GGACR/Anji Mito/Combos

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 Anji Mito
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
DJC = Double Jump Cancel
3Sc = 3S Cancel
Shitsu = Shitsu - 236P
Butterfly = First part of Shitsu
Hawk = Second part of Shitsu
S Fuujin = Fuujin - 236S
H Fuujin = Fuujin - 236H
K Hop = Issokutobi - 236S or 236H -> K
Nagiha = Nagiha - 236S or 236H -> S
H Rin = Rin - 236S or 236H -> H
Kou = Kou - P during Autoguard
Sou = Sou - K during Autoguard
On = On - 623H
P Kai = Kai - 214P
K Kai = Kai - 214K
Orb = Shin: Nishiki - j.214P
FB Rin = FB Rin - 236S or 236H -> D
FB On = FB On - 623D
Lightweights = BA, BR, DI, IN, JA, JU, KL, MA, MI
Midweights = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA
Heavyweights = AB, JO, OS, PO, RO
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combo List

Damage values are listed on Sol, unless otherwise specific -- mostly in cases where the combo in question does not work on him.

Damage values listed for combos with interchangeable/optional combo parts assume the highest damage variation unless otherwise stated.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic Meterless KnockdownSweep, Shitsu, start your offense!
Very Easy


Starter > 2D > (delay 236P)
Simple but arguably your most important confirm. The 2D can be late canceled into Shitsu for a meaty Butterfly. Ideally you want the opponent to be hit with the tip of 2D when cancelling into Shitsu to make your okizeme safer against reversals.

For many normals at max range, such as 5P or 5K, ending with 2D is the only way to convert the combo, so you will be defaulting to this combo a lot even at a high level. As a bonus, 2D is burst safe when done at a distance, causing the burst to whiff. With the exception of a few command normals, almost all of Anji's normals can gatling into 2D, so if you are unsure of what combo to confirm into, this is always a safe fallback.

Below is a list of some common gatling strings to get you started, but please refer to Anji's gatling chart for a full list of normals that can gatling into sweep.

Combo Position Damage Tension Works On Difficulty Notes
(2P) > 5K > (5S) > (2S) > 2D Everywhere 62 ~10 Everyone Very Easy A standard gatling route that’s relatively burst safe. More normals can be added the closer you are.
2PxN > 2D Everywhere 32 (2P x3) ~7 Everyone Very Easy An abare route for when you're mashing defensive 2P.
5P > 2D Everywhere 35 ~4 Everyone Very Easy 5P is Anji's fastest normal, but whiffs on crouchers. This confirm is still useful as both a quick punish for unsafe attacks, and for challenging opponents who rely on attacks that do not crouch under 5P.
2S > 2D Everywhere 53 ~4 Everyone Very Easy Your standard low confirm.

Sweep into K HopCorner carry at the cost of Shitsu okizeme.
Very Easy


Starter > 2D > 236S~K
You do not have enough time to set-up Shitsu okizeme off this knockdown, but if you need a bit more meterless damage, you can add an S Fuujin for slightly more damage after 2D. The S Fuujin will send the opponent in a sliding state, pushing them to the corner. Doing the hop after will leave you close to the opponent, allowing for okizeme that is not Shitsu reliant.

You probably won't be going for this confirm very often, as there is the choice to stop at the 2D and go for stronger Shitsu okizeme, or combo into FB Rin if you have meter on non-heavyweight characters.

Note that against  Ky and  Robo-Ky, the S Fuujin will whiff at max range.

Anti-Air 5P into 5H KnockdownArguably the best 5P in the game.
Very Easy

AA CH 5P > (dash) > 5P or 5S > 5H > (delay 236P)
An easy stable anti-air combo that goes into meaty Shitsu okizeme when you late cancel the 5H into Shitsu. Just make sure the opponent is low enough for 5H to connect.

Anti-Air 5P into OnSlightly more anti-air damage, and a side switch.
Very Easy

AA CH 5P > [(dash) > 5P] or [dash > 5K > 5S] > 623H
A higher damage anti-air combo, that requires the opponent be at a higher height for the 623H to connect. If they are too low, go for the 5H knockdown combo instead.

Anti-Air 6P into OnYour go to airdash punish.
Very Easy

AA 6P > 5S > 623H
An easy anti-air combo that works on the whole cast off of 6P, useful for punishing air dashes and some high jump-ins.

Kai into 5H KnockdownAn overhead and potential cross-up.
Very Easy

214P or 214K > 5P or 5S > 5H > (delay 236P)
A basic confirm into knockdown off of Kai special attacks. Again, this combo can go into meaty Shitsu okizeme when you late cancel the 5H into Shitsu.

Air Throw into 5H KnockdownOne of the best air throws in terms of combo ability.
Very Easy


Air Throw ▷ 5P or 5S > 5H > (delay 236P)
Anji's air throw launches the opponent above Anji, and the opponent will be unable to tech or even burst until they hit the ground. This allows for a free juggle, so here's a simple combo you can go for to tag on some extra damage into a knockdown.

Air Throw into OnYour go to air throw combo most of the time.
Very Easy


Air Throw ▷ 5P or 5S > 623H
Another air throw combo that does more damage than the 5H knockdown combo. You may want to avoid this combo if the On side switch sends the opponent out of the corner however. Note that 5P tends to be more stable than 5S.

Easy Dust ComboOne of the few special cancellable standing dusts in the game.
Very Easy

5D > 623H
An easy way to take advantage of Anji's standing dust's special cancellability to get knockdown.


FB Rin into 5H KnockdownA safe fallback combo when you have meter.
Very Easy

(Starter) > [(5H) > 236H~D] or [2D > 236S~D on Non-Heavyweights] > dash > 5P or 5S > 5H
H Fuujin into Rin causes a ground bounce allowing you to run in and link a 5P or 5S into a 5H knockdown. In the corner, the FB Rin will cause a side switch.

FB Rin into OnAnother safe fallback at the expense of corner carry.
Very Easy


(Starter) > [(5H) > 236H~D] or [2D > 236S~D on Non-Heavyweights] > dash > [5P] or [5K > 5S] > 623H
A slightly higher damage FB Rin combo than the 5H combo, but the On will cause a side switch. In the corner, the FB Rin will also cause a side switch, but the On should switch them back into the corner.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

The BnB

FB Rin > H Fuujin > On a.k.a. "The BnB"If you only had to learn one combo, learn this one.
Hard


(Starter) > [(5H) > 236H~D] or [2D > 236S~D on Non-Heavyweights] > 236(6)H~K (omit K Hop if in or near corner) > 5P or [5K > 5S] > 623H
This combo works on the whole cast, but requires adjustments based on the weight and air hurtbox of the character you're performing it on. The trickiest part of the combo is linking the H Fuujin after FB Rin. When landing the H Fuujin point blank, such as off a reversal Fuujin or via a dashing confirm where the dash momentum reduces pushback, you should input the FB Rin as soon as possible, with no delay. Outside of this point blank range, usually you will need to add a delay before the FB Rin to allow the wallbounce to bounce the opponent closer before being hit by the FB Rin. For a more in depth explanation, please refer to below to the "Stabilizing FB and H Rin" section. The ideal situation is to have the FB Rin hit while the opponent close to you. When this happens the subsequent H Fuujin is usually quite easy to link. However, if the FB Rin connects when the opponent is at a further distance, you may have to input a dash before the subsequent H Fuujin to allow it to link off the ground bounce.

This dash input is most commonly input as 2366H instead of 66 > 236H, because a buffered dash during the end of the H Fuujin input will avoid a potential accidental On input that the latter input can cause. Technically though, it is possible to input the dashing H Fuujin by doing 66 > 5 > 236H. As long as you return to neutral, an accidental On will not occur.

If the FB Rin is not hit close enough, or if the H Fuujin link after the FB Rin hits the opponent at the incorrect height, it is possible to land the H Fuujin after the FB Rin in a way where the wallbounce does not allow you to perfectly link the 5P > 623H afterwards. At this point you will need to adjust the combo to use a different ender.

Some common adjustments are:

  • If the opponent is too low after the K Hop, you can adjust by comboing into 5P > 5H
  • On some characters, if they are low after the K Hop, you may be able to pick up with 5K > 5S > 623H or 5K > 5S > 5H or 5K > 5S > Air Combo if the 623H will not connect after the 5S
  • On lightweights, it is common to have the opponent be too high after the K Hop to connect 623H after 5P, in which case you will need to go for an air combo after the 5P, or you can stabilize with 236(6)H -> H instead of the K Hop follow-up for a knockdown
  • If the opponent is too far to link an H Fuujin, you will need to stop the combo short and let the FB Rin provide a hard knockdown for okizeme
  • In some situations, adjusting by going into an air combo instead of On can often be the optimal choice if it also happens to provide a knockdown
  • If ultimately unsure of how to follow-up after the FB Rin, you can forgo the H Fuujin link and fall back on the combos in the "Basic Metered Route" section

Being able to make these adjustments on the fly is a core part of Anji's combo routing, and will come with experience.

H Fuujin Rin

H Fuujin RinA damaging meterless confirm with strict spacing requirements.
Easy


(Starter > 5H) > 236H -> (delay) H
Primarily confirmed off of 5H or 6P, as well as a situational counter hit confirm off a few other normals such as 2D. This provides high damage and corner carry, but connecting the H Rin from the H Fuujin be unstable on certain characters. Please see the "Stabilizing FB and H Rin" section below for more details on how to stabilize this combo. Shitsu okizeme can be performed after this knockdown but will not be very meaty.

S Fuujin Nagiha

S Fuujin NagihaAn important confirm off command normals, and your go to meterless corner combo.
Very Easy


Starter (usually into 2D in corner) > 236S -> (delay in corner) S > (2366P midscreen or 236P in corner)
Nagiha from S Fuujin provides knockdown and does more damage than 2D, but tends to have weaker okizeme midscreen. When midscreen, a dashing Shitsu i.e. 2366P to ensure the butterfly hits meaty enough, otherwise the opponent can escape the butterfly. Even with the dashing Shitsu, the frame advantage provided isn't particularly high, so you may want to default to a 2D knockdown instead.

In the corner however, 236S -> S sets up perfect spacing for Shitsu okizeme, with no need for a dashing Shitsu input. The spacing works better the Nagiha input is delayed a bit to increase the pushback. Confirming into 236S -> S from gatlings into 2D will generally be your go to meterless corner combo as a result.

Note that for command normals such as 3K that cannot gatling into any other normal, canceling into 236S -> S is your only way of getting meterless knockdown.

H Fuujin Nagiha

H Fuujin NagihaA slightly more damaging corner combo, with some caveats.
Very Easy


Starter > 5H > 236H -> delay S
Standard meterless knockdown off 5H in the corner. The H Fuujin causes a wallbounce, so it is important to delay the Nagiha as long as possible to hit the opponent as low as possible. If the opponent is too high after the Nagiha, they will be able to tech and you will lose the knockdown. On lightweight characters, the delay can be particularly strict, because they tend to bounce higher from the Nagiha launch. In fact, at higher combo counts on lightweights, it may be impossible to get a knockdown with this combo. Another thing to pay attention to is that the H Fuujin can cause a side switch when deep in the corner on lightweights, so when attempting the combo on lightweights, it is important to attempt it slightly further from the corner.

Specialized Routes

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

On Loop

On LoopHigh execution with high meterless damage.
Very Hard


Starter > 623H ▷ IAD > j.P or j.K > delay j.S > delay j.H ▷ Gatlings > 623H
Sometimes referred to as the "Kage Loop", this is generally considered to be Anji's hardest combo. Anji can link an IAD string after an early On and with successful delays in the subsequent IAD string, Anji can land and combo into another On, thus the name "On Loop". It is the highest meterless damage Anji can achieve off an early On midscreen.

Most of these combos are unstable with highly specific delays and the IAD link is often a 1 frame link. For the majority of characters (outside of FA), these combos are not very practical and should be reserved for practice only after mastering the rest of Anji's repertoire. Most of the time you can spend meter instead for a more stable and damaging combo, so these combos are reserved for situations where you do not have meter, or if you just wish to style. Stability is also heavily affected by combo length, so it is best to assume that you cannot exceed the combo count defined in the list below. These combos also cannot be performed in the corner as the IAD portion of the combo will usually launch them too high. A video by Dry-Ace is can be found below for reference.

On loops
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.P > j.S > delay j.H5K > 5S > 623H Midscreen 170 (AX) 0 AX, BR, FA, JA, MA, MI, SL, TE Very Hard The IAD j.P is a 1 frame link on AX/SL, 2 frame link on BR/JA/MI/TE, 3 frame link on FA, and a 4 frame link on MA. Final 5K > 5S > 623H tends to be unstable without exact delays and often requires being input on the first frame of landing. This combo can be used as an easier version of the IAD > j.K On loop for TE. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.K > delay j.S > delay j.H5K > 5S > 623H Midscreen 170 (FA) 0 FA, PO, SL, TE, VE, ZA Very Hard The IAD j.K is a 1 frame link on SL/TE/VE/ZA, a 2 frame link for PO, and a 5 frame link on FA who is the most practical to perform this combo on. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.P > j.S > delay j.H2P > 5P > 623H Midscreen 183 (BA) 0 BA, CH, KL Very Hard The IAD j.P is a 2 frame link. On BA, off 214P, the dash before the initial 5K must be deep in order for the initial 623H to connect at the lowest height. The final 2P must be done on the first frame after landing for BA and KL, otherwise the On will whiff. For CH, the final 2P can be done within the first two frames of landing if delays during the airdash portion of the combo are long enough, but with shorter delays, also may require the 2P being done on the first frame of landing. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.P > j.S > delay j.H5P > 623H Midscreen 184 (DI) 0 DI Very Hard The IAD j.P is a 3 frame link. Off 214P, the dash before the initial 5K must be deep in order for the initial 623H to connect at the lowest height. The final 5P must be done on the first frame after landing, otherwise the On will whiff. See Vid Below
[214P > dash > 2P > 5K > 5S] or [Any 4 or less hit confirm] > 623H ▷ IAD > j.K > delay j.P > j.S5P > 623H Midscreen 120 (PO) 0 PO Very Hard The IAD j.K is a 2 frame link. Slightly easier than the j.K > j.S > j.H variant of this combo on PO. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.K > delay j.S > delay j.H5P > 623H Midscreen 171 (AN) 0 AN Very Hard The IAD j.K is a 2 frame link. j.P can be used in lieu of j.K but it is still a 2 frame link. The final 5P link must be done on the first frame after landing, otherwise the On will whiff. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.K > delay j.S > delay j.H2P > 2P > 5P > 623H Midscreen 164 (IN) 0 IN Very Hard The IAD j.K is a 1 frame link. The final 2P must be done on the first frame after landing, otherwise the On will whiff. See Vid Below
[Anti-air 2P > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.P > j.S > delay j.H5P > 623H Midscreen 103 (AB) 0 AB Very Hard The IAD j.P is a 1 frame link. Very difficult to land this off of P Kai on AB as 5K > 5S after P Kai will launch AB too high. See Vid Below
[Anti-air 5K > 5S] or [Any 2 or less hit confirm] > 623H ▷ SJ9 > delay j.S > delay j.P > delay j.S > delay j.H5P > 623H Midscreen 184 (ED) 0 ED Very Hard Final j.H5P link is very unstable without exact frame perfect delays. Most likely impractical for real matches. See Vid Below
Anti-air 5P > 623H ▷ SJ9 > delay j.S > delay j.P > delay j.S > delay j.H5P > 623H Midscreen 146 (PO) 0 PO Very Hard Final j.H5P link is very unstable without exact frame perfect delays. Most likely impractical for real matches. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ dash > 5K > 5S > 623H Midscreen 149 (SL) 0 SL Very Hard In order for the final On to connect, the 5K must be hit very deep, with a 1 frame timing, and the dash buffered to come out the first frame after the initial On recovery. See Vid Below

Combo Theory

The following sections are ordered in terms of relative importance. The first few sections will cover basic BnB structure, and the rest will go over some more advanced techniques and character specific combo extensions that are not necessarily needed to get started with the character, but are nice for increased damage output. It is recommended to first familiarize yourself with Anji's gatling chart beforehand. Of particular importance is knowing what gatlings into 2D and 5H, as these are going to be the primary normals you will be using to cancel into your Fuujin specials, your primary launchers for damage.

Juggle Combo Structure

For more damage, Anji needs to get the opponent in the air for a juggle. It might help to think of Anji's juggle combos as consisting of different parts with a distinct beginning, middle, and end:

  • Starters: Launchers (ground), or anti-airs (air) i.e. Attacks that will put the opponent in a juggle state
  • (Optional) Extensions: Attacks that keep opponent in a juggle state, usually providing some form of corner carry, and increasing your damage output
  • Enders: A choice between a knockdown, air combo for extra damage, or in some situations an air combo that also knocks down

Combos can essentially be formed by mixing and matching these parts, but the choice of extensions and enders that you can follow-up with from a starter are highly dependent on your screen positioning and the character's air hurtbox and weight. Some of these positioning and character specifics will be covered on this page, but overtime, your knowledge of these things is best learned through first hand experience, with the end goal being that you should be able to adlib these combos on the fly. Anji's primary launcher, FB Rin, deserves a bit more coverage with its own section below this with the "Standard Metered BnB Structure", but this section will provide a brief overview of each part below.

Starters: Launchers and Anti-Airs

A list of launchers that will put grounded opponents into a juggle state.

These moves: Lead to: Positioning Notes
[Gatlings (usually into 5H) > 236H -> D] or [raw 236H -> D] Any extension or ender, depending on positioning Any, but it can cause a side switch in the corner The standard BnB starter. Please see the "Standard Metered BnB Structure" section for more details.
Gatlings > 2D > 236S -> D Any extension or ender, depending on positioning Any Standard non-heavyweight BnB that does not work on heavyweights (AB, JO, OS, PO, RO). Please see the "Standard Metered BnB Structure" section for more details.
5D > Impossible Dust Any extension or ender Any There are several impossible dust inputs that Anji can use, with the untechable time allowing for Anji to follow-up with almost anything.
214P Any extension or ender except 236H and its follow-ups Any P Kai launches the opponent and provides a hard knockdown, giving you enough time to pick up with a juggle, but not enough to land a 236H.
214K Any extension or ender except 236H and its follow-ups (can combo into 236H on air hit or counter hit) Any Similar to P Kai. On counter hit and air hit however, K Kai provides a much higher ground bounce, allowing you to link 236H.
Nagiha FRC/RC Any extension or ender off RC. FRC follow-ups usually only a 5H knockdown, air combo, or 236S extensions in the corner. Any An important RC/FRC point for keeping up pressure safely after Fuujin, that also launches the opponent on hit, allowing for any juggle after.
FB Rin Any extension or ender, depending on positioning Any Sometimes raw FB Rin can be landed on an opponent either as an anti-air or as an overhead, allowing for a juggle.
TK j.214P RC Midscreen, only 236H and its follow-ups, and any extension or ender in the corner Any An extremely fast overhead that launches the opponent far away midscreen, only allowing for a H Fuujin to be linked afterwards. In the corner, you can follow-up with anything.
Gatlings (usually into 5H) > [236H -> K] or raw [236H -> K] A link to 2P/5P/5K/5S into 5H knockdown, air combo, 623H, or sometimes 236S extensions, though midscreen follow-ups are highly character specific Any except deep in the corner How to combo from H Fuujin meterlessly #1: When close to the corner, the wallbounce off the corner can give you enough time to link a normal after doing the K Hop follow-up. It helps if you hit with the tip of the H Fuujin to get this link. When midscreen, it is also possible to link normals after a K Hop off the invisble wall provided that you are also hitting with the tip of the H Fuujin.
[Gatlings (usually into 5H) > 236H with no follow-up] or [raw 236H with no follow-up] A link to 2P/5P/5K/5S into 5H knockdown, air combo, 623H, or sometimes 236S extensions, though midscreen follow-ups are highly character specific Near the corner (and in the corner for lightweights) How to combo from H Fuujin meterlessly #2: It is possible to link normals off an H Fuujin without a follow-up by doing an H Fuujin that starts just outside the view of the corner. The screen will shift to bring the corner into view and the opponent will bounce off the corner earlier than if they were to bounce off the invisible wall midscreen, giving you enough time to link a normal. For these combos it helps to have a bit of dash momentum during the combo, as it makes it easier to link a normal after, but it is not required. On some lightweight characters, there is possible to link normals after a raw H Fuujin deeper in the corner since they are juggled higher.
Gatlings (usually into 5H) > 236H -> (delay) S (optional FRC) A link to 2P/5P/5K into potentially into 5H knockdown, air combo, 623H, or 236S extensions, but is highly character specific. With FRC, any extension or ender is possible. Corner How to combo from H Fuujin meterlessly #3: When deep in the corner, it is possible to connect Nagiha from the H Fuujin wallbounce in a way where it connects during Nagiha's later active frames, allowing the linking of normals. This is the primary way to combo off H Fuujin in the corner, as FB Rin will usually knock the opponent out of the corner. Optionally, you can spend meter to FRC the Nagiha, opening up more damaging juggles, that are often more damaging than FB Rin routes for the same amount of tension.
CH 236H with no follow-up Any extension or ender, depending on positioning Any How to combo from H Fuujin meterlessly #4: A counter hit H Fuujin provides a wallbounce into a hard knockdown, so there is no need to input a follow-up to combo after the wallbounce.
CH H Rin Midscreen, only 236H and its follow-ups, and extension or ender in the corner Any On counter hit, the H Rin provides a ground bounce that sends the opponent flying horizontally. Midscreen this means you can only follow-up with a dashing H Fuujin via 2366H, but in the corner anything is possible.
CH TK j.214P A link to 5P midscreen, or 2P/5K/5S in the corner into 5H knockdown, air combo, 623H, or 236S extensions Any On counter hit, TK Orb launches the opponent extremely high, from which normals can be linked meterlessly.
CH 3P Any extension or ender when landed up close. At futher ranges midscreen, only 236H and 2366H can be linked Any On counter hit, 3P causes a ground bounce. This will usually occur off frame traps or a flashing guard gauge. You can combo into anything at close ranges, but usually will land this at further ranges from gatlings, at which point it is best to confirm into 236H or even 2366H.
CH 3K Any extension or ender, depending on positioning Any On counter hit, 3K causes a wallbounce with a lot of time to follow-up. Usually used to punish throw attempts.
CH Nagiha A link to 5P/5K/5S into 5H knockdown, air combo, 623H, or 236S extensions Any On counter hit, Nagiha can be linked to normals without meter, but usually requires you to be pretty close to the opponent.
CH final hit of Sou Wall Splat that can be followed with any extension or ender depending on positioning and height Corner You will probably never experience this much, but the final hit of Sou can cause a wall splat on counter hit. Off a wall splat, the opponent must be hit before they fall to the floor. At further ranges this usually means continuing the combo with 2366H, or linking S into an air combo.

For anti-airs, technically any random air hit would be the start of a juggle point, but some anti-airs provide more untechable time and are easier to confirm into more damaging combos, most of which are listed below:

These moves: Lead to: Positioning Notes
CH 5P Any extension or ender, depending on positioning. Can even combo into 236H if cancelled directly from 5P Any Very rewarding anti-air for how fast it is. Untechable time on counter hit is long enough that you can dash and confirm with more normals.
CH 6P Any extension or ender, depending on positioning Any Slower anti-air that will usually be gatling'd into other normals, but on counter hit there is a lot of untechable time to confirm into another combo in case you have not buffered a gatling.
CH 5S Any extension or ender, depending on positioning Any Not really used as a traditional anti-air, but it has a lot of untechable time on counter hit in the air, and is good for some match-up specific punishes, such as against Order-Sol's Storm Viper.
Air Throw Any extension or ender except 236H and its follow-ups Any Anji's air throw launches the opponent in the air right beside Anji into a hard knockdown, giving plenty of time to follow-up with a combo.
623D A link to 5P/5S into 5H knockdown, air combo, 623H, or sometimes 236S extensions Any After connecting FB On, it is possible to follow-up by air dashing after and landing and linking either 5P or 5S. It helps to whiff an air normal during the air dash so that you land faster.
CH j.D Wall Splat that can be followed with any ender or extension depending on positioning and height Corner An air-to-air normal with a disjointed hitbox that provides a wall splat on counter hit. Off a wall splat, the opponent must be hit before they fall to the floor. At further ranges this usually means continuing the combo with 2366H, or linking 6S into an air combo.
Kou A link to 5P/5K/5S into 5H knockdown, air combo, 623H, or 236S extensions Corner Midscreen you cannot combo off this autoguard special, but in the corner it's possible to link normals.

Combo Extensions

Your primary combo extensions can be split into three categories: H Fuujin and it's follow-ups, S Fuujin and it's follow-ups, and the character specific early On extensions.

These moves: Lead to: Positioning Notes
236H -> K A link to 2P/5P/5K/5S into 5H knockdown, air combo, 623H, or sometimes 236S extensions Any except deep in the corner This forms the core of Anji's standard BnB. Please see the "Standard Metered BnB Structure" section for more details.
236H with no follow-up A link to 2P/5P/5K/5S into 5H knockdown, air combo, 623H, or sometimes 236S extensions, though midscreen follow-ups are highly character specific Corner When doing H Fuujin near the corner off an air hit, the corner wallbounce can bounce the opponent at a higher height, allowing the linking of normals after. When deep in the corner, this wallbounce will cause a side switch, which is actually ideal for landing an On afterwards to knock the opponent back in the corner. This is a core extension for Anji's corner combos.
236H -> D Any extension or ender, depending on positioning Any, but it can cause a side switch in the corner Can be looped as a way to dump meter and get further corner carry.
5P/5S or 6P/2H/6H in the corner > 236S (-> K) Any extension or ender, depending on positioning Corner S Fuujin in the corner off a juggle causes a sliding state, and the K Hop allows for Anji to pick up the opponent OTG from the sliding state. This is a core part of Anji's infamous Fuujin loop.
5P/5S or 6P/2H/6H in the corner > 236S -> D Any extension or ender, depending on positioning Any Can be looped in the corner as a way to meter dump and end the round.
5P/5S > 623H > early On extension Character specific follow-ups Any On most characters, it is possible to link normals or specials after On to extend the combo, but the follow-ups required are highly specific. Usually it requires On to be connected at around 5 hits or less on midweight and heavyweight characters, and on lightweights up to 8 hits. Please see the "Early On Extensions" section under the "Combo List" section for a list of these extensions. These are an important source of damage on lightweights (ignoring JU), CH, and FA in particular.

Enders: Knockdowns or Air Combo

To end your combo, you usually have a choice between an air combo and a knockdown. The air combo will be covered in more detail under the "Air Combo Structure" section.

Here are a list of your standard knockdowns off juggles.

Juggle Knockdown Positioning Notes
5P or 5S or 2H (corner) > 5H Any The easiest knockdown to land and also the least damaging. The 5S does more damage than 5P, but the 5P is faster and easier to connect, and off some juggles in the corner with more untechable time, you can also land 2H before the 5H for more damage. For shorter combos, 5H can late cancelled into Shitsu for a meaty Butterfly. The longer the combo however, the more pushback is given by the 5H, so you will have to cancel into Shitsu earlier to get good Shitsu okizeme after longer combos.
5P or 5S > 623H Any Provides a higher damage knockdown with perfect spacing for Shitsu okizeme, but causes a side switch which can sometimes mean you will lose corner positioning. If you wish to keep the corner, it may be better to go for a 5H knockdown instead. Landing the On requires the opponent to be at a higher height than landing the 5H knockdown, and on specifically AB, BA, DI, ED, JO, KY, RO, and VE, the positioning required to land On can be strict, with KY and RO being the most strict. The 5S does more damage and is usually gatling'd from 5K to get the right height for the On to hit, but the 5P is faster and can connect into On at higher heights.
236H -> H Any Usually used as a way to get corner carry and into a knockdown in the corner. Getting the H Rin to work can be unstable on characters with smaller air hurtboxes when further from the corner. Please see the "Stabilizing FB and H Rin" section for more details on how to stabilize this ender.
236S -> S Corner Primarily used in the corner as a high damage ender that provides good spacing for Shitsu okizeme.
236H -> delay S Corner Primarily used as a way to get knockdown in case the corner wallbounce from the H Fuujin is too low to link normals after.
Air Combo ending in low height j.214P Near corner Some air combos in the corner can end with a low height Orb, which provides enough untechable time to provide a knockdown. The height requirement is usually lower for lightweight characters as they tend to bounce higher after getting hit by the Orb. For more details, please look at the "Air Combo Theory" section.
Air Combo ending in low height j.H Near corner Some combos can be ended with a low to the ground j.H, which provides a knockdown that is perfect for Shitsu okizeme. This usually happens off some character specific super jump combos. For more details, please look at the "Air Combo Theory" section.
Air Combo ending in low height j.D Near corner When j.D is done low enough to the ground, there is enough untechable time to provide a knockdown. Commonly done by linking a falling j.D after a meaty Orb.

Should I end with a Knockdown or Air Combo?

This question is assuming you are in a situation where you are unable to confirm into one of the air combos that happens to knockdown. Here are the situations where you should consider going for an air combo:

  • In some situations the opponent will not be at the right height or distance to land both 5H or On, so you are by default better off going for an air combo.
  • When the opponent's guard gauge is high it might be worth going for an air combo as knocking down the opponent early will mean you've lost potential damage.
  • When you need to close the round out you should go for an air combo.
  • When you simply want the extra damage and don't mind sacrificing your okizeme and returning to neutral.

For the air combo that ends with a low height Orb specifically, it may seem like a no brainer to always go for this combo since it provides both damage and a knockdown, but there is a trade off in that the Orb knockdown can leave you very close to the opponent, and the subsequent Shitsu may not be very reversal safe. In the end, you may want to go for a different combo if you wish for safer okizeme. This a choice and risk assessment that you have to make based on the opponent and character you're playing against.

Stabilizing FB and H Rin

Landing the two Rin specials off the H Fuujin requires an understanding of how the H Fuujin wallbounce works, as usually a delayed input needs to be done to allow the Rin specials to connect properly after the wallbounce.

236H -> H can feel unstable depending on the length of the combo and your positioning, as the combo absolutely needs H Fuujin's wallbounce to allow the H Rin to connect properly. If the characters air hurtbox is small, it can be more difficult to land.

236H -> D is far easier to land due to FB Rin's faster start-up. However, how close the opponent is to you when you land the FB Rin determines how easy it is to follow-up the ground bounce with another H Fuujin. If the opponent bounces off the wall but is hit too early with the very edge of the FB Rin, the opponent may be too far away to connect another H Fuujin.

For both follow-ups, there are two variables to be cognizant of: H Fuujin depth and screen positioning.

For screen positioning there are three to consider:

  • Corner
  • Midscreen
  • Back to corner

For H Fuujin depth there are also three to consider:

  • "Deep" i.e. when H Fuujin hits the opponent up close or point blank, such as off a reversal H Fuujin, or a dashing confirm where the dash momentum prevents pushback
  • "Tip" i.e. when H Fuujin hits the opponent at the very tip of its hitbox
  • "In-Between" i.e. the nebulous distance in-between a deep H Fuujin and one that hits at its tip
Position H Fuujin Depth H Rin Stabilization FB Rin > H Fuujin Stabilization Notes
Corner Any depth No delay H Rin No delay FB Rin Landing both H Rin and FB Rin is usually trivial near the corner, as H Fuujin's wallbounce will occur off the corner rather quickly. No delays need to be added before the H or FB Rin usually, and they tend to work regardless of the depth at which the opponent hit with by H Fuujin. Only exception would be in the case of heavyweight characters who end up wallbouncing too low to the ground to be hit by both Rins.
Midscreen Deep Impossible to land No delay FB Rin, and usually no dashing H Fuujin needed A "deep" depth will have the H Rin whiff, as there's not enough time for the opponent to reach the invisible wall for the wallbounce. For FB Rin, a "deep" H Fuujin requires no delay, as the FB Rin can come out fast enough to ground bounce the opponent before they even need to reach the invisible wall, and usually requires no dashing H Fuujin input to connect the subsequent H Fuujin.
Midscreen Tip Add delay H Rin, most stable Delay FB Rin, and usually dashing H Fuujin needed The H Rin should be delayed enough to give the opponent enough time to bounce off the wall, but not too late so that the opponent will tech before being hit by the H Rin. The "tip" of H Fuujin will have the opponent reach the wall faster, allowing you to connect the H Rin easily. For FB Rin, a delay should be added so that the opponent wallbounces closer to you, allowing the connection of a follow-up easily.
Midscreen In-Between Add delay H Rin, most stable No delay FB Rin is possible with some characters, but delay is a safe bet, with dashing H Fuujin after The trickiest to time the H Rin delay, as they will take longer to reach the invisible wall for the wallbounce, but you want to aim for the H Rin to hit the opponent immediately after the wallbounce before they are able to tech. For FB Rin, it is probably safer to still go for a delay.
Back to corner Deep Impossible to land No delay FB Rin, and usually no dashing H Fuujin needed For FB Rin, same as before, a "deep" H Fuujin is not reliant on a wallbounce, and requires no delay on the FB Rin to connect another H Fuujin. H Rin needs the wallbounce and will not connect as a result of the far invisible wall.
Back to corner Tip Add delay H Rin, but extremely unstable on some characters Delay FB Rin, and usually dashing H Fuujin needed The invisible wall is much further away with your back to the corner, thus it is most stable to hit with the tip of the H Fuujin from this position. On some characters with smaller air hurtboxes, it is really hard to land the H Rin regardless of what depth you hit the H Fuujin with, such as SO. For FB Rin, you will need to probably add a slightly longer delay to allow the wallbounce to occur.
Back to corner In-Between Add delay H Rin, but extremely unstable on some characters No delay or add delay depending on character, with dashing H Fuujin after The most unstable position for both follow-ups. You will need to try and judge on the fly what is possible.

How do I always hit with the H Fuujin tip?

Given that landing both H Rin and FB Rin is more stable when hitting with the tip of H Fuujin, it is possible to stabilize off a grounded confirm by achieving as much pushback as possible prior to the H Fuujin. This can be achieved in the following ways:

  • Adding more gatlings before the H Fuujin
  • Adding delays between the gatlings with late cancels
  • Late canceling from 5H into H Fuujin
  • Adding 3S cancels, either via [5H > 3Sc > 5S] or [5S > 3Sc > 5S]

Air Combo Structure

Anji's air combos take advantage of Anji's unique super jump arc for damage. Normal jump combos are generally reserved for air-to-air confirms, so the majority of this section will primarily cover super jump combos. Super jump combos can be split into Jump Install combos and combos without Jump Install. Midscreen, you generally want to go for Jump Install combos when you can for damage. Near the corner, you have many more options.

Jump Install Combo Structure

Anji's super jump combos often utilize a jump install to get a double jump for more damage.

First, let's look at the three primary ways to start a Jump Install combo:

  • 5S > [7/8/9] > 6S > SJC9
  • 5K > [7/8/9] > 5S > SJC9
  • 5P > [7/8/9] > SJC9

The last 5P jump install is an advanced technique that is not necessary to master early on, but allows for slightly higher damage output off random 5P anti-airs or links. The input must be done really fast, with the initial jump install input done during the initial hitstop of the 5P before it is technically jump cancellable. Effectively the input works out to be something like 5P > 819. Technically the same input can be applied to Anji's other jump cancellable normals, but it's mostly used with 5P due to the fact that it cannot gatling into anything else before an air combo.

Next, the basic jump install combo structure is:

  • Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9 > Ending sequence that changes depending on screen position

The initial j.S > j.P > j.S can be replaced with j.K > j.S if they're too high or j.S > j.P > j.K > j.S on midweights and heavyweights if they're too low.

Ending sequences will be elaborated on below.

Midscreen Jump Install Combo

Midscreen, your combo routing choice is generally limited to these two ending sequences:

  • Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9 > j.S > j.P > j.S > j.D which is universal and stable
  • Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9 > j.K > j.S > j.H > j.D which does more damage but does not work on AB, KL, JO, or MA.

When In or Near the Corner, Use Momentum Preservation

When close to the corner, or directly in the corner, your best combos off a jump install involving comboing into Orb, or a character specific falling j.H combo. Both of these combos require you to utilize "Momentum Preservation" during your double jump, as without them, the final Orb and final j.H would whiff due to pushback.

Momentum preservation requires inputting the double jump WITH a j.P together during the hitstop of the last jS. Doing this will have the double jump continue in the super jump trajectory, whereas, without use of the momentum preservation, Anji would jump up forward as if it were a normal double jump and would be affected more by pushback from air gatlings. The input for a momentum preservation double jump will be denoted below as: DJC9+j.P

Jump Install Orb Combo

The basic jump install Orb combo near the corner (and midscreen on JO):

  • Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.D > j.214P > (Optional linking of j.K or j.S after the Orb for more damage)

There are some more ways to to add more gatlings in the combo depending on the character (see the "Kai/Launcher Combos" section under the "Combo List" section below). It helps to delay the Orb input if you are not yet in the corner, as the delay will allow Anji to be closer to the wall from the momentum of the super jump, otherwise the Orb might whiff. You can also spend 50 Tension to RC the final Orb and connect a On after the Orb ground bounce to get a knockdown from the combo.

Jump install Orb combos will usually do the most damage out of all your air combo routes, especially if you decide to link normals after the Orb.

Jump Install falling j.H Combo

On BR, FA, SL, ZA, and JU it is possible to do the following combo near the corner:

  • Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.H > (delay) j.D , (delay) falling j.H (BR requires j.K > j.S > DJC9+j.P)

The j.H linked at the end after the j.D will knockdown the opponent and push Anji back far enough to set-up perfect spacing for Shitsu okizeme. It does less damage than the Orb route above, but the okizeme spacing is so much better that this is usually the preferred routing choice for the characters it works on. At higher combo counts, hitstun deterioration may cause the opponent to tech, so this combo works best at lower combo counts with the delays incorporated to get the j.H low enough to provide a knockdown.

Non-Jump Install Orb Combo

The standard non-jump install super jump combo is usually done near the corner as:

  • Starter > SJC9 > j.K > (delay) j.S > j.H > j.D > j.214P

This works on every character except JO. On MA, it requires you start the combo slightly outside the corner, as the combo is quite difficult and unstable on MA directly in the corner.

This is a high damage combo that requires a good judgement of spacing and knowledge of character hurtboxes. Even seasoned Anji players are known to drop this combo. The delay after j.K is usually required in order to get the opponent at the right height to connect the remaining gatlings. On most characters the timing is lenient, but on CH, ED, KY, RO, and TE, this combo is somewhat unstable due to how strict the delay and height requirements are. On CH, ED, and TE in particular, it is possible to replace the combo with the more stable j.S > j.P > j.S > j.H > j.D > j.214P for slightly less damage.

Why should you go for this combo over the jump install combos? The primary reason is it can provide a knockdown and keeps the opponent in the corner. When done low enough to the ground, the Orb provides enough untechable time to achieve a knockdown. This knockdown is unstable on lightweight characters, as they tend to bounce higher from the Orb, and a delay usually needs to be added in between the j.H and j.D to achieve a lower height. Even if the knockdown is unstable though, the damage is high enough that it may be worth going for the combo regardless, as the damage is usually less than 10 points off of corresponding jump install combos. They will also tech at a lower height than if they were to tech from a jump install combo, which makes it harder for the opponent to escape the corner, and can lead to tech traps at the right height.

There is a trade off when using the Orb for knockdown. The Orb knockdown can leave you very close to the opponent, and the subsequent Shitsu okizeme may not be very reversal safe. It helps to try to hit with the Orb's upper hitbox during it's later active frames, i.e. hitting with a "meaty" Orb, allowing you to recover faster after the knockdown and giving you a bit more frame advantage. If you score a knockdown with a meaty Orb, it is actually possible to forgo the Shitsu okizeme and go for a safe jump instead on some characters, such as SO, by simply holding up forward and doing a low height air normal.

If you want a better knockdown, it is possible to RC the Orb, and extend the combo with a delayed 236H (wall bounce occurs) > 5K > 5S > 623H. The On will knock the opponent back in the corner with better Shitsu okizeme spacing.

Non-Jump Install falling j.H Combo

Similar to the previous jump install combos, on a few characters it is possible to replace the Orb of the above combo with a linked falling j.H after the j.D in this combo:

  • Starter > SJC9 > j.K > (delay) j.S > j.H > j.D , falling j.H

This provides perfect spacing for Shitsu okizeme and is the preferred combo routing choice for those characters. The combo is most practical on BR, FA, JU, SL, and ZA. It also works on AX, BA, KY, and RO, but the combo is slightly more unstable on these characters.

There are a few simpler variations of the combo that can be done that omit the j.H:

  • Starter > SJC9 > j.K > (delay) j.S > (delay) j.D , falling j.H
  • Starter > SJC9 > j.K or j.S > (delay) j.D , falling j.H
  • Starter > SJC9 > j.K or j.S > j.P > j.K or j.S > j.D , falling j.H

The first two combos work on all the same characters listed before, as well as on JO and MA, with the 2nd combo being most stable on MA. On JO and MA, incorporating a j.H in the combo is not possible. Delays should be incorporated in a way where the opponent is below you after hitting them with the j.D, otherwise the j.H will most likely whiff.

The last combo variant is mainly stable on FA, JO, JU, SL, and ZA, but doesn't require any delays between normals.

Why should you go for this combo over the corresponding jump install combo? This combo tends to be more stable at higher combo counts and is generally easier to land. When in doubt about stability of the Jump Install combo, it is never a bad idea to default to this combo instead.

Midscreen Non-Jump Install Combos

In some situations midscreen, you may not have access to a jump install available before going into an air combo. This is common off 5P as the jump install input is fairly difficult. These are also common as a combo that is performed after an On as a way to finish a round. After an On, it is possible to immediately super jump and perform an air combo afterwards, but no jump install will be available since you are going immediately into the air combo without jump cancelling from a ground normal.

The standard combo structures midscreen with no jump installs are:

  • Starter > SJC9 > (j.K or j.S) > (j.P) > j.K > j.S > j.D (RC > airdash > Gatlings > j.D > j.214P near corner)
  • Starter > SJC9 > j.K > j.S > j.H (RC > j.S5P > 623H)
  • Starter > SJC9 > j.K > (delay) j.S > j.H > j.D (RC > airdash > Gatlings > j.D > j.214P near corner)

The first combo is relatively universal, and it's possible to RC the j.D and airdash afterwards to continue the combo and land another j.D into Orb if you reach the corner.

The second combo doesn't knock down after the j.H, but can lead to a tech trap. It is possible to spend meter for a knockdown by RCing the j.H into a falling j.S which can link to an On, but it is quite difficult.

The third combo is the standard delayed gatling string used in the corner Orb combo that doesn't work on JO. It can be RC'd as well into an airdash extension, but on some characters the j.D is likely to hit the opponent with the back of its hitbox and causes a side switch knocking the opponent the opposite direction.

3S Cancels

Anji's 3S normal has a special property where at frames 8-10, during the attack's start-up, it can be cancelled into 5S and 5H. This is called a 3S cancel, denoted as 3Sc. Anji has a number of normals that can gatling into 3S, but do not gatling into 5S or 5H, and by utilizing this 3S cancel, it effectively opens up new pseudo-gatling routes. Each of the new 3S cancel routes are useful in their own way, and are listed below.

3S Cancel Route When should I use it?
5P > 3Sc > 5S 5P usually only confirms into 2D, but with this 3S cancel route, it allows a 5P to connect to 5S > 5H > 236H for more damage. It is particularly useful as a confirm after linking 5P after a Sou, as well as off jump-ins on standing opponents where 5P is the fastest normal that will link after the jump attack.
5S > 3Sc > 5S 3Sc > 5S can be looped until the opponent is pushed out, usually up to 3, sometimes 4, times. It is useful in block string pressure as a way to build up guard bar, but note that the opponent can FD to push you out early, stopping you at two reps. It is also useful as a combo filler for damage and positioning. 3Sc > 5S looped into 2D is useful for giving a max distance 2D knockdown which is ideal for Shitsu okizeme. Several 3Sc > 5S looped into 5H > 236H is useful for stabilizing H Fuujin combos that require it to be hit at the tip.
2S > 3Sc > 5S At closer ranges, 2S can connect to 5S > 5H > 236H, opening up more damaging confirms off a 2S instead of the usual 2S > 2D > 236S routes. This is particularly useful on the heavyweights where 2D > 236S -> D does not work. On block, the cancel provides more options for block strings instead of just stopping at 2S > 2D as well, such as 2S > 3Sc > 5S > 2S. Since this route works best at closer range, it usually is applied during Shitsu pressure or as a 2S meaty on okizeme.
5H > 3Sc > 5S Forms the basis of Anji's max damage grounded confirms with the following string 5S 5H > 3Sc > 5S > (6P) > 5H. It is usually used to punish high recovery reversals.
5H > 3Sc > 5H Mainly used as a frame trap, as it only combos on counter hit.

How do I do the 3S cancel consistently?

If you buffer the 3S gatling too early, you will have to delay the final 5S or 5H input as the 3S animation has yet to come out. Therefore, to make the 3S cancel easy, we can take advantage of the fact that Anji can late cancel his gatlings. Simply wait til near the end of the hitstop of the normal you are 3S cancelling from, and then input the 3S followed by the 5S or 5H input immediately after, almost like a double tap.

More Combos

Far From Corner Combos

Far From Corner Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
(Gatlings > 5H) > 236H -> (delay) D > 236(6)H -> K > 5P > 623H Far from Corner 185 with 5K > 5S > 5H 25 All Medium Anji's standard BnB. Works on the entire cast, but is most unstable on AB. When doing H Fuujin point blank, the FB Rin should be performed immediately. If the H Fuujin is not point blank, a delayed FB Rin is usually needed followed by a dashing H Fuujin on most characters. Lightweights are sometimes bounced too high for the On to connect, so delays need to be made in a way where they are not too high after the second wall bounce. https://youtu.be/Or9oMfp5ye0
(Gatlings > 2D) > 236S -> D > 236(6)H -> K > 5P > 623H Far from Corner 173 with 2S > 5H 25 All except AB, JO, OS, PO, RO Medium Standard BnB on Midweights and Lightweights off 2D. Important for confirming off 5P, 2K, and 2S. Usually requires no dashing H Fuujin up close, but requires one at max range. On BA, IN, JA, and KL, the FB Rin will whiff at max range. https://youtu.be/Ob4rSe7L4C4
TK j.214P RC > 236(6)H -> K > 5P > 623H > (Optional early On extensions) Far from Corner 153 50 All Easy Standard midscreen combo off TK Orb overhead. https://youtu.be/rDKLLOPpH4s
CH 3P > 236(6)H -> K > 5P > 623H > (Optional early On extensions) Far from Corner 136 0 All Easy Standard midscreen combo off a spaced counter hit 3P. Useful in frame traps or off a flashing guard bar. Dashing input may be needed at max range. https://youtu.be/62GZWCMOWAw

Midscreen to Corner Combos

Midscreen to Corner Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
(Gatlings > 5H) > 236H -> D > 236(6)H > [5P] or [5K > 5S] > 623H Midscreen to Corner 190 with 5K > 5S > 5H starting and 5K > 5S 25 All Easy Easy universal corner carry combo from midscreen. Requires some strict timing and positioning for the opponent to sideswitch in the corner. https://youtu.be/lJO7PPqDEKI
(Gatlings > 5H) > 236H -> K > [5P] or [5K > 5S] > SJC9 > j.K > (delay) j.S > j.H > j.D > j.214P Midscreen to Corner 176 with 5K > 5S > 5H starting and 5P 0 All Medium Meterless corner carry into Orb super jump combo. https://youtu.be/U5RqhhnsPrk
(Gatlings > 5H) > 236H -> D > 236(6)H -> K > [5P] or [5K > 5S > (6S)] > SJC9 > j.K > (delay) j.S > j.H > j.D > j.214P Midscreen to Corner 194 with 5K > 5S > 5H starting and 5P after K Hop 25 All except JO Hard Corner carry into standard Orb super jump combo. Can be difficult to get a knockdown if height is too high. -
(Gatlings > 5H) > 236H -> D > 236(6)H -> K > [5P] or [5K > 5S > (6S)] > SJC9 > j.K > (delay) j.S > j.H > j.D , j.H Midscreen to Corner 195 (FA) with 5K > 5S > 5H starting and 5K > 5S after K Hop 25 FA, JU, SL, ZA Hard Corner carry into a falling j.H that provides perfect spacing for Shitsu okizeme in the corner. Very practical for the characters it works on. -

Corner Combos

Corner Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
(Gatlings > 2D) > 236S -> D > 236H > 5K > 5S > 623H Corner 169 with 5K > 5S > 2D 25 All except AB, JO, OS, PO, RO Easy Standard corner BnB that provides good corner Shitsu okizeme. https://youtu.be/Xlx8Oyv62qs
(Gatlings > 2D) > 236S -> D > 236H > 5K > 5S > 623H236S -> S Corner 178 with 5K > 5S > 2D 25 AX, ED, FA, KY, SL, SO, TE, VE, ZA Easy On some midweights characters it is possible to add a S Fuujin into Nagiha at the end of the combo and still get a knockdown. Just make sure that the combo count is not at 11 when landing the Nagiha, as they will tech. At 10 hits or lower, there is enough untechable time to cause a knockdown from the Nagiha. At 12 hits and higher, the higher gravity compensates for hitstun deterioration and causes a knockdown. https://youtu.be/KBwyeK47g5s
Gatlings > 5H > 236H -> (delay) S > 5P > 5H Corner 145 with 5K > 5S > 5H 0 All Medium Standard knockdown off a delayed Nagiha link in the corner. Universal, but on AB, AN, DI, JA, JO, MI, and VE, the link requires Anji to be deep in the corner. On lightweights, the Nagiha can be done as soon as possible, but on midweights and heavyweights, a delay is needed. https://youtu.be/ktYnO1apIbE
Gatlings > 5H > 236H -> (delay) S FRC > (dash) > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > j.D > j.214P Corner 204 with 5K > 5S > 5H 25 All except JO, MA Hard Can be difficult to get a knockdown if height is too high. https://youtu.be/MRxrcc-O8So

Kai/Launcher Combos

This is a list of combos off Kai, ignoring Fuujin loops and On loops as these are best covered in their own sections. Although Kai is the chosen starter, it is safe to assume that these same combos can be performed off any launcher, such as Anti-Air CH 5P/6P/5S, raw FB Rin, CH H Rin/TK j.214P in the corner, etc. These are also perfect combos to go for off a Burst punish. The exception would be air throws, as the air throw combos are affected by higher hit stun deterioration, so air throw combos will be listed separately. Please see the "Starters: Launchers and Anti-Airs" section in the "Combo Theory" section for a full list.

For super jump air combos, j.S > j.P > j.S can be replaced with j.K > j.S if the opponent is higher, or j.S > j.P > j.K > j.S on midweights and heavyweights if the opponent is lower.

Kai/Launcher Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9 > j.S > j.P > j.S > j.D Any 148 with 214P 0 All Easy Universal jump install combo off Kai midscreen when you are not near the corner. https://youtu.be/A3nw4OAWFvk
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9 > j.K > j.S > j.H > j.D Any 153 with 214P 0 All except AB, JO, KL, MA Easy - Hard A slightly higher damage midscreen jump install combo off Kai, but can be difficult on a few characters such as BA and ED. -
214P or another launcher > dash > 5K > 5S > 623H > (Optional early On extensions) Any 112 with 214P 0 All, but not practical with 214P/214K on some characters, see notes Easy - Very Hard Off 214P, comboing into the On is not very practical on AB, JO, KY, RO, and requires the P Kai to hit as close on BA and DI followed by a deep dash before the 5K. If using 214K as a launcher, going for this combo is not practical on KY, RO and JO. It is possible to increase the damage off this confirm with some extensions after the On, and for more details please see the "Early On Extensions" list below. https://youtu.be/lkEpzQu8jcI
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > (delay) j.D > j.214P Near Corner 156 with 214P 0 All except JO. Only possible on MA from midscreen to corner. RO requires a 5K before 5S Medium - Very Hard The standard super jump combo when near the corner that can provide a knockdown if the Orb is hit at a low enough height. On lightweights this can be difficult and a delay may need to be added between j.H and j.D to achieve the height. The combo is most difficult to land on CH, ED, KY, RO, and TE and perhaps should be avoided in favor of other routes. CH in particular requires multiple frame perfect delays. This combo can lead to a safe jump if the Orb hits meaty on some characters, such as SO. Simply hold up forward after the Orb and do a low to the ground air normal. https://youtu.be/Rv9SVj15OfA
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > j.D > j.214P RC ▷ delay 236H > [5P] or [5K > 5S] > 623H Near Corner 194 with 214P and 5K > 5S after the RC 50 All except JO. Only possible on MA from midscreen to corner. RO requires a 5K before 5S Medium - Very Hard RC extension of the above combo to get a better knockdown in the corner with On. https://youtu.be/uktl-jkWaDM
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > j.D , j.H Near Corner 150 (FA) with 214P 0 AX, BA, BR, KY, JU, FA, RO (requires a 5K before 5S), SL, ZA Medium - Very Hard Very practical on JU, FA, SL, and ZA. The falling j.H link provides ideal corner Shitsu okizeme. https://youtu.be/RK5V2qQKsg0
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > (delay) j.D , j.H Near Corner 138 (FA) with 214P 0 AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA Medium Easier combo than the above combo, but also works on MA and JO. https://youtu.be/lFhVuz-5sTs
214P or another launcher > 5S > 6S > SJC9 > j.K or j.S > (delay) j.D , j.H Near Corner 140 (MA) with 214P 0 AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA Medium A simpler version of the falling j.H combo. For MA, this is the most stable variant of the combo. -
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.D > (delay) j.214P > (j.K or j.S or RC ▷ 623H) Midscreen to Corner 153 with 214P ending with j.214P, 159 ending with j.S, 169 ending with 623H 0 All Medium Standard jump install Orb combo that works only near the corner, except with JO where it can work midscreen. There is enough untechable time from Orb, as it tends to hit meaty, to link a normal afterwards for some extra damage. -
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.H > j.D > (delay) j.214P (RC ▷ 623H) Midscreen to Corner 157 with 214P ending with j.214P, 170 ending with 623H 0 AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA Medium No meaty Orb can be achieved with this combo, so technically the standard Orb combo above does more damage if linking a normal after the Orb. However, if you choose to RC the Orb for a knockdown into On, this combo does more damage. -
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > delay j.H > delay j.D , delay j.H Midscreen to Corner 155 (FA) with 214P 0 JU, FA, SL, ZA, and BR if j.S > j.P > j.S is replaced with j.K > j.S Hard Jump install version of the falling j.H combo. Very practical for corner carry. Requires delays to get the final j.H low enough to knock down, otherwise it may be possible to tech. -
214P or another launcher > 5S > 6S > SJC9 > j.K > delay j.S > j.H > delay j.D , j.K or j.S ▷ (microdash 66 for DI, IN, VE) > 5P > j.K > (delay) j.S > j.H > j.D > j.214P Near the Corner 178 with 214P 0 AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA Hard - Very Hard A very difficult rejump combo that is most practical on AN, JU, OS, PO, SL, SO, and ZA. The 5S should hit at a low height, with slight delays between the initial j.K to j.S and j.H to j.D. The remaining characters are not very practical due to instability. The microdash variants in particular are 1-2 frame links that require multiple specific delays. While difficult, it is most likely optimal in terms of highest meterless damage. https://youtu.be/ddU7c8lK4R4

Early On Extensions

Examples of character specific extensions after an early On. On midweights, you should attempt this when the combo count is around 5 hits after landing the On. On lightweights, the combo count can go up to 8 hits. This will not cover On loops as these will be covered in another section.

Early On Extensions
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
(Starter) > 623H ▷ dash > 5P > 5H Any 132 with 214P > dash > 5K > 5S start 0 All except CH, KY, JO, JU, RO, VE Hard A simple extension that adds a bit of extra damage after an early On into meaty Shitsu okizeme. Easiest on AX, BR, DI, FA, KL, OS, SL, SO, and ZA. Not worth attempting on AN as it's a 1 frame link. https://youtu.be/7jnWDtlwWzA
(Starter) > 623H ▷ dash > 5S > 5H Any 141 with 214P > dash > 5K > 5S start 0 AX, BA, BR, DI, ED, FA, IN, JA, KL, OS, SL, SO, ZA Hard Higher damage variation of the above combo, but the 5S link can be tight. Easiest on BA, BR, DI, KL, FA, OS, and SO. Not worth attempting on JA as it's a 1 frame link. -
(Starter) > 623H236H -> delay D > 2366H -> delay H Any 177 with 214P > dash > 5K > 5S start 25 All except ED, JO, JU, OS, PO, VE, RO Easy - Very Hard It is possible to link an H Fuujin after an early On, but is particularly tight on midweights. It is most practical and lenient on lightweights (ignoring JU), CH and FA, where it is a very important source of damage and a good use of meter. The H Rin ender allows for full corner carry in case you landed the On in the corner. -
(Starter) > 623H236H -> D > dash > (2H in corner) > 5H Any 165 with 214P > dash > 5K > 5S start and no 2H 25 All except ED, JO, JU, OS, PO, VE, RO Easy - Very Hard Slightly more stable and easier version of the above combo. An important BnB on lightweights (ignoring JU), CH and FA that sets up meaty Shitsu okizeme. -
(Starter) > 623H236H -> K > 5P > SJC9 > j.S > j.P > j.K > j.S > j.D > (delay j.214P in corner) Midscreen 172 (TE) with 214P > dash > 5K > 5S start 0 AN, AX, TE Hard On AN, AX, and TE, it is possible to link a 5P after a H Fuujin link after an early On. This combo technically does more damage than the On loop, but at the cost of no knockdown. https://youtu.be/pple6DcbUvQ
(Starter) > 623H ▷ dash > 5P > 6K FRC > 623H Any 156 with 214P > dash > 5K > 5S start 25 AX, BR, FA, IN, OS, SL, SO, ZA Hard Invented by former Anji player Hae, this combo is known as the "Hae Special". This FRC combo is most practical on SO and OS as the meterless On loop does not work on them. It is good for gaining the corner again in case you land an On in the corner. In other positions, it may be better to spend the meter on H Fuujin > FB Rin instead. Not practical at on AX and FA as it is a 1 frame timing. -
(Starter) > 623H ▷ dash > 2D > 236S -> S Corner 149 with 214P > dash > 5K > 5S start 0 All except AB, AX, BA, DI, FA, JO, MI Medium In the corner, it is possible to link an additional 2D before the S Fuujin into Nagiha knockdown from an On. -

5D Combos

5D combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
5D > JC > j.D > j.D > j.S > j.P > j.S > j.P > j.S > j.P > j.S > j.D Any 127 0 All Easy Simple midscreen dust combo. https://youtu.be/tlStvR7994o
5D > JC > FD > j.H623H > (Optional early On extensions) Any 90 0 All Very Easy Easy Impossible Dust combo utilizing an FD flicker. -
5D > JC > DJC9 > j.H5P or 5S > 623H > (Optional early On extensions) Any 102 with 5S 0 All Easy Another Impossible Dust combo this time utilizing a double jump. When inputting the double jump, it is suggested to return to neutral first after the initial homing jump cancel. https://youtu.be/R0Kp6dW3uCA
5D > JC > j.S > DJC9 > j.H ▷ (dash) > 5P or 5S > 623H > (Optional early On extensions) Corner 112 with 5S 0 All Hard Slightly harder Impossible Dust combo that requires inputing the initial j.S as fast as possible. To ease the input of the double jump, it is suggested to input the double jump from the initial j.S by rolling your input from up forward to down forward, and then back to up forward. In number notation this would be a 96369 input. -
5D > JC > j.S > DJC9 > j.H236(6)H -> K > 5P > 623H Midscreen to Corner 122 0 All Hard Impossible Dust combo that links a H Fuujin for corner carry. -

Air Throw Combos

Air Throw combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
Air Throw ▷ 5P or 5S > 5H Any 83 with 5S 0 All Easy Easy knockdown off an air throw. https://youtu.be/REjpXeLlmUw
Air Throw ▷ 5P or 5S > 623H > (Optional early On extensions) Any 92 with 5P 0 All Easy The 5P is usually more stable to link after the Air Throw. https://youtu.be/yj33UBq7qng
Air Throw ▷ 623H > (Optional early On extensions) Any 92 0 All Easy It is possible to go directly into On from an air throw when the air throw is performed very low to the ground. This is optimal in terms of frontloading the damage and stun. Useful for air throw resets in stun sequences. -
Air Throw ▷ 5S > (6S) > SJC9 > j.K > (delay) j.S > j.H > j.D , j.H Corner 122 (FA) with 6S 0 JU, FA, SL, ZA Medium Falling j.H combo is possible when air throwing into the corner but the 6S will usually whiff if too close to the corner, so it should generally be avoided. The inability to land 6S is the reason that this combo is preferred over the jump install route usually. https://youtu.be/IMNPcqObkFM

Fuujin Loop

Highly character specific and not practical for some characters. The initial gatlings are important to pay attention to as it determines how many reps of the loop and what enders are possible. For the combos listed, assume that you cannot add any extra gatlings before the initial normal unless stated otherwise.

Warning: Do NOT use Sol as a character practice these combos on, as Fuujin looping Sol is not viable at all due to his small vertical air hurtbox. Testament is the recommended character to practice Fuujin loops on when starting out.

Fuujin Loops
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
2S > 2D > 236S -> D > 2H or 6H > 236S -> K > 5K > 5S > 5H Corner 171 (TE) with 2H and 175 (TE) with 6H 25 AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JU, KL, KY, MA, SL, TE, VE, ZA Medium The standard confirm into one rep of the Fuujin loop off 2S into 5H knockdown. For comparison, the same confirm into 236S -> D > 236H > 5K > 5S > 623H does 181 damage on TE. Using 6H > 236S does the most damage, but for most characters 2H > 236S is more stable, with the exception of AN, AX, CH, DI, and IN where 6H is more stable. https://youtu.be/JjX3hEMOzbQ
2S > 2D > 236S -> D > 2H or 6H > 236S -> K > 5K > 5S > 623H Corner 181 (TE) with 2H and 185 (TE) with 6H 25 AN, AX, ED, FA, JA, JU, KL, MA, SL, SO, TE Medium Similar to the above, but slightly more damage with the On ender instead. Once again, using 6H > 236S does the most damage, but for most characters 2H > 236S is more stable, with the exception of AN and AX where 6H is more stable. Not worth attempting on SO as it contains two 1 frame links. https://youtu.be/Po-rGqv_g4k
2S > 2D > 236S -> D > 2H or 6H > 236S (-> K) > 5S > 3Sc > 5S > 5H Corner 177 (TE) with 2H and 181 (TE) with 6H 25 AN, KY, RO, TE Hard Higher damage ender utilizing the 3S cancels. The K Hop can be omitted to provide a more spaced Shitsu okizeme afterwards. https://youtu.be/ABkMAxRqFo8
2S > 2D > 236S -> D > 2H or 6H > 236S > 2D > 236S -> S Corner 177 (TE) with 2H and 181 (TE) with 6H 25 All except AB, AX, JO, SO, OS, RO, PO Hard - Very Hard Semi-universal ender that provides good spacing for Shitsu okizeme afterwards. https://youtu.be/skLZI2G2Imo
2S > 2D > 236S -> D > 2H or 6H > 236S -> K > 5K > 5S > SJC9 > j.K > (delay) j.S > (delay) j.D, j.H Corner 174 (SL) 25 JU, SL Hard Justice and Slayer specific combo that provides good okizeme, and is probably optimal in terms of damage off a 2S into FB Rin confirm. https://youtu.be/xAxjdYXqzjY
5K > 5S > 5H > 236H -> K > 5P or 5S > 236S -> K > 5K > 5S > 236S -> K > 5K > 5S > 623H Midscreen to Corner 163 (PO) 0 PO Hard Important midscreen Fuujin loop confirm on Potemkin that provides a lot of tension gain. Builds enough meter for an FB Shitsu unblockable afterwards. https://youtu.be/t5Ag1ou46NM
5K > 5S > 5H > 236H -> D > 2H or 6H > 236S -> K > 5S > 3Sc > 5S > 236S -> K > 5K > 5S > 623H Midscreen to Corner 206 (TE) 25 PO, TE Hard 3S cancel Fuujin loop off standard gatlings midscreen. For PO, this can be started in the corner. Optimal in terms of damage. -
5S > 5H > 236H -> D > 6H > 236S -> K > 5S > 5H > 2D > 236S -> S Midscreen to Corner 226 (ED) 25 JO, ED Easy High damage corner carry confirm. On JO, one extra gatling can be added before the 5S, but none can be added for ED. https://youtu.be/WixpH1Lj5c4
214P or another 1 hit launcher > 5S > 236S -> K > [5S > 3Sc > 5S > 236S -> K]x2 > 5S > 3Sc > 5S > 623H Corner 185 (TE) 0 PO, TE Hard 3S cancel Fuujin loop off Kai. Optimal in terms of both damage and meter gain. -
214P or another 1 hit launcher > 5S > 236S > 2D > 236S -> K > 5K > 5S > 236S > 2D > 236S -> S Corner 164 (ZA) 0 KY, JA, ZA, TE, JU Hard - Very Hard High damage Fuujin Loop variation utilizing multiple 2D. Most optimal as a combo for KY and ZA in terms of damage, but the 5K OTG is very unstable on KY. https://youtu.be/6dHBEClM5FU


Character Specifics Chart

Character Weight Class 2D > 236S -> D 5H > 2D > 236S Juggle Early On > dash 5P Early On > dash 5S Early On > H Fuujin Falling j.H Combo j.KSHD > Orb Rejump Combo On Loop 5K > 5S Fuujin Loop Sliding 5K > 5S > On Comment
 A.B.A Heavy No No Yes No Yes No Yes No Yes *1f No No -
 Anji Mito Mid Yes Yes Yes *1f No Yes No Yes Yes Yes *1f No Yes -
 Axl Low Mid Yes No Yes Yes Yes Yes Yes Yes Yes *1f No Yes -
 Baiken Light Yes No Yes Yes Yes Yes Yes No Yes *1f No No -
 Bridget Light Yes No Yes Yes Yes Yes Yes No Yes *1f No No -
 Chipp Zanuff Mid Yes No Yes No Yes No Yes No Yes No Yes -
 Dizzy Light Yes No Yes Yes Yes No Yes Yes *microdash Yes *1f No No -
 Eddie Mid Yes Yes Yes Yes No No Yes No Yes *1f No Yes -
 Faust Mid Yes No Yes Yes Yes Yes Yes Yes Yes No Yes -
 I-No Light Yes No Yes Yes Yes No Yes Yes *microdash Yes *1f No Yes *delay -
 Jam Kuradoberi Light Yes Yes Yes Yes *1f Yes No Yes No Yes Yes Yes -
 Justice Light Yes No No No No Yes Yes Yes No Yes Yes -
 Johnny Heavy No Yes Yes No No Yes *omit j.S>jH No No No Yes *3Sc No -
 Kliff Undersn Light Yes Yes Yes Yes Yes No Yes Yes Yes *1f No Yes -
 Ky Kiske Mid Yes No Yes No Yes Yes Yes No No Yes No -
 May Light Yes No Yes No Yes Yes *omit j.S>jH Yes *outside corner No Yes No Yes -
 Millia Rage Light Yes No Yes No Yes No Yes Yes Yes No Yes *delay -
 Order-Sol Heavy No No Yes Yes No No Yes Yes No No Yes -
 Potemkin Heavy No Yes Yes No No No Yes Yes Yes Yes *3Sc Yes -
 Robo-Ky Heavy No No No No No Yes Yes No No Yes *3Sc No -
 Slayer Mid Yes No Yes Yes Yes Yes Yes Yes Yes *1f No Yes -
 Sol Badguy Mid Yes No Yes Yes Yes No Yes Yes No No Yes -
 Testament Mid Yes No Yes No Yes No Yes No Yes Yes *3Sc Yes -
 Venom Mid Yes No No No No No Yes Yes *microdash Yes *1f No Yes -
 Zappa Mid Yes No Yes Yes Yes Yes Yes Yes Yes *1f Yes Yes *delay -
*delay: You must delay On after 5S
*1f: Contains a 1 frame link
*omit j.S>jH: Cannot use j.K > j.S > j.H > j.D on JO and MA. [j.K > j.S > j.D] or [j.K or j.S > j.P > j.S > j.D] for JO, and [j.K or j.S > j.D] for MA.
*outside corner: j.K > (delay) j.S > j.H > j.D, while possible directly in the corner, is fairly unstable on MA without strict frame perfect delays, and is more stable when done outside of the corner at lower combo counts
*3Sc: All 5K > 5S > 236S Fuujin loop reps can be replaced by 5S > 3Sc > 5S > 236S reps
*microdash: A microdash 5P is required for the rejump, and is usually a 1-2 frame link, unless starting the combo from only 1 hit before the super jump

Video Examples

Combo Tutorials

On Loop Showcase

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