Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
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
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State