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| {{NavTabs|game=GGACR|chara=Anji Mito|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/10-anji-mito/|active=combos}} | | <center>{{Character Label|GGACR|Anji Mito|size=42px}}</center> |
| | | {{GGACR/CharacterLinks}} |
| | | {{MFlag|cleanup}}<!-- All we need now is On loop combos. -->{{MFlag|verify}} |
| <div style="float:left; margin-right:25px;"> | | <div style="float:left; margin-right:25px;"> |
| {{TOC limit|3}} | | {{TOC limit|3}} |
| </div> | | </div> |
| {| class="wikitable" | | {{Combo Notation|game=GGACR|width=85%|additional= |
| | :'''DJC''' = Double Jump Cancel |
| | :'''{{clr|3|3Sc}}''' = {{clr|3|3S}} Cancel |
| | :'''Shitsu''' = [[GGACR/Anji#Shitsu|Shitsu - {{clr|1|236P}}]] |
| | :'''Butterfly''' = First part of Shitsu |
| | :'''Hawk''' = Second part of Shitsu |
| | :'''S Fuujin''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|3|236S}}]] |
| | :'''H Fuujin''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|4|236H}}]] |
| | :'''K Hop''' = [[GGACR/Anji#Issokutobi|Issokutobi - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|2|K}}]] |
| | :'''Nagiha''' = [[GGACR/Anji#Nagiha|Nagiha - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|3|S}}]] |
| | :'''H Rin''' = [[GGACR/Anji#Rin|Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|4|H}}]] |
| | :'''Kou''' = [[GGACR/Anji#Kou|Kou - {{clr|1|P}} during Autoguard]] |
| | :'''Sou''' = [[GGACR/Anji#Sou|Sou - {{clr|2|K}} during Autoguard]] |
| | :'''On''' = [[GGACR/Anji#On|On - {{clr|4|623H}}]] |
| | :'''P Kai''' = [[GGACR/Anji#Kai|Kai - {{clr|1|214P}}]] |
| | :'''K Kai''' = [[GGACR/Anji#Kai|Kai - {{clr|2|214K}}]] |
| | :'''Orb''' = [[GGACR/Anji#Shin_Nishiki|Shin: Nishiki - {{clr|1|j.214P}}]] |
| | :'''FB Rin''' = [[GGACR/Anji#FB_Rin|FB Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|5|D}}]] |
| | :'''FB On''' = [[GGACR/Anji#FB_On|FB On - {{clr|5|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 |
| | }} |
| | <br clear=all/> |
| | |
| | == 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=== |
| | |
| | {{BeginnerComboDef}} |
| | |
| | ====Basic Meterless==== |
| | <tabber> |
| | Gatling into Sweep= |
| | {{TheoryBox |
| | | Title = Basic Meterless Knockdown |
| | | Oneliner = Sweep, Shitsu, start your offense! |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo1 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = Starter > {{clr|5|2D}} > (delay {{clr|1|236P}}) |
| | | content = |
| | Simple but arguably your most important confirm. The {{clr|5|2D}} can be late canceled into Shitsu for a meaty butterfly. Aim to hit with the tip of {{clr|5|2D}} when cancelling into Shitsu for the best frame advantage and spacing to avoid reversals. |
| | |
| | {{clr|5|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, {{clr|5|2D}} is the only viable gatling for some of Anji's normals at max range like {{clr|1|5P}} or {{clr|2|5K}}. Additionally, {{clr|5|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 [https://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Frame_Data#Gatling_Table gatling chart] for a full list of normals that can gatling into sweep. |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 100%; style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| ! Combo Notation Guide | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
| | |- |
| | | ({{clr|1|2P}}) > {{clr|2|5K}} > ({{clr|3|5S}}) > ({{clr|3|2S}}) > {{clr|5|2D}} || Everywhere || 62 || ~10 || Everyone || {{ComboDifficulty|Very Easy}} || A standard gatling route that’s relatively burst safe. More normals can be added the closer you are. |
| |- | | |- |
| | | | | {{clr|1|2P}}xN > {{clr|5|2D}} || Everywhere || 32 ({{clr|1|2P}} x3) || ~7 || Everyone || {{ComboDifficulty|Very Easy}} || An abare route for when you're mashing defensive {{clr|1|2P}}. |
| :{| class="wikitable" border="1"
| |
| |- | | |- |
| | 7 {{ni|7}} | | | {{clr|1|5P}} > {{clr|5|2D}} || Everywhere || 35 || ~4 || Everyone || {{ComboDifficulty|Very Easy}} || {{clr|1|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 {{clr|1|5P}}. |
| | 8 {{ni|8}} | |
| | 9 {{ni|9}} | |
| |- | | |- |
| | 4 {{ni|4}} | | | {{clr|3|2S}} > {{clr|5|2D}} || Everywhere || 53 || ~4 || Everyone || {{ComboDifficulty|Very Easy}} || Your standard low confirm. |
| | 5 {{ni|5}} | | |- |
| | 6 {{ni|6}} | | | {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|2D}} || Everywhere || TBD || TBD || Everyone || {{ComboDifficulty|Very Easy}} || Burst safe route that baits a common burst point where players usually burst between {{clr|4|5H}} > H Fuujin. |
| |- | | |- |
| | 1 {{ni|1}}
| |
| | 2 {{ni|2}}
| |
| | 3 {{ni|3}}
| |
| |} | | |} |
| : Numbers represent direction on a keyboard numpad. For example {{ni|2}}{{ni|3}}{{ni|6}}{{D}} becomes 236{{D}}.
| | |-| |
| :'''>''' = Proceed from the previous move to the following move.
| | Sweep into K Hop= |
| :''',''' = Link the previous move into the following move.
| | {{TheoryBox |
| :'''->''' = Cancel the previous special into a follow-up special.
| | | Title = Sweep into K Hop |
| :'''|> or ▷''' = After landing.
| | | Oneliner = Corner carry at the cost of Shitsu okizeme. |
| :'''j''' = [[GGACR/Movement#Air Movement|Jump]]
| | | Difficulty = Very Easy |
| :'''hj''' = [[GGACR/Movement#Air Movement|High Jump]]
| | | Anchor = BeginnerCombo2 |
| :'''IAD''' = [[GGACR/Movement#Air Movement|Instant Air Dash]]
| | | Youtube = |
| :'''CH''' = [[GGACR/Offense#Hit Effects|Counter Hit]]
| | | Size = 256x192 |
| :'''(JC)''' = [[GGACR/Movement#Cancels|Jump Cancel]]
| | | Recipe = Starter > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|2|K}} |
| :'''(HJC)''' = [[GGACR/Movement#Cancels|High Jump Cancel]] | | | content = |
| :'''(JI)''' = [[GGACR/Movement#Jump Install|Jump Install]]
| | Adding an S Fuujin after {{clr|5|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. |
| :'''(RC)''' = [[GGACR/Movement#Cancels|Roman Cancel]] | | |
| :'''(FRC)''' = [[GGACR/Movement#Cancels|Force Roman Cancel]] | | Not a common confirm, as stopping at {{clr|5|2D}} for stronger Shitsu okizeme or comboing into FB Rin with meter on non-heavyweights is often preferable. |
| :'''[ ]''' = Hold input. | | |
| :'''(X)''' = X is optional. | | Against {{CLabel|GGACR|Ky}} and {{CLabel|GGACR|Robo-Ky}}, S Fuujin will whiff at max range. |
| :'''(N)''' = Attack must deal N amount of hits.
| | }} |
| :'''[???] xN''' = Repeat ??? N amount of times. | | |-| |
| :'''[X] or [Y]''' = Perform series of actions X or Y.
| | Anti-Air 5P into 5H= |
| : If you have notations that are not listed here but are necessary, feel free to add them as you see fit. | | {{TheoryBox |
| | | Title = Anti-Air {{clr|1|5P}} into {{clr|4|5H}} Knockdown |
| | | Oneliner = Arguably the best {{clr|1|5P}} in the game. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo3 |
| | | Youtube = SPup10ZUiLM |
| | | Size = 256x192 |
| | | Recipe = AA CH {{clr|1|5P}} > (dash) > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|5|5H}} > (delay {{clr|1|236P}}) |
| | | content = |
| | Stable anti-air combo that sets up meaty Shitsu okizeme when you late cancel the {{clr|4|5H}} into Shitsu. Juggle height must be low enough for {{clr|4|5H}} to connect. |
| | }} |
| | |-| |
| | Anti-Air 5P into On= |
| | {{TheoryBox |
| | | Title = Anti-Air {{clr|1|5P}} into On |
| | | Oneliner = Slightly more anti-air damage, and a side switch. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo4 |
| | | Youtube = x6NEjh_alSk |
| | | Size = 256x192 |
| | | Recipe = AA CH {{clr|1|5P}} > [(dash) > {{clr|1|5P}}] or [dash > {{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} |
| | | content = |
| | Higher damage anti-air combo that requires a higher height for the On to connect. If they are too low, go for the {{clr|4|5H}} knockdown combo instead. |
| | }} |
| | |-| |
| | Anti-Air 6P= |
| | {{TheoryBox |
| | | Title = Anti-Air {{clr|1|6P}} into On |
| | | Oneliner = Your go to airdash punish. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo5 |
| | | Youtube = ytXibYEFH2w |
| | | Size = 256x192 |
| | | Recipe = AA {{clr|1|6P}} > {{clr|3|5S}} > {{clr|4|623H}} |
| | | content = |
| | Anti-air combo that's useful for punishing air dashes and some high jump-ins. |
| | }} |
| | |-| |
| | Kai into 5H= |
| | {{TheoryBox |
| | | Title = Kai into {{clr|4|5H}} Knockdown |
| | | Oneliner = An overhead and potential cross-up. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo6 |
| | | Youtube = lIVNbswvWI4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|1|214P}} or {{clr|2|214K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} > (delay {{clr|1|236P}}) |
| | | content = |
| | Basic knockdown from both Kai specials, with a late cancel into {{clr|4|5H}} for a meaty Shitsu. A good combo to fall back on midscreen when unsure. |
| | }} |
| | |-| |
| | Air Throw into 5H= |
| | {{TheoryBox |
| | | Title = Air Throw into {{clr|4|5H}} Knockdown |
| | | Oneliner = One of the best air throws in terms of combo ability. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo7 |
| | | Youtube = |
| | | Size = 256x192 |
| | | Recipe = Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} > (delay {{clr|1|236P}}) |
| | | content = |
| | 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 {{clr|4|5H}} knockdown. |
| | }} |
| | |-| |
| | Air Throw into On= |
| | {{TheoryBox |
| | | Title = Air Throw into On |
| | | Oneliner = Your go to air throw combo most of the time. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo8 |
| | | Youtube = |
| | | Size = 256x192 |
| | | Recipe = Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} |
| | | content = |
| | Higher damage than the {{clr|4|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. {{clr|1|5P}} tends to be easier to use than {{clr|3|5S}} due to faster start-up. |
| | }} |
| | |-| |
| | Dust= |
| | {{TheoryBox |
| | | Title = Easy Dust Combo |
| | | Oneliner = One of the few special cancellable standing dusts in the game. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo9 |
| | | Youtube = kqsgrL7ml7I |
| | | Size = 256x192 |
| | | Recipe = {{clr|5|5D}} > {{clr|4|623H}} |
| | | content = |
| | An easy way to take advantage of Anji's standing dust's special cancellability to get knockdown. |
| | }} |
| | </tabber> |
| | |
| | |
| | ====Basic FB Rin Confirms==== |
| | |
| | <tabber> |
| | FB Rin into 5H Knockdown= |
| | {{TheoryBox |
| | | Title = FB Rin into 5H Knockdown |
| | | Oneliner = A safe fallback combo when you have meter. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo10 |
| | | Youtube = 8_JfmvpsfNE |
| | | Size = 256x192 |
| | | Recipe = (Starter) > [({{clr|4|5H}}) > {{clr|4|236H}}~{{clr|5|D}}] or [{{clr|5|2D}} > {{clr|3|236S}}~{{clr|5|D}} on Non-Heavyweights] > dash > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} |
| | | content = |
| | H Fuujin into Rin causes a ground bounce allowing you to run in and link a {{clr|1|5P}} or {{clr|3|5S}} into a {{clr|4|5H}} knockdown. In the corner, the FB Rin will cause a side switch. |
| | }} |
| | |-| |
| | FB Rin into On= |
| | {{TheoryBox |
| | | Title = FB Rin into On |
| | | Oneliner = Another safe fallback at the expense of corner carry. |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerCombo11 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = (Starter) > [({{clr|4|5H}}) > {{clr|4|236H}}~{{clr|5|D}}] or [{{clr|5|2D}} > {{clr|3|236S}}~{{clr|5|D}} on Non-Heavyweights] > dash > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} |
| | | content = |
| | A slightly higher damage FB Rin combo than the {{clr|4|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.}} |
| | </tabber> |
| | |
| | ===Core Combos=== |
| | {{CoreComboDef}} |
| | |
| | <span style="visibility:hidden;font-size:0">The BnB</span> |
| | {{TheoryBox |
| | | Title = FB Rin > H Fuujin > On a.k.a. "The BnB" |
| | | Oneliner = If you only had to learn one combo, learn this one. |
| | | Difficulty = Hard |
| | | Anchor = CoreBnB1 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = (Starter) > [({{clr|4|5H}}) > {{clr|4|236H}}~{{clr|5|D}}] or [{{clr|5|2D}} > {{clr|3|236S}}~{{clr|5|D}} on Non-Heavyweights] > {{clr|4|236(6)H}}~{{clr|2|K}} (omit K Hop if in or near corner) > {{clr|1|5P}} or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} |
| | | content = 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 {{clr|4|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. |
| | ** {{CLabel|GGACR|Sol}} and {{CLabel|GGACR|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 {{clr|1|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 [[#Basic_FB_Rin_Confirms|beginner combos]] above |
| | }} |
| | |
| | |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ "The BnB" from different positions |
| | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| | |- |
| | | (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 185 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 25 || All || {{ComboDifficulty|Medium}} || Most unstable on {{CLabel|GGACR|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 > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 173 with {{clr|3|2S}} > {{clr|4|5H}} || 25 || All EXCEPT {{CLabel|GGACR|A.B.A}}, {{CLabel|GGACR|Johnny}}, {{CLabel|GGACR|Order-Sol}}, {{CLabel|GGACR|Potemkin}}, {{CLabel|GGACR|Robo-Ky}} || {{ComboDifficulty|Medium}} || Standard BnB on Midweights and Lightweights off {{clr|5|2D}}. Important for confirming off {{clr|1|5P}}, {{clr|2|2K}}, and {{clr|3|2S}}. On {{CLabel|GGACR|Baiken}}, {{CLabel|GGACR|I-No}}, {{CLabel|GGACR|Jam}}, and {{CLabel|GGACR|Kliff}}, FB Rin will whiff at max range. || https://youtu.be/Ob4rSe7L4C4 |
| | |- |
| | | (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Midscreen to Corner || 190 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|2|5K}} > {{clr|3|5S}} || 25 || All || {{ComboDifficulty|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 > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|S|5S}} > {{clr|4|623H}} || Corner || 169 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}} || 25 || All EXCEPT {{CLabel|GGACR|A.B.A}}, {{CLabel|GGACR|Johnny}}, {{CLabel|GGACR|Order-Sol}}, {{CLabel|GGACR|Potemkin}}, {{CLabel|GGACR|Robo-Ky}} || {{ComboDifficulty|Easy}} || Standard corner BnB that provides good corner Shitsu okizeme. || https://youtu.be/Xlx8Oyv62qs |
| |} | | |} |
| <br clear=all/>
| |
| ==Combo List (IN PROGRESS)==
| |
|
| |
|
| These are basic meterless confirms anji can do to score knockdown on the whole cast. Some of these are going to be replaced once you learn more about the game especially with the anti air combos as once you learn character specific combos you can make you anti airs much more deadly.
| | <span style="visibility:hidden;font-size:0">H Fuujin Rin</span> |
| | {{TheoryBox |
| | | Title = H Fuujin Rin |
| | | Oneliner = A damaging meterless confirm with strict spacing requirements. |
| | | Difficulty = Easy |
| | | Anchor = CoreBnB3 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = (Starter > {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|4|H}} |
| | | content = 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. |
| | }} |
| | |
| | <span style="visibility:hidden;font-size:0">S Fuujin Nagiha</span> |
| | {{TheoryBox |
| | | Title = S Fuujin Nagiha |
| | | Oneliner = An important confirm off command normals, and your go to meterless corner combo. |
| | | Difficulty = Very Easy |
| | | Anchor = CoreBnB4 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = Starter (usually into {{clr|5|2D}} in corner) > {{clr|3|236S}} -> (delay in corner) {{clr|3|S}} > ({{clr|1|2366P}} midscreen or {{clr|1|236P}} in corner) |
| | | content = Nagiha from S Fuujin provides knockdown and does more damage than {{clr|5|2D}}, but tends to have weaker okizeme midscreen. When midscreen, a dashing Shitsu i.e. {{clr|1|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 {{clr|5|2D}} knockdown instead. |
| | |
| | In the corner however, {{clr|3|236S}} -> {{clr|2|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 {{clr|3|236S}} -> {{clr|2|S}} from gatlings into {{clr|5|2D}} will generally be your go to meterless corner combo as a result. |
| | |
| | Note that for command normals such as {{clr|2|3K}} that cannot gatling into any other normal, canceling into {{clr|3|236S}} -> {{clr|2|S}} is your only way of getting meterless knockdown. |
| | }} |
| | |
| | <span style="visibility:hidden;font-size:0">H Fuujin Nagiha</span> |
| | {{TheoryBox |
| | | Title = H Fuujin Nagiha |
| | | Oneliner = A slightly more damaging corner combo, with some caveats. |
| | | Difficulty = Very Easy |
| | | Anchor = CoreBnB5 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = Starter > {{clr|4|5H}} > {{clr|4|236H}} -> delay {{clr|3|S}} |
| | | content = 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 {{clr|1|5P}}/{{clr|1|6P}}/{{clr|1|5S}}, raw FB Rin, CH H Rin/TK {{clr|1|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, {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} can be replaced with {{clr|2|j.K}} > {{clr|3|j.S}} if the opponent is higher, or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} on midweights and heavyweights if the opponent is lower. |
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| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ Basic Combos | | |+ Kai/Launcher Combos |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | 2P > 5K > 5S > 5H > (6P) > (5H) > 236H > H|| Any || - || - || All ||<span style="color:DarkTurquoise">Very Easy || The idea with this is to get into 5H to allow comboing into H fuujin. You can start anywhere in it and still combo, but depending on how many hits you got and if you were running the the 6P and 5H at the end may whiff || - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 148 with {{clr|1|214P}} || 0 || All || {{ComboDifficulty|Easy}} || Universal jump install combo off Kai midscreen when you are not near the corner. || https://youtu.be/A3nw4OAWFvk |
| |- | | |- |
| |2H > 5H > (6P) > (5H) > 236H > H || Any || - || - || All || <span style="color:DarkTurquoise">Very Easy || This is the basic confirm off of Anji's 2H. You most likely won't be hitting this often do to 2H being a slow mid, but when it does your opponent will be sorry.|| - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} || Any || 153 with {{clr|1|214P}} || 0 || All except AB, JO, KL, MA || {{ComboDifficulty|Easy}} - {{ComboDifficulty|Hard}} || A slightly higher damage midscreen jump install combo off Kai, but can be difficult on a few characters such as BA and ED. || - |
| |- | | |- |
| |2K > 2S > 2D > 236S > K/S || Any || - || - || All || <span style="color:DarkTurquoise">Very Easy || This is the basic confirm off of Anji's lows. You can either go into the K followup to get closser to the opponent for oki or use the S followup to keep the opponent closer || - | | | {{clr|1|214P}} or another launcher > dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 112 with {{clr|1|214P}} || 0 || All, but not practical with {{clr|1|214P}}/{{clr|2|214K}} on some characters, see notes || {{ComboDifficulty|Easy}} - {{ComboDifficulty|Very Hard}} || Off {{clr|1|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 {{clr|2|5K}}. If using {{clr|2|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 |
| |- | | |- |
| |5P > (5P) > 2D > 236S > K/S || Any || - || - || All || <span style="color:DarkTurquoise">Very Easy || Like the last combo just off of 5P. You can link a second 5P for some extra damage|| - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > (delay) {{clr|5|j.D}} > {{clr|1|j.214P}} || Near Corner || 156 with {{clr|1|214P}} || 0 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{ComboDifficulty|Medium}} - {{ComboDifficulty|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 {{clr|4|j.H}} and {{clr|5|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 |
| |- | | |- |
| | Anti Air 5P > (5P) > 623H || Any || - || - || All || <span style="color:DarkTurquoise">Very Easy || An easy anti air combo that works on the whole cast, though depending on situation the 623H may not hit.|| - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} RC ▷ delay {{clr|4|236H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Near Corner || 194 with {{clr|1|214P}} and {{clr|2|5K}} > {{clr|3|5S}} after the RC || 50 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{ComboDifficulty|Medium}} - {{ComboDifficulty|Very Hard}} || RC extension of the above combo to get a better knockdown in the corner with On. || https://youtu.be/uktl-jkWaDM |
| |- | | |- |
| | Anit Air 5P > (5P) > 5H || Any || - || - || All || <span style="color:DarkTurquoise">Very Easy || An easy anti air combo that works on the whole cast like the last one it might not hit depending on the scenairo|| - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 150 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JU, FA, RO (requires a {{clr|2|5K}} before {{clr|3|5S}}), SL, ZA || {{ComboDifficulty|Medium}} - {{ComboDifficulty|Very Hard}} || Very practical on JU, FA, SL, and ZA. The falling {{clr|4|j.H}} link provides ideal corner Shitsu okizeme. || https://youtu.be/RK5V2qQKsg0 |
| |- | | |- |
| |214P > 5S > 5H || Any || - || - || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214P || - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 138 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{ComboDifficulty|Medium}} || Easier combo than the above combo, but also works on MA and JO. || https://youtu.be/lFhVuz-5sTs |
| |- | | |- |
| |214K > (5K) > 5S > 5H || Any || - || - || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214K add the 5K if you hit it in the corner|| - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} or {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 140 (MA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{ComboDifficulty|Medium}} || A simpler version of the falling {{clr|4|j.H}} combo. For MA, this is the most stable variant of the combo. || - |
| | |- |
| | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} > ({{clr|2|j.K}} or {{clr|3|j.S}} or RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 153 with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 159 ending with {{clr|3|j.S}}, 169 ending with {{clr|4|623H}} || 0 || All || {{ComboDifficulty|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. || - |
| | |- |
| | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} (RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 157 with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 170 ending with {{clr|4|623H}} || 0 || AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA || {{ComboDifficulty|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. || - |
| | |- |
| | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} > delay {{clr|5|j.D}} , delay {{clr|4|j.H}} || Midscreen to Corner || 155 (FA) with {{clr|1|214P}} || 0 || JU, FA, SL, ZA, and BR if {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} is replaced with {{clr|2|j.K}} > {{clr|3|j.S}} || {{ComboDifficulty|Hard}} || Jump install version of the falling {{clr|4|j.H}} combo. Very practical for corner carry. Requires delays to get the final {{clr|4|j.H}} low enough to knock down, otherwise it may be possible to tech. || - |
| | |- |
| | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > delay {{clr|3|j.S}} > {{clr|4|j.H}} > delay {{clr|5|j.D}} , {{clr|2|j.K}} or {{clr|3|j.S}} ▷ (microdash 66 for DI, IN, VE) > {{clr|1|5P}} > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Near the Corner || 178 with {{clr|1|214P}} || 0 || AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA || {{ComboDifficulty|Hard}} - {{ComboDifficulty|Very Hard}} || A very difficult rejump combo that is most practical on AN, JU, OS, PO, SL, SO, and ZA. The {{clr|3|5S}} should hit at a low height, with slight delays between the initial {{clr|2|j.K}} to {{clr|3|j.S}} and {{clr|4|j.H}} to {{clr|5|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=== |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ H fuujin > Fb Rin Combos | | |+ Air Throw combos |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | | Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 83 with {{clr|3|5S}} || 0 || All || {{ComboDifficulty|Easy}} || Easy knockdown off an air throw.|| https://youtu.be/REjpXeLlmUw |
| | |- |
| | | Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 92 with {{clr|1|5P}} || 0 || All || {{ComboDifficulty|Easy}} || The {{clr|1|5P}} is usually more stable to link after the Air Throw. || https://youtu.be/yj33UBq7qng |
| | |- |
| | | Air Throw ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 92 || 0 || All || {{ComboDifficulty|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 ▷ {{clr|3|5S}} > ({{clr|3|6S}}) > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Corner || 122 (FA) with {{clr|3|6S}} || 0 || JU, FA, SL, ZA || {{ComboDifficulty|Medium}} || Falling {{clr|4|j.H}} combo is possible when air throwing into the corner but the {{clr|3|6S}} will usually whiff if too close to the corner, so it should generally be avoided. The inability to land {{clr|3|6S}} is the reason that this combo is preferred over the jump install route usually. || https://youtu.be/IMNPcqObkFM |
| |} | | |} |
|
| |
|
| | |
| | ==={{clr|5|5D}} Combos=== |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ 214P Starter | | |+ {{clr|5|5D}} combos |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | | {{clr|5|5D}} > JC > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 127 || 0 || All || {{ComboDifficulty|Easy}} || Simple midscreen dust combo. || https://youtu.be/tlStvR7994o |
| | |- |
| | | {{clr|5|5D}} > JC > FD > {{clr|4|j.H}} ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 90 || 0 || All || {{ComboDifficulty|Very Easy}} || Easy Impossible Dust combo utilizing an FD flicker. || - |
| | |- |
| | | {{clr|5|5D}} > JC > DJC9 > {{clr|4|j.H}} ▷ {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions)|| Any || 102 with {{clr|2|5S}} || 0 || All || {{ComboDifficulty|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 |
| | |- |
| | | {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ (dash) > {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Corner || 112 with {{clr|2|5S}} || 0 || All || {{ComboDifficulty|Hard}} || Slightly harder Impossible Dust combo that requires inputing the initial {{clr|3|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. || - |
| | |- |
| | | {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen to Corner || 122 || 0 || All || {{ComboDifficulty|Hard}} || Impossible Dust combo that links a H Fuujin for corner carry. || - |
| |} | | |} |
| | |
| | ===Specialized Routes=== |
| | {{SpecializedComboDef}} |
| | |
| | <span style="visibility:hidden;font-size:0">On Loop</span> |
| | {{TheoryBox |
| | | Title = On Loop |
| | | Oneliner = High execution with high meterless damage. |
| | | Difficulty = Very Hard |
| | | Anchor = SpecializedCombo1 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = Starter > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} or {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|5|j.H}} ▷ Gatlings > {{clr|4|623H}} |
| | | content = |
| | 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. |
| | }} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ 214K Starter | | |+ On loops |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| | |- |
| | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (AX) || 0 || AX, BR, FA, JA, MA, MI, SL, TE || {{ComboDifficulty|Very Hard}} || The IAD {{clr|1|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 {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|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 > {{clr|1|j.K}} On loop for TE. || See Vid Below |
| | |- |
| | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (FA) || 0 || FA, PO, SL, TE, VE, ZA || {{ComboDifficulty|Very Hard}} || The IAD {{clr|2|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 |
| | |- |
| | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 183 (BA) || 0 || BA, CH, KL || {{ComboDifficulty|Very Hard}} || The IAD {{clr|1|j.P}} is a 2 frame link. On BA, off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|2P}} must be done on the first frame after landing for BA and KL, otherwise the On will whiff. For CH, the final {{clr|1|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 {{clr|1|2P}} being done on the first frame of landing. || See Vid Below |
| | |- |
| | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (DI) || 0 || DI || {{ComboDifficulty|Very Hard}} || The IAD {{clr|1|j.P}} is a 3 frame link. Off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|5P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below |
| | |- |
| | | [{{clr|1|214P}} > dash > {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 4 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|1|j.P}} > {{clr|3|j.S}} ▷ {{clr|2|5P}} > {{clr|4|623H}} || Midscreen || 120 (PO) || 0 || PO || {{ComboDifficulty|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. Slightly easier than the {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} variant of this combo on PO. || See Vid Below |
| | |- |
| | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 171 (AN) || 0 || AN || {{ComboDifficulty|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. {{clr|1|j.P}} can be used in lieu of {{clr|2|j.K}} but it is still a 2 frame link. The final {{clr|1|5P}} link must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below |
| |- | | |- |
| | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 164 (IN) || 0 || IN || {{ComboDifficulty|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link. The final {{clr|1|2P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below |
| | |- |
| | | [Anti-air {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 103 (AB) || 0 || AB || {{ComboDifficulty|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link. Very difficult to land this off of P Kai on AB as {{clr|2|5K}} > {{clr|3|5S}} after P Kai will launch AB too high. || See Vid Below |
| | |- |
| | | [Anti-air {{clr|2|5K}} > {{clr|3|5S}}] or [Any 2 or less hit confirm] > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (ED) || 0 || ED || {{ComboDifficulty|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below |
| | |- |
| | | Anti-air {{clr|1|5P}} > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 146 (PO) || 0 || PO || {{ComboDifficulty|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below |
| | |- |
| | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 149 (SL) || 0 || SL || {{ComboDifficulty|Very Hard}} || In order for the final On to connect, the {{clr|2|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. |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ 2S Starter | | |+ Early On Extensions |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| | |- |
| | | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|5H}} || Any || 132 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except CH, KY, JO, JU, RO, VE || {{ComboDifficulty|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) > {{clr|4|623H}} ▷ dash > {{clr|3|5S}} > {{clr|4|5H}} || Any || 141 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AX, BA, BR, DI, ED, FA, IN, JA, KL, OS, SL, SO, ZA || {{ComboDifficulty|Hard}} || Higher damage variation of the above combo, but the {{clr|3|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) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> delay {{clr|5|D}} > {{clr|4|2366H}} -> delay {{clr|4|H}} || Any || 177 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{ComboDifficulty|Easy}} - {{ComboDifficulty|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) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|5|D}} > dash > ({{clr|4|2H}} in corner) > {{clr|4|5H}} || Any || 165 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start and no {{clr|4|2H}} || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{ComboDifficulty|Easy}} - {{ComboDifficulty|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) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay {{clr|1|j.214P}} in corner) || Midscreen || 172 (TE) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AN, AX, TE || {{ComboDifficulty|Hard}} || On AN, AX, and TE, it is possible to link a {{clr|1|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) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|6K}} FRC > {{clr|4|623H}} || Any || 156 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || AX, BR, FA, IN, OS, SL, SO, ZA || {{ComboDifficulty|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) > {{clr|4|623H}} ▷ dash > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 149 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except AB, AX, BA, DI, FA, JO, MI || {{ComboDifficulty|Medium}} || In the corner, it is possible to link an additional {{clr|5|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.''' |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ 3P Starter | | |+ Fuujin Loops |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| | |- |
| | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 171 (TE) with {{clr|4|2H}} and 175 (TE) with {{clr|4|6H}} || 25 || AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JU, KL, KY, MA, SL, TE, VE, ZA || {{ComboDifficulty|Medium}} || The standard confirm into one rep of the Fuujin loop off {{clr|3|2S}} into {{clr|4|5H}} knockdown. For comparison, the same confirm into {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} does 181 damage on TE. Using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN, AX, CH, DI, and IN where {{clr|4|6H}} is more stable. || https://youtu.be/JjX3hEMOzbQ |
| | |- |
| | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 181 (TE) with {{clr|4|2H}} and 185 (TE) with {{clr|4|6H}} || 25 || AN, AX, ED, FA, JA, JU, KL, MA, SL, SO, TE || {{ComboDifficulty|Medium}} || Similar to the above, but slightly more damage with the On ender instead. Once again, using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN and AX where {{clr|4|6H}} is more stable. Not worth attempting on SO as it contains two 1 frame links. || https://youtu.be/Po-rGqv_g4k |
| | |- |
| | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} (-> {{clr|2|K}}) > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || AN, KY, TE || {{ComboDifficulty|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 |
| | |- |
| | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || All except AB, AX, JO, SO, OS, RO, PO || {{ComboDifficulty|Hard}} - {{ComboDifficulty|Very Hard}} || Semi-universal ender that provides good spacing for Shitsu okizeme afterwards. || https://youtu.be/skLZI2G2Imo |
| | |- |
| | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}}, {{clr|4|j.H}} || Corner || 174 (SL) || 25 || JU, SL || {{ComboDifficulty|Hard}} || Justice and Slayer specific combo that provides good okizeme, and is probably optimal in terms of damage off a {{clr|3|2S}} into FB Rin confirm. || https://youtu.be/xAxjdYXqzjY |
| | |- |
| | | {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 163 (PO) || 0 || PO || {{ComboDifficulty|Hard}} || Important midscreen Fuujin loop confirm on Potemkin that provides a lot of tension gain. Builds enough meter for an {{clr|5|FB Shitsu}} unblockable afterwards. || https://youtu.be/t5Ag1ou46NM |
| | |- |
| | | {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 206 (TE) || 25 || PO, TE || {{ComboDifficulty|Hard}} || 3S cancel Fuujin loop off standard gatlings midscreen. For PO, this can be started in the corner. Optimal in terms of damage. || - |
| | |- |
| | | {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}}|| Midscreen to Corner || 226 (ED) || 25 || JO, ED || {{ComboDifficulty|Easy}} || High damage corner carry confirm. On JO, one extra gatling can be added before the {{clr|3|5S}}, but none can be added for ED. || https://youtu.be/WixpH1Lj5c4 |
| | |- |
| | | {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > [{{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}}]x2 > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 185 (TE) || 0 || PO, TE || {{ComboDifficulty|Hard}} || 3S cancel Fuujin loop off Kai. Optimal in terms of both damage and meter gain. || - |
| |- | | |- |
| | | {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 164 (ZA) || 0 || KY, JA, ZA, TE, JU || {{ComboDifficulty|Hard}} - {{ComboDifficulty|Very Hard}} || High damage Fuujin Loop variation utilizing multiple {{clr|5|2D}}. Most optimal as a combo for KY and ZA in terms of damage, but the {{clr|2|5K}} OTG is very unstable on KY. || https://youtu.be/6dHBEClM5FU |
| |} | | |} |
| | |
| | ==Character Specifics Chart== |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ 236P Oki Combos
| |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video
| |
| |- | | |- |
| |} | | ! Character !! Weight Class !! {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} !! {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} Juggle !! Early On > dash {{clr|1|5P}} !! Early On > dash {{clr|1|5S}} !! Early On > H Fuujin !! Falling {{clr|4|j.H}} Combo !! j.KSHD > Orb !! Rejump Combo !! On Loop !! {{clr|2|5K}} > {{clr|1|5S}} Fuujin Loop !! Sliding {{clr|2|5K}} > {{clr|1|5S}} > On !! Comment |
| | | <!--Weight || 2D S Fuujin || 5H 2D || On 5P || On 5S || On Fuujin || falling j.H || Orb || Rejump || On loop || Fuujin loop || On pickup || Comment--> |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | <!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are--> |
| |+ TK j.214P Combos | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video | | ! {{Character Label|GGACR|A.B.A}} |
| | | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - |
| | |- |
| | ! {{Character Label|GGACR|Anji Mito}} |
| | | Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Axl Low}} |
| | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Baiken}} |
| | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - |
| | |- |
| | ! {{Character Label|GGACR|Bridget}} |
| | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay || - |
| | |- |
| | ! {{Character Label|GGACR|Chipp Zanuff}} |
| | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Dizzy}} |
| | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - |
| | |- |
| | ! {{Character Label|GGACR|Eddie}} |
| | | Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Faust}} |
| | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|I-No}} |
| | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay|| - |
| | |- |
| | ! {{Character Label|GGACR|Jam Kuradoberi}} |
| | | Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Justice}} |
| | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Johnny}} |
| | | Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|4|No}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || - |
| | |- |
| | ! {{Character Label|GGACR|Kliff Undersn}} |
| | | Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Ky Kiske}} |
| | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || - |
| | |- |
| | ! {{Character Label|GGACR|May}} |
| | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|3|Yes}} *outside corner || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Millia Rage}} |
| | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *delay|| - |
| | |- |
| | ! {{Character Label|GGACR|Order-Sol}} |
| | | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| | |- |
| | ! {{Character Label|GGACR|Potemkin}} |
| | | Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || - |
| |- | | |- |
| |} | | ! {{Character Label|GGACR|Robo-Ky}} |
| | | | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || - |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |
| |+ Counter Hit Combos
| |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video
| |
| |- | | |- |
| |} | | ! {{Character Label|GGACR|Slayer}} |
| | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |
| |+ Anti Air Combos
| |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video
| |
| |- | | |- |
| |} | | ! {{Character Label|GGACR|Sol Badguy}} |
| | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |
| |+ Fuujin Loops
| |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video
| |
| |- | | |- |
| |} | | ! {{Character Label|GGACR|Testament}} |
| | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || - |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |
| |+ Autoguard K Followup Combos
| |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video
| |
| |- | | |- |
| |} | | ! {{Character Label|GGACR|Venom}} |
| | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |
| |+ Fuujin S Followup Frc Combos
| |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Diffuculty !! Notes !! Video
| |
| |- | | |- |
| | ! {{Character Label|GGACR|Zappa}} |
| | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *delay|| - |
| |} | | |} |
|
| |
|
| ==Combo Theory==
| | :'''*delay''': You must delay On after {{clr|1|5S}} |
| '''Combos | | :'''*1f''': Contains a 1 frame link |
| ''' | | :'''*omit {{clr|3|j.S}}>{{clr|4|jH}}''': Cannot use {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} on JO and MA. [{{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}] or [{{clr|2|j.K}} or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}}] for JO, and [{{clr|2|j.K}} or {{clr|3|j.S}} > {{clr|5|j.D}}] for MA. |
| Obviously you can’t get much damage if you don’t know the combos, so here we will lay out the foundation for getting the most out of opening up your opponent with that Offensive Pressure. Remember that the best combos for Anji are the ones that not only net him big damage, but score him a knockdown. You won’t find any super flash Combo video combos here, these things are designed for utility and damage, so I’m only listing the combos that are worthy of being used in a serious match.
| | :'''*outside corner''': {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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 {{clr|2|5K}} > {{clr|1|5S}} > {{clr|3|236S}} Fuujin loop reps can be replaced by {{clr|1|5S}} > {{clr|1|3Sc}} > {{clr|1|5S}} > {{clr|3|236S}} reps |
| '''Ground Combos'''
| | :'''*microdash''': A microdash {{clr|1|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 |
| | |
| Your ground combos should strive to get decent damage and then put the opponent on the ground in position for a meaty butterfly. Remember that means ending them in {{clr|5|2D}}, or Fujinn followed by the hop. You won’t get real fancy with these until we discuss ending them in launchers for air combos, so here are some basics.
| |
| | |
| {{clr|2|5K}}, {{clr|3|5S}}, {{clr|3|5S}}, {{clr|5|2D}}, {{clr|3|236S}}, K
| |
| | |
| {{clr|2|5K}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|5|2D}}, {{clr|3|236S}}, K
| |
| | |
| {{clr|2|5K}}, {{clr|3|5S}}, {{clr|4|5H}}, {{clr|5|2D}}
| |
| | |
| '''On crouching opponents''' | |
| | |
| {{clr|2|5K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|2D}}, {{clr|3|236S}}, K
| |
| | |
| {{clr|3|5S}}, {{clr|1|6P}}, {{clr|3|5S}}, {{clr|1|6P}}, {{clr|5|2D}} (or {{clr|3|236S}}, S if opponent is too far)
| |
| | |
| '''Basic Air Combos''' | |
| | |
| Basic Air combos will always end in an Orb or On to get a knockdown. To start an air combo you will first have to use a move that launches. Here is a list of the moves that will launch your opponent and allow you to follow up with a juggle or just a super jump combo :Stomp (P or K), Orb (Roman Canceled), Sweep (Roman Canceled), Sweep into S Fujinn (Roman Canceled), HS Fujinn (Roman canceled), CH HS Fujinn followed by hop (With wall bounce), Nagiha (Roman Canceled) Rin, CH {{clr|1|3P}} or {{clr|2|6K}}, {{clr|1|5P}}(CH), {{clr|1|6P}}(CH), {{clr|3|6S}}, or {{clr|4|5H}}(CH) when used as Anti-Air.
| |
| | |
| After connecting with these moves you will either juggle using one of Anji’s primary juggles ({{clr|2|5K}}, {{clr|3|5S}}) or ({{clr|3|5S}}, {{clr|3|5S}}), or superjump cancel the move straight into an air combo. For the most part the first juggle is to connect to an On, and the 2nd is for air combos ending in orb. Here’s an example with each launcher.
| |
| | |
| {{clr|1|214P}}, 66, {{clr|2|5K}}, {{clr|3|5S}}, {{clr|4|623H}}
| |
| | |
| {{clr|2|214K}}, {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}} | |
| | |
| {{clr|1|2147P}}, RC, {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}}
| |
| | |
| {{clr|3|5S}}, {{clr|5|2D}}, RC, {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}}
| |
| | |
| {{clr|5|2D}}, {{clr|3|236S}}, RC, {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}}
| |
| | |
| {{clr|4|236H}}, RC, {{clr|1|5P}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}}
| |
| | |
| {{clr|4|236H}}(CH), K, {{clr|2|5K}}, {{clr|3|5S}}, {{clr|4|623H}}
| |
| | |
| {{clr|3|236S}}, S, RC, {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}}
| |
| | |
| {{clr|4|236H}}(CH), H, Sjc, J.S, J.P, J.S, {{clr|1|214P}} | |
| | |
| {{clr|1|3P}}(CH), {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}}
| |
| | |
| {{clr|2|6K}}(CH), {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}} | |
| | |
| Anti-Airs
| |
| | |
| {{clr|1|5P}}(CH), {{clr|1|5P}}, {{clr|4|623H}}
| |
| | |
| {{clr|1|6P}} (CH), 66, {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}}
| |
| | |
| {{clr|3|6S}}, Sjc, J.K, J.S, {{clr|1|214P}} | |
| | |
| {{clr|4|5H}}(CH) 66, {{clr|3|5S}}, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, {{clr|1|214P}} | |
| | |
| Note that depending on the weight of the character you may have to change the air combo portion from S,P,S to K,S,orb or K,S,H,orb for it to connect. For the most part you won’t have to worry about this though because we will discuss Jump installs.
| |
| | |
| '''Jump Install Combos''' | |
| | |
| Guilty Gear has a strange system property that allows you to cancel a jump cancel by quickly imputing another ground normal before the Jump cancel Activates. What this does is allow you to “store” your jump cancel and use it as an extra action in the air, in short this allows you to jump cancel on a super jump. This is especially useful for Anji because of his far reaching super jump, and it leads to some of his biggest combos. The easiest juggle to jump install on is his {{clr|3|5S}}, {{clr|3|5S}} juggle. To do this you simply tap up between the two presses of Slash. The notation looks like this:
| |
| | |
| {{clr|3|5S}}, 8, {{clr|3|5S}}, Sjc.
| |
| | |
| This allows Anji to extend his air combo from just S,P,S, orb into S,P,S,jc, P,S,orb. It’s more damage and still gets Anji the knockdown he desires. Let’s look at an example using the k stomp combo. Rather than the basic air combo, we jump install the juggle and get ourselves some extra damage. The notation would look like this.
| |
| | |
| {{clr|2|214K}}, {{clr|3|5S}}, 8, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, jc, J.P, J.S, {{clr|1|214P}}
| |
| | |
| This can be applied to any of the combos in the air combo section
| |
| | |
| , however depending on the height of the juggle and the weight of the character you may not be able to get orb to reach, in which case you should end the combo with a jumping dust rather than wiffing the orb.
| |
| | |
| '''Dust Combos'''
| |
| | |
| Anji has a variety of dust combos at his disposal, many of which are impossible dusts. There’s plenty of variations but I’ll just post the two I use.
| |
| | |
| {{clr|5|5D}}, [8], D, D, S, P, S, P, S, jc, P, S, {{clr|1|214P}} | |
| | |
| {{clr|5|5D}}, [8] D, (release 8) D, land, {{clr|2|5K}}, {{clr|3|5S}}, {{clr|4|623H}}
| |
| | |
| '''Comboing off of Rin'''
| |
| | |
| A brief but important note about how to combo off of Rin. You will only be able to combo into Rin off a HS Fujinn. If you are too close to the corner when you throw Rin the move will cross through your opponent and will either wiff, or will hit too far away for you to follow up with a super jump combo. When you are looking to combo off rin make sure you have the spacing down properly and are not too close to the corner. Also remember that on a CH HS Fujinn you’ll get wall bounce, which may change the spacing you need to properly connect Rin. Note that if you get a CH Rin you will have time to do a juggle into an air combo instead of immediately super jump canceling into it.
| |
| | |
| '''IAD Combos''' | |
| | |
| If you connect with an IAD string you can combo when you land, a simple one to score a knockdown is:
| |
| | |
| 99, J.P, J.P, J.S, land, {{clr|1|5P}}, {{clr|5|2D}}
| |
| | |
| You could get fancy and extend it into an air combo, and add an jump install for extra damage, this will not work on some characters however. Here’s a rather long one
| |
| | |
| 99 J.P, J.P, J.S, land, {{clr|1|5P}}, {{clr|5|2D}}, RC, {{clr|3|5S}}, 8, {{clr|3|5S}}, Sjc, J.S, J.P, J.S, jc, J.P, J.S, {{clr|1|214P}}
| |
| | |
| Roman Canceling Orb for extra damage
| |
| | |
| If you have tension to Roman Cancel orb in air combos you can get extra damage and still score a knockdown. These combos should always end in On due to the fact that it prorates very well and will still do solid damage at the end of a combo. If you are not in the corner, you cannot use a jump install as you will be unable to air dash (your air actions are all used up) to finish the combo properly. In the corner you can jump install and land to simply juggle into On.
| |
| | |
| '''Non Corner'''
| |
| | |
| {{clr|1|214P}}, {{clr|3|5S}}, {{clr|3|5S}}, J.K, J.S, {{clr|1|214P}}. RC, 66, slight pause, J.S, land, {{clr|1|5P}}, {{clr|4|623H}} | |
| | |
| '''Corner:'''
| |
| {{clr|1|214P}}, {{clr|3|5S}}, 8 {{clr|3|5S}}, J,S, J,P, J.S, jc, J.P, J.S, {{clr|1|214P}}, RC, land, {{clr|3|5S}}, {{clr|4|623H}}
| |
| | |
| '''This air combo ender:''' J.K, J.S, {{clr|1|214P}}. RC, 66, slight pause, J.S, land, {{clr|1|5P}}, {{clr|4|623H}} is particularly useful and can be used after things like Rin, an impossible dust, or after an air throw where your juggle won’t connect to On. Learn this ender well, it’s big damage for a roman cancel and still gets you back on the spot for butterfly pressure. | |
| | |
| '''Comboing off TK Orb'''
| |
| | |
| Off of a TK orb you will have two options if you roman cancel it. You can either do a juggle into an air combo, or you can combo into HS Fujinn, into Rin if you are at the proper spacing (I.E. not too close to the corner). The Orb to Rin combo looks something like this
| |
| | |
| '''{{clr|1|2147P}}, RC, {{clr|4|236H}}, H, Sjc, J.K, J,S, Orb'''
| |
| | |
| | |
| '''Advanced Combos: Momentum Preserved Jump Installs'''
| |
| | |
| You have probably noticed that when you use a jump install combo, all the momentum of Anji’s super jump is lost after the jump cancel. There is a glitch in the game that allows you to maintain the momentum of your jump during a jump install. This is difficult to master and it took me about 2 months before I finally got it to a comfortable point. To do this you have to jump cancel on the same frame you cancel into the move after the jump cancel. This has to be done with a move that would gatling in the air, in Anji’s case it is the cancel between J.S and J.P.
| |
| | |
| The timing is going to feel very awkward at first, but to get these momentum preserved combos to hit you need to input your jump install combo without any breaks what so ever.
| |
| | |
| Typically you would do J.S, J.P, J.S. tap 8, wait a very brief second and then do J.P, J.S, {{clr|1|214P}}
| |
| | |
| To get the preserved jump there can be no delays between the 2nd jumping slash and the 2nd jumping punch. In other words the timing in your button presses should be exactly the same all the way through. This is really hard to explain on paper, but imagine the sound you make when you do the combo, you should hear something like this. Tap, Tap, Tap,…Tap,Tap. To get this momentum preserved version your taps should sound like this Tap, Tap, Tap, Tap, Tap. Each at the same interval with no delays. You have to sneak the jump cancel in right around the time you have finished the 2nd jumping slash input. So the notation would look something like this, with absolutely no changes in the pace you tap the buttons:
| |
| | |
| '''J.S, J.P, J.S+8, J.P, J.S'''
| |
| | |
| '''More Ground combos:'''
| |
| | |
| '''Starter:''' 5k,5s,5hs,236 Hs, FB rin. From here you can do several things.
| |
| -Opponent close to corner:
| |
| -(possibly dash forward depending on distance), 5k, 5s, On(623 HS).
| |
| (Note that depending on character you can get another {{clr|4|236H}} and from the wall
| |
| bounce still get 5k,5s,On, this is often a better combo as it will put opponent in
| |
| the corner at the end of the combo. Anji loves the corner butterfly.)
| |
| -Opponent mid-screen:
| |
| - Depending on the character you can either get 236 HS again or you might have
| |
| to do 2366 HS. This is known as a running or dashing fujin. From there you can do
| |
| another FB rin if you have the tension or regular rin to get knockdown.
| |
| -If you chose FB rin again, more than likely right now your opponent is
| |
| either in the corner, or you were close enough to the corner that your
| |
| opponent actually flipped behind you. If your opponent is in the corner be
| |
| sure to either get 5k, 5s, On or 5p On. If your opponent flipped behind you
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| you would have been much better off taking the corner HS Fujin knockdown.
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| '''Lightweights :''' S > JI > {{clr|3|6S}} > HJC > jK > jP > jS > JC > jK > jS > {{clr|3|jHS}} > jD
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| '''Potemkin and Robo-Ky :''' S > JI > {{clr|3|6S}} > JC > jS > jP > jK > jS > JC > jK > jS > {{clr|3|jHS}} > jD
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| '''Doesn't work on Johnny but you can do :''' S > JI > {{clr|3|6S}} > JC > jS > jP > jK > jS > JC~jP > jS > jD > {{clr|1|214P}} which is quite fun midscreen
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| ==Video Examples== | | ==Video Examples== |
| | | ===Combo Tutorials=== |
| | {| |
| | |- |
| | |{{#ev:youtube|https://www.youtube.com/watch?v=CYMDOYN2UJk|}} || {{#ev:youtube|https://www.youtube.com/watch?v=UF0TF2SQXvg|}}|| {{#ev:youtube|https://www.youtube.com/watch?v=C8zvprQROiI|}} |
| | |- |
| | |} |
| | ===On Loop Showcase=== |
| | {{#ev:youtube|ozj004_lhL0|450}} |
|
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| ==Navigation== | | ==Navigation== |
| {{#lst:GGACR/Anji Mito/Data|Links}} | | <center>{{Character Label|GGACR|Anji Mito|size=42px}}</center> |
| {{Navbar-GGACR}} | | {{GGACR/CharacterLinks}} |
| | {{#lst:GGACR/Navigation}} |