Combo Notation Guide | Character Name Abbreviations | |||||||||
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Notation
Blood Level and Blood Rage
Some combos are only possible with a certain amount of blood due to the decreased startup and increased range of HS normals at higher blood levels. These combos will be noted with (BL#) or (BR) at the beginning.
The Blood Level numbers used here refer to the number of bars filled. Having no blood is BL0, 1 bar filled is BL1, 2 bars is BL2, and all 3 is BR
Blood Gain Note
All values listed are the spike amount of the Blood Gauge. All combos that feature both specials and S/HS normals will have an initial spike followed by a rapid drain before settling on a net gain. If a combo does not feature specials the value listed is the final net drain.
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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- Close Range Punch Combo
- Basic Kick Combo
- Low Kick Combo
- Blood Gauge Reduction Combo
- Mid Range Poke Combo
- High Blood BNB Combo
- Counter Hit HS Combo
- Basic Anti-Air Combo
5P > 6P > 214H, OTG 6H > (236K)
A BNB combo starting from Nagoriyuki’s fastest strike. Very rewarding for a 5P starter.
This is Nagoriyuki’s best route to convert from 5P Abare An attack during the opponent's pressure, intended to interrupt it.. It's useful in a variety of situations, such as mashing out of throws, challenging pressure and punishing unsafe moves. It can also convert from a 5P used as an anti-air.
5K > 6K > 214H, OTG 6H > (236K)
An easy way to convert from 5K, a top-class normal.
Quite rewarding for a combo starting from a normal with as much speed and range as 5K. If 5K hits at tip range, 6K might not reach. In that case, combo from 5K straight to 214H. With 50% Tension, 5K > 6K can be hit confirmed into an overdrive.
2K > 2D, OTG 6H > (236K)
Nagoriyuki’s staple combo from 2K, his fastest low mix-up. An essential combo for making the most of Nagoriyuki’s mix-ups as well as a good way to convert off of meaty 2K during okizeme.
Keep in mind that if 2K hits at tip range, 6H might not reach when at a low blood level.
f.SSS
An important conversion to manage the Blood Gauge. At high blood, f.S is an especially useful poke, as landing this string reduces the Blood Gauge by a whopping 129.6 points. c.S can reliably convert into f.SSS, and many longer juggle combos using special moves can use f.SSS as a finisher to mitigate their Blood Gauge increase. The wall carry of f.SSS is fantastic, expect many wall breaks with this bad boy.
2S > 214H, (236K) OTG 6H > (236K)
This combo is a good way to convert from a mid ranged poke that only slightly increases the Blood Gauge. Both rewarding and easy, it will see a lot of use due to starting from two very good poke attacks. The wall carry is also good.
Keep in mind that if 2S hits at tip range, 6H might not reach when at a low blood level this can be fixed by adding in a Fukyo either before or after the beyblade.
(BL2+) 2S > 5H > (236K)
CH 5H / CH 2H > 236K, OTG 6H/5H
6P > 214H, OTG 6H > (236K)
Core Combos
Core combos balance potency with consistency. They:
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f.S / 2S / 5K > 214H > 623H > 236K > c.S > f.SSS
CH 2S / (BL2+) 2S > 5H > 214H, OTG 6H > (236K)
6P > 623H > 236K > c.S > f.SSS
CH 2H > 236K > c.S > 5[D] > 5K > 623H > 236K > c.S > 6H WS > 6H / 632146S
214H > 623HH > 214H > 623H > (dl) 214H > 623H > 214H > 623H
623P / 6D > RRC~c.S > 623H > 236K, c.S > f.SSS
The quick RRC can be replaced with a regular RRC. This makes the combo easier, at the cost of some Tension.
j.6D / j.4D, OTG 6H > (236K)
Nagoriyuki’s air throw can combo into OTG 6H, making it more rewarding than other characters' air throws. The combo is quite easy to do from a technical standpoint, but landing an air throw is difficult, as it requires the user to predict and commit to the opponent’s action. This combo is essential for punishing a patient opponent that uses chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions. to avoid Nagoriyuki’s FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A mix-ups.
5[D].8 > j.H > j.K > jc > j.H > j.K > j.S > j.PP
Nagoriyuki’s strongest, consistent 5[D] combo that works against any character. Use this combo for big punishes or as a mix-up to catch the opponent off guard. 5[D] is slow to start up, so don’t get predictable.
Combo List
P/K Starters
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes | Video |
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5K > 6K > 214H, OTG 6H > (236K) | Any | 133 | 20% | 0.6(0.9) | Everyone | [1] Very Easy | Optional 236K is added for okizeme at the cost of Blood Gauge | YT |
5P > 6P > 214H, OTG 6H > (236K) | Any | 105 | 20% | 0.6(0.9) | Everyone | [1] Very Easy | Optional 236K is added for okizeme at the cost of Blood Gauge. 5P/2P is interchangeable and two can be gatlinged before 6P. | YT |
5K > 6K > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) | Any | 138 | 30% | 0.9 | Everyone | [3] Medium | Can side switch after 236K if close enough. Wall Splats in corner. 6H will whiff with no Blood Levels. | YT |
5P > 6P > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) | Any | 109 | 30% | 0.9 | Everyone | [3] Medium | Wall Splats in corner. 6H will whiff with no Blood Levels. | YT |
2K > 2D, OTG 6H > (236K) | Any | 80 | 13% | -0.5(-0.1) | Everyone | [1] Very Easy | 6H may whiff without Blood Levels at max distance. | YT |
5K > 6K > 623H > 236K, c.S > f.SSS > 66.RRC, c.S > Delay f.SSS WS, c.S/5K | Any | 180 | -20% | 0.8 | Everyone | [4] Hard | Corner to corner combo. Will wall splat much earlier if not starting back against a wall. | YT |
AA 5P , 5K , f.SSS | Any | 78 | 25% | (-1.3) | Everyone | [2] Easy | Basic Anti-Air 5P conversion for blood drain and a hard KD. Can change 5K out for c.S for slightly more damage in close proximity, but you may get f.S if your opponent air blocks. 5K is safer. | YT |
AA 5P > c.S > 2H > 236K > 214H > 6H > (236K) | Any | 126 | 24% | 0.2 (0.6) | Everyone | [3] Medium | Amazing punish against characters whose air buttons cannot be 6P'ed on an IAD. | TBD |
CH AA 6P > 623H > 236K, c.S > f.SSS | Any | 130 | 25% | 0.9 | Everyone | [2] Easy | YT | |
CH AA 6P > 623H > 236S > 236K, c.S > f.SSS WS, 6H/c.S/5K | Near Corner | 196 | 25% | 1.8 | Everyone | [2] Easy | c.S will not always connect if 6P hits at max range or a low height | YT |
CH 6K > (236K), 623P | Any | 100 | 19% | -2.4 | Everyone | [2] Easy | Combo into Bloodsucking Universe. A decent DP punish option if you're desperate to lower the Blood Gauge. 236K can be omitted if close enough. | YT |
S Starters
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes | Video |
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c.S > 2H > 236K > 214H > 6H > (236K) | Any | 164 | 25% (26%) | 0.1 (0.6) | Everyone | [3] Medium | Short, high damage route from a c.S > 2H gatling with good corner and oki. | TBD |
c.S > 2H > 236K > 623H > 236K > c.S > f.SSS | Any | 167 | 32% | -0.1 | Everyone | [3] Medium | Damaging and blood efficient combo for corner-to-corner carry. | TBD |
(BL1+) c.S > 6H > 66.RRC > c.S , 5[D] , 5K > 6H WS, 6H | Corner | 244 | -30% | -1.5 | Everyone | [3] Medium | Bloodless corner combo, doesn't work with 0 blood. End with 5H if your blood gauge drains below 1 bar during the combo. | YT |
c.S > 2H > 236S > 236K, c.S, c.S > 6H WS, 6H | Corner | 241 | 37% | 0.7 | Everyone | [3] Medium | High damage and low blood cost. | YT |
c.S > f.SS , c.S > f.SS WS , 6H | Corner | 165 | 30% | -0.8 | Everyone | [3] Medium | Good conversion into wallsplat when near BR or if trying to maintain low BL. | YT |
c.S > f.SS , c.S , 5K > 6H WS , 5H | Corner | 187 | 30% | -1.3 | CH,FA,IN,KY,LE,NA,PO,GO,HA | [3] Medium | Like the above but a bit more damage and blood reduction against certain characters. | YT |
CH c.S > 6H > 623H > 236K , (2K,) c.S > f.SSS WS, c.S | Midscreen | 227 | 41% | 0.7 | Everyone | [3] Medium | 2K can be omitted when closer to the corner. Must CH confirm fairly early to avoid OTGing with 2K. | YT |
CH c.S > 2H > 236K , 5K > 236S > 236K, c.S, (5K,) 6H WS , 6H | Midscreen | 242 | 40% | 1.0 | Everyone | [3] Medium | Midscreen CH c.S route. Universal, good blood management. The 5K before WS can be omitted for slightly lower damage. | YT |
236K*, CH c.S, microwalk c.S > dl f.SS, 5K > 6H WS, 6H | Near Corner | 201 | 35% | 0.3 | Everyone | [3] Medium | *Sliding momentum from 236K is required to be in range for the second c.S | YT |
CH c.S > 2H > 236K, 5K > 623H > 236K, (2K,) c.S > f.SSS | Back in Corner | 182 | 39% | 1.0 | Everyone | [4] Hard | Full corner to corner carry. Requires precise momentum canceling against non-lightweight characters for the optional 2K. | YT |
CH c.S > 2H > 623H > 236K , c.S > 5[D], 5K > 6H WS, 5H | Corner | 253 | 40% | 0.8 | Everyone | [3] Medium | This is a universal version but there are a good amount of optimizations you can make after the 5[D] depending on weight class and blood level. e.g. at BL2+ against non-heavyweights you can end with 5[D], c.S, 5K > 6H WS, 6H (272 dmg). | YT |
CH c.S > 6H > 623H > 236K , 5K, c.S > f.SSS WS, 6H | Midscreen | 193 | 37% | -1.1 | Everyone | [3] Medium | Blood-efficient route from a c.S > 6H gatling. | TBD |
CH c.S > 6H > 623H > 236K , c.S > 5H > 623HH WS, 2H | Corner | 272 | 40% | 1.3 | Everyone | [4] Hard | Optimal route from a corner CH c.S at full wall health. | YT |
(BL2) CH c.S > 6H > 623H > f.SSS | Any | 201 | 32% | -1.0 | Everyone | [3] Medium | Great damage and blood drain in one package. This route almost does not peak any blood, making you unlikely to pop. | TBD |
CH c.S > 623H > 236K > c.S > 2H > 236S > 236K > c.S > 6H > WS 6H | Back in Corner | 250 | 43% | 0.9 | Everyone | [3] Medium | Useful throw whiff punish when cornered. | TBD |
CH c.S > dl.623H > 236K > c.S > 2H > 236K > 5K > c.S > 6H > WS 6H | Back in Corner | 245 | 42% | 0.0 | Everyone | [5] Very Hard | Much harder but more blood-efficient cousin of the previous route. Do not delay 623H on heavyweights. | TBD |
c.S (trade) > 2S > 214H > 236K > 6H > (236K) | Any | 153 | 28% | 0.7 (1.1) | Everyone | [3] Medium | Simple conversion off a trade c.S at low blood. | TBD |
c.S (trade) > 623H > 236K > c.S > f.SSS | Any | 146 | 33% | 0 | Everyone | [4] Hard | A touch harder conversion due to requiring a special input in a fairly small window after trade. | TBD |
(BL2) c.S (trade) > f.SSS | Any | 118 | 25% | -1.3 | Everyone | [2] Easy | Easy blood drain route off a high blood c.S trade. | |
f.SS > 623H > 236K, c.S > f.SSS WS, 6H/c.S/5K | Midscreen | 149 | 31% | -0.1 | Everyone | [3] Medium | Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S. | YT |
f.SSS > 66.RRC, c.S > 623H > 236K, c.S > 6H WS, 6H | Midscreen | 151 | -35% | -1.1 | Everyone | [3] Medium | A more consistent poke to wall splat conversion at a tension premium. | YT |
f.SS (blocked) f.SSS (hit) > 66.PRC, 5[D], 5K > 623H > 236K, c.S > f.SSS WS, c.S | Midscreen | 247 | -35% | 0.3 | Everyone | [4] Hard | A PRC route to take advantage of when the third hit of f.SSS connects as a frametrap after the second hit of fSSS. Good at catching jumpouts and most backdashes. Possible on CH as well as non CH - only prc timing changes. | YT |
f.SS (blocked) f.SSS (hit) > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > 623H WS 6H | Midscreen | 222 | -36% | -0.3 | Everyone | [4] Hard | Burst-safe RRC route that doesn't sacrifice damage for the safety. | TBD |
2S > 214H, OTG 6H > (236K) | Any | 114 | 33% | 0.6 | Everyone | [2] Easy | You might to have use an additional 236K after 214H for OTG 6H depending on distance BnB for 2S at any bar. Gives 0.6 bar instantly, but is only +0.2 overall. | YT |
2S > 214H > 623H > 236K > c.S > f.SSS WS, c.S | Any | 188 | 33% | 1.8 | Everyone | [2] Easy | Wall break combo from round start 2S. Simple and effective, but blood intensive | YT |
CH 2S > 214H > 632146KS | Any | 177 | 15% | -1.1 | Everyone | [5] Very Hard | A high damage blood drain route that does not pop you even at very high blood. Requires high execution though, and does make you pop if you mess it up to boot. Extremely worth to learn for vastly superior high blood conversions. | TBD |
H Starters
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes | Video |
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CH AA 2H > 236K, f.SS > 623H > 236K, c.S > 6H WS, 6H | Midscreen | 207 | 35% | 0.9 | Everyone | [3] Medium | Gold Standard for AA conversions | YT |
CH AA 2H > 236K, 5K > jc > j.K > j.D, land 2K, c.S > 2H WS > 236K, 632146S | Midscreen | 259 | -21% | -2.6 | Everyone | [4] Hard | Very blood efficient and a cool j.D flex, but strict corner spacing makes it hard to apply. | YT |
CH AA 2H > 236K, (c.S), c.S > 5H > 623H > 236K, c.S > 6H WS, 6H | Corner | 260-256 | 40% | 0.9 | Everyone | [4] Hard | Corner CH AA combo which works whether they were airborne or not. The combo becomes more finnicky if CH 2H hits the opponent high up, but is adjustable by delaying the first or second c.S as they fall from higher up. Or wait and go straight into c.S > 5H for 4 less damage as it will still wallbreak. | YT |
AA 2H > 236S > 236K, f.SSS | Midscreen | 132 | 0.5 | Everyone | [3] Medium | Midscreen combo off normal hit AA 2H thanks to 1.10 236S buff | YT | |
CH 2H > 236K > c.S > 5[D] > c.S > 623H > 236K > c.S > 6H WS > 6H / 632146S | Corner | 263/291 | 45% / -40% | 0.9 / 0.6 | Everyone | [2] Easy | If starting with an anti air max range 2H with 2 bars of blood, you must use 5K instead of c.S before 623H. | YT |
CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 6H* | Corner | 264 | 45% | 0.95 | Everyone* | [4] Hard | *Must use 236K to land 6H at 0 blood bars. Will add 0.4 to blood gained. *Inconsistent on Ky until 1 blood bar filled. Scales better with blood gauge than above combo due to extra 2H. If landed as an anti air, no longer needs 236K before 6H at 0 blood and becomes much easier. | YT |
CH 6H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 236K > 632146S | Corner | 304 | -15% | 0.9 | Everyone | [4] Hard | Does slightly more damage on CH/MI/ZT with 2 c.S's , but this makes it much less consistent on Chipp and Millia without blood. I-no and Ky are incredibly inconsistent without blood | YT |
CH 5H > 214H > 623H > 236K, c.S > f.SSS WS, 6H/c.S | Midscreen | 236 | 41% | 1.5 | Everyone | [3] Medium | YT | |
2H > 623H > 236K, c.S, c.S, c.S > 6H WS, 6H | Corner | 241 | 36% | 0.8 | Everyone | [3] Medium | A rare starter. May come up when frame trapping a jump out attempt. | YT |
2H > 623H > 236K, c.S, 5[D], c.S > 6H WS, 6H | Corner | 252 | 34% | 0.8 | Everyone | [4] Hard | A higher damage, higher execution version of the above. | YT |
2H > 214K, 5K > 214H > 623H > 236K, c.S, c.S > 6H WS, 6H | Corner | 252 | 40% | 1.9 | Everyone | [5] Very Hard | Momentum of 214K must be canceled. A flex combo for a rare starter. | YT |
(BR) 5H > 632146H | Any | 266 | -50% | Exits BR | Everyone | [2] Easy | Standard combo for deactivating Blood Rage. | YT |
Dust Combos
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes | Video |
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5[D].8 > j.H > j.K > jc > j.H > j.K > j.HH | Any | 198 | 20% | -1.7 | Everyone | [3] Medium | Universal homing Dust combo. Can help to delay first j.H. | YT |
5[D].8 > j.H > j.K > jc > j.H > j.K > j.SS | Any | 195 | 20% | -1.2 | Everyone | [1] Very Easy | Universal very easy version | YT |
5[D].8 > j.H > j.K > jc > j.H > j.K > j.H > j.PP | Not in Corner | 203 | 20% | -1.7 | Everyone | [4] Hard | More damage than the universal, but less reliable. Does not work against most characters when they are cornered. | YT |
5[D].8 > j.H > j.D > jc > j.K > j.S > j.HH | Any | 197 (Pot) | 21% | -1.3 | Big Bodies | [3] Medium | Big body damage optimization. Ending with j.H > j.SS Can sometimes net you an extra damage or two depending on guts thresholds, but it is much more difficult to execute. | YT |
5[D].8 > BRC > j.H > j.D > j.P > j.D > j.P > jc > j.P > j.HH | Any | 220 | -44% | -1.3 | Everyone | [3] Medium | Dust RC combo for a little extra damage and a lot of extra style. BRC immediately after the homing jump. | YT |
RISC CH 5D > 5H > 214H > 623H > 236K > c.S > 6H WS 632146S | Corner | 355 | -14% | 1.0 | Everyone | [3] Medium | Only works on RISC CH, but since Nago builds a lot of RISC anyways, it's a nice way to threaten an full combo from an uncharged dust, generally after a pressure reset c.S. | YT |
CH 2D > 214H > c.S > f.SSS | Any | 130 | 28% | 0.5 | Everyone | [2] Easy | Low blood combo. | YT |
Special Move Starters
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes | Video |
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236S > 236K, c.S > 2S > 5H | Any | 121 | 19% | 1.1 | Everyone | [2] Easy | Basic clone conversion. Can swap out c.S for 5K at range. Nagoriyuki can start most of his basic c.S and 5K combos off this route. | YT |
CH 623H > 236K, 5K > jc, j.K > j.D, j.D, land f.SS WS > f.SSS | Round Start | 209 | 24% | 1.1 | Everyone | [4] Hard | A great round start conversion that keeps your blood gauge low while still breaking the wall. More difficult against Heavyweights and even more difficult on Leo, but becomes easier nearer to the corner. 236K must be momentum canceled before you cross under the opponent. Aim to stop as close to them as possible to get closer to the wall. Against lightweight characters, the f.SSS can wallsplat instead of the f.SS if you delay the first f.S precisely enough. | |
CH 623H > 236K, c.S > 2H > 623H > 236K, c.S, c.S > 6H WS, 6H | Corner | 257 | 40% | 2.0 | Everyone | [2] Easy | Add some delays between the two 623Hs especially against lightweights. If they get juggled too high you will whiff the next move. | YT |
CH 623H > 236K, c.S > 5[D], 5K > 8.jc, j.K > j.D, j.K, land c.S > 5H WS > 236K, 6H | Corner | 249 | 34% | 1.2 | Everyone except Leo | [4] Hard | High damage, low blood. For heavyweights connect the first 5K as early as possible. For lightweights you must delay a little or the j.D will bounce the opponent up and over you. | YT |
CH 623H > 236K, c.S > 5[D] > c.S > f.SSS WS, 6H | Corner | 225 | 35% | 1.1 | Everyone | [3] Medium | Universal low blood conversion. | YT |
f.SS > 623H > dl. CH H > 236K > c.S > f.SS > 623H > 236K > f.SSS WS > 632146S | Opposite Corner | 283 | -10% | 1.9 | Everyone | [3] Medium | f.SS and 623H need to be blocked and the H followup scored using 623Hs Ability to Frametrap | YT |
CH 623H > 236K, c.S > 5[D], c.S > 5[D], 5K > 6H WS > 236K, 6H | Corner | 275 (FA) | 36% | 1.3 | Big Bodies | [3] Medium | Big body, big damage. Can optionally end in 6H WS, 5H to save some blood at minimal damage loss | YT |
CH 214H, c.S > 236K, 2K, c.S > f.SSS WS, c.S | Midscreen | 190 | 40% | 1.0 | Everyone | [3] Medium | YT | |
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land 2K, c.S > 2H WS > 236K, 6H | Corner | 213 | 35% | 0.8 | Everyone | [4] Hard | Low blood air combo route. | YT |
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land c.S > f.SS WS > 6H | Corner | 205 | 34% | 0.8 | Everyone | [3] Medium | Easier more consistent low blood air combo route. | YT |
632146S > 66.PRC, 6H | Anywhere | 235 | -0.98% | 0 | Everyone | [3] Medium | Quick PRC extension with OTG 6H from anywhere on the screen. Can start from reversal super. Often used to end a round with a full bar. | YT |
632146S > 66.PRC, c.S > 623H > 236K, 5K > 623HHWS, 6H/5H | Midscreen | 341 | -0.98% | 0.9 | Everyone | [5] Very Hard | Super extension from close range midscreen. Can start from reversal super. Can swap out 6H for 5H WB at range for slightly lower damage. A rare conditional extension to close a round when at high tension and taking back your turn. | YT |
Throw Combos
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes | Video |
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[j.4D or j.6D], OTG 6H > (236K) | Any | 114 | 14% | -0.5(0.1) | Everyone | [1] Very Easy | There are few reasons not to OTG 6H. | YT |
623P > RRC~2H > 623H > 236K, c.S, c.S > 6H WS, 6H | Corner | 175 | -34% | -3.2 | Everyone | [4] Hard | The quick RRC can be replaced with a regular RRC at the cost of damage. | YT |
[4D or 6D] > RRC~c.S > 623H > 236K, c.S > 6H WS, 6H | Corner | 181 | -35% | 0.9 | Everyone | [4] Hard | The quick RRC can be replaced with a regular RRC at the cost of damage. | YT |
623P > RRC~c.S > 623H > 236K, c.S > f.SSS WS, c.S/5K | Midscreen | 162 | -32% | -3.0 | Everyone | [4] Hard | The quick RRC can be replaced with a regular RRC at the cost of damage. | YT |
[4D or 6D] > RRC~c.S > 623H > 236K, 5K > 6H | Any | 136 | -39% | 1.1 | Everyone | [4] Hard | The quick RRC can be replaced with regular RRC at the cost of damage. | YT |
623P > RRC, 236K, c.S > 623H > 236K, c.S, c.S > 6H WS, 6H | Cornered | 163 | -37% | -2.5 | Everyone | [3] Medium | A side switch combo where you pass under the opponent with the first 236K. Drifting the RC back or even up can help with the first c.S. Canceling Fukyo momentum may help with the side switch. | YT |
Combo Theory
Damage vs Blood Gain
Unlike other characters, Nago's "optimal" combos aren't just based on damage. They're also based on how much blood you're willing to spend (or, more often, how much you're trying to save). There's a lot of math that goes around how much each move adds or subtracts and the individual numbers are listed on the overview page, but for playing Nago you're better off having a rough idea of how much each route will add or subtract. To use some simple BnBs as an example.
Starter > 214H > 6H (OTG) > 236K builds almost one bar of blood.
Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K builds roughly 2 and 1/5th of a bar.
The former is clearly better if you're at 1 bar of blood. You can also stick to a simpler route at lvl 1 like 5K > 6H > 236K which builds almost no blood whatsoever since the 6H mitigates so much of the cost of 236K.
Another big matter when it comes to reducing blood is choosing your ender. You often get your best oki off of something like 6H > 236K but you'll have to gain all the blood from any specials spent in the combo before hand. If you end up spending too much blood or want to bring your blood down for later, f.SSS is your best meterless ender for bringing down the blood gauge. The final hit of the 3 hit S series brings down twice as much blood as an H normal but you get the bonus of 2 extra slash hits along the way. This ender gives more blood drain and corner carry (and is great for breaking the wall). For example, the second combo (Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K) builds slightly less than 2 blood bars if you replace the 6H > 236K with f.SSS. The downside is that f.SSS gives the worse oki, especially midscreen. If you're willing to spend meter (or have wallsplat) super is the best way to bring down the blood gauge mid-combo. Super gives you almost 2 bars worth of blood drain which can often be enough to save you from blood rage if you spent too much mid-combo. Having a general idea of your routes and enders is going to be crucial to managing blood bar. It'll often involve sacrificing offense or damage, but with good management you'll still find yourself out-damaging the majority of the cast while still having scary mixups and pressure.
Wall Splat Enders
All Wall Splat combos listed assume wall is at full health. Due to the changing integrity of the wall throughout the match, some of these combos may splat earlier than expected in real matches. When this happens, try to trigger the break with your most damaging HS normal that will reach (6H > 5H > 2H) if not ideally Wasureyuki (632146S).
If the wall splat is triggered with f.SS, you can go into f.SSS for blood drain, 6H for meterless damage, or Wasureyuki for blood drain, damage, and oki.
If the wall splat is triggered with the final hit of f.SSS and your Blood Guage is less than 1 bar, 6H will not be fast enough to land. Opt for c.S or 5K in this case or if the tight 6H link is too difficult.
OTG 6H > 236K
OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H is a powerful combo ender for its extra damage and okizeme. The knockdown advantage on the soft knockdown is +10 which sets up a meaty c.S or 2K. Nagoriyuki can route into this ender after most hard knockdowns (2D, 214H, air throw).
Fukyo (236K) can be left out when the Blood Gauge is dangerously high at the cost of okizeme.
External Resources
- Alice's Nago combo guide (google doc)
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