Numbers represent direction on a keyboard numpad. For example, + 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.
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 >etc. Without it his damage/combo potentially drastically decreases, locking him out of what makes him truly problematic off clean and sometimes stray confirms.
All usual whiff j.2C confirms do not work on Arakune.
In the Corner, the 2C>5D>2D>6D Route is inconsistent on Bang, Platinum and Arakune unless the 2C is microdashed.
For more information on Naoto Combo theory and another list of combos, check out the Naoto Guide
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
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.
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
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.
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
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
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.
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
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.
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. As of 2.0 it works on EVERYONE
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.
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
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.