Combo |
Position |
Level Required |
Meter |
Difficulty |
Notes |
Video Example (WIP)
|
5K > 5H > MF Lvl 2 Low > Air Combo |
- |
Level 2 |
- |
Basic |
Basic midscreen meterless damage combo |
|
Ground String > 2D(1) > Mist Stance Jackhound > Bacchus Sigh |
- |
Level 2 |
25 |
Basic |
Easy midscreen unblockable setup. Can be done at other levels but is most common at level 2. Pushing them further out before 2D will put you in a better position to meaty off the Jackhound, so adding in c.S is ideal. The regular version of Jackhound will typically work but slightly less frame advantage due to lower launch. |
|
5K> 5H > KJT KT FRC > j.H > j.D > (5H>) MF Lvl 2 High > Coin > etc |
- |
Level 2 |
25 |
Advanced |
Advanced damage combo with at least 25% meter. j.D may need to be delayed depending on character. j.H must come out as soon as possible after the FRC or it will whiff, so you must piano the j.H after you do P + K + S |
|
5K > 5H > KJT KT FRC > delayed j.D > Land & side swap > MF Lvl 2 High > Coin > etc |
- |
Level 2 |
25 |
Intermediate |
Best used when back is near corner. Works in AB, AN, CH, DI, ED, FA, JO, JU, KY, PO, RO, SL, TE, VE, ZA. |
|
Ground String > Mist Stance Jackhound > 5K > MF Lvl 2 Low > (opponent goes behind you) > Coin > MF Lvl 2 High > Coin > etc |
- |
Level 2 |
25 |
Intermediate |
Strong conversion from pokes into Jackhound, leads to many options. |
|
Ground String > Mist Stance Dash Jackhound > MF Lvl 2 Low > (opponent goes behind you) > Coin > MF Lvl 2 High > Coin > etc |
- |
Level 2 |
25 |
Advanced |
Dash Jackhound version of above. Slightly more burst safe. |
|
Ground String > Mist Stance Dash Jackhound > 2D(1) > MC > 5K > 5H > MF Lvl 2 High > Coin > etc |
- |
Level 2 |
25 |
Advanced |
Alternate way to enter MF Lvl 2 High loops from Jackhound. Changes direction of corner carry compared to doing Jackhound into Level 2 Low, so best used when you want to go the other direction. |
|
5K > 5H > MF Lvl 2 Mid > Coin > dash 5K/c.S > 5H > MF Lvl 2 High > j.K > j.S > dj > j.K > j.S > j.D > Ensenga |
Corner |
Level 2 |
- |
Basic |
Level 2 mid into air combo. While easy, is not often done unless it will kill due to missing an opportunity to stay at Level 2. |
|
5K > 5H > MF Lvl 2 Mid > Coin > dash 5K/c.S > 5H > MF Lvl 2 High > Coin > iad > j.P > j.K > j.D > Ensenga |
Corner |
Level 2 |
- |
Basic |
Similar to above but keeps you at Level 2 afterwards. Ensenga at the end can potentially 1 hit if timed well. On some characters, Coin will not hit late enough due to proximity to wall. In that case, adjust bya dding an extra rep of Coin > Level 2 High to push yourself out a bit, or use Up Coin routes (See below) |
|
5K > 5H > MF Lvl 2 Mid > Coin > dash 5K/c.S > 5H > MF Lvl 2 High > Up Coin > f.S > Divine Blade Transport > (Coin hits) > Divine Blade |
Corner |
Level 2 |
- |
Intermediate |
Basic corner combo that leads to hard knockdown and keeps you at Level 2. Connect with f.S as late as you can to ensure the coin connects. Delay the divine blade followup for more frame advantage. Can replace f.S with 2S or 5K instead, but less universal. Divine Blade knockdown is better than letting the opponent airtech, but ideally you end with Enkasu instead, as seen below. |
|
5K > 5H > MF Lvl 2 Mid > Coin > dash 5K/c.S > 5H > MF Lvl 2 High > Up Coin > 5K > (Coin hits) > (sj) iad > j.P > j.K > j.D > Enkasu [144 dmg] |
Corner |
Level 2 |
- |
Intermediate |
Basic meterless corner Enkasu combo. Spacing and character dependent. On characters that float too high, superjump is often required, though in general if you time the 5K late enough, you can get a normal iad, which is preferred as it gives you more frame advantage on knockdown. Characters that are wide in the air will get hit by the upcoin if spaced incorrectly (compare doing this on SL as opposed to ED, for example). Generally works from a farther away. |
|
5K > 5H > MF Lvl 2 Mid > Coin > dash 5K > 5H > MF Lvl 2 High > Up Coin > 3H > 6H > MF Lvl 2 High > Coin > (dash) iad > j.P > j.K > j.D > Enkasu / other Loop options |
Corner |
Level 2 |
- |
Intermediate |
Spends more coins for more damage. Spacing dependent. The iad enkasu is only possible on certain characters. It's recommended to add extra reps if going for Enkasu on certain characters, or to go for other enders. j.H ender is a common substite for Enkasu ender. |
|
5K > 5H > MF Lvl 2 Mid > dash 6H > (Mist) Jackhound > c.S > MF Lvl 1 High > j.S > Ensenga |
Corner |
Level 2 |
25 |
Basic |
Solid damage, but ends Johnny at Level 1. See Wall Juggle section for details about extending. Can also dump more meter by doing c.S > Jackhound > c.S > Jackhound x n |
|
5K > 5H > MF Lvl 2 Mid > Coin > dash 5H > Mist Stance Jackhound > Bacchus Sigh |
Corner |
Level 2 |
25 |
Basic |
Simple Jackhound mist setup. Ends very close to opponent, so need to play around opponent's throw / reversal options still. |
|
5K > 5H > MF lvl 2 mid > coin > dash 5K / c.S / f.S / 5H > MF Lvl 2 mid > coin > dash c.S / 5H > mist stance jackhound > 2D(2) > Bacchus Sigh |
Corner |
Level 2 |
25 |
Advanced |
Advanced version of previous route. Good timing is needed to correctly hit with 2D for solid knockdown. Leads to much better spaced post-bacchus meaty than previous combo. Weight and gravity are crucial to landing the 2D properly - more hits may be needed so the opponent falls into 2D correctly. |
|
Close hitting 2S > MF Lvl 2 Mid > Coin > Up Coin > f.S > (slight delay) MF Lvl 2 High > Bacchus Sigh |
Corner |
Level 2 |
- |
Advanced |
Basic level partition setup. Release Mist Finer right before the Up Coin connects in order to end at Level 2. If you get a Level 3 instead, you're waiting too long. On some characters no delay is needed but on some, immediately releasing Mist Finer will cause the Mist Finer to connect before the Up Coin, allowing them to air tech. This setup has a lot of frame advantage, after making mist you have enough time to forward dash to push them closer to the corner and still meaty, though it puts you in throw range. FRC'ing the mist allows you to safejump with forward jump j.K (crossup) or neutral jump falling j.H (sameside). This combo is extremely spacing specific but allows for consistent meterless unblockable setups without needing Enkasu. Best used against characters like SO, HOS, AN, etc. Because of the safe jump potential, it's also strong against characters who have good reversal, and it is completely safe to down burst (Burst will whiff or Johnny will be able to block the burst) |
|
5K > 5H > MF lvl 2 Mid > dash 6H > forward TK KJ FRC > j.H / j.K > j.D > land > c.S > MF Lvl 1 High > j.S > Ensenga |
Corner |
Level 2 |
25 |
Advanced |
Recommended inputting as 9 214 to get forward TK, due to 6H hitstop. Somewhat character / distance specific. More stable the closer to the corner you are. Can replace air combo portion with a wall juggle continuation - See Wall Juggle section for details. |
|
5K > 5H > MF Lvl 2 Mid > Coin > (dash) iad > j.K > j.S > j.D > Enkasu / Land > Continue |
Corner |
Level 2 |
- |
Intermediate |
Standard meterless Enkasu setup. Difficult, but important. character specific, can replace with j.P > j.K > j.S > j.D or j.P > j.S > j.D or j.K > j.P > j.S > j.D or etc depending on char / distance / preference. See Enkasu explanation for details. Can opt to land and go for an air combo instead of enkasu, good for extra damage and sometimes easier to get Enkasu's off of the air combo portion, though generally not optimal for damage. |
|
f.S > Dash / Mist Stance Jackhound > 5K > MF Level 2 Low > Walk Forward > late 2S > MF Lvl 1 High > Coin > Level 2 High > backdash > Level 2 High > Coin > etc |
Corner |
Level 2 |
25 |
Advanced |
|
|
f.S > Dash / Mist Stance Jackhound > 5K > MF Level 2 Low > Forward Dash out of corner > f.S > Coin > Level 2 High > 5H > Level 2 High > Coin > etc |
Corner |
Level 2 |
25 |
Advanced |
|
|
Ground String > MF Lvl 2 Mid > Coin > 6K/Dash 6K > MC > iad > j.K > j.D > Enkasu |
Corner |
Level 2 |
- |
Advanced |
Combo into knockdown against ZA, AX, and AN. Doesn't give much damage, but good if you want a guaranteed knockdown. I recommend taking other routes against other characters, but against ZA and AN this is most beneficial due to how challenging it is to Enkasu them. |
|
Ground String > MF Lvl 2 Mid > Dash 6H > (MS)Jackhound > c.S > MF Lvl 1 High > 6K > Up Coin > dash j.D > Enkasu |
Corner |
Level 2 |
- |
Advanced |
Advanced combo into recoin Enkasu. Good for when the lvl 2 high loop routes are unstable, based on distance or character. Mainly works on medium / heavy weight. Can replace c.S with 2S or add 2P if needed. They need to be low enough so that LV1 high > 6K combos, so be aware of height. On some characters, to get an enkasu you will need to do sj.K or j.D into KJ FRC etc. Very character specific ender |
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