GGACR/Anji Mito/Combos

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 Anji Mito


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+P becomes 236P.
> = 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.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
DJC = Double Jump Cancel
3Sc = 3S Cancel
Shitsu = Shitsu - 236P
Butterfly = First part of Shitsu
Hawk = Second part of Shitsu
S Fuujin = Fuujin - 236S
H Fuujin = Fuujin - 236H
K Hop = Issokutobi - 236S or 236H -> K
Nagiha = Nagiha - 236S or 236H -> S
H Rin = Rin - 236S or 236H -> H
Kou = Kou - P during Autoguard
Sou = Sou - K during Autoguard
On = On - 623H
P Kai = Kai - 214P
K Kai = Kai - 214K
Orb = Shin: Nishiki - j.214P
FB Rin = FB Rin - 236S or 236H -> D
FB On = FB On - 623D
Lightweights = BA, BR, DI, IN, JA, JU, KL, MA, MI
Midweights = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA
Heavyweights = AB, JO, OS, PO, RO
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combo List

Damage values are listed on Sol, unless otherwise specific -- mostly in cases where the combo in question does not work on him.

Damage values listed for combos with interchangeable/optional combo parts assume the highest damage variation unless otherwise stated.

Beginner 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

Basic Meterless

Basic Meterless KnockdownSweep, Shitsu, start your offense!
Very Easy


Starter > 2D > (delay 236P)
Simple but arguably your most important confirm. The 2D can be late canceled into Shitsu for a meaty butterfly. Aim to hit with the tip of 2D when cancelling into Shitsu for the best frame advantage and spacing to avoid reversals.

2D can gatling from almost all of Anji's normals, making it a reliable choice when you're unsure of what combo to use. In fact, 2D is the only viable gatling for some of Anji's normals at max range like 5P or 5K. Additionally, 2D at a distance will cause bursts to whiff, making it a great burst safe route.

Below is a list of some common gatling strings to get you started, but please refer to Anji's gatling chart for a full list of normals that can gatling into sweep.

Combo Position Damage Tension Works On Difficulty Notes
(2P) > 5K > (5S) > (2S) > 2D Everywhere 62 ~10 Everyone [1] Very Easy A standard gatling route that’s relatively burst safe. More normals can be added the closer you are.
2PxN > 2D Everywhere 32 (2P x3) ~7 Everyone [1] Very Easy An abare route for when you're mashing defensive 2P.
5P > 2D Everywhere 35 ~4 Everyone [1] Very Easy 5P is Anji's fastest normal, but whiffs on crouchers. This confirm is still useful as both a quick punish for unsafe attacks, and for challenging opponents who rely on attacks that do not crouch under 5P.
2S > 2D Everywhere 53 ~4 Everyone [1] Very Easy Your standard low confirm.
5S > 5H > 2D Everywhere TBD TBD Everyone [1] Very Easy Burst safe route that baits a common burst point where players usually burst between 5H > H Fuujin.

Sweep into K HopCorner carry at the cost of Shitsu okizeme.
Very Easy


Starter > 2D > 236S~K
Adding an S Fuujin after 2D can give a bit more damage, but you lose the ability to perform Shitsu okizeme due to lack of frame advantage, though the K Hop will put you close enough to set up okizeme that doesn't rely on Shitsu.

Not a common confirm, as stopping at 2D for stronger Shitsu okizeme or comboing into FB Rin with meter on non-heavyweights is often preferable.

Against  Ky and  Robo-Ky, S Fuujin will whiff at max range.

Anti-Air 5P into 5H KnockdownArguably the best 5P in the game.
Very Easy

AA CH 5P > (dash) > 5P or 5S > 5H > (delay 236P)
Stable anti-air combo that sets up meaty Shitsu okizeme when you late cancel the 5H into Shitsu. Juggle height must be low enough for 5H to connect.

Anti-Air 5P into OnSlightly more anti-air damage, and a side switch.
Very Easy

AA CH 5P > [(dash) > 5P] or [dash > 5K > 5S] > 623H
Higher damage anti-air combo that requires a higher height for the On to connect. If they are too low, go for the 5H knockdown combo instead.

Anti-Air 6P into OnYour go to airdash punish.
Very Easy

AA 6P > 5S > 623H
Anti-air combo that's useful for punishing air dashes and some high jump-ins.

Kai into 5H KnockdownAn overhead and potential cross-up.
Very Easy

214P or 214K > 5P or 5S > 5H > (delay 236P)
Basic knockdown from both Kai specials, with a late cancel into 5H for a meaty Shitsu. A good combo to fall back on midscreen when unsure.

Air Throw into 5H KnockdownOne of the best air throws in terms of combo ability.
Very Easy


Air Throw ▷ 5P or 5S > 5H > (delay 236P)
Anji's air throw launches the opponent, allowing for a free juggle. You will need to wait slightly for a lower height to get the 5H knockdown.

Air Throw into OnYour go to air throw combo most of the time.
Very Easy


Air Throw ▷ 5P or 5S > 623H
Higher damage than the 5H knockdown again, but this combo can be tight at lower air throw heights. Since the opponent cannot burst during the air throw juggle, comboing into On is great for baiting bursts when utilizing the On FRC option select. 5P tends to be easier to use than 5S due to faster start-up.

Easy Dust ComboOne of the few special cancellable standing dusts in the game.
Very Easy

5D > 623H
An easy way to take advantage of Anji's standing dust's special cancellability to get knockdown.


Basic FB Rin Confirms

FB Rin into 5H KnockdownA safe fallback combo when you have meter.
Very Easy

(Starter) > [(5H) > 236H~D] or [2D > 236S~D on Non-Heavyweights] > dash > 5P or 5S > 5H
H Fuujin into Rin causes a ground bounce allowing you to run in and link a 5P or 5S into a 5H knockdown. In the corner, the FB Rin will cause a side switch.

FB Rin into OnAnother safe fallback at the expense of corner carry.
Very Easy


(Starter) > [(5H) > 236H~D] or [2D > 236S~D on Non-Heavyweights] > dash > [5P] or [5K > 5S] > 623H
A slightly higher damage FB Rin combo than the 5H combo, but the On will cause a side switch. In the corner, the FB Rin will also cause a side switch, but the On should switch them back into the corner.

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

The BnB

FB Rin > H Fuujin > On a.k.a. "The BnB"If you only had to learn one combo, learn this one.
Hard


(Starter) > [(5H) > 236H~D] or [2D > 236S~D on Non-Heavyweights] > 236(6)H~K (omit K Hop if in or near corner) > 5P or [5K > 5S] > 623H
Anji's most iconic combo. Works on all characters, but requires adjustments based on character weight and air hurtbox.

The trickiest part of this combo is linking H Fuujin after FB Rin, as you will adjust with a dashing H Fuujin 2366H or delayed H Fuujin depending on opponent position. Some tips:

  • When confirming point blank from both H or S Fuujin, input FB Rin immediately, and you should be able to link H Fuujin without a dash.
    •  Sol and  Millia need a delayed H Fuujin after the FB Rin at close range as the H Fuujin may whiff if done too early.
  • If confirming from an H Fuujin > FB Rin from a further distance, delay FB Rin to allow the opponent to bounce closer to you after the H Fuujin wallbounce.
    • If the FB Rin connects close to you after the wallbounce, H Fuujin will be easier to link afterwards.
    • If the FB Rin connects further out, a dashing H Fuujin will be required. If too far out, it will be impossible to continue the combo.
  • If confirming S Fuujin > FB Rin at a distance, since there is no wallbounce, the FB Rin still needs to be input immediately and a dashing H Fuujin is most likely required.
  • To get the perfect wallbounce for linking with 5P, hit with the tip of H Fuujin.
    • You can vary the dash length for dashing H Fuujin, but if you dash too far, the H Fuujin may hit too deep causing the opponent to be too low.

If FB Rin is not hit close enough or if H Fuujin does not hit at the right height, landing the final On will most likely not be possible, and you will need to adjust the end of the combo. Common adjustments:

  • Opponent too low after K Hop: end with 5P > 5H or 5K > 5S > 623H/5H/air combo
  • Opponent too high after K Hop: route to air combo or 236(6)H > H for knockdown
  • Opponent too far: stop combo short for FB Rin hard knockdown
  • If unsure how to follow-up, fall back on the beginner combos above


"The BnB" from different positions
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
(Gatlings > 5H) > 236H -> (delay) D > 236(6)H -> K > 5P > 623H Far from Corner 185 with 5K > 5S > 5H 25 All [3] Medium Most unstable on  A.B.A. Lightweights are sometimes bounced too high for the On to connect, so delaying the H Fuujin after FB Rin is often needed. https://youtu.be/Or9oMfp5ye0
(Gatlings > 2D) > 236S -> D > 236(6)H -> K > 5P > 623H Far from Corner 173 with 2S > 5H 25 All EXCEPT  A.B.A,  Johnny,  Order-Sol,  Potemkin,  Robo-Ky [3] Medium Standard BnB on Midweights and Lightweights off 2D. Important for confirming off 5P, 2K, and 2S. On  Baiken,  I-No,  Jam, and  Kliff, FB Rin will whiff at max range. https://youtu.be/Ob4rSe7L4C4
(Gatlings > 5H) > 236H -> D > 236(6)H > [5P] or [5K > 5S] > 623H Midscreen to Corner 190 with 5K > 5S > 5H starting and 5K > 5S 25 All [2] Easy Corner carry combo from midscreen. Requires some strict timing and positioning for the opponent to sideswitch in the corner. https://youtu.be/lJO7PPqDEKI
(Gatlings > 2D) > 236S -> D > 236H > 5K > 5S > 623H Corner 169 with 5K > 5S > 2D 25 All EXCEPT  A.B.A,  Johnny,  Order-Sol,  Potemkin,  Robo-Ky [2] Easy Standard corner BnB that provides good corner Shitsu okizeme. https://youtu.be/Xlx8Oyv62qs

H Fuujin Rin

H Fuujin RinA damaging meterless confirm with strict spacing requirements.
Easy


(Starter > 5H) > 236H -> (delay) H
Primarily confirmed off of 5H or 6P, as well as a situational counter hit confirm off a few other normals such as 2D. This provides high damage and corner carry, but connecting the H Rin from the H Fuujin be unstable on certain characters. Shitsu okizeme can be performed after this knockdown but will not be very meaty.

S Fuujin Nagiha

S Fuujin NagihaAn important confirm off command normals, and your go to meterless corner combo.
Very Easy


Starter (usually into 2D in corner) > 236S -> (delay in corner) S > (2366P midscreen or 236P in corner)
Nagiha from S Fuujin provides knockdown and does more damage than 2D, but tends to have weaker okizeme midscreen. When midscreen, a dashing Shitsu i.e. 2366P to ensure the butterfly hits meaty enough, otherwise the opponent can escape the butterfly. Even with the dashing Shitsu, the frame advantage provided isn't particularly high, so you may want to default to a 2D knockdown instead.

In the corner however, 236S -> S sets up perfect spacing for Shitsu okizeme, with no need for a dashing Shitsu input. The spacing works better the Nagiha input is delayed a bit to increase the pushback. Confirming into 236S -> S from gatlings into 2D will generally be your go to meterless corner combo as a result.

Note that for command normals such as 3K that cannot gatling into any other normal, canceling into 236S -> S is your only way of getting meterless knockdown.

H Fuujin Nagiha

H Fuujin NagihaA slightly more damaging corner combo, with some caveats.
Very Easy


Starter > 5H > 236H -> delay S
Standard meterless knockdown off 5H in the corner. The H Fuujin causes a wallbounce, so it is important to delay the Nagiha as long as possible to hit the opponent as low as possible. If the opponent is too high after the Nagiha, they will be able to tech and you will lose the knockdown. On lightweight characters, the delay can be particularly strict, because they tend to bounce higher from the Nagiha launch. In fact, at higher combo counts on lightweights, it may be impossible to get a knockdown with this combo. Another thing to pay attention to is that the H Fuujin can cause a side switch when deep in the corner on lightweights, so when attempting the combo on lightweights, it is important to attempt it slightly further from the corner.

Kai/Launcher Combos

This is a list of combos off Kai, ignoring Fuujin loops and On loops as these are best covered in their own sections. Although Kai is the chosen starter, it is safe to assume that these same combos can be performed off any launcher, such as Anti-Air CH 5P/6P/5S, raw FB Rin, CH H Rin/TK j.214P in the corner, etc. These are also perfect combos to go for off a Burst punish. The exception would be air throws, as the air throw combos are affected by higher hit stun deterioration, so air throw combos will be listed separately. Please see the "Starters: Launchers and Anti-Airs" section in the "Combo Theory" section for a full list.

For super jump air combos, j.S > j.P > j.S can be replaced with j.K > j.S if the opponent is higher, or j.S > j.P > j.K > j.S on midweights and heavyweights if the opponent is lower.

Kai/Launcher Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9 > j.S > j.P > j.S > j.D Any 148 with 214P 0 All [2] Easy Universal jump install combo off Kai midscreen when you are not near the corner. https://youtu.be/A3nw4OAWFvk
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9 > j.K > j.S > j.H > j.D Any 153 with 214P 0 All except AB, JO, KL, MA [2] Easy - [4] Hard A slightly higher damage midscreen jump install combo off Kai, but can be difficult on a few characters such as BA and ED. -
214P or another launcher > dash > 5K > 5S > 623H > (Optional early On extensions) Any 112 with 214P 0 All, but not practical with 214P/214K on some characters, see notes [2] Easy - [5] Very Hard Off 214P, comboing into the On is not very practical on AB, JO, KY, RO, and requires the P Kai to hit as close on BA and DI followed by a deep dash before the 5K. If using 214K as a launcher, going for this combo is not practical on KY, RO and JO. It is possible to increase the damage off this confirm with some extensions after the On, and for more details please see the "Early On Extensions" list below. https://youtu.be/lkEpzQu8jcI
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > (delay) j.D > j.214P Near Corner 156 with 214P 0 All except JO. Only possible on MA from midscreen to corner. RO requires a 5K before 5S [3] Medium - [5] Very Hard The standard super jump combo when near the corner that can provide a knockdown if the Orb is hit at a low enough height. On lightweights this can be difficult and a delay may need to be added between j.H and j.D to achieve the height. The combo is most difficult to land on CH, ED, KY, RO, and TE and perhaps should be avoided in favor of other routes. CH in particular requires multiple frame perfect delays. This combo can lead to a safe jump if the Orb hits meaty on some characters, such as SO. Simply hold up forward after the Orb and do a low to the ground air normal. https://youtu.be/Rv9SVj15OfA
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > j.D > j.214P RC ▷ delay 236H > [5P] or [5K > 5S] > 623H Near Corner 194 with 214P and 5K > 5S after the RC 50 All except JO. Only possible on MA from midscreen to corner. RO requires a 5K before 5S [3] Medium - [5] Very Hard RC extension of the above combo to get a better knockdown in the corner with On. https://youtu.be/uktl-jkWaDM
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > j.D , j.H Near Corner 150 (FA) with 214P 0 AX, BA, BR, KY, JU, FA, RO (requires a 5K before 5S), SL, ZA [3] Medium - [5] Very Hard Very practical on JU, FA, SL, and ZA. The falling j.H link provides ideal corner Shitsu okizeme. https://youtu.be/RK5V2qQKsg0
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > (delay) j.D , j.H Near Corner 138 (FA) with 214P 0 AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA [3] Medium Easier combo than the above combo, but also works on MA and JO. https://youtu.be/lFhVuz-5sTs
214P or another launcher > 5S > 6S > SJC9 > j.K or j.S > (delay) j.D , j.H Near Corner 140 (MA) with 214P 0 AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA [3] Medium A simpler version of the falling j.H combo. For MA, this is the most stable variant of the combo. -
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.D > (delay) j.214P > (j.K or j.S or RC ▷ 623H) Midscreen to Corner 153 with 214P ending with j.214P, 159 ending with j.S, 169 ending with 623H 0 All [3] Medium Standard jump install Orb combo that works only near the corner, except with JO where it can work midscreen. There is enough untechable time from Orb, as it tends to hit meaty, to link a normal afterwards for some extra damage. -
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.H > j.D > (delay) j.214P (RC ▷ 623H) Midscreen to Corner 157 with 214P ending with j.214P, 170 ending with 623H 0 AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA [3] Medium No meaty Orb can be achieved with this combo, so technically the standard Orb combo above does more damage if linking a normal after the Orb. However, if you choose to RC the Orb for a knockdown into On, this combo does more damage. -
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > delay j.H > delay j.D , delay j.H Midscreen to Corner 155 (FA) with 214P 0 JU, FA, SL, ZA, and BR if j.S > j.P > j.S is replaced with j.K > j.S [4] Hard Jump install version of the falling j.H combo. Very practical for corner carry. Requires delays to get the final j.H low enough to knock down, otherwise it may be possible to tech. -
214P or another launcher > 5S > 6S > SJC9 > j.K > delay j.S > j.H > delay j.D , j.K or j.S ▷ (microdash 66 for DI, IN, VE) > 5P > j.K > (delay) j.S > j.H > j.D > j.214P Near the Corner 178 with 214P 0 AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA [4] Hard - [5] Very Hard A very difficult rejump combo that is most practical on AN, JU, OS, PO, SL, SO, and ZA. The 5S should hit at a low height, with slight delays between the initial j.K to j.S and j.H to j.D. The remaining characters are not very practical due to instability. The microdash variants in particular are 1-2 frame links that require multiple specific delays. While difficult, it is most likely optimal in terms of highest meterless damage. https://youtu.be/ddU7c8lK4R4


Air Throw Combos

Air Throw combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
Air Throw ▷ 5P or 5S > 5H Any 83 with 5S 0 All [2] Easy Easy knockdown off an air throw. https://youtu.be/REjpXeLlmUw
Air Throw ▷ 5P or 5S > 623H > (Optional early On extensions) Any 92 with 5P 0 All [2] Easy The 5P is usually more stable to link after the Air Throw. https://youtu.be/yj33UBq7qng
Air Throw ▷ 623H > (Optional early On extensions) Any 92 0 All [2] Easy It is possible to go directly into On from an air throw when the air throw is performed very low to the ground. This is optimal in terms of frontloading the damage and stun. Useful for air throw resets in stun sequences. -
Air Throw ▷ 5S > (6S) > SJC9 > j.K > (delay) j.S > j.H > j.D , j.H Corner 122 (FA) with 6S 0 JU, FA, SL, ZA [3] Medium Falling j.H combo is possible when air throwing into the corner but the 6S will usually whiff if too close to the corner, so it should generally be avoided. The inability to land 6S is the reason that this combo is preferred over the jump install route usually. https://youtu.be/IMNPcqObkFM


5D Combos

5D combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
5D > JC > j.D > j.D > j.S > j.P > j.S > j.P > j.S > j.P > j.S > j.D Any 127 0 All [2] Easy Simple midscreen dust combo. https://youtu.be/tlStvR7994o
5D > JC > FD > j.H623H > (Optional early On extensions) Any 90 0 All [1] Very Easy Easy Impossible Dust combo utilizing an FD flicker. -
5D > JC > DJC9 > j.H5P or 5S > 623H > (Optional early On extensions) Any 102 with 5S 0 All [2] Easy Another Impossible Dust combo this time utilizing a double jump. When inputting the double jump, it is suggested to return to neutral first after the initial homing jump cancel. https://youtu.be/R0Kp6dW3uCA
5D > JC > j.S > DJC9 > j.H ▷ (dash) > 5P or 5S > 623H > (Optional early On extensions) Corner 112 with 5S 0 All [4] Hard Slightly harder Impossible Dust combo that requires inputing the initial j.S as fast as possible. To ease the input of the double jump, it is suggested to input the double jump from the initial j.S by rolling your input from up forward to down forward, and then back to up forward. In number notation this would be a 96369 input. -
5D > JC > j.S > DJC9 > j.H236(6)H -> K > 5P > 623H Midscreen to Corner 122 0 All [4] Hard Impossible Dust combo that links a H Fuujin for corner carry. -

Specialized Routes

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

On Loop

On LoopHigh execution with high meterless damage.
Very Hard


Starter > 623H ▷ IAD > j.P or j.K > delay j.S > delay j.H ▷ Gatlings > 623H
Sometimes referred to as the "Kage Loop", this is generally considered to be Anji's hardest combo. Anji can link an IAD string after an early On and with successful delays in the subsequent IAD string, Anji can land and combo into another On, thus the name "On Loop". It is the highest meterless damage Anji can achieve off an early On midscreen.

Most of these combos are unstable with highly specific delays and the IAD link is often a 1 frame link. For the majority of characters (outside of FA), these combos are not very practical and should be reserved for practice only after mastering the rest of Anji's repertoire. Most of the time you can spend meter instead for a more stable and damaging combo, so these combos are reserved for situations where you do not have meter, or if you just wish to style. Stability is also heavily affected by combo length, so it is best to assume that you cannot exceed the combo count defined in the list below. These combos also cannot be performed in the corner as the IAD portion of the combo will usually launch them too high. A video by Dry-Ace is can be found below for reference.

On loops
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.P > j.S > delay j.H5K > 5S > 623H Midscreen 170 (AX) 0 AX, BR, FA, JA, MA, MI, SL, TE [5] Very Hard The IAD j.P is a 1 frame link on AX/SL, 2 frame link on BR/JA/MI/TE, 3 frame link on FA, and a 4 frame link on MA. Final 5K > 5S > 623H tends to be unstable without exact delays and often requires being input on the first frame of landing. This combo can be used as an easier version of the IAD > j.K On loop for TE. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.K > delay j.S > delay j.H5K > 5S > 623H Midscreen 170 (FA) 0 FA, PO, SL, TE, VE, ZA [5] Very Hard The IAD j.K is a 1 frame link on SL/TE/VE/ZA, a 2 frame link for PO, and a 5 frame link on FA who is the most practical to perform this combo on. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.P > j.S > delay j.H2P > 5P > 623H Midscreen 183 (BA) 0 BA, CH, KL [5] Very Hard The IAD j.P is a 2 frame link. On BA, off 214P, the dash before the initial 5K must be deep in order for the initial 623H to connect at the lowest height. The final 2P must be done on the first frame after landing for BA and KL, otherwise the On will whiff. For CH, the final 2P can be done within the first two frames of landing if delays during the airdash portion of the combo are long enough, but with shorter delays, also may require the 2P being done on the first frame of landing. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.P > j.S > delay j.H5P > 623H Midscreen 184 (DI) 0 DI [5] Very Hard The IAD j.P is a 3 frame link. Off 214P, the dash before the initial 5K must be deep in order for the initial 623H to connect at the lowest height. The final 5P must be done on the first frame after landing, otherwise the On will whiff. See Vid Below
[214P > dash > 2P > 5K > 5S] or [Any 4 or less hit confirm] > 623H ▷ IAD > j.K > delay j.P > j.S5P > 623H Midscreen 120 (PO) 0 PO [5] Very Hard The IAD j.K is a 2 frame link. Slightly easier than the j.K > j.S > j.H variant of this combo on PO. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.K > delay j.S > delay j.H5P > 623H Midscreen 171 (AN) 0 AN [5] Very Hard The IAD j.K is a 2 frame link. j.P can be used in lieu of j.K but it is still a 2 frame link. The final 5P link must be done on the first frame after landing, otherwise the On will whiff. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.K > delay j.S > delay j.H2P > 2P > 5P > 623H Midscreen 164 (IN) 0 IN [5] Very Hard The IAD j.K is a 1 frame link. The final 2P must be done on the first frame after landing, otherwise the On will whiff. See Vid Below
[Anti-air 2P > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ IAD > j.P > j.S > delay j.H5P > 623H Midscreen 103 (AB) 0 AB [5] Very Hard The IAD j.P is a 1 frame link. Very difficult to land this off of P Kai on AB as 5K > 5S after P Kai will launch AB too high. See Vid Below
[Anti-air 5K > 5S] or [Any 2 or less hit confirm] > 623H ▷ SJ9 > delay j.S > delay j.P > delay j.S > delay j.H5P > 623H Midscreen 184 (ED) 0 ED [5] Very Hard Final j.H5P link is very unstable without exact frame perfect delays. Most likely impractical for real matches. See Vid Below
Anti-air 5P > 623H ▷ SJ9 > delay j.S > delay j.P > delay j.S > delay j.H5P > 623H Midscreen 146 (PO) 0 PO [5] Very Hard Final j.H5P link is very unstable without exact frame perfect delays. Most likely impractical for real matches. See Vid Below
[214P > dash > 5K > 5S] or [Any 3 or less hit confirm] > 623H ▷ dash > 5K > 5S > 623H Midscreen 149 (SL) 0 SL [5] Very Hard In order for the final On to connect, the 5K must be hit very deep, with a 1 frame timing, and the dash buffered to come out the first frame after the initial On recovery. See Vid Below

Early On Extensions

Examples of character specific extensions after an early On. On midweights, you should attempt this when the combo count is around 5 hits after landing the On. On lightweights, the combo count can go up to 8 hits. This will not cover On loops as these will be covered in another section.

Early On Extensions
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
(Starter) > 623H ▷ dash > 5P > 5H Any 132 with 214P > dash > 5K > 5S start 0 All except CH, KY, JO, JU, RO, VE [4] Hard A simple extension that adds a bit of extra damage after an early On into meaty Shitsu okizeme. Easiest on AX, BR, DI, FA, KL, OS, SL, SO, and ZA. Not worth attempting on AN as it's a 1 frame link. https://youtu.be/7jnWDtlwWzA
(Starter) > 623H ▷ dash > 5S > 5H Any 141 with 214P > dash > 5K > 5S start 0 AX, BA, BR, DI, ED, FA, IN, JA, KL, OS, SL, SO, ZA [4] Hard Higher damage variation of the above combo, but the 5S link can be tight. Easiest on BA, BR, DI, KL, FA, OS, and SO. Not worth attempting on JA as it's a 1 frame link. -
(Starter) > 623H236H -> delay D > 2366H -> delay H Any 177 with 214P > dash > 5K > 5S start 25 All except ED, JO, JU, OS, PO, VE, RO [2] Easy - [5] Very Hard It is possible to link an H Fuujin after an early On, but is particularly tight on midweights. It is most practical and lenient on lightweights (ignoring JU), CH and FA, where it is a very important source of damage and a good use of meter. The H Rin ender allows for full corner carry in case you landed the On in the corner. -
(Starter) > 623H236H -> D > dash > (2H in corner) > 5H Any 165 with 214P > dash > 5K > 5S start and no 2H 25 All except ED, JO, JU, OS, PO, VE, RO [2] Easy - [5] Very Hard Slightly more stable and easier version of the above combo. An important BnB on lightweights (ignoring JU), CH and FA that sets up meaty Shitsu okizeme. -
(Starter) > 623H236H -> K > 5P > SJC9 > j.S > j.P > j.K > j.S > j.D > (delay j.214P in corner) Midscreen 172 (TE) with 214P > dash > 5K > 5S start 0 AN, AX, TE [4] Hard On AN, AX, and TE, it is possible to link a 5P after a H Fuujin link after an early On. This combo technically does more damage than the On loop, but at the cost of no knockdown. https://youtu.be/pple6DcbUvQ
(Starter) > 623H ▷ dash > 5P > 6K FRC > 623H Any 156 with 214P > dash > 5K > 5S start 25 AX, BR, FA, IN, OS, SL, SO, ZA [4] Hard Invented by former Anji player Hae, this combo is known as the "Hae Special". This FRC combo is most practical on SO and OS as the meterless On loop does not work on them. It is good for gaining the corner again in case you land an On in the corner. In other positions, it may be better to spend the meter on H Fuujin > FB Rin instead. Not practical at on AX and FA as it is a 1 frame timing. -
(Starter) > 623H ▷ dash > 2D > 236S -> S Corner 149 with 214P > dash > 5K > 5S start 0 All except AB, AX, BA, DI, FA, JO, MI [3] Medium In the corner, it is possible to link an additional 2D before the S Fuujin into Nagiha knockdown from an On. -

Fuujin Loop

Highly character specific and not practical for some characters. The initial gatlings are important to pay attention to as it determines how many reps of the loop and what enders are possible. For the combos listed, assume that you cannot add any extra gatlings before the initial normal unless stated otherwise.

Warning: Do NOT use Sol as a character practice these combos on, as Fuujin looping Sol is not viable at all due to his small vertical air hurtbox. Testament is the recommended character to practice Fuujin loops on when starting out.

Fuujin Loops
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
2S > 2D > 236S -> D > 2H or 6H > 236S -> K > 5K > 5S > 5H Corner 171 (TE) with 2H and 175 (TE) with 6H 25 AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JU, KL, KY, MA, SL, TE, VE, ZA [3] Medium The standard confirm into one rep of the Fuujin loop off 2S into 5H knockdown. For comparison, the same confirm into 236S -> D > 236H > 5K > 5S > 623H does 181 damage on TE. Using 6H > 236S does the most damage, but for most characters 2H > 236S is more stable, with the exception of AN, AX, CH, DI, and IN where 6H is more stable. https://youtu.be/JjX3hEMOzbQ
2S > 2D > 236S -> D > 2H or 6H > 236S -> K > 5K > 5S > 623H Corner 181 (TE) with 2H and 185 (TE) with 6H 25 AN, AX, ED, FA, JA, JU, KL, MA, SL, SO, TE [3] Medium Similar to the above, but slightly more damage with the On ender instead. Once again, using 6H > 236S does the most damage, but for most characters 2H > 236S is more stable, with the exception of AN and AX where 6H is more stable. Not worth attempting on SO as it contains two 1 frame links. https://youtu.be/Po-rGqv_g4k
2S > 2D > 236S -> D > 2H or 6H > 236S (-> K) > 5S > 3Sc > 5S > 5H Corner 177 (TE) with 2H and 181 (TE) with 6H 25 AN, KY, TE [4] Hard Higher damage ender utilizing the 3S cancels. The K Hop can be omitted to provide a more spaced Shitsu okizeme afterwards. https://youtu.be/ABkMAxRqFo8
2S > 2D > 236S -> D > 2H or 6H > 236S > 2D > 236S -> S Corner 177 (TE) with 2H and 181 (TE) with 6H 25 All except AB, AX, JO, SO, OS, RO, PO [4] Hard - [5] Very Hard Semi-universal ender that provides good spacing for Shitsu okizeme afterwards. https://youtu.be/skLZI2G2Imo
2S > 2D > 236S -> D > 2H or 6H > 236S -> K > 5K > 5S > SJC9 > j.K > (delay) j.S > (delay) j.D, j.H Corner 174 (SL) 25 JU, SL [4] Hard Justice and Slayer specific combo that provides good okizeme, and is probably optimal in terms of damage off a 2S into FB Rin confirm. https://youtu.be/xAxjdYXqzjY
5K > 5S > 5H > 236H -> K > 5P or 5S > 236S -> K > 5K > 5S > 236S -> K > 5K > 5S > 623H Midscreen to Corner 163 (PO) 0 PO [4] Hard Important midscreen Fuujin loop confirm on Potemkin that provides a lot of tension gain. Builds enough meter for an FB Shitsu unblockable afterwards. https://youtu.be/t5Ag1ou46NM
5K > 5S > 5H > 236H -> D > 2H or 6H > 236S -> K > 5S > 3Sc > 5S > 236S -> K > 5K > 5S > 623H Midscreen to Corner 206 (TE) 25 PO, TE [4] Hard 3S cancel Fuujin loop off standard gatlings midscreen. For PO, this can be started in the corner. Optimal in terms of damage. -
5S > 5H > 236H -> D > 6H > 236S -> K > 5S > 5H > 2D > 236S -> S Midscreen to Corner 226 (ED) 25 JO, ED [2] Easy High damage corner carry confirm. On JO, one extra gatling can be added before the 5S, but none can be added for ED. https://youtu.be/WixpH1Lj5c4
214P or another 1 hit launcher > 5S > 236S -> K > [5S > 3Sc > 5S > 236S -> K]x2 > 5S > 3Sc > 5S > 623H Corner 185 (TE) 0 PO, TE [4] Hard 3S cancel Fuujin loop off Kai. Optimal in terms of both damage and meter gain. -
214P or another 1 hit launcher > 5S > 236S > 2D > 236S -> K > 5K > 5S > 236S > 2D > 236S -> S Corner 164 (ZA) 0 KY, JA, ZA, TE, JU [4] Hard - [5] Very Hard High damage Fuujin Loop variation utilizing multiple 2D. Most optimal as a combo for KY and ZA in terms of damage, but the 5K OTG is very unstable on KY. https://youtu.be/6dHBEClM5FU

Character Specifics Chart

Character Weight Class 2D > 236S -> D 5H > 2D > 236S Juggle Early On > dash 5P Early On > dash 5S Early On > H Fuujin Falling j.H Combo j.KSHD > Orb Rejump Combo On Loop 5K > 5S Fuujin Loop Sliding 5K > 5S > On Comment
 A.B.A Heavy No No Yes No Yes No Yes No Yes *1f No No -
 Anji Mito Mid Yes Yes Yes *1f No Yes No Yes Yes Yes *1f No Yes -
 Axl Low Mid Yes No Yes Yes Yes Yes Yes Yes Yes *1f No Yes -
 Baiken Light Yes No Yes Yes Yes Yes Yes Impractical *1f Yes *1f No No -
 Bridget Light Yes No Yes Yes Yes Yes Yes Impractical *1f Yes *1f No Yes *delay -
 Chipp Zanuff Mid Yes No Yes No Yes No Yes Impractical *1f Yes No Yes -
 Dizzy Light Yes No Yes Yes Yes No Yes Impractical *microdash Yes *1f No No -
 Eddie Mid Yes Yes Yes Yes No No Yes Impractical *microdash Yes *1f No Yes -
 Faust Mid Yes No Yes Yes Yes Yes Yes Yes Yes No Yes -
 I-No Light Yes No Yes Yes Yes No Yes Impractical *microdash Yes *1f No Yes *delay -
 Jam Kuradoberi Light Yes Yes Yes Yes *1f Yes No Yes No Yes Yes Yes -
 Justice Light Yes No No No No Yes Yes Yes No Yes Yes -
 Johnny Heavy No Yes Yes No No Yes *omit j.S>jH No Impractical *1f No Yes *3Sc No -
 Kliff Undersn Light Yes Yes Yes Yes Yes No Yes Yes Yes *1f No Yes -
 Ky Kiske Mid Yes No Yes No Yes Yes Yes Impractical *1f No Yes No -
 May Light Yes No Yes No Yes Yes *omit j.S>jH Yes *outside corner Impractical *1f Yes No Yes -
 Millia Rage Light Yes No Yes No Yes No Yes Yes Yes No Yes *delay -
 Order-Sol Heavy No No Yes Yes No No Yes Yes No No Yes -
 Potemkin Heavy No Yes Yes No No No Yes Yes Yes Yes *3Sc Yes -
 Robo-Ky Heavy No No No No No Yes Yes Impractical *1f No Yes *3Sc No -
 Slayer Mid Yes No Yes Yes Yes Yes Yes Yes Yes *1f No Yes -
 Sol Badguy Mid Yes No Yes Yes Yes No Yes Yes No No Yes -
 Testament Mid Yes No Yes No Yes No Yes Impractical *1f Yes Yes *3Sc Yes -
 Venom Mid Yes No No No No No Yes Impractical *microdash Yes *1f No Yes -
 Zappa Mid Yes No Yes Yes Yes Yes Yes Yes Yes *1f Yes Yes *delay -
*delay: You must delay On after 5S
*1f: Contains a 1 frame link
*omit j.S>jH: Cannot use j.K > j.S > j.H > j.D on JO and MA. [j.K > j.S > j.D] or [j.K or j.S > j.P > j.S > j.D] for JO, and [j.K or j.S > j.D] for MA.
*outside corner: j.K > (delay) j.S > j.H > j.D, while possible directly in the corner, is fairly unstable on MA without strict frame perfect delays, and is more stable when done outside of the corner at lower combo counts
*3Sc: All 5K > 5S > 236S Fuujin loop reps can be replaced by 5S > 3Sc > 5S > 236S reps
*microdash: A microdash 5P is required for the rejump, and is usually a 1-2 frame link, unless starting the combo from only 1 hit before the super jump

Video Examples

Combo Tutorials

On Loop Showcase

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