Yu Narukami
Combo Notation Guide | Character Name Abbreviations |
- Numbers represent direction on a keyboard numpad. For example,
+ becomes 236D.
- > = Proceed from the previous move to the following move.
- ▷/land = Indicate that the player must land at that point in the sequence.
- , = Link the previous move into the following move.
- ->/~ = Cancel 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. = Jump
- 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
- [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.
| |
Combo Theory
Narukami's general combo routes rely primarily on his distance from the corner. As such, his theory will be split into two sections, mid-screen and corner.
Mid-screen
Mid-screen routes without any resources ususally consist of basic P combo progression into a special move, usually C Swift Strike (214C) for safe jump okizeme. With resources, Narukami can launch the opponent and deal extra damage before knocking down the opponent with air B Raging Lion (j.214B). If the combo is too scaled, another combo ender must be used (such as air Big Gamble (B+D)) though they either cost meter or provide no oki. Getting this launch on Fatal counter is simple for Normal Narukami who can use the last normal of his auto combo (5AAA), land, then link into 5A to juggle the opponent. SB Raging Lion (214A+B) also grants a juggle state during any Fatal route, provided 25 SP is available. On a normal Counter Hit or when using Shadow Narukami, getting a launch with using SP is dependent on the starter, which often results in very basic meterless combos.
With 50 SP on hand for a One More Cancel or a full burst gauge for a One More Burst, juggling the opponent becomes much easier. This is most often done after the final hit of D Swift Strike (214D) thanks to it's high damage and fantastic scaling. His awakening super Cross Slash (214214C) can cross under the opponent in certain situations, allowing Narukami to continue comboing the opponent, something he can't do when in the corner. Despite these options, Narukami always has to pick between maximizing damage or getting good oki as his mid-screen safe-jumps require him to cut his combos short.
Corner
Everything changes when the corner is within reach. Just about every attack can convert into a full combo thanks to C Swift Strike (214C) and air A Raging Lion (j.214A) linking into 5A, moves that launch opponents away or ground slide opponents can now be followed up with other attacks without resources, and Narukami gains access to routes that both deal high damage and grant strong okizeme (primarily by ending with B Raging Lion (214B)).
SP is best spent getting a mid-screen hit to covert into a corner combo. With 50 SP, the massive corner carry of D Swift Strike (214D) followed by a juggle into air A Raging Lion (j.214A) can lead into a corner only 5A link, even from over half stage's length away. SB Swift Strike (214C+D) into a late hit Lightning Flash (236236A+B) also leads into a corner combo while dealing high damage, though it takes 75 SP rather than the usual 50 SP.
Basic Combos
 |
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
|
Standard Combo
Standard ComboCorner carry and safe-jump oki, potential corner extension.
Very Easy
5AA > 5B > 5C > 214C
??? damage, builds ??? SP.
Narukami's main meterless mid-screen combo. Simple P combo progression ended with a knock-down inducing special move Swift Strike. Holding 9 (up-forward) after it connects will auto-time a Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. j.B if the opponent techs as soon as possible. Extra attacks can be used before 214C if Narukami was close enough when the combo began, including 2B and 236A.
Auto Combo Extension
Auto Combo ExtensionHigher damage alternative available only to Normal Narukami.
Very Easy
5AAA > djc > j.C > j.214A
1514 damage, builds 14 SP.
Adding j.C increases the damage, corner carry, and frame advantage which allows for safe-jump oki. Leads into a full combo if the j.214A corners the opponent. In exchange, the bonus SP and Burst gauge normally provided by doing an auto combo is lost.
Corner Combo Follow-Up
Corner Combo Follow-UpJab to pick up the opponent for extra damage.
Easy
5AA > 5B > 5C > 214C, 5A > 5C > 2C > 214B
??? damage, builds ??? SP.
Corner only follow-up after a basic combo. Works after both the normal mid-screen route and the auto-combo extension. Time 5A so that it comes out as soon as Narukami recovers from either C Swift Strike or A Air Raging Lion.
Anti-Air Combo
Anti-Air ComboPunish air approaches with decent damage and a knockdown.
Easy
AA 2B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B
2211 damage, builds 17 SP.
Basic anti-air route. Can replace or add attacks before 2B to allow the combo to start from most normals. Replacing j.BB with j.B reduces damage but removes the need to delay the jump cancel after 5C.
Once More! Cancel Combo
Once More! Cancel ComboUse 50 SP to increase combo damage and corner carry.
Easy
5B > 5C > 214D > OMC, dash 5C > jc > j.BB > djc > j.B > j.C > j.214B
3048 damage, costs 50 SP.
Standard Once More! Cancel combo extension. OMC after D Swift Strike, dash into 5C, then jump cancel it into a short air combo ending with a knockdown. Holding 6 (forward) after the OMC will automatically result in a dash so no need to press 6 twice. Can go into a stronger combo if close enough to the corner, see Core Combos for more details.
For those looking for a place to start with this character, the following combo list contains routes that are both simple to learn and highly effective. They also have good oki, making it easier to maintain an offensive lead. All routes can end with a super for more damage if 50 SP is available.
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes |
Video
|
1 |
5AAA > jc > j.C > j.214A [*] |
Anywhere |
1514 |
14 |
All |
Beginner |
Auto combo extension. Grants safe-jump oki. You can also just go into 5AAAA for meter bonus, but you sacrifice damage and no corner extension is possible. |
Video
|
2 |
5B > 5C > 214C [*] |
Anywhere |
1337 |
10 |
All |
Beginner |
Basic 5B combo. Doesn't work at max 5B range. Gives safe-jump oki. |
Video
|
3 |
5B > 2B > 5C > 236A > 214C [*] |
Anywhere |
1861 |
14 |
All |
Beginner |
5B combo. Primary punish combo when counter hit isn't available. Gives safe-jump oki. |
Video
|
4 |
AA 2B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
2211 |
17 |
All |
Easy |
Anti-air combo. Can start with 5A, 5B, 2B, or 5C. Skip 5C and only use j.B if the opponent is too high for 5C to connect. |
Video
|
5 |
CH 5C > dc, 2B > 5B > 5C > 236A > 214C [*] |
Anywhere |
2614 |
17 |
All |
Easy |
Counter hit 5C combo. Used to punish reversals. Gives safe-jump oki. |
Video
|
6 |
5B > 5C > 214D > OMC, dash 5C > jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
3048 |
-37 |
All |
Easy |
Basic combo extended with a Once More Cancel. Use this to increase your damage and carry your opponent to the corner. |
Video
|
7 |
236B, 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
2503 |
26 |
All |
Easy |
Command grab corner combo. |
Video
|
[*] |
... j.214A or 214C, 5A > 5C > 2C > 214B |
Corner |
2394 |
28 |
All |
Easy |
Corner only follow-up for mid-screen combos ending with j.214A or 214C. As soon as the recovery of j.214A or 214C ends, use 5A to catch the opponent in mid-air. Damage and SP gain based on combo 1.
|
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
|
Once More! Cancel Corner Combo
Once More! Cancel Corner ComboMaximize damage when approaching the corner.
Intermediate
5B > 2B > 5C > 236A > 214D > OMC, 214B, 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B
3924 damage, costs 50 SP.
The corner opens up new optimizations, so if the opponent is near the corner when OMC'ing use B Raging Lion. The timing for the 5A link after j.214A is the same as the basic corner combo extension.
Late Hit Lightning Flash Corner Combo
Late Hit Lightning Flash Corner ComboTime a super after EX Swift Strike to extend combos.
Intermediate
5B > 5C > 236A > 214C+D~B+D(1) > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B
4299 damage, costs 75 SP.
When the final hit of Lightning Flash connects late into its active frames against a cornered opponent, Narukami is plus enough to link into 2B for a combo extension. This can be set-up by using Big Gamble during a juggle and canceling into the super before the second hit occurs. EX Swift Strike's last hit launches the opponent, has massive corner carry, and can special cancel into Big Gamble, fulfilling all the requirements for the extension to function.
Auto Combo Fatal Counter Route
Auto Combo Fatal Counter RouteMeterless fatal route that works anywhere, only usable by Normal Narukami.
Intermediate
FC 5AAA, 5A > 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.BB > j.C > j.214B
??? damage, builds ??? SP.
Simple fatal route that can be done from almost any starter that doesn't launch the opponent. Use 5A as soon as Narukami lands after using 5AAA, then juggle the opponent for a full combo. Can go into the general corner extension by replacing j.2B with j.214A, increasing combo damage and granting better oki.
Specialized Combos
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Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
- Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
- Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
- Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
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Midscreen & Anywhere Combos
5A/2A/j.A starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes |
Videos
|
1 |
5AAA > jc > j.C > j.214A |
Anywhere |
1514 |
14 |
All |
Beginner |
Auto combo extension. Grants safe-jump oki at the cost of less meter. |
Video
|
2 |
5A > 2A > 5AAA > djc > j.A > j.BB > j.B+D |
Anywhere |
1402 |
16 |
All |
Easy |
Persona broken 5A combo. Gives no oki so only use if it will K.O. the opponent.
|
3 |
AA 5A > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
1627 |
16 |
All |
Easy |
Anti-air 5A combo. Delay the jump cancel if 5A hit at its max vertical height.
|
4 |
FC 5AAA, 5AAAA |
Anywhere |
1667 |
27 |
All |
Beginner |
Persona broken fatal counter 5A combo. Use 5A as soon as the recovery of 5AAA has ended. Gives safe-jump oki.
|
5 |
FC 5A > jc > j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > delay jc > j.2B > djc > j.C > j.214B |
Anywhere |
2925 |
36 |
All |
Very Hard |
Fatal counter 5A combo. Requires multiple small delays to work properly.
|
6 |
FC 5AAA, 5A > delay 5C > jc > IAD delay j.2B, dash 5B > 214214C, 2B > 5C > 236A > 214[B] |
Mid-screen |
3243 |
-34 |
All |
Hard |
Awakening state fatal counter 5A combo extended with a cross-up Cross Slash. Grants safe-jump oki.
|
7 |
FC 5AAA, 5A > delay 5C > jc > IAD j.2B, 5B > 5C > 236A > B+D(1) > 214214A+B |
Anywhere |
4925 |
-150 |
All |
Hard |
Awakening state fatal counter 5A combo ended with Thunder God Dance. B+D should hit just before the opponent touches the ground, then super cancel it after the first hit connects.
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5AAA starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
CH 5(AA)A, 5AAA(delay)A |
Anywhere |
2325 |
25 |
All |
Beginner |
Persona broken counter hit 5AAA combo. Provides safe-jump oki.
|
2 |
CH 5(AA)A, 5A > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
2894 |
22 |
All |
Easy |
Counter hit 5AAA combo.
|
3 |
CH 5(AA)A, B+D(1) > 214214C, 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D |
Anywhere |
5006 |
-40 |
All |
Intermediate |
Awakening state counter hit 5AAA combo extended with cross-up Cross Slash. Use 5B+D as soon as Narukami touches the ground.
|
4 |
FC 5(AA)A, 5A > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
3623 |
35 |
All |
Hard |
Fatal counter 5AAA combo. Requires multiple small delays to work properly.
|
Shadow 5AAA starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
5(AA)A > 236A > 214C |
Anywhere |
1389 |
26 |
All |
Beginner |
Shadow 5AAA combo.
|
2 |
CH 5(AA)A > dc, 2B > 5B > 5C > 236A > 214C |
Anywhere |
2109 |
36 |
All |
Easy |
Counter hit Shadow 5AAA combo.
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- All 5A/2A/j.A > 5B/2B/j.B routes will work with 5B/2B/j.B starter.
- All 5B starter combos can also start with j.B > 5B, j.2B > 5B, j.BB > 5B, or 5AA > 5B for more damage and meter gain.
- All CH 5B starter combos can start with CH j.B, CH j.2B, or CH 5AA instead.
5B/2B/j.B/j.2B/5AA starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes |
Videos
|
1 |
5B > 2B > 5C > 236A > 214C |
Anywhere |
1861 |
14 |
All |
Beginner |
Basic 5B combo. Remove 2B and/or 236A for less range dependency. Gives safe-jump oki. |
Video
|
2 |
5B > 2B > 5C > 236A > 214D > OMC, dash 214B, 2B > 5C > 236A > 214[B] |
Anywhere |
3388 |
-33 |
All |
Intermediate |
5B combo extended with a Once More Cancel. Remove 2B and/or 236A for less range dependency. 214B must result in a cross-up or else the combo will drop. Gives safe-jump oki. |
Video
|
3 |
5B > 2B > 5C > 236A > 214D > OMC, dash 214B, 2B > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D |
Anywhere |
3761 |
-32 |
All |
Intermediate |
5B combo extended with a Once More Cancel. 214B must result in a cross-up or else the combo will drop. The delay before the jump cancel can be removed if j.2B is used instead of j.B. Gives no oki so only use if it will K.O. the opponent. |
Video
|
4 |
5B > 2B > 2A+B > 214C+D > 214214C, 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D |
Mid-screen |
3854 |
-66 |
All |
Hard |
Awakening state 5B combo extended with a cross-up Cross Slash. The delay before the jump cancel can be removed if j.2B is used instead of j.B. |
Video
|
5 |
5B > 5C > 236A > 236C > 214214A+B |
Anywhere |
4891 |
-150 |
All |
Intermediate |
Awakening state close range 5B combo ended with Thunder God Dance. |
Video
|
6 |
5B > 2B > 5C > 236A > 214D > OMB, dash 5D, dash 2B > 5B, (D) 2B > 5B > 5C > delay jc > j.2B > djc > j.BB > j.B+D |
Anywhere |
4207 |
18 |
All |
Hard |
5B combo extended with a Once More Burst. Remove 2B and 236A for less range dependency. |
Video
|
7 |
AA 5B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
2153 |
17 |
All |
Easy |
Anti-air 5B combo. The delay before the jump cancel can be removed if j.2B is used instead of j.B. |
Video
|
8 |
CH 5B > jc > j.214A+B, dash 2A > 5B > 5C > (delay) jc > j.2B > djc > j.A > j.B > j.C > j.214B |
Anywhere |
2936 |
-20 |
All |
Hard |
Long range counter hit 5B combo extended with air EX Raging Lion. Can remove the mirco-dash if 5C isn't used.
|
9 |
CH AA 5B > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
2439 |
21 |
All |
Intermediate |
Counter hit anti-air 5B combo. j.2B should hit the opponent just before they touch the ground.
|
10 |
FC 5B > jc > j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B |
Anywhere |
3643 |
38 |
All |
Very Hard |
Fatal counter 5B combo. |
(outdated) Video
|
11 |
FC 5B > 5C > 236A > 214A+B, 2B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.C > j.214B |
Anywhere |
3919 |
-13 |
All |
Very Hard |
Fatal counter 5B combo extended with EX Raging Lion. Remove the initial 5C for less range dependency. |
Video
|
12 |
FC AA 5B > jc > IAD j.2B, 5C > jc > delay j.2B, 5B > delay 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
3100 |
33 |
All |
Hard |
Fatal counter anti-air 5B combo. |
Video
|
- All 5A/2A/j.A > 5C and 5B/2B/j.B > 5C routes will work with a 5C starter.
5C starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
5C > 2B > 5B > 5C > 214C |
Anywhere |
2185 |
15 |
All |
Beginner |
Point-blank range 5C combo. Gives safe-jump oki.
|
2 |
CH 5C > dc, 2B > 5B > 5C > 236A > 214C |
Anywhere |
2614 |
17 |
All |
Easy |
Counter hit 5C combo. Gives safe-jump oki.
|
3 |
CH 5C > jc > j.214A+B, dash 2A > 5B > 5C > (delay) jc > j.2B > djc > j.A > j.B > j.C > j.214B |
Anywhere |
3491 |
-18 |
All |
Hard |
Long range counter hit 5C combo extended with air EX Raging Lion. Can remove the mirco-dash if 5C isn't used.
|
4 |
FC 5C > jc > j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B |
Anywhere |
4269 |
40 |
All |
Very Hard |
Fatal counter 5C combo.
|
5 |
FC 5C > dc, B+D(1) > 214214C, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
5712 |
-40 |
All, but Yukiko, Kanji, Sho, Labyrs, Aigis, Mitsuru, and Akihiko |
Very Hard |
Awakening state fatal counter hit 5C combo extended with a cross-up Cross Slash. Cross-up only occurs against certain characters.
|
j.C starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
j.C > j.D, dash 5B > 2B > 5C > 236A > 214C |
Anywhere |
2325 |
17 |
All |
Easy |
j.C combo. Must hit with j.C just before touching the ground so that j.D doesn't come out.
|
2 |
FC j.C > j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
4180 |
40 |
All |
Very Hard |
Fatal counter j.C combo.
|
5D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
5D, 214A, (D) dash 2B > 5B > 5C > 236A > 214C |
Anywhere |
3147 |
23 |
All |
Easy |
Basic 5D combo. Works as long as both hits of 5D connect. Gives safe-jump oki.
|
2D/j.D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
j.D, j.2B, 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
3029 |
20 |
All |
Easy |
While rising j.D combo. If done near the ground or if done with 2D, use 5B instead of j.2B.
|
2 |
FC j.D, j.2B, delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD delay j.B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
4204 |
34 |
All |
Hard |
While rising fatal counter 2D combo. If done near the ground or if done with 2D, use 5B instead of j.2B.
|
5A+B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
5A+B~C > jc > j.BB > djc > j.A > j.B > j.C > j.214B |
Anywhere |
2288 |
27 |
All |
Easy |
Basic All-Out-Attack combo.
|
C+D, 236B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
C+D > OMC, dash 5B > 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D |
Anywhere |
2630 (2330) |
-44 |
All |
Easy |
Throw extended with a Once More Cancel.
|
2 |
FC C+D > OMC, dash 5C > jc > IAD j.2B, 5B > 2B > 5C > delay jc > j.2B > djc > j.B > j.C > j.214B |
Anywhere |
3149 (2789) |
-43 |
All |
Intermediate |
Fatal counter throw extended with a Once More Cancel.
|
j.C+D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
j.C+D > OMC, dash 2B > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D |
Anywhere |
2635 |
-43 |
All |
Easy |
Air throw extended with a Once More Cancel.
|
2 |
FC j.C+D, j.2B, dash 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
2985 |
23 |
All |
Intermediate |
Fatal counter air throw combo.
|
OMB combo part
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
...OMB, 214B |
Anywhere |
900 |
1 |
All |
Easy |
Low damage OMB extension. Used in highly scaled combos, usually to tack on an extra super. Make sure 214B hits the opponent when they are as close to the ground as possible.
|
2 |
...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > 236A > 214[B] |
Anywhere |
2403 |
2 |
All |
Hard |
Moderate damage OMB extension. Used in very scaled combos.
|
3 |
...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
3437 |
3 |
All |
Hard |
Max damage OMB extension. Used in combos with little to no scaling prior to the OMB.
|
(j.)B+D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
FC AA B+D, 5A > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Mid-screen |
2252 |
22 |
All |
Easy |
Fatal counter anti-air B+D combo.
|
236A starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
CH 236A, dash 5B > 2B > 5C > 214C |
Anywhere |
2120 |
14 |
All |
Easy |
Counter hit 236A combo. Gives safe-jump oki.
|
2 |
FC 236A, dash 5AAA, 5A > delay 5C > jc > IAD j.2B, 5B > 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
3346 |
33 |
All |
Intermediate |
Close range fatal counter 236A combo.
|
(j.)236C+D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
236C+D, dash 5B > 5C > 236A > 214C |
Anywhere |
2387 |
-24 |
All |
Easy |
236C+D combo. Remove 236A for less range dependency.
|
2 |
FC 236C+D, dash 5AAA, 5A > delay 5C > jc > IAD j.2B, 5B > 2B > 5C > delay jc > j.2B > djc > j.B > j.C > j.214B |
Anywhere |
3348 |
-22 |
All |
Hard |
Fatal counter 236C+D combo.
|
(j.)214A starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
214A > OMC, dash 5B > 5C > 2B > 5B > 5C > 214C |
Anywhere |
2761 |
-43 |
All |
Easy |
214A combo extended with a Once More Cancel. Gives safe-jump oki.
|
2 |
CH 214A, dash 5B > 5C > 2B > 5B > 5C > 214C |
Anywhere |
2861 |
20 |
All |
Easy |
Counter hit 214A combo. Gives safe-jump oki.
|
3 |
FC 214A, dash 5AAA, 5A > delay 5C > jc > IAD j.2B, 5B > 2B > 5C > delay jc > j.2B > djc > j.B > j.C > j.214B |
Anywhere |
3348 |
33 |
All |
Hard |
Fatal counter 214A combo.
|
(j.)214B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
214B, 2B > 5B > 5C > delay jc > j.2B > djc > j.B > j.C > j.214B |
Anywhere |
3169 |
23 |
All |
Intermediate |
214B combo that only works if 214B switches sides.
|
2 |
214B > OMC, dash 2B > 5B > jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
2923 (2676) |
-42 |
All |
Intermediate |
214B combo extended with a Once More Cancel.
|
3 |
FC 214B, dash 2B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
4066 (3790) |
36 (34) |
All |
Hard |
Fatal counter (j.)214B combo.
|
(j.)214A+B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
(j.)214A+B, 2A > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
2849 (3049) |
-23 |
All |
Easy |
Minimum height or meaty j.214A+B combo.
|
2 |
FC 214A+B, dash 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B |
Anywhere |
4213 |
-22 |
All |
Very Hard |
Fatal counter 214A+B combo. High execution combo that requires multiple small and precise delays.
|
Shadow Frenzy Combos
Starter |
Combo |
Position |
Damage |
Minimum Starting SP |
Works on: |
Difficulty |
Notes
|
5A, j.A, 5B, 2B, j.B, j.2B, 5C, 236A, 214A |
Starter, 5B > 5C > 236A > SF, dash 5C > 236D > 214A > 214C+D > delay B+D(1) > 214B > j.214A > 236C > delay B+D(1) > 236236B, dash 5C > B+D(1) > 236236B, 214214C+D |
Anywhere |
5500 ~ 6549 |
86 ~ 90 |
All |
Hard |
Shadow Frenzy combo that works regardless of the opponent's position relative to the corner. 5A starter must skip 5B and go directly into 236D after SF activation. 236A stater can add 236D before SF activation for more damage. 214A starter replaces the second 214A with 236A. Can also start with j.2A but only on counter hit.
|
5C |
CH (5C > dc, 2B) > 5C > 236A > SF, dash 5C > 236D > 214A > 214C+D > delay B+D(1) > 214B > j.214A > 236C > delay B+D(1) > 236236B, dash 5C > B+D(1) > 236236B, 214214C+D |
Mid-screen |
6918 |
73 |
All |
Hard |
Shadow Frenzy combo optimized for a 5C starter.
|
C+D, 236B |
Throw > delay SF, dash 5C > hjc > j.236C > j.236D > j.214A > j.B+D j.236236D > OMC, dash 214B > 236D > B+D(1) > 214214C+D |
Anywhere |
4729 ~ 4999 |
90 |
All |
Hard |
Shadow Frenzy combo off a throw.
|
j.C+D |
Air Throw > SF, dash 2A+B > 236C > 236D > 214A > j.B+D j.236236D > OMC, dash 214B > 236D > B+D(1) > 214214C+D |
Anywhere |
4875 |
90 |
All |
Hard |
Shadow Frenzy combo off an air throw.
|
Corner Only
- Most corner combos will end with 214B, which gives safe-jump oki.
5A/2A/j.A starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes |
Videos
|
1 |
5AAA > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
2394 |
28 |
All |
Easy |
Basic 5A corner combo. |
Video
|
2 |
5A > 5B > 5C > 214C, 5A > 5C > 2C > delay 214B |
Corner |
1940 |
27 |
All |
Easy |
5A corner combo. Works even as Shadow Narukami.
|
3 |
FC 5AAA > djc > j.A > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A |
Corner |
2110 |
24 |
All |
Intermediate |
Persona broken fatal counter 5A corner combo.
|
4 |
FC 5A > jc > j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
3211 |
46 |
All |
Very Hard |
Fatal counter 5A corner combo. Requires multiple small delays to work properly.
|
5 |
FC 5A > 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
3431 |
-13 |
All |
Hard |
Fatal counter 5A corner combo extended with EX Raging Lion.
|
5AAA starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
CH 5(AA)A, 5AAA(delay)A |
Corner |
2325 |
25 |
All |
Beginner |
Persona broken counter hit 5AAA corner combo.
|
2 |
CH 5(AA)A, 5A > 5C > jc > IAD j.A > delay j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
3520 |
33 |
All |
Intermediate |
Counter hit 5AAA corner combo.
|
3 |
FC 5(AA)A > djc > j.A > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A, 5A > 5B > 236A > 214[B] |
Corner |
3136 |
35 |
All |
Intermediate |
Persona broken fatal counter 5AAA corner combo.
|
4 |
FC 5(AA)A, 5A > 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 2B > 5C > 2C > 214B |
Corner |
4032 |
41 |
All |
Hard |
Fatal counter 5AAA corner combo.
|
Shadow 5AAA starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
5(AA)A > 236A > 214C, 5A > 5C > 2C > 214B |
Corner |
2248 |
34 |
All |
Easy |
Shadow 5AAA corner combo.
|
2 |
CH 5(AA)A > dc, 2B > 5C > 5B > 2A+B > 214C, 5A > 5C > 2C > 214B |
Corner |
2940 |
42 |
All |
Easy |
Counter hit Shadow 5AAA corner combo.
|
3 |
FC 5(AA)A > 214B, 2B > 5B > jc > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A, 5AAA |
Corner |
3295 |
47 |
All |
Intermediate |
Persona broken fatal counter Shadow 5AAA corner combo.
|
4 |
FC 5(AA)A > 214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
3931 |
66 |
All |
Very Hard |
Fatal counter Shadow 5AAA corner combo. Requires multiple small delays to work properly.
|
5B/2B/j.B/j.2B/5AA starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
5B > 5C > 2B > 5B > 5C > 214C, 5A > 5C > 2C > 214B |
Corner |
2618 |
31 |
All |
Easy |
5B corner combo. Press 5A as soon as the recovery of 214C ends. Remove 2B > 5B > 5C to allow the combo to work from max 5B range.
|
2 |
5B > 2B > 5C > 236A > 214D > OMC, 214B, 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
3924 |
-31 |
All |
Intermediate |
5B corner combo extended with a Once More Cancel. OMC 214D as soon as the last hit connects, then immediately input 214B. Remove 2B and 236A for less range dependency.
|
3 |
5B > 5C > 236A > 214C+D~B+D(1) > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
4299 |
-63 |
All |
Intermediate |
5B corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. Remove 236A for less range dependency.
|
4 |
AA 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
2610 |
24 |
All |
Intermediate |
Anti-air 5B corner combo.
|
5 |
CH 5B > jc > 214A+B, 2A > 5C > jc > IAD j.A > delay j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
3596 |
-19 |
All |
Intermediate |
Max range counter hit 5B corner combo extended with air EX Raging Lion.
|
6 |
FC 5B > jc > j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
3958 |
48 |
All |
Very Hard |
Fatal counter 5B corner combo. Requires multiple small delays to work properly.
|
7 |
FC 5B > 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
4271 |
-12 |
All |
Hard |
Fatal counter 5B corner combo extended with EX Raging Lion.
|
5C starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
5C > 5B > 2B > 5C > 5B > 2A+B > 214C, 5A > 5C > 2C > 214B |
Corner |
3201 |
33 |
All |
Easy |
Close range 5C corner combo.
|
2 |
AA 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
3115 |
26 |
All |
Intermediate |
Anti-air 5C corner combo. j.A will whiff if the opponent was too high.
|
3 |
CH 5C > dc, 5AAA > jc > j.214A, 5A > 5C > 2C > 214B |
Corner |
3319 |
31 |
All |
Easy |
Counter hit 5C corner combo.
|
4 |
FC 5C > jc > j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
4654 |
49 |
All |
Very Hard |
Fatal counter 5C corner combo. Requires multiple small delays to work properly.
|
5 |
FC 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B |
Corner |
4816 |
-13 |
All |
Very Hard |
Fatal counter 5C corner combo extended with EX Raging Lion. Requires multiple small delays to work properly.
|
2C starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
2C > dc, 5C > jc > IAD j.A > delay j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
3343 |
31 |
All |
Easy |
2C corner combo.
|
2 |
FC 2C > dc, 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD delay j.2B, 2B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B |
Corner |
4027 |
42 |
All |
Hard |
Fatal counter 2C corner combo.
|
j.C starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
j.C, dash 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > 214B |
Corner |
3274 |
34 |
All |
Easy |
j.C corner combo.
|
2 |
FC j.C > j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
4576 |
48 |
All |
Very Hard |
Fatal counter j.C corner combo. Requires multiple small delays to work properly.
|
5D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
5D, 214A, (D) 5B > 5C > 236A > 214C, 5A > 5C > 2C > 214B |
Corner |
3579 |
35 |
All |
Easy |
5D corner combo. Remove 236A for less range dependency.
|
2 |
FC 5D, 236A > 214A, (D) 214B, 2B > 5C > jc > IAD j.2B, 5B > 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
4822 |
49 |
All |
Hard |
Fatal counter 5D corner combo.
|
2D/j.D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
j.D, IAD j.B > delay j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
3504 |
26 |
All |
Intermediate |
While rising j.D corner combo.
|
2 |
2D, 5C > jc > IAD j.A > delay j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
4035 |
30 |
All |
Intermediate |
2D corner combo.
|
3 |
FC j.D, j.2B, delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD delay j.2B, 5B > 5C > jc > j.214A, 2B > 5C > 2C > 214B |
Corner |
4725 |
42 |
All |
Hard |
Fatal counter 2D corner combo. Replace the first j.2B with 5B if started with 2D. Requires multiple small delays to work properly.
|
5A+B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes |
Videos
|
1 |
5A+B~D > 214B, 2B > 5B > 236A |
Corner |
2541 |
27 |
All |
Easy |
Persona broken All-Out-Attack corner combo.
|
2 |
5A+B~D > dc, delay 2B > 5B > 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
2994 |
42 |
All |
Intermediate |
All-Out-Attack corner combo.
|
3 |
5A+B~D > jc > j.D > delay j.C > j.D(w) > 5B > 5C > 2A+C > j.2B > 214A > 2B > 5C > 2C > delay 214B |
Corner |
3287 |
?? |
All |
Intermediate |
All-Out-Attack corner combo using j.D cancel for higher damage |
Video
|
2A+B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
2A+B > 214C, 5A > 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
2493 |
30 |
All |
Intermediate |
Sweep corner combo.
|
2 |
CH 2A+B > 236C+D, 5C > jc > j.A > delay j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
3927 |
-17 |
All |
Intermediate |
Counter hit sweep corner combo extended with EX Zio.
|
3 |
FC 2A+B > 214C, 5A > delay 5C > jc > IAD delay j.BB, 5B > 5C > jc > j.214A, 2B > 5C > 2C > 214B |
Corner |
2916 |
38 |
All |
Hard |
Fatal counter 2A+B corner combo.
|
C+D/236B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
236B, 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
2618 |
28 |
All |
Intermediate |
236B corner combo.
|
2 |
C+D > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
3325 |
-43 |
All |
Intermediate |
Throw corner combo extended with late hit Lightning Flash.
|
3 |
FC 236B, 5C > jc > IAD j.BB, 5B > 5C > jc > j.214A, 2B > 5C > 2C > 214B |
Corner |
3084 |
34 |
All |
Intermediate |
236B fatal counter corner combo.
|
j.C+D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
j.C+D > OMC, 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
2799 |
-42 |
All |
Intermediate |
Air throw corner combo extended with a Once More Cancel.
|
2 |
FC j.C+D, j.2B, 5C > jc > IAD j.B, 5B > 5C > jc > j.214A, 2B > 5C > 2C > delay 214B |
Corner |
3372 |
36 |
All |
Intermediate |
Fatal counter air throw corner combo.
|
B+D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
B+D > j.236236D, 214B, 2C > 214B |
Corner |
2625 |
-43 |
All |
Intermediate |
Counter hit B+D corner combo. Must use the air version of D Ziodyne. Use 2C the moment the recovery of 214B ends.
|
236A starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
236A > 214C, 5A > 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
2625 |
30 |
All |
Intermediate |
236A corner combo.
|
2 |
CH 236A > 214B, 2A > 5C > jc > IAD j.A > j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
3813 |
36 |
All |
Intermediate |
Counter hit 236A corner combo.
|
3 |
FC 236A > 214B, 2B > 5B > jc > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A |
Corner |
3414 |
29 |
All |
Easy |
Persona broken fatal counter 236A corner combo.
|
4 |
FC 236A > 214B, 2B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
4454 |
47 |
All |
Very Hard |
Fatal counter 236A corner combo.
|
236C+D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
236C+D, 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > delay 214B |
Corner |
3409 |
-22 |
All |
Easy |
236C+D corner combo. Use 5C as soon as 236C+D's recovery ends.
|
2 |
FC 236C+D, dash 5C > 2B > 5B > 5C > 2B > 5B > 2A+B > 214C, 5A > 5C > 2C > delay 214B |
Corner |
3750 |
-22 |
All |
Intermediate |
Fatal counter 236C+D corner combo.
|
214A starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
CH 214A, dash 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > delay 214B |
Corner |
3509 |
35 |
All |
Easy |
Counter hit 214A corner combo.
|
2 |
FC 214A, 5C > 2C > dc, 5C > jc > IAD j.2B, 2B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B |
Corner |
3702 |
42 |
All |
Intermediate |
Fatal counter 214A corner combo.
|
3 |
FC 214A, 5C > 236A > 214A+B, 2B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B |
Corner |
4837 |
-10 |
All |
Hard |
Fatal counter 214A corner combo extended with EX Raging Lion.
|
(j.)214B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
214B, 5AAAA, 5B > 5C > 2C > 214B |
Corner |
3389 |
42 |
All |
Easy |
Basic 214B corner combo.
|
2 |
214B, 2A > 5C > jc > IAD j.A > delay j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
3605 |
33 |
All |
Intermediate |
214B corner combo. Also used for a counter hit j.214B starter.
|
3 |
FC (j.)214B, (2A) > 5AAAA, 2B > 5B > jc > j.2B > j.214A |
Corner |
3350 (3054) |
36 |
All |
Easy |
Persona broken fatal counter (j.)214B corner combo. Add 2A and delay the final A in 5AAAA for the air version.
|
4 |
FC (j.)214B, 2B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
4389 |
46 |
All |
Hard |
Fatal counter 214B corner combo.
|
(j.)214A+B starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
(j.)214A+B, 2A > 5C > jc > IAD j.A > delay j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
3734 (3934) |
-22 |
All |
Intermediate |
(j.)214A+B corner combo. Only works if 236A+B hit just as Narukami lands, either by hitting at max range or by hitting as a meaty.
|
2 |
FC (j.)214A+B, 2B > 5B > jc > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A |
Corner |
3314 (3554) |
-23 |
All |
Easy |
Persona broken fatal counter (j.)214A+B corner combo.
|
3 |
FC (j.)214A+B, 2B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
4598 (4838) |
-21 |
All |
Very Hard |
Fatal counter 214A+B corner combo. Requires multiple small delays to work properly.
|
214C starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
214C, 5A > 5C > jc > IAD j.A > delay j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
2874 |
31 |
All |
Intermediate |
214C corner combo. Can replace 5A with 5B if 214C hits at max range or hits as a meaty.
|
2 |
FC 214C, 5A > delay 5C > jc > IAD delay j.2B, 5B > 5C > jc > IAD j.BB, 5C > jc > j.214A, 2B > 5C > 2C > 214B |
Corner |
3251 |
40 |
All |
Hard |
Fatal counter 214C corner combo. Can replace 5A with 5B if 214C hits at max range or hits as a meaty.
|
214C+D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
214C+D~(delay)B+D(1) > 236236B, 5C > delay 5B > jc > j.C > j.214A, 2B > 5C > 2C > 214B |
Corner |
5082 |
-47 |
All |
Intermediate |
214C+D corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects.
|
2 |
FC 214C+D~B+D(1) > 236236B, dash 2B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
5555 |
-46 |
All |
Hard |
214C+D corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects.
|
236236D/236236C+D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
236236D, 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B |
Corner |
3640 |
-48 |
All |
Easy |
Ziodyne corner combo.
|
2 |
FC 236236D, 214B, 2B > 5B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B |
Corner |
4603 |
-47 |
All |
Intermediate |
Fatal counter Ziodyne corner combo.
|
214214C/214214D starter
# |
Combo |
Position |
Damage |
SP Gain |
Works on: |
Difficulty |
Notes
|
1 |
214214C(or D), 236236A > OMB, 5D, dash 2B > 5B > (D) 214B, 2B > 5C > 2C > 214B |
Corner |
6611 (7283) |
-98 |
All |
Hard |
Cross Slash corner combo extended with a Once More Burst.
|
2 |
FC 214214C(or D), 236236A > OMB, 5D, dash 2B > 5B > (D) 214B, 2B > 5B > 5C > jc > j.214A, 5B > 5C > 2C > 214B |
Corner |
7551 (8223) |
-97 |
All |
Hard |
Fatal counter Cross Slash corner combo extended with a Once More Burst.
|
Shadow Frenzy Combos
Starter |
Combo |
Position |
Damage |
Minimum Starting SP |
Works on: |
Difficulty |
Notes
|
5A, j.A, j.B, j.2B |
Starter, 5AAAA SF, 5C > jc > j.236D > j.214A > B+D(1) > 236236B, dash 5C > jc > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
5516 ~ 6059 |
60 ~ 62 |
All |
Very Hard |
Shadow Frenzy corner combo that uses an auto-combo to increase the duration of Shadow Frenzy. Can start with 5C, j.2A, j.C, 236A, or 214A but only on counter hit.
|
5B, 2B, 5C, 2C, j.B, j.2B, 236A, 214C, 214D |
Starter, 5B > 5C > 214D > SF, 5C > jc > j.236D > j.214A > B+D(1) > 236236B, dash 2A+B > 236C > 236D > 214A > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
6226 ~ 7067 |
75 ~ 87 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo. Can start with j.A or j.2A but only on counter hit. For 2C starter, go straight into 214D (note that only the last hit will connect).
|
5B, 2B, 5C, j.B, j.2B, |
AA Starter, 5C > delay jc > j.2B > djc > j.C > j.214A > SF, j.D, 5C > B+D(1) > 236236B, dash 2A+B > 236C > 236D > 214A > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
6608 ~ 6888 |
74 |
All |
Very Hard |
Max damage universal anti-air Shadow Frenzy corner combo.
|
5C |
5C > 236A > 214D > SF, 5C > jc > j.236D > j.214A > 236C > B+D(1) > 236236B, dash 2A+B > 236C > 236D > 214A > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
7559 |
77 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo.
|
5A+B |
5A+B~D > dc, 5C > jc > j.214A > SF, B+D(1) > 236236B, dash 2A+B > 236C > 236D > 214A > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
5679 |
55 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo.
|
2A+B |
2A+B > 236D > SF, 5C > jc > j.236D > j.214A > j.236C > B+D(1) > 236236B, dash 2A+B > 236C > 236D > 214A > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
6995 |
83 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo.
|
214A |
214A > SF, 5C > 236D > 236A > 214D > delay 236C > B+D(1) > 236236B, dash 5C > jc > j.236C > j.236D > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
7120 |
90 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo.
|
j.214A |
j.214A > SF, 5C > 236C > B+D(1) > 236236B, dash 2A+B > 236C > 236D > 214A > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
6659 |
82 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo.
|
214B |
214B > SF, 5C > jc > j.236D > j.214A > B+D(1) > 236236B, dash 2A+B > 236C > 236D > 214A > j.B+D > j.236236D, 236A > B+D(1) > 214214C+D |
Corner |
6740 |
80 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo. Remove the part in parenthesis to decrease the execution difficulty.
|
j.214B |
j.214B > SF, 2B(1) > 5C > jc > j.236D > j.214A > B+D(1) > 236236B, dash 2A+B > 236C > 236D > 214A > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
6929 |
88 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo.
|
C+D, 236B |
Throw > SF, j.214A > B+D(1) > 236236B, dash 2A+B > 236D > 214A > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
5483 |
81 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo off a throw. Jump and use j.214A as soon as Shadow Frenzy activation's recovery ends.
|
j.C+D |
j.C+D > SF, 2B > B+D(1) > 236236B, dash 5C > jc > j.B+D > j.236236D, 214B > 236D > B+D(1) > 214214C+D |
Corner |
4894 |
75 |
All |
Very Hard |
Max damage universal Shadow Frenzy corner combo off an air throw.
|
Combo Technicals
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Yu Narukami
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