P4AU/Yu Narukami/Combos: Difference between revisions

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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
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! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
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| 1 || 5(AA)A > 236A > 214C || Anywhere || 1389 || 26 || All || Beginner || Shadow 5AAA combo.
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| 2 || CH 5(AA)A > dc, 2B > 5B > 5C > 236A > 214C || Anywhere || 2109 || 36 || All || Easy || Counter hit Shadow 5AAA combo.
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Revision as of 10:57, 23 April 2021

Combo Notation Guide
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 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
bdc = backdash cancel
OMC = one more cancel
OMB = one more burst
safejump = jump in attack off certain knockdown situations that allows you to land after your attack and block reversals
CH = counter hit
FC = fatal counter
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

5A/2A/j.A starter
# 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.
5AAA starter
# 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.
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.
  • 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.
5B/2B/j.B/j.2B/5AA starter
# 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.
5C starter
# 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.
2C starter
# 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.
j.C starter
# 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.
5D starter
# 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.
2D/j.D starter
# 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.
5A+B starter
# 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.
2A+B starter
# 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.
C+D starter
# 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.
j.C+D starter
# 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.
OMB combo part
# 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.
B+D starter
# 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
236A starter
# 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.
236D starter
# 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.
214A starter
# 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.
214B starter
# 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.
214A+B starter
# 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.
214214C/214214D starter
# 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.
5A/2A/j.A starter
# 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.
5AAA starter
# 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.
Shadow 5AAA starter
# 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.
5B/2B/j.B/j.2B/5AA starter
# 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.
5C starter
# 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.
2C starter
# 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.
j.C starter
# 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.
5D starter
# 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.
2D/j.D starter
# 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.
5A+B starter
# 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.
2A+B starter
# 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.
C+D/236B/236A+B starter
# 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.
j.C+D starter
# 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.
236A starter
# 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.
236D starter
# 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.
214A starter
# 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.
(j.)214B starter
# 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.
(j.)214A+B starter
# 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.
214C starter
# 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.
214C+D starter
# 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.
236236A/236236B starter
# 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.
236236D/236236C+D starter
# 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.
214214C/214214D starter
# 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.


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