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| 5 || FC 5(AA)A > j.236C, 5B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B || Anywhere || 4518 || 50 || All || Very Hard || Fatal counter 5AAA combo. Requires multiple small delays to work properly. Must delay air Zio until just before Narukami touches the ground. | | 5 || FC 5(AA)A > j.236C, 5B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B || Anywhere || 4518 || 50 || All || Very Hard || Fatal counter 5AAA combo. Requires multiple small delays to work properly. Must delay air Zio until just before Narukami touches the ground. | ||
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|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Shadow 5AAA starter | |||
|- | |||
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| 1 || 5(AA)A > 236A > 214C || Anywhere || 1389 || 26 || All || Beginner || Shadow 5AAA combo. | |||
|- | |||
| 2 || CH 5(AA)A > dc, 2B > 5B > 5C > 236A > 214C || Anywhere || 2109 || 36 || All || Easy || Counter hit Shadow 5AAA combo. | |||
|- | |- | ||
|} | |} |
Revision as of 10:57, 23 April 2021
Combo Notation Guide | |||||||||
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Midscreen
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5AAA > jc > j.C > j.214A | Anywhere | 1509 | 24 | All | Beginner | Auto combo extension. Grants safe-jump oki even at mid-screen. |
2 | 5A > 2A > 5AAA > djc > j.A > j.BB > j.B+D | Anywhere | 1545 | 26 | All | Easy | Persona broken 5A combo. Gives no oki so only use if it will K.O. the opponent. |
3 | 5AA > 5C > 5B > 2A+B > 214C+D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Mid-screen | 4038 | -62 | All | Hard | Awakening state 5A combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. Remove 5C for less range dependency. |
4 | 5A > 5C > 236A > 236C > 214214A+B | Anywhere | 5524 | -150 | All | Intermediate | Awakening state close range 5A combo ended with Thunder God Dance. |
5 | AA 5A > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 1827 | 16 | All | Easy | Anti-air 5A combo. Delay the jump cancel if 5A hit at its max vertical height. |
6 | FC 5AAA, 5AAAA | Anywhere | 1712 | 27 | All | Beginner | Persona broken fatal counter 5A combo. Gives safe-jump oki. |
7 | FC 5A > 5A+B~C > jc > j.B > j.C > j.214B | Anywhere | 2513 | 30 | All | Easy | Fatal counter 5A combo extended with an All-Out-Attack. |
8 | FC 5AAA > delay j.236C, 5B > delay 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 2956 | 44 | All | Hard | Fatal counter 5A combo. Must delay air Zio until just before Narukami touches the ground. |
9 | FC 5A > 5C > 236A > 214A+B, 2B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 3769 | -14 | All | Hard | Fatal counter 5A combo extended with EX Raging Lion. Remove the initial 5C for less range dependency. |
10 | FC 5AAA > delay j.236C, dash 5B > delay 5C > delay 214D(1) > 214214C, 2B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Mid-screen | 4183 | -21 | All | Hard | Awakening state fatal counter 5A combo extended with a cross-up Cross Slash. Must delay air Zio until just before Narukami touches the ground. |
11 | FC 5AAA > delay j.236C, 5B > delay 5C > jc > IAD j.BB, 5C > 236A > B+D(1) > 214214A+B | Anywhere | 6204 | -150 | All | Hard | Awakening state fatal counter 5A combo ended with Thunder God Dance. Must delay air Zio until just before Narukami touches the ground. B+D should hit just before the opponent touches the ground, then super cancel it after the first hit connects. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | CH 5(AA)A, 5AAA(delay)A | Anywhere | 2277 | 35 | All | Beginner | Persona broken counter hit 5AAA combo. Provides safe-jump oki. |
2 | CH 5(AA)A, 5A > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2881 | 32 | All | Easy | Counter hit 5AAA combo. |
3 | CH 5(AA)A, B+D(1) > 214214C, 2B > 5B > 5C > delay jc > j.BB > djc > j.BB > j.B+D | Anywhere | 5018 | -30 | All | Intermediate | Awakening state counter hit 5AAA combo extended with cross-up Cross Slash. |
4 | CH 5(AA)A, 5A > 5B > 5C > 236A > delay B+D > 214214A+B | Anywhere | 6333 | -150 | All | Hard | Awakening state counter hit 5AAA combo ended with Thunder God Dance. B+D should hit just before the opponent touches the ground, then super cancel it after the first hit connects. |
5 | FC 5(AA)A > j.236C, 5B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 4518 | 50 | All | Very Hard | Fatal counter 5AAA combo. Requires multiple small delays to work properly. Must delay air Zio until just before Narukami touches the ground. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5(AA)A > 236A > 214C | Anywhere | 1389 | 26 | All | Beginner | Shadow 5AAA combo. |
2 | CH 5(AA)A > dc, 2B > 5B > 5C > 236A > 214C | Anywhere | 2109 | 36 | All | Easy | Counter hit Shadow 5AAA combo. |
- All 5B starter combos can also start with j.B > 5B, j.2B > 5B, j.BB > 5B, or 5AA > 5B for more damage and meter gain.
- All CH 5B starter combos can start with CH j.B, CH j.2B, or CH 5AA instead.
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5B > 5C > 214C | Anywhere | 1337 | 10 | All | Beginner | Max range 5B combo. Gives safe-jump oki. |
2 | 5B > 2B > 5C > 236A > 214C | Anywhere | 1861 | 14 | All | Beginner | Point-blank range 5B combo. Also gives safe-jump oki. |
3 | 5B > 2B > 2A+B > B+D | Anywhere | 1540 | 12 | All | Beginner | Persona broken 5B combo. Gives no oki so only use if it will K.O. the opponent. |
4 | 5B > 2B > 5C > 236A > 214D > OMC, dash 214B, 2B > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D | Anywhere | 3977 | -32 | All | Intermediate | 5B combo extended with a Once More Cancel. 214B must result in a cross-up or else the combo will drop. The delay before the jump cancel can be removed if j.2B is used instead of j.B. Gives no oki so only use if it will K.O. the opponent. |
5 | 5B > 5C > 2B > 2A+B > 214C+D > 214214C, 2B > 5B > 5C > delay jc > j.BB > djc > j.BB > j.B+D | Mid-screen | 4349 | -62 | All | Hard | Awakening state 5B combo extended with a cross-up Cross Slash. Remove 5C > 2B for less range dependency. The delay before the jump cancel can be removed if j.2B is used instead of j.B. |
6 | 5B > 5C > 236A > 236C > 214214A+B | Anywhere | 5824 | -150 | All | Intermediate | Awakening state close range 5B combo ended with Thunder God Dance. |
7 | 5B > 2B > 5C > 236A > 214D > OMB, dash 5D, dash 2B > 5B, (D) dash 2B > 5B > 5C > jc > j.2B > djc > j.B > j.C > j.B+D | Anywhere | 4288 | 19 | All | Hard | 5B combo extended with a Once More Burst. Replace j.C with j.BB for consistency. |
8 | AA 5B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2091 | 17 | All | Easy | Anti-air 5B combo. The delay before the jump cancel can be removed if j.2B is used instead of j.B. |
9 | CH 5B > 5A+B~C > jc > j.B > j.C > j.214B | Anywhere | 2823 | 31 | All | Easy | Counter hit 5B combo extended with an All-Out-Attack. |
10 | CH 5B > 5A+B~C > jc > j.BB > djc > j.A > j.BB > j.B+D | Anywhere | 2876 | 33 | All | Easy | Persona broken counter hit 5B combo. Gives no oki so only use if it will K.O. the opponent. |
11 | CH AA 5B > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2426 | 21 | All | Intermediate | Counter hit anti-air 5B combo. j.2B should hit the opponent just before they touch the ground. |
12 | FC 5B > 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 4117 | -13 | All | Very Hard | Fatal counter 5B combo extended with EX Raging Lion. Remove the initial 5C for less range dependency. |
13 | FC AA 5B > jc > IAD j.2B, 5C > jc > delay j.2B, 5B > delay 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 3301 | 33 | All | Hard | Fatal counter anti-air 5B combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5C > 214C | Anywhere | 1360 | 8 | All | Beginner | Max range 5C combo. Gives safe-jump oki. |
2 | 5C > 2B > 5B > 5C > 214C | Anywhere | 2312 | 15 | All | Beginner | Point-blank range 5C combo. Gives safe-jump oki. |
3 | 5C > 2B > 5B > 5C > 214D > OMC, dash 214B, 2B > 5C > 236A > 214[B] | Anywhere | 4064 | -32 | All | Intermediate | 5C combo extended with a Once More Cancel. Replace 2B > 5B > 5C with 236A for less range dependency. 214B must result in a cross-up or else the combo will drop. Gives safe-jump oki. |
4 | 5C > 2B > 5B > 2A+B > 214C+D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Mid-screen | 5183 | -62 | All | Hard | Awakening state 5C combo extended with a cross-up Cross Slash. Remove 2B for less range dependency. |
5 | 5C > 2B > 5B > 5C > 214D > OMB, dash 5D, dash 2B > 5B, (D) dash 2B > 5B > 5C > jc > j.2B > djc > j.B > j.C > j.B+D | Anywhere | 5028 | 19 | All | Hard | 5B combo extended with a Once More Burst. Replace 2B > 5B > 5C with 236A for less range dependency. Check OMB section for more details. |
6 | AA 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2330 | 15 | All | Easy | Anti-air 5C combo. Delay the jump cancel if 5C hit at its max vertical height. |
7 | CH 5C > dc, 2B > 5B > 5C > 236A > 214C | Anywhere | 2735 | 17 | All | Easy | Counter hit 5C combo. Gives safe-jump oki. |
8 | CH 5C > 5A+B~C > jc > j.B > j.C > j.214B | Anywhere | 3437 | 32 | All | Easy | Counter hit 5C combo extended with an All-Out-Attack. |
9 | CH 5C > dc, 2B > 5C > 236A > 236C > 214214A+B | Anywhere | 6767 | -150 | All | Intermediate | Awakening state counter hit 5C combo ended with Thunder God Dance. |
10 | CH c. 5C > dc, B+D(1) > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 5549 | -41 | All | Intermediate | Awakening state counter hit 5C combo extended with a cross-up Cross Slash. Opponent must be crouching or else B+D will not combo. |
11 | CH AA 5C > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 3191 | 22 | All | Intermediate | Counter hit anti-air 5C combo. Can dash cancel instead of using IAD j.2B for easier execution. j.2B should hit the opponent just before they touch the ground. |
12 | FC 5C > dc, 5AAA > delay j.236C, 5B > delay 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 4075 | 47 | All | Hard | Fatal counter max range 5C combo. Must delay air Zio until just before Narukami touches the ground. |
13 | FC 5C > 214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.B, 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 4850 | 42 | All | Very Hard | Fatal counter close range 5C combo. Works best if 5C is done with dashing momentum and the opponent is standing. High execution combo that requires multiple small and precise delays. |
14 | FC 5C > dc, B+D(1) > 214214C, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 6629 | -39 | All | Very Hard | Awakening state fatal counter uncharged 236D combo extended with a cross-up Cross Slash. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2C > 236C | Anywhere | 1610 | 9 | All | Beginner | Basic 2C combo. |
2 | 2C > 214C+D~B+D | Anywhere | 2011 | -18 | All | Beginner | 2C combo focused on corner carry. Provides safe-jump oki. |
3 | 2C > delay 214C+D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Mid-screen | 4346 | -67 | All | Hard | Awakening state 2C combo extended with a cross-up Cross Slash. 214C+D must be delayed so that Narukami can slide underneath the opponent, then Cross Slash must be inputted just before Narukami switches sides. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | j.C > j.236C | Anywhere | 1312 | 7 | All | Beginner | Basic j.C combo. |
2 | j.C > j.236D, dash 2B > 5B > 5C > 236A > 214C | Anywhere | 2168 | 17 | All | Intermediate | j.C combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. Remove 236A for less range dependency. |
3 | j.C > j.236C+D, dash 2B > 5B > 5C > 214C | Anywhere | 2394 | -20 | All | Easy | j.C combo extended by using air EX Zio. |
4 | CH j.C > j.236D, dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2426 | 20 | All | Intermediate | Counter hit j.C combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
5 | CH j.C > j.236D, dash 5B > 5C > 236A > B+D(1) > 214214A+B | Anywhere | 5973 | -150 | All | Hard | Awakening state counter hit j.C combo ended with Thunder God Dance. Must hit with j.C just before touching the ground so that j.236D doesn't come out. B+D should hit just before the opponent touches the ground, then super cancel it after the first hit connects. |
6 | FC j.C > j.236D, dash 5B > delay 5C > jc > IAD j.B, 5C > jc > IAD j.BB, 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 3244 | 30 | All | Hard | Fatal counter j.C combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
7 | FC j.C > j.236D, dash 5B > 5C > delay 214D > 214214C, 2B > delay 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Mid-screen | 4626 | -38 | All | Intermediate | Awakening state fatal counter j.C combo extended with a cross-up Cross Slash. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5D, dash 2B > 5B > (D) jc > IAD j.BB, dash 2B > 5B > 5C > 236A > 214C | Anywhere | 3171 | 27 | All | Intermediate | Far range 5D combo. Works as long as both hits of 5D connect. Gives safe-jump oki. |
2 | 5D, 214A, (D) dash 2B > 5B > 5C > 236A > 214C | Anywhere | 3147 | 23 | All | Intermediate | Mid range 5D combo. Leads into better damage than the last route when reaching the corner, using meter, or using a OMB. Gives safe-jump oki. |
3 | 5D, 214A, (D) dash 5A+B~C > jc > j.BB > djc > j.B > j.C > j.B+D | Anywhere | 3768 | 40 | All | Intermediate | 5D combo extended with an All-Out-Attack. |
4 | 5D, 214A, (D) dash 2B > 5C > 5B > 2A+B > 214C+D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Mid-screen | 5388 | -54 | All | Hard | Awakening state 5D combo extended with a cross-up Cross Slash. Remove 2B > 5C for less range dependency. |
5 | 5D, 214A, (D) dash 5B > 5C > 2B > 236A > 214214A+B | Anywhere | 6756 | -150 | All | Hard | Awakening state 5D combo ended with Thunder God Dance. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2D, dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2586 | 21 | All | Easy | Basic 2D combo. |
2 | 2D, dash 5B > 214214C, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.214A | Mid-screen | 4534 | -42 | All | Hard | Awakening state 2D combo extended with a cross-up Cross Slash. |
3 | 2D, dash 5B > 5C > 236A > delay B+D(1) > 214214A+B | Anywhere | 6103 | -150 | All | Hard | Awakening state 5D combo ended with Thunder God Dance. B+D should hit just before the opponent touches the ground, then super cancel it after the first hit connects. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5A+B~C > jc > j.BB > djc > j.A > j.B > j.C > j.214B | Anywhere | 2933 | 32 | All | Easy | Basic All-Out-Attack combo. |
2 | 5A+B~C > jc > j.BB > djc > j.A > j.BB > j.B+D | Anywhere | 2823 | 31 | All | Easy | Max damage persona broken combo off an All-Out-Attack. Gives no oki so only use if it will K.O. the opponent. |
3 | 5A+B~D, 214C+D > 214214C, 2B > 5B > 5C > delay jc > j.BB > djc > j.BB > j.B+D | Anywhere | 4195 | -55 | All | Hard | Awakening state All-Out-Attack combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2A+B > 214C | Anywhere | 2933 | 32 | All | Easy | Basic Sweep combo. |
2 | 2A+B > 214C+D > 214214C, 2B > 5B > 5C > delay jc > j.BB > djc > j.BB > j.B+D | Mid-screen | 4434 | -69 | All | Hard | Awakening state Sweep combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | CH C+D, dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Anywhere | 2364 | 18 | All | Easy | Counter hit throw combo. Can remove 5C for consistency or if persona broken. |
2 | CH C+D, dash 2A+B > 214C+D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Mid-screen | 3896 | -67 | All | Hard | Awakening state counter hit throw combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. |
3 | CH C+D, dash 5B > 5C > 236A > B+D(1) > 214214A+B | Anywhere | 5803 | -150 | All | Intermediate | Awakening state throw combo ended with Thunder God Dance. B+D should hit just before the opponent touches the ground, then super cancel it after the first hit connects. |
4 | FC C+D, dash 5B > jc > j.BB > j.214A | Anywhere | 2040 | 12 | All | Intermediate | Persona broken fatal counter throw combo. |
5 | FC C+D, dash 5B > delay 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2986 | 26 | All | Intermediate | Fatal counter throw combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | j.C+D, j.2B, dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Anywhere | 2962 | 22 | All | Easy | Basic air throw combo. |
2 | j.C+D, j.2B, dash 5C > 236A > B+D(1) > 214214A+B | Anywhere | 6201 | -150 | All | Hard | Awakening state air throw combo ended with Thunder God Dance. B+D should hit just before the opponent touches the ground, then super cancel it after the first hit connects. |
3 | FC j.C+D, j.2B, 5B > jc > j.2B > j.214A | Anywhere | 2877 | 15 | All | Intermediate | Persona broken fatal counter air throw combo. |
4 | FC j.C+D, j.2B, dash 5C > jc > IAD j.B, dash 5B > 5C > jc > j.2B > djc > j.C > j.214B | Anywhere | 3536 | 26 | All | Intermediate | Fatal counter air throw combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | ...OMB, 214B | Anywhere | 900 | 1 | All | Easy | Low damage OMB extension. Used in highly scaled combos, usually to tack on an extra super. Make sure 214B hits the opponent when they are as close to the ground as possible. |
2 | ...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > 236A > 214[B] | Anywhere | 2441 | 2 | All | Hard | Moderate damage OMB extension. Used in very scaled combos. |
3 | ...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Anywhere | 3127 | 2 | All | Hard | High damage OMB extension. Used in partially scaled combos. |
4 | ...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 3280 | 3 | All | Hard | Max damage OMB extension. Used in combos with little to no scaling prior to the OMB. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | CH B+D > 214214C+D, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Mid-screen | 3892 | -68 | All | Easy | Awakening state counter hit B+D combo. Super cancel into EX Cross Slash as soon as Narukami touches the ground |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 236A > 214C | Anywhere | 1122 | 7 | All | Beginner | Basic 236A combo. Gives safe-jump oki. |
2 | 236A > 236C > 214214A+B | Anywhere | 5462 | -150 | All | Intermediate | Awakening state 236A combo ended with Thunder God Dance. |
3 | CH 236A, dash 5B > 5C > 214C | Anywhere | 1871 | 12 | All | Easy | Max range counter hit 236A combo. Gives safe-jump oki. |
4 | CH 236A, dash 5AAA > jc > j.C > j.214A | Anywhere | 2109 | 27 | All | Easy | Close range counter hit 236A combo. Gives safe-jump oki. |
5 | CH 236A, dash 5B > 2A+B > 214C+D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Mid-screen | 4567 | -65 | All | Hard | Awakening state counter hit 236A combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. |
6 | FC 236A, 5AAA > delay j.236C, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 3449 | 44 | All | Hard | Close range fatal counter 236A combo. |
7 | FC 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 4511 | -17 | All | Very Hard | Fatal counter 236A combo extended with EX Raging Lion. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 236D, 5B > 5C > 214C | Anywhere | 2031 | 13 | All | Beginner | Max range uncharged 236D combo. |
2 | 236D, 2B > 5B > 5C > 236A > 214C | Anywhere | 2554 | 17 | All | Easy | Point-blank range uncharged 236D combo. |
3 | 236D, 5A+B~C > jc > j.B > j.C > j.214B | Anywhere | 3268 | 32 | All | Easy | Partial charge 236D combo extended with an All-Out-Attack. |
4 | 236D, 2B > 5C > 5B > 2A+B > 214C+D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Anywhere | 5007 | -59 | All | Hard | Awakening state uncharged 236D combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. Remove 2B > 5C for less range dependency. |
5 | c. 236D > dc, B+D(1) > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 5055 | -41 | All | Intermediate | Awakening state uncharged 236D combo extended with a cross-up Cross Slash. Opponent must be crouching or else B+D will not combo. |
6 | FC 236D, 5AAA > delay j.236C, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 3725 | 45 | All | Hard | Fatal counter 236D combo. Must delay air Zio until just before Narukami touches the ground. |
7 | FC 236D, dash 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 4951 | -16 | All | Very Hard | Fatal counter uncharged 236D combo extended with EX Raging Lion. Remove the initial 5C for less range dependency. |
8 | FC 236D > dc, B+D(1) > 214214C, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.C > j.214B | Anywhere | 6176 | -40 | All | Very Hard | Awakening state fatal counter uncharged 236D combo extended with a cross-up Cross Slash. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214A > OMC, dash 5C > 2B > 5B > 5C > 214C | Anywhere | 2761 | -43 | All | Easy | 214A combo extended with a Once More Cancel. Gives safe-jump oki. |
2 | CH 214A, dash 5B > 5C > 2B > 5B > 5C > 214C | Anywhere | 2861 | 20 | All | Easy | Counter hit 214A combo. Gives safe-jump oki. |
3 | CH 214A, dash 5B > 5C > 2B > 2A+B > 214C+D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.BB > j.B+D | Mid-screen | 4935 | -59 | All | Hard | Awakening state counter hit 214A combo extended with a cross-up Cross Slash. Remove 5C > 2B for less range dependency. |
4 | CH 214A, dash 5B > 2B > 5C > 236A > 214214A+B | Anywhere | 6314 | -150 | All | Hard | Awakening state counter hit 214A combo ended with Thunder God Dance. |
5 | FC 214A, 5AAA > delay j.236C, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.C > j.214B | Anywhere | 3693 | 44 | All | Hard | Fatal counter 214A combo. |
6 | FC 214A, 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 4777 | -16 | All | Very Hard | Fatal counter 214A combo extended with EX Raging Lion. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214B, 2B > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214A | Anywhere | 3028 | 24 | All | Intermediate | 214B combo that only works if 214B switches sides. |
2 | 214B > OMC, IAD j.2B, dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214A | Anywhere | 3028 | -41 | All | Intermediate | 214B combo extended with a Once More Cancel. |
4 | FC 214B, dash 2B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 3911 | 33 | All | Hard | Fatal counter 214B combo. |
5 | FC 214B, dash 2B > 5C > delay 214D > 214214C, 2B > 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Mid-screen | 4921 | -60 | All | Intermediate | Awakening state fatal counter 214B combo extended with a cross-up Cross Slash. |
6 | FC 214B, dash 2B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > delay 5C > 236A > B+D(1) > 214214A+B | Anywhere | 7190 | -150 | All | Hard | Fatal counter 214B combo ended with Thunder God Dance. B+D should hit just before the opponent touches the ground, then super cancel it after the first hit connects. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | FC 214A+B, dash 5B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 4441 | -22 | All | Very Hard | Fatal counter 214A+B combo. High execution combo that requires multiple small and precise delays. |
2 | FC 214A+B, dash 5C > jc > IAD delay j.2B, dash 5B > 214214C, 2B > 5C > jc > IAD j.2B, 5B > 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 5831 | -72 | All | Very Hard | Awakening state fatal counter 214A+B combo extended with a cross-up Cross Slash. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214214C(or D), 236236A | Anywhere | 3897 (4602) | -100 | All | Beginner | Cross Slash followed by Lightning Flash. Can also use the SB version of Lightning Flash for more damage. Suplex Hold can be used for easy execution. |
- 5C Starter
Note: 5C is Narukami's best starter, having 0 P1 and only 100 P2. Therefore, any combo that starts with 5A or 5B can be done using 5C for more damage. 5C confirms are largely used for punishes, leading to big damage with resources.
5C > (236A >) 214D > OMB > (5D > 5B > 5DD) > 214B > (2B > 5C > 214AB) > 2B > j.C > j.214A > 5A > 5C > 2C > 214B (> Cross Slash/Shiden/RE) -- 4811 meterless and excl. 236A
-Parentheses are for spacing and meter usage. 236A is based on spacing. 5D series may be omitted, as it only adds minimal damage and is finicky on some of the characters. 214AB series requires meter that you might use at the end. P1 start and closer, depending on what sections you omit.
5C > 236A > 214D > 214214C > 236236A > OMB > 5D > 5B > 5DD > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B > 214214C -- 9127
-Max meter version of 5C OMB combo. Impractical, but showcases Narukami's damage.
Corner Only
- Most corner combos will end with 214B, which gives safe-jump oki.
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5AAA > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2510 | 38 | All | Easy | Basic 5A corner combo. |
2 | 5A > 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 2942 | 32 | All | Easy | Close range 5A corner combo. |
3 | 5A > 5C > 2B > 5B > 5C > 236A > 214C+D~B+D(1) > 236236B, dash 2B > 5C > 2C > 214B | Corner | 4194 | -58 | All | Intermediate | Close range 5A corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
4 | AA 5A > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2277 | 23 | All | Intermediate | Anti-air 5A corner combo. |
5 | FC 5AAA > djc > j.A > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A | Corner | 2223 | 34 | All | Easy | Persona broken fatal counter 5A corner combo. |
6 | FC 5AAA > j.236C, 5B > delay 5C > jc > IAD j.2B, 2B > 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3474 | 52 | All | Hard | Fatal counter 5A corner combo. Must delay air Zio until just before Narukami touches the ground. |
7 | FC 5A > 5C > 236A > 214A+B, 2B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, dash 5B > delay 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 4341 | -13 | All | Hard | Fatal counter 5A corner combo extended with EX Raging Lion. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | CH 5(AA)A, 5AAA(delay)A | Corner | 2277 | 25 | All | Beginner | Persona broken counter hit 5AAA corner combo. |
2 | CH 5(AA)A, 5A > 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3412 | 40 | All | Intermediate | Counter hit 5AAA corner combo. |
3 | CH 5(AA)A, 5A > 5C > B+D(1) > 236236B, dash 2B > 5C > 2C > 214B | Corner | 4012 | -27 | All | Intermediate | Counter hit 5AAA corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
4 | FC 5(AA)A > djc > j.A > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A, 5A > 5B > 236A > 214[B] | Corner | 3306 | 36 | All | Intermediate | Persona broken fatal counter 5AAA corner combo. |
5 | FC 5(AA)A > j.236C, 5B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 2B > 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 5007 | 60 | All | Very Hard | Fatal counter 5AAA corner combo. Must delay air Zio until just before Narukami touches the ground. Requires multiple small delays to work properly. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5(AA)A > 236A > 214C, 5A > 5B > jc > j.C > j.214A, 5AAA | Corner | 2248 | 49 | All | Intermediate | Shadow 5AAA corner combo. |
2 | CH 5(AA)A > dc, 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 2838 | 58 | All | Easy | Counter hit Shadow 5AAA corner combo. |
3 | FC 5(AA)A > 214B, 2B > 5B > jc > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A, 5AAA | Corner | 3101 | 63 | All | Intermediate | Persona broken Shadow 5AAA corner combo. |
4 | FC 5(AA)A > 214B, 2B > delay 5C > hop > delay j.2B, 5B > delay 5C > jc > IAD j.B > j.C > j.236D, 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3702 | 83 | All | Very Hard | Fatal counter Shadow 5AAA corner combo. Requires multiple small delays to work properly. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5B > 5C > 214C, 5A > 5C > 2C > 214B | Corner | 2391 | 24 | All | Easy | Max range 5B corner combo. |
2 | 5B > 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 3141 | 33 | All | Easy | Close range 5B corner combo. |
3 | 5B > 5C > 2B > 5B > 5C > 236A > 214C+D~B+D(1) > 236236B, dash 2B > 5C > 2C > 214B | Corner | 4383 | -56 | All | Intermediate | Close range 5B corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
4 | AA 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2577 | 24 | All | Intermediate | Anti-air 5B corner combo. |
5 | CH 5B > 5A+B~D > 214B, 5B > 5C > 2C > delay 214B | Corner | 3142 | 41 | All | Intermediate | Counter hit 5B corner combo. |
6 | FC 5B > 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 4648 | -12 | All | Hard | Fatal counter 5A corner combo extended with EX Raging Lion. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5C > 5B > 214C, 5A > 5C > 2C > 214B | Corner | 2898 | 24 | All | Easy | Max range 5C corner combo. |
2 | 5C > 2B > 5B > 5C > 2B > 5B > 2A+B > 214C, 5A > 5C > 2C > 214B | Corner | 3884 | 35 | All | Easy | Close range 5C corner combo. |
3 | 5C > 2B > 5B > 5C > 236A > 214C+D~B+D(1) > 236236B, dash 2B > 5C > 2C > 214B | Corner | 5233 | -58 | All | Intermediate | Close range 5C corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
4 | AA 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3426 | 26 | All | Intermediate | Anti-air 5C corner combo. j.A will whiff if the opponent was too high. |
5 | CH 5C > dc, 2B > 5C > 5B > 2B > 5C > 5B > 2A+B > 214C, 5A > 5C > 2C > delay 214B | Corner | 4215 | 38 | All | Intermediate | Counter hit 5C corner combo. |
6 | FC 5C > 214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, dash 5B > delay 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 5248 | 52 | All | Very Hard | Fatal counter 5C corner combo. Requires multiple small delays to work properly. |
7 | FC 5C > dc, 5B > 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 5930 | -8 | All | Very Hard | Fatal counter 5C corner combo extended with EX Raging Lion. Requires multiple small delays to work properly. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2C > dc, 5C > delay 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3404 | 32 | All | Easy | Basic 2C corner combo. |
2 | 2C > 214B, 5B or 5C > jc > j.C > j.214A, delay 5A > 5C > 2C > delay 214B | Corner | 3347 (3500) | 35 | All | Intermediate | Max range 2C corner combo. 5A and 214B must be delayed as much as possible or else 214B won't knockdown the opponent. 5C into j.C drops against Yukiko, Kanji, Akihiko, Mitsuru, Aigis, Labrys, and Sho. |
3 | FC 2C > dc, 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4389 | 44 | All | Very Hard | Fatal counter 2C corner combo. Requires multiple small delays to work properly. 5B and 214B must be delayed as much as possible or else 214B won't knockdown the opponent. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | j.C > j.236D, 5B > 2B > 5C > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 3044 | 31 | All | Easy | Basic j.C corner combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. Remove 2B and 236A for less range dependency. |
2 | CH j.C > j.236D, 5B > 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3167 | 31 | All | Easy | Counter hit j.C corner combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
3 | CH j.C > j.236D, 5B > 5C > B+D(1) > 236236B, dash 2B > 5C > 2C > delay 214B | Corner | 3767 | -37 | All | Intermediate | Counter hit j.C corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
4 | FC j.C > j.236D, 5B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 2B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4134 | 45 | All | Very Hard | Fatal counter j.C corner combo. Requires multiple small delays to work properly. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5D, 214A, (D) 5B > 5C > 2B > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 4000 | 37 | All | Easy | 5D corner combo. Remove 2B and 236A for less range dependency. |
2 | 5D, 236A, (D) 214B, 2B > 5C > delay B+D(1) > 236236B, 2B > 5C > 2C > 214B | Corner | 4491 | -26 | All | Easy | 5D corner combo extended with late hit Lightning Flash. |
3 | FC 5D, 236A > 214A, (D) 214B, 2B > 5C > jc > IAD j.2B, 5B > 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 5145 | 49 | All | Hard | Fatal counter 5D corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2D, 5B > 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3355 | 31 | All | Intermediate | 2D corner combo. Remove 5B for consistency. |
2 | 2D, 5B > 5C > B+D(1) > 236236B, dash 2B > 5C > 2C > delay 214B | Corner | 3897 | -36 | All | Intermediate | 2D corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | FC 2D, 5B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 2B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4374 | 46 | All | Very Hard | Fatal counter 2D corner combo. Requires multiple small delays to work properly. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5A+B~D > 214B, 2B > 5B > jc > j.2B > j.214A | Corner | 2931 | 33 | All | Easy | Persona broken All-Out-Attack corner combo. |
2 | 5A+B~D > dc, delay 2B > 5B > 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3577 | 44 | All | Intermediate | All-Out-Attack corner combo. |
3 | 5A+B~D > dc, delay 5C > 5B > B+D(1) > 236236B, dash 2B > 5C > 2C > delay 214B | Corner | 3944 | -23 | All | Intermediate | All-Out-Attack corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2A+B > 214C, 5A > 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2794 | 30 | All | Intermediate | Sweep corner combo. |
2 | 2A+B > 214C+D~B+D(1) > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 4145 | -68 | All | Intermediate | Sweep corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | FC 2A+B > 214C, 5A > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3628 | 41 | All | Hard | Fatal counter 2A+B corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | C+D, 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2691 | 26 | All | Easy | Throw corner combo. |
2 | C+D, 5B > 5C > B+D(1) > 236236B, dash 2B > 5C > 2C > 214B | Corner | 3342 | -37 | All | Intermediate | Throw corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | CH C+D, 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > delay 214B | Corner | 2976 | 28 | All | Intermediate | Counter hit throw corner combo. Can be done without a counter hit with 236B/236A+B or if the opponent wasn't already touching the wall before B+C. |
4 | FC C+D, 5B > jc > delay j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A | Corner | 2638 | 21 | All | Easy | Persona broken fatal counter throw corner combo. |
5 | FC C+D, 5B > 5C > jc > IAD j.2B, 2B > 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3504 | 34 | All | Hard | Fatal counter throw corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | j.C+D, j.2B, 5C > 2C > 214B | Corner | 2937 | 21 | All | Easy | Air throw corner combo. |
2 | j.C+D, j.2B, dash 5C > B+D(1) > 236236B, dash 2B > 5C > 2C > delay 214B | Corner | 3869 | -35 | All | Intermediate | Air throw corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | FC j.C+D, j.2B, 5B > jc > delay j.BB > j.214A, 2B > 5B > 236A > 214[B] | Corner | 3329 | 22 | All | Easy | Persona broken fatal counter air throw corner combo. |
4 | FC j.C+D, j.2B, 5C > jc > IAD j.B, 5B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4047 | 37 | All | Intermediate | Fatal counter air throw corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 236A > 214C, 5A > 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2794 | 30 | All | Intermediate | 236A corner combo. |
2 | 236A > 214C+D~B+D(1) > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 4619 | -68 | All | Intermediate | 236A corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | CH 236A > 214B, 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3432 | 32 | All | Intermediate | Counter hit 236A corner combo. |
4 | FC 236A > 214B, 2B > 5B > jc > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A | Corner | 3396 | 29 | All | Easy | Persona broken fatal counter 236A corner combo. |
5 | FC 236A > 214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4649 | 50 | All | Very Hard | Fatal counter 236A corner combo. Requires multiple small delays to work properly. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 236D, dash 5B > 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > delay 214B | Corner | 3835 | 37 | All | Easy | Uncharged 236D corner combo. |
2 | 236D, dash 5B > 5C > 2B > 5B > 5C > 236A > 214C+D~B+D(1) > 236236B, dash 2B > 5C > 2C > delay 214B | Corner | 5077 | -53 | All | Intermediate | Uncharged 236D corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | FC 236D, dash 5C > 5B > 236A > 214C, 5A > 5B > 2B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4155 | 42 | All | Intermediate | Fatal counter uncharged 236D corner combo. |
4 | FC 236D, 5C > 236A > 214A+B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 5552 | -10 | All | Very Hard | Fatal counter uncharged 236D corner combo extended with EX Raging Lion. Requires multiple small delays to work properly. |
5 | FC 236[D], 5D, 236A > 214A, (D) 214B, 2B > 5C > jc > IAD j.2B, 5B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 5476 | 59 | All | Very Hard | Fatal counter partial charge 236D corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | CH 214A, dash 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > delay 214B | Corner | 3854 | 35 | All | Easy | Counter hit 214A corner combo. |
2 | CH 214A, dash 5C > 2B > 5B > 5C > 236A > 214C+D~B+D(1) > 236236B, dash 2B > 5C > 2C > delay 214B | Corner | 5094 | -55 | All | Intermediate | Counter hit 214A corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | FC 214A, dash 5C > 236A > 214C, 5A > 2B > 5B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4035 | 41 | All | Intermediate | Fatal counter 214A corner combo. |
4 | FC 214A, 5C > 236A > 214A+B, 2B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, dash 5B > delay 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 5301 | -10 | All | Hard | Fatal counter 214A corner combo extended with EX Raging Lion. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214B, 2B > jc > j.C > j.214A, 5A > 5C > 2C > delay 214B | Corner | 3180 | 35 | All | Easy | 214B corner combo. |
2 | 214B, dash 2B > 5C > B+D(1) > 236236B, dash 2B > 5C > 2C > delay 214B | Corner | 3854 | -34 | All | Intermediate | 214B corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | CH j.214B, 2A > 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > delay 214B | Corner | 3587 | 31 | All | Intermediate | Counter hit j.214B corner combo. |
4 | FC (j.)214B, 2B > 5B > jc > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A | Corner | 3329 (3266) | 26 | All | Easy | Persona broken fatal counter (j.)214B corner combo. Ground version does more damage. |
5 | FC 214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, dash 5B > delay 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 4325 | 44 | All | Hard | Fatal counter 214B corner combo. |
6 | FC j.214B, 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 4827 | 46 | All | Very Hard | Fatal counter j.214B corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | (j.)214A+B, 2A > 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > delay 214B | Corner | 3577 (3777) | -22 | All | Intermediate | 214A+B corner combo. Only works if 236A+B hit just as Narukami lands, either by hitting at max range or by hitting as a meaty. Air version does more damage. |
2 | FC (j.)214A+B, 2B > 5B > jc > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A | Corner | 3386 (3626) | -23 | All | Easy | Persona broken fatal counter (j.)214A+B corner combo. Air version does more damage. |
3 | FC (j.)214A+B, 2B > delay 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 4947 (5187) | -21 | All | Very Hard | Fatal counter 214A+B corner combo. Requires multiple small delays to work properly. Air version does more damage. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214C, 5A > 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2564 | 28 | All | Easy | 214C corner combo. Can replace 5A with 5B if 214C hits at max range or hits as a meaty. |
2 | 214C, 5A > 5C > B+D(1) > 236236B, dash 2B > 5C > 2C > 214B | Corner | 3233 | -37 | All | Intermediate | 214C corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. Can replace 5A with 5B if 214C hits at max range or hits as a meaty. |
3 | FC 214C, 5A > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.2B, 2B > 5B > delay 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3527 | 41 | All | Hard | Fatal counter 214C corner combo. Can replace 5A with 5B if 214C hits at max range or hits as a meaty. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214C+D~B+D(1) > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 4771 | -47 | All | Intermediate | 214C+D corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
2 | FC 214C+D~B+D(1) > 236236B, dash 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, dash 5B > delay 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 5976 | -46 | All | Hard | 214C+D corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | AA 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3855 | -48 | All | Intermediate | Anti-air Lightning Flash corner combo. Must only hit with the final hit of Lightning Flash. |
2 | FC AA 236236B, dash 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, dash 5B > delay 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 5654 | -47 | All | Very Hard | Fatal counter anti-air Lightning Flash corner combo. Must only hit with the final hit of Lightning Flash. Requires multiple small delays to work properly. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 236236D, 5B > 5C > 2C > 214B | Corner | 3365 | -49 | All | Easy | Ziodyne corner combo. Remove 5B for consistency. |
2 | FC 236236D, delay 5B > 2B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4581 | -48 | All | Intermediate | Fatal counter Ziodyne corner combo. Remove the delay and 2B for consistency. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214214C(or D), 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 4966 (5671) | -48 | All | Hard | Cross Slash corner combo. Only works if the Cross Slash switches sides. |
2 | 214214C(or D), 236236A > OMB, 5D, dash 2B > 5B > (D) 214B, 2B > 5C > 2C > 214B | Corner | 6630 (7335) | -98 | All | Hard | Cross Slash corner combo extended with a Once More Burst. |
3 | FC AA 214214C(or D), 2B > 5C > jc > IAD delay j.2B, 5C > jc > IAD delay j.2B, 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 6623 (7328) | -47 | All | Very Hard | Fatal counter Cross Slash corner combo. Only works if the Cross Slash switches sides. Requires multiple small delays to work properly. |
4 | FC 214214C(or D), 236236A > OMB, 5D, dash 2B > 5B > (D) 214B, 2B > 5B > 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 7681 (8386) | -97 | All | Hard | Fatal counter Cross Slash corner combo extended with a Once More Burst. |
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data