Dawn of Musou Posted December 5, 2015 Posted December 5, 2015 Combo Posting/Information This thread is for the posting and discussion of Naoto combos in Central Fiction. Take all general discussion to the Gameplay Discussion Thread. Want to post combos you find? Go right ahead! It would be helpful if you included: Damage Heat Gain Meter Required HP Required (If the combo uses Overdrive) If in Active Flow If you get the combo from someone else via Twitter or another written place, post the original source with the combo. If from a video, link it please! Combo Notation Used > = cancel into the next attack 66 = Dashing or microdashing during a combo. dc = dash cancel jc = jump cancel hjc = high jump cancel RC = Rapid Cancel CH = Counter Hit FC = Fatal Counter hit iAD = Instant Air Dash [X] = Charging a move by holding the input. OD = Overdrive cOD = Overdrive Cancel CT = Crush Trigger EA = Exceed Accel Ddc = Quickly dash-canceling the charge of a Drive move to continue a combo. Ex: 5C>Ddc>en623C (Naoto only) enX = Enhanced version of a special. Ex: Enhanced Slash Kaid = en214D (Naoto only) 236BBB = Full Banishing Fang rekka into Bash. 236B>236B>236B (Naoto only) 236BBC = Full Banishing Fang rekka into Raid. 236B>236B>236C (Naoto only) Midscreen/Fullscreen/Sideswaps: Short Starter 2A>2B>5C>3C Requires: Nothing Damage: 1063 Heat Gain: ? Notes: Basic combo for 3C oki. 2A>2B>5C>3C>236BBB Requires: Nothing Damage: 1681 Heat Gain: ? Notes: Basic combo into Bash for corner carry. 2A>5B>5C>3C>214D Requires: Nothing Damage: 1398 Heat Gain: ? Notes: Basic combo into Kaid for 6C oki. Mid Starters 5B>5C>236BBB Requires: Nothing Damage: 2135 Heat Gain: 15 Notes: The basic combo. 5B>5C>Ddc>en623C>5A>5B>2C>hjc>j.B>j.C>jc>j.B>j.C>623D~2C Requires: Nothing Damage: 2986 Heat Gain: ? Notes: Combo off 5B with good corner carry. 5B>5C>Ddc>en623C>5A>2C>236BBC>hjc>j.C>jc>j.C>j.623D~2C Requires: Nothing Damage: 3242 Heat Gain: ? Notes: Higher damaging combo off 5B midscreen. Have to delay the Banishing Fang rekka quite a bit to get the correct height. 5B>5C>3C>214D>RC>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: 50% Heat Damage: 3703 Heat Gain: ? Notes: Midscreen-to-corner combo with 50 meter for RC. 5B>3C>214D>RC>663C>en214D>665B>en236BBB>dc>en214D>623D~2C Requires: 50% Heat Damage: 2984 Heat Gain: ? Notes: A fullscreen corner carry combo with 50 meter. 5B>5C>Ddc>en623C>RC>j.[D]>663C>en214D>665B>en236BBB>dc>en623D~2C Requires: 50% Heat Damage: 3785 Heat Gain: ? Notes: A stronger fullscreen corner carry combo with stricter timing. 5B>5C>623D>RC>66>en214A>28A>665B>en236BBB>dc>en214D>2C>5C>623D~2C Requires: 50% Heat Damage: ? Heat Gain: ? Notes: A sideswap-into-corner route using 50 meter and Phantom Pain. CH 5C>6D>214A>dc>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit Damage: 4520 Heat Gain: ? Notes: Midscreen-to-corner combo off CH 5C, which leads to very good damage. CH 5C>214A>28A>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit Damage: 4587 Heat Gain: ? Notes: Sideswap combo off CH 5C. Works from CH 2C as well, but will do 4301 damage. [/collapse] Low Starters 662B>en236BBB>dc>en623C>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3027 Heat Gain: ? Notes: Midscreen-to-corner combo off dash 2B. 662B>en214D>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C Requires: Nothing Damage: 3068 Heat Gain: ? Notes: A good sideswap route off dash 2B. 214A>28A>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3624 Heat Gain: ? Notes: Midscreen-to-corner combo off sideswap Phantom Pain. Phantom Pain starters will go in the low section since they cannot be blocked high. [/collapse] Overhead Starters 6A>5C>3C>236BBB Requires: Nothing Damage: 2216 Heat Gain: ? Notes: Basic 6A midscreen combo. 6A>Ddc>en623C>5A>2C>hjc>j.B>j.C>jc>j.A>j.B>j.C>623C~2C Requires: Nothing Damage: 2426 Heat Gain: ? Notes: Stronger 6A midscreen combo using Ddc. 6A>5C>5D>2D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: ~3300 Heat Gain: ? Notes: Solid 6A midscreen combo with good corner carry. 5C>5D works on crouching. [/collapse] Throw Starters B+C>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C Requires: Nothing Damage: 2945 Heat Gain: ? Notes: Basic throw combo. Has good corner carry. B+C>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Active Flow Damage: 3615 Heat Gain: ? Notes: Midscreen-to-corner throw combo. Would do a little less without Active Flow 4B+C>5B>236BBB Requires: Nothing Damage: 2293 Heat Gain: ? Notes: Simple back throw combo for when you wanna sideswap. 4B+C>662B>en214D>665B>en236BBB>dc>en623D~2C Requires: Nothing Damage: 2994 Heat Gain: ? Notes: Can side-switch using Enhanced Slash Kaid, leaving you on your original side. j.B+C>662B>en236BBB>dc>en214D>2C>5D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3171 Heat Gain: ? Notes: Midscreen-to-corner combo off air throw. [/collapse] Fatal Counter Starters FC en236BBB>dc>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit Damage: 4384 Heat Gain: ? Notes: Midscreen-to-corner Fatal combo. Note that the combo starts on the 3rd hit of the Banishing Fang rekka, Bash. [/collapse] Overdrive Combos 5B>5C>cOD>5B>5C>5D>2D>dc>en236BBB>dc>en623D~2C Requires: Burst Icon. 91-100% HP Damage: 3681 Heat Gain: ? Notes: Basic OD combo that can be done at any health and has strong corner carry. CH 2C>6D>cOD>5[D]>dc>2[D]>5[D]>dc>6[D]>jc>j.[D]>2C>236BBB Requires: Counter Hit. Burst Icon. 41-50% HP. Damage: 4934 Heat Gain: ? Notes: Near 5k for a combo that uses no meter and can be done at half health. Very solid. 3C>cOD>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Burst Icon. 91-100% HP Damage: 3693 Heat Gain: ? Notes: Another full-health OD combo that has strong corner carry. CH 6D>cOD>665[D]>dc>(2[D]>5[D]>dc)x3>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat Damage: 6632 Heat Gain: ? Notes: Midscreen-to-corner combo off 6D CH. If done at lower HP, you can do 7k with Overdrive Divine Reaper. 623D>RC>cOD>6[D]>dc>6[D]>dc>5[D]>2[D]>dc>en632146D Requires: Burst Icon. 21-30% HP. 100% Heat Damage: 3787 Heat Gain: ? Notes: Decent combo off D Crusader RC. Goes from midscreen-to-corner. B+C>665B>en236BBB>dc>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA Requires: Burst Icon. 91-100% HP Damage: 3615 Heat Gain: ? Notes: Variant of the throw combo that leaves Naoto in Active Flow if he hasn't gotten it already. [/collapse] Close-to-Corner/Corner: Short Starters 5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 2826 Heat Gain: ? Notes: Basic corner combo off 5A. 5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C Requires: Nothing Damage: 2890 Heat Gain: ? Notes: Optimized corner combo off 5A. Note that this combo uses a Shift Sway dash cancel into an enhanced Shift Sway for Phantom Pain. The timing is a little strict. 2A>2B>5C>3C>214D>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C Requires: Nothing Damage: 2471 Heat Gain: ? Notes: Basic corner combo off 2A. 2A>5B>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 2548 Heat Gain: ? Notes: More optimal corner combo off 2A. [/collapse] Mid Starters 5B>5C>Ddc>en623C>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3459 Heat Gain: ? Notes: Corner combo off 5B that uses Ddc. Not optimal but you only lose out on about 200-400 damage so if this is easier to do, stick with it. 5B>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3518 Heat Gain: ? Notes: Alternate corner combo off 5B. This corner combo route is the one that most Naoto players will be using. 5B>5C>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C Requires: Nothing Damage: 3976 Heat Gain: ? Notes: The most optimal route off 5B. Leads to near 4k so it's worth learning. 5B>5C>623D>RC>2[D]>6[D]>214A>28A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: 50% Heat Damage: 4973 Heat Gain: ? Notes: Near 5k off 5B for 50 meter. Very strong combo. To go into 2[D] after the RC, you make sure to RC the first hit of 623D only. 6B>RC>iAD>j.A>j.C>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: 50% Heat Damage: 3013 Heat Gain: ? Notes: RC combo off 6B. Useful since it can't be followed up unless CH or you use RC. CH 6B>663C>en214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit Damage: 3630 Heat Gain: ? Notes: Counter hit 6B has a lot of hitstun, giving you many options to follow up. CH 5C>6D>CT>6A>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit. 25% Heat Damage: ~5500 Heat Gain: ? Notes: Note the 6A>6D in the combo. While a little strict, it is a strong route. CH 2C>6D>CT>5D>2[D]>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit. 25% Heat. Active Flow Damage: 5484 Heat Gain: ? Notes: Anti-air 2C CH combo. 6C>5B>3C>214D>665B>en236BBB>dc>en214D>2C>5D>6D>en214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3153 Heat Gain: ? Notes: Staple combo from 6C. 5[D]>214A>28A>665C>en236BBB>dc>en214D>2C>5D>2D>6D Requires: Nothing Damage: 4905 Heat Gain: ? Notes: An unlikely starter, but really strong damage. Could likely add Shift Sway>dash cancel>enhanced Rekka>enhanced D DP for around 5.2k 6D>CT>6A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en632146D Requires: 75% Heat Damage: ~6000 Heat Gain: ? Notes: High damage off a 6D in the corner. j.[D]>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 4072 Heat Gain: ? Notes: Charged j.D causes a groundbounce that can be followed up with many options j.[D]>j.632146B>2C>5D>2D>6D>214A>dc>en214D>2C>5D>6D>214A>dc>en236BBB>dc>623D~2C Requires: 50% Heat Damage: 4433 Heat Gain: ? Notes: Uses 50 meter for the air Divine Smasher, but does a little more damage than the other j.[D] route. CH en632146B>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit. 50% Heat Damage: 4569 Heat Gain: ? Notes: Basic combo off a CH Divine Smasher. CH en632146B>5A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Counter Hit. 50% Heat Damage: ~5000 Heat Gain: ? Notes: More optimal combo off a CH Divine Smasher. [/collapse] Low Starters 2B>5B>5C>Ddc>en623C>5A>2C>5D>2D>662C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C Requires: Nothing Damage: 3150 Heat Gain: ? Notes: Near-optimal 2B corner combo. 663C>en214D>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 4051 Heat Gain: ? Notes: Solid confirm off dash 3C 663C>en214D>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>CT>663C>en236BBB>dc>en632146D Requires: 75% Heat Damage: 4922 Heat Gain: ? Notes: Higher damage variant of the above using 75 meter for CT and Divine Reaper. [/collapse] Overhead Starters 6A>5C>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3340 Heat Gain: ? Notes: Staple corner combo route off 6A. 6A>5C>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C Requires: Nothing Damage: 3402 Heat Gain: ? Notes: More optimal corner combo off 6A. [/collapse] Throw Starters B+C>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C Requires: Nothing Damage: 3569 Heat Gain: ? Notes: You may have to delay the 2C after throw based on how high the opponent wallsticks. [/collapse] Fatal Counter Starters Overdrive Combos 5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA Requires: Burst Icon. 91-100% HP Damage: 2942 Heat Gain: ? Notes: Full health OD variant of the 5A corner combo. 5B>5C>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA Requires: Burst Icon. 91-100% HP Damage: 4023 Heat Gain: ? Notes: Alternate 5B corner combo route using OD. CH 5C>6D>214A>dc>en236BBB>dc>en214D>2C>5D>cOD>(2[D]>5[D]>dc)x3>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat Damage: 6459 Heat Gain: ? Notes: Strong OD combo off 5C CH. CH 5C>6D>214A>dc>en632146B>5A>2C>5D>cOD>(2[D]>5[D]>dc)x3>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 100% Heat Damage: 6006 Heat Gain: ? Notes: A more stylish kind of OD combo. CH 2C>6D>cOD>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>662C>en236BBB>dc>en632146D Requires: Counter Hit. Burst Icon. 41-50% HP. 50% Heat Damage: 5938 Heat Gain: ? Notes: Stronger variation of the above combo using Divine Reaper. 663C>en214D>2C>5D>cOD>2D>5[D]>dc>6[D]>jc>j.[D]>663C>en236BBB>dc>en632146D Requires: Burst Icon. 91-100% HP. 50% Heat Damage: 5161 Heat Gain: ? Notes: Full-health OD combo off dash 3C. OD 5[D]>2[D]>6[D]>CT>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en632146D Requires: Burst Icon. 1-10% HP. 50% Heat Damage: 7889 Heat Gain: ? Notes: An unlikely starter but very good damage. CH 6D>cOD>5[D]>dc>2[D]>5[D]>dc>6[D]>jc>j.[D]>662C>en236BBB>dc>en623D~2C Requires: Counter Hit. Burst Icon. 31-40% HP. Damage: 6193 Heat Gain: ? Notes: Solid OD combo with no meter required. 6D is one of Naoto's best starters. CH 6D>cOD>5[D]>dc>2[D]>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>662C>en236BBB>dc>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat. Active Flow. Damage: 8103 Heat Gain: ? Notes: Very strong OD combo with Active Flow. CH 6D>CT>5D>2[D]>cOD>2[D]>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>663C>en632146D Requires: Counter Hit. Burst Icon. 21-30% HP. 75% Heat Damage: 8242 Heat Gain: ? Notes: A variation of the above combo, with CT and more Ds. OD 6[D]>CT>5[D]>(dc>2[D]>5[D])x4>6[D]>dc>en632146D Requires: Burst Icon. 1-10% HP. 75% Heat. Active Flow Damage: 10402 Heat Gain: ? Notes: Highest damaging combo so far. 214A>28A>cOD>5A>2C>5D>2D>dc>(2D>5[D]>dc)x2>en632146D Requires: Burst Icon. 21-30% HP. 50% Heat. Damage: 4417 Heat Gain: ? Notes: OD combo after Phantom Pain sideswap. CH en632146B>5A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>cOD>en236BBB>dc>en632146D Requires: Counter Hit. Burst Icon. 91-100% HP. 100% Heat. Damage: 6314 Heat Gain: ? Notes: OD combo from CH Smasher. Can be done with any amount of HP B+C>cOD>j.[D]>5D>dc>2D>5[D]>dc>2[D]>5[D]>dc>en632146D Requires: Burst Icon. 21-30% HP. 50% Heat Damage: 4559 Heat Gain: ? Notes: Charged j.D combos after a cOD'd Throw for many follow-up options.
Hyde Posted September 7, 2016 Posted September 7, 2016 So since the demo came out I have been trying to grind out combos. One major thing I'm seeming to have trouble with is Ddcing. I know that it's concept is but when I try the example 5C>Ddc>623C the computer can always seems to block it. Any tips on getting the rhythm for this, cause I have only been able to successfully do it twice.
capsuletoyco Posted September 8, 2016 Posted September 8, 2016 You have to do the dash super fast, but honestly you can do an easier version of the combo by doing 5b 5c 3c shift sway dc 623 c 2c whiff(air) 5a 2c banishing fang launcher ender jc jc 623d. For dash canceling with other combos like the standard corner combo for example, you can buffer the shift sway dash super early in the 6d. While his combos are difficult, remember to be precise and methodical with your inputs otherwise your hands will get confused and you'll end up with random commands.
BlackYakuzu94 Posted September 8, 2016 Posted September 8, 2016 It sounds a lot simpler to just do the normal dash cancel after 5D, rather than doing Shift Sway dash cancel, but that's just me. I mean look at it input wise; Ddc > En623C = 5D > 66 > 623C Shift Swaydc > En623C = 214A > 66 > 623C But yea, his combos aren't exactly the most forgiving if you're not used to fast inputs, so just grind it and like cap said, don't get overwhelmed by what your hands are doing and stay calm.
capsuletoyco Posted September 8, 2016 Posted September 8, 2016 It's easier because you have more time to get ready for the motions. Once you're used to doing them they really aren't that difficult. The only combo I have consistency issues with right now is 6a 5c 5d 2d shift sway banishing fang. Again what I have found to be the tricky part is just getting shift sway dash early enough so that banishing fang will connect, occasionally you'll get super if your inputs aren't clean.
Ctrlaltwtf Posted September 9, 2016 Posted September 9, 2016 I imagine the issue you're having is that you're not waiting for hitstop to end before inputting 66. I play Johnny & Potemkin and both have a similar aspect of waiting for hitstop to go away in their combos. You want to input stuff really fast and buffer inputs on top of each other, but hitstop can mess this up for you. Make sure to wait just a tiny smidge after buffering a 5D gatling, then inputting 6623C as fast as you can. If you input your dash before 5D's startup actually appears on screen, the dash won't work.
capsuletoyco Posted September 12, 2016 Posted September 12, 2016 On crouching opponents you can do 5b 5c 5d 2d 6d(dash cancel) enhanced rekka (dash cancel) C Inferno Crusader (delay 2c whiff) 5b 2c JC JC D Inferno Crusader for 4028. It's hard, but it might be easier than doing shift sway dc rekka for some people. edit: Forgot CH was on, it's going to do slightly less than 4028. I'm having a bout of stupid hands right now and get do it again. I haven't been able to make it work off of 6a yet, but maybe someone can.
averageJo Posted September 17, 2016 Posted September 17, 2016 Hello guys, when I'm on the player 1 side, I have some troubles to do En623C. So, instead of doing 5D > 66 > 623C, I do 666236C as soon as I input 5D, it is easier for me. I hope this helps somebody.
Zouf Posted September 20, 2016 Posted September 20, 2016 Something I noticed : during OD, if you want to connect 5[D] > dc > 2[D], 5[D] needs to hit very close to the ground to have some extra untech time. If you hit 5[D] when the opponent if flying too high above the ground, this untech time does not appear and you cannot connect 2[D] afterward. Arc Sys really didn't want us to have easy combos lol Also : OD 6[D]>CT>5[D]>(dc>2[D]>5[D])x4>6[D]>dc>en632146D Damage: 10402 This combo only does 7700 damage here. I don't know where the extra 2300 are supposed to come from edit : OK you have to hold CT so it does a "level 2" CT and prorate much better
Kaizer Blade101 Posted October 18, 2016 Posted October 18, 2016 4177 off charged 2D near corner meterless. This move seems to hit a lot in the matches I've watched so I tried to optimize a non-counter hit with it. 2[D]>ddc>en623C>5A>2C>5D>2D>6D>shift sway cancel>en214D>2C>236BBC>hjc>j.C>jc>j.C>623D>followup
CorrectDefense Posted November 25, 2016 Posted November 25, 2016 (edited) Err has any of this changed since any of the updates? I've had no success with Drive cancel into dash enhanced moves. I only got the game yesterday so its probably user error but I wanted to be sure. Edit: Nevermind lmao just user error. I switched to 1p side and did it so I guess its just my execution 2p side :P Edited November 25, 2016 by CorrectDefense
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