GGACR/Anji Mito/Combos: Difference between revisions

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<center>{{Character Label|GGACR|Anji Mito|size=42px}}</center>
{{GGACR/CharacterLinks}}
{{MFlag|cleanup}}<!-- All we need now is On loop combos. -->{{MFlag|verify}}
{{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;">
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:'''DJC''' = Double Jump Cancel
:'''DJC''' = Double Jump Cancel
:'''{{clr|3|3Sc}}''' = {{clr|3|3S}} Cancel
:'''{{clr|3|3Sc}}''' = {{clr|3|3S}} Cancel
:'''{{clr|1|Shitsu}}''' = [[GGACR/Anji#Shitsu|Shitsu - {{clr|1|236P}}]]
:'''Shitsu''' = [[GGACR/Anji#Shitsu|Shitsu - {{clr|1|236P}}]]
:'''{{clr|1|Butterfly}}''' = First part of {{clr|1|Shitsu}}
:'''Butterfly''' = First part of Shitsu
:'''{{clr|1|Hawk}}''' = Second part of {{clr|1|Shitsu}}
:'''Hawk''' = Second part of Shitsu
:'''{{clr|3|S Fuujin}}''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|3|236S}}]]
:'''S Fuujin''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|3|236S}}]]
:'''{{clr|4|H Fuujin}}''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|4|236H}}]]
:'''H Fuujin''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|4|236H}}]]
:'''{{clr|2|K Hop}}''' = [[GGACR/Anji#Issokutobi|Issokutobi - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|2|K}}]]
:'''K Hop''' = [[GGACR/Anji#Issokutobi|Issokutobi - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|2|K}}]]
:'''{{clr|3|Nagiha}}''' = [[GGACR/Anji#Nagiha|Nagiha - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|3|S}}]]
:'''Nagiha''' = [[GGACR/Anji#Nagiha|Nagiha - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|3|S}}]]
:'''{{clr|4/|H Rin}}''' = [[GGACR/Anji#Rin|Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|4|H}}]]
:'''H Rin''' = [[GGACR/Anji#Rin|Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|4|H}}]]
:'''{{clr|1|Kou}}''' = [[GGACR/Anji#Kou|Kou - {{clr|1|P}} during Autoguard]]
:'''Kou''' = [[GGACR/Anji#Kou|Kou - {{clr|1|P}} during Autoguard]]
:'''{{clr|2|Sou}}''' = [[GGACR/Anji#Sou|Sou -  {{clr|2|K}} during Autoguard]]
:'''Sou''' = [[GGACR/Anji#Sou|Sou -  {{clr|2|K}} during Autoguard]]
:'''{{clr|4|On}}''' = [[GGACR/Anji#On|On - {{clr|4|623H}}]]
:'''On''' = [[GGACR/Anji#On|On - {{clr|4|623H}}]]
:'''{{clr|1|P Kai}}''' = [[GGACR/Anji#Kai|Kai - {{clr|1|214P}}]]
:'''P Kai''' = [[GGACR/Anji#Kai|Kai - {{clr|1|214P}}]]
:'''{{clr|2|K Kai}}''' = [[GGACR/Anji#Kai|Kai - {{clr|2|214K}}]]
:'''K Kai''' = [[GGACR/Anji#Kai|Kai - {{clr|2|214K}}]]
:'''{{clr|1|Orb}}''' = [[GGACR/Anji#Shin_Nishiki|Shin: Nishiki - {{clr|1|j.214P}}]]
:'''Orb''' = [[GGACR/Anji#Shin_Nishiki|Shin: Nishiki - {{clr|1|j.214P}}]]
:'''{{clr|5|FB Rin}}''' = [[GGACR/Anji#FB_Rin|FB Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|5|D}}]]
:'''FB Rin''' = [[GGACR/Anji#FB_Rin|FB Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|5|D}}]]
:'''{{clr|5|FB On}}''' = [[GGACR/Anji#FB_On|FB On - {{clr|5|623D}}]]
:'''FB On''' = [[GGACR/Anji#FB_On|FB On - {{clr|5|623D}}]]
:'''Lightweights''' = BA, BR, DI, IN, JA, JU, KL, MA, MI
:'''Lightweights''' = BA, BR, DI, IN, JA, JU, KL, MA, MI
:'''Midweights''' = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA
:'''Midweights''' = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA
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<br clear=all/>
<br clear=all/>


==Introduction==
== Combo List ==
If you are a beginner and learning Anji for the first time, below is a list of basic combos that work on the whole cast to give you a feel for the character. If you have some more time, it is also highly recommended to view and study the video below by QuanGOD that is an excellent primer for Anji's BnBs that also covers some more advanced concepts.  
Damage values are listed on Sol, unless otherwise specific -- mostly in cases where the combo in question does not work on him.


Once you wish to progress, it is worth noting that Anji has a lot of freedom with regards to his combo choice, with the more advanced combos requiring a knowledge of screen positioning, character specific hurtboxes, and weight classes. Anji is a very expressive character that provides many paths to victory, and no one combo is necessarily "optimal". Sometimes the same starting confirm can lead to three or more possible combos, each with their own benefit, whether it be higher damage, better corner carry, or better frame advantage and spacing for okizeme. You can read the Combo Theory section to understand how his combo routing works next, followed by a more exhaustive list of combos below that. Understanding the theory will be more beneficial in the long run than initially memorizing a large list of character specific combos.
Damage values listed for combos with interchangeable/optional combo parts assume the highest damage variation unless otherwise stated.


===Basic Meterless Routes===
===Beginner Combos===
These are basic meterless confirms into knockdown that work on the whole cast.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Basic Combos
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
|-
| {{clr|1|2P}} xN > {{clr|5|2D}} > ([{{clr|3|236S}} -> {{clr|2|K}}] or [{{clr|3|236S}} -> {{clr|3|S}}] in corner) || Any || 58 (SO) with {{clr|3|236S}} -> {{clr|3|S}} || 0 || All || {{clr|1|Very Easy}} || Basic knockdown off {{clr|1|2P}} mash. Midscreen you can stop at {{clr|5|2D}} and go into {{clr|1|Shitsu}} okizeme, or go into {{clr|3|S Fuujin}} into {{clr|2|K Hop}} midscreen for a bit of extra damage at the expense of {{clr|1|Shitsu}} okizeme. In the corner {{clr|3|S Fuujin}} into {{clr|3|Nagiha}} can be done for more damage. || -
|-
| {{clr|1|2P}} > {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}} > ([{{clr|3|236S}} -> {{clr|2|K}}] or [{{clr|3|236S}} -> {{clr|3|S}}] in corner) || Any || 71 (SO) with {{clr|3|236S}} -> {{clr|3|S}} || 0 || All || {{clr|1|Very Easy}} || A slightly higher damage gatling string into {{clr|5|2D}}. || -
|-
| {{clr|1|2P}} > {{clr|1|2P}} or {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > [{{clr|4|236H}} -> (delay) {{clr|4|H}}] or [{{clr|3|236S}} -> {{clr|3|S}}]|| Any || 95 (SO) with {{clr|4|236H}} -> {{clr|4|H}} || 0 || All || {{clr|1|Very Easy}} || The idea with this is to land {{clr|4|5H}} in order to allow comboing into {{clr|4|H Fuujin}}. The {{clr|4|H Rin}} is slightly unstable depending on character and positioning, so the {{clr|3|S Fuujin}} ender can be done in lieu of {{clr|4|H Fuujin}} for more stability at the cost of damage. || https://youtu.be/QRLNTZ2MLwg
|-
| Dash > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > [{{clr|4|236H}} -> (delay) {{clr|4|H}}] or [{{clr|3|236S}} -> {{clr|3|S}}] || Any || 166 (SO) with {{clr|4|236H}} -> {{clr|4|H}} || 0 || All || {{clr|1|Very Easy}} || High damage punish combo off a {{clr|3|5S}} used to punish attacks with high recovery such as whiffed DPs. The dash needs to be done to ensure the {{clr|4|5H}} does not whiff due to push back. Same as before, {{clr|4|H Fuujin}} ender can be unstable. || https://youtu.be/pmYzd0IwM0I
|-
| {{clr|4|2H}} > {{clr|4|5H}} > [{{clr|4|236H}} -> {{clr|4|H}}] or [{{clr|3|236S}} -> {{clr|3|S}}] || Any || 141 (SO) with {{clr|4|236H}} -> {{clr|4|H}} || 0 || All || {{clr|1|Very Easy}} || This is the basic confirm off of Anji's {{clr|4|2H}}. You most likely won't be hitting this often, but it has some utility as a low autoguard attack in some match-ups in neutral, as well as in frame traps. Same as before, {{clr|4|H Fuujin}} ender can be unstable. || https://youtu.be/pmYzd0IwM0I
|-
| {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} > ([{{clr|3|236S}} -> {{clr|2|K}}] or [{{clr|3|236S}} -> {{clr|3|S}}] in corner) || Any || 72 (SO) with {{clr|3|236S}} -> {{clr|3|S}} || 0 || All || {{clr|1|Very Easy}} || This is the basic confirm off of Anji's lows. || https://youtu.be/a6Z5fOf-swA
|-
| {{clr|1|5P}} > ({{clr|1|5P}}) > {{clr|5|2D}} > ([{{clr|3|236S}} -> {{clr|2|K}}] or [{{clr|3|236S}} -> {{clr|3|S}}] in corner) || Any || 82 (SO) with {{clr|3|236S}} -> {{clr|3|S}} and 2x{{clr|1|5P}} || 0 || All || {{clr|1|Very Easy}} || Standard knockdown off {{clr|1|5P}} on standing characters. You can link a second {{clr|1|5P}} for some extra damage.|| https://youtu.be/KiuM8DYS5ys
|-
| Anti-Air CH {{clr|1|5P}} > ({{clr|1|5P}}) > {{clr|4|5H}} || Any || 50 (SO) || 0 || All || {{clr|1|Very Easy}} || An easy anti air combo that works on the whole cast, though depending on if the opponent is too high, the {{clr|4|5H}} may not hit.|| https://youtu.be/SPup10ZUiLM
|-
| Anti-Air CH {{clr|1|5P}} > ([{{clr|1|5P}}] or [dash > {{clr|2|5K}} > {{clr|3|5S}}]) > {{clr|4|623H}} || Any || 101 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || 0 || All || {{clr|1|Very Easy}} || An easy anti air combo that works on the whole cast, though depending on how low or far the opponent is, the {{clr|4|623H}} may not hit.|| https://youtu.be/x6NEjh_alSk
|-
| Anti-Air {{clr|1|6P}} > {{clr|3|5S}} > {{clr|4|623H}} || Any || 106 (SO) || 0 || All || {{clr|1|Very Easy}} || An easy anti-air combo that works on the whole cast off of {{clr|1|6P}}, useful for punishing air dashes. || -
|-
| {{clr|1|214P}} > {{clr|3|5S}} > {{clr|4|5H}} || Any || 79 (SO) || 0 || All || {{clr|1|Very Easy}} || A basic confirm into knockdown off of {{clr|1|214P}}. || https://youtu.be/lIVNbswvWI4
|-
| {{clr|2|214K}} > {{clr|3|5S}} > {{clr|4|5H}} || Any || 106 (SO) || 0 || All || {{clr|1|Very Easy}} || A basic confirm into knockdown off of {{clr|2|214K}}. || https://youtu.be/wy_MGiRl_8g
|-
| {{clr|2|3K}} > {{clr|3|236S}} -> {{clr|3|S}} || Any || 79 (SO) || 0 || All || {{clr|1|Very Easy}} || A basic confirm off of non-CH {{clr|2|3K}}. || https://youtu.be/1Hjhp7lxhf4
|-
| CH {{clr|2|3K}} > dash > [{{clr|2|5K}} > {{clr|3|5S}}] or [{{clr|1|5P}}] > {{clr|4|623H}} || Any || 111 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}}|| 0 || All || {{clr|1|Very Easy}} || A basic confirm off of CH {{clr|2|3K}} using the wallbounce to get more damage and good okizeme. || https://youtu.be/GGzBaNe_oeQ
|-
| {{clr|5|5D}} > {{clr|4|623H}} || Any || 74 (SO) || 0 || All || {{clr|1|Very Easy}} || Easy confirm off of {{clr|5|5D}} anywhere on anyone. || https://youtu.be/kqsgrL7ml7I
|}


===Basic Metered Routes===
{{BeginnerComboDef}}
These are basic {{clr|5|FB Rin}} combos that work anywhere on the screen. These are good combos to fall back on in case you misjudge the positioning or are unsure of the stability of longer confirms.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Basic Combos
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
|-
| {{clr|1|2P}} > {{clr|1|2P}} or {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > dash > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 118 (SO) with {{clr|2|5K}} and {{clr|3|5S}} > {{clr|4|5H}} || 25 || All || {{clr|1|Very Easy}} || {{clr|4|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 {{clr|5|FB Rin}} will cause a side switch. || https://youtu.be/8_JfmvpsfNE
|-
| {{clr|1|2P}} > {{clr|1|2P}} or {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > dash > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Any || 126 (SO) with {{clr|2|5K}} and {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || 25 || All || {{clr|1|Very Easy}} || A slightly higher damage version of the above, but the {{clr|4|On}} will cause a side switch. In the corner, the {{clr|5|FB Rin}} will cause a side switch, but the {{clr|4|On}} should switch them back. || https://youtu.be/8VbrX1ej1hs
|-
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > dash > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 145 (SO) with {{clr|3|5S}} || 25 || All except AB, JO, OS, PO, RO || {{clr|1|Very Easy}} || Basic low confirm into {{clr|5|FB Rin}} that does not work on heavyweights. On BA, IN, JA, KL, the {{clr|5|FB Rin}} can whiff when confirming from a max range {{clr|5|2D}}. || https://youtu.be/Fd5qgO7rRL8
|-
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > dash > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Any || 163 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || 25 || All except AB, JO, OS, PO, RO || {{clr|1|Very Easy}} || A slightly higher damage version of the above confirm, but the {{clr|4|On}} will cause a side switch. || https://youtu.be/9GIuQG5_0Xo
|}


===Video featuring Anji's universal knockdown routes and BnBs ===
====Basic Meterless====
{{#ev:youtube|CYMDOYN2UJk|450}}
<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.


==Combo Theory==
{{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.
The following sections are ordered in terms of relative importance. The first few sections will cover basic BnB structure, and the rest will go over some more advanced techniques and character specific combo extensions that are not necessarily needed to get started with the character, but are nice for increased damage output. It is recommended to first familiarize yourself with Anji's [https://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Frame_Data#Gatling_Table gatling chart] beforehand. Of particular importance is knowing what gatlings into {{clr|5|2D}} and {{clr|4|5H}}, and to a lesser extend {{clr|1|6P}}, as these are going to be the primary normals you will be using to cancel into your Fuujin specials, your primary launchers for damage.
}}
 
===Basic Midscreen Meterless BnB Structure (i.e. Grounded Knockdowns)===
 
For meterless combos off grounded gatlings, outside of some more advanced combos that allow for meterless launches into juggles, which will be covered later, your primary goal is to get a knockdown and start your [[okizeme]] via one of the following ways:


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
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"
!  Knockdown !! Positioning !! Notes
|-
|-
| Gatlings > {{clr|5|2D}} || Any || Basic meterless knockdown that provides the best {{clr|1|Shitsu}} okizeme because it can be late cancelled into {{clr|1|Shitsu}} for a meaty {{clr|1|Butterfly}}. If you are unsure of what combo to confirm into, this is always a safe fallback.
! 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.
|-
|-
| Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|4|H}} || Any || Primarily confirmed off of {{clr|4|5H}} or {{clr|1|6P}}, as well as a situational counter hit confirm off a few other normals such as {{clr|5|2D}}. This provides high damage and corner carry, but connecting the {{clr|4|H Rin}} from the {{clr|4|H Fuujin}} be unstable on certain characters. Please see the "Stabilizing {{clr|5|FB}} and {{clr|4|H Rin}}" section below for more details on how to stabilize this combo. {{clr|1|Shitsu}} okizeme can be performed after this knockdown but will not be very meaty.
| {{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}}.
|-
|-
| Gatlings > {{clr|3|236S}} -> {{clr|3|S}} || Any || This knockdown does not provide ideal {{clr|1|Shitsu}} okizeme midscreen, but provides more damage than {{clr|5|2D}} knockdowns and is more stable than the {{clr|4|236H}} -> {{clr|4|H}} confirm. This can be used in lieu of {{clr|4|236H}} -> {{clr|4|H}} if not confident about stability. In the corner however this your go to meterless ender as the spacing it provides in the corner is much better for {{clr|1|Shitsu}} okizeme. It is particularly useful as a way to combo off a non counter hit {{clr|2|3K}}, your primary throw invincible normal which cannot gatling into anything. Another good use is to confirm into this off normals where the usual the {{clr|5|2D}} and {{clr|4|5H}} gatling will not reach, such as a max range counter hit {{clr|3|6S}}.
| {{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}}.
|-
|-
| Gatlings > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|K}} || Any || Of lesser importance than the previous confirms since there is not enough time to set-up safe {{clr|1|Shitsu}} okizeme. It provides some corner carry and leaves you close to the opponent after the hop, so it is still possible to go for okizeme that is not {{clr|1|Shitsu}} reliant. You probably won't be going for this confirm very often, as there is the choice to stop at the {{clr|5|2D}} and go for stronger {{clr|1|Shitsu}} okizeme, or combo into {{clr|5|FB Rin}} if you have meter on non-heavyweight characters.
| {{clr|3|2S}} > {{clr|5|2D}} || Everywhere || 53 || ~4 || Everyone || {{ComboDifficulty|Very Easy}} || Your standard low confirm.
|-
|-
| Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} -> delay {{clr|3|S}} || Corner (not too deep for lightweights) || Standard meterless knockdown off {{clr|4|5H}} in the corner. The {{clr|4|H Fuujin}} causes a wallbounce, so it is important to delay the {{clr|3|Nagiha}} as long as possible to hit the opponent as low as possible. If the opponent is too high after the {{clr|3|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 {{clr|3|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 {{clr|4|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.
| {{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.
|-
|-
|}
|}
|-|
Sweep into K Hop=
{{TheoryBox
| Title      = Sweep into K Hop
| Oneliner  = Corner carry at the cost of Shitsu okizeme.
| Difficulty = Very Easy
| Anchor    = BeginnerCombo2
| Youtube    =
| Size      = 256x192
| Recipe    = Starter > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|2|K}}
| content    =
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.
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.


===Juggle Combo Structure===
Against {{CLabel|GGACR|Ky}} and {{CLabel|GGACR|Robo-Ky}}, S Fuujin will whiff at max range.
For more damage, Anji needs to get the opponent in the air for a juggle. It might help to think of Anji's juggle combos as consisting of different parts with a distinct beginning, middle, and end:
}}
|-|
Anti-Air 5P into 5H=
{{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>


* Starters: Launchers (ground), or anti-airs (air) i.e. Attacks that will put the opponent in a juggle state
* (Optional) Extensions: Attacks that keep opponent in a juggle state, usually providing some form of corner carry, and increasing your damage output
* Enders: A choice between a knockdown, air combo for extra damage, or in some situations an air combo that also knocks down


Combos can essentially be formed by mixing and matching these parts, but the choice of extensions and enders that you can follow-up with from a starter are highly dependent on your screen positioning and the character's air hurtbox and weight. Some of these positioning and character specifics will be covered on this page, but overtime, your knowledge of these things is best learned through first hand experience, with the end goal being that you should be able to adlib these combos on the fly. Anji's primary launcher, {{clr|5|FB Rin}}, deserves a bit more coverage with its own section below this with the "Standard Metered BnB Structure", but this section will provide a brief overview of each part below.
====Basic FB Rin Confirms====


====Starters: Launchers and Anti-Airs====
<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>


A list of launchers that will put grounded opponents into a juggle state.
===Core Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
{{CoreComboDef}}
|-
!  These moves: !! Lead to: !! Positioning !! Notes
|-
| [Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}}] or [raw {{clr|4|236H}} -> {{clr|5|D}}] || Any extension or ender, depending on positioning || Any, but it can cause a side switch in the corner || The standard BnB starter. Please see the "Standard Metered BnB Structure" section for more details.
|-
| Gatlings > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}}  || Any extension or ender, depending on positioning || Any || Standard non-heavyweight BnB that does not work on heavyweights (AB, JO, OS, PO, RO). Please see the "Standard Metered BnB Structure" section for more details.
|-
| {{clr|5|5D}} > Impossible Dust || Any extension or ender || Any || There are several impossible dust inputs that Anji can use, with the untechable time allowing for Anji to follow-up with almost anything.
|-
| {{clr|1|214P}} || Any extension or ender except {{clr|4|236H}} and its follow-ups || Any || {{clr|1|P Kai}} launches the opponent and provides a hard knockdown, giving you enough time to pick up with a juggle, but not enough to land a {{clr|4|236H}}.
|-
| {{clr|2|214K}} || Any extension or ender except {{clr|4|236H}} and its follow-ups (can combo into {{clr|4|236H}} on air hit or counter hit) || Any || Similar to {{clr|1|P Kai}}. On counter hit and air hit however, {{clr|2|K Kai}} provides a much higher ground bounce, allowing you to link {{clr|4|236H}}.
|-
| {{clr|3|Nagiha}} FRC/RC || Any extension or ender off RC. FRC follow-ups usually only a {{clr|4|5H}} knockdown, air combo, or {{clr|3|236S}} extensions in the corner. || Any || An important RC/FRC point for keeping up pressure safely after Fuujin, that also launches the opponent on hit, allowing for any juggle after.
|-
| {{clr|5|FB Rin}} || Any extension or ender, depending on positioning || Any || Sometimes raw {{clr|5|FB Rin}} can be landed on an opponent either as an anti-air or as an overhead, allowing for a juggle.
|-
| TK {{clr|1|j.214P}} RC  || Midscreen, only {{clr|4|236H}} and its follow-ups, and any extension or ender in the corner || Any || An extremely fast overhead that launches the opponent far away midscreen, only allowing for a {{clr|4|H Fuujin}} to be linked afterwards. In the corner, you can follow-up with anything.
|-
| Gatlings (usually into {{clr|4|5H}}) > [{{clr|4|236H}} -> {{clr|2|K}}] or raw [{{clr|4|236H}} -> {{clr|2|K}}] || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions, though midscreen follow-ups are highly character specific || Any except deep in the corner || How to combo from {{clr|4|H Fuujin}} meterlessly #1: When close to the corner, the wallbounce off the corner can give you enough time to link a normal after doing the {{clr|2|K Hop}} follow-up. It helps if you hit with the tip of the {{clr|4|H Fuujin}} to get this link. When midscreen, it is also possible to link normals after a {{clr|2|K Hop}} off the invisble wall provided that you are also hitting with the tip of the {{clr|4|H Fuujin}}.
|-
| [Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} with no follow-up] or [raw {{clr|4|236H}} with no follow-up] || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions, though midscreen follow-ups are highly character specific || Near the corner (and in the corner for lightweights) || How to combo from {{clr|4|H Fuujin}} meterlessly #2: It is possible to link normals off an {{clr|4|H Fuujin}} without a follow-up. Usually this involves doing an {{clr|4|H Fuujin}} that starts just outside the view of the corner, and then when the {{clr|4|H Fuujin}} hits, the screen shifts to bring the corner into view and the opponent will bounce off the corner earlier than if they were to bounce off the invisible wall midscreen, giving you enough time to link a normal. For these combos it helps to have a bit of dash momentum during the combo, as it provides a bit of leniency for the subsequent linked normal, but it is not required. On some lightweight characters, there is a bit more leniency in that it is possible to link normals after a raw {{clr|4|H Fuujin}} deeper in the corner since they are juggled higher.
|-
| Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|5|S}} (optional FRC) || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}} into potentially into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or {{clr|3|236S}} extensions, but is highly character specific. With FRC, any extension or ender is possible. || Corner || How to combo from {{clr|4|H Fuujin}} meterlessly #3: When deep in the corner, it is possible to connect {{clr|3|Nagiha}} from the {{clr|4|H Fuujin}} wallbounce in a way where it connects during {{clr|3|Nagiha}}'s later active frames, allowing the linking of normals. This is the primary way to combo off {{clr|4|H Fuujin}} in the corner, as {{clr|5|FB Rin}} will usually knock the opponent out of the corner. Optionally, you can spend meter to FRC the {{clr|3|Nagiha}}, opening up more damaging juggles. {{clr|3|Nagiha}} FRC routes can do more damage than {{clr|5|FB Rin}} routes for the same amount of tension, but can be harder to confirm.
|-
| CH {{clr|4|236H}} with no follow-up || Any extension or ender, depending on positioning || Any || How to combo from {{clr|4|H Fuujin}} meterlessly #4: A counter hit {{clr|4|H Fuujin}} provides a wallbounce into a hard knockdown, so there is no need to input a follow-up to combo after the wallbounce.
|-
| CH {{clr|4|H Rin}} || Midscreen, only {{clr|4|236H}} and its follow-ups, and extension or ender in the corner || Any || On counter hit, the {{clr|4|H Rin}} provides a ground bounce that sends the opponent flying horizontally. Midscreen this means you can only follow-up with a dashing {{clr|4|H Fuujin}} via {{clr|4|2366H}}, but in the corner anything is possible.
|-
| CH TK {{clr|1|j.214P}} || A link to {{clr|1|5P}} midscreen, or {{clr|1|2P}}/{{clr|2|5K}}/{{clr|3|5S}} in the corner into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or {{clr|3|236S}} extensions || Any || On counter hit, TK {{clr|1|Orb}} launches the opponent extremely high, from which normals can be linked meterlessly.
|-
| CH {{clr|1|3P}}  || Any extension or ender when landed up close. At futher ranges midscreen, only {{clr|4|236H}} and {{clr|4|2366H}} can be linked || Any || On counter hit, {{clr|1|3P}} causes a ground bounce. This will usually occur off frame traps or a flashing guard gauge. You can combo into anything at close ranges, but usually will land this at further ranges from gatlings, at which point it is best to confirm into {{clr|4|236H}} or even {{clr|4|2366H}}.
|-
| CH {{clr|2|3K}}  || Any extension or ender, depending on positioning || Any || On counter hit, {{clr|2|3K}} causes a wallbounce with a lot of time to follow-up. Usually used to punish throw attempts.
|-
| CH {{clr|3|Nagiha}}  || A link to {{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or {{clr|3|236S}} extensions || Any || On counter hit, {{clr|3|Nagiha}} can be linked to normals without meter, but usually requires you to be pretty close to the opponent.
|-
| CH final hit of {{clr|2|Sou}}  || Wall Splat that can be followed with any extension or ender depending on positioning and height || Corner || You will probably never experience this much, but the final hit of {{clr|2|Sou}} can cause a wall splat on counter hit. Off a wall splat, the opponent must be hit before they fall to the floor. At further ranges this usually means continuing the combo with {{clr|4|2366H}}, or linking {{clr|6|S}} into an air combo.
|}


For anti-airs, technically any random air hit would be the start of a juggle point, but some anti-airs provide more untechable time and are easier to confirm into more damaging combos, most of which are listed below:
<span style="visibility:hidden;font-size:0">The BnB</span>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
{{TheoryBox
|-
| Title      = FB Rin > H Fuujin > On a.k.a. "The BnB"
!  These moves: !! Lead to: !! Positioning !! Notes
| Oneliner  = If you only had to learn one combo, learn this one.
|-
| Difficulty = Hard
| CH {{clr|1|5P}} || Any extension or ender, depending on positioning. Can even combo into {{clr|4|236H}} if cancelled directly from {{clr|1|5P}} || Any || Very rewarding anti-air for how fast it is. Untechable time on counter hit is long enough that you can dash and confirm with more normals.
| Anchor    = CoreBnB1
|-
| Video      =
| CH {{clr|1|6P}} || Any extension or ender, depending on positioning || Any || Slower anti-air that will usually be gatling'd into other normals, but on counter hit there is a lot of untechable time to confirm into another combo in case you have not buffered a gatling.
| 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}}
| CH {{clr|1|5S}} || Any extension or ender, depending on positioning || Any || Not really used as a traditional anti-air, but it has a lot of untechable time on counter hit in the air, and is good for some match-up specific punishes, such as against Order-Sol's Storm Viper.
| content    = Anji's most iconic combo. Works on all characters, but requires adjustments based on character weight and air hurtbox.
|-
| Air Throw || Any extension or ender except {{clr|4|236H}} and its follow-ups || Any || Anji's air throw launches the opponent in the air right beside Anji into a hard knockdown, giving plenty of time to follow-up with a combo.
|-
| {{clr|5|623D}} || A link to {{clr|1|5P}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions || Any || After connecting {{clr|5|FB On}}, it is possible to follow-up by air dashing after and landing and linking either {{clr|1|5P}} or {{clr|3|5S}}. It helps to whiff an air normal during the air dash so that you land faster.
|-
| CH {{clr|5|j.D}} || Wall Splat that can be followed with any ender or extension depending on positioning and height || Corner || An air-to-air normal with a disjointed hitbox that provides a wall splat on counter hit. Off a wall splat, the opponent must be hit before they fall to the floor. At further ranges this usually means continuing the combo with {{clr|4|2366H}}, or linking {{clr|3|6S}} into an air combo.
|-
| {{clr|1|Kou}} || A link to {{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or {{clr|3|236S}} extensions || Corner || Midscreen you cannot combo off this autoguard special, but in the corner it's possible to link normals.
|}


====Combo Extensions====
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:
Your primary combo extensions can be split into three categories: {{clr|4|H Fuujin}} and it's follow-ups, {{clr|3|S Fuujin}} and it's follow-ups, and the character specific early On extensions.  
* 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.


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
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
!  These moves: !! Lead to: !! Positioning !! Notes
* 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
| {{clr|4|236H}} -> {{clr|2|K}} || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions || Any except deep in the corner || This forms the core of Anji's standard BnB. Please see the "Standard Metered BnB Structure" section for more details.
* If unsure how to follow-up, fall back on the [[#Basic_FB_Rin_Confirms|beginner combos]] above
|-
}}
| {{clr|4|236H}} with no follow-up ||  A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions, though midscreen follow-ups are highly character specific || Corner || When doing {{clr|4|H Fuujin}} near the corner off an air hit, the corner wallbounce can bounce the opponent at a higher height, allowing the linking of normals after. When deep in the corner, this wallbounce will cause a side switch, which is actually ideal for landing an {{clr|4|On}} afterwards to knock the opponent back in the corner. This is a core extension for Anji's corner combos.
|-
| {{clr|4|236H}} -> {{clr|5|D}} || Any extension or ender, depending on positioning || Any, but it can cause a side switch in the corner || Can be looped as a way to dump meter and get further corner carry.
|-
| {{clr|1|5P}}/{{clr|3|5S}} or {{clr|1|6P}}/{{clr|4|2H}}/{{clr|4|6H}} in the corner > {{clr|3|236S}} (-> {{clr|2|K}}) || Any extension or ender, depending on positioning || Corner || {{clr|3|S Fuujin}} in the corner off a juggle causes a sliding state, and the {{clr|2|K Hop}} allows for Anji to pick up the opponent OTG from the sliding state. This is a core part of Anji's infamou{{clr|3|S Fuujin}} loop.
|-
| {{clr|1|5P}}/{{clr|3|5S}} or {{clr|1|6P}}/{{clr|4|2H}}/{{clr|4|6H}} in the corner > {{clr|3|236S}} -> {{clr|5|D}} || Any extension or ender, depending on positioning || Any || Can be looped in the corner as a way to meter dump and end the round.
|-
| {{clr|1|5P}}/{{clr|3|5S}} > {{clr|4|623H}} > early {{clr|4|On}} extension || Character specific follow-ups || Any || On most characters, it is possible to link normals or specials after {{clr|4|On}} to extend the combo, but the follow-ups required are highly specific. Usually it requires {{clr|4|On}} to be connected at around 5 hits or less on midweight and heavyweight characters, and on lightweights up to 8 hits. Please see the "Early {{clr|4|On}} Extensions" section under the "Combo List" section for a list of these extensions. These are an important source of damage on lightweights (ignoring JU), CH, and FA in particular.
|}


====Enders: Knockdowns or Air Combo====
To end your combo, you usually have a choice between an air combo and a knockdown. The air combo will be covered in more detail under the "Air Combo Structure" section.


Here are a list of your standard knockdowns off juggles.
{| 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: left"
|+ "The BnB" from different positions
|-
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
! Juggle Knockdown !! Positioning !! Notes
|-
|-
| {{clr|1|5P}} or {{clr|3|5S}} or {{clr|4|2H}} in the corner > {{clr|4|5H}} || Any || The easiest knockdown to land and also the least damaging. For shorter combos, {{clr|4|5H}} can late cancelled into {{clr|1|Shitsu}} for a meaty {{clr|1|Butterfly}}. The longer the combo however, the more pushback is given by the 5H, so you will have to cancel into {{clr|1|Shitsu}} earlier to get good {{clr|1|Shitsu}} okizeme after longer combos. Landing the {{clr|4|5H}} usually requires the opponent be at a lower height. The {{clr|3|5S}} does more damage than {{clr|1|5P}}, but the {{clr|1|5P}} is faster and easier to connect, and off some juggles in the corner with more untechable time, you can also land {{clr|4|2H}} before the {{clr|4|5H}} for more damage.
| (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
|-
|-
| {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} || Any || Provides a higher damage knockdown with perfect spacing for {{clr|1|Shitsu}} okizeme, but causes a side switch which can sometimes mean you will lose corner positioning. Landing the {{clr|4|On}} requires the opponent to be at a higher height than landing the {{clr|4|5H}} knockdown. On specifically AB, BA, DI, ED, KY, RO, and VE, there is slightly less leniency on the positioning required to land {{clr|4|On}}, with KY and RO being the most difficult. The {{clr|3|5S}} does more damage and is usually gatling'd from {{clr|2|5K}} to get the right height for the {{clr|4|On}} to hit, but the {{clr|1|5P}} is faster and can connect into {{clr|4|On}} at higher heights.
| (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
|-
|-
| {{clr|4|236H}} -> {{clr|4|H}} || Any || Usually used as a way to get corner carry and into a knockdown in the corner. Getting the {{clr|4|H Rin}} to work can be unstable on characters with smaller air hurtboxes when further from the corner. Please see the "Stabilizing {{clr|5|FB}} and {{clr|4|H Rin}}" section for more details on how to stabilize this ender.
| (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
|-
|-
| {{clr|3|236S}} -> {{clr|3|S}} || Corner || Primarily used in the corner as a high damage ender that provides good spacing for {{clr|1|Shitsu}} okizeme.
| (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
|-
| {{clr|4|236H}} -> delay {{clr|5|S}} || Corner || Primarily used as a way to get knockdown in case the corner wallbounce from the {{clr|4|H Fuujin}} is too low to link normals after.
|-
| Air Combo ending in low height {{clr|1|j.214P}} || Near corner || Some air combos in the corner can end with a low height {{clr|1|Orb}}, which provides enough untechable time to provide a knockdown. The height requirement is usually lower for lightweight characters as they tend to bounce higher after getting hit by the {{clr|1|Orb}}. For more details, please look at the "Air Combo Theory" section.
|-
| Air Combo ending in low height {{clr|4|j.H}} || Near corner || Some combos can be ended with a low to the ground {{clr|4|j.H}}, which provides a knockdown that is perfect for {{clr|1|Shitsu}} okizeme. This usually happens off some character specific super jump combos. For more details, please look at the "Air Combo Theory" section.
|-
| Air Combo ending in low height {{clr|4|j.D}} || Near corner || When {{clr|4|j.D}} is done low enough to the ground, there is enough untechable time to provide a knockdown. Commonly done by linking a falling {{clr|4|j.D}} after a meaty {{clr|1|Orb}}.
|}
|}


====Should I end with a Knockdown or Air Combo?====
<span style="visibility:hidden;font-size:0">H Fuujin Rin</span>
This question is assuming you are in a situation where you are unable to confirm into one of the air combos that happens to knockdown. Here are the situations where you should consider going for an air combo:
{{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.
}}


* In some situations the opponent will not be at the right height or distance to land both {{clr|4|5H}} or {{clr|4|On}}, so you are by default better off going for an air combo.
<span style="visibility:hidden;font-size:0">S Fuujin Nagiha</span>
* When the opponent's guard gauge is high it might be worth going for an air combo as knocking down the opponent early will mean you've lost potential damage.
{{TheoryBox
* When you need to close the round out you should go for an air combo.
| Title      = S Fuujin Nagiha
* When you simply want the extra damage and don't mind sacrificing your okizeme and returning to neutral.
| 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.


For the air combo that ends with a low height {{clr|1|Orb}} specifically, it may seem like a no brainer to always go for this combo since it provides both damage and a knockdown, but there is a trade off in that the {{clr|1|Orb}} knockdown can leave you very close to the opponent, and the subsequent {{clr|1|Shitsu}} may not be very reversal safe. In the end, you may want to go for a different combo if you wish for safer okizeme. This a choice and risk assessment that you have to make based on the opponent and character you're playing against.
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.


===Standard Metered BnB Structure===
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.
}}


The standard structure for Anji's standard BnB with 25% tension is:
<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.
}}


* Starter: Launcher into {{clr|5|FB Rin}}
===Kai/Launcher Combos===
* Extension: {{clr|4|H Fuujin}} extension into {{clr|2|K Hop}} midscreen, or no follow-up in the corner
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.
* Ender: Normals into {{clr|4|On}}


On average, this will do around 170-180 damage and provides good {{clr|1|Shitsu}} okizeme. {{clr|5|FB Rin}}'s ground bounce is an excellent stabilizer that makes it easy to confirm off random hits. This combo structure is stable enough that you will rarely need much else combo wise.  
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.


It's easiest to break down this combo and its variants by looking at three positions: Midscreen (Far from the Corner), Midscreen to Corner, and Corner.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
|+ Kai/Launcher Combos
====Midscreen (Far from the Corner)====
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
Midscreen, when far from the corner, the BnB looks like this:
* (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}}
 
This combo works on the whole cast, but requires adjustments based on the weight and air hurtbox of the character you're performing it on. The trickiest part of the combo is linking the {{clr|4|H Fuujin}} after {{clr|5|FB Rin}}. When landing the {{clr|4|H Fuujin}} point blank, such as off a reversal Fuujin or via a dashing confirm where the dash momentum reduces pushback, you should input the {{clr|5|FB Rin}} as soon as possible, with no delay. Outside of this point blank range, usually you will need to add a delay before the {{clr|5|FB Rin}} to allow the wallbounce to bounce the opponent closer before being hit by the {{clr|5|FB Rin}}. For a more in depth explanation, please refer to below to the "Stabilizing {{clr|5|FB}} and {{clr|4|H Rin}}" section. The ideal situation is to have the {{clr|5|FB Rin}} hit while the opponent close to you. When this happens the subsequent {{clr|4|H Fuujin}} is usually quite easy to link. However, if the {{clr|5|FB Rin}} connects when the opponent is at a further distance, you may have to input a dash before the subsequent {{clr|4|H Fuujin}} to allow it to link off the ground bounce.
 
This dash input is most commonly input as {{clr|4|2366H}} instead of 66 > {{clr|4|236H}}, because a buffered dash during the end of the {{clr|4|H Fuujin}} input will avoid a potential accidental {{clr|4|On}} input that the latter input can cause. Technically though, it is possible to input the dashing {{clr|4|H Fuujin}} by doing 66 > 5 > {{clr|4|236H}}. As long as you return to neutral, an accidental {{clr|4|On}} will not occur.
 
If the {{clr|5|FB Rin}} is not hit close enough, or if the {{clr|4|H Fuujin}} link after the {{clr|5|FB Rin}} hits the opponent at the incorrect height, it is possible to land the {{clr|4|H Fuujin}} after the {{clr|5|FB Rin}} in a way where the wallbounce does not allow you to perfectly link the {{clr|1|5P}} > {{clr|4|623H}} afterwards. At this point you will need to adjust the combo to use a different ender.
 
Some common adjustments are:
* If the opponent is too low after the {{clr|2|K Hop}}, you can adjust by comboing into {{clr|1|5P}} > {{clr|4|5H}}
* On some characters, if they are low after the {{clr|2|K Hop}}, you may be able to pick up with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} or {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} or {{clr|2|5K}} > {{clr|3|5S}} > Air Combo if the {{clr|4|623H}} will not connect after the {{clr|3|5S}}
* On lightweights, it is common to have the opponent be too high after the {{clr|2|K Hop}} to connect {{clr|4|623H}} after {{clr|1|5P}}, in which case you will need to go for an air combo after the {{clr|1|5P}}, or you can stabilize with {{clr|4|236(6)H}} -> {{clr|4|H}} instead of the {{clr|2|K Hop}} follow-up for a knockdown
* If the opponent is too far to link an {{clr|4|H Fuujin}}, you will need to stop the combo short and let the {{clr|5|FB Rin}} provide a hard knockdown for okizeme
* In some situations, adjusting by going into an air combo instead of {{clr|4|On}} can often be the optimal choice if it also happens to provide a knockdown
* If ultimately unsure of how to follow-up after the {{clr|5|FB Rin}}, you can forgo the {{clr|4|H Fuujin}} link and fall back on the combos in the "Basic Metered Route" section
 
Being able to make these adjustments on the fly is a core part of Anji's combo routing, and will come with experience.
 
====Midscreen 2D Variant====
 
A BnB variation using a gatling into {{clr|5|2D}} that does not work on heavyweights is:
* Gatlings > {{clr|4|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}}
 
This does less damage than the previous combo, but is an important variation for confirming off {{clr|1|5P}}, {{clr|2|2K}}, and {{clr|3|2S}}. When confirming into this combo at close range, usually no dash is needed before the {{clr|4|H Fuujin}} follow-up. However, if done at max range, it can be harder to follow-up and usually requires a dashing {{clr|4|H Fuujin}} input. On BA, IN, JA, and KL, the {{clr|5|FB Rin}} will actually whiff when confirming from a max distance {{clr|4|2D}}.
 
====Midscreen To Corner====
When near the corner, the same combos above apply, but the wallbounce from the {{clr|4|H Fuujin}} after the {{clr|5|FB Rin}} will usually occur earlier as it happens by bouncing off the corner instead of the invisible wall. If the wallbounce happens at the right height, it may still be possible to confirm into {{clr|2|K Hop}} > {{clr|1|5P}} > {{clr|4|623H}}, with the {{clr|2|K Hop}} causing a side switch after the wallbounce, and the subsequent On knocking down the opponent back in the corner. However, sometimes the opponent may not bounce at the right height to allow for this, in which case here are some common adjustments that can be made:
* If the opponent is low after a {{clr|2|K Hop}}, you can sometimes pick up with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} or {{clr|4|623H}}
* If the opponent is even lower after the {{clr|2|K Hop}}, you can sometimes pick up with {{clr|1|2P}}xN > {{clr|1|5P}} > {{clr|4|5H}} or {{clr|4|623H}}
* Sometimes there is no time to throw a {{clr|2|K Hop}} in, in which case you may be able to forgo the follow-up and try to link a {{clr|1|2P}}, {{clr|1|5P}}, {{clr|2|5K}} or even a {{clr|3|5S}} into an ender of choice after the {{clr|4|H Fuujin}} recovery. If you wish to keep the corner, usually this means going into an air combo or {{clr|4|5H}} as connecting a {{clr|4|623H}} knock them back midscreen.
* Sometimes the opponent is too low after the wallbounce to pick up with any normal, in which case you can salvage the combo by ending with a {{clr|3|Nagiha}} knockdown via {{clr|4|236(6)H}} -> delay {{clr|3|S}}.
* If unsure of how to pick-up after the {{clr|4|H Fuujin}} corner wallbounce, and if the wall bounce is high enough, a safe route to fall back on is ending with {{clr|4|236(6)H}} -> {{clr|4|H}}
 
====Corner====
It is recommended not to combo into {{clr|4|236H}} -> {{clr|5|D}} when deep in the corner, as the {{clr|5|FB Rin}} will cause a side switch that bounces the opponent far away from the corner. On heavyweights, you will be most likely be getting your corner damage from Fuujin loops or {{clr|3|Nagiha}} FRC combos. The exception to this rule is RO and PO, who do not get side switched by a deep corner {{clr|5|FB Rin}}.
 
For non-heavyweights, the standard corner BnB is:
* Gatlings > {{clr|4|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} > (wallbounce out of the corner) {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} (knocks down opponent back in the corner)
 
The more hits you add before the {{clr|4|2D}}, the more pushback you get later in the combo, so the final {{clr|4|623H}} can be hard to land if you do not do everything extremely fast. This is especially noticeable with BA and DI.
 
When comparing this combo with Fuujin loops, this standard BnB actually tends to do more damage than basic Fuujin loops on most of the cast. For the characters where the Fuujin loop does more damage, it usually involves {{clr|3|3S}} cancels or an {{clr|4|On}} that knocks the opponent out of the corner. It is important to understand that Fuujin loops are a routing choice for positioning, meter gain, and stability, rather than damage for most characters.
 
====You do not need {{clr|5|FB Rin}} near the Corner====
When near the corner, it is also possible to combo off the {{clr|4|H Fuujin}} corner wallbounce meterlessly without using {{clr|5|FB Rin}}. The combo structure looks like:
 
* (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|2|K}} > [{{clr|1|2P}} > ({{clr|1|2P}}) > {{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}}
* (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} (no follow-up) > ({{clr|2|5K}}) > {{clr|3|5S}} > ({{clr|3|6S}}) > Air Combo
 
The first combo works best when hitting with the tip of the {{clr|4|H Fuujin}} to link normals after the {{clr|2|K Hop}}. The second combo usually requires you to hit with the {{clr|4|H Fuujin}} slightly outside of view of the corner, at which point the screen camera will shift after the {{clr|4|H Fuujin}} to bring the corner into view and allow for the wallbounce, at which point you should be able to link a normal afterwards. The second combo is easier if there is some dash momentum from the initial confirm as it provides a bit of leniency for the subsequent linked normal, but it is not required.
 
Both of these meterless variants require a good understanding of positioning, and do not need to be implemented in your game early on. When in doubt, it is probably better to spend meter on the {{clr|5|FB Rin}}.
 
===Stabilizing {{clr|5|FB}} and {{clr|4|H Rin}}===
Landing the {{clr|5|FB Rin}} specials off the {{clr|4|H Fuujin}} requires an understanding of how the {{clr|4|H Fuujin}} wallbounce works, as usually a delayed input needs to be done to allow the {{clr|5|FB Rin}} specials to connect properly after the wallbounce.
 
{{clr|4|236H}} -> {{clr|4|H}} can feel unstable depending on the length of the combo and your positioning, as the combo absolutely needs {{clr|4|H Fuujin}}'s wallbounce to allow the {{clr|4|H Rin}} to connect properly. If the characters air hurtbox is small, it can be more difficult to land.
 
{{clr|4|236H}} -> {{clr|5|D}} is far easier to land due to {{clr|5|FB Rin}}'s faster start-up. However, how close the opponent is to you when you land the {{clr|5|FB Rin}} determines how easy it is to follow-up the ground bounce with another {{clr|4|H Fuujin}}. If the opponent bounces off the wall but is hit too early with the very edge of the {{clr|5|FB Rin}}, the opponent may be too far away to connect another {{clr|4|H Fuujin}}.
 
For both follow-ups, there are two variables to be cognizant of: {{clr|4|H Fuujin}} depth and screen positioning.
 
For screen positioning there are three to consider:
* Corner
* Midscreen
* Back to corner
For {{clr|4|H Fuujin}} depth there are also three to consider:
* "Deep" i.e. when {{clr|4|H Fuujin}} hits the opponent up close or point blank, such as off a reversal {{clr|4|H Fuujin}}, or a dashing confirm where the dash momentum prevents pushback
* "Tip" i.e. when {{clr|4|H Fuujin}} hits the opponent at the very tip of its hitbox
* "In-Between" i.e. the nebulous distance in-between a deep {{clr|4|H Fuujin}} and one that hits at its tip
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
|-
|-
!  Position !! {{clr|4|H Fuujin}} Depth !! {{clr|4|H Rin}} Stabilization !! {{clr|5|FB Rin}} > {{clr|4|H Fuujin}} Stabilization !! Notes
| {{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
|-
|-
| Corner || Any depth || No delay {{clr|4|H Rin}} || No delay {{clr|5|FB Rin}} || Landing both {{clr|4|H Rin}} and {{clr|5|FB Rin}} is usually trivial near the corner, as {{clr|4|H Fuujin}}'s wallbounce will occur off the corner rather quickly. No delays need to be added before the H or {{clr|5|FB Rin}} usually, and they tend to work regardless of the depth at which the opponent hit with by {{clr|4|H Fuujin}}. Only exception would be in the case of heavyweight characters who end up wallbouncing too low to the ground to be hit by both Rins.
| {{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. || -
|-
|-
| Midscreen || Deep || Impossible to land || No delay {{clr|5|FB Rin}}, and usually no dashing {{clr|4|H Fuujin}} needed || A "deep" depth will have the {{clr|4|H Rin}} whiff, as there's not enough time for the opponent to reach the invisible wall for the wallbounce. For {{clr|5|FB Rin}}, a "deep" {{clr|4|H Fuujin}} requires no delay, as the {{clr|5|FB Rin}} can come out fast enough to ground bounce the opponent before they even need to reach the invisible wall, and usually requires no dashing {{clr|4|H Fuujin}} input to connect the subsequent {{clr|4|H Fuujin}}.
| {{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
|-
|-
| Midscreen || Tip || Add delay {{clr|4|H Rin}}, most stable || Delay {{clr|5|FB Rin}}, and usually dashing {{clr|4|H Fuujin}} needed || The {{clr|4|H Rin}} should be delayed enough to give the opponent enough time to bounce off the wall, but not too late so that the opponent will tech before being hit by the {{clr|4|H Rin}}. The "tip" of {{clr|4|H Fuujin}} will have the opponent reach the wall faster, allowing you to connect the {{clr|4|H Rin}} easily. For {{clr|5|FB Rin}}, a delay should be added so that the opponent wallbounces closer to you, allowing the connection of a follow-up easily.
| {{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
|-
|-
| Midscreen || In-Between || Add delay {{clr|4|H Rin}}, most stable || No delay {{clr|5|FB Rin}} is possible with some characters, but delay is a safe bet, with dashing {{clr|4|H Fuujin}} after || The trickiest to time the {{clr|4|H Rin}} delay, as they will take longer to reach the invisible wall for the wallbounce, but you want to aim for the {{clr|4|H Rin}} to hit the opponent immediately after the wallbounce before they are able to tech. For {{clr|5|FB Rin}}, it is probably safer to still go for a delay.
| {{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
|-
|-
| Back to corner || Deep || Impossible to land || No delay {{clr|5|FB Rin}}, and usually no dashing {{clr|4|H Fuujin}} needed || For {{clr|5|FB Rin}}, same as before, a "deep" {{clr|4|H Fuujin}} is not reliant on a wallbounce, and requires no delay on the {{clr|5|FB Rin}} to connect another {{clr|4|H Fuujin}}. {{clr|4|H Rin}} needs the wallbounce and will not connect as a result of the far invisible wall.
| {{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
|-
|-
| Back to corner || Tip || Add delay {{clr|4|H Rin}}, but extremely unstable on some characters || Delay {{clr|5|FB Rin}}, and usually dashing {{clr|4|H Fuujin}} needed || The invisible wall is much further away with your back to the corner, thus it is most stable to hit with the tip of the {{clr|4|H Fuujin}} from this position. On some characters with smaller air hurtboxes, it is really hard to land the {{clr|4|H Rin}} regardless of what depth you hit the {{clr|4|H Fuujin}} with, such as SO. For {{clr|5|FB Rin}}, you will need to probably add a slightly longer delay to allow the wallbounce to occur.
| {{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
|-
|-
| Back to corner || In-Between || Add delay {{clr|4|H Rin}}, but extremely unstable on some characters || No delay or add delay depending on character, with dashing {{clr|4|H Fuujin}} after || The most unstable position for both follow-ups. You will need to try and judge on the fly what is possible.
| {{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. || -
|}
 
====How do I always hit with the {{clr|4|H Fuujin}} tip?====
Given that landing both {{clr|4|H Rin}} and {{clr|5|FB Rin}} is more stable when hitting with the tip of {{clr|4|H Fuujin}}, it is possible to stabilize off a grounded confirm by achieving as much pushback as possible prior to the {{clr|4|H Fuujin}}. This can be achieved in the following ways:
* Adding more gatlings before the {{clr|4|H Fuujin}}
* Adding delays between the gatlings with late cancels
* Late canceling from {{clr|4|5H}} into {{clr|4|H Fuujin}}
* Adding {{clr|3|3S}} cancels, either via [{{clr|4|5H}} > {{clr|3|3Sc}} > {{clr|3|5S}}] or [{{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}}]
 
===Air Combo Structure===
 
Anji's air combos take advantage of Anji's unique super jump arc for damage. Normal jump combos are generally reserved for air-to-air confirms, so the majority of this section will primarily cover super jump combos. Super jump combos can be split into Jump Install combos and combos without Jump Install. Midscreen, you generally want to go for Jump Install combos when you can for damage. Near the corner, you have many more options.
 
====Jump Install Combo Structure====
Anji's super jump combos often utilize a [https://www.dustloop.com/wiki/index.php/GGXRD/Movement#Jump_Install jump install] to get a double jump for more damage.
 
First, let's look at the three primary ways to start a Jump Install combo:
* {{clr|3|5S}} > [7/8/9] > {{clr|3|6S}} > SJC9
* {{clr|2|5K}} > [7/8/9] > {{clr|3|5S}} > SJC9
* {{clr|1|5P}} > [7/8/9] > SJC9
 
The last 5P jump install is an advanced technique that is not necessary to master early on, but allows for slightly higher damage output off random 5P anti-airs or links. The input must be done really fast, with the initial jump install input done during the initial hitstop of the 5P before it is technically jump cancellable. Effectively the input works out to be something like 5P > 819. Technically the same input can be applied to Anji's other jump cancellable normals, but it's mostly used with 5P due to the fact that it cannot gatling into anything else before an air combo.
 
Next, the basic jump install combo structure is:
 
* Jump Install Starter > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > Ending sequence that changes depending on screen position
 
The initial {{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 they're too high or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} on midweights and heavyweights if they're too low.
 
Ending sequences will be elaborated on below.
 
====Midscreen Jump Install Combo====
 
Midscreen, your combo routing choice is generally limited to these two ending sequences:
* Jump Install Starter > 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}} which is universal and stable
* Jump Install Starter > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|j.H}} > {{clr|5|j.D}} which does more damage but does not work on AB, KL, JO, or MA.
 
====(Near) Corner and Momentum Preservation====
When near the corner, off a jump install you either want to try to combo into {{clr|1|Orb}}, or you can go for a character specific falling {{clr|4|j.H}} combo. Both of these combos require you to utilize "Momentum Preservation" during your double jump, as without them, the final {{clr|1|Orb}} and final {{clr|4|j.H}} would whiff due to pushback.
 
Momentum preservation requires inputting the double jump WITH a {{clr|1|j.P}} together during the hitstop of the last jS. Doing this will have the double jump continue in the super jump trajectory, whereas, without use of the momentum preservation, Anji would jump up forward as if it were a normal double jump and would be affected more by pushback from air gatlings. The input for a momentum preservation double jump will be denoted below as: DJC9+{{clr|1|j.P}}
 
====Jump Install {{clr|1|Orb}} Combo====
 
The basic jump install {{clr|1|Orb}} combo near the corner (and midscreen on JO):
* Jump Install Starter > 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}} > {{clr|1|j.214P}} > (Optional linking of {{clr|3|j.K}} or {{clr|3|j.S}} after the {{clr|1|Orb}} for more damage)
 
There are some more ways to to add more gatlings in the combo depending on the character (see the "Kai/Launcher Combos" section under the "Combo List" section below). It helps to delay the {{clr|1|Orb}} input if you are not yet in the corner, as the delay will allow Anji to be closer to the wall from the momentum of the super jump, otherwise the {{clr|1|Orb}} might whiff. You can also spend 50 Tension to RC the final {{clr|1|Orb}} and connect a {{clr|4|On}} after the {{clr|1|Orb}} ground bounce to get a knockdown from the combo.
 
Jump install {{clr|1|Orb}} combos will usually do the most damage out of all your air combo routes, especially if you decide to link normals after the {{clr|1|Orb}}.
 
====Jump Install falling {{clr|4|j.H}} Combo====
On BR, FA, SL, ZA, and JU it is possible to do the following combo near the corner:
* Jump Install Starter > 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}} > (delay) {{clr|5|j.D}} , (delay) falling {{clr|4|j.H}} (BR requires {{clr|2|j.K}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}})
 
The {{clr|4|j.H}} linked at the end after the {{clr|5|j.D}} will knockdown the opponent and push Anji back far enough to set-up perfect spacing for {{clr|1|Shitsu}} okizeme. It does less damage than the {{clr|1|Orb}} route above, but the okizeme spacing is so much better that this is usually the preferred routing choice for the characters it works on. At higher combo counts, hitstun deterioration may cause the opponent to tech, so this combo works best at lower combo counts with the delays incorporated to get the {{clr|4|j.H}} low enough to provide a knockdown.
 
====Non-Jump Install {{clr|1|Orb}} Combo====
 
The standard non-jump install super jump combo is usually done near the corner as:
 
* Starter > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}}
 
This works on every character except JO. On MA, it requires you start the combo slightly outside the corner, as the combo is quite difficult and unstable on MA directly in the corner.
 
This is a high damage combo that requires a good judgement of spacing and knowledge of character hurtboxes. Even seasoned Anji players are known to drop this combo. The delay after {{clr|2|j.K}} is usually required in order to get the opponent at the right height to connect the remaining gatlings. On most characters the timing is lenient, but on CH, ED, KY, RO, and TE, this combo is somewhat unstable due to how strict the delay and height requirements are. On KY, ED, and TE in particular, it is possible to replace the combo with the more stable {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} for slightly less damage. On CH, the combo should probably be avoided as it requires very strict frame perfect delays.
 
'''Why should you go for this combo over the jump install combos?''' The primary reason is it can provide a knockdown. When done low enough to the ground, the {{clr|1|Orb}} provides enough untechable time to achieve a knockdown. This knockdown is unstable on lightweight characters, as they tend to bounce higher from the {{clr|1|Orb}}, and a delay usually needs to be added in between the {{clr|4|j.H}} and {{clr|5|j.D}} to achieve a lower height. Even if the knockdown is unstable though, the damage is high enough that it may be worth going for the combo regardless, as the damage is usually less than 10 points off of corresponding jump install combos. They will also tech at a lower height than if they were to tech from a jump install combo, which makes it harder for the opponent to escape the corner, and can lead to tech traps at the right height.
 
'''There is a trade off when using the {{clr|1|Orb}} for knockdown.''' The {{clr|1|Orb}} knockdown can leave you very close to the opponent, and the subsequent {{clr|1|Shitsu}} okizeme may not be very reversal safe. It helps to try to hit with the {{clr|1|Orb}}'s upper hitbox during it's later active frames, i.e. hitting with a "meaty" {{clr|1|Orb}}, allowing you to recover faster after the knockdown and giving you a bit more frame advantage. If you score a knockdown with a meaty {{clr|1|Orb}}, it is actually possible to forgo the {{clr|1|Shitsu}} okizeme and go for a safe jump instead on some characters, such as SO, by simply holding up forward and doing a low height air normal.
 
If you want a better knockdown, it is possible to RC the {{clr|1|Orb}}, and extend the combo with a delayed {{clr|4|236H}} (wall bounce occurs) > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}}. The {{clr|4|On}} will knock the opponent back in the corner with better {{clr|1|Shitsu}} okizeme spacing.
 
====Non-Jump Install falling {{clr|4|j.H}} Combo====
Similar to the previous jump install combos, on a few characters it is possible to replace the {{clr|1|Orb}} of the above combo with a linked falling {{clr|4|j.H}} after the {{clr|5|j.D}} in this combo:
* Starter > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , falling {{clr|4|j.H}}
 
This provides perfect spacing for {{clr|1|Shitsu}} okizeme and is the preferred combo routing choice for those characters. The combo is most practical on BR, FA, SL, ZA, and JU. It also works on AX, BA, KY, and RO, but the combo is slightly more unstable on these characters. On JO, the combo is stable and possible with the {{clr|4|j.H}} is removed. On MA the combo is also stable and possible when both {{clr|2|j.K}} and {{clr|4|j.H}} are removed.
 
'''Why should you go for this combo over the corresponding jump install combo?''' This combo tends to be more stable at higher combo counts and is generally easier to land. When in doubt about stability of the Jump Install combo, it is never a bad idea to default to this combo instead.
 
====Midscreen Non-Jump Install Combos====
In some situations midscreen, you may not have access to a jump install available before going into an air combo. This is common off {{clr|1|5P}} as the jump install input is fairly difficult. These are also common as a combo that is performed after an {{clr|4|On}} as a way to finish a round. After an {{clr|4|On}}, it is possible to immediately super jump and perform an air combo afterwards, but no jump install will be available since you are going immediately into the air combo without jump cancelling from a ground normal.
 
The standard combo structures midscreen with no jump installs are:
* Starter > SJC9 > ({{clr|2|j.K}}  or {{clr|3|j.S}}) > ({{clr|1|j.P}}) > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} (RC > airdash > Gatlings > {{clr|5|j.D}} > {{clr|1|j.214P}} near corner)
* Starter > SJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}}  (RC > {{clr|3|j.S}} ▷ {{clr|1|5P}} > {{clr|4|623H}})
* Starter > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} (RC > airdash > Gatlings > {{clr|5|j.D}} > {{clr|1|j.214P}} near corner)
 
The first combo is relatively universal, and it's possible to RC the {{clr|5|j.D}} and airdash afterwards to continue the combo and land another {{clr|5|j.D}} into {{clr|1|Orb}} if you reach the corner.
 
The second combo doesn't knock down after the {{clr|4|j.H}}, but can lead to a tech trap. It is possible to spend meter for a knockdown by RCing the {{clr|4|j.H}} into a falling {{clr|3|j.S}} which can link to an {{clr|4|On}}, but it is quite difficult.
 
The third combo is the standard delayed gatling string used in the corner {{clr|1|Orb}} combo that doesn't work on JO. It can be RC'd as well into an airdash extension, but on some characters the {{clr|5|j.D}} is likely to hit the opponent with the back of its hitbox and causes a side switch knocking the opponent the opposite direction.
 
==Combo List==
 
===Far From Corner Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Far From Corner Combos
! 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 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 25 || All || {{clr|3|Medium}} || Anji's standard BnB. Works on the entire cast, but is most unstable on AB. When doing {{clr|4|H Fuujin}} point blank, the {{clr|5|FB Rin}} should be performed immediately. If the {{clr|4|H Fuujin}} is not point blank, a delayed {{clr|5|FB Rin}} is usually needed followed by a dashing {{clr|4|H Fuujin}} on most characters. Lightweights are sometimes bounced too high for the {{clr|4|On}} to connect, so delays need to be made in a way where they are not too high after the second wall bounce. || -
| {{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. || -
|-
|-
| (Gatlings > {{clr|5|2D}}) > {{clr|3|23SH}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 173 (SO) with {{clr|3|2S}} > {{clr|4|5H}} || 25 || All except AB, JO, OS, PO, RO || {{clr|3|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}}. Usually requires no dashing {{clr|4|H Fuujin}} up close, but requires one at max range. On BA, IN, JA, and KL, the {{clr|5|FB Rin}} will whiff at max range. || -
| {{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. || -
|-
|-
| TK {{clr|1|j.214P}} RC > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} > (Optional early {{clr|4|On}} extensions) || Far from Corner || 153 (SO) || 50 || All || {{clr|2|Easy}} || Standard midscreen combo off TK {{clr|1|Orb}} overhead. || https://youtu.be/rDKLLOPpH4s
| {{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. || -
|-
|-
| CH {{clr|1|3P}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} > (Optional early {{clr|4|On}} extensions) || Far from Corner || 136 (SO) || 0 || All || {{clr|2|Easy}} || Standard midscreen combo off a spaced counter hit {{clr|1|3P}}. Useful in frame traps or off a flashing guard bar. Dashing input may be needed at max range. || -
| {{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
|}
|}


===Midscreen to Corner Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Midscreen to Corner Combos
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
|-
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|2|5S}} > ({{clr|2|6S}})] > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Midscreen to Corner || 194 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|1|5P}} after {{clr|2|K Hop}} || 25 || All except JO || {{clr|3|Hard}} || Corner carry into standard {{clr|1|Orb}} super jump combo. Can be difficult to get a knockdown if height is too high. || -
|-
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|2|5S}} > ({{clr|2|6S}})] > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Midscreen to Corner || 195 (FA) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|1|5K}} > {{clr|2|5S}} after {{clr|2|K Hop}} || 25 || FA, JU, SL, ZA || {{clr|3|Hard}} || Corner carry into a falling {{clr|4|j.H}} that provides perfect spacing for {{clr|1|Shitsu}} okizeme in the corner. Very practical for the characters it works on. || -
|}


===Corner Combos===
===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"
|+ Corner Combos
|+ Air Throw combos
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} || Corner || 169 (SO)  with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}}  || 25 || All except AB, JO, OS, PO, RO  || {{clr|2|Easy}} || Standard corner BnB that provides good corner {{clr|1|Shitsu}} okizeme. || -
| 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
|-
|-
| (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} ▷ {{clr|3|236S}} -> {{clr|3|S}} || Corner || 178 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}} || 25 || AX, ED, FA, KY, SL, SO, TE, VE, ZA || {{clr|2|Easy}} || On some midweights characters it is possible to add a {{clr|3|S Fuujin}} into {{clr|3|Nagiha}} at the end of the combo and still get a knockdown. Just make sure that the combo count is not at 11 when landing the {{clr|3|Nagiha}}, as they will tech. At 10 hits or lower, there is enough untechable time to cause a knockdown from the {{clr|3|Nagiha}}. At 12 hits and higher, the higher gravity compensates for hitstun deterioration and causes a knockdown. || -
| 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
|-
|-
| Gatlings > {{clr|4|5H}} > {{clr|4|236H}} -> (delay) {{clr|3|S}} > {{clr|1|5P}} > {{clr|4|5H}} || Corner || 145 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 0 || All || {{clr|3|Medium}} || Standard knockdown off a delayed {{clr|3|Nagiha}} link in the corner. Universal, but on AB, AN, DI, JA, JO, MI, and VE, the link requires Anji to be deep in the corner. On lightweights, the {{clr|3|Nagiha}} can be done as soon as possible, but on midweights and heavyweights, a delay is needed.|| -
| 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. || -
|-
|-
| Gatlings > {{clr|4|5H}} > {{clr|4|236H}} -> (delay) {{clr|3|S}} FRC > (dash) > {{clr|2|5S}} > {{clr|2|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Corner || 204 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 25 || All except JO, MA || {{clr|3|Hard}} || Can be difficult to get a knockdown if height is too high. || -
| 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
|}
|}


===Kai/Launcher Combos===
This is a list of combos off Kai, ignoring Fuujin loops and {{clr|4|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 {{clr|5|FB Rin}}, CH {{clr|4|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.


==={{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"
|+ Kai/Launcher Combos
|+ {{clr|5|5D}} combos
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{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 (SO) with {{clr|1|214P}} || 0 || All || {{clr|2|Easy}} || Universal jump install combo off Kai midscreen when you are not near the corner.  || https://youtu.be/A3nw4OAWFvk
| {{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|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 (SO) with {{clr|1|214P}} || 0 || All except AB, JO, KL, MA || {{clr|2|Easy}} - {{clr|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. || -
|-
| {{clr|1|214P}} or another launcher > dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} > (Optional early {{clr|4|On}} extensions) || Any || 112 (SO) with {{clr|1|214P}} || 0 || All, but not practical with {{clr|1|214P}}/{{clr|2|214K}} on some characters, see notes || {{clr|2|Easy}} - {{clr|5|Very Hard}} || Off {{clr|1|214P}}, comboing into the {{clr|4|On}} is not very practical on AB, JO, KY, RO, and requires the {{clr|1|P Kai}} to hit as close as possible on BA and DI. 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 {{clr|4|On}}, and for more details please see the "Early {{clr|4|On}} Extensions" list below. || -
|-
|-
| {{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 (SO) 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}} || {{clr|3|Medium}} - {{clr|5|Very Hard}} || The standard super jump combo when near the corner that can provide a knockdown if the {{clr|1|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 {{clr|1|Orb}} hits meaty on some characters, such as SO. Simply hold up forward after the {{clr|1|Orb}} and do a low to the ground air normal. || -
| {{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|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 (SO) 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}} || {{clr|3|Medium}} - {{clr|5|Very Hard}} || RC extension of the above combo to get a better knockdown in the corner with {{clr|4|On}}. || -
| {{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|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, KY, JU, FA, RO (requires a {{clr|2|5K}} before {{clr|3|5S}}), SL, ZA  || {{clr|3|Medium}} - {{clr|5|Very Hard}} || Very practical on JU, FA, SL, and ZA. The falling {{clr|4|j.H}} link provides ideal corner {{clr|1|Shitsu}} okizeme. || -
| {{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|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, KY, JO, JU, FA, RO, SL, ZA || {{clr|3|Medium}} || Easier combo than the above combo, but most practical on JO as the above combo does not work on JO. || -
| {{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. || -
|-
| {{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 || BR, JU, FA, MA, SL, ZA || {{clr|3|Medium}} || A version of the falling {{clr|4|j.H}} combo that also works on MA. || -
|-
| {{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 (SO) with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 159 (SO) ending with {{clr|3|j.S}}, 169 (SO) ending with {{clr|4|623H}} || 0 || All || {{clr|3|Medium}} || Standard jump install {{clr|1|Orb}} combo that works only near the corner, except with JO where it can work midscreen. There is enough untechable time from {{clr|1|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 (SO) with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 170 (SO) ending with {{clr|4|623H}} || 0 || AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA || {{clr|3|Medium}} || No meaty {{clr|1|Orb}} can be achieved with this combo, so technically the standard {{clr|1|Orb}} combo above does more damage if linking a normal after the {{clr|1|Orb}}. However, if you choose to RC the {{clr|1|Orb}} for a knockdown into {{clr|4|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}} || {{clr|4|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 (SO) with {{clr|1|214P}} || 0 || AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA || {{clr|4|Hard}} - {{clr|5|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
|}
|}


===Early {{clr|4|On}} Extensions===
===Specialized Routes===
Examples of character specific extensions after an early {{clr|4|On}}. On midweights, you should attempt this when the combo count is around 5 hits after landing the {{clr|4|On}}. On lightweights, the combo count can go up to 8 hits. This will not cover {{clr|4|On}} loops as these will be covered in another section.
{{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"
|+ Early {{clr|4|On}} Extensions
|+ On loops
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! 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 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except AB, AN, CH, KY, JO, JU, RO, VE || {{clr|4|Hard}} || A simple extension that adds a bit of extra damage after an early {{clr|4|On}} into meaty {{clr|1|Shitsu}} okizeme. Easiest on AX, BR, DI, FA, KL, OS, SL, and SO. || -
| [{{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
|-
|-
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|3|5S}} > {{clr|4|5H}} || Any || 141 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AX, BA, BR, DI, ED, FA, IN, KL, OS, SL, SO  || {{clr|4|Hard}} || Higher damage variation of the above combo, but the {{clr|3|5S}} link can be tight. Easiest on BR, DI, KL, FA, Os, and SO. || -
| [{{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
|-
|-
| (Starter) > {{clr|4|623H}} {{clr|4|236H}} -> delay {{clr|5|D}} > {{clr|4|2366H}} -> delay {{clr|4|H}} || Any || 177 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || All except AB, ED, JO, JU, OS, PO, VE, RO || {{clr|2|Easy}} - {{clr|5|Very Hard}} || It is possible to link an {{clr|4|H Fuujin}} after an early {{clr|4|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 {{clr|4|H Rin}} ender allows for full corner carry in case you landed the {{clr|4|On}} in the corner. || -
| [{{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
|-
|-
| (Starter) > {{clr|4|623H}} {{clr|4|236H}} -> {{clr|5|D}} > dash > ({{clr|4|2H}} in corner) > {{clr|4|5H}} || Any || 165 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start and no {{clr|4|2H}} || 25 || All except AB, ED, JO, JU, OS, PO, VE, RO || {{clr|2|Easy}} - {{clr|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 {{clr|1|Shitsu}} okizeme. || -
| [{{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
|-
|-
| (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 || {{clr|4|Hard}} || On AN, AX, and TE, it is possible to link a {{clr|1|5P}} after a {{clr|4|H Fuujin}} link after an early {{clr|4|On}}. This combo technically does more damage than the On loop, but at the cost of no knockdown. || https://youtu.be/pple6DcbUvQ
| [{{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
|-
|-
| (Starter) > {{clr|4|623H}} dash > {{clr|1|5P}} > {{clr|4|6K}} FRC > {{clr|4|623H}} || Any || 156 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || OS, SL, SO, ZA || {{clr|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 {{clr|4|On}} loop does not work on them. It is good for gaining the corner again in case you land an {{clr|4|On}} in the corner. In other positions, it may be better to spend the meter on {{clr|4|H Fuujin}} > {{clr|5|FB Rin}} instead. || -
| [{{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
|-
|-
| (Starter) > {{clr|4|623H}} dash > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 149 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except AB, AX, BA, DI, FA, JO, MI || {{clr|3|Medium}} || In the corner, it is possible to link an additional {{clr|5|2D}} before the {{clr|3|S Fuujin}} into {{clr|3|Nagiha}} knockdown from an {{clr|4|On}}. || -
| [{{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
|}
 
==={{clr|5|5D}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|5|5D}} combos
! 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 (SO) || 0 || All || {{clr|2|Easy}} || Simple midscreen dust combo. || https://youtu.be/tlStvR7994o
| [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
|-
|-
| {{clr|5|5D}} > JC > FD > {{clr|4|j.H}} ▷ {{clr|4|623H}} > (Optional early {{clr|4|On}} extensions) || Any || 90 (SO) || 0 || All || {{clr|1|Very Easy}} || Easy Impossible Dust combo utilizing an FD flicker. || -
| [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
|-
|-
| {{clr|5|5D}} > JC > DJC9 > {{clr|4|j.H}} {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early {{clr|4|On}} extensions)|| Any || 102 (SO) with {{clr|2|5S}} || 0 || All || {{clr|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
| 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|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 {{clr|4|On}} extensions) || Corner || 112 (SO) with {{clr|2|5S}} || 0 || All || {{clr|4|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|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
|-
| {{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 (SO) || 0 || All || {{clr|4|Hard}} || Impossible Dust combo that links a {{clr|4|H Fuujin}} for corner carry. || -
|}
|}


===Air Throw Combos===
===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"
|+ Air Throw combos
|+ Early On Extensions
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! 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 (SO) with {{clr|3|5S}} || 0 || All || {{clr|2|Easy}} || Easy knockdown off an air throw.|| -
| (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
|-
| Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} > (Optional early {{clr|4|On}} extensions) || Any || 92 (SO) with {{clr|1|5P}} || 0 || All || {{clr|2|Easy}} || The {{clr|1|5P}} is usually more stable to link after the Air Throw. || -
|-
| Air Throw ▷ {{clr|4|623H}} > (Optional early {{clr|4|On}} extensions) || Any || 92 (SO) || 0 || All || {{clr|2|Easy}} || It is possible to go directly into {{clr|4|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}} || Any || 122 (FA) with {{clr|3|6S}} || 0 || JU, FA, SL, ZA  || {{clr|3|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. || -
|}
 
===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.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Fuujin Loops
! 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 || {{clr|3|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. || -
|-
| {{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, VE || {{clr|3|Medium}} || Similar to the above, but slightly more damage with the {{clr|4|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. || -
|-
| {{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 || KY, RO, TE || {{clr|4|Hard}} || Higher damage ender utilizing the 3S cancels. The {{clr|2|K Hop}} can be omitted to provide a more spaced {{clr|1|Shitsu}} okizeme afterwards. || -
|-
| {{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 || {{clr|4|Hard}} - {{clr|5|Very Hard}} || Semi-universal ender that provides good spacing for {{clr|1|Shitsu}} okizeme afterwards. || -
|-
|-
| {{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 || SL || {{clr|4|Hard}} || Slayer specific combo that provides good okizeme, and is probably optimal in terms of damage off a {{clr|3|2S}} into {{clr|5|FB Rin}} confirm. || https://youtu.be/xAxjdYXqzjY
| (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. || -
|-
|-
| {{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 || {{clr|4|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
| (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. || -
|-
|-
| {{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}}]x2 > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 206 (TE) || 25 || PO, TE || {{clr|4|Hard}} || 3S cancel Fuujin loop off standard gatlings midscreen. For PO, this can be started in the corner. Optimal in terms of damage. || -
| (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. || -
|-
|-
| {{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 || {{clr|2|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
| (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
|-
|-
| {{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 || {{clr|4|Hard}} || 3S cancel Fuujin loop off Kai. Optimal in terms of both damage and meter gain. || -
| (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. || -
|-
|-
| {{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 || {{clr|4|Hard}} - {{clr|5|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
| (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. || -
|}
|}


==={{clr|4|On}} Loop===
===Fuujin Loop===
Amongst Anji's hardest combos, these are usually the highest damage meterless confirms off an early {{clr|4|On}}. Most of these combos are pretty unstable with highly specific delays and 1 frame links. Most are probably not practical except if you really need the damage to finish a round and you have no meter, or if you just want to style. Stability is also heavily affected by combo length, so it is best to assume that you cannot exceed the combo count defined 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 shown below for reference.
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"
|+ {{clr|4|On}} loops
|+ Fuujin Loops
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! 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, MI, SL, TE, ZA || {{clr|5|Very Hard}} || Primary {{clr|4|On}} loop for most lightweights, but can be used as an easier version of the IAD > {{clr|1|j.K}} {{clr|4|On}} loop for some midweights. Initial IAD link is somewhat lenient for this combo. Final {{clr|2|5K}} > {{clr|3|5S}} tends to be unstable without exact delays. || See Vid Below
| {{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|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 || {{clr|5|Very Hard}} || The main {{clr|4|On}} loop combo for midweights. Very lenient timing on Faust who is perhaps the most practical to perform this combo on. On the remaining characters, the IAD link is very tight, some of which seem to require frame perfect timing. {{clr|2|j.K}} can be replaced with {{clr|1|j.P}} for slightly more leniency usually. || See Vid Below
| {{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|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 || {{clr|5|Very Hard}} || Initial IAD link is somewhat lenient. Off {{clr|1|214P}}, the {{clr|1|214P}} needs to be point blank to land the initial {{clr|4|623H}} on BA. Final {{clr|4|623H}} tends to be very unstable without exact delays. || See Vid Below
| {{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|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 || {{clr|5|Very Hard}} || Off {{clr|1|214P}}, the {{clr|1|214P}} needs to be point blank to land the initial {{clr|4|623H}}. Initial IAD link is somewhat lenient. Final {{clr|4|623H}} tends to be very unstable without exact delays. || See Vid Below
| {{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|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 || {{clr|5|Very Hard}} || Timing is slightly more lenient than the standard combo on PO. || See Vid Below
| {{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|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 || {{clr|5|Very Hard}} || IAD link is a 2 frame window. Delay before {{clr|3|j.S}} is slightly longer than the delay {{clr|4|j.H}} to get the opponent at the right heigt to connect the final {{clr|4|On}}. The {{clr|1|5P}} link must be done on the first frame after landing, otherwise the {{clr|4|On}} will whiff. || See Vid Below
| {{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|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 || {{clr|5|Very Hard}} || IAD link is very tight. || See Vid Below
| {{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. || -
|-
|-
| [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 || {{clr|5|Very Hard}} || Very difficult to land this off of {{clr|1|P Kai}} on AB. || See Vid Below
| {{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
|-
|-
| [Anti-air {{clr|2|5K}} > {{clr|3|5S}}] or [Any 2 or less hit confirm] > {{clr|4|623H}} ▷ SJ9 > {{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 || {{clr|5|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact delays. || See Vid Below
| {{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. || -
|-
|-
| Anti-air {{clr|1|5P}} > {{clr|4|623H}} ▷ SJ9 > {{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 || {{clr|5|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact delays. || See Vid Below
| {{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
|-
| [{{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 || {{clr|5|Very Hard}} || The dash link is tight but may be slightly easier than the IAD combo. || See Vid Below
|}
|}
===Video featuring {{clr|4|On}} loops for most the cast===
{{#ev:youtube|ozj004_lhL0|450}}


==Character Specifics Chart==
==Character Specifics Chart==
Line 626: Line 462:
{| 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"
|-
|-
!  Character !! Weight Class !! {{clr|5|2D}} > {{clr|3|236S}} !! {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} Juggle !! Early {{clr|4|On}} > dash {{clr|1|5P}} !! Early {{clr|4|On}} > dash {{clr|1|5S}} !! Early {{clr|4|On}} > {{clr|4|H Fuujin}} !! Falling {{clr|4|j.H}} Combo !! j.KSHD > Orb !! Rejump Combo !! {{clr|4|On}} Loop !! {{clr|2|5K}} > {{clr|1|5S}} Fuujin Loop !! Sliding {{clr|2|5K}} > {{clr|1|5S}} > {{clr|4|On}} !! Comment
!  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-->
<!--Weight || 2D S Fuujin || 5H 2D || On 5P || On 5S || On Fuujin || falling j.H || Orb || Rejump || On loop || Fuujin loop || On pickup || Comment-->
<!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are-->
<!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are-->
|-
|-
! {{Character Label|GGACR|A.B.A|24px}}
! {{Character Label|GGACR|A.B.A}}
| Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || -
| 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|24px}}
! {{Character Label|GGACR|Anji Mito}}
| Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{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}} || -
| 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|24px}}
! {{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}} || {{clr|4|No}} || {{clr|3|Yes}} || -
| 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|24px}}
! {{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|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || -
| 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|24px}}
! {{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|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || -
| 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|24px}}
! {{Character Label|GGACR|Chipp Zanuff}}
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{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}} || -
| 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|24px}}
! {{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|3|Yes}} *microdash || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|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|4|No}} || -
|-
|-
! {{Character Label|GGACR|Eddie|24px}}
! {{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|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -
| 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|24px}}
! {{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}} || -
| 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|24px}}
! {{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|3|Yes}} *microdash || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|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|24px}}
! {{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}} || -
| 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|24px}}
! {{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}} || -
| 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|24px}}
! {{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|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || -
| 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|24px}}
! {{Character Label|GGACR|Kliff Undersn}}
| Light || {{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|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -
| 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|24px}}
! {{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|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || -
| 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|24px}}
! {{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|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -
| 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|24px}}
! {{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|4|No}} || -
| 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|24px}}  
! {{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}} || -
| 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|24px}}
! {{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}} || -
| 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|24px}}
! {{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|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || -
| 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}} || -
|-
|-
! {{Character Label|GGACR|Slayer|24px}}
! {{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}} || {{clr|4|No}} || {{clr|3|Yes}} || -
| 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|Sol Badguy|24px}}
! {{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}} || -
| 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}} || -
|-
|-
! {{Character Label|GGACR|Testament|24px}}
! {{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|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || -
| 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}} || -
|-
|-
! {{Character Label|GGACR|Venom|24px}}
! {{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|3|Yes}} *microdash || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -
| 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}} || -
|-
|-
! {{Character Label|GGACR|Zappa|24px}}
! {{Character Label|GGACR|Zappa}}
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{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|4|No}} || -
| 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|| -
|}
|}


:'''*delay''': You must delay On after {{clr|1|5S}}
:'''*1f''': Contains a 1 frame link
:'''*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.
:'''*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.
:'''*outside corner''': {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} doesn't work directly in the corner on MA, and must be started outside of the corner
:'''*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
:'''*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
:'''*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
:'''*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
==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}}


==Navigation==
==Navigation==
{{#lst:GGACR/Anji Mito/Data|Links}}
<center>{{Character Label|GGACR|Anji Mito|size=42px}}</center>
{{Navbar-GGACR}}
{{GGACR/CharacterLinks}}
{{#lst:GGACR/Navigation}}

Latest revision as of 18:39, 21 January 2024

 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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