Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
Universal All Positions Close Range Combosimple damage from close slash 106-134 Damage (Depends on ender)
Very Easy
c.S > 5H > 236H ~ K/H
This is a fine string to pressure the opponent with and practice basic hit-confirming. When using it, pay attention to whether the c.S hits or is blocked. If it hits, use RinGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 to get damage or IssokutobiGuardStartupRecovery22+6 after LandingAdvantage- to set up a meaty c.S. If it is blocked, end the string with NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 because it is more difficult to punish.
Universal All Positions Mid Range Combousing K Buttons to set up Shitsu 43-54 Damage (Depends on starter)
Easy
5K / 2K > 2D > dl.236P
Anji has two hard knockdowns: Throw, and 2D. The best thing to do after either of these hard knockdowns will usually be to throw ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6. In addition to this, 5K is one of Anji's best pokes. This combo increases the reward on hit with an okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setup.
If Anji is very close to the opponent, using Shitsu immediately after 2D may cause Shitsu to fly past the opponent while they're still down. In these cases, delay the cancel into Shitsu so that it will be directly above them when they recover. Pay attention to how close the opponent is and choose the delay accordingly.
Universal All Positions Close Range ComboK buttons lead to Kou 68-87 Damage (Depends on starter)
Very Easy
5K / 2K > 2D > 236S, airdash, j.X (whiff), c.S
At close range, 2D will lead into Kou (236S).
Kou gives a soft knockdown. Normally, this doesn't leave Anji with much advantage. However, by airdashing and using an air button as he falls, Anji can land next to the opponent quickly enough to use c.S as a meaty. Using attacks in the air alters a character's momentum. Whiffing an air button here causes Anji to fall faster, which lets him land in time to get the meaty c.S. Any air button can be used. This will normally be the best thing to do after using Kou.
Universal All Positions Mid Range ComboSimple damage from mid range pokes. 82-84 Damage (Depends on starter)
Very Easy
Poke Starter > 236H->S f.SGuardAllStartup11Recovery21Advantage-9 and 2SGuardLowStartup10Recovery16Advantage-6 are Anji's best poking moves. f.S has a longer range, but is slightly slower than 2S. 2S recovers faster than f.S, making it is more difficult to punish.
Both of these pokes will combo into FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] even at the very tip of their ranges. When whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack. punishing, they may connect with an extended hurtbox, and Fuujin may not reach far enough to combo in those cases. Outside of that, this is a very reliable mid-range combo to use.
The damage on its own is not very large, but it's a very common starter for Roman Cancel combos. Nagiha > Red Roman Cancel is a very common way to spend meter.
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
Counter Hit Combos
Midscreen CH c.S Combo"People only care about the results, but just as important is the path taken to have it." 238 Damage
Medium
(CH) c.S > 5H > 236[H] > K, c.S > dc.236S, > j.K > j.D > c.S > 5H > 236H-> (WS) H
A core midscreen counterhit combo from c.S.
Adjustments may need to be made depending on spacing from the corner. c.S > 5H > 236S > [...] also works and allows going into Kou loops in such cases.
Midscreen CH f.S Combo"It's best to know how to exploit the strengths and utilize the drawbacks to your advantage." 189 Damage
Medium
(CH) f.S > 236H~S > c.S > dc.236S, > j.K > j.D > c.S > 5H > 236H-> (WS) > H
Utilizes a kara cancelled Nagiha to confirm off f.S. This combo assumes midscreen, but kara cancelled Nagiha will connect from any part of the screen from a CH f.S.
Midscreen CH 2D Combo"A great plan involves not only a refined path to advancement, but also a route to retreat in case the advancement fails." 214 Damage
Medium
(CH) 2D > 236H->K > c.S > dc.236S, > j.K > j.D > c.S > 5H > 236H->H (WS) 5[D]
One of the most important CH routes to learn. Due to the low profile properties of 2D, Anji is able to go under some moves like Ky Kiske's Stun EdgeGuardAllStartup13RecoveryTotal 46Advantage-14 or Nagoriyuki's 5H and counterpoke safely. Combo assumes midscreen, and can (and should) be modified depending on distance from the wall.
Midscreen CH 5H Combo"Happiness is limited, not to make your life full of sadness, but so you would embrace them more." 227 Damage
Hard
(CH) 5H > 236H~K > c.S > dc.236S, > j.D > micro dash > c.S > 5H > 236H->H (WS) > 236H~H
In regards to the wallbreak, if you find the kara cancelled RinGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 too hard to do, use 5[D], 236[D], or any other preferred wallbreak instead.
CH 6H Combo"Everything, no matter how ugly it looks, can have beauty in its own way." 116 Damage
Very Easy
CH 6H > 5K > 236H->H (or K > (meaty) c.S)
If you're willing to spend 50% burst on Wild Assault, Fuujin can be replaced with 236D and extended from there instead. If you're craving for a meaty, you can replace the Rin with Issokutobi to set up a meaty c.S.
Spin Punish Combos
Spin Punish on Standing Opponentsuse 5H to launch into Kou. 236 Damage
Medium
c.S > 5H > 236[S], (j.D (airdash j.S, land c.S > 5H > 236H (wallsplat), ~ K, 5[D] WB)
As with most wallbounce combos, the details will change slightly based on the distance from the wall, and how high the opponent is. The route in parenthesis tends to work well around roundstart distance, which is about the maximum distance that a wallbounce route will work. Nearer to the wall, it may be better to use j.D closer to the ground and catch the opponent after they bounce with 5K.
If keeping the corner is preferable to a wallbreak, cancel the second 5H into ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.
Spin Punish on Crouching Opponentsuse 2H to launch into Kou
Medium
c.S > 2H > 236[S], j.D airdash j.D, c.S > 2H > 236H ~ K (wallsplat), 5[D] WB c.S > 2H will combo on crouching opponents, which makes it a great route for punishing crouching normals after a spin. 2H launches the opponent very high and will combo into a fully-charged Kou, which launches the opponent even higher than the 5H launcher counterpart.
If keeping the corner is preferable to a wallbreak, cancel the c.S after the wallbounce into ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.
6D/4D > 66RRC ~ c.S > (dc.)236S, j.K > j.D, 5K > 236H ~ H, 5[D]
This combo allows you to break the wall from anywhere on the screen, provided that the opponent is thrown in the direction nearest to the wall.
The FFRC and dc.Kou is not necessary, but helps with the meter penalty given post Roman Cancel by shortening it slightly. The dash cancel Kou will allow for more corner carry, allowing for wallbreaks from further away from the wall.
Combo List
All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
The list is focused on most practical examples, not every single option that exists.
The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Normal Starters
Punch Starters
5P and 2P are interchangeable as starters
5P/2P
Due to being Punch buttons, your reward off these buttons will obviously be quite small. However, going into 6H can prove to be a very potent micro-combo to get opponents off you in abare situations. With meter, this can also turn into a very potent abare situation to turn into a wallbreak.
5P in particular can also be used as a very quick rewarding anti-air if it can be confirmed and comboed into Kou.
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P > 6H
Anywhere
56
Everyone
[1] Very Easy
Tension Gain: ~5% Combos after up to 3 hits of 5P or 2P.
1.33
5P > 6P > 236D
Anywhere
[1] Very Easy
Combos after 2 hits of 5P or 2P. Allows for a pickup with 5K
1.33
5P > 6P > 236H (-> K)
Anywhere
66
[1] Very Easy
Tension Gain: ~10% The K followup gets you to the opponent faster.
Tension Gain: ~40% Meterless CH 6P combo at the wall. Leads into a wallbreak. The final kara Rin can be subsituted for any wallbreak ender if the link is too difficult.
188026 (PC)
1.33
Kick Starters
5K and 2K are usually interchangeable as starters. Some combos may require dash momentum if started with 5K.
5K/2K
Due to Kick buttons ability to gatling into 2D, the reward of a 5K or 2K can be relatively high if confirmed properly. In most situations, Kick buttons will be comboed into 2D and followed by either Shitsu for oki, or Kou for a combo.
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5K/2K > 6H
Anywhere
54/67
Everyone
[1] Very Easy
Tension Gain: 7-8% In ranges where 2D does not reach, 6H is ideal for knocking down the opponent. Otherwise, it is inferior to the former.
1.33
5K/2K > 2D > 236P
Anywhere
54
[1] Very Easy
Tension Gain: ~5% Simple setup for Shitsu pressure. Delay Shitsu depending on distance.
88150 (PC)
1.33
5K/2K > 2D > OTG 236H->K > c.S (meaty)
Anywhere
72
[1] Very Easy
Tension Gain: ~10% After hop, Anji will have enough advantage to hit a meaty c.S, or 2K to loop the sequence.
Tension Gain: ~10% Simple 5K Kou Combo. j.D can start damaging wallbounce combos when near the wall. If the wall isn't nearby, use an airdash j.X (whiff) to land fast enough to hit the opponent with a meaty c.S as they recover.
88165 (PC)
1.33
(dash) 5K/2K > 2D > 236S > j.K > j.D
Anywhere
133/104
Everyone*
[3] Medium
Requires dash momentum and/or a slight partial charge on 236S. Can be converted into a wall bounce combo if the spacing is correct.
Tension Gain: 40%~ Same combo as the above if further away from the corner.
186794 (PC)
1.33
Slash Starters
Your biggest reward typically comes off of Anji's Slash buttons, with c.S in particular being very rewarding. Off of further hits with f.S however, Anji cannot get much without meter. This changes with Counter Hit, where f.S gains much higher reward with a kara cancelled Nagiha.
c.S/f.S
2S can also lead into 5H on hit, which makes the button a fine subsitute for c.S or f.S on hit. Be wary of the increased gravity scaling 2S brings to the combo, however.
f.S at mid range can also combo into 5H. At far/tip range, only Fuujin will combo on normal hit.
Tension Gain: 48% B&B high damaging, high meter gain midscreen combo from c.S starter. The combo wallsplats after Fuujin, so if you have enough meter, replace Rin with Issokutobi, then a wallbreak with a kara canceled Fuujin into Issei Ougi: Sai may be possible.
Tension Gain: ~45% High damage corner combo off c.S. The combo wallsplats after 5H, so if you wish to break the wall with 236D or 632146H, replace Rin with Issokutobi.
Combo may wallsplat earlier depending on spacing from the wall. Depending on your starting meter, you may be able to replace the wallbreak Rin with Issei Ougi: Sai
Tension Gain: 45% (Post RC) Extremely potent sideswitching wall combo. 66FRC j.H (whiff) will sideswitch any combo at any part of the screen except facing the corner.
Roundstart meter optimal combo. Make use of buffering 236D after swinging f.S and hitconfirm on hit, or continue pressure on block.
If the Rin wallbreak is proving too tight, use any other preferred wallbreak such as dash 5H or 5[D]
161443 (PC)
1.33
CH c.S/f.S
On Counter Hit, c.S will also lead into 2H, which can be a preferred launcher in more niche scenarios.
Also on Counter Hit, f.S becomes far more rewarding, being able to be comboed into a kara cancelled Nagiha at any range, leading into a wallbreak in most situations.
Tension Gain: 50% A core midscreen counterhit combo from c.S.
Adjustments may need to be made depending on spacing from the corner. c.S > 5H > 236S > [...] also works and allows going into Kou loops in such cases.
161456 (PC)
1.33
c.S (CH) > 2H > 236[S], c.S > 2H > 236S
Anywhere
184
Everyone
[3] Medium
Tension Gain: ~40% High damage counterhit c.S combo.
Tension Gain: 50% Can be finished with Issei Ougi: Sai for more damage due to the high meter gain.
161723 (PC)
1.33
Heavy Slash Starters
Both of Anji's non-command normal Heavy Slash buttons are launchers, which commonly allows for a followup with Kou for an extension. On counterhit, 5H can lead into a charged Fuujin hit, allowing for high corner carry with a followup with Issokutobi.
5H/2H
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5H > 236H->H or dl.S
Anywhere
101/95
Everyone
[1] Very Easy
Tension Gain: ~20% Use Rin for damage, or Nagiha for the KD
92786 (PC)
1.33
5H > 236[S], c.S > dc.236S, c.S > 5H > 236H->H
Anywhere
189
Everyone
[3] Medium
Around midscreen, this combo will wallstick after Rin, allowing for any wallbreak, including another Rin if your timing on the link is good enough.
Tension Gain: ~47% 5H can pickup into kara Nagiha from ranges where straight into Kou would not. Its also more consistent at the cost of damage. Due to how this combo wallsticks after Fuujin, you may elect to use Issokutobi and go for a Kara Rin wallbreak for slightly more meter.
Tension Gain: ~35% The second Kou must be charged long enough that 2K can connect, but not so long that it hits OTG. Works on 2H (CH) as well.
92794 (PC)
1.33
2H > 236[S], c.S > 2H > 236[S], 5K > 236H->H
Anywhere
188
Everyone
[3] Medium
Tension Gain: 35-40% Kou loop with Fuujin ender. Works anywhere on screen.
92795 (PC)
1.33
CH 5H/2H
Off of a Counter Hit 5H, you may elect to go into a fully charged Fuujin. This provides excellent corner carry and will lead almost any combo directly into a wallbreak unless done from the other side of the stage.
You may also elect to use a kara cancelled Issokutobi for slightly less corner carry and a bit more damage in some situations.
Tension Gain: ~49% Extremely potent, but will need adjusting depending on distance from the wall.
Use 5[D] to break the wall for 2 more damage and slightly less meter gain. If you start the combo with any amount of meter, you will be able to break the wall with a kara cancelled Fuujin into Issei Ougi: Sai (236~32146H) for 232 damage.
Tension Gain: ~40% 2H CH Kou loop combo for the corner.
92798 (PC)
1.33
CH 6H
Without CH, 6H has no combo potential outside of meter usage, and even then, combos involving it can be extremely precise and/or character dependent-- as well as dependent on which hit of 6H actually starts the combo. For this reason, the longer combos that may be listed below can be very inconsistent and probably aren't worth learning, but are stored here for completeness sake.
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
6H (CH), 5K > 236H->K
Anywhere
91
[4] Hard
Tension Gain: ~15% Use Rin instead of Issokutobi for 25 additional damage and 21% tension gain.
177038 (PC)
1.33
Jump-in Starters
j.P/j.S/j.H
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
j.S/j.H, c.S > ...
Anywhere
Everyone
[2] Easy
j.S/j.H needs to hit deep for this to combo.
1.33
IAD > j.P > j.P, 2K/c.S > ...
Anywhere
Everyone
[3] Medium
It may be easier to punish certain moves, like GunflameGuardAllStartup18RecoveryTotal 54Advantage-10, with j.P than with j.S. You can only get two j.Ps against standing opponents. For crouching characters and really short characters, start with a single deep j.P instead.
Tension Gain: 35% Due to the CH slowdown of j.S and j.H, Anji has enough time to followup with 5H for a combo.
161888 (PC)
1.33
Special Starters
Fuujin (236H)
On hit, Fuujin will only gaplessly combo into Nagiha, limiting your combo options. Usually, you won't get a hit with raw Fuujin, so these combos may not be as important as the others written below.
Tension Gain: ~30% Very precise. 5K link after Nagiha, a slight hold on and the j.D must be delayed as to not whiff, but also wallbounce.
188046 (PC)
1.33
236H->S, 5K > 236H->K > c.S (meaty)
Anywhere
89
Everyone
[3] Medium
Tension Gain: ~20% Standard Fuujin combo. Use Rin for damage, Issokutobi to setup c.S meaty.
188047 (PC)
1.33
Nagiha(236H->S)
On hit, Nagiha can be far more rewarding than Fuujin due to the high float on hit, certain spacings (most often in the corner, or following a Kara Nagiha will allow you to pickup with c.S and lead into a damaging combo.
Tension Gain: ~10% (Post RC) Corner version of the first combo listed.
188062 (PC)
1.33
Shin: Ichishiki(236H->P)
Combos from Shin: Ichishiki are typically very short and very niche, and usually only result in setplay/okizeme with Shitsu afterwards. On hit, Shin: Ichishiki can combo into 2K, 2D, 2S, and c.S (if point blank.)
If you're absolutely craving for a combo post Shin: Ichishiki, then your best bet will be to go into 2D, as c.S has too much pushback to meaningfuly combo into anything meterlessly.
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
236H~P, > 2K > 2D > dl.236P
Anywhere
67
Everyone
[1] Very Easy
Tension Gain: 10% Shin: Ichishiki hit into Okizeme with Shitsu.
Tension Gain: ~35% Shin: Ichishiki hit into wallbreak in the corner.
188065 (PC)
1.33
Kou (236S)
Kou is a very potent button as an anti-air combo starter, as it will consistently lead into c.S for a juggle, looping into itself for excellent corner carry with proper utilization of Kou loops.
Tension Gain: 40% CH version of the standard B&B Kou AA conversion. You may also elect to go into a triple Kou loop if you need the extra corner carry.
188070 (PC)
1.33
Midare (214P After Guardpoint)
Midare has zero combo potential on hit without meter. In these situations you should almost always go for Shitsu, as this will hit meaty and allow you to utilize Shitsu okizeme. However, in situations where you have meter to burn, it may be worth it to RC Midare in order to secure a wallbreak and Positive Bonus.
Tension Gain: 40% Standard combo post Midare. If the extra corner carry is needed, dashing at the opponent post RC before going into c.S can help.
If in the corner, omit the forward drift during the Roman Cancel so the opponent doesn't go flying past Anji during the wallbounce.
188074 (PC)
1.33
Throw Combos
4D/6D
As Throw is a vital part of Anji's offense, combos involving Throw RCs can be used to break the wall from just about anywhere and lead into Positive Bonus.
Charged Dust allows for Anji to go into a homing jump combo, where a stage transition is guaranteed and Positive Bonus follows. For the most part, these combos are consistent across all characters, but some outliers may exist depending on character hurtboxes.
See the combo listed near the top of this page for a universal combo to use for all characters. The combos listed here are here for preservation and optimization sake.
Anji's 2D makes for an excellent poking tool, and gains even more potency on Counter Hit, where it becomes one of his best starters. Typically on normal hit, 2D will be comboed into Kou, and on Counter Hit, will lead into Fuujin > Issokutobi
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
2D > 236S, j.D
Anywhere
113
[2] Easy
Basic close range 2D combo. Can convert into a wall bounce combo at certain ranges.
1.33
2D > 236S, j.K, dash, 2K > 236{S} , j.D
Anywhere
148
Everyone
[4] Hard
Must be fairly close to the opponent to stay close enough that the second Kou will reach them.
Can change (2K > 236{S} ) for (5K > 236{H} > H to make it a little more lenient at the cost of a bit of damage and oki.
B&B CH 2D combo from midscreen. Can also work in the corner if the j.D is replaced by j.S.
1.33
2D (CH) > 236{S} , c.S > kara dash > 236S, j.D
Anywhere
145
[4] Hard
Extended point blank counter hit combo. Around round start, j.D can bounce, which you can catch with 2K and wall splat with 236H > H. If too close too the wall after the second 236S, you can catch the opponent with a late j.S, f.S for damage, or j.K, 5K for simplicity, then end with > 236H->H
92819 (PC)
1.33
Overdrive Starters
Kachoufuugetsu: Kai (632146S)
For a very expensive 100% meter, RC'ing a combo from Kachoufuugetsu: Kai can prove to be incredibly high damaging, being able to TOD a lot of the cast with just a small amount of RISC, and bring them down to one touch territory if not outright killing them.
In the corner following Kachoufuugetsu: Kai, this combo will sideswitch and break the wall, ontop of dealing near fatal damage.
188096 (PC)
1.33
Issei Ougi: Sai (632146H)
See the above for comments. It is incredibly rare that you'll hit a raw Issei Ougi: Sai, but in situations where you can trade with an attack, or whiff punish a move with heavy recovery, these combos may just be worth the 100% meter to kill your opponent.
Depending on your timing, Shitsu may ruin your combo into Kou. Check the recipe for a more precise way of learning the time.
188101 (PC)
1.33
Combo Theory
Overview
Anji will generally want to route combos into 2D > Shitsu, or a launcher that will allow him to carry the opponent across the screen. Once the opponent is in the air, the goal becomes to end the combo in one of three ways: a Kou that sets up a meaty c.S, a button near the wall that sets up a meaty Shitsu (236P), or a wallbreak.
Launch the Opponent
The first goal is to get the opponent in the air. If the combo is starting from a grounded hit, Anji can accomplish this with Red Roman Cancel, 2D, or 2H, using strings such as these:
5P, RRC, c.S > 236S
5K / 2K / c.S > 2D > 236S
c.S > 2H > 236[S] (on crouching opponents or c.S counterhit)
5H > 236[S]
2D (CH) > 236H ~ K, c.S
Once the Opponent is in the Air
When the opponent is airborne, Anji can route into Kou loops ending with a knockdown and meaty attack, or carry to the corner to set up Shitsu or a wallbreak. If the wall is not nearby and there's no meter to use, Kou will usually be the best way to end the combo. Once the wall is close enough that j.D will wallbounce the opponent, Anji can choose between ending with Shitsu or ending with wallbreak. Which is best will depend on the matchup and the details of that particular game (life remaining, burst, meter, etc.).
Kou can sometimes lead to additional Kou on high airborne hits or close hits. Without meter and without the wall, most combos will end with a Kou setting up a meaty c.S.
(236S) c.S (> 2H) > 236[S], airdash, j.X (whiff), c.S (meaty) - 2H applies a large amount of gravity scaling, making additional Kou loops more difficult.
(236S) 2K > 236S, airdash, j.X (whiff), c.S (meaty) - When the opponent is too low or far away to be hit by c.S > 236[S], 2K may still be able pick them up for an additional loop.
Anji is able to carry opponents across the screen, but it will usually require either a red roman cancel, or a good combo starter and solid execution of "c.S dash-cancel > Kou".
(236S) 66BRC, j.H, c.S > 236[S], ... - The long slowdown Blue Roman Cancels provide makes extending Kou loops easy as long as the opponent is close enough for the shockwave to hit.
When the wall is close enough that bouncing the opponent with j.D after Kou becomes an option, the damage and possibilities both increase. Anji's j.D will bounce opponents off the walls, allowing for extensions into more Kou loops or Fuujin. When attempting to convert into a wall bounce, it's usually best to delay j.D as much as possible. This will give Anji more time on the ground to approach or throw out a move while the opponent is bouncing. After a wallbounce, it is usually easiest to continue with 5K > Fuujin > Rin. If the opponent is in a good position, Anji can continue into Kou instead, which may lead into further meterless extensions. The best way to continue combos using airdashes or wallbounces after j.D will strongly depend on character weight, gravity scaling, and distance from the wall, and how high the character is. It will take practice to make that judgment in the moment.
Getting a wallsplat will usually be possible with a string like these:
(236S) (j.K >) j.D (wallbounce), 5K > 236H ~ H - Using j.K will get the opponent higher before the wallbounce. This makes extending the combo easier, but it may also cause j.D to whiff, so it's best used in the corner or when Anji has momentum to carry him forward. The Rin at the end will usually cause a wallsplat.
(236S) (j.K >) j.D (wallbounce), c.S/2K > 236S - Use c.S to pick up when the opponent is high up, 2K when they're lower. If the Kou at the end doesn't splat, a follow-up j.S should do it.
(236S) j.D (wallbounce), airdash, j.H, 5K > 236H ~ H - At some distances, where 5K won't reach the opponent after they bounce off the wall. In those scenarios, it may be possible to continue the combo by following them with an airdash into j.H or j.S.
To end the strings above with a Shitsu setup instead of a wallsplat, cancel one of the normals after the wallsplat into Shitsu. Cancelling c.S or 5K into Shitsu usually works well.
(236S) (j.K >) j.D (wallbounce), 5K > 236P
(236S) (j.K >) j.D (wallbounce), c.S/2K > 236P
(236S) j.D (wallbounce), airdash, j.H, 5K > 236P
Wall Break
Once the opponent wallsplats, Anji has a number of preferred ways to break the wall– including 5H, 5[D], 236[D], 236H~H}, and 632146H.
5H gives good meter gain, and comes out fast enough for Anji to run at the wallsplat opponent to gain extra meter first, and then break the wall afterwards.
5[D] gives little meter gain, but is the most damaging wallbreak Anji has in his toolkit. (Excluding super)
236[D] requires 50% burst and removes 7.14% of the opponent’s burst on hit, and is the 2nd most damaging wallbreak, while also giving HKD. Generally, 236[D] will be the most preferred wallbreak in most situations.
236H~H gives the best meter gain, and is Anji’s 3rd most damaging wallbreak. If Anji lacks resources to end with 236[D] or 632146H, then 236H~H will be the preferred wallbreak.
632146H requires 50% meter, but is the most damaging wallbreak by far, while also giving HKD on area transition. In kill scenarios, you can also spend an extra 50% meter to deal even more damage by piling on hits such as c.S > 2S > 5H