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| Any 2 hits > OMB > 2C > 2D > j22C > {{clr|4|214214A}}|| {{clr|4|3997, 4429, 4774}} || +7 SP || 50/125/150 || Listed values for jB jC OMB. | | Any 2 hits > OMB > 2C > 2D > j22C > {{clr|4|214214A}}|| {{clr|4|3997, 4429, 4774}} || +7 SP || 50/125/150 || Listed values for jB jC OMB. | ||
|- | |- | ||
| 2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j22C > 214C > 5B > jC > j2C > djC > j2C > j214A > j236236CD|| | | 2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j22C > 214C > 5B > 5C > jC > j2C > djC > j2C > j214A > j236236CD|| 4002 || +12 SP || 75 || OMB for weak confirms | ||
|- | |- | ||
| 2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A > {{clr|4|214214A}} || 4236 || +8 SP || 125 || Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j22C. | | 2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A > {{clr|4|214214A}} || 4236 || +8 SP || 125 || Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j22C. |
Revision as of 01:09, 22 March 2022
Combo Notation Guide | |||||||||
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Combo Theory
- 2C will connect after counterhit buttons (5A, 5B, 2B(1), 5C), 236CD in the corner, 236D OMC, or 236236C/D.
- Directly combo into 2D in situations where 2C may move out of place: j.236236CD combos or 236236C directly in the corner.
- 236D will combo after 5B or 5C if they are hit in crouching state. 236D combos after 5A x 5 on standing opponents or 5B/5C during a Fatal Counter combo.
- Grounded combos midscreen should end with 214A. If you need to extend the combo for more damage, use 236236C or CD before or after the point you would use 214A.
- Fatal Counter allows j.22D extensions to be possible after j.2C if they are airborne. 5C > 2D mid-combo is also possible.
- Fatal Counter allows more than 1 God Hand in a combo as long as they are different versions.
Hassou Tobi
- Hassou Tobi damage values are highlighted in red with the following values in order:
- Hassou Tobi alone (1500 extra damage)
- A/B Power Slash modifier (375 extra damage)
- SB Power Slash modifier (675 extra damage)
- Moves with / HT indicate a point where Hassou Tobi can be inserted
- Power Slash modifier is mostly used to secure wins or initiate a major comeback where the next hit should win.
- Unless noted otherwise, A Hassou Tobi is the version used.
Common points that add a large number of hits or can lead into Hassou Tobi within 1-3 hits:
- 2D (3 hits): IAD forward > land > Hassou Tobi midscreen. In the corner, time Hassou Tobi as the ice starts descending
- j.D > j.214B (3 hits): land > SB Hassou Tobi midscreen, land > 214A in the corner
- j.22C (1 hit): 2C, 214A or 214B(1), 214C > 2B(1). 214CD > SB Hassou Tobi.
- j.214AB (3 hit ender): Land > Hassou Tobi with the opponent in the corner/SB Hassou Tobi if midscreen, 214A in the corner
- 236D (15 hits): 5C > SB Hassou Tobi midscreen, 214A in the corner
- (j.)236236CD (15 hit ender): Land > Hassou Tobi, 2C (wait until the previous persona disappears)
- j.2B ender requires SB Hassou Tobi
- After 214C > 2B/5B (1), SB Hassou Tobi is preferred. In the corner, A Hassou Tobi is possible if hitstun decay allows.
Most combos listed with a 2A starter are also possible from most aerial starters, 5B, and 5C. If you intend to replicate a Hassou Tobi route, you may need to omit or add moves.
214A/B routing
Combo | Damage | SP Gain | SP Cost | Notes/Purpose |
---|---|---|---|---|
2A > 5C > 5B > 5A x 5 > 214A | 1550 | +17 SP | 0 | Primary grounded midscreen route with okizeme followup |
2A > 5C > 5B > 5A x 5 > 236D > 214A / [66 > 5C > HT] | 1849 (3349, 3724, 4024) | +22 SP | 0 / 50 / 100 / 125 | Corner only. Hassou Tobi route requires a microdash 5C to make it 24 hits. |
214A > 236236C > 2C > 2D > j.22C > 214C > 2B(4) > j.2C> 9 j.C > j.2B / HT | 3547 (5047) | +2 SP | 50/125 | In the corner, do 2D after 236236C and j.C j.2C after 2B. 214A can also combo after 2AB as a starter. |
j.214B ender routes
Combo | Damage | SP Gain | SP Cost | Notes |
---|---|---|---|---|
2A > 5C > 5B > 214B > 2B(4) > j.C > j.2C > j.214B | 1948 | +23 SP | 0 | Corner only. Can backdash or double jump for varied okizeme options |
5D > 2B(4) > j.C > j.2C > j.214B | 2291 | +16 SP | 0 | non counter-hit 5D route that can be done anywhere on screen |
Anti-air 2B(1) > 5C > j.B > j.C > dj.B > j.C > j.D > j.214B | 2069 | +19 SP | 0 | 2B(1) Anti-air |
Anti-air 2B(4) > j.2C > dj.B > j.C > j.D > j.214B | 2107 | +16 SP | 0 | Can extend into 2A > 5C > j.B > j.C > 8 dj.C > j.2B / HT if you reach the corner |
Anti-air 5B > 5A > 5B > 5C > sj.B > j.C > j.D > j.214B | 2120 | Example | Example | For situations where the opponent is airborne and low to the ground such as backdashes |
Throw > 2A > 5C > sj.B > j.C > j.2C > j.214B | 2127 | +17 SP | 0 | Works as long as throw reaches the corner. Can also use 2B(1) or 5B instead of 2A. |
j.2B > j.214A > 2B(4) > j.C > j.2C > j.214B | 1603 | +17 SP | 0 | Corner only. Use to convert instant overhead/double overhead mixups from j,2B |
Combos into 2C
Combo | Damage | SP Gain | SP Cost | Notes/Purpose |
---|---|---|---|---|
CH 2B/5B/5C > 2C > 2D > j22C > 66 214C > 2B(1) OR 5B > 5C > j2C > dj.B > j.C > j.D > j.214B 214A > 214214A | 4277 (5777, 6152, 6452) | +42 SP | 50 | *Values listed for 5C. Opponent must be in corner for 214A > Hassou Tobi.
Can substitute 5A 5C after 5B for a midscreen Hassou Tobi route |
CH 5C > 2C > 2D > 5D > 5A > 5C > jC > j2C > djC > j2C > j214AB > 214214A | 3648 (5148, 5523, 5823) | +32 SP | 75 | Burst safe option. Opponent must be in the corner after 2D for 5D to connect. |
CH 5A > 2C > 2D > j22C > 66 214C > 2B(4) > jC > j2C > j214B | 2874 | +31 SP | 0 | Strong option to punish/counterpoke specifically with 5A |
CH j2C > j22C > j22D > 2C > 214C > 2B(1) OR 5B > 5C > j2C > djB > jC > jD > j.214B > 214A | 4118 (5618, 5993, 6293) | +42 SP | 0 | Advanced throw whiff punish |
Throw > 236236C or D > 2D > j22C > 214C > 2B(4) > j2C > 9jC > j.2B > 214214AB | 3124 (4624) | +2 SP | 125 | Corner only. |
Throw > 236236CD > 2C > 2D > j.22C > 2C > 214B(1) 214214A | 4260 | +1 SP | 125 | Can start from any position except point blank in the corner. |
236236A/B > OMC > 2C > 2D > j22C > 214B(1) > 214214A | 4385 (4745 CH) | +1 SP | 150 | Reversal option |
- Following 214C, 2B is more consistent for picking up with faster startup and more OTG range. 5B offers 200 more damage but requires you to be directly next to them.
- The opponent must be lined up near the apex of 214C in order to have enough time to pickup afterwards.
- 2B 5C > sj.B j.C j.D > j214B is an alternative OTG route after 214C
- Timing cues for landing j22C after 2D:
- jump up > optional whiff jA/airthrow > airdash j22C
- run > dash jump forward > falling j22C
- microdash > IAD > j22C
236D routing
Combo | Damage | SP Gain | SP Cost | Notes/Purpose |
---|---|---|---|---|
2A > 5C > 5B > 236D > 66 5C > j.2C > dj.2C > j.214B | 2185 | +33 SP | 0 | Crouching only. Fullscreen knockdown with the persona left active above the opponent |
2A > 5C > 5B > 5A x 5> 236D > 66 5C > 214214AB | 3330 | +31 SP | 75 | Midscreen/corner SB Hassou Tobi specific route from BNB for only 75 meter |
2A > 5C > 5B > 5A x 5 > 236D > 66 5C > j.2C > j.236236CD / HT > 2C > 2D > j.22C > 214D | 3658 (4742) | +25 SP | 75/125 | Corner only. 236236CD cannot be too deep in the corner in order for it to launch them. You can jump forward or backward with j.2C to have the necessary spacing. Time 214214A during their falling animation. |
2A > 5C > 5B > 236D > OMC > 66 2C > 2D > j.22C / HT > 214C | 2537(3838) | +12 SP | 50 | Crouching only. You can walk backwards during OMC in the corner for burst safe spacing. You need to walk forward or dash during OMC to connect 2C midscreen. |
236CD routing
Combo | Damage (Hassou) | SP Gain | SP Cost | Notes |
---|---|---|---|---|
2A > 5C > 5B > 236CD > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B | 3416 (5216, 5486) | +11 SP | 25/100 | Corner only. |
CH jC > 5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 2B(4) > j.2C > 9 dj.C > j.2B | 3578(4735) | +17 SP | 25/75 | Opponent must be CH in the air and low to the ground |
5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B | 4149 | +16 SP | 25 | Burst punish route that leads into the corner. If directly in the corner, walk backwards during 2D to keep the opponent in the corner. |
OMB & 236236CD Routing
Combo | Damage | SP Gain | SP Cost | Notes |
---|---|---|---|---|
Any 2 hits > OMB > 2C > 2D > j22C > 214214A | 3997, 4429, 4774 | +7 SP | 50/125/150 | Listed values for jB jC OMB. |
2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j22C > 214C > 5B > 5C > jC > j2C > djC > j2C > j214A > j236236CD | 4002 | +12 SP | 75 | OMB for weak confirms |
2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A > 214214A | 4236 | +8 SP | 125 | Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j22C. |
9 jD > j214A > j.236236C > 2C > 2D > j22C > 214C > 2B(4) > j.2C > 9 dj.C > j.2B | 4250 | +11 SP | 75 | Crossup mixup. Can also use OMB or SB version instead of j.236236C. Values listed for 9jD > j214A > j.236236CD version |
Fatal Counter
Combo | Damage | SP Gain | SP Cost | Notes |
---|---|---|---|---|
j.2B > j.214A > 5C > j.2C > j.22D > j.22C > 214C > 2B(4) > j2C > 9 dj.C > j.2B | 2592(4092) | +36 SP | 0 | Corner only |
j.2B > 5A > 5C > j2C > j22D > j22C > 214C | 1968 | +24 SP | 0 | Fatal Counter j2B on airborne opponents (causes groundbounce) |
2C > hop cancel j22C > 214D > 2A > 5C > 214CD > 2B(4) > j2C > j22D > 214C > 2A > 5C > jB > jC > j214B | 4997 | +22 SP | 25 | 25 meter 2C fatal in the corner |
- Aigis[★]
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- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data
System Explanations
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Archived Information