< BBCF | Amane Nishiki
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes.
- To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. 5C = 5C(2) and j.B = j.B(3)).
5A/2A Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
- | 5A > 5B > 3C > 236C | Anywhere | 1538 | 11 | Day 1 combo | ||
_ | 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > (microdash) 5A(1) > 2B > 6B > j.C > j.236A> j.2C(n) > j.236C |
Midscreen | 2650 | The basic 6B loop. 2060 damage with 2A x3. | |||
_ | 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > 5A(1) > 2B > 214C | Midscreen | 2047 | Ginga finisher for positioning priority. 1674 damage with 2A x3. | |||
_ | 2A/5A(1) > 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A, sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 3520 | Damage priority from airhit 2A/5A. | |||
_ | 5A/2A (x3) > 2B > 5D > 214C > 5B(1) > 4C > 623C > 5B(n) > 1C > 4C > 6C(1) > 236D~B |
Corner | 2550 | Replace first 4C with 1C (???) for Ragna & Makoto. 1980 damage with 2A x3. | |||
_ | 5A/2A (×3) > 2B > 5D > 214C > 6A > 623C > microdash 5B > 6B > delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Corner | 3020 | 5D corner hitconfirm. Microdash can be done after or before the 6A > Gekiren. 2200 damage with 2A x3. | |||
_ | 5A/2A (x3) > 2B > 5D > 214C > microdash 2B > 2D > 623C > 5B > 6B > delay j.C(1) > j.6D > j.214A > j.6C > j.236C |
Corner | 4600 | L3 Drill combo > but early parts can build enough drill meter from L2. 3300 damage with 2A x3. | |||
_ | 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D |
Midscreen | 4150 | -50% | Airhit 5A into Distortion finisher. | ||
_ | 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > ODC > delay 5B > 4C > 6C(1) > 236D~A > 236236D > 214C |
Midscreen | 4460 | -50% | Airhit 5A into Distortion finisher. Works with full life OD cancel time. | ||
_ |
6A Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | CH 6A > 5B > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 3900 | Counterhit 6A into j.C sideswap. | |||
_ | CH 6A > 5B > 5C > 6C > 214A > j.B > 5B > 5C > 6C > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~B |
Midscreen | ~3550 | Counterhit 6A into Hariken knockdown. Sideswap with about half-screen carry. | |||
_ | CH 6A > 6B > j.C(1) > j.6C > j.2B > j.236A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~A |
Midscreen | 4750 | -50% | 6B & Hariken-cancel loop into Distortion finisher. | ||
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5B/2B Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | (2B) > 5B > 6B > j.C > j.236A > delay j.B > (microdash) 5A(1) > 2B > 5D > 214C |
Midscreen | 2733 | Ginga knockdown for positioning. 2636 damage with 2B starter. | |||
_ | (2B) > 5B > 6B > j.C > j.236A > delay j.B > microdash 5A(1) > 2B > 6B > j.C > j.236A > j.2C(n) > j.236C |
Midscreen | 3190 | Basic 6B loop. 3009 damage with 2B starter. | |||
_ | 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C(n) > j.236C |
Midscreen | 4320 | Sideswap j.C combo from airhit 5B for big damage. Last j.C can be two-hit > but j.6C whiffs easily after it. | |||
_ | (2B) > 5B(n) > 5D > 214C > 6A > 623C > microdash 5B > 6B > delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Corner | 3650 | Corner combo from 5D confirm. 3370 with 2B starter. | |||
_ | 2B > 6B > j.C(1) > 236A > delay j.B > 5B > 3C > 236C > 2B > 6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C |
Corner | 3870 | Good choice after whiffed j.2B for mixup. Possible from point-blank 5B too > but still designed for 2B. | |||
_ | 5B > 4C/5C > 6C > 236D~D > sideswap 6B > airdash j.2B > j.236A > j.B > 6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C |
Corner | 4750 | Airhit 5B into big sideswap combo. Start with your back against the wall. | |||
_ | (2B) > 5B > 5D > ODC > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A > sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 4650 | -50% | Full life OD cancel finisher with L1 Drill. 4050 damage with 2B route > remember to replace 5C with 1C > 4C. | ||
_ | (2B) > 5B > 5D > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A > sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 6000 | -50% | Finisher for L3 Drill (works with L2 too; 1K less damage). 5150 damage with 2B starter (4400 on L2 Drill). | ||
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5C/4C/2C/1C Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5C > 1C > 4C > 5D > 236C | Midscreen | 1979 | A compromise combo when you can't do anything better. | |||
_ | 5C/2C > 236A > j.B > 5A(1) > 2B > 6B > j.C > j.236A > delay j.B > (microdash) 5A(1) > 2B > 6B > j.C > j236A > j.2C(n) > j.236C |
Midscreen | 2809 | 6B loop for damage. 2741 damage with 2C. | |||
_ | 4C/5C (airhit) > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > j.B3 > (microdash) 5B > 4C > 6C > 236A > sideswap j.C(*) > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 4480 | 3380 damage with 5C into sideswap j.C(1) > 4480 with 4C into sideswap j.C. Second microdash adjusts the positioning of sideswap. | |||
_ | 4C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D |
Midscreen | 5000 | -50% | Airhit 4C into DD finisher. | ||
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Throw Starter
# | Combo | Position | Damage | Heat | Works | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | Throw > 236B > j.C > j.236B > j.B > jc > j.B > j.2C > j.236C | Midscreen | 2700 | Easy throw combo with decent corner carry. | |||
_ | Throw > 236D~D > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A > sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 3500 | Throw combo for damage priority. | |||
_ | Air Throw > 5B > 5C > 6C(1)> 236D~D > 2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C > j.236C |
Midscreen | 3300 | Air throw combo with sideswap j.C(1). Sideswap j.C(2) whiffs easily. Hard to connect on Arakune. | |||
_ | Throw > 236D~D > 5B > 4C > 5B(n) > 1C > 4C > 6C(1) > 236D~D > 2B > 5B > 4C > 6C(1) > 236D~B |
Corner | 3300 | Corner throw into Hariken knockdown. Leaves you at 2B range on knockdown. | |||
_ | Throw > 214A > small delay j.6D > 2D > 623C > (microdash) 5B > 6B > delay j.C > j.6C > j.2B > j.236A > j.2C > (j.D) > j.236C |
Corner | 4750 | Corner throw combo for L2/3 Drill. The last j.D is optional. |
Combo Theory
Video Examples
Huge thanks to Inagi, いなぎ (twitter ID:@inagi_J2B) for managing a great collection of combos.

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