P4U2R/Yu Narukami/Combos

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 Yu Narukami



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D 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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko

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 without 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

Beginner.png 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
1296 damage, builds 12 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 Jump A 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
1784 damage, builds 26 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 Air A Raging Lion.

Note: If you're mashing to get 5A out in time, try doing 4A, as it's the same move but prevents the autocombo from happening.

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

Intermediate.png 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.
Medium


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.
Medium


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.
Medium


FC 5AAA, 5A > 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.BB > j.C > j.214B
2233 damage, builds 28 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.

EX Raging Lion Fatal Counter Route

EX Raging Lion Fatal Counter RouteFatal route that increases damage for minimal SP use.
Medium


FC 5A > 5C > 236A > 214A+B, 2B > 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.BB > j.C > j.214B
3048 damage, costs 25 SP.

Universal fatal route that uses EX Raging Lion to set up a juggle combo. Can start off a variety of attacks, 5A is used in this example to show the damage difference compared to the auto combo route. Use 2B as soon as Narukami recovers after using 214A+B, then juggle the opponent for a full combo. Can go into the same corner extension as the previous combo when approaching the corner.

Specialized Combos

Advanced.png 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

Once More! Burst Combo

Once More! Burst ComboUse your burst aggressively to end matches before the opponent can start a comeback.
Hard


5B > 2B > 5C > 236A > 214D > OMB, 665D, 662B > 5B, (D) 665B > 2B > 5C > dl.jc > j.BB > djc > j.B > j.C > j.B+D
4231 damage, builds 19 SP.

Defensive bursts are incredibly powerful tools, so much so that any other type is rarely recommended outside of Shadow Frenzy combos. However, it's optimal to use it if it will end the match without giving the opponent a chance to counter-attack. This is the recommended route combo if Narukami doesn't have SP, the corner, or a counter hit starter. OMB after hitting the opponent with D Swift Strike, do a micro-dash, then use 5D to catch the opponent before they hit the ground. Dash in and use 2B and 5B, then time 5DD so that it hits before hitstun ends but gives Narukami enough time to for 5B's recovery to end. Follow-up with a B normal into a full air combo. j.C can only be used if a micro-dash was also used before the final 5B.

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. -
5A/2A/j.A starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 5A > 5B > 5C > 236A > 214D > OMC, dash 214B, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.B+D Mid-screen 3056 -33 All Intermediate 5A combo extended with a Once More Cancel. Remove 5B and/or 236A for less range dependency. 214B must result in a cross-up or else the combo will drop. Gives no oki. -
2 5A > 5C > 5B > 2A+B > 214C+D(1) > 214214C, 2B > 5C > jc > j.BB > djc > j.BB > j.B+D Mid-screen 3438 -63 All Hard Awakening state 5A combo extended with a cross-up Cross Slash. -
3 5A > 5C > 236A > 236C > 214214A+B Anywhere 4297 -150 All Intermediate Awakening state close range 5A combo ended with Thunder God Dance. -
4 5A > 5C > 236A > 214D > OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D Anywhere 3596 16 All Hard 5A combo extended with a Once More Burst. -
5A/2A/j.A starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 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. -
2 FC 5AAA, 5A > 5C > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B Anywhere 2235 29 All Intermediate Basic fatal counter 5A combo. -
3 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 Advanced fatal counter 5A combo. Requires multiple small delays to work properly. -
5A/2A/j.A starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 FC 5A > jc > j.214B, 2B > delay 5C > jc > IAD delay j.2B, dash 5B > 214214C, 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B Mid-screen 3882 -34 All Hard Awakening state fatal counter 5A combo extended with a cross-up Cross Slash. -
2 FC 5A > jc > j.214B, 2B > delay 5C > jc > IAD delay j.2B, dash 5B > 214214C, dash 5AA > 214214C, 2B > 5C > 236A > delay j.B+D > 214214C Mid-screen 6066 -150 All Hard Meter dump version of the previous combo. -
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 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.
5AAA starter
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 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.
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.
  • 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 > 2A+B > delay 214[B] Anywhere 1062 8 All Beginner Persona broken 5B combo. Gives safe-jump oki. -
2 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
3 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
5B/2B/j.B/j.2B/5AA starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 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
2 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
3 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
4 5B > 5C > 236A > 236C > 214214A+B Anywhere 4891 -150 All Intermediate Awakening state close range 5B combo ended with Thunder God Dance. Video
5 AA 5B > 5C > (delay) jc > j.2B > djc > j.C > j.214B > OMC, j.2B, 5B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214A Anywhere 3331 -33 All Intermediate Anti-air 5B combo extended with a Once More Cancel. -
6 5B > 2B > 5C > 236A > 214D > OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D Anywhere 4231 19 All Hard 5B combo extended with a Once More Burst. Remove 2B and 236A for less range dependency. Video
5B/2B/j.B/j.2B/5AA starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 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. -
2 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
3 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
5B/2B/j.B/j.2B/5AA starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 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. -
2 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
  • 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 Videos
1 5C > 2B > 5B > 5C > 214C Anywhere 2185 15 All Beginner Point-blank range 5C combo. Gives safe-jump oki. -
2 AA 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B Anywhere 2274 15 All Easy Anti-air 5C combo. The delay before the jump cancel can be removed if j.2B is used instead of j.B. -
5C starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 5C > 2B > 5B > 5C > 214D > OMC, dash 214B, 2B > 5C > 236A > 214[B] Anywhere 3809 -32 All Intermediate 5C combo extended with a Once More Cancel. 214B must result in a cross-up or else the combo will drop. Gives safe-jump oki. -
2 5C > 2B > 5B > 5C > 214D > OMC, dash 214B, 2B > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D Anywhere 4236 -31 All Intermediate 5C 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. -
3 5C > 2B > 5B > 2A+B > 214C+D > 214214C, 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D Mid-screen 4472 -62 All Hard Awakening state 5C 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. -
4 5C > 236A > 236C > 214214A+B Anywhere 5122 -150 All Intermediate Awakening state close range 5C combo ended with Thunder God Dance. -
5 AA 5C > (delay) jc > j.2B > djc > j.C > j.214B > OMC, j.2B, 5B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214A Anywhere 3617 -35 All Intermediate Anti-air 5C combo extended with a Once More Cancel. -
6 5C > 2B > 5B > 5C > 214D > OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D Anywhere 4640 29 All Hard 5C combo extended with a Once More Burst. -
5C starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 CH 5C > dc, 2B > 5B > 5C > 236A > 214C Anywhere 2614 17 All Easy Counter hit 5C combo. Gives safe-jump oki. -
2 CH AA 5C > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B Anywhere 2998 22 All Intermediate Counter hit anti-air 5C combo. j.2B should hit the opponent just before they touch the ground. -
3 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. -
4 FC AA 5C > 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 3754 34 All Hard Fatal counter anti-air 5C combo. -
5C starter
# Combo Position Damage SP Gain Works on: Difficulty Notes Videos
1 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. -
2 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 scaled combos.
3 ...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B Anywhere 3528 2 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, 5AAAA Mid-screen 1985 25 All Very Easy Persona broken fatal counter anti-air B+D combo.
2 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, 236A+B starter
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 CH 236A, dash 5AAAA Anywhere 2065 24 All Very Easy Persona broken counter hit 236A combo. Gives safe-jump oki.
2 CH 236A, dash 5B > 2B > 5C > 214C Anywhere 2120 14 All Easy Counter hit 236A combo. Gives safe-jump oki.
3 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 5AAAA Anywhere 2270 25 All Very Easy Persona broken counter hit 214A combo. Gives safe-jump oki.
3 CH 214A, dash 5B > 5C > 2B > 5B > 5C > 214C Anywhere 2861 20 All Easy Counter hit 214A combo. Gives safe-jump oki.
4 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 (j.)214B > OMC, dash 2B > 5B > jc > j.BB > djc > j.B > j.C > j.214B Anywhere 2923 (2676) -42 All Intermediate (j.)214B combo extended with a Once More Cancel.
3 FC (j.)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.)j.214A+B combo.
2 FC (j.)214A+B, dash (2B) > 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 (4485) -22 All Very Hard Fatal counter (j.)214A+B combo. High execution combo that requires multiple small and precise delays. Add 2B if the combo started with the air version.
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.

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 Yu Narukami