Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
- "Anji Mito Beginner Combo Theory" by New Millenium
- "Anji Combo Theory + Gatling Theory EXPLAINED" by Austin Soohoo
- "Maximizing Anji's Damage: Kou Loops guide" by Klaige (Not up to date for Patch 1.1 but still relevant)
Beginner Combo List
Basic bread-and-butters that prioritize ease of execution and consistency over anything else.
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. |
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall