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  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.

Combo List[edit]



(2A/5A) > 5BBB > 236B

Max range meterless midscreen confirm

5AAA > 2C > 236C > IAD j.AA > 5A > 5A > 236B

1 bar midscreen

2B > j.AAC > dj.AAC > j.214B

Basic anti-air combo. Do sj/sdj or omit a j.C to adjust for height
With Assists[edit]



(2A/5A) > 5BBB delay 236A > 2A 5B delay 236A > 2A 5BB 236B

Corner Renka loop. Does solid damage for no meter/assist.

With Assists[edit]

Combo Theory[edit]

Video Examples[edit]

Hakumen Basic Combos By Meno

External Documents and References[edit]


BlazBlue Cross Tag Battlee
Persona 4 Arena
Under Night In-Birth
Guest Entries
Single Entries
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc