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|214P > 5S > 5H || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214P || - | |214P > 5S > 5H || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214P || - | ||
|- | |- | ||
| | |214P > (5K) > 5S > 5H || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214P add the 5K if you hit it in the corner|| - | ||
|- | |- | ||
|3K > 236S -> S || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm off of non CH 3K || - | |3K > 236S -> S || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm off of non CH 3K || - | ||
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===Mid screen/Anywhwere combos=== | ===Mid screen/Anywhwere combos=== |
Revision as of 16:53, 17 January 2021
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List (IN PROGRESS)
Basic Routes
These are basic meterless confirms anji can do to score knockdown on the whole cast. Some of these are going to be replaced once you learn more about the game especially with the anti air combos as once you learn character specific combos you can make you anti airs much more deadly.
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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2P > 5K > 5S > 5H > (6P) > (5H) > [236H -> H] or [236S -> S] | Any | - | 0 | All | Very Easy | The idea with this is to get into 5H to allow comboing into H fuujin. You can start anywhere in it and still combo, but depending on how many hits you got and if you were running the the 6P and 5H at the end may whiff. The H fuujin ender is slightly less consistent but deals more damage. | - |
2H > 5H > (6P) > (5H) > [236H -> H] or [236S -> S] | Any | - | 0 | All | Very Easy | This is the basic confirm off of Anji's 2H. You most likely won't be hitting this often do to 2H being a slow mid, but when it does your opponent will be sorry. Same as before H fuujin ender is slightly less consistent. | - |
2K > 2S > 2D > 236S > K/S | Any | - | 0 | All | Very Easy | This is the basic confirm off of Anji's lows. You can either go into the K followup to get closser to the opponent for oki or use the S followup to keep the opponent closer | - |
Far 2K > 6S | Any | - | 0 | All | Very Easy | The best you can get if you hit a max ranged 2K | - |
5P > (5P) > 2D > 236S > K/S | Any | - | 0 | All | Very Easy | Like the last combo just off of 5P. You can link a second 5P for some extra damage | - |
Anti Air 5P > ([5P] or [66 > 5K > 5S]) > 623H | Any | - | 0 | All | Very Easy | An easy anti air combo that works on the whole cast, though depending on situation the 623H may not hit. | - |
Anti Air 5P > (5P) > 5H | Any | - | 0 | All | Very Easy | An easy anti air combo that works on the whole cast, though depending on situation the 5H may not hit. | - |
Anti Air 6P > 66 > [5K > 5S] or [5P] > 623H | Any | - | 0 | All | Very Easy | An easy anti air combo that works on the whole cast off of 6P | - |
214P > 5S > 5H | Any | - | 0 | All | Very Easy | A basic confirm into knockdown off of 214P | - |
214P > (5K) > 5S > 5H | Any | - | 0 | All | Very Easy | A basic confirm into knockdown off of 214P add the 5K if you hit it in the corner | - |
3K > 236S -> S | Any | - | 0 | All | Very Easy | A basic confirm off of non CH 3K | - |
CH 3K > 66 > [5K > 5S] or [5P] > 623 | Any | - | 0 | All | Very Easy | A basic confirm off of CH 3K using the wallbounce to get more damage and good oki | - |
CH 3P > 2366H -> [H] or [K > 5P > 623H] | Any | - | 0 | All | Very Easy | Confirm off of CH 3P normal hit 3P cant be combo'ed off without rc. do the second option when near a corner or invisible wall, the first one works anywhere | - |
5D > 623H | Any | - | 0 | All | Very Easy | Easy confirm off of 5D anywhere on anyone | - |
Mid screen/Anywhwere combos
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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214P, 5S > 6S > sj.s > j.P > j.S > dj.S > j.P > j.S > j.D | Any | - | 0 | Tested on Anji | Medium | Requires you to jump install the 6S. Doesn't knock down, but does respectable damage. | - |
TK j.214P RC, 236H -> K, 5P > 623H | Midscreen | - | 50 | Tested on Anji | Medium | - | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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TK j.214P RC, 236H, 5K > 5S > 623H | Corner | - | 50 | Tested on Anji | Medium | Puts the opponent back in the corner, which you may not want depending on what butterfly setup you want to do afterward. | - |
214P, 5P > 236S -> K, 2P > 5P > 236S -> K, 5K > 5S > 623H | Corner | - | 0 | Tested on Anji | Medium | - | - |
5D combos
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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5D > j.D > dj.D > dj.S > j.P > j.S > j.P > j.S > j. P > j.S > j.D | Any | - | 0 | Tested on Anji | Easy | Simple midscreen dust combo. | - |
5D > j.D > dj.D > dj.D, j.S > j.214P, j.S > j.D | Corner | - | 0 | Tested on Anji | Medium | Corner dust combo using the bounce from 214P. | - |
5D > dj.H, 5P > 623H | Any | - | 0 | Tested on Anji | Easy | Dust combo into On knockdown and setplay. | - |
5D > dj.H, 5P > 236S -> K, 5K > 5S > 623H | Corner | - | 0 | Tested on Anji | Hard | Corner-specific variation of the above netting a very small amount of extra damage. The 5P needs to be timed very specifically; too high and 236S won't combo, too low and the 5K won't pick up. | - |
5D > dj.H, 236S -> D, 236S -> K, 5K > 5S > 623H | Midscreen into corner | - | 25 | Tested on Anji | Medium | If you're close enough to the corner, but not close enough to do the above combo, you can spend 25 meter to do a similar combo with a little more damage. | - |
Fuujin Loops
Character specific and not practical for some characters
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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On loops
Characters specific and high damage combos off of Stomp
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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Combo Theory
Midscreen Route Theory
Video featuring anjis basic routes and bnbs
Video featuring On loops for most the cast
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