > EnD DP~j.2C 5393 41 [3] Medium Only works on Jin, Noel, Hakumen, Izanami, Susano'o
Corner FC Bash > 665B > 6B > 662C > 2D > 6[D] > 214A~8A > (66)2C > 5D > 2D > 6D > 214A > 66 > EnRekka~B > 66 > EnD DP~j.2C 5363 40 [2] Easy The universal Version of the above combo
Corner FC Bash > 665B > 6B > 662C > (2D > 5[D] > 214A > 66)x3 > EnRekka~B > 66 > EnD DP~j.2C 5391 40 [2] Easy

25% Meter Confirms

Combo Damage Meter Gain Difficulty Notes
6A>5C>CT>214A~8A > 665C > EnRekka~B > 66 > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3251 -11 [2] Easy Its nifty, decent confirm if you want to spend your meter but it's not really advised here as you can save your Meter for Supers and RC's to keep your pressure safe or mixup
CH 5B/C>6D>Charge CT>5D>2[D]>214A > 66 > EnKaid > (66)2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 5B: 5241, 5C: 5671 5B: 0, 5C: 3 [3] Medium Make people sad, really really sad. Pushing almost 6k off a CH and 25 meter this confirm is well worth using the 25 Meter. Corner only but the reward is definitely worth it 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.

Video Examples

BBCF2 Naoto Kurogane combo collections

BBCF2 Naoto Extra Combos and Punishes

BBCF2 The Kamikaze Challenges


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