A.X.I.S. Report post Posted November 28, 2013 (edited) *Note* - When browsing the CHARACTER forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. Information If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.Please refrain from going off topic in this thread. This thread is for posting of combos only.Only the most optimal combos will be listed in this thread. Collapsed: Notation Used: Notations in red are for prefixes only. Notations in blue are for suffixes only. [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] > Gatling/cancel the previous move into the following move. , Link the previous move into the following move. |> After landing. j Jump sj Super Jump h Hop hc Hop Cancel ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel dc Dash Cancel OMC One More! Cancel AoA~C All Out Attack into C ender AoA~D All Out Attack into D ender CH Counter Hit FC Fatal Counter [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] c. The attack must be used as close to the opponent as possible. f. The attack must be used as far away from the opponent as possible. [sS] Side Swap combo [CO] Crouching Opponent [AA] Anti-air or Air-to-Air [RP] Roll Punish [sD] Shadow Only Combo [N%] Player SP % required before combo start. [N/N%] Damage/SP Gain % [/table] [/table] Challenge Mode Combos Collapsed: ] [b: Mission #01 - Mission #02 - Mission #03 - Mission #04 - Mission #05 - Mission #06 - Mission #07 - Mission #08 - Mission #09 - Mission #10 - Mission #11 - Mission #12 - Mission #13 - Mission #14 - Mission #15 - Mission #16 - Mission #17 - Mission #18 - Mission #19 - Mission #20 - Mission #21 - Mission #22 - Mission #23 - Mission #24 - Mission #25 - Mission #26 - Mission #27 - Mission #28 - Mission #29 - Mission #30 - Mid-screen: Normal Starters FC j.C > 5C > 2C > 5B > Sweep > 236B > 5A > 2B > 236B > 5AAA > j.214B > 236236AB > 236C > 236A/B/AB Skill Starter FC 214C/D > 236B > 5AAA > j.214A > 236A/B/AB System Starter - SP Skill Starter - Near-Corner: Normal Starters - Skill Starter - System Starter - SP Skill Starter - Corner: Normal Starters - Skill Starter - System Starter - SP Skill Starter - Edited December 1, 2013 by Omex Share this post Link to post Share on other sites
Djqubil Report post Posted November 30, 2013 11/28 P4U2 - Tokyo Leisureland Launch Tournament FC j.C - 5C - 2C - 5B - Sweep - 236B (?) - 5A - 2B - 236B - 5AAA - j.214B - 236236AB - 236C - 236A/B/AB Needs at least 20 Meter before doing j.C . DMG: 6573 Share this post Link to post Share on other sites
Djqubil Report post Posted December 25, 2013 I've made a huge list of combos by following Kanji vids. Most of them are Shadow Kanji combos so I'll make them purple: Collapsed: ] Mid-screen [u: Normal Starters 5AAAA5AAA > j.214A5AA > Sweep > 236A5AAAA > Shadow Rush > 236B > j.214B > 236236B > OMC > 214214D/CD5AAAA > Shadow Rush > 5AA > 2B > 236B > 236236B > OMC > 214214D/CDCH 2B > 5C > 236B > 5AAA > j.214A > 236236AB > 236C > 236BCH 2B > 5C > 236B > Shadow Rush > 2B > j.B > j.C > j.B > j.C > j.236B > 236236B > OMC > 214214D/CDFC j.C > 5C > 2C > 5B > Sweep > 236B > 5A > 2B > 236B > 5AAA > j.214B > 236236AB > 236C > 236A/B/ABFC j.C > 5C > 2C > Sweep > 236B > 5A > 2B > 236B > Shadow Rush > 2B > j.B > j.C > j.B > j.C > j.236B > 236236B > OMC > 214214D/CDCH j.B > 5A > 2B > 236C > 236ACH j.B > 5AAA > j.214A > 236236AB > 236C > 236ACH 2B > 5AAA > j.214A > 236236AB > 236C > 236ACH 2B > 5C > 236B > 5AAA > j.214A > 236236AB > 236C > 236ASkill / Boost Skill Startersj.214B > Shadow Rush > 6 > 2C > 2B > j.B > j.C > j.B > j.C > j.236B > 236236B > OMC > 214214D/CDj.214B > Shadow Rush > j.66 > j.B > 2B > j.B > j.C > j.B > j.C > j.236B > 236236B > OMC > 214214D/CD214C/D/CD > Shadow Rush > j.214B > 236236B > OMC > 214214D/CD214C/D/CD > Shadow Rush > 66 > j.B > 236236B > OMC > 214214D/CDFC 214C/D/CD > 236B > Shadow Rush > 5C > 236236B > OMC > 214214D/CDCH 236CD > j.B > 2B > 236C > 236ASystem StartersSweep > 236B > Shadow Rush > 236236B > OMC > 214214D/CDSP Skill / Awakening SP Skill Starters- Near-cornerNormal StartersFC j.C > 5C > 2C > Sweep > 236B > 5A > 2B > 236B > 2A > 2B > 236B > j.214B > Shadow Rush > 5C > 236B > j.214B > 236236B > OMC > 214214D/CDSkill / Boost Skill Starters-System Starters- [bSP Skill / Awakening SP Skill Starters [*]- Corner Normal Starters [*]- Skill / Boost Skill Starters [*][*]214C/D/CD > 2B > 236C > 236236AB > 236C > 236B [*]214C/D/CD > 2B > 236C > Shadow Rush > 236236B > OMC > 214214D/CD [*]214C/D/CD > Shadow Rush > 236B > j.214B > 236236B > OMC > 214214D/CD [*]214C/D/CD > Shadow Rush > j.66 > j.B > 2B > 236C > 236236B > OMC > 214214D/CD System Starters [*]- SP Skill / Awakening SP Skill Starters [*]- Share this post Link to post Share on other sites
badgerfan20945 Report post Posted January 4, 2014 Sexy FC combo: FC j.c > 2C > 5C > short hop j.b > 5b > sweep > 236B > 5A > 2B > 236B > 5AAA > j.214B > 236AB 6.1K Share this post Link to post Share on other sites
zankoku Report post Posted August 30, 2014 Just some quick counterhit things  ch [4]6C > 5AAA > j.214A is an easy 2.7k or so  fc [4]6C > 2B > 236B > 2A > 2AB > 236B > 5AAA > j.214A is 4.5k fc 5A > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A is 4.1k Share this post Link to post Share on other sites
Ctrlaltwtf Report post Posted August 30, 2014 AoA midscreen weirdness: Â AoA>18 hits>C launcher>jump>jA>jB>j236A second hit whiff>2A>236C>236A Â 3168. Seems to be a bit character specific. Â Non-weird: Â 3092 AoA>18 hits>C Launcher>jump>j236A second hit whiff>5AAA>j214B>236A Â Â Our Sweep > RC AD > jB > 5C stupidity is still doable. Â 50 Meter DM: 3025/3076 5AA>2A>5B>2A+B>RC AD>jB>5C>2B>236C or 236B~j214B>236A Â j214B is a bit stricter but so much corner carry. Â Â 5A Fatal into Super Throw DM: 4588 FC 5A>5C>5>21414D Â Only takes 50 SP as opposed to 150 on the 236236A/B>RC>Super Throw routes. Can be followed up in corner for more than 5k Share this post Link to post Share on other sites
ShadyDelicious Report post Posted August 30, 2014 don't remember where i saw it, but here's a nice jC FC combo that nets you a ridiculous amount of meter and damage  FC jC > 2C > 5C > hop jB > 2B > 5C > 5B > Sweep > 236B > 2A > 2B > 236B > 5aaa > 214B > 236A (I personally like the EX ender better cuz more damage and faster recovery. you're getting a ton of meter anyways)  Also, the 5B after 5C can be either fully charged up or done like the old p4a 5C > 5B > 2B combos  I'm finding it a bit inconsistent, though. maybe there's a trick to it I'm missing or something :/ Share this post Link to post Share on other sites
zankoku Report post Posted September 1, 2014 easy timing fc combos  fc 2C > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A > 236A -- 5.6k (close) fc j.C > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A > 236A -- 5.4k (far) fc j.C > 2C > 5C > 2AC > j.B > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 5.3k  As far as I can tell these combos are extremely consistent and don't have any "late timing" points, though they sacrifice around 500-600 damage from the optimal. Share this post Link to post Share on other sites
Tae Seong Kim Report post Posted September 1, 2014 10K combo for challenge 25 2C (just frame hit) > 2B > OMB > (4)6D > 2B > (4)6C > 2B > 5C > 236B > 2A > 2B > 236C, 5AAA > j.214B > 236236C/D > OMC into 214214C/D. Share this post Link to post Share on other sites
zankoku Report post Posted September 2, 2014 don't remember where i saw it, but here's a nice jC FC combo that nets you a ridiculous amount of meter and damage  FC jC > 2C > 5C > hop jB > 2B > 5C > 5B > Sweep > 236B > 2A > 2B > 236B > 5aaa > 214B > 236A (I personally like the EX ender better cuz more damage and faster recovery. you're getting a ton of meter anyways)  Also, the 5B after 5C can be either fully charged up or done like the old p4a 5C > 5B > 2B combos  I'm finding it a bit inconsistent, though. maybe there's a trick to it I'm missing or something :/ After experimenting with the 5B > sweep > 236B in a variety of combos, from what I can tell it's a somewhat tight timing in that it's possible to get both too early and too late. In other words, this is the new 5B > 2B > 5C > 5B > 2B > 236B combo piece.  In the case of after 5C, if you do 5B way too early, they fall to the ground before you can connect with sweep. If you do it slightly too early, you connect with sweep but they hit the ground too soon after the sweep and the untech time runs out before 236B can reach. If you do it slightly too late (and still do an immediate sweep), they're still too high and your sweep goes under them. If you do it way too late, they bounce out of range of 5B. Share this post Link to post Share on other sites
ShadyDelicious Report post Posted September 2, 2014 yep aisight, you just described everything that happens when you do it wrong lol honestly, it feels way tighter than 5b > 2b > 5c > 5b > 2b > 236B i've gotten this combo once every 10 times i try it. i think, for the sake of practicality and consistency, its just better to go for slightly less damaging, but easier FC jC combos... ESPECIALLY on netplay haha. did you ever land the combo tho? isn't it the greatest feeling? mmmm Share this post Link to post Share on other sites
zankoku Report post Posted September 2, 2014 I haven't been able to do that combo you listed yet, getting a proper timing after 2B > 5C seems really tough.  From what I can tell, most optimal fatal routes (including punishing fatal recovery) involve ... > 5C > 5B/5 > sweep > 236B > 2A > 2B > 5C > 236B > 5AAA > j.214B > (ender)  In damage, enders are around.. 236A - 200 236AB - 450 236236A - 700 236236AB > 236C > 236A - 900  Omitting the 5C in the 2A > 2B > 5C > 236B piece will sacrifice 300 damage but allows you to do 2A > 2B > 236B without any delayed cancels. Using 5A > 2B > 236B further reduces damage by another 150, but makes the timing for following up after 236B much looser. Performing j.214A instead of j.214B sacrifices about 100 damage for the same sort of ease in execution. The routes I'm currently running for fatals are:  fc 5AA > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 4.3k fc 2B > 5[C] > 236B > 2A > sweep > 236B > 5AAA > j.214B > 236A - 4.7k fc [4]6C > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214B > 236A - 4.7k  fc 2C > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 5.8k fc j.C > 2C > 5C > hop > j.B > 5B > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 5.8k    EDIT: Quick and easy 10k for Challenge 25 2[C] > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > OMB > 5C > 2B > 236C > 5AAA > j.214B > 236236A/B > OMC > 214214C/D - 10052 Share this post Link to post Share on other sites
WaltzOfTheWolf Report post Posted October 1, 2014 Hey Guys, Â Here is a pretty fun Shadow Kanji Combo that I crafed in the lab and like using. Midscreen to corner only. Â 5AA > Sweep > SB > 5C > 2B(Immediately after the hit confirm of 5C) > HJC > J.A > J.B > J.C > 214A(start to charge 46D) > 46D > Sweep > BD > Â 236236AB(2 Hits) >Â OMC > 214214CD = 5571 Â I've seen alot of FC only combos since kanji is pretty situational, however this combo is a normal state one. Hope you guys like it. Let me know. Share this post Link to post Share on other sites
zankoku Report post Posted October 1, 2014 Just as a note, 236236A+B doesn't deal more damage than 236236A/B except for the third hit, so if you're using the chair super to OMC into 214214C+D, there's no point in spending the extra ~8 Shadow Frenzy meter. Â That said, I like the damage, and I'm wondering if there's some more possibilities in there. I've seen Shadow Frenzy Kanji combos involving something like j.B > j.C > dj. > j.B > j.C > j.214A+B Share this post Link to post Share on other sites
WaltzOfTheWolf Report post Posted October 1, 2014 Oh very cool! Honestly I had no idea if there was differance in damge using 214AB since its relativley low with S. Kanji anyways. You can actually do a normal jump cancel and go into just JB > JC > 214B. However in my match exp. people seem to tech out of that one alot for some odd reason either due to net or just a timing slip up. However I have experimented and you can do a follow up of 46 D > Sweep > 46C > 2A > 5B > BD > 236236B > OMC > 214214CD(close to or in corner only). I maybe landed that like 3 times out of ten online. Its an odd time frame. Share this post Link to post Share on other sites
JormungandrXXI Report post Posted October 1, 2014 you can do 5AA>sweep>SB>jB>2B>jc>jB>jC>j214B>46D>sweep>46C>2A>5B>sweep>BD>236236A>OMC>214214CD for 5989 midscreen to corner  can change j214B to j214A to make it easier but needs to be closer to coner Share this post Link to post Share on other sites
WaltzOfTheWolf Report post Posted October 1, 2014 I dig that damage! I ll have to try this when i get home from work. However, from SB > j. B. would you have to do a slight air dash? since SB activation puts kanji in the air for a brief time and then plants him back down. Share this post Link to post Share on other sites
JormungandrXXI Report post Posted October 1, 2014 Yeah you air dash Share this post Link to post Share on other sites
Qispichiq Report post Posted October 1, 2014 I'm not great at combos but I found a few things: 214C/D > 2B > 236C >236A is still a thing, I think it does more damage then in P4A CH B > 214C seems to not be consistent anymore 5C >2C is a true cancel now Share this post Link to post Share on other sites
zankoku Report post Posted October 2, 2014 Wrote some Shadow Frenzy stuff.  http://pastebin.com/b73TzsGy  Mostly suboptimal, but easy confirms. Share this post Link to post Share on other sites
xXavierx Report post Posted October 3, 2014 Are there any resources for normal kanji combo routes? A lot in this thread seems to be for shadow Kanji at the moment. Share this post Link to post Share on other sites
zankoku Report post Posted October 3, 2014 Normal Kanji gets pretty straightforward. I can write something up later today, unless you're looking for a specific starter. Share this post Link to post Share on other sites
xXavierx Report post Posted October 3, 2014 Normal Kanji gets pretty straightforward. I can write something up later today, unless you're looking for a specific starter.  Just some general combo route stuff would be helpful. I just got the American release and didn't follow anything Kanji related up until yesterday so I'm not sure where to start other than putting his auto combo in everything. Share this post Link to post Share on other sites
zankoku Report post Posted October 4, 2014 NORMAL HITS, METERLESS 5AAA > j.214A > 236A -- 1880 (crouching OR anti-air) 5AA > 2B > 236C > 236A -- 2039 5B > sweep > 236A -- 1383 2A > 5B > sweep > 236A -- 1320 2B > 236C > 236A -- 2258  sweep > 236A -- 1328 throw > 236A -- 1860 (cornered) throw > sweep > 236A -- 2124  (close) 5C > 5 > 214C > 236A -- 3888 (anti-air) 5C > 236B > 5AAA > j.214A > 236A -- 3662 2C > 2B > 236C > 236A -- 3054  214C/D > 236A -- 2854/3154 (corner) 214C/D > 2B > 236C > 236A -- 3440/3740 j.214A/B > 236A -- 2080/2280 236C > 236A -- 2160 236D > j.B > 5AAA > j.214A -- 2740  COUNTERHITS, METERLESS ch 5A > 5 > 214C > 236A -- 2734 (this is probably unconfirmable) ch 5B > 214C > 236A -- 2855 ch 2A > 2B > 236C > 236A -- 1912 (close) ch 2A > 5 > 214C > 236A -- 2752 ch 2B > 5[C] (slight charge) > 236B > 5AAA > j.214A > 236A -- 3725  ch 5C > 2C > 2B > 236C > 236A -- 3655  ch [4]6C/D > 5AAA > j.214A > 236A -- 2701  (Easy) FATAL COUNTERS, METERLESS fc 5A > 2B > 5C > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4162 fc 5B > 5AA > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 3434 fc 2A > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 3603 fc 2B > 5[C] (slight charge) > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4730  fc 5C > 2C > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 5572 fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 5586 fc j.C > 2C > 5C > hop j.B > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 5334  fc 214C/D > 236B > 5AAA > j.214A > 236A -- 4023/4323 fc [4]6C/D > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4683  (Harder) FATAL COUNTERS, METERLESS fc 5AA > 2B > 5C > 5 > sweep > 236B > 2A > (slight delay) 2B > 5C > 236B > 5AAA > (slight delay) j.214B > 236A -- 4598 fc 2A > 2B > 5C > 5 > sweep > 236B > 2A > (slight delay) 2B > 236B > 5AAA > (slight delay) j.214B > 236A -- 4147 fc 2B > 5[C] (slight charge) > 5 > sweep > 236B > 2A > (slight delay) 2B > 5C > 236B > 5AAA > (slight delay) j.214B > 236A.... you get the idea  fc j.C > 2C > 5C > hop j.B > sweep > 236B > 2A > 2B > 5C > 236B > 5AAA > j.214B > 236A -- 6123  VARIOUS THINGS From j.214A or j.214B enders, you can usually do j.214A > OMC > 2C > 2B > 236C > 236A for around an extra 1000 damage. If you did it from a raw j.214, it adds an extra 1600 or so.  From raw j.214A or j.214B, you can do (midscreen) j.214A > OMC > 2C > 2B > 236C > 236A -- 3638 (midscreen) j.214A > OMB > 5C > 236B > 5AAA > j.214A > 236A -- 4335 (corner) j.214A > OMC > 5C > 2B > 236C > 5AAA > j.214B > 236A -- 4375 (corner) j.214A > OMB > 5C > 236B > 5AA > 2B > 236C > 5AA > 236C -- 4915 (corner) j.214A > OMB > 5C > 2B > 236C > 5AAA > j.214B > 236A -- 4657 (use this route if you want the j.214B ender, to allow for extra damage off of super cancels)  For 150 meter, you can end any combo from j.214 ender with 236236A > omc 2nd hit > 214214C/D. At full scaling, the minimum damage of this is an additional 2610 unburstable damage.  At full scaling, the minimum damage of 236A ender is 200. The minimum damage of 236A+B ender is 450. The minimum damage of 236236A/B ender is 690. In the corner, for 75 meter, you can end the j.214 with 236236A+B > 236C > 236A. This deals 950 damage at maximum scaling, 1200 if 236A+B is used for a total of 100 meter. Share this post Link to post Share on other sites
xXavierx Report post Posted October 4, 2014 Thanks! This is exactly what I was looking for. Quick question. When I bait a DP, is 2c his go to ground punish for guaranteed fatal? Share this post Link to post Share on other sites