BBCF/Naoto Kurogane/Combos: Difference between revisions

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Generally, Naoto's combos want to launch the opponent using specials and end in air string. If the opponent reaches the corner he can also use his drives to tack on extra damage.
Generally, Naoto's combos want to launch the opponent using specials and end in air string. If the opponent reaches the corner he can also use his drives to tack on extra damage.


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 cancelling it into EnC DP. Once they have been launched, Naoto either lands and presses 5A or if they were launched by doing 3C > 214A > 66 > 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 > whiff j.2C > 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 > whiff j.2C > 2C > 5D > etc.). Whiffing j.2C also allows Naoto to do 663C or 662C, most notably, doing EnC DP > whiff j.2C > 662C > EnSway~Pain to sideswap.
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 cancelling 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~whiff j.2C, 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 > whiff j.2C, 2C > 5D > etc.). Whiffing j.2C also allows Naoto to do 663C or 662C, most notably, doing EnC DP~whiff j.2C > 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.
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)) and to use Rekka, 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 > 66 > EnSway~Pain. After (En)Sway~Pain, Naoto can either go into 665C > EnD DP, EnRekka~B > 66 > 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.
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)) and to use Rekka, 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 cancellable.  
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 on hit/block.  


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, 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] (> 66 > 2[D] > 5[D]) > 6[D] > Ender (usually 66 > OD EnReaper).
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, 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 [https://twitter.com/memey___boi/status/1472515457030635523?s=20 here].
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 [https://twitter.com/memey___boi/status/1472515457030635523?s=20 here].
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'''Against Tager and Susano'o, Crouching Hit 5C > 214A > 66 > c.EnKaid will not work. Use EnRekka instead.'''
'''Against Tager and Susano'o, Crouching Hit 5C > 214A > 66 > c.EnKaid will not work. Use EnRekka instead.'''


'''Against Arakune, standard whiff j.2C routes (i.e. 3C > 214A > 66 > EnC DP > whiff j.2C) will not work on Arakune will not work as j.2C will always hit. Additionally, EnRekka~B > 66 > EnC DP/EnD DP will not work outside the corner. However, there are Arakune specific routes using Rekka/EnRekka~C > jc > 214A~8A.'''
'''Against Arakune, standard whiff j.2C routes (i.e. 3C > 214A > 66 > EnC DP > whiff j.2C) 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 Rekka/EnRekka~C > jc > 214A~8A.'''


'''Routes using 2D > OTG 5[D] will work on Jin, Noel, Rachel, Taokaka, Tager, Hakumen, Nu, Tsubaki, Hazama, Valkenhayn, Platinum, Relius, Kagura, Terumi, Lambda, Nine, Susano'o, Es and Jubei.'''
'''Routes using 2D > OTG 5[D] will work on Jin, Noel, Rachel, Taokaka, Tager, Hakumen, Nu, Tsubaki, Hazama, Valkenhayn, Platinum, Relius, Kagura, Terumi, Lambda, Nine, Susano'o, Es and Jubei.'''

Revision as of 22:32, 28 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 and gain special properties shown by a blue trail effect. This will be used as a prefix to specials when they need to be the Enhanced versions.
Rekka~B/C = 236B~236B~236B/236C
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 =  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 List

Important BnBs

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5B > 5C > 3C > 236BB~B/214D 2048/1673 14/12 [1] Very Easy The 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).
(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 2506/2922 17/20 [1] Very Easy New 2.0 route, Raid now works on standing hit with 5B or Crouching Hit 5A starters. For a side swap delay the second j.B, j.623D and j.2C. Decent knockdown, can catch roll attempts with 2A or 2B.
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 some characters and this combo is a good way to practice microdashes like this. Can also side swap with the same method as the route above.
5A > 5AA > 5B > 5C > 5D/214A > dc > EnC DP, 5A > 5AA > 2C > sjc > j.B > j.C > jc > j.C > j.623D~j.2C 2532 18 [2] Easy Very basic EnC DP land 5A route. Will not work if far out, in those scenarios opt for the first route. Sway dash cancel is encouraged but not required. To perform 5D/214A > 66 > EnC DP, make sure all the inputs are being buffered.
5A > 5AA > 5C > 5D/214A > dc > EnC DP, 5A > 2C > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 2969 21 [2.5] Easy/Medium Someone's favorite route, difficulty can vary depending on the character's hurtbox but it works on Arakune very consistently. Extremely solid damage and carry for a land 5A route. If Naoto reaches the corner, delay the EnKaid so that it hits as low as possible and hold back when doing 5B (and potentially micro walk back) so that Naoto does not swap sides.
5A > 5AA > 5C > 3C > 214A > dc > EnC DP, 5A > 2C > 5D > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > j.623D~j.2C 2841 20 [2] Easy Basic midscreen to corner EnC DP route. 3C > 214A > 66 > EnC DP is the ideal way to convert into EnC DP as it allows for a better route down the line. Like with performing any dash cancel into a special, make sure all the inputs are being buffered. This route also uses sway dash cancels to go into EnRekka, making this a good route to practice sway dash cancelling with. The ways to perform EnRekka out of a dash cancel is to do 66236 or 2366, the latter being the ideal method. This route does not use 5B as it has bad scaling, learning to hit confirm from 5A without using 5B is important to maximise damage.
5B > 5C > 3C > 214D, dl.665B > EnRekka~B > dc > EnKaid, (66)2C > 5D > 214A~8A, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3974 28 [2] Easy Very basic corner BnB. Slightly easier than the route below but requires a 5B starter. 665B must be delayed a slight amount so that it doesn't hit too high.
5A > 5AA > 5C > 3C > 214A > dc > EnC DP, 5A > 2C > 5D > 214A~8A, 5C > 2C > jc > j.C > jc > j.C > j.623D~j.2C 2853 20 [2] Easy Basic corner 5A route. Similar to the routes above but enters a drive string. This route uses a simplified ender that replaces the rather difficult 6D > 214A > 66 > EnSway~Pain ender with a much simplier regular Sway~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.
Crouching Hit 5A > 5AA > 5C > 5D > 214A > dc > EnRekka~B > dc > EnC DP~whiff j.2C (> 3C > 214D), 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3223 (3289) 23 [3] Medium Intermediate crouching hit 5A route. This route is an example of routing that requires whiff j.2C as it is required to do 3C or 5B after. Only do 3C > 214D if you reach the corner and will work anywhere on screen without it.
5A > 5AA > 5C > 3C > 214A > dc > EnC DP~whiff j.2C, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C/EnRekka~B > EnD DP~j.2C 3083/3187 22 [3] Medium Intermediate corner 5A route. Uses both whiff j.2C and an EnSway~Pain ender. Against Bang, Platinum and Arakune either do 662C or omit 2D for consistency. This is an example of the ideal kind of combo routing to use. Both 665C and EnRekka~B after Sway~Pain are useful to practice but EnRekka will do more damage. The best pieces of advice (for any Naoto combos) are to buffer all your inputs and to practice.

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

Midscreen 5A 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~whiff j.2C, (3C > 214D), 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 2601 (2682) 18 (19) [2] Easy Standard anywhere 5A route. Can do 3C > 214D if it reaches the corner (however the route below or a corner route would be ideal).
5A > 5AA > 5C > 3C > 214A > dc > EnC DP~whiff j.2C, (66)2C > 5D > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3125 22 [2] Easy* Standard 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 regardless of whether Naoto reaches the corner or not, making the corner carry insane, however 662C is also quite difficult. Definitely worth mastering as it is also used in the side swap route found below.
665A > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3775 26 [3] Medium Works on everyone and makes people sad. 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.
Crouching Hit 5A > 5AA > 5C > 214A > dc > EnRekka~B > dc > EnC DP~whiff j.2C, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3560 20 [3] Medium Works on everyone except Arakune.
Crouching Hit 5A > 5AA > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, (665C) > EnRekka~B > dc > EnKaid, 5B > 2C > 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, use the route above for them. If there are delays at the beginning (i.e. due to hit confirming) omit 665C.

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 > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3047 21 [3] Medium The old standard corner BnB. Solid damage off 5A, very good knockdown and works on everyone.
5A > 5AA > 5C > 3C > 214D, EnC DP~whiff j.2C, 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 hit soon enough.
5A > 5C > 3C > 214D, 662C > 5D > 2D > 214A > dc, 2C > 5D > 214A~8A, 665C > EnRekka~B > dc > 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 but will deal lower damage.
665A > c.EnKaid, 662C > EnSway~Pain, 662C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 3804 27 [3] Medium (En)Sway~Pain, 662C is an important combo piece to remember when optimising corner routes for starters that don't have them listed on the page. If you are finding it difficult to land 6D, omit 2D for slightly less damage.
Crouching Hit 5A > 5AA > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 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 (i.e. due to hit confirming) so convert into the midscreen crouching hit 5A route if there are.
Back to Corner 5A > 5AA > 5C > 3C > 214A > dc > EnC DP~whiff j.2C, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnD DP~j.2C 3069 27 [4] Hard Mandatory whiff j.2C and 662C makes this route quite difficult but if mastered it is extremely rewarding. Mastering this route and the other whiff j.2C > 662C route allows Naoto to carry the opponent to the opponent to the corner regardless of the starting location and with a 5A starter of all things. The threat of having these two combos mastered makes Naoto incredibly scary.
Back to Corner 665A > c.EnKaid, 662C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3866 27 [3] Medium An example of what side swap c.EnKaid routing generally looks like.
Back to Corner Crouching Hit 5A > 5AA > 5C > 214A > dc > c.EnKaid, (66)2C > 5D (> 2D) > EnRekka~B > dc > EnKaid, 5B > 2C > 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 work without microdash.

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 > jc > j.C > jc > j.C > j.623D~j.2C 4645 33 [3] Medium Ideal route if you aren't able to hit confirm into 6A. Works on everyone.
CH 5AA > 6A > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4931 35 [4] Hard Incredible damage from 5AA that works anywhere on screen. Will not work on Tager or Susano'o. This is what will make people regret mashing.

Meterless Midscreen/Anywhere 5B 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.

Combo Damage Meter Gain Difficulty Notes
Crouching Hit 5B > 5C > 5D > 214A > dc > EnRekka~B > dc > EnC DP~whiff j.2C, (66)2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > j.623D~j.2C 4413 31 [2] Easy Good damage and carry. If done from a 5C starter do a second j.C.
Crouching Hit 5B > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4461 32 [4] Hard Same rules apply with the crouching hit 5A route. Doesn't work against Tager and Susano'o.

Meterless Corner/Back to Corner 5B Confirms

Combo Damage Meter Gain Difficulty Notes
5B > 5C > 3C > (dl.)214D, dl.665B(/5C) > 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.
5B > 5C > 3C > 214D, 662C > 5D > 2D > 214A > dc, 2C > 5D > 2D > 6D > 214A~8A, 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.
665B > c.EnKaid, 662C > EnSway~Pain, 662C > 5D > 6D > 214A > dc > EnRekka~B > dc > EnKaid, 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3804 27 [3] Medium A 665B starter allows this route to end in an air string.
Back to Corner 5B > 5C > 3C > 214A > dc > EnC DP~whiff j.2C, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > 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.
Back to Corner 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 4587 32 [3] Medium Great damage off 665B and side swaps. EnRekka can be delayed a little bit for slightly extra distance.
Back to 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 Back to Corner route. Solid damage from a Crouching Hit 5B.
Back to Corner Crouching Hit 5B > 5C > 214A > dc > EnRekka~B > dc > EnC DP~whiff j.2C, 663C > EnKaid, 662C > 5D > 214A > dc > (dl.)EnKaid, (66)5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3986 28 [4] Hard Corner to corner route. Delaying the second EnKaid and microdashing the 5B is required for the combo to actually go fullscreen. Can also be done for execution flexing purposes.

Counter Hit 5B Confirms

Combo Damage Meter Gain Difficulty Notes
CH 5B > 6D > 214A > dc > EnRekka~B > dc > EnKaid, 2C > 5D > 6D > 214A > dc > En214~8A, 5C > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 4640 33 [2] Easy Standard CH 5B Punish to really let your opponent think about life.

5C Confirms

Notes: Any 5B route will work with a 5C starter, however whiff j.2C routing can sometimes be inconsistent due to spacing. If a starter is not listed it is because the routing is identical. Check 5B route notes for any optimisations.

Combo Damage Meter Gain Difficulty Notes
665C > EnRekka~B > dc > EnC DP~whiff j.2C, (66)2C > 5D > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4748 34 [3] Medium Solid damage that will work from any distance of a 665C hit. If you regular block a burst then this is likely the best burst punish you'll get.
665C > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > 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 c.EnKaid and that the damage increase is very minor compared to 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 air Instant Blocked the burst and can likely do a 6D punish instead.
Back to Corner 665C > c.EnKaid, 662C > 5D > 214A > dc > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > 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 > c.EnKaid for extra range. Extra damage if you can get it though.

Counter Hit 2C Confirms

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

Combo Damage Meter Gain Difficulty Notes
CH 2C > 214A~8A, 665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 6D, 665B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 4416 32 [3] Medium Great reward off CH Anti-Air, carries to the corner at around a little behind midscreen.
CH 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 Optimal damage and corner carry. Almost works from corner to corner.

Anywhere 3C Confirms

Combo Damage Meter Gain Difficulty Notes
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 3C CH route and will work without dash momentum on counter hit with CH 3C > 214A > dc > EnRekka.
Back to Corner 663C > EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 4118 29 [3] Medium Side swap 663C route.

Counter Hit 3C Confirms

Combo Damage Meter Gain Difficulty Notes
Back to Corner CH 3C (> 214A > dc) > 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 > 66 > c.EnKaid but the EnKaid must be delayed if done this way or use 214A > dc, c.EnKaid to automatically delay c.EnKaid.

Midscreen 6A Confirms

Combo Damage Meter Gain Difficulty Notes
6A > 5C > 5D > 236BB~C > sjc > j.B > j.C > jc > j.C > j.623D~j.2C 2983 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.
6A > 5C > 5D > (2D) > 214A > dc > EnRekka~B > dc > EnC DP~whiff j.2C, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3601 (3710) 25 (26) [2] Easy The overhead BnB. Great damage and carry. Remember to buffer everything. If doing whiff j.2C and you reach the corner do whiff j.2C > 3C > 214D for a little bit of extra damage.
6A > 5C > 214A > dc > EnRekka~B > dc > EnC DP > whiff j.2C > 2C > 5D > 2D > 6D > 214A > 66 > EnSway~Pain > 665C > EnD DP~j.2C 3968 28 [3] Medium Works on everyone except Arakune.
6A > 5C > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > 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.

Meterless Corner/Back to Corner 6A Confirms

Combo Damage Meter Gain Difficulty Notes
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 [3] Medium Side switch 6A confirm. Still won't work on Tager or Susano'o.
Back to Corner 6A > 5C > 3C > 214A > dc > EnC DP~whiff j.2C, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3425 24 [3] Medium Side switch confirm for Tager and Susano'o.

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 > 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.
CH 6B, 665B > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3911 27 [3] Medium The classic 6B CH combo. Same as the 665B/5C confirm and on crouching hit 665B can be replaced with 665C for over 4k damage.

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 > j.C, 665B/5C > EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3482/3651 24/25 [3] Medium The same as a 665B/5C route but with a j.B > j.C before it. When doing j.B > j.A (i.e. during an IAD reset during pressure) do 665A/5B instead. When doing a falling j.B jump in, also do 665A/5B instead.

Meterless CH j.C Air to Air Confirms

Combo Damage Meter Gain Difficulty Notes
IAD CH j.C, 6A > 6D > 214A > dc > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > 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 (> dl.Falling j.C), (66)2C > (En)Sway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3972 28 [3] Medium 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 Drive Confirms

Combo Damage Meter Gain Difficulty Notes
5D/2D > 214A > dc > EnRekka~B > dc > EnC DP~whiff j.2C, 2C > 5D > 214A > dc > EnKaid, 2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4715/4333 33/31 [3] Medium Drive "confirm". 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~whiff j.2C, 2C > 5D > 2D > 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. Still great damage.
6D > 214A > dc > (dl.)EnRekka~B > dc > EnKaid, (66)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 or counter hit for any situation 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. 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 5003 damage.

Meterless Charged Drive Confirms

Combo Damage Meter Gain Difficulty Notes
5/2[D] > 214A > dc > (dl.)EnRekka~B > dc > EnC DP~whiff j.2C, 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 quite 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/5B > EnRekka~B > dc > EnC DP~whiff j.2C, 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 > En236B(whiff)B~B > dc > EnKaid, (66)2C > 5D > 2D > 214A > dc > 2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 5842 41 [2] Easy 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.
Corner 6[D], (dl.)665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 214A > dc, 2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > 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 :)

Meterless j.[D] Starters

Combo Damage Meter Gain Difficulty Notes
j.[D], (665C) > EnRekka~B > dc > EnKaid, (66)2C > 5D > (2D) > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4669/4708 33 [2] Easy The close hit j.[D] route. 665C will whiff at some ranges. When doing 665C, delay the 665C and omit the 2D.
j.[D], EnKaid, 665C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 4616 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.
j.[D], 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > 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 at some heights and distances.

CH Drive Starters

Combo Damage Meter Gain Difficulty Notes
Back to Corner CH 6D > 214A > dc > EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 4861 34 [3] Medium Although it does less damage than the 665C side swap route, it will work regardless of how close 6D hits, making this a useful punish route to learn.
CH 5[D] > 6[D] > 214A > dl.dc > En236B(whiff)B~B > dc > EnKaid, (66)2C > 5D > 6D > 214A > dc > EnSway~Pain, 5C > 2C > jc > j.C > j.623D~j.2C 6216 44 [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. Delay the dash cancel until the opponent has bounced. It can be 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 in OD).
CH 5[D] > 2[D] > 214A > dc > dl.EnKaid, EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 5C > EnD DP~j.2C 6131 43 [4] Hard Optimal side swap route for close CH 5[D]. Delay the EnKaid slightly to get the extra forward movement from the dash.
CH 5[D] > 214A > dc, (6)6A > 5C > 214A > dc > c.EnKaid, (66)2C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > 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.

Midscreen 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 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 a slightly worse knockdown. Must delay 665C or the opponent will be too high for EnRekka. For some reason, this is also the optimal throw combo for fully in the corner.
Forward Throw, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3551 25 [3] Medium This route is to side swap, works almost everywhere. Less damage than the back throw optimal.

Corner Throw Routes

Combo Damage Meter Gain Difficulty Notes
Forward Throw, (dl.66)2C > 5D > 6D > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3625 26 [2] Easy The staple corner throw convert. Easy, solid damage with pretty decent reward. 2C must be delayed slightly against some characters for 5D to hit.
Forward Throw, 6D/6[D] > Sway~Pain, (66)2C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 3529/3728 25/28 [3] Medium A little bit spacing specific off throw but it's still solid damage for what it's worth.
Forward Throw, EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3648 (236BBB) 3682 (En236B(w)B~B or En236BB(w)~B) 26 [2] Easy 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 > 214A > dc > c.EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid > 5B > 2C > jc > j.C > jc > j.C > j.623D~j.2C 3668 26 [3] Medium The midscreen Back Throw optimal when side swapping. Triple side swaps.
Corner Back Throw > 214A > 66 > EnKaid, 662C > 5D > 2D > 214A > dc, 662C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3692 26 [3] Medium Double side swap. Used for when you accidentally throw the opponent outside the corner with your back throw. Less damage than the forward throw route.
Back to Corner Back Throw, 665C > EnKaid, 662C > EnSway~Pain, 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.

Air Throw Routes

Combo Damage Meter Gain Difficulty Notes
Air Throw, (66)2C > (En)Sway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3551 25 [3] Medium Optional side swap.
Air Throw, 662C > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 3664 26 [3] Medium Identical to the Forward Throw route but with a 662C instead of a 665C.

Special Starter Confirms

Combo Damage Meter Gain Difficulty Notes
214A~8A, EnRekka~B > dc > EnKaid, (66)2C > 5D > 6D, 665B > 2C > sjc > 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 (En)Sway~Pain and end in a drive string.
214A~8A, (66)2C > 5D > 6D > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnRekka~B > dc > EnD DP~j.2C 3906 28 [3] Medium Optimal corner phantom pain route.
214A~8A, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > 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.
236BB~C > jc > j.C > jc > j.C > j.D > j.623D~j.2C 2263 16 [1] Very Easy Simple but it works.
236BB~C > jc > dl.623C, 5A > 5AA > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 2307 16 [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. You may have to delay the second j.B a bit.
236BB~C > jc > dl.623C, 665A > EnC DP~whiff j.2C > 2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 2447 17 [4] Hard Raid into tk.623C 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.
236BB~C > jc > dl.623C, (66)5A > 2C > 5D (> 2D) > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 2675 19 [4] Hard Corner Raid tk.623C route. Do not delay the DP too long or they will be too high for 5D to connect. If 2D is added it becomes inconsistent if 5A is not microdashed.
Crouching CH 236B, 665A > EnKaid, 662C > EnSway~Pain, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > 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~whiff j.2C, (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 i.e. hit confirming into Rekka2. With an EnRekka2/3 starter always do 2D.
AA CH 623C, 665A/5B > EnRekka~B > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > 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.
f.EnKaid, 665A/5B > EnRekka~B > dc > EnC DP~whiff j.2C, (66)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 Similar combo to the far 5[D] conversion. Due to the lack of 5[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. 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. 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
FC Roar~C > jc > 214A~8A, 665C > 2C > 6D > 214A > dc > En236B(w)B~B > dc > EnKaid, 2C > 5D > 2D > 214A > dc, 2C > 5D > 2D > 6D > 214A > dc > EnD DP~j.2C 3739 26 [3] Medium Raid tk.Pain route. Do the second Rekka immediately after 6D so that the first part whiffs.
Crouching Hit FC Roar, 665A > EnKaid, 662C > EnSway~Pain, 665C > 2C > 6D > 214A > dc > En236B(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 better reward than the route above.
FC EnRoar~B > dc > EnC DP~whiff j.2C, 2C (> 5D) > 6D > 214A > dc > EnKaid, 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
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. 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 5C for 5B if they're in the corner.
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.
FC 6[D] > 214A > dc, 66A > 5C > 2C > 6D > 214A > dc > 236B(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 get.
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] will loop 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
6A > 5C > CT, 214A~8A, 665C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3251 -11 [2] Easy Its nifty, useful if you can't do 5C > 214A > 66 > EnKaid/EnRekka but it's not really worth the Meter if you can do the meterless routes. At least it looks sick.
CH 5B/C > 6D > [CT], 5D > 2[D] > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, 665C > EnD DP~j.2C 5241/5671 5B: 0, 5C: 3 [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. 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.

50% Meter Confirms

Combo Damage Meter Gain Difficulty Notes
5A > 5AA > 5C > RC, 665C > EnKaid, 662C > EnRekka~B > dc > EnKaid, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C 3538 -35 [3] Medium Useful side swap route for people that can't do whiff j.2C > 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 > 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 (i.e. due to hit confirming) the 2[D] cannot be delayed much or else the opponent can air tech. Definitely a combo worth labbing as it is well worth the meter.
Corner 5B > 5C > 623C > RC, (dl.)662[D] > (dl.)5[D] > 214A > dc, 6A > 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 5B > 5C > 623C > RC, 2[D] > 5[D] > 214A > dc > EnKaid, (66)2C > 5D > 2D > 6D > 214A > dc > EnSway~Pain, EnRekka~B > dc > EnD DP~j.2C 5120 -25 [3] Medium Very good damage off corner 5B and works on everyone.

OD Routes

Combo Damage Meter Gain Difficulty Notes
Corner 5A > 5AA > 5C > 3C > 214D, EnC DP~whiff j.2C, 2C > 5D > 2D > ODc, 662[D] > 5[D] > 6[D] > dc > EnReaper 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, actually being minus on hit.
Corner 5A > 5AA > 5C > 3C > 214D, EnC DP~whiff j.2C, 2C > 5D > 2D > ODc, 662[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.

Combo Theory

Disclaimer: This combo theory is for optimising routes, however 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 straightforward gameplan and strong but simple to use pressure. It is recommended to focus on learning fundamentals such as pressure, neutral and defence rather than focusing on Naoto's difficult combos.

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

Generally, Naoto's combos want to launch the opponent using specials and end in air string. If the opponent reaches the corner he can also use his drives to tack on extra damage.

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 cancelling 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~whiff j.2C, 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 > whiff j.2C, 2C > 5D > etc.). Whiffing j.2C also allows Naoto to do 663C or 662C, most notably, doing EnC DP~whiff j.2C > 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)) and to use Rekka, 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 cancellable on hit/block.

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, 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 > 66 > c.EnKaid will not work. Use EnRekka instead.

Against Arakune, standard whiff j.2C routes (i.e. 3C > 214A > 66 > EnC DP > whiff j.2C) 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 Rekka/EnRekka~C > jc > 214A~8A.

Routes using 2D > OTG 5[D] will work on Jin, Noel, Rachel, Taokaka, Tager, Hakumen, Nu, Tsubaki, Hazama, Valkenhayn, Platinum, Relius, Kagura, Terumi, Lambda, Nine, Susano'o, Es and Jubei.

Video Examples

BBCF2 Naoto Kurogane combo collections

BBCF2 Naoto Extra Combos and Punishes

BBCF2 Naoto Kurogane Combos by Kamikaze

BBCF2 The Kamikaze Challenges


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