User:MorphRed: Difference between revisions

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<center>{{Character Label|BBCF|Naoto Kurogane|42px|BBCF_Naoto_Icon.png}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
{{Combo Notation|game=BBCF|additional=
: '''En''' = Whenever Naoto dashes/dash cancels into a special it will be Enhanced and gain new properties. Used as a prefix to specials when they need to be the Enhanced versions.
: '''Rekka~{{clr|B|B}}/{{clr|C|C}} and Fang~Roar~Bash/Raid''' = {{clr|B|236B}}~{{clr|B|236B}}~{{clr|B|236B}}/{{clr|C|236C}}, names are pointed if they're the starters
: '''Kaid''' = {{clr|D|214D}}
: '''{{clr|C|C}}/{{clr|D|D}} DP''' = {{clr|C|623C}}/{{clr|D|D}}
: '''Sway~Pain''' = {{clr|A|214A}}~{{clr|A|8A}}
: '''c.EnKaid''' = Close grounded hit {{clr|D|66214D}} where Naoto side swaps.
: '''f.EnKaid''' = Far grounded hit {{clr|D|66214D}} where Naoto stays the same side.
}}
<br style="clear:both;"/>
'''Disclaimer: Naoto can be played effectively without the usage of high damage or optimal combos due to his straightforward gameplan and strong but simple pressure. It is recommended to focus on learning fundamentals such as pressure, neutral and defence rather than focusing on Naoto's more difficult combos.'''
==Combo List==
==Combo List==


===Important BnBs===
===Very beginner bnbs===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|236BB}}~{{clr|B|B}}}}''' || 2048 || 14 || <span style="color:lightblue">[1] Very Easy </span> || Corner carry version. {{clr|C|3C}} may whiff if too far out, if so omit it and end in Rekka~{{clr|B|B}}. Ending in Rekka~{{clr|B|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). [https://youtu.be/GrA18nJ1kbk Video]
|-
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|236BB}}~{{clr|B|B}}/{{clr|D|214D}}''' || 2048/1673 || 14/12 || <span style="color:lightblue">[1] Very Easy </span> || The old day 1 Naoto combo. {{clr|C|3C}} may whiff if too far out, if so omit it and end in Rekka~{{clr|B|B}}. Ending in Rekka~{{clr|B|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). [https://youtu.be/GrA18nJ1kbk Video]
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|j.623D}}~{{clr|C|j.2C}} ({{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.623C}}~{{clr|C|j.2C}})*''' || 2150 (2886) || 15 (20) || <span style="color:lightblue">[1] Very Easy </span> || Damage version. Works at all ranges and leads to good damage while also keeping them in for a close knockdown. Mediocre knockdown, '''can catch everything except emergency tech by doing {{clr|A|2A}} after landing''' for a blue beat air string as shown in the brackets. Do the {{clr|A|2A}} as soon as you land (so input the move slightly before landing) and buffer {{clr|B|5B}} and then hit confirm. [https://youtu.be/JFGyPf1zwEE Video
|-
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|j.623D}}~{{clr|C|j.2C}} ({{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.623C}}~{{clr|C|j.2C}})*''' || 2150 (2886) || 15 (20) || <span style="color:lightblue">[1] Very Easy </span> || New day 1 combo. Works at all ranges and leads to good damage while also keeping them in for a close knockdown. Mediocre knockdown, '''can catch everything except emergency tech by doing {{clr|A|2A}} after landing''' for a blue beat air string as shown in the brackets. Do the {{clr|A|2A}} as soon as you land (so input the move slightly before landing) and buffer {{clr|B|5B}} and then hit confirm. [https://youtu.be/JFGyPf1zwEE Video]
|'''(Crouching Hit {{clr|A|5A}} > {{clr|A|5AA}} >) {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|236BB}}~{{clr|C|C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > (dl.){{clr|B|j.B}} > {{clr|C|j.C}} > (dl.){{clr|D|j.623D}}~(dl.){{clr|C|j.2C}}''' || 2922 (2506) || 20 (17) || <span style="color:lightblue">[1] Very Easy </span> || Crouch confirm route, combines the best of both work (but damage wasn't high in the beginning) '''For a side swap delay the second {{clr|B|j.B}}, {{clr|D|j.623D}} and {{clr|C|j.2C}}'''. [https://youtu.be/2aARuNFQ8n8 Video]
|-
|-
|'''(Crouching Hit {{clr|A|5A}} > {{clr|A|5AA}} >) {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|236BB}}~{{clr|C|C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > (dl.){{clr|B|j.B}} > {{clr|C|j.C}} > (dl.){{clr|D|j.623D}}~(dl.){{clr|C|j.2C}}''' || 2922 (2506) || 20 (17) || <span style="color:lightblue">[1] Very Easy </span> || New 2.0 route, Raid now works on standing hit with {{clr|B|5B}} starters and better but also works with crouching hit {{clr|A|5A}}/{{clr|A|2A}} starters. '''For a side swap delay the second {{clr|B|j.B}}, {{clr|D|j.623D}} and {{clr|C|j.2C}}'''. [https://youtu.be/2aARuNFQ8n8 Video]
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, {{clr|B|5B}} > {{clr|B|236BB}}~{{clr|C|C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2657 || 19 || <span style="color:lightblue">[1] Very Easy </span> || Corner combo. Generally recommended to use the very basic corner combo that uses a microdash as the microdash is very lenient, however this combo is useful if you miss the microdash when going for the other route. [https://youtu.be/QI1Y8rsyshY Video]
|-
|-
|'''Forward Throw, (66){{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2884 || 20 || <span style="color:lightblue">[1] Very Easy </span> || Super basic Forward Throw conversion that works everywhere on screen outside some very specific corner distances. {{clr|C|665C}} will be required on many characters and this combo is a good way to practice microdashes as this starter is very lenient. Can also side swap with the same method as the route above. [https://youtu.be/LwHI4LODZ2o Video]
|'''Forward Throw, (66){{clr|C|5C}} > {{clr|C|2C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2884 || 20 || <span style="color:lightblue">[1] Very Easy </span> || Super basic Forward Throw conversion that works everywhere on screen outside some very specific corner distances. {{clr|C|665C}} will be required on many characters and this combo is a good way to practice microdashes as this starter is very lenient. Can also side swap with the same method as the route above. [https://youtu.be/LwHI4LODZ2o Video]
|-
|-
|'''{{clr|A|AA}} {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2794 || 20 || <span style="color:lightblue">[1] Very Easy </span> || Very basic anti-air combo. Depending on the height {{clr|C|2C}} connects you may or may not need to super jump. You will not be able to otg for a blue beat. You can still time a button to catch no or quick tech or forward roll attempts with a delayed {{clr|A|2A}} or {{clr|B|2B}} but the opponent can back roll after fairly safely. [https://youtu.be/6btRov9a-Ak Video]
|'''{{clr|A|AA}} {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2794 || 20 || <span style="color:lightblue">[1] Very Easy </span> || Very basic anti-air combo. Depending on the height {{clr|C|2C}} connects you may or may not need to super jump. You will not be able to otg for a blue beat. You can still time a button to catch no or quick tech or forward roll attempts with a delayed {{clr|A|2A}} or {{clr|B|2B}} but the opponent can back roll after fairly safely. [https://youtu.be/6btRov9a-Ak Video]
|-
|'''Air Hit {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2134 || 15 || <span style="color:lightblue">[1] Very Easy </span> || Very basic quick or no tech or forward roll punish. This is done by delaying your {{clr|A|2A}} until after the invulnerability period for a forward roll would end (which also catches no or quick tech). For short combos like the ones above, it is generally recommended to do a blue beat air string as shown in the second combo, however for the later combos below or the rest of the combos on the page it is better to try to punish a wakeup option for a full combo instead. Depending on how you time your {{clr|A|2A}} or {{clr|B|2B}} the opponent may or may not pass through you as shown in the video. [https://youtu.be/xK-MIoSU620 Video]
|-
|'''{{clr|A|665A}} > EnRekka~{{clr|B|B}} > dc > EnC DP, {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2836 || 20 || <span style="color:lightblue">[1] Very Easy </span> || Super basic dashing {{clr|A|5A}} route, uses EnC DP land {{clr|A|5A}}. Get used to buffering specials after dashing normals as they are useful both as combo starters (mainly when punishing) and during combos. [https://youtu.be/C5Juf5Iy_FU Video]
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|D|5D}}/{{clr|A|214A}} > dc > EnC DP, {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|2C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2512 || 18 || <span style="color:blue">[2] Easy </span> || Very basic EnC DP land {{clr|A|5A}} route. Will not work if far out, in those scenarios go for a day 1 combo. Sway dash cancel is encouraged but not required. To perform {{clr|D|5D}}/{{clr|A|214A}} > 66 > EnC DP, make sure all the inputs are being buffered. If you are having difficulty with Sway dash cancel, you can try inputting it as {{clr|A|2146A}} > {{clr|C|623C}}. Avoid using {{clr|B|5B}} during the start as it has bad scaling, it is highly encouraged to learn to hit confirm from {{clr|A|5A}} without using it. [https://youtu.be/FFHhumlhWos Video]
|-
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, dl.{{clr|B|665B}} > EnRekka~(dl.)B > dc > (dl.)EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3006 (2657) || 21 (19) || <span style="color:blue">[2] Easy </span> || Very basic corner BnB. {{clr|B|665B}} must be delayed a slight amount so that it doesn't hit too high. '''Delay Bash or EnKaid so that EnKaid hits as low as possible and hold back when doing {{clr|B|5B}} (with an optional microwalk back) so that Naoto does not swap sides. If this is inconsistent, replace {{clr|B|5B}} with dl.{{clr|A|5A}} > {{clr|A|5AA}} or simply do EnD DP~{{clr|C|j.2C}} after the EnRekka'''. After the {{clr|C|2C}}, a super jump may be required depending on the height {{clr|B|5B}} connects, the character you are fighting and the length of the combo as a {{clr|C|j.C}} may hit late on some characters and cause a drop. After {{clr|C|j.2C}} you will land slightly later but your options for okizeme are the same. If the microdash 5B is failed, you can go into rekkaC into a j.C air string and DP ender [https://youtu.be/kqj8NL7bEGY Video]
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|D|5D}}/{{clr|A|214A}} > dc > EnC DP, {{clr|A|5A}} > {{clr|C|2C}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2969 || 21 || <span style="color:teal">[2.5] Easy/Medium </span> || Someone's favorite route, difficulty can vary depending on the character's hurtbox but it '''works on Arakune very consistently'''. Unless you can do whiff {{clr|C|j.2C}}, {{clr|C|662C}} routing then this is the best midscreen route there is with only ~150 damage less than the optimal and near fullscreen carry, making this Naoto's essential midscreen combo. If you don't reach the corner, do EnRekka~{{clr|C|C}} into the same air string.  '''The ways to perform EnRekka out of a dash cancel is to do 66236 or 2366''', the latter being the ideal method. [https://youtu.be/pfA9OB2L2ls Video]
|-
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|A|214A}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3080 || 22 || <span style="color:green">[3] Medium </span> || Intermediate corner {{clr|A|5A}} route that uses whiff {{clr|C|j.2C}}. Whiffing {{clr|C|j.2C}} requires a launch whether it be from {{clr|C|3C}} or EnRekka~{{clr|B|B}} and it allows you to exit recovery much earlier than not cancelling EnC DP. '''To whiff {{clr|C|j.2C}}, delay it as much as the cancel window allows'''. This route uses a simplified ender that replaces the rather difficult {{clr|D|6D}} > {{clr|A|214A}} > 66 > EnSway~Pain ender. '''You can cut the combo short and end at {{clr|A|214A}}~{{clr|A|8A}} to go into a safejump by doing a slightly delayed vertical jump falling {{clr|B|j.B}}'''. [https://youtu.be/r01Rj8Ev_VU Video]
|-
|'''Crouching Hit {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, ({{clr|C|3C}} > {{clr|D|214D}},) {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3223 (3289) || 23 || <span style="color:green">[3] Medium </span> || Intermediate crouching hit {{clr|A|5A}} route. Do {{clr|C|3C}} > {{clr|D|214D}} if you reach the corner, otherwise the combo will work anywhere on screen. Another example of what to do after a whiff {{clr|C|j.2C}}. [https://youtu.be/nsU1S2_Obbs Video]
|-
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|A|214A}} > dc > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}}/EnRekka~{{clr|B|B}} > (dc >) EnD DP~{{clr|C|j.2C}}''' || 3083/3187 || 22 || <span style="color:green">[3] Medium </span> || Intermediate corner {{clr|A|5A}} route. Excellent knockdown, you can react to an emergency tech and if they don't do a {{clr|A|2A}} or {{clr|B|2B}} to catch a quick or no tech or forward roll. Uses both whiff {{clr|C|j.2C}} and an EnSway~Pain ender. '''Against Bang, Platinum and Arakune either microdash the {{clr|C|2C}} or omit {{clr|D|2D}} for consistency'''. There is no shortcut for {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, you have to input the entire thing. This is an example of the ideal kind of combo routing to use. Both {{clr|C|665C}} and EnRekka~{{clr|B|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. [https://youtu.be/6b5s0Q_jkeY Video]
|}
'''Difficulty listings for combos below this point will not account for the difficulty of performing EnC DP~whiff {{clr|C|j.2C}} or {{clr|D|6D}} > {{clr|A|214A}} > 66 > EnSway~Pain unless these combo pieces are mandatory, as ways to simplify these combo pieces have been shown in the Important BnBs section.'''
===Midscreen {{clr|A|5A}}/{{clr|A|2A}} Confirms===
'''Notes:''' Most {{clr|A|5A}} routes will work with {{clr|A|2A}} starters. The optimal way to confirm from {{clr|A|2A}} is {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}}. {{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} is alright but will do less damage.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|A|214A}} > dc > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3125 || 22 || <span style="color:blue">[2] Easy* </span> || Without a microdashed {{clr|C|2C}} this is a midscreen to corner {{clr|A|5A}} route. With better starters if you're close enough to the corner you can add {{clr|D|2D}} after {{clr|D|5D}}. Can be done by doing EnC DP > {{clr|A|665A}} > {{clr|C|2C}} > etc. Doing {{clr|A|665A}} or {{clr|C|662C}} will make EnRekka consistently land which allows the combo to work from the back to corner reset position from training mode (so around 90% corner carry). [https://youtu.be/cK57wh9X8V8 Video]
|-
|'''{{clr|A|665A}} > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3775 || 26 || <span style="color:green">[3] Medium </span> || Works on everyone. Good to learn for punishing certain moves. Get used to c.EnKaid routing as it's the most optimal combo route for dashing and crouching hit side swap confirms, both when doing double side swaps or single side swaps. [https://youtu.be/paIObt_Dw5M Video]
|-
|'''Crouching Hit {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3560 || 20 || <span style="color:green">[3] Medium </span> || Works regardless of how far {{clr|A|5A}} connects and works on everyone except Arakune. [https://youtu.be/UE3HRVen7ZE Video]
|-
|'''Crouching Hit {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, ({{clr|C|665C}}) > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3628 (3715) || 25 (26) || <span style="color:red">[4] Hard </span> || Very similar to the dashing {{clr|A|5A}} route. Will not work on Tager or Susano'o or if {{clr|A|5A}} hits out far, use the route above for them. If there are delays at the beginning (e.g. due to hit confirming) omit {{clr|C|665C}}. Difficult but highly recommended to learn due to the optimal damage and side swap opportunity. [https://youtu.be/j9bnsDnXKKc Video]
|-
|'''Air Hit {{clr|A|2A}} > ({{clr|A|5A}} > {{clr|A|5AA}} >) {{clr|C|2C}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3257 (2739) || 23 (19) || <span style="color:blue">[2] Easy </span> || The quick or no tech or forward roll catch route for {{clr|A|2A}}. Also used if you anti-air with {{clr|A|5A}} (e.g. after Hazama does {{clr|D|5DD}}). If you are having difficulty confirming which side you are on you can start with {{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|2C}}. [https://youtu.be/kzsZvu7-Rxc Video]
|}
===Corner {{clr|A|5A}} Confirms===
'''Note:''' Any midscreen combo routes will work in the corner.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, {{clr|C|663C}} > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3094 || 21 || <span style="color:green">[3] Medium </span> || The old standard corner BnB. Solid damage off {{clr|A|5A}}, very good knockdown and works on everyone. Not much more damage than doing the {{clr|B|665B}} > EnRekka route. [https://youtu.be/2kIb2wrao_I Video]
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3239 || 23 || <span style="color:green">[3] Medium </span> || Stylish, solid damage and ends in the usual knockdown. Can work on Arakune if EnC DP is done fast enough. If done starting outside the corner omit the {{clr|D|214D}} and add a {{clr|D|2D}} in the drive string. [https://youtu.be/LFQZvk75Z1M Video]
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}}/{{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3289/3474 || 23/24 || <span style="color:green">[3] Medium </span> || Highest damage off {{clr|A|5A}} meterless, great knockdown. Cannot be done with three normals before {{clr|C|3C}}. [https://youtu.be/PxGjiKx3rac Video]
|-
|'''{{clr|A|665A}} > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, dl.{{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3804 || 27 || <span style="color:green">[3] Medium </span> || (En)Sway~Pain, dl.{{clr|C|662C}} is an important combo piece to remember when optimising corner routes for starters that don't have them listed on the page. {{clr|C|662C}} must be delayed by a frame or two against some characters which can be done by doing a dash for longer than 0 frames. If you are finding it difficult to land {{clr|D|6D}}, omit {{clr|D|2D}} for slightly less damage. [https://youtu.be/ZVMaoPknhww Video]
|-
|'''Crouching Hit {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, dl.{{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3794 || 27 || <span style="color:red">[4] Hard </span> || Identical to the dashing {{clr|A|5A}} route. Will not work if there are any delays at the beginning (e.g. due to hit confirming) so convert into the midscreen crouching hit {{clr|A|5A}} route if there are. [https://youtu.be/UMUzqQJZ5hw Video]
|}
===Back to Corner {{clr|A|5A}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|A|214A}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3069 || 22 || <span style="color:red">[4] Hard </span> || Mandatory whiff {{clr|C|j.2C}} and {{clr|C|662C}} makes this route quite difficult but if mastered it is extremely rewarding. Mastering this route and the whiff {{clr|C|j.2C}}, {{clr|C|662C}} > {{clr|D|5D}} route allows Naoto to carry the opponent to the corner regardless of the starting location and with a {{clr|A|5A}} starter of all things. [https://youtu.be/oo2xGnmCQew Video]
|-
|'''{{clr|A|665A}} > c.EnKaid, {{clr|C|662C}}/{{clr|C|665C}}* > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3866/3931 || 27 || <span style="color:green">[3] Medium </span> || An example of what side swap c.EnKaid routing generally looks like. Doing c.EnKaid {{clr|C|665C}} is character specific and only works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o. {{clr|C|665C}} is optimal if the route normally does c.EnKaid, {{clr|C|662C}} > EnRekka, if it uses c.EnKaid, EnRekka or {{clr|C|662C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnRekka then do those instead. [https://youtu.be/zt-G_BGsZRw Video]
|-
|'''Crouching Hit {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > ({{clr|D|2D}} >) {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3523 (3612) || 24 (25) || <span style="color:red">[4] Hard </span> || {{clr|D|2D}} will only connect if Naoto is as deep into the corner as possible, {{clr|C|662C}} is recommended but it can sometimes work without the microdash. [https://youtu.be/dfBl6GBiQu0 Video]
|-
|'''Air Hit {{clr|A|2A}} > {{clr|C|2C}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|662C}} > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2913 (2417) || 19 (16) || <span style="color:green">[3] Medium </span> || If the opponent managed to roll through you use this route. If done with a {{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|2C}} starter do {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}. [https://youtu.be/ytgrwprEQ2U Video]
|}
===Counter Hit {{clr|A|5AA}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''CH {{clr|A|5AA}} > {{clr|C|665C}} > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4645 || 33 || <span style="color:green">[3] Medium </span> || Midscreen route. Ideal route if you aren't able to hit confirm into {{clr|A|6A}} or are fighting Tager or Susano'o. Works on everyone. [https://youtu.be/izjHkWH3eCk Video]
|-
|'''CH {{clr|A|5AA}} > {{clr|A|6A}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4931 || 35 || <span style="color:red">[4] Hard </span> || Nearly 5k damage from {{clr|A|5AA}} that works anywhere on screen. This is what makes people regret mashing. Will not work on Tager or Susano'o. If you autopiloted into {{clr|A|6A}} against those two characters then convert into the crouching hit {{clr|B|5B}} route without the first {{clr|D|5D}}. [https://youtu.be/9t39X27tUec Video]
|}
===Midscreen {{clr|B|5B}}/{{clr|B|2B}} Confirms===
'''Notes:''' Any {{clr|A|5A}} routes will work with a {{clr|B|5B}} starter. {{clr|B|2B}} starters are identical to {{clr|B|5B}} starters. If a starter is not listed it is because the routing is identical. Check {{clr|A|5A}} route notes for any optimisations.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3964 || 28 || <span style="color:green">[3] Medium </span> || Midscreen to corner {{clr|B|5B}} route. Due to the (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnKaid this route will work when starting further from the corner than you might expect. If you reach the corner at the first drive string do (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc > EnKaid and end with a {{clr|D|5D}} > {{clr|A|214A}}~{{clr|A|8A}} ender.
|-
|'''{{clr|B|665B}} > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4365 || 31 || <span style="color:green">[3] Medium </span> || Useful when doing buffered {{clr|B|665B}}/662Bs in neutral. Autopiloting into c.EnKaid is risky to do in neutral since it is punishable on block, this is a much safer option. [https://youtu.be/QQ3w6x4-qlQ Video]
|-
|'''Crouching Hit {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4413 || 31 || <span style="color:blue">[2] Easy </span> || Good damage and carry. If done from a {{clr|C|5C}} starter do a second {{clr|C|j.C}}. [https://youtu.be/cF8NnIlrjnk Video]
|-
|'''Crouching Hit {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4535 || 32 || <span style="color:red">[4] Hard </span> || Same rules apply with the crouching hit {{clr|A|5A}} route. Doesn't work against Tager and Susano'o. [https://youtu.be/GRlSCHlzA7Q Video]
|-
|'''Air Hit {{clr|B|2B}} > {{clr|C|2C}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}}, {{clr|B|665B}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3826 || 27 || <span style="color:green">[3] Medium </span> || The quick or no tech or forward roll catch route for {{clr|B|2B}}. Can be done with an air hit {{clr|B|5B}} starter if it hits low enough. doing {{clr|B|2B}} > {{clr|B|5B}} > {{clr|C|2C}} will make the opponent too high for a Sway~Pain. Optimal universal ender for routes that use (En)Rekka, (En)Kaid and Sway~Pain and then end in a drive string, there is a character specific version shown on the Arakune specific routing. Super jump is not required but is optional. [https://youtu.be/PDujwBpJiIw Video]
|}
===Corner {{clr|B|5B}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > (dl.){{clr|D|214D}}, dl.{{clr|B|665B}}/{{clr|C|665C}}* > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3976/4136 || 28/29 || <span style="color:blue">[2] Easy </span> || The most common corner BnB, leads to great damage and a good knockdown. {{clr|B|665B}} must be delayed a slight amount so that it doesn't hit too high. It is possible to do {{clr|C|665C}} instead of {{clr|B|5B}} but Kaid must be delayed to get it. [https://youtu.be/_sbSZcUEnLM Video]
|-
|'''{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > 66 > EnD DP~{{clr|C|j.2C}}''' || 4147 || 29 || <span style="color:green">[3] Medium </span> || Similar to the optimal corner {{clr|A|5A}} starter but with a slightly different ender. When done with a {{clr|C|5C}} starter add {{clr|C|665C}} before EnRekka. [https://youtu.be/bpyNppoSRyw Video]
|-
|'''{{clr|B|665B}} > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, dl.{{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4559 || 32 || <span style="color:green">[3] Medium </span> || A {{clr|B|665B}} starter allows this route to end in an air string. [https://youtu.be/bpyNppoSRyw Video]
|}
===Back to Corner {{clr|B|5B}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|A|214A}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3900 || 28 || <span style="color:red">[4] Hard </span> || A {{clr|B|5B}} starter allows this route to end in an air string. [https://youtu.be/ofFTA26RVsE Video]
|-
|'''{{clr|B|665B}} > c.EnKaid, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > (dl.)EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4587 || 32 || <span style="color:green">[3] Medium </span> || Great damage off {{clr|B|665B}} and side swaps. EnRekka can be delayed a little bit for slightly extra distance. [https://youtu.be/Zu9l1Loc4Bs Video]
|-
|'''Crouching Hit {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4627 || 32 || <span style="color:red">[4] Hard </span> || Side swap route form a crouching hit {{clr|B|5B}}. [https://youtu.be/6_nzZCyAFys Video]
|-
|'''Crouching Hit {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|663C}} > EnKaid, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > (dl.)EnKaid, (66){{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3986 || 28 || <span style="color:red">[4] Hard </span> || Fullscreen carry. Delaying the second EnKaid and microdashing the {{clr|B|5B}} is required for the combo to actually go corner to corner. If done with a {{clr|C|5C}} starter do {{clr|D|5D}} after {{clr|C|5C}}. Can also be done for execution flexing purposes. [https://youtu.be/TU8IJbmZZcU Video]
|-
|'''Air Hit {{clr|B|2B}} > {{clr|C|2C}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3359 || 25 || <span style="color:green">[3] Medium </span> || Like the other back to corner roll catch but with more moves. [https://youtu.be/5ZmmjIZjolg Video]
|}
===Counter Hit {{clr|B|5B}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''CH {{clr|B|5B}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4640 || 33 || <span style="color:blue">[2] Easy </span> || Standard CH {{clr|B|5B}} punish to really let your opponent think about life. An air string ender after EnSway~Pain does the most damage but has the worst knockdown, EnSway~Pain into an okizeme option has the worst damage but the best knockdown and EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}} has good damage and an excellent knockdown. If you want to end with another ender fill in an incomplete drive string. [https://youtu.be/jmhg90yco0M Video]
|-
|'''Corner CH {{clr|B|5B}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 4657 || 33 || <span style="color:blue">[2] Easy </span> || When doing a counter hit normal into {{clr|D|6D}} in the corner it does slightly more to go into drive loops and end with EnRekka~{{clr|B|B}} than to do it early.
|}
==={{clr|C|5C}} Confirms===
'''Notes:''' Any {{clr|B|5B}} route will work with a {{clr|C|5C}} starter, however {{clr|C|3C}} > {{clr|A|214A}} > dc > EnC DP~whiff {{clr|C|j.2C}} routing can sometimes be inconsistent due to spacing. Many of the combos are identical but the notes include additional information. Check {{clr|B|5B}} route notes for any optimisations.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4748 || 34 || <span style="color:green">[3] Medium </span> || Identical to the {{clr|B|665B}} route. Strong regular hit punish and is often used for burst punishes (unless the burst was Instant Blocked allowing for a {{clr|D|6D}} instead).
|-
|'''{{clr|C|665C}} > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4798 || 34 || <span style="color:green">[3] Medium </span> || Identical to the {{clr|A|665A}} route. Technically the best regular hit punish from {{clr|C|5C}}, however the high pushback on {{clr|C|5C}} makes it rarely work.
|-
|'''Back to Corner {{clr|C|665C}} > c.EnKaid, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > (dl.)EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4976 || 35 || <span style="color:green">[3] Medium </span> || Identical to the back to corner {{clr|B|665B}} route. Suffers from the same problems as the combo above. This problem disappears when used as a CH punish by doing {{clr|C|665C}} > {{clr|D|5D}} > dc > (dl.)c.EnKaid, making it consistently his best side swap punish with 5k damage.
|-
|'''CH {{clr|C|5C}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > dl.EnKaid, EnRekka~{{clr|B|B}} > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4933 || 36 || <span style="color:green">[3] Medium </span> || Although the CH {{clr|B|5B}} routes work with CH {{clr|C|5C}} starters, the midscreen CH {{clr|B|5B}} route will not work unless 5C connects very close, making this route safer than the midscreen CH 5B route. The first EnKaid should be delayed so that it hits high enough for EnRekka to connect but done as late as possible to get the maximum forward movement from the dash cancel.
|-
|'''Corner CH {{clr|C|665C}} > {{clr|D|6D}} > EnSway~Pain, dl.{{clr|C|662C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > EnD DP~{{clr|C|j.2C}}''' || 4907 || 35 || <span style="color:green">[3] Medium </span> || Punish against Kokonoe's "super ball". Requires a microdash on the starter in order for {{clr|D|6D}} to reach. For a midscreen punish use the {{clr|C|665C}} > EnRekka route.
|}
===Anti-Air {{clr|C|2C}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|AA}} {{clr|C|2C}} > (dl.){{clr|C|5C}} > dl.{{clr|C|623C}}, {{clr|A|665A}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3868 || 27 || <span style="color:green">[3] Medium </span> || JP player route. Safe way to convert from AA {{clr|C|2C}} and will work at any distance that {{clr|C|2C}} connects. Delay the C DP (and depending on the height {{clr|C|2C}} hits the {{clr|C|5C}} as well) so C DP hits late into it's active frames. Can be a little inconsistent if {{clr|C|2C}} hits particularly close or high, sometimes requiring {{clr|C|5C}} to be omitted.
|-
|'''{{clr|A|AA}} {{clr|C|2C}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}}, {{clr|B|665B}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4331 || 31 || <span style="color:green">[3] Medium </span> || Great reward off an anti-air, carries to the corner at around a little behind midscreen. Unsafe on air block as they will not get hit by Sway~Pain, if you aren't sure it will hit then jump cancel into an air string or use a lower commitment anti air like {{clr|A|2A}} to low profile. [https://youtu.be/O3-5JdFmF2o Video]
|-
|'''CH (AA) {{clr|C|2C}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4562 || 32 || <span style="color:green">[3] Medium </span> || High damage and corner carry. The first EnKaid must hit quite high. Almost works from corner to corner. [https://youtu.be/Y0IfSw3hb5E Video]
|-
|'''CH (AA) {{clr|C|2C}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnFang(whiff)B~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4677 || 33 || <span style="color:blue">[2] Easy </span> || Optimal damage from CH {{clr|C|2C}}. Do not delay the EnRekka after the dash cancel at all so the first hit whiffs. [https://youtu.be/cBF-2W0VFrc Video]
|}
==={{clr|C|3C}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|C|3C}} > {{clr|D|623D}}~{{clr|C|j.2C}} ({{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}})*''' || 1815 (3096) || 13 (18) || <span style="color:lightblue">[1] Very Easy </span> || Generally the best you'll get after a stray {{clr|C|3C}} hit unless your reactions are on point and you can convert into a full combo. If you can't hit confirm into D DP it may be better to not cancel the {{clr|C|3C}} at all and attempt to go for an air string as Rekka~{{clr|B|B}} and Kaid knockdowns aren't very good.
|-
|'''{{clr|C|663C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4355 || 31 || <span style="color:blue">[2] Easy </span> || "Don't get hit by dash sweep". From roundstart distance most characters will need the first {{clr|C|2C}} to be microdashed. Also the optimal CH {{clr|C|3C}} route and will work without dash momentum on counter hit with CH {{clr|C|3C}}, EnRekka.
|-
|'''Back to Corner {{clr|C|663C}} > EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4118 || 29 || <span style="color:green">[3] Medium </span> || Side swap {{clr|C|663C}} route.
|}
===Counter Hit {{clr|C|3C}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em 100;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''Back to Corner CH {{clr|C|3C}}, c.EnKaid, {{clr|C|662C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4379 || 30 || <span style="color:green">[3] Medium </span> || Side swap route. Can do CH {{clr|C|3C}} > {{clr|A|214A}} > dc, c.EnKaid if {{clr|C|3C}} connects far out.
|}
==={{clr|A|6A}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|6A}} > {{clr|C|5C}} > {{clr|D|5D}}/{{clr|B|6B}} > {{clr|B|236BB}}~{{clr|C|C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2983/2972 || 21 || <span style="color:lightblue">[1] Very Easy </span> || The confirm for people that can't do sway cancels. Practice them. If {{clr|A|6A}} hits far out replace {{clr|D|5D}} with {{clr|B|6B}}. [https://youtu.be/Kc_S-Jnwj94 Video]
|-
|'''{{clr|A|6A}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, ({{clr|C|3C}} > {{clr|D|214D}},) {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3710 (3777) || 26 (27) || <span style="color:blue">[2] Easy </span> || The overhead BnB. Great damage and carry. Remember to buffer everything. If {{clr|A|6A}} hits far out or if you are finding getting EnRekka to combo difficult, omit {{clr|D|2D}}. [https://youtu.be/rka4Uk80cX8 Video]
|-
|'''{{clr|A|6A}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}} > (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > 66 > EnSway~Pain > {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3968 || 28 || <span style="color:green">[3] Medium </span> || Works on everyone except Arakune. [https://youtu.be/2FuToMRmIG4 Video]
|-
|'''{{clr|A|6A}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4137 || 29 || <span style="color:red">[4] Hard </span> || The {{clr|A|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. [https://youtu.be/Lq7SqdrtNSA Video]
|-
|'''Corner {{clr|A|6A}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, dl.{{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 4225 || 30 || <span style="color:red">[4] Hard </span> || Corner variant of the {{clr|A|6A}} optimal.
|-
|'''Back to Corner {{clr|A|6A}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4241 || 29 || <span style="color:red">[4] Hard </span> || Side switch {{clr|A|6A}} confirm. Still won't work on Tager or Susano'o.
|-
|'''Back to Corner {{clr|A|6A}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|A|214A}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|662C}} > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3538 || 24 || <span style="color:red">[4] Hard </span> || Side switch confirm for Tager and Susano'o.
|}
==={{clr|B|6B}} Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|B|6B}} > {{clr|D|j.623D}}~{{clr|C|j.2C}} ({{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|C|j.623C}}~{{clr|C|j.2C}})*''' || 1799 (2858) || 12 (19) || <span style="color:lightblue">[1] Very Easy </span> || Like the new day 1 combo, you can get an air string if they don't emergency tech. Optional side swap with the air string.
|-
|'''Crouching Hit {{clr|B|6B}} > {{clr|B|236BB}}~{{clr|C|C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2500 || 17 || <span style="color:lightblue">[1] Very Easy </span> || Respectable combo on crouching regular hit.
|-
|'''CH {{clr|B|6B}}, {{clr|B|665B}} > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3911 || 27 || <span style="color:green">[3] Medium </span> || The classic {{clr|B|6B}} CH combo. Same as the {{clr|A|665A}} confirm and on crouching hit {{clr|B|665B}} can be replaced with {{clr|C|665C}} for over 4k damage. You know what to do for a corner or back to corner starter.
|}
==={{clr|A|j.A}}/{{clr|B|j.B}} Air to Air Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|j.A}} > {{clr|A|j.A}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 1500 || 10 || <span style="color:lightblue">[1] Very Easy </span> || There isn't much to say about Naoto's air to air combos, try to stay on the ground to anti-air your opponent. End in {{clr|B|j.B}} > {{clr|C|j.C}} for a better knockdown.
|-
|'''{{clr|A|j.A}} > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 1853 || 13 || <span style="color:lightblue">[1] Very Easy </span> || Same logic as the route above.
|}
==={{clr|B|j.B}}/{{clr|C|j.C}} Air to Ground Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''IAD {{clr|B|j.B}} > {{clr|C|j.C}}, {{clr|B|665B}}/{{clr|C|665C}} > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3482/3651 || 24/25 || <span style="color:green">[3] Medium </span> || Same as the {{clr|A|665A}} route. When doing {{clr|B|j.B}} > {{clr|A|j.A}} (e.g. during an IAD reset during pressure) do {{clr|A|665A}}/{{clr|B|665B}} instead. When doing a falling jump in, also do {{clr|A|665A}}/{{clr|B|665B}} instead.
|-
|'''IAD {{clr|B|j.B}} > {{clr|C|j.C}}, {{clr|B|665B}} > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3361 || 24 || <span style="color:green">[3] Medium </span> || Good route if you aren't able to hit confirm from a jump in quickly. Logic about what buttons to use once you land is the same.
|}
===CH {{clr|C|j.C}} Air to Air Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''IAD/Falling CH {{clr|C|j.C}}, {{clr|A|6A}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4388 || 31 || <span style="color:green">[3] Medium </span> || It's a midscreen combo, you know what you need to do if it doesn't reach corner. Only works if opponent is high enough. {{clr|A|6A}} gives 110% proration in combos.
|-
|'''Rising CH (s){{clr|C|j.C}} > (dl.)Falling {{clr|C|j.C}}, (66){{clr|C|2C}} > (En)Sway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3972 || 28 || <span style="color:green">[3] Medium </span> || {{clr|C|j.C}} must be done as soon as you jump. Microdash the {{clr|C|2C}} for a side swap. You need to delay falling {{clr|C|j.C}} if you did super jump. Can be a little finicky depending on your opponent's height and character. Can be done with a single Falling CH {{clr|C|j.C}}.
|}
===Drive Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|D|5D}}/{{clr|D|2D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4715/4333 || 33/31 || <span style="color:green">[3] Medium </span> || 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 {{clr|D|5D}}/{{clr|D|2D}} > {{clr|A|214A}} > dc > EnRekka (which should be manageable). Excellent damage though.
|-
|'''{{clr|D|2D}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4265 || 30 || <span style="color:green">[3] Medium </span> || Having two drives makes the above route impossible. This route still does great damage.
|-
|'''{{clr|D|6D}} > {{clr|A|214A}} > dc > (dl.)EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 5030 || 36 || <span style="color:blue">[2] Easy </span> || Optimal punish without using charged drives for regular hit or counter hit for any position except back to corner, making this an important route to learn. Will work at nearly any distance with the exception of max range, delay the EnRekka after the dash cancel if {{clr|D|6D}} hits far. Works at any distance on counter hit. If it air hits you can whiff the first Rekka part for even more damage. If the opponent is air teching out during the second drive string, you can instead do one drive string and end with a {{clr|C|5C}} > {{clr|C|2C}} air string ender for still over 5k damage.
|}
===Charged Drive Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|D|5/2[D]}} > {{clr|A|214A}} > dc > (dl.)EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 5283/4752 || 37/34 || <span style="color:blue">[2] Easy </span> || You have to be somewhat close for this but it has excellent reward. The EnRekka can be delayed a little bit after the dash cancel for slightly more range.
|-
|'''{{clr|D|5/2[D]}} > {{clr|A|214A}} > dc > f.EnKaid, {{clr|A|665A}}/{{clr|B|662B}} > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4865/4511 ({{clr|A|665A}}) 5132/4752 ({{clr|B|662B}}) || 34/32 ({{clr|A|665A}}) 36/34 ({{clr|B|662B}}) || <span style="color:green">[3] Medium </span> || 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 {{clr|A|665A}} with {{clr|B|662B}} (or {{clr|B|665B}} which is very slightly less consistent but does more damage).
|-
|'''{{clr|D|6[D]}} > {{clr|A|214A}} > dl.dc > EnFang(whiff)B~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc > (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 5842 || 41 || <span style="color:blue">[2] Easy </span> || Works even if it hits in the air. You won't land this often aside from rarely using it as a hard callout in some matchups (e.g. Izanami doing super jump back float). Delay the dash cancel until the opponent has bounced. If the opponent is air teching after the second {{clr|C|2C}} instead do a full drive string the first time into an air string ender.
|-
|'''{{clr|D|6[D]}} > dl.IAD j.[D], dl.{{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 6116 || 43 || <span style="color:green">[3] Medium </span> || Optimal damage, requires a very close hit. Much more impractical than the combo above but it does big daamage.
|-
|'''Corner {{clr|D|6[D]}}, (dl.){{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 5777 || 41 || <span style="color:green">[3] Medium </span> || If the {{clr|D|6[D]}} anti-airs then either delay or omit the {{clr|C|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 {{clr|D|6[D]}} and having a confirm will help maximise the mental damage from the reset :)
|}
===j.[D] Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''j.[D], ({{clr|C|665C}} >) EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > ({{clr|D|2D}} >) {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4669 (4708) || 33 || <span style="color:blue">[2] Easy </span> || The close hit j.[D] route. {{clr|C|665C}} will whiff at some ranges. When doing {{clr|C|665C}} omit the {{clr|D|2D}}. If j.[D] is done particularly high up replace {{clr|C|665C}} with {{clr|B|665B}}.
|-
|'''j.[D], EnKaid, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4635 || 32 || <span style="color:green">[3] Medium </span> || 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], {{clr|C|662C}} > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}}, {{clr|B|665B}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4513 || 32 || <span style="color:blue">[2] Easy </span> || Side swaps but requires a close hit. Generally pushes to the corner with good knockdown. Does not work at some heights and distances.
|}
===Counter Hit Drive Starters===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''Corner CH {{clr|D|6D}} > jc, Falling {{clr|C|j.C}}, EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 5081 || 36 || <span style="color:green">[3] Medium </span> || Allows for a burst safe start to a DP punish while still converting into 5k. Can also burst bait on the second hit by jump canceling j.C, however this will not lead to a combo.
|-
|'''Back to Corner CH {{clr|D|6D}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4861 || 34 || <span style="color:green">[3] Medium </span> || Although it does less damage than the {{clr|C|665C}} side swap route, it will work at further distances.
|-
|'''CH {{clr|D|5[D]}} > {{clr|D|6[D]}} > {{clr|A|214A}} > dc, {{clr|A|66A}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 6374 || 45 || <span style="color:blue">[2] Easy </span> || Optimised route for close hit CH {{clr|D|5[D]}} to really make your opponent think about life. 6k with no resources from midscreen without a {{clr|D|6[D]}} starter. If you are slightly further than midscreen, do the EnFang(whiff) route. It can be used to punish slow recovering Reversals like Naoto's, Hibiki's, Makoto's, Azrael's, Kagura's and Terumi's super (outside OD since he can mash EA once he lands during it).
|-
|'''CH {{clr|D|5[D]}} > {{clr|A|214A}} > dc, (6){{clr|A|6A}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid, (66){{clr|C|2C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 5920 || 42 || <span style="color:red">[4] Hard </span> || CH {{clr|D|5[D]}} hit confirm for when you aren't close enough for {{clr|D|6[D]}} and/or weren't expecting it to CH. If too far for {{clr|A|6A}} then do {{clr|D|6D}} > {{clr|A|214A}} > 66 > (dl.)EnRekka into a drive string into a {{clr|C|665C}} ender. If fighting Tager or Susano'o convert into either {{clr|A|6A}} > {{clr|C|5C}} > {{clr|A|214A}} > dc > EnRekka or {{clr|C|665C}} > c.EnKaid.
|-
|'''CH {{clr|D|5[D]}} > {{clr|D|2[D]}} > {{clr|A|214A}} > dc > dl.c.EnKaid, EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 6131 || 43 || <span style="color:red">[4] Hard </span> || Optimal side swap route for close CH {{clr|D|5[D]}}. Delay the c.EnKaid slightly to get the extra forward movement from the dash.
|}
===Forward Throw Routes===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''Forward Throw, dl.{{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3714 || 26 || <span style="color:blue">[2] Easy </span> || The midscreen (and fully in the corner) Forward Throw route. Excellent damage for its relatively easy difficulty. Must delay {{clr|C|665C}} or the opponent will be too high for EnRekka. Surprisingly it less damage than the corner Back Throw route. [https://youtu.be/1x8Qs_l0e5U Video]
|-
|'''Corner Forward Throw, (dl.)(66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3671 || 26 || <span style="color:blue">[2] Easy </span> || The corner Forward Throw BnB. Easy, solid damage with pretty decent reward. {{clr|C|2C}} must be delayed slightly against some characters for {{clr|D|5D}} to hit.
|-
|'''Corner Forward Throw, EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3648 ({{clr|B|236BBB}}) 3682 (Fang/Roar whiff) || 26 || <span style="color:blue">[2] Easy </span> || Removes having to judge the distance from the corner as it will work regardless of how the opponent wallsplats. Whiffing Rekka parts will not change the route and the only thing to watch out for is if a Rekka part hits high which is easily fixed by delaying the next part.
|-
|'''Corner Forward Throw, {{clr|D|2[D]}} > {{clr|D|5[D]}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 4075 || 29 || <span style="color:green">[3] Medium </span> || This is used when Forward Throw connects when the opponent isn't fully in the corner. You'll have to judge the distance to know if the route will work or not but if you are capable of doing so you are rewarded with over 4k meterless from a throw starter.
|-
|'''Back to Corner Forward Throw, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3551 || 25 || <span style="color:green">[3] Medium </span> || This route is to side swap, works almost everywhere. Less damage than the Back Throw optimal.
|}
===Back Throw Routes===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''Back Throw > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid > {{clr|B|5B}} > {{clr|C|2C}} > sjc > {{clr|C|j.C}} > (jc > {{clr|C|j.C}} >) {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3624 (3668) || 25 (26) || <span style="color:green">[3] Medium </span> || The midscreen Back Throw optimal when side swapping. Triple side swap. Omit the second {{clr|C|j.C}} if they are air teching out. [https://youtu.be/2V3vXIT5p5s Video]
|-
|'''Corner Back Throw > {{clr|A|214A}} > dc > c.EnKaid, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3738 || 26 || <span style="color:green">[3] Medium </span> || Double side swap. Slightly more damage than the midscreen/fully in the corner Forward Throw route.
|-
|'''Back to Corner Back Throw, {{clr|C|665C}} > EnKaid, {{clr|C|662C}} > EnSway~Pain, dl.{{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3751 || 26 || <span style="color:green">[3] Medium </span> || Optimal for when throwing the opponent into the corner. Also a triple side swap. Omit {{clr|D|6D}} if slightly out the corner.
|}
===Air Throw Routes===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''Air Throw, (66){{clr|C|2C}} > (En)Sway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3551 || 25 || <span style="color:green">[3] Medium </span> || Optional side swap.
|-
|'''Air Throw, {{clr|C|662C}}/{{clr|C|665C}}* > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3664/3714 || 26 || <span style="color:green">[3] Medium </span> || Identical to the Forward Throw route but with a {{clr|C|662C}} instead of a {{clr|C|665C}}. You can do {{clr|C|665C}} but it is character specific as it requires an OTG {{clr|C|5C}}. Works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o. If done with a {{clr|C|665C}} it is optimal in the corner as well. [https://youtu.be/4dFfV9BZQNc Video]
|-
|'''Corner Air Throw, c.EnKaid, {{clr|C|662C}} > EnSway~Pain, dl.{{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3682 || 26 || <span style="color:red">[4] Hard </span> || Corner Air Throw optimal but the damage increase isn't by much. Can be a little tricky to get the timing for the c.Enkaid link. If you get regular Kaid, you can get a combo after with {{clr|B|665B}}/{{clr|C|662C}}.
|-
|'''Back to Corner Air Throw, c.EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3738 || 26 || <span style="color:red">[4] Hard </span> || Optimal side swap route from Air Throw. Like the route above it's quite difficult, however the damage increase from Air Throw, {{clr|C|662C}} > EnSway~Pain is much more noticeable. If you get regular Kaid do a safejump. If they are air teching out during the EnRekka do a {{clr|D|5D}} > {{clr|A|214A}}~{{clr|A|8A}} ender instead.
|}
===Special Starter Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|214A}}~{{clr|A|8A}}, EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}}, {{clr|B|665B}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3817 || 27 || <span style="color:green">[3] Medium </span> || Like the AA/CH {{clr|C|2C}} route but without the {{clr|C|665C}}.
|-
|'''Corner {{clr|A|214A}}~{{clr|A|8A}}, dl.{{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3906 || 28 || <span style="color:green">[3] Medium </span> ||
|-
|'''Back to Corner {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3293 || 21 || <span style="color:green">[3] Medium </span> || Important to know as you will use this often when doing EnSway~Pain air resets.
|-
|'''{{clr|B|236BB}}~{{clr|C|C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2341 || 16 || <span style="color:lightblue">[1] Very Easy </span> || Simple but it works. Do {{clr|B|j.B}} > {{clr|C|j.C}} for a better knockdown and optional sideswap.
|-
|'''{{clr|B|236BB}}~{{clr|C|C}} > dl.jcc > {{clr|C|623C}}, (66){{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|2C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2307 || 16 || <span style="color:green">[3] Medium </span> || Raid into tk.C DP route. This route uses a "jump cancel cancel" which is when you cancel the jump startup from a jump cancel into a group special. This is done by doing a tk input, in this case, '''usually a 6239 input'''. Delay the DP so it hits late which will reduce the recovery and allow for a {{clr|A|5A}} after. You may have to delay the second {{clr|B|j.B}} a bit.
|-
|'''{{clr|B|236BB}}~{{clr|C|C}} > dl.jcc > {{clr|C|623C}}, ({{clr|A|665A}} >) EnC DP~whiff {{clr|C|j.2C}} > (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 2599 (2447) || 18 (17) || <span style="color:red">[4] Hard </span> || Do not delay the DP too long or they will be too high to get {{clr|C|2C}} > {{clr|D|5D}} after the whiff {{clr|C|j.2C}}. {{clr|C|2C}} can be replaced with {{clr|B|5B}} for lower damage but it will work anywhere on screen and will be more consistent. Adding {{clr|A|665A}} reduces damage but makes the route far easier and will not lead to being punished if you drop like you would when going directly into EnC DP.
|-
|'''{{clr|B|236BB}}~{{clr|C|C}} > dl.jcc > {{clr|C|623C}}, (66){{clr|A|5A}} > {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 2675 || 19 || <span style="color:red">[4] Hard </span> || Do not delay the DP too long or they will be too high for {{clr|D|5D}} to connect. If {{clr|A|5A}} is not microdashed omit {{clr|D|2D}} for consistency.
|-
|'''Crouching Hit CH {{clr|B|236B}}, {{clr|A|665A}} > EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3283 || 23 || <span style="color:green">[3] Medium </span> || 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~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, (66){{clr|C|2C}} > {{clr|D|5D}} > ({{clr|D|2D}} >) {{clr|A|214A}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 3794 (3832) || 27 || <span style="color:blue">[2] Easy </span> || Omit {{clr|D|2D}} if any part is delayed (e.g. hit confirming into Roar). With an EnRoar/EnBash starter always do {{clr|D|2D}}. Will work after a {{clr|D|5[D]}}/{{clr|D|2[D]}} guard crush.
|-
|'''{{clr|B|236BB}}~{{clr|C|C}} > dl.jcc > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|663C}} > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}}, {{clr|C|665C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2861 || 20 || <span style="color:red">[4] Hard </span> || Arakune specific Rekka routing that can be applied to any route using a grounded hitting (En)Rekka. Uses a jump cancel cancel, see above for explanation. Due to Arakune's hurtbox, EnRekka~{{clr|B|B}} > dc > EnC/{{clr|D|D}} DP will not work outside the corner, but (En)Rekka~{{clr|C|C}} > dl.jcc > {{clr|A|214A}}~{{clr|A|8A}} will. Midscreen to corner variant, if you dont reach the corner do EnKaid, {{clr|B|5B}}. Will work on things like crouching hit {{clr|A|5A}} or {{clr|B|5B}} starters. You should know how to find corner and back to corner variants for this. Doing {{clr|D|2D}}, OTG {{clr|C|5C}} is optimal for routes that use all three main specials but is also character specific, it works on the same characters as Air Throw, {{clr|C|665C}}.
|-
|'''{{clr|A|AA}} CH {{clr|C|623C}}, {{clr|A|665A}}/{{clr|B|665B}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3300/3692 || 23/26 || <span style="color:green">[3] Medium </span> || Anti-air DP combo. Getting {{clr|A|665A}} or {{clr|B|665B}} depends on the height it connects. You can also combo without a CH but it depends on height {{clr|C|623C}} connects at.
|-
|'''c.EnKaid, {{clr|C|662C}} > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}}, {{clr|B|665B}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4215 || 29 || <span style="color:blue">[2] Easy </span> || Close hit Enkaid. This should never happen but it does good damage.
|-
|'''f.EnKaid, {{clr|A|665A}}/{{clr|B|665B}} > EnRekka~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3553/3936 || 25/28 || <span style="color:green">[3] Medium </span> || Far hit EnKaid. Similar combo to the far {{clr|D|5[D]}} conversion. Due to the lack of 5/{{clr|D|2[D]}} pushback, {{clr|A|665A}} will work at more ranges and {{clr|B|665B}} is consistent.
|-
|'''CH f.EnKaid, (dl.{{clr|C|665C}} >) EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > ({{clr|D|2D}} >) {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4182 (4233) || 29 || <span style="color:blue">[2] Easy </span> || Far hit CH EnKaid. Also works with an AA EnKaid starter. {{clr|C|665C}} will whiff at some ranges. When doing {{clr|C|665C}}, delay the {{clr|C|665C}} and omit the {{clr|D|2D}}.
|-
|'''CH c.EnKaid, {{clr|A|66A}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > (dl.)EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4621 || 32 || <span style="color:blue">[2] Easy </span> || Close hit CH EnKaid side swap. Can be used after using Sway to evade a move with not enough recovery to recover from Sway and punish with {{clr|C|5C}}/{{clr|D|6D}}.
|-
|'''CH c.EnKaid, {{clr|C|662C}} > c.EnKaid, {{clr|C|662C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 4282 || 29 || <span style="color:green">[3] Medium </span> || Double side swap if you want to keep the corner.
|}
===Fatal Counter Routes===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''FC Roar~{{clr|C|C}} > jcc > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > {{clr|C|2C}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > dl.Enkaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3739 || 26 || <span style="color:green">[3] Medium </span> || Raid into tk.Pain route. Another jump cancel cancel route. '''Input for this is {{clr|A|2148A}}~{{clr|A|A}}'''.
|-
|'''Crouching Hit FC Roar, {{clr|A|665A}} > EnKaid, {{clr|C|662C}} > EnSway~Pain, {{clr|C|665C}} > {{clr|C|2C}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnFang(whiff)B~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnD DP~{{clr|C|j.2C}}''' || 4234 || 29 || <span style="color:green">[3] Medium </span> || Is more specific as it requires a crouching hit and you to be quite close but has much better reward than the route above.
|-
|'''FC EnRoar~{{clr|B|B}} > dc > EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > ({{clr|D|5D}} >) {{clr|D|6D}} > {{clr|A|214A}} > dc > EnKaid, (66){{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 4960/4989 || 35 || <span style="color:blue">[2] Easy </span> || FC EnRoar leads to great reward. Only do the {{clr|D|5D}} if Naoto reaches the corner. Without it, the route will have extremely high corner carry, nearly going corner to corner. Part of what makes Rekka RPS so intimidating.
|-
|'''FC Bash, {{clr|C|5C}} > {{clr|C|2C}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}} || 5638 || 40 || <span style="color:blue">[2] Easy </span> || Taken from Kamikaze. Obnoxiously high damage from a move that's only -10. Will work with EnBash but do not dash cancel. If the opponent is air teching at the {{clr|C|j.2C}}, omit one {{clr|C|j.C}}. Can change the first {{clr|C|5C}} for {{clr|B|5B}} if they're in the corner. The other part of what makes Rekka RPS so intimidating.
|-
|'''Corner FC Bash, {{clr|B|5B}} > {{clr|B|6B}}, dl.{{clr|C|2C}} > dl.{{clr|D|2D}} > {{clr|D|6[D]}}, {{clr|C|665C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}} || 5530 || 39 || <span style="color:red">[4] Hard </span> || Delay the {{clr|B|5B}} so that {{clr|B|6B}} will connect, make sure the {{clr|C|2C}} hits low and delay the {{clr|D|2D}} so that it hits low enough to get the full slide. If the opponent is far enough outside the corner for {{clr|C|5C}} to work, do the midscreen route instead.
|-
|'''FC {{clr|D|6[D]}} > {{clr|A|214A}} > dc, {{clr|A|66A}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnFang(whiff)B~{{clr|B|B}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 6378 || 45 || <span style="color:blue">[2] Easy </span> || Naoto's best starter and it shows. Surprisingly, not much more damage than a CH {{clr|D|5[D]}} starter and much harder to actually land in a match.
|-
|'''FC {{clr|D|6[D]}} > dl.IAD j.[D], 66 > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnFang(whiff)B~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 6422 || 46 || <span style="color:green">[3] Medium </span> || Optimal and extremely stylish. To land the IAD j.[D], delay it depending on how close {{clr|D|6[D]}} connects and if it hits an airborne opponent. If it hits at max range on a grounded opponent, do not delay it at all, if you hit them closer start adding delays. If the IAD is too difficult or the opponent is air teching at the {{clr|C|j.2C}}, use the route above as removing a {{clr|D|2D}} in this route would do less damage.
|-
|'''Corner FC {{clr|D|6[D]}}, {{clr|D|5D}} > {{clr|D|2[D]}}, {{clr|D|5D}} > {{clr|D|2[D]}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|5C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 6537 || 46 || <span style="color:blue">[2] Easy </span> || {{clr|D|5D}} > {{clr|D|2[D]}} loops into itself. This route can also go into OD after {{clr|D|2[D]}} for extremely high damage.
|}
===25% Meter Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|6A}} > {{clr|C|5C}} > CT, {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3251 || -11 || <span style="color:blue">[2] Easy </span> || Its nifty, useful if you can't do {{clr|C|5C}} > {{clr|A|214A}} > dc > c.EnKaid/EnRekka but it's not really worth the meter if you can do the meterless routes. At least it looks sick.
|-
|'''Corner CH {{clr|B|5B}}/{{clr|C|5C}} > {{clr|D|6D}} > [CT], {{clr|D|5D}} > {{clr|D|2[D]}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 5328/5738 || 1/4 || <span style="color:green">[3] Medium </span> || Corner route to make people sad, really really sad. Pushing almost 6k off a CH and 25 meter this confirm is well worth using the 25 Meter. Can be done with a {{clr|D|6D}} starter (with or without counter hit) for slightly more damage. The reward is excellent given the cost and if you have the meter to spend on super as well, you're going to see someone's Health Bar melt, even more so if you spend the OD to do it. If the EnKaid is delayed at all, replace the ender with {{clr|D|5D}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} EnRekka.
|}
===50% Meter Confirms===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > RC, {{clr|C|665C}} > EnKaid, {{clr|C|662C}} > EnRekka~{{clr|B|B}} > dc > EnKaid, {{clr|B|5B}} > {{clr|C|2C}} > (s)jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 3538 || -35 || <span style="color:green">[3] Medium </span> || Useful side swap route for people that can't do whiff {{clr|C|j.2C}} > {{clr|C|662C}} routing. Does excellent damage and even more if you do a {{clr|C|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 {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|623C}} > RC, (dl.){{clr|D|662[D]}} > (dl.){{clr|D|5[D]}} > {{clr|D|6[D]}} > dl.{{clr|A|214A}}~{{clr|A|8A}} > {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 4238 || -30 || <span style="color:red">[4] Hard </span> || Insane damage from a {{clr|A|5A}} starter and does more than a corner route into a super ender. The {{clr|D|2[D]}} and {{clr|D|5[D]}} must be delayed between the two moves in order to get the low hit {{clr|D|5[D]}} slide. If the starter is delayed at all (e.g. due to hit confirming) the {{clr|D|2[D]}} cannot be delayed much or else the opponent can air tech, meaning all the delay muust be done by delaying {{clr|D|5[D]}}. Definitely a combo worth labbing as it is well worth the meter.
|-
|'''Corner {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|623D}}(1) > RC, {{clr|D|2[D]}} > {{clr|D|5[D]}} > {{clr|A|214A}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > ({{clr|D|2D}} >) {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|B|236BB}}~{{clr|C|C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 5096 (5182) || -26 (-25) || <span style="color:green">[3] Medium </span> || Very good damage off corner {{clr|B|5B}} and works on everyone. Does not require a low hit {{clr|D|5[D]}}. If the opponent is air teching during the EnRekka omit {{clr|D|2D}}.
|-
|'''Corner {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} > RC, (66){{clr|D|2[D]}} > (dl.){{clr|D|5[D]}}, {{clr|A|66A}} > {{clr|D|2D}} > {{clr|D|5[D]}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 5323 || -22 || <span style="color:red">[4] Hard </span> || Character specific {{clr|D|2D}} > OTG {{clr|D|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 {{clr|C|665C}} > c.EnKaid > RC, (66){{clr|D|2[D]}} > {{clr|D|5[D]}}, {{clr|A|66A}} > {{clr|D|2D}} > {{clr|A|214A}} > dc, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 5948 || -19 || <span style="color:red">[4] Hard </span> || Universal optimal 50 meter punish. Nearly breaks 6k.
|-
|'''Corner {{clr|C|665C}} > c.EnKaid > RC, (66){{clr|D|2[D]}} > {{clr|D|5[D]}}, {{clr|A|66A}} > {{clr|D|2D}} > {{clr|D|5[D]}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 6172 || -17 || <span style="color:red">[4] Hard </span> || Character specific {{clr|D|2D}} > OTG {{clr|D|5[D]}} route. Same theory as the corner {{clr|B|5B}} route. Easily breaks 6k damage for only 50 meter.
|-
|'''Corner {{clr|A|j.A}} > {{clr|C|j.623C}} > RC, j.[D], (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}} > dc > EnKaid, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|A|214A}}~{{clr|A|8A}}, {{clr|C|665C}} > EnRekka~{{clr|B|B}} > dc > EnD DP~{{clr|C|j.2C}}''' || 3271 || -36 || <span style="color:green">[3] Medium </span> || Fuzzy {{clr|A|j.A}} starter. Remember {{clr|C|j.623C}} > RC, j.[D] for converting from air to air hits into big combos. On Carl, Izayoi, Azrael, Kokonoe, Hibiki and Mai, {{clr|A|j.A}} can fuzzy but {{clr|C|j.623C}} will whiff. Does not work on Es or Jubei at all. On Tager you can fuzzy him and convert from it without {{clr|C|j.623C}}.
|-
|'''{{clr|D|623D}}/EnD DP > RC, j.[D], EnRekka~{{clr|C|C}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2435/2395 || -41/-40 || <span style="color:blue">[2] Easy </span> || Works off both versions of DP. Doing an RC on the final hit is more committal than doing it on the first as the reward if they blocked the DP is (at best) a falling normal. The j.[D] must be done almost immediately after the RC. If it is a CH EnD DP starter RC on the 4th hit instead of the 5th.
|-
|'''{{clr|D|623D}}(1)/EnD DP(1) > RC, (En)Sway~Pain, {{clr|C|665C}} > {{clr|C|2C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.623D}}~{{clr|C|j.2C}}''' || 2559 || -42 || <span style="color:blue">[2] Easy </span> || Works off both versions of DP and does the same damage. Doing an RC on the first hit does more damage than the route above and allows for continued pressure if you can hit confirm fast enough. With a regular D DP starter, do (walk up) Sway~Pain to not side swap and do EnSway~Pain to side swap. With an EnD DP starter, do EnSway~Pain to not side swap and run before the EnSway~Pain to side swap.
|-
|'''Corner CH (En)Smasher, {{clr|B|665B}} > EnRekka~{{clr|B|B}} > dc > EnKaid, (66){{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain, {{clr|C|665C}} > EnD DP~{{clr|C|j.2C}}''' || 5319/5759 || -36 || <span style="color:blue">[2] Easy </span> || Counter hit Divine Smasher can lead to a good combo in the corner. If the {{clr|B|665B}} link is too hard replace it with {{clr|A|665A}}. If you get {{clr|B|5B}} > Rekka then do into Rekka~{{clr|C|C}} into an air string.
|}
===OD Routes===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > ODc, (66){{clr|D|2[D]}} > {{clr|D|5[D]}} > dc, {{clr|D|6[D]}} > Reaper''' || 4327 || -29 || <span style="color:green">[3] Medium </span> || The Overdrive BnB. Works at 100% HP. Deals excellent damage for max health OD. When using OD you'll nearly always end with a super (or even two) as EA has a terrible knockdown, allowing the opponent to roll out for free and put you in the corner.
|-
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > ODc, (66){{clr|D|2[D]}} > {{clr|D|5[D]}} > dc, {{clr|D|2[D]}} > {{clr|D|5[D]}} > dc > EnReaper''' || 4478 || -28 || <span style="color:green">[3] Medium </span> || Works at 80% HP. An example of using two reps of a charged drive loop. With 60% HP you can add a {{clr|D|6[D]}} before the EnReaper for a sizeable damage increase.
|-
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > ODc, (66){{clr|D|2[D]}} > {{clr|D|5[D]}} > dc, {{clr|D|2[D]}} > {{clr|D|5[D]}} > dc, {{clr|D|2[D]}} > {{clr|D|5[D]}} > dc > EnReaper''' || 4897 || -18 || <span style="color:green">[3] Medium </span> || 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 {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > ODc, (66){{clr|D|2[D]}} > {{clr|D|5[D]}} > dc, {{clr|D|2[D]}} > {{clr|D|5[D]}} > {{clr|D|6[D]}} > dl.{{clr|A|214A}}~{{clr|A|8A}}, EnSmasher''' || 4707 || -24 || <span style="color:green">[3] Medium </span> || The {{clr|A|5A}} starter OD optimal. Works at 100% HP. OD will end during the startup of {{clr|D|5[D]}} and still allow for a {{clr|D|6[D]}}. This route is only optimal compared to the regular OD route when the {{clr|A|214A}}~{{clr|A|8A}} doesn't reach 1F untech. Must end in EnSmasher as the opponent will air tech before landing.
|-
|'''Corner {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|214D}}, {{clr|C|662C}} > {{clr|D|5D}} > {{clr|D|2D}} > ODc, (66){{clr|D|2[D]}} > {{clr|D|5[D]}} > dc, {{clr|D|2[D]}} > {{clr|D|5[D]}} > dc, {{clr|A|6A}} > {{clr|D|2D}} > {{clr|D|6[D]}} > EnReaper''' || 4938 || -17 || <span style="color:green">[3] Medium </span> || 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 {{clr|D|6[D]}} if the opponent doesn't expect it.
|-
|'''Corner Forward Throw > j.ODc > j.[D], {{clr|D|2D}} > {{clr|D|5[D]}} > dc, {{clr|D|2[D]}} > {{clr|D|5[D]}} > {{clr|D|6[D]}} > dl.{{clr|A|214A}}~{{clr|A|8A}}, ({{clr|C|665C}} >) EnSmasher''' || 4858 (4961) || -16 (-15) || <span style="color:green">[3] Medium </span> || Works at 30% HP. Doesn't work on Izayoi, Amane, Bullet, Azrael and Hibiki. Huge, unburstable damage makes this very effective for closing out rounds. Adding {{clr|C|665C}} will make the combo burstable. If burst is not on the table instead go for a regular throw route into an ODc after {{clr|D|2D}}.
|}
==Combo Theory==
For general information on Naoto Combo theory and another list of combos, check out the [https://www.evernote.com/shard/s656/sh/4f5dd6c4-d789-421d-b1ce-79a2e49e6154/0db5b2cc4afe416d1ae89a091597ef23 Naoto Guide] (most the combos on it are outdated though).
'''In short, Naoto's combos want to launch the opponent using specials and end in air string into his air DP or to stay grounded and end in his Enhanced D DP. If he reaches the corner he can also use his drives to tack on extra damage. The explanations below are in-depth for people that are looking to optimise combos or to find their own routes and will not matter if you are learning the character, use the combos in the Important BnBs section if you are.'''
For midscreen combos without dashing momentum, Naoto wants to launch the opponent using EnC DP ({{clr|C|6623C}}). He does this by using Shift Sway ({{clr|A|214A}}) and dash canceling it into EnC DP. Once they have been launched, Naoto either lands and presses {{clr|A|5A}} or if they were launched by doing {{clr|C|3C}} > {{clr|A|214A}} > dc > EnC DP Naoto can '''delay the followup kick ({{clr|C|j.2C}}) as long as the cancel window allows''' to make it whiff. Both routes can lead to air strings (EnC DP, {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|C|2C}} > air string or EnC DP~whiff {{clr|C|j.2C}}, {{clr|B|5B}} > {{clr|C|2C}} > air string) or if Naoto reaches the corner he can do a drive string (EnC DP, {{clr|A|5A}} > {{clr|C|2C}} > {{clr|D|5D}} > etc. or EnC DP~whiff {{clr|C|j.2C}}, {{clr|C|2C}} > {{clr|D|5D}} > etc.). Whiffing {{clr|C|j.2C}} also allows Naoto to do {{clr|C|663C}} or {{clr|C|662C}}, most notably, doing EnC DP~whiff {{clr|C|j.2C}} > {{clr|C|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 {{clr|C|5C}} > {{clr|A|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 {{clr|C|662C}} > EnSway~Pain, performing a double sideswap and doing excellent damage, or lead into {{clr|C|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 {{clr|C|3C}} > {{clr|D|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 ({{clr|D|5D}} > ({{clr|D|2D}} >) {{clr|D|6D}}), to use (En)Rekka, (En)Kaid and (En)Sway~Pain all in one combo and end with an air string if possible due to the excellent damage and scaling of {{clr|C|j.C}}. As long as the combo has not gone for too long, he can lead into a drive loop using {{clr|C|2C}} (e.g. {{clr|C|3C}} > {{clr|D|214D}}, {{clr|C|662C}} > {{clr|D|5D}} > etc.). From here, Naoto can use {{clr|D|6D}} to lead into (En)Sway~Pain by doing {{clr|D|6D}} > {{clr|A|214A}} > dc > EnSway~Pain. After (En)Sway~Pain, Naoto can either go into {{clr|C|665C}} > EnD DP, EnRekka~{{clr|B|B}} > dc > EnD DP or {{clr|C|5C}} > {{clr|C|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 [https://youtu.be/h6KDfUej1z4 safejump] [https://youtu.be/Z7XTrwZZBBg?t=16 setup].
A summary of what Naoto's Overdrive does is it speeds up all his drives, both uncharged and charged, and makes them all dash cancelable on hit/block, notably allowing for a charged drive loop in the corner.
Naoto's charged drives have excellent damage and scaling and if {{clr|D|5[D]}} connects at a low altitude it will put the opponent in a long slide animation (referred to as low hit {{clr|D|5[D]}}), allowing for charged drive loops. The main way to lead into a charged drive loop is to use {{clr|D|2D}} due also causing a rather long slide. An example would be Stuff > {{clr|D|2D}} > ODc, {{clr|D|2[D]}} > {{clr|D|5[D]}} (> dc, {{clr|D|2[D]}} > {{clr|D|5[D]}}) > {{clr|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 > {{clr|C|665C}} > EnRekka~{{clr|B|B}} > 66 > ODc. Additional explanation can be found [https://twitter.com/memey___boi/status/1472515457030635523?s=20 here].
'''Character Specific Notes:'''
'''Against Bang, Platinum and Arakune, the corner {{clr|C|2C}} > {{clr|D|5D}} > {{clr|D|2D}} > {{clr|D|6D}} ender will be inconsistent unless {{clr|C|2C}} is microdashed or {{clr|D|2D}} is omitted.'''
'''Against Tager and Susano'o, crouching hit {{clr|C|5C}} > {{clr|A|214A}} > 66 > c.EnKaid will not work. Use EnRekka instead.'''
'''Against Arakune, standard whiff {{clr|C|j.2C}} routes (e.g. {{clr|C|3C}} > {{clr|A|214A}} > 66 > EnC DP~whiff {{clr|C|j.2C}}) will not work on Arakune as {{clr|C|j.2C}} will always hit. Additionally, EnRekka~{{clr|B|B}} > dc > EnC DP/EnD DP will not work outside the corner. However, there are Arakune specific routes using (En)Rekka~{{clr|C|C}} > jc > {{clr|A|214A}}~{{clr|A|8A}}.'''
The next few notes are about character specific routing, remember that universal routing is encouraged as these are only for fully optimised routes.
'''Air Throw or OTG (66){{clr|C|5C}} works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o.'''
'''c.EnKaid {{clr|C|665C}} works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o.'''
'''{{clr|D|2D}} > OTG {{clr|D|5[D]}} works on Jin, Noel, Rachel, Taokaka, Tager, Hakumen, Nu, Tsubaki, Hazama, Valkenhayn, Platinum, Relius, Kagura, Terumi, Lambda, Nine, Susano'o, Es and Jubei.'''
'''OD {{clr|D|2D}} > {{clr|D|5[D]}} does not work on Izayoi, Amane, Bullet, Azrael and Hibiki.'''
==Video Examples==
BBCF2 Naoto Kurogane combo collections
{{#ev:youtube|fQBeEUCxpKE}}
BBCF2 Naoto Extra Combos and Punishes
{{#ev:youtube|7kuT_cw29A0}}
BBCF2 Naoto Kurogane Combos by Kamikaze
{{#ev:youtube|vXP1oGF9k7s}}
BBCF2 The Kamikaze Challenges
{{#ev:youtube|atJgcxjyRKo}}
BBCF2 Naoto Setups
{{#ev:youtube|Z7XTrwZZBBg}}
BBCF Naoto Safejump+Shift Sway Option Select (Still works)
{{#ev:youtube|h6KDfUej1z4}}
<br style="clear:both;"/>
==Navigation==
<center>{{Character Label|BBCF|Naoto Kurogane|42px|BBCF_Naoto_Icon.png}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:BBCF/Navigation}}

Revision as of 19:10, 21 May 2022

Combo List

Very beginner bnbs

Combo Damage Meter Gain Difficulty Notes 5A > 5AA > 5B > 5C > 3C > 236BB~B}} 2048 14 [1] Very Easy Corner carry version. 3C may whiff if too far out, if so omit it and end in Rekka~B. Ending in Rekka~B will do more damage but leads to a worse knockdown, ending in Kaid allows for a safejump midscreen but deals lower damage (and the safejump isn't particularly scary either). Video
5A > 5AA > 5B > 5C > 6B > j.623D~j.2C (2A > 5B > 2C > sjc > j.C > jc > j.C > j.623C~j.2C)* 2150 (2886) 15 (20) [1] Very Easy Damage version. Works at all ranges and leads to good damage while also keeping them in for a close knockdown. Mediocre knockdown, can catch everything except emergency tech by doing 2A after landing for a blue beat air string as shown in the brackets. Do the 2A as soon as you land (so input the move slightly before landing) and buffer 5B and then hit confirm. [https://youtu.be/JFGyPf1zwEE Video
(Crouching Hit 5A > 5AA >) 5B > 5C > 236BB~C > sjc > j.B > j.C > jc > (dl.)j.B > j.C > (dl.)j.623D~(dl.)j.2C 2922 (2506) 20 (17) [1] Very Easy Crouch confirm route, combines the best of both work (but damage wasn't high in the beginning) For a side swap delay the second j.B, j.623D and j.2C. Video
Corner 5A > 5AA > 5B > 5C > 3C > 214D, 5B > 236BB~C > sjc > j.C > jc > j.C > j.623D~j.2C 2657 19 [1] Very Easy Corner combo. Generally recommended to use the very basic corner combo that uses a microdash as the microdash is very lenient, however this combo is useful if you miss the microdash when going for the other route. Video
Forward Throw, (66)5C > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C 2884 20 [1] Very Easy Super basic Forward Throw conversion that works everywhere on screen outside some very specific corner distances. 665C will be required on many characters and this combo is a good way to practice microdashes as this starter is very lenient. Can also side swap with the same method as the route above. Video
AA 2C > (s)jc > j.C > jc > j.C > j.D > j.623D~j.2C 2794 20 [1] Very Easy Very basic anti-air combo. Depending on the height 2C connects you may or may not need to super jump. You will not be able to otg for a blue beat. You can still time a button to catch no or quick tech or forward roll attempts with a delayed 2A or 2B but the opponent can back roll after fairly safely. Video