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==Combo Theory==
==Combo Theory==


The general goal is to use {{clr|3|236S}} in combos as many times as possible as it does high damage, has good stage carry, and can be followed up by additional air actions or {{clr|5|j.D}} to convert into wall bounces/wall breaks when the positioning is correct. Ending a combo with {{clr|3|236S}} also creates a hard knockdown to set up {{clr|1|236P}}. Using {{clr|3|236[S]}} multiple times in a combo is known as a "Kou loop", and is possible off some mid-screen hits and in many corner combo situations.
The general goal is to use {{clr|3|236S}} in combos as many times as possible as it does high damage, has good stage carry, and can be followed up by additional air actions or {{clr|5|j.D}} to convert into wall bounces/wall breaks when the positioning is correct. Ending a combo with {{clr|3|236S}} also creates a hard knockdown to set up {{clr|1|236P}}. Using {{clr|3|236[S]}} multiple times in a combo is known as a "Kou loop".


How to combo into Kou is not always consistent, but these sequences are ideas for how to do so:
{{clr|3|236S}} will only hit airborne opponents. To get an opponent in the air, Anji has to use a Red Roman Cancel, {{clr|5|2D}}, or {{clr|4|2H}}, with strings such as these:
* {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236[S]}} (used off high juggles like {{clr|4|2H}} or red RC)
* {{clr|1|5P}} > Red Roman Cancel > {{clr|3|236S}}
* {{clr|3|c.S}} > {{clr|3|236S}} (may allow for an additional {{clr|3|236S}} later in the combo or provide better scaling for another {{clr|3|236S}} through omitting the {{clr|4|2H}})
* {{clr|2|5K}} / {{clr|2|2K}} / {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}}
* {{clr|2|2K}} > {{clr|3|236S}} (may allow for combo-ing into {{clr|3|236S}} even if the opponent falls low to the ground)
* {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236[S]}} (on crouching opponents or {{clr|3|c.S}} counterhit)
* {{clr|3|236[S]}} or {{clr|3|236S}} on its own earlier in the combo may allow for additional {{clr|3|236S}} later in the combo


When attempting to convert into a wall bounce, it is best to delay {{clr|5|j.D}} as much as possible to increase the consistency of being able to follow up on it. Ideally, the opponent should hit by the top half (or higher) of Anji's umbrella. From there, {{clr|2|5K}}, {{clr|3|f.S}}, or {{clr|3|c.S}} into {{clr|4|236H->H}} will normally wall splat if {{clr|5|j.D}} was the first wall hit. {{clr|2|5K}} is the most consistent, but lowest damage of these follow-ups.
Once the opponent is in the air, Anji can set up additional {{clr|3|236S}} with these strings:
* {{clr|3|c.S}} (> {{clr|4|2H}}) > {{clr|3|236[S]}} - {{clr|4|2H}} applies a large amount of gravity scaling, making additional Kou loops more difficult.
* {{clr|2|2K}} > {{clr|3|236S}} - When the opponent is too low or far away to be hit by {{clr|3|c.S}} > {{clr|3|236[S]}}, {{clr|2|2K}} may still be able pick them up for an additional loop.


After a wall splat, {{clr|4|632146H}} is the obvious candidate for the most damage, but {{clr|4|5H}}, {{clr|4|2H}}, and {{clr|5|5D}} are the highest damage non-metered moves to wall break from a grounded position so use whichever is the most comfortable/intuitive for you.
Anji's {{clr|5|j.D}} will bounce opponents off the walls, allowing for extensions into more Kou loops or Fuujin. These will often be Anji's most damaging combos, but their complicated dependence on height, character weight, gravity scaling, and distance from the corner make them difficult to notate. Here are some guidelines to help determine what moves are most likely to work.


After an opponent is slowed down by a Blue RC, any single hit will provide enough hit stun to go into a {{clr|3|c.S}} / {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|3|236[S]}} or fully charged {{clr|4|236[H]->K}} into any juggle combo. Use whichever is appropriate for the situation - the former is generally better for damage but the latter is generally better for stage carry or when you cannot connect a move into {{clr|4|2H}}.
When attempting to convert into a wall bounce, it is best to delay {{clr|5|j.D}} as much as possible. This will give Anji more time on the ground to approach or throw out a move while the opponent is bouncing, making it easier to continue the combo. After a wallbounce, it is usually easiest to continue with {{clr|2|5K}} > Fuujin > Rin. If the opponent is in a good position, Anji can use one of the strings above to continue into Kou instead for slightly more damage and a hard knockdown. If the opponent is past midscreen but too far for {{clr|5|j.D}} to bounce back to Anji, he may be able to continue the combo by doing an airdash after {{clr|5|j.D}} with a route like the one below. Combos using airdashes after {{clr|5|j.D}} will strongly depend on character weight, gravity scaling, and distance.
 
{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|5|j.D}} > airdash > {{clr|3|j.S}} > {{clr|2|5K}} > Fuujin > Rin (WS)
 
After a wall splat, {{clr|4|632146H}}, {{clr|4|5H}}, {{clr|4|2H}}, Rin, and {{clr|5|5D}} are the highest damage moves to wall break from a grounded position. Use whichever is the most comfortable/intuitive for you. After combo scaling and guts are taken into effect, it's common for {{clr|4|632146H}} to do roughly 10 more damage than {{clr|5|5[D]}}, and for {{clr|5|5[D]}} to do roughly 1 more damage than {{clr|4|5H}}. In general, use {{clr|4|632146H}} to get the [[https://www.dustloop.com/wiki/index.php?title=GGST/Damage#The_Wall|Overdrive Wall Break]], not damage.


*[https://youtu.be/7P6NbSBJ_lk "Anji Mito Beginner Combo Theory" by New Millenium]
*[https://youtu.be/7P6NbSBJ_lk "Anji Mito Beginner Combo Theory" by New Millenium]
*[https://youtu.be/vjsS_wQRf2Y "Anji Combo Theory + Gatling Theory EXPLAINED" by Austin Soohoo]
*[https://youtu.be/vjsS_wQRf2Y "Anji Combo Theory + Gatling Theory EXPLAINED" by Austin Soohoo]
*[https://youtu.be/4ZfIgJLbAF8 "Maximizing Anji's Damage: Kou Loops guide" by Klaige] (Not up to date for Patch 1.1 but still relevant)
*[https://youtu.be/4ZfIgJLbAF8 "Maximizing Anji's Damage: Kou Loops guide" by Klaige] (Not up to date for Patch 1.1 but still relevant)


==Beginner Combo List==
==Beginner Combo List==

Revision as of 20:04, 23 May 2022

 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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
Shitsu = Shitsu - 236P
Hakobi = Suigetsu No Hakobi - 236K or 236[K]
Kou = Kou - 236S or 236[S]
Fuujin = Fuujin - 236H or 236[H]
Ichishiki = Shin: Ichishiki - 236H or 236[H] -> P
Hop = Issokutobi - 236H or 236[H] -> K
Nagiha = Nagiha - 236H or 236[H] -> S
Rin = Rin - 236H or 236[H] -> H
Counter Super = Kachoufuugetsu Kai - 632146S
Sai = Issei Ougi: Sai - 632146H
{X} = Short hold input.
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Theory

The general goal is to use 236S in combos as many times as possible as it does high damage, has good stage carry, and can be followed up by additional air actions or j.D to convert into wall bounces/wall breaks when the positioning is correct. Ending a combo with 236S also creates a hard knockdown to set up 236P. Using 236[S] multiple times in a combo is known as a "Kou loop".

236S will only hit airborne opponents. To get an opponent in the air, Anji has to use a Red Roman Cancel, 2D, or 2H, with strings such as these:

  • 5P > Red Roman Cancel > 236S
  • 5K / 2K / c.S > 2D > 236S
  • c.S > 2H > 236[S] (on crouching opponents or c.S counterhit)

Once the opponent is in the air, Anji can set up additional 236S with these strings:

  • c.S (> 2H) > 236[S] - 2H applies a large amount of gravity scaling, making additional Kou loops more difficult.
  • 2K > 236S - When the opponent is too low or far away to be hit by c.S > 236[S], 2K may still be able pick them up for an additional loop.

Anji's j.D will bounce opponents off the walls, allowing for extensions into more Kou loops or Fuujin. These will often be Anji's most damaging combos, but their complicated dependence on height, character weight, gravity scaling, and distance from the corner make them difficult to notate. Here are some guidelines to help determine what moves are most likely to work.

When attempting to convert into a wall bounce, it is best to delay j.D as much as possible. This will give Anji more time on the ground to approach or throw out a move while the opponent is bouncing, making it easier to continue the combo. After a wallbounce, it is usually easiest to continue with 5K > Fuujin > Rin. If the opponent is in a good position, Anji can use one of the strings above to continue into Kou instead for slightly more damage and a hard knockdown. If the opponent is past midscreen but too far for j.D to bounce back to Anji, he may be able to continue the combo by doing an airdash after j.D with a route like the one below. Combos using airdashes after j.D will strongly depend on character weight, gravity scaling, and distance.

c.S > 2D > 236S > j.D > airdash > j.S > 5K > Fuujin > Rin (WS)

After a wall splat, 632146H, 5H, 2H, Rin, and 5D are the highest damage moves to wall break from a grounded position. Use whichever is the most comfortable/intuitive for you. After combo scaling and guts are taken into effect, it's common for 632146H to do roughly 10 more damage than 5[D], and for 5[D] to do roughly 1 more damage than 5H. In general, use 632146H to get the [Wall Break], not damage.

Beginner Combo List

Basic bread-and-butters that prioritize ease of execution and consistency over anything else.

Beginner Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K/2K > 2D > 236S > (j.D / OTG 5H) Anywhere Everyone [1] Very Easy
c.S > 6H / f.S / 2S / 5H / 6H > 236H->S Anywhere Everyone [1] Very Easy Grounded Nagiha follow-ups.
c.S > 2D > 236S > (j.D / OTG 5H) Anywhere Everyone [2] Easy
... > RRC > Dash > c.S > 2H > 236[S] > (j.D / OTG 5H) Anywhere Everyone [2] Easy Easy RRC follow-up.

Combo List

  • Every damage value should be dealt to Ky when possible
  • Combos starting with c.S can also start with j.H into c.S

P Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
5P > 6P > 236H -> (K) Anywhere 66 ?? [1] Very Easy Basic Jab Combo. The K followup is optional but gets you to the opponent faster. https://youtu.be/JjD8iZcLCSg
5P > 6P > 236S > j.D Corner 103 ?? [1] Very Easy Basic Corner Jab Combo https://youtu.be/1v6POpjt12o
5P > 6P > 236H -> H > c.S > 236S > WS > [5H/5D] or [j.D] Corner 161(160) ?? [2] Easy Jab Corner Combo Optimized for Damage. Wall Breaks high, 160 damage if ended with j.D. https://youtu.be/hApfiBRH6Vc
5P > 6P > 236H -> H > c.S > 236H -> H > WS > 5H/5D Corner 156 ?? [2] Easy Jab Corner Combo for low wall break. Less damage, but can break wall with super. Optimized w/ c.S instead of 5K after Rin. https://youtu.be/T4Ru0EU60oI
5P > 6P > 236H -> H > c.S > 2H > WS > 5H Corner 155 ?? [1] Very Easy Alternative Jab Corner Combo for low wall break. 1 Less Damage. https://youtu.be/vVbQ53zo4yg
5P > 6P > 236H -> H > c.S > 5H > 236H > WS -> H Corner 159 ?? [2] Easy Jab corner combo with Rin wall break. https://youtu.be/9rfcAfekohw
5P > 6P > 236{S} > j.S > 5K > 236H -> H > WS -> 5[D] Corner 171 ?? [3] Medium The slight charge on 236S is needed for j.S and 5K to connect. Can replace 5[D] with any ender you want https://www.youtube.com/watch?v=soFbjfx_xXc
AA 5P > 6H > 236S Anywhere 86 ?? [1] Very Easy Jab anti air punish. Can get some extra damage with air dash > j.H after Kou. https://youtu.be/105ZfPpfG60
AA 6P > 236S Anywhere 87 ?? [2] Easy 6P Anti Air Punish. Can be Spacing Specific. Full Press 236S on counter hit https://youtu.be/1fZ7neNHAcY

K Starters

5K/2K > 2D > 236S -> dl.AD > (j.H) Anywhere 100(121) ?? [1] Very Easy Use j.H if you want to sacrifice oki for damage. 236S Hard Knock Downs and lets you set-up 236P https://www.youtube.com/watch?v=7ElMYbv6Ze8
5K/2K > 6P > 236H -> (K) Anywhere 78/63 ?? [1] Very Easy Corner Carries from Mid. No Hard Knock Down https://youtu.be/6SHoJ49aL9s
5K/2K > 2D > 236S > j.D Anywhere 123/96 ?? [2] Easy Consistent close-range 5K/2K combos for medium-sized or larger characters. For Millia and Giovanna, the 236S needs to be held just the tiniest bit. Can be converted into a wall bounce combo if the spacing is correct. Omitting the j.D creates a hard knockdown that can be used to set up 236P.
(dash) 5K/2K > 2D > 236S > j.K > j.D Anywhere 133/104 ?? Everyone* [3] Medium *Most consistent on Sol, Faust, and Heavyweights; requires dash momentum and/or a slight partial charge on 236S against all other characters. Can be converted into a wall bounce combo if the spacing is correct. Omitting the j.K > j.D creates a hard knockdown that can be used to set up 236P.
AA 5K > 6H > 236S/{S} Anywhere 94/113 ??   [2] Easy 3rd hit of 6H will sometimes miss. For consistency input 236S after the second hit of 6H. https://youtu.be/VzdLI_HFETQ
5K/2K > 2D > 236S > j.K > 5K > 236H -> H > WS > 5H Near Corner 194 ??   [2] Easy Starter can be anything that leads into Kou(236S) and ender should end with 5D, 632146H, or Early Cancel Rin https://www.youtube.com/watch?v=wCkuVfqOQFI
5K/2K > 2D > 236S > 66FRRC~j.K > j.D, 5K > 236H -> H > WS > 5H Near corner 201 ?? [3] Medium For when you're too far from the wall for j.K to connect after Kou(236S). The 5K after landing can be replaced with f.S or c.S depending on how close you are to the wall, but the damage difference is negligible (1 extra damage for f.S, 5 extra damage for c.S)
5K > 2D > 236S > 66FRRC~j.H(whiff) > c.S, 2H > 236[S] > j.D > WS > 5H Midscreen 220 ?? [3] Medium Depending if you have dash momentum or if you hit a very deep 5K, the whiff j.H might cross you up. https://www.youtube.com/watch?v=3DoefjHwMms
BRC > 5K/2K > 236[H]->K > c.S > 2H > 236[S] Anywhere 141/111 ?? Everyone but Millia, Giovanna, and Jack-O [3] Medium The 5K route can add an OTG 5H for 157 damage.
BRC > 5K > 236[H]->K > c.S > 2H > 236[S] > j.D Anywhere 149 ?? Heavyweights [3] Medium (Damage on Sol) On heavyweights, the BRC > 5K combo can be converted into a wall bounce at certain distances.
BRC > 5K > 236[H]->K > c.S > 2H > 236[S] Anywhere 163 ?? Everyone [3] Medium (Damage on Millia) Modified combo for lightweight characters.


S Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
c.S > 2D > 236S > j.D Anywhere 146 ?? Everyone [2] Easy The premier close-range meterless c.S combo. Can be converted into a wall bounce combo if the spacing is correct. Omitting the j.D creates a hard knockdown that can be used to set up 236P. For Millia, Giovanna, and Jack-O, the 236S needs to be held just the tiniest bit (alternatively, use delayed AD > j.H OTG after 236S if the timing is too difficult).
(dash) c.S > 2D > 236S > j.K > j.D Anywhere 155 ?? Everyone* [3] Medium *Most consistent on heavy weights; Dash momentum and/or a slight partial charge on 236[S] is required for most light and middleweight characters. Extension of the above combo but much less consistent. Can be converted into a wall bounce combo if the spacing is correct. Omitting the j.K > j.D creates a hard knockdown that can be used to set up 236P.
c.S > 6H > 236H -> S Anywhere 131 ?? [1] Very Easy Use this over 2D > 236S if c.S is not hit point blank. Fuujin is only true after the 3rd hit of 6H. See this for more info about Anji's 6H. https://youtu.be/AmH1URw-AGI
c.S > 2D > 236S(1) 22.RC~236[H] -> K, 5K/2K > 236H -> H, 5K WS > 5[D] Midscreen to Corner 195 -29% + WB Everyone* [3] Medium Combo on lightweights involving Fast RC-ing the first hit of Kou, land and do a Charged Fuujin. Will wallsplat early against some lightweights nearer to corner. *Against Heavyweights, use 2K over 5K after the Fujin hop followup. https://youtu.be/dVWq07J5QIc
c.S > [5H] or [6H] > 236H -> S > 66RRC > c.S > 2H > 236[S] > j.D > WS > 5H/665D Mid 216(219) ?? [2] Easy Simple RC Combo. Grants wall break when around midscreen. May need to move forward or dash after 66RRC if slightly further than midscreen to land j.D. https://youtu.be/Rj11oX3ExJk
c.S > 2D > 236S > 66FRRC~j.K > j.D, 5K > 236H -> H > WS > 5H Near corner 225 ?? [3] Medium For when you're too far from the wall for j.K to connect after Kou (236S). The 5K after landing can be replaced with f.S or c.S depending on how close you are to the wall, but the damage difference is negligible (1 extra damage for f.S, 5 extra damage for c.S)
f.S/2S > 236H -> S Anywhere 84 ?? [1] Very Easy Simple combo into soft knockdown if you're not close to the opponent. Works from any range
AA/Crouching c.S > 2H > 236[S] > 66 > Landing/j.HS Anywhere 131/153 ?? Everyone [2] Easy c.S Anti air Combo. Finish with j.HS for additional damage or land to set up Oki. Hitting j.HS will cross you up. Works on crouching opponents hit with c.S. https://www.youtube.com/watch?v=ujmDM8z_Wn0
CH c.S > 2H -> 236[S] > c.S > 236S > AD > j.H Anywhere 207 ?? Everyone except Millia, Giovanna, and Jack-O [3] Medium Highest damage meterless, wall-less CH c.S combo. Omitting the AD > j.H creates a hard knockdown that can be used to set up 236P, dealing 191 damage instead.
CH c.S > 2H -> 236[S] > 2K > 236H -> H Anywhere 184 ?? Everyone except Faust, I-No [3] Medium Highest damage meterless, wall-less CH c.S combo for Millia and Giovanna.
CH c.S > 2H -> 236[S] > 2K > 236S Anywhere 182 ?? Doesn't work on Faust, May, Ram, Giovanna, I-No [3] Medium Highest damage meterless, wall-less CH c.S combo for Millia that still gives a hard knockdown that can be used to set up 236P.
CH c.S > 2H > 236[S] > j.D > c.S > 2H > 236S > WS > WB corner 246 ??   [3] Easy 2nd hit of the 2nd Kou breaks the wall, leading to a guaranteed wall break https://youtu.be/xVyKSk_q08g
CH or AA c.S > 2H > (236[S]) > 22RRC > run under > c.S > 2H > 236[H] -> H > WS cornered 191+WB -30%+WB Everyone  [4] Hard Counterhit or Anti-air combo if you are cornered. Against heavies, you need to release Fuujin earlier. If you are even slightly out of the corner, you need to skip 236S and use 66PRC instead. https://youtu.be/OmaZLK5PAUE
CH c.S > 2H > 236[S] > 22RRC > air dash > c.S > 2H > 236[S] > j.D > WS cornered 201+WB ?? [3] Medium Easier and more damaging version of the combo above. After landing, delay the c.S. Delay length determines how high the wall smash is, try to delay it as much as you can if you want to wall smash with super. Delayed j.D after 236[S] can course correct, but it's harder. Alternate to replace super: air dash > j.D or 9 j.D. (AA starter testing needed) https://youtu.be/h5kaxGWoB8U
CH c.S > 236[HS] -> K > c.S > 2H > 236[S] > AD > j.H Anywhere 182 40% [3] Medium You don't have to space with this combo thanks to charged 236[HS]. https://youtu.be/m4dF4QA65QM
CH c.S > 2H > 236[H] -> K, 2K > 236H -> H > 5K > WS > 5H Midscreen 208 46% + WB Not Heavweights [3] Medium Held Fuujin (236H) whiffs against heavies. Meterless and works farther from the corner than Kou combos with its good corner carry, but must reach the corner.

H Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 5H > 236H -> H > 5K > 236{H} -> H > WS/(5P > WS) Mid 154+WB 45% + WS [2] Easy If the Second 236HS -> H doesn't wallbreak, 5P should. If Over Midscreen, use 236HS -> K on the second 236HS.
CH 2H > 236[H] -> K > c.S > 2H > 236[H] -> H > (f.S) > WS Mid/Any 171+WB 45% + WS [3] Medium Max range 2H. If they are slightly behind the mid line, f.S is not necessary. To get an idea of distance, it's at the tip of 2D's hitbox. Heavier characters require a slightly shorter hold on the second Fuujin. If too far from a wall, replace second Fuujin with Kou.
2H > 236[S] > j.D > 665K > 236H -> H > WS Corner 186+WB 34% + WS [3] Medium Can be done without the dash on 5K, but timing is stricter. Only Wall Breaks if j.D wall bounces
2H > 236[S] > j.D > c.S > 2H > 236S > j.D > WS Corner 217 34% + WS [3] Medium Wall breaks just low enough for for 632146HS to land. If the opponent is landing behind you after j.D, you are holding 236S too long.
CH 2H > 236[S] > j.D > c.S > 236S > j.D > c.S > 236S > WS Corner 280 45% + WS [4] Hard Spacing and timing specific. 2H needs to be landed around a back dash away from opponent. j.D should be slightly delayed so opponent doesn't bounce off the wall behind you, but not too delayed that the opponent lands before you. The timing for j.D after Kou is the same for both.
CH 5H > 236[H] -> K > c.S > 2H > 236[S] > 5H OTG Anywhere 185 ?? Everyone [3] Medium Unless you hit tip range of 5H you will get enough space for the combo thanks to 236[H]. Omitting the 5H OTG creates a hard knockdown that can be used to set up 236P for 169 damage instead.
CH 5H > 236[H] -> K > c.S > 236[S] > j.D Anywhere 171 ?? Everyone but Jack-O [3] Medium We can modify the above combo to allow for wall bounce conversions at the cost of some damage by removing the 2H. Charge the 236[S] about halfway instead of fully.
CH 5H > 236[H] -> K > c.S > 2H > 236[S] > j.D Anywhere 181 ?? Sol & Heavyweights [3] Medium (Damage on Sol) On some characters, the above combo can end with a j.D without additional modifications to convert into a wall combo at specific ranges.
CH 2H > 236[S] > c.S > 2H > 236[S] > 5H OTG Anywhere 212 ?? Everyone [3] Medium Highest damage meterless, wall-less CH 2H combo. Omitting the 5H OTG creates a hard knockdown that can be used to set up 236P for 196 damage instead. It is possible to replace the 5H OTG for a j.D for a wall conversion on medium-sized characters (not small ones), but this is inconsistent.
CH 2H > 236[S] > c.S > 236[S] > (j.K) > j.D Anywhere 206 ?? Everyone* [3] Medium A modification of the above combo when a potential wall bounce is needed. Omit the j.K for consistency if needed (depending on the opponent, the combo can become Very Hard when including the j.K as it requires manually delaying c.S and partially charging 236[S] on a per-character basis). *It is necessary to omit the optional j.K against lightweights. *Partially charge the second 236[S] on heavyweights.

Jump-in Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes
j.H > c.S > 6H > 236H -> S Anywhere 128 ?? Everyone [1] Very Easy Basic meterless jump in combo for damage. j.H needs to hit reasonably deep for this to be a true combo.
j.H > land, microdash c.S > 2D > 236S Anywhere 121 ?? Not Heavyweights [4] Hard Basic meterless jump in for okizeme. Creates a hard knockdown that can be used to set up 236P. j.H needs to hit even deeper than the above, as 2D > 236S may whiff depending on range. The smaller the opponent is, the more likely 236S will whiff. Use the above combo or omit the 236S if you need a guaranteed hard knockdown for 86 damage.
IAD > j.P > j.P > c.S > 6H > 236H -> S Anywhere 115 ?? Everyone [2] Easy jump-in j.P combo. Essentially the same as above, but less damage. 6H must be canceled early on the second hit for Jack-O. Realistically, you can only get two j.P's against certain standing opponents. For crouching characters and really short characters, start with a single deep j.P instead.
IAD > j.P > j.P > c.S > 2D Anywhere 80 ?? Everyone [2] Easy jump-in j.P combo that ends in a hard knockdown that can be used to set up 236P. Realistically, you can only get two j.P's against certain standing opponents. For crouching characters and really short characters, start with a single deep j.P instead.
CH j.H/j.S > land, dash c.S > 2H > 236[S] > 5H OTG Anywhere 149 ?? Everyone [3] Medium Basic meterless jump in combo. Forgoing the 5H OTG lets you setup 236P instead for 132 damage. If you find yourself not quite in range for the c.S to connect, the CH slowdown lets you dash in slightly.
CH j.H/j.S > land, dash c.S > 2H > 236[S] > j.D Anywhere 148 ?? Everyone [3] Medium Can convert into wall bounce extensions near corner.

Special Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
236S > dl.AD > j.H Anywhere 94 10% [1] Very Easy Simple anti-air starter. Works even if only the second hit of 236S connects so very consistent. https://youtu.be/ZTwU5Mzh7bo
(236H)-S CH > c.S > 236S > j.S > 5K > 236H-H WS > 5H Corner 211 ~40% Everyone [3] Medium Meterless wallbreak from counterhit Nagiha -
(236H)-S CH > 5K/2P > 236H-H > 5K > 236H-H WS > 5H Corner 182 ~40% Everyone [3] Medium Fuujin loop from CH Nagiha. Use this when you are not in c.S distance for the above combo. -
236S > 66RRC > 6 > dl.c.S > dl.2H > 236[S] > dl.AD > j.H Anywhere 162 -40% [3] Medium Another 236S starter with much more power behind it. Requires you to reposition yourself after the 66RRC in order to get c.S. All delays are for the purpose of getting the proper height. https://youtu.be/-JbdAp0yZiw
236S > (j.D/66RRC) > dl.c.S > 2H > 236[H]->H > c.S > WS > 5H Corner 220/198 +35% + WS [3] Medium Good general purpose corner combo with optional meter usage for awkward distances. If you are too close, skip straight to dl.c.S. j.D wallsplats at 236[H] and you may need to use 236{H} based on how low 2H connects. https://youtu.be/KpPXgfwBM8Y
CH 236S > AD > j.K > j.D > f.S > 5H > 236(H)->H > 5P > WS Midscreen 178+WB +35+WB [3] Medium Requires your 236S to pop them up higher than you. The lower they are, the tighter the AD > j.K needs to be. https://youtu.be/NKO4GoFgZXA
CH 236S > AD > j.K > j.D > 66PRC > 6c.S > 2H > 236[S] > dl.j.D > WS Midscreen 190+WB -30%+WB [3] Medium This version of the combo stabilizes the combo to work on everybody. If your opponent is higher than you, you can use 22PRC instead. Of course 66RRC works as well for any situations, for reduced damage. Delaying j.D allows you to use grounded moves to finish the wall splat, such as 5H. https://youtu.be/eFUptAN_Vs4
(236H)-H > 236S > 5H OTG Anywhere 107 ?% Everyone [1] Very Easy Most consistent meterless normal hit Rin follow-up in the open. Omit the 5H OTG to instead create a hard knockdown to setup 236P for 85 damage.
(236H)-H > 2K > 6H > 236H-H > 5P > WS > 5H Mid-screen 160 ?% Not Heavyweights [3] Medium Meterless follow-up for normal hit Rin in the open on small-to-medium sized characters, used instead when a wall conversion is possible. The Rin follow-up will whiff on large characters.
CH (236H)-H > Dash > c.S > 236S > c.S > 236S Anywhere 147 ?% Everyone [4] Hard Highest meterless damage follow-up for CH Rin in the open on medium-to-large sized characters. Timing is easier the larger the character (Sol, Potemkin, Leo, Nagoriyuki, Goldlewis) but is tighter the smaller the character is.
CH (236H)-H > Dash > c.S > 2H > 236[S] > j.D Anywhere 137 ?% Everyone [2] Easy Much more consistent follow-up for CH Rin in the open. Can omit the j.D to instead create a hard knockdown to setup 236P for 123 damage.
(236H)-H > 66PRC > c.S > dl.2H > 236[S] > AD > (j.H) Anywhere 157 -40% [3] Medium Combo that starts with Rin. Risky since it's a reset which would allow them to block without proper conditioning. https://youtu.be/lRS7SuxyqqM
CH (236H)-S > 66PRC > c.S > 2H > 236[S] > AD > (j.H) Anywhere 172 -40% [3] Medium Combo that starts with Nagiha. Works on non-CH, but more of a gamble than a reaction to COUNTER. No delay on 2H. https://youtu.be/d9apxdOper8
(236H)-H > 66PRC > c.S > dl.2H > 236[H] > WS > f.S Corner 190 -40% + WS [3] Medium Combo that starts with Rin but for the corner. Counterhit Fujin works too and you don't even need to spend meter. https://youtu.be/aV-bcJ78h_0
(236H)-S > 66PRC > c.S > 2H > 236[HS] > f.S > WS > 5H Corner 212 -40% + WS [3] Medium Combo that starts with Nagiha. Works on non-CH, but more of a gamble than a reaction to COUNTER. https://youtu.be/sP08vCr_Mrw
CH 236[HS] -> K > 236S > c.S > 236S > c.S > 236S > j.D > WS > 5H Corner 262 ??   [2] Easy Kou Loop on Counter hit. Can convert into TOD on even Ky at 80 RISC and 100% meter https://youtu.be/JHVodXjbiZY, https://m.youtube.com/watch?v=jwicdV2XhT8

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
Throw > 66PRC > c.S > 2H > 236[S] > dl.AD > j.H Anywhere 125 -40% [3] Medium Works with 66RRC as well but deals a whole 6 less damage due to the explosion. To get 66PRC, time the RC just as your opponent flips over your fan during the animation but before they can hit the ground. https://youtu.be/Dfk4duZQBP8
Throw > RRC > 236[S] > c.S > 5H > 236H -> S > WS > f.S Corner 162 -40% + WS [2] Easy Done only with regular/slow RCC. 236[S] must connect near max height.
Throw > XRC~236S > c.S > f.S > 236H -> S > WS > 5H Corner 170 -40% + WS [4] Hard 236[S] make them fall out due to the lack of RC gravity. https://youtu.be/d3KE2gz26vM

Dust Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
5[D] > 8 > HS > S > j.c HS > S > HS > D > D Anywhere 204 20% All but Anji, Jack-O, Ky [2] Easy For Anji, this combo does work but you have to delay the initial HS by a decent amount otherwise the D whiffs. For Jack-O, Ky, and Anji, end with S instead of D. *Damage tested on Leo
5[D] > 8 > HS > D > jc.S > K > S > K > D > D Anywhere 204 ?? Anyone [2] Easy Easy and universal Dust combo. https://www.youtube.com/watch?v=KCxQGaVtKYI
2D > 236S > j.D Anywhere 113 ?? [2] Easy Basic close range 2D combo. Can convert into a wall bounce combo at certain ranges. Omit the j.D to instead create a hard knockdown to setup 236P for 85 damage.
2D > 236S > j.S > f.S Anywhere 123 ?? [2] Easy Easy damage-oriented 2D combo in the open. Very low utility.
2D > 236[S] > 5K > 236S Anywhere 141 ?? Everyone except heavyweights [4] Hard The first 236[S] needs to be charged an almost imperceptible amount. High damage, but finicky close-range combo that requires you to time the 5K upon landing without accidentally doing a j.K on the way down. Creates a hard knockdown to setup 236P.
CH 2D > 236H -> K > c.S > 2H > 236[S] > OTG 5H Anywhere 161 ?? [2] Easy Omit the 5H OTG to instead create a hard knockdown to setup 236P for 145 damage.

Overdrive Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes
632146S > 66RRC > c.S > 236H -> H > 5K > 236H -> H > WS Mid 268 - [3] Medium Fujin Loop out of Counter Super. Only use Mid Screen or less
632146S > 66RRC > c.S > 2H > 236S/236{S} > j.D/66 Anywhere 277/257 - [3] Medium Kou Alternative out of Counter Super. Does not WS. Use when greater than mid screen
632146H > PRC > c.S > 2H > 236[S] > AD > (j.H) Anywhere 233(249) -   [4] Hard Combo for your other Overdrive. The difficulty comes from having time the c.S just as the giant fan closes so that your opponent isn't sent fullscreen. About 100 more damage for double the meter.

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