The low-profile property of {{clr|D|2D}} makes it a solid normal to counterpoke with, and it will often land as a counterhit. The dash cancel Kou isn't necessary, but it significantly increases how far this route can carry the opponent.
The low-profile property of {{clr|D|2D}} makes it a solid normal to counterpoke with, and it will often land as a counterhit. The dash cancel Kou isn't necessary, but it significantly increases how far this route can carry the opponent.
Line 163:
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| Video = GGST Anji Nagiha Counterhit Core Combo.mp4
| Video = GGST Anji Nagiha Counterhit Core Combo.mp4
Numbers represent direction on a keyboard numpad. For example, + 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.
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
Universal All Positions Close Range Combosimple damage from close slash 106-134 Damage (Depends on ender)
Very Easy
c.S > 5H > 236H ~ K/H
This is a fine string to pressure the opponent with and practice basic hit-confirming. When using it, pay attention to whether the c.S hits or is blocked. If it hits, use RinGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 to get damage or IssokutobiGuardStartupRecovery22+6 after LandingAdvantage- to set up a meaty c.S. If it is blocked, end the string with NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 because it is more difficult to punish.
Universal All Positions Mid Range Combousing K Buttons to set up Shitsu 43-54 Damage (Depends on starter)
Easy
5K / 2K > 2D > dl.236P
Anji has two hard knockdowns: Throw, and 2D. The best thing to do after either of these hard knockdowns will usually be to throw ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6. In addition to this, 5K is one of Anji's best pokes. This combo increases the reward on hit with an okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setup.
If Anji is very close to the opponent, using Shitsu immediately after 2D may cause Shitsu to fly past the opponent while they're still down. In these cases, delay the cancel into Shitsu so that it will be directly above them when they recover. Pay attention to how close the opponent is and choose the delay accordingly.
Universal All Positions Close Range ComboK buttons lead to Kou 68-87 Damage (Depends on starter)
Very Easy
5K / 2K > 2D > 236S, airdash, j.X (whiff), c.S
At close range, 2D will lead into Kou (236S).
Kou gives a soft knockdown. Normally, this doesn't leave Anji with much advantage. However, by airdashing and using an air button as he falls, Anji can land next to the opponent quickly enough to use c.S as a meaty. Using attacks in the air alters a character's momentum. Whiffing an air button here causes Anji to fall faster, which lets him land in time to get the meaty c.S. Any air button can be used. This will normally be the best thing to do after using Kou.
Universal All Positions Mid Range ComboSimple damage from mid range pokes. 82-84 Damage (Depends on starter)
Very Easy
Poke Starter > 236H ~ S f.SGuardAllStartup11Recovery21Advantage-9 and 2SGuardLowStartup10Recovery16Advantage-6 are Anji's best poking moves. f.S has a longer range, but is slightly slower than 2S. 2S recovers faster than f.S, making it is more difficult to punish.
Both of these pokes will combo into FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] even at the very tip of their ranges. When whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack. punishing, they may connect with an extended hurtbox, and Fuujin may not reach far enough to combo in those cases. Outside of that, this is a very reliable mid-range combo to use.
The damage on its own is not very large, but it's a very common starter for Roman Cancel combos. Nagiha > Red Roman Cancel is a very common way to spend meter.
Core Combos
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
Counterhit Combo RepositoryClick the buttons above the box to navigate.
Nearly Universal All Positions c.S Counterhit ComboA good counterhit combo at close range. 160 Damage
c.S (CH) > 2H > 236[S], (2K > 236{S} , airdash, j.X (whiff), c.S) c.S can combo into 2H on counterhit and when the opponent is crouching. 2H is Anji's best combo starter because it launches the opponent for Kou combos. These are usually Anji's most-damaging combos, so learning to route combos into 2H where possible is important.
After 2H, use a fully-charged Kou. The charge serves two purposes: it moves Anji forward, and a fully-charged Kou launches higher than a normal one. The forward movement and the additional height make it possible to continue the combo.
The particular route in parenthesis is not entirely universal. The lightweight characters are pushed farther forward in the air. Sometimes, this means the second Kou must be charged slightly. The slight charge will move Anji forward and allow Kou to connect. Baiken and Faust will be pushed too far forward for the 2K to reach. For them, it will be easier to use c.S (CH) dash-cancel, c.S > f.S > 5H > 236H ~ S.
2D CounterhitThe most important counterhit confirm. 206 Damage
2D > 236H ~ K, c.S > ((dash-cancel) 236S, j.D, 5K > 236H ~ H (wallsplat), 5[D] WB)
The low-profile property of 2D makes it a solid normal to counterpoke with, and it will often land as a counterhit. The dash cancel Kou isn't necessary, but it significantly increases how far this route can carry the opponent.
The details of the combo after Kou may change based on weight and distance from the wall. The route in parenthesis works starting at about the middle of the screen. If the wall is very close, the wallbouncing j.K > j.D sequence can be swapped out for a falling j.S. If the wall is too far to bounce off of, swapping out c.S dash-cancel Kou for c.S > 2H > 236S will get more damage.
5H CounterhitTime to destroy that lifebar. 223 Damage
5H (CH) > 236[H] ~ K, c.S > (dash-cancel) 236S > (j.D, land c.S > 5H > 236H (wallsplat), ~ K, 5[D] WB)
This route has a great use by doing autotimed frametrap strings such as 2S > 5H to create possible counterhit situations with 5H. Anji's 5H launches the opponent on normal hit and counterhit, but it does keep the opponent in the air longer on counterhit, making this route possible. The details of the combo after Kou may change based on weight and distance from the wall. The text in parenthesis is an example that is done starting from the middle of the screen.
6H (CH) > k.236H ~ S, c.S > 236S, (j.D, land 5K > 236H ~ H WS > 5[D] WB
This route has a great use by doing autotimed frametrap strings such as 5K > 6H to push the opponent closer to the corner and to create possible counterhit situations with 6H. The details of the combo after Kou may change based on weight and distance from the wall. The text in parenthesis is an example that is done starting from the middle of the screen.
{{TheoryBox
| Title = Nagiha Counterhit
| Oneliner = Good for catching mashing during Fuujin pressure.
| Difficulty = Easy
| Anchor = Anji Nagiha Counterhit
| Video = GGST Anji Nagiha Counterhit Core Combo.mp4
| Size = 256x192
| Recipe = {{
| content =
.
}}
Spin Punish on Standing Opponentsuse 5H to launch into Kou. 236 Damage
Medium
c.S > 5H > 236[S], (j.D (airdash j.S, land c.S > 5H > 236H (wallsplat), ~ K, 5[D] WB)
Using c.S > 5H > 236[S] can be risky as it leaves you punishable on block at the end of the string, making it safer to go into 236H for better block pressure. But this does not matter in punishes, since c.S > 5H > 236[S] is the highest damage starter he can do, this is a prime punish route.
As with most wallbounce combos, the details will change slightly based on the distance from the wall, how high the opponent is, and their weight. The route in parenthesis tends to work well around roundstart distance, which is about the maximum distance that a wallbounce route will work. Nearer to the wall, it may be better to use j.D closer to the ground and catch the opponent after they bounce with 5K.
If keeping the corner is preferable to a wallbreak, cancel the second 5H into ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.
Spin Punish on Crouching Opponentsuse 2H to launch into Kou
Medium
c.S > 2H > 236[S], j.D airdash j.D, c.S > 2H > 236H ~ K (wallsplat), 5[D] WB c.S > 2H will combo on crouching opponents, which makes it a great route for punishing crouching normals after a spin. 2H launches the opponent very high and will combo into a fully-charged Kou, which launches the opponent even higher.
If keeping the corner is preferable to a wallbreak, cancel the c.S after the wallbounce into ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.
6D/4D, 236P, dash, k.236H ~ S, Shitsu(2), (c.S (dash-cancel) 236S, j.D, 2K > 236S, j.D (wallsplat), 5[D] WB)
Using kara Nagiha and kara Rin (cancelling into Nagiha/Rin before the Fuujin completes) has become a common strategy during Shitsu pressure. Having combos from each option will make this situation much more threatening. The route in parenthesis works at about the middle of the screen.
There's an 8-frame gap between Shitsu (1) and earliest kara Rin, so opponents can mash out of this with a fast button. If they do this, mix in a normal Fuujin at a frametrap timing to discourage it.
6D/4D, 236P, dash, k.236H ~ H, Shitsu(2), (c.S (dash-cancel) 236S, j.D, 2K > 236S, j.D (wallsplat), 5[D] WB)
Comboing from Rin during Shitsu pressure. The route in parenthesis works at about the middle of the screen.
Throw FRRCbreak the wall from a throw anywhere
Medium
6D/4D > 66RRC ~ c.S (dash-cancel) 236S, j.K > j.D, 5K > 236H ~ H, 5[D]
This frrc route can wallbreak from midscreen, so it can lead to a wallbreak from anywhere as long as the opponent is thrown toward the nearest wall. The frrc and the dash cancel aren't necessary. The frrc reduces the meter gain penalty so meter starts returning before the combo is over. The dash cancel increases the corner carry available. Using a normal RRC will work as well, but carrying the same distance may be more difficult.
Combo List
Every damage value is dealt to Ky when possible
P Starters
2P and 5P will only combo into 6P on grounded opponents, and only at point-blank range. All of these combos can start from either 2P or 5P.
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P > 6P > 236H (-> K)
Anywhere
66
[1] [1] Very Easy
Tension Gain: ~10% The K followup gets you to the opponent faster.
Tension Gain: ~10% Simple 5K Kou Combo. j.D can start damaging wallbounce combos when near the wall. If the wall isn't nearby, use an airdash j.X (whiff) to land fast enough to hit the opponent with a meaty c.S as they recover.
88,165 (PC)
1.24
(dash) 5K/2K > 2D > 236S > j.K > j.D
Anywhere
133/104
Everyone*
[3] [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.
88,166 (PC)
1.24
5K/2K (CH), c.S > ...
Anywhere
[3] [3] Medium
Counterhit hitstun allows linking into c.S, or comboing into 6H or 236H.
88,167 (PC)
1.24
S Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
f.S/2S > 236H->S
Anywhere
84
[1] [1] Very Easy
Tension Gain: ~20% Simple combo into soft knockdown if you're not close to the opponent. Works from any range.
Tension Gain: ~15% The premier close-range meterless c.S combo. Can be converted into a wall bounce combo if the spacing is correct. For Millia, Giovanna, and Jack-O, the 236S needs to be held just the tiniest bit.
88,178/88,179 (PC)
1.24
(dash) c.S > 2D > 236S, j.K > j.D
Anywhere
142
Everyone*
[3] [3] Medium
Tension Gain: ~20% *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.
88,180 (PC)
1.24
c.S > 5H/6H > 236H->S
Anywhere
131
[1] [1] Very Easy
Use this over 2D > 236S if c.S is not hit point blank. Fuujin will combo after the 3rd hit of 6H. See this for more info about Anji's 6H.
Use Purple/Red Roman cancel to get a hard knockdown or an opportunity for a wall break when around midscreen.
88,192 (PC)
1.24
c.S (AA/CH/crouching) > 2H > 236[S]
Anywhere
116
Everyone
[2] [2] Easy
c.S will combo into 2H on counterhit, aerial hit, or when the opponent is crouching. Finish with j.D for additional damage or land to set up a meaty c.S.
88,199 (PC)
1.24
c.S (CH) > 2H > 236[S], c.S > 2H > 236S
Anywhere
184
Lightweight characters will be pushed too far forward for the second c.S to connect. Substituting 2K > 236S in those spaces may work.
[3] [3] Medium
Tension Gain: ~40% High damage counterhit c.S combo.
88,203 (PC)
1.24
c.S (CH) > 2H > 236[S], 2K > 236H->H
Anywhere
184
Everyone except Faust, I-No
[3] [3] Medium
Highest damage meterless, wall-less CH c.S combo for Millia and Giovanna.
88,204 (PC)
1.24
c.S (CH) > 2H > 236[S], 2K > 236S
Anywhere
182
Doesn't work on Faust, May, Ram, Giovanna, I-No
[3] [3] Medium
Highest damage meterless, wall-less CH c.S combo for Millia.
88,206 (PC)
1.24
H Combos
After a counterhit 5H or counterhit 2H, the best route depends on the opponent's character and the distance from the wall, but it will usually be best to find some wallbounce continuation. Anything after a Kou in the routes below can be substituted with whatever strings keep your opponent airborne and taking damage. Routes become very flexible once the wall is involved.
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5H > 236H->H or dl.S
Anywhere
101/95
Everyone
[1] [1] Very Easy
Tension Gain: ~20% Use Rin for damage, or Nagiha for the KD
92786 (PC)
1.24
5H > 236[S], c.S > kara dash cancel > 236S, 2K
Anywhere
163
Lights and Mediums
[1] [2] Easy
Lightweights can use 5K. From 2K, you can cancel into 236H->K, 236S, or 236H->H. Can work on Heavies on counter hit; use falling j.S, c.S > 236H->H
Tension Gain: ~35% Anji can get three Kou on most characters. The second Kou must be charged long enough that 2K can connect, but not so long that it hits OTG. Works on 2H (CH) as well.
92794 (PC)
1.24
2H > 236[S], c.S > 2H > 236[S], 5K > 236H->H
Anywhere
188
??
[3] [3] Medium
Tension Gain: 35-40% Kou loop with Fuujin ender. Works anywhere on screen.
Tension Gain: 45% + WS Spacing and timing specific. 2H needs to land around a back dash away from opponent. j.D should be slightly delayed so opponent doesn't bounce off the wall and over Anji's head, but not too delayed that the opponent lands before Anji does. The timing for j.D after Kou is the same for both.
92799 (PC)
1.18
Jump-in Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
j.S/j.H, c.S > ...
Anywhere
Everyone
[2] [2] Easy
j.S/j.H needs to hit deep for this to combo.
1.24
IAD > j.P > j.P, 2K/c.S > ...
Anywhere
Everyone
[3] [3] Medium
It may be easier to punish certain moves, like GunflameGuardAllStartup18RecoveryTotal 54Advantage-10, with j.P than with j.S. You can only get two j.Ps against standing opponents. For crouching characters and really short characters, start with a single deep j.P instead.
1.24
j.H/j.S (CH), dash c.S > 2H > 236[S] > ...
Anywhere
Everyone
[3] [2] Easy
If you find yourself not quite in range for the c.S to connect, the CH slowdown lets you dash in slightly.
Tension Gain: ~30% More technical version of the above combo.
92804 (PC)
1.24
k.236H->S (CH), c.S > 2H > 236[S], 2K > 236H->H
Anywhere
162
Everyone
[2] [2] Easy
Tension Gain: ~35% CH combo off of Nagiha. Being close enough for c.S will be rare. At farther ranges, either use 5K or take the hard knockdown to throw Shitsu.
Tension Gain: ~35% Can change second c.S > 2H for 2K against heavies for leniency.
92807 (PC)
1.24
236H->S, RRC, c.S236S, 2K > 236H->H
Anywhere
162
Everyone
[2] [2] Easy
Tension Gain: -40% RC Combo off of Nagiha. Can kara dash cancel c.S in order to use another c.S instead of 2K for more damage; Can swap 236H->H with another 236S for better oki.
92809 (PC)
1.24
236S, c.S > 236S, 5K > 236H
Anywhere
142
Everyone
[3] [3] Medium
Tension Gain: ~30% 5K can sometime be tricky to land, feel free to use 2K
92810 (PC)
1.24
236S (CH), c.S > 2H > 236[S], 5K > 236H
Anywhere
161
Everyone
[2] [2] Easy
Tension Gain: ~35% Counterhit Kou Starter, will wall splat by adding j.D > JD > j.H > j.D after the second Kou; a superjump is required to break.
Lets Anji break the wall from anywhere with a throw. If you're in the corner, change the j.K > j.D to a falling j.S. Works with a normal red roman cancel as well, but requires a delay to keep Anji from moving underneath the opponent. The dash-cancel isn't required, but it increases the corner carry significantly.
All but Anji, Jack-O, Ky, Bridget, Testament, Baiken, Happy Chaos
[2] [2] Easy
Tension Gain: 20% For Anji and Jack-O, this combo does work but you have to delay the initial HS by a decent amount otherwise the D whiffs. For Jack-O, Ky, Bridget, Testament, Baiken and Anji, end with S instead of D. 3rd HS is EXTREMELY inconsistent on HC, recommend the next combo. *Damage tested on Leo
Basic close range 2D combo. Can convert into a wall bounce combo at certain ranges.
1.24
2D > 236S, j.K, dash, 2K > 236{S} , j.D
Anywhere
148
Everyone
[4] [4] Hard
Must be fairly close to the opponent to stay close enough that the second Kou will reach them. Can change (2K > 236{S} ) for (5K > 236{H} > H to make it a little more lenient at the cost of a bit of damage and oki
92816 (PC)
1.24
2D (CH) > 236H->K, c.S > 2H > 236[S]
Anywhere
145
Everyone
[3] [3] Medium
A very solid counterhit confirm combo. Can add a j.D to trade oki for more damage.
92817 (PC)
1.24
2D (CH) > 236{S} , c.S > kara dash > 236S, j.D
Anywhere
145
Everyone except heavyweights
[4] [4] Hard
Extended point blank counter hit combo. Around round start, j.D can bounce, which you can catch with 2K and wall splat with 236H > H. If too close too the wall after the second 236S, you can catch the opponent with a late j.S, f.S for damage, or j.K, 5K for simplicity, then end with > 236H->H
If Anji is too far from the wall to use the route above.
1.24
632146H, 66PRC, c.S > 2H > 236[S]
Anywhere
253
Everyone
[3] [3] Medium
The difficulty comes from having time the Kou just after the giant fan closes so that your opponent isn't sent across the screen.
92820 (PC)
1.24
Combo Theory
Overview
Anji will generally want to route combos into 2D > Shitsu, or a launcher that will allow him to carry the opponent across the screen. Once the opponent is in the air, the goal becomes to end the combo in one of three ways: a Kou that sets up a meaty c.S, a button near the wall that sets up a meaty Shitsu (236P), or a wallbreak.
Launch the Opponent
The first goal is to get the opponent in the air. If the combo is starting from a grounded hit, Anji can accomplish this with Red Roman Cancel, 2D, or 2H, using strings such as these:
5P, RRC, c.S > 236S
5K / 2K / c.S > 2D > 236S
c.S > 2H > 236[S] (on crouching opponents or c.S counterhit)
5H > 236[S]
2D (CH) > 236H ~ K, c.S
Once the Opponent is in the Air
When the opponent is airborne, Anji can route into Kou loops ending with a knockdown and meaty attack, or carry to the corner to set up Shitsu or a wallbreak. If the wall is not nearby and there's no meter to use, Kou will usually be the best way to end the combo. Once the wall is close enough that j.D will wallbounce the opponent, Anji can choose between ending with Shitsu or ending with wallbreak. Which is best will depend on the matchup and the details of that particular game (life remaining, burst, meter, etc.).
Kou can sometimes lead to additional Kou on high airborne hits or close hits. Without meter and without the wall, most combos will end with a Kou setting up a meaty c.S.
(236S) c.S (> 2H) > 236[S], airdash, j.X (whiff), c.S (meaty) - 2H applies a large amount of gravity scaling, making additional Kou loops more difficult.
(236S) 2K > 236S, airdash, j.X (whiff), c.S (meaty) - 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 is able to carry opponents across the screen, but it will usually require either a red roman cancel, or a good combo starter and solid execution of "c.S dash-cancel > Kou".
(236S) 66BRC, j.H, c.S > 236[S], ... - The long slowdown Blue Roman Cancels provide makes extending Kou loops easy as long as the opponent is close enough for the shockwave to hit.
When the wall is close enough that bouncing the opponent with j.D after Kou becomes an option, the damage and possibilities both increase. Anji's j.D will bounce opponents off the walls, allowing for extensions into more Kou loops or Fuujin. When attempting to convert into a wall bounce, it's usually 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. After a wallbounce, it is usually easiest to continue with 5K > Fuujin > Rin. If the opponent is in a good position, Anji can continue into Kou instead, which may lead into further meterless extensions. The best way to continue combos using airdashes or wallbounces after j.D will strongly depend on character weight, gravity scaling, and distance from the wall, and how high the character is. It will take practice to make that judgment in the moment.
Getting a wallsplat will usually be possible with a string like these:
(236S) (j.K >) j.D (wallbounce), 5K > 236H ~ H - Using j.K will get the opponent higher before the wallbounce. This makes extending the combo easier, but it may also cause j.D to whiff, so it's best used in the corner or when Anji has momentum to carry him forward. The Rin at the end will usually cause a wallsplat.
(236S) (j.K >) j.D (wallbounce), c.S/2K > 236S - Use c.S to pick up when the opponent is high up, 2K when they're lower. If the Kou at the end doesn't splat, a follow-up j.S should do it.
(236S) j.D (wallbounce), airdash, j.H, 5K > 236H ~ H - At some distances, where 5K won't reach the opponent after they bounce off the wall. In those scenarios, it may be possible to continue the combo by following them with an airdash into j.H or j.S.
To end the strings above with a Shitsu setup instead of a wallsplat, cancel one of the normals after the wallsplat into Shitsu. Cancelling c.S or 5K into Shitsu usually works well.
(236S) (j.K >) j.D (wallbounce), 5K > 236P
(236S) (j.K >) j.D (wallbounce), c.S/2K > 236P
(236S) j.D (wallbounce), airdash, j.H, 5K > 236P
Wall Break
After a wallsplat, 5H, Rin, and 5[D] are the highest damage normals to wall break from a grounded position. The damage from all of these is nearly identical, but using k.Rin tends to gain the most meter. 632146H will do more than any of the normals, so use it when it's available for the damage and the [Overdrive Wall Break].
External Resources
Note: The resources below were created before battle system 2.0, which changed much of Anji's combo structure.