*Special thanks to Aile for the banners in this thread!*
Contents
1.) Introduction
2.) Main Combos2A.) Combo Recommendations! (READ FIRST)2B.) Mid-screen2C.) Corner3.) Hamaon/Mudoon
4.) SMP combos4A.) SMP 1014B.) Mid-screen4C.) Corner/Near-Corner5.) Challenge Mode
- This thread is for posting any and all combos for Naoto. This thread will be updated continuously over time so all contributions are welcome. More info will be coming soon!
General Notations Used Special Notation Used
j. Jump hj. High Jump ad. Air Dash iad. Instant Air Dash mj. Mini Jump dj. Double Jump hjc. High Jump Cancel ji. Jump Install dc. Dash Cancel sc. Super Cancel CH Counter Hit FC Fatal Counter OMC One More Cancel OMB One More Burst AOA-C All-Out Attack ending with C finish AOA-D All-Out Attack ending with D finish QE Quick Escape AT Air Turn { } Whiffed Input [ ] Hold Input (N) Attack must deal N amount of hits. [???]xN Repeat ??? N amount of times. SMPxN Repeat the SMP loop [236B~D] N amount of times. 5D(s) Summon Persona w/ 5D 5D(a) Attack w/ summoned Persona
DM: Damage SP: SP Gain
***NOTE: All combos ending with 236A~D get you 214D oki.***
Naoto Combo Recommendations!
This is a list to help people starting to learn Naoto a starting point for combos instead of having to go through a long list of different combos and SMPs. All combos listed after these are for people who want to learn even more combos with Naoto.
Notes:
1. Every combo that ends with 236A~D is so you can set up trap oki.*
2.For information on the SMP loop, look here.
Combos will be shown as:
Combo input:damage/meter gain/misc. notes (if any)
Combos are listed from least damaging to most damaging in their sections.
Midscreen:
Meterless
- 2AB > 236A~D:973/7
- 5AAA:980/18/sets up a safe jump-in or gives you space to zone and lay down traps, good meter gain.
- 5AAAAAAAAA(A):1458/26/Auto-Combo, good meter gain, super usage optional but useful if it'll kill or on Persona reliant opponents (Yukiko, SLab, Liz, Kanji, Naoto)
- 5AA > 5B > 5C > sj AD j.A > j.B > j.C > land dash 2A > 5AAA:1784/28/harder version of combo 2, but pushes the opponent farther into the corner and gives more meter, sj and AD must be done in quick succession yet separately.
- AoA~C > j.B > j.C > dj.B > j.C > j.D:2349/26/can end w/ 236236A to silence + extra damage, can leave out j.D to try to hit opponent w/ j.214C/j.214D
- (Trap hits) 5C > IAD j.A > j.C > land 5C > 236B~Cx5:2645/23/for players who might be having trouble landing the next combo on certain characters (mostly Chie)
- (Trap hits) 5C > IAD j.A > j.C > land 5C > 236B~D > dash 5C > IAD j.A > j.C >land 5C >236A~D:3533/27
- (D trap hits/C trap CH) 5B > 5C > IAD j.A> j.C> land 5C > 236A~B > OMB > dash 2[C] > dash 2B > SMPx13 > 236A~D:9205/16 pre-burst/OMB meterless SMP, if you're having trouble w/ the OMB try assigning it on an unused button.
With Meter
- CD~C > delay 236236B:878/6 pre-super/excellent for reducing the opponent's Fate Gauge (takes off 8), in the corner you don't have to delay the 236236B.*
- j.CD > OMC > j.C > land dash 5C > 236B~D > dash 5C > 236A~D:3326/6 pre-OMC/air-throw combo 1
- j.CD > OMC >j.C >land 5C > IAD j.A > j.C >land 5C > 236B~Cx5:3683/6 pre-OMC/air-throw combo 2
- CD~C > 23236D > dash 214D > 2A > 2B> 236A~B~D(214D hits) > 5B > 5C > SMPx7 > 236A~D:5337/6 pre-Mudoon/for Teddie, must be done 1/2 of the way or closer to the corner.
- CD~C > 236236D > 214C(hits) > 214D > 236A~B~D(214D hits) > 2[C] > 2B> 5C > SMPx7 > 236A~D:5713/6 pre-Mudoon/doesn't work on Teddie, must be done 1/2 of the way or closer to the corner.
- 5D~D > 2C > 236236D > dash 214D > 236A~B~D (trap hits) > 2[C] > 5AA > 5C > SMPx14 > 236A~D:10331/7 pre-Mudoon/dashing forward while the opponent is being hit by 5D~D is recommended especially if you're farther from the corner, must be done 1/2 of the way or closer to the corner.
- (214D hits) 5C > IAD j.A > j.C > land 5C >214A~Cx5 > Mudoon >214C (it hits) > 5D(s) > 236A~D > 5D(a) > SMPxN
eath/23 pre-Mudoon/must be done 1/2 of the way or closer to the corner.
Near Corner:
Meterless
- AoA~D > 5B > 5C > 236B~D > 5C > IAD j.A > j.C> land 5C > 236A~D:2898/35/must be done 3/5 of the way or closer to the corner, great for building meter.
- AoA~D > 2AB > 236A~B > OMB > 2[C] > 2B > 5C > SMPx9 > 236A~D:5764/21 pre-burst/OMB meterless SMP, must be done 3/5 of the way or closer to the corner.*
- 5C standing CH > 2[C] > 5B > 5C > sj AD j.A > j.B > j.C > land dash 2A > 5AA > 2B > 5C > SMPx6 > 236236D > SMPx6 > 236A~D:7507/53 pre-Mudoon/doesn't work on Teddie, SLab, Lab, Yosuke, must be done 3/5 of the way or closer to the corner, sj and AD must be done in quick succession yet separately, can be started meterless.
With Meter
- 2AB > 236A~Bx5 > 236236D > 214D > 2A > 2B > 236A~D(214D hits) > 2[C] > 5C > SMPx6 > 236A~D:5326/11 pre-Mudoon/for Teddie,must be done 3/5 of the way or closer to the corner.
- 2AB > 236A~Bx5 > 236236D > 214C(hits) > 214D > 236A~D(214D hits) > 2[C] > 2B> 5C > SMPx6 > 236A~D:5622 /11 pre-Mudoon/doesn't work on Teddie, must be done 3/5 of the way or closer to the corner.
- AoA~D > 5B > 236236D > 214D > 236A~B~D(214D hits) > 2B > 5C > SMPx13 > 236A~D:7942/17 pre-Mudoon/must be done 3/5 of the way or closer to the corner.
For more regarding near-corner SMPs, scroll down for Jason D's notes.
Corner
Meterless
- CD~C > 5C > 236B~D > 5C > 236A~D:2121/20
- 5AA > 5B > 5C > 236B~D > 5C > IAD j.A > j.C > land 5C > 236A~D:2405/23
With Meter
- (When cornered) 214AB~Ax5 > 236236D > 214D > 236A~D(214D hits) > 214C > 2A(214C hits) > 5AA > 5C > SMPx11 > 236A~D:7370/0 pre-Mudoon
Jason D's SMP Notes: (note: these are for any starter that isn't already listed, full pastebin doc here
Jason SMP notes:
Omit the last 2A whenever possible. Never do it period if you did a 2A earlier. Horrible proration.
Watch the number on the combo counter right after the wallstick. Works for all combos with a 5C before the Mudoon. If 5C was not used, mentally add 1 to the counter.
If it is "7"+, super easy. D trap, 236A~B~D, go.
If it is "6", easy mode. D trap, 236A~B~D, 2B, 5C, go.
If it is "5", D trap, 2AB, 236A~B~D, 2B, 5C, go.
If it is "4", D trap, 2AB, 236A~B~D, 2A, 2B, 5C, go.
If it is "3", D trap, 5AA, 236A~B~D, 2A, 2B, 5C, go.
The combo counter will actually be the same number as the number of SMP moves you've already used. Therefore, the lower the number, the more SMP stuff you still need to do before the loop.
Simple notes: If it is 5 or less, sweep first. It it's 4, add the 2A. If less than that, do the long one.
Thanks to Bond, Mynus, Diarmuid, Jason D, and Kyle for their contributions to this!
Other Naoto Combos
2B.) Mid-screen
Normal StartersSkill / Boost Skill Starters
- - 5AA>5C>236B~Cx5
- - 5B>5C>2C
- - CH j.C>5C>236B~D>dash 5C>IAD j.A>j.C>236A~D
- - 5AAAAAAAAA(A) (50 meter used if available, auto-combo)
- - 2[C]>5AA>5B>5C>2C
- - 5D~D>5C>2C
- - 5AA>5C>2AB>236A~D
- - 5AA>5C>2AB>236AB~Cx5 (25 meter required)
- - 5B>2AB>236A>OMC>5B>5C>IAD j.A>j.C>5C>236B~D>dash 5C>IAD j.B>j.C>5C>236A~D (50 meter required)
- - 5B-2AB-236A-OMB-2[C]-5C-IAD j.A-j.C-5C-236B~D-5C-IAD j.A-j.C-5C-236A~D (burst required)
- - 5D(s)>214A~Ax5>5D(a)>214A~Cx5
- - 5B>2AB>236A>OMB>dash 2[C]>dash 5C>IAD j.A>j.C>5C>236B~D>dash 5C>IAD j.B>j.C>5C>236236D>IAD>Land 214D>2AB>236A~D (214D hits)>2[C]>dash 5C>236B~D>236A~D (50 meter + burst required)
System Starters
- - (214D hits) 5C>236B~D>dash 5C>IAD j.A>j.C>5C>236A~D
- - (214D hits) 5C>IAD j.A>j.C>5C>236B~D>dash 5C>236A~D
- - (214D hits) 5C>IAD j.A>j.C>5C>236B~D>dash 5C>IAD j.A>j.C>5C>236A~D
- - 214A/B~Ax5>236236A (50 meter required, distance from opponent doesn't matter)
- -
SP Skill / Awakening SP Skill Starters
- - CD~C>delayed 236236B (50 meter required)
- - 2AB>236A~Cx5>236236A (50 meter required)
- - AOA-C>j.B>j.C>dj.B>j.C>j.D>j.236236A (50 meter required)
- - CD>OMC>jump back j.214D>airdash crossup 2AB>236A~D>5C>236B>5C>236A~D (50 meter required)
- - FC CD (w/ fear)>2A>5C>IAD j.A>j.C>5C>236B~D>5C>IAD j.A>j.C>5C>236A~D
- - j.CD>OMC>j.C>5C>236B~D>dash 5C>IAD j.A>j.C>5C>236A~D (50 meter required)
- - low j.CD>j.A>dash 5B>5C>236B~Cx5
- - low j.C+D>j.A>66B>236B~D>dash 5C>IAD j.A>j.C>dash 5C>236A~D
- - 214214A/B~Ax3~C/D>214214A/B~Ax2~C/D
- -
2C.) Corner (Note: all 236236D combos can also be done near-corner)
Normal StartersSkill / Boost Skill Starters
- - 5AA>5C>236B~D>5C>IAD j.A>j.C>5C>236A~D
- - 5AA>5C>236B~D>5AAAA~D
- - 5AA>5C>236AB~D>dash 5C>236B~D>5C>236A~D
- - 5AA>5C>236B~D>5C>IAD j.A>j.C>dj.C>j.D>j.236236A (50 meter required)
- - 5AA>5C>236B>236236B>5B>5C>IAD j.A>j.C>5C>236A~D (50 meter required)
- - CH 5B>5C>236B~D>5C>214A~Cx5>236236D>214D>2B>5C>236A~D >backdash 2[C]>5C>IAD j.A>j.C>5C>236A~Bx5 (50 meter required)
- -
System Starters
- - 214A/B~Ax5>[214214A/B~Ax3~C/D]x2 (100 meter required)
- - FC 236B~D>5C>2[C]>5B>5C>2[C]>2B>5C>2[C]>5C>IAD j.B>j.C>5C>j.C>j.D>236A~D
- - FC 236B~Cx5(last 2 shots connect)>236236D>214C>214D>236A~D>step back 5C>2[C]>5B>5C>2[C]>2B>5C>2[C]>5C>IAD j.B>j.C>5C>j.C>j.D>236A~Bx5>236236A (100 meter required)
- - FC 236B~Cx5(last 2 shots connect)>236236D>214C>214D (214C hits)>236A~D (214D hits)>step back 5C>2[C]>5B>5C>2[C]>2B>5C>2[C]>5C>IAD j.B>j.C>5C>IAD j.C>j.D>214214A/B~A~C/D>214214A/B~Ax3~C/D (150 meter required)
- - FC 236B~Cx5>236236D>214C>214D (214C hits)>236A~D (214D hits)>5C>2[C]>5B>5C>2[C]>2B>5C>2[C]>C>IAD j.A>j.C>5C>IAD J.C>j.D>236A~Ax5>236236A
SP Skill / Awakening SP Skill Starters
- - CD~C>5C>236B~D>5C>236A~D
- - CD~C>236236B>dash 5B>5C>236B>236236B>dash 2AB>236A~D (requires 100 meter)
- - CD~C>5C>IAD j.B>j.C>5C>236B~D>5C>236A~D
- - AOA-D>5B>5C>236B~D>5C>IAD j.A>j.C>5C>236A~D
- - AOA-D>5B>236B~D>j.D>j.214CD>j.B>j.D>236A~D>5C>236B~D (25 meter required)
- -
- - (cornered) 214214A/B~C/D>2B>5C>236B~D>5C>IAD j.A>j.C>5C>236A~D (50 meter + Awakening required)
- - (cornered) FC 214214A/B~C/D>2B>5C>236B~Cx5(last 2 shots connect)>236236B>214C>214D>236A~D>step back 5C>2[C]>5B>5C>2[C]>5C>IAD j.B>j.C>5C>IAD j.C>j.D>214214A/B~Ax3~C/D (150 meter + Awakening required)
3.) HAMAON/MUDOON
3.) Hamaon/Mudoon combos
These are all good to know when you're able to instant-kill your opponent, or also for making SMP combos in Mudoon's case. All moves are on an airborne opponent unless stated otherwise, tested on Yu.*
H= Hamaon, M = Mudoon, * = ground or air hit, ** = corner only, CH = counter hit only
Move H M 5A X CH X 5AA - X 5AAA X X 5B X CH X 5C X CH X 5D~D - X* 2A - X CH 2B X CH X 2C - X* j.A - X CH j.B - X CH j.C - X j.D - X 236B X* X* A shots x 5 - X* B shots x 5 - X* C shots x 5 - X 214C (near ground) X* X* 214D X* X* CD~C X** X OMB X* X*










eath/23 pre-Mudoon/must be done 1/2 of the way or closer to the corner.
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Just something to keep in mind.

