GGST/Anji Mito/Combos

From Dustloop Wiki



Combo Notation GuideCharacter Name Abbreviations
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, 236+P 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.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
Shitsu = Shitsu - 236P
Spin = Suigetsu No Hakobi - 236K or 236[K]
Kou = Kou - 236S or 236[S]
Fuujin = Fuujin - 236H or 236[H]
Ichishiki = Shin: Ichishiki - 236H->P or 236H~P
Hop = Issokutobi - 236H->K or 236H~K
Nagiha = Nagiha - 236H->S or 236H~S
Rin = Rin - 236H->H or 236H~H
Counter Super = Kachoufuugetsu Kai - 632146S
Sai = Issei Ougi: Sai - 632146H
{X} = Short hold input.
dc.X = Dash Cancel/Kara Special
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Beginner Combos

Beginner.png 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 RinGGST Anji Mito 236HH.pngGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 to get damage or IssokutobiGGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage- to set up a meaty c.S. If it is blocked, end the string with NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (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 ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 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.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 and 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-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 FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [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

Intermediate.png 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 EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 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 RinGGST Anji Mito 236HH.pngGuardHighStartup21 (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 ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 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 ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.

Charged 5D comboTo the skies!
204 Damage
Medium

5[D] > 7/8/9 ~ j.H > j.D > jc9 > j.K > j.S > j.K > j.S > j.D > Finishing Blow
The standard B&B charged 5[D] homing jump combo.

Throw FRRCBreak the wall from a throw anywhere
Medium

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.
Youtube 88108/88109
(PC)
1.33
5P > 6P > 236H -> H Corner 86 [2] Easy Tension Gain: ~20%
Easier but lower damage than above.
88130
(PC)
1.33
AA 5P > 236S, 5P > 236H -> H Anywhere 100 [2] Easy Tension Gain: ~20%
5P AA Conversion.
88119
(PC)
1.33
AA 5P > 236S, c.S > 236S, j.D > c.S > 5H > 236H -> H (S (WS)) Corner 184 [4] Hard Tension Gain: ~40%
Finish with Nagiha for a wallsplat.
176522
(PC)
1.33
6P

6P can be used effectively in Counter Hit combos if followed by Fuujin and Issokutobi. Otherwise, the reward is minimal.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 6P (CH) > 236[S], 5K > 236H Anywhere 113 [2] Easy Tension Gain: ~20%
6P Anti Air Punish. Have to almost be underneath opponent during 6P for 5K to land.
88133
(PC)
1.33
6P (CH) > 236D, 5K > dc.236S > j.S > c.S > 5H > 236H -> H Roundstart 147 [4] Hard Tension Gain: ~30%
CH 6P Roundstart into wallbreak,
161474
(PC)
1.33
6P (CH) > 236D, c.S > 236S > j.S > c.S > 5H > 236H -> H Anywhere 152 [3] Medium Tension Gain: ~35%
CH 6P combo into wallbreak from midscreen/corner
161745
(PC)
1.33
6P (CH) > 236H->K > c.S > 5H > 236H->H Anywhere 147 [2] Easy Tension Gain: ~35%
Meterless CH 6P combo.
188024
(PC)
1.33
6P (CH) > 236[S], > j.K > j.D > c.S > 5H > 236H->H, (WS) > 236H~H Corner 208 [2] Easy 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.
88153
(PC)
1.33
5K/2K > 2D > 236S, (j.D, ... ) or (airdash, j.X, c.S (meaty)) Anywhere 87/110 [1] Very Easy 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. 88166
(PC)
1.33
5K/2K > 2D > 236S > dl.j.K, > (microdash) 5K > 236D > 5K > 5H > 236H->H Anywhere 173/147 Everyone [4] Hard Tension Gain: 40%~
Wallbreak from 5K/2K from midscreen. Combo may need to be extended with a dc.236 after the 236D if not spaced next to the wall.
161754
(PC)
1.33
5K/2K > 2D > 236S > dl.j.K, > (microdash) 5K > 236D > 5K > dc.236S > j.K > j.D > 2S > 236H->H Back to Corner 173/150 Everyone [5] Very Hard 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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 5H > 236[S] > j.D > dc.j.S > c.S/f.S/5K > (5H) > 236H-> (WS) H Midscreen 235 [4] Hard 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.
161461
(PC)
1.33
c.S > 5H > 236[S] > j.D jc > j.H > j.D > j.S > c.S > 5H (WS) > 236H~H Corner 239 Everyone [3] Medium 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.
161468
(PC)
1.33
c.S > 5H > 236[D] > 2H > 236{S} > c.S > j.D > c.S 5H > 236H (WS)->H Anywhere 228 Everyone [3] Medium 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 161713
(PC)
1.33
c.S > 5H > 236[S] > 66FRC j.H (whiff) > c.S > 2H > 236[S] > j.D Back to Corner 228 [4] Hard 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.
165342
(PC)
1.33
f.S > 236D > 5H > 236[S]> j.S > f.S > 236H->H (WS) 236H~H Roundstart 162 [3] Medium 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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(CH) c.S > 5H > 236[H] > K, c.S > dc.236S, > j.K > j.D > c.S > 5H > 236H-> (WS) H Anywhere 238 [4] Hard 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.
88203
(PC)
1.33
f.S (CH) > 236H~S > c.S > dc.236S > j.K > j.D > c.S > 5H > 236H-> (WS) H Roundstart 189 Everyone [4] Hard Tension Gain: ~47%
Roundstart meter and damage optimal off a counterhit f.S.
167551
(PC)
1.33
f.S (CH) > 5H > 236[H]->K > c.S > dc.236S > j.K > (microwalk) c.S > 236H-> (WS) H Midscreen 207 Everyone [4] Hard 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. 188034
(PC)
1.33
5H > 236H~S > c.S > dc.236S > j.K > j.D > c.S > 5H > 236H(WS)->H Midscreen 189 Everyone [3] Medium 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.
188035
(PC)
1.33
2H > 236[S], c.S > kara dash cancel > 236{S} , 2K > 236S Anywhere 178 Everyone [4] Hard 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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H (CH) > 236[H]->K, c.S > 5H > 236{H} ->H Anywhere 158 Everyone [2] Easy Tension Gain: ~45%
Basic CH 5H confirm.
92788
(PC)
1.33
5H (CH) > 236[H]->K, c.S > dc.236S, c.S > 2H > 236{H}->H Anywhere 183 Everyone [2] Easy 92790
(PC)
1.33
5H (CH) > 236[H]->K, c.S > dc.236S, dl.j.D, c.S >5H > 236H(WS)->K > 236H~H Round Start 221 Everyone [4] Hard 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.

188038
(PC)
1.33
2H (CH) > 236[S], c.S > 236S, c.S > 236S, j.D (WS) Corner 199 [3] Medium 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 GunflameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 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. 1.33
j.H/j.S (CH), 5H > 236[S] > j.D > dc.j.S > c.S > 5H > 236H(WS)->H > ... Anywhere 202 Everyone [3] Medium 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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236H->S, > 5K > dc.236S > dl.j.D > 5K > 236H->H(WS) > 236H~H Anywhere 202 Everyone [5] Very Hard 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.
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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.
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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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236H~S, > c.S > dc.236S, > j.K > j.D > c.S/f.S/2S/5K > 5H > 236H (WS)->K 236H~H Anywhere 172 Everyone [4] Hard Tension Gain: ~40%
If going for c.S after j.D, a microdash may be required.
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236H~S, > 5K > 236D > 5K > dc.236S, > j.S > c.S > 5H (WS) > 236H~H Anywhere 127 Everyone [4] Hard Tension Gain: ~35%
Alternate version of the above combo if Nagiha hits from further away, thus not allowing a c.S pickup.
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236H~S, c.S > dc.236S > j.K > j.D, 2S > 5H > 236H->K (WS) > 236H~H Corner 157 Everyone [2] Easy Tension Gain: ~35%
Corner version of the combo(s) above.
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Rin (236H->H)

On hit, Rin has absolutely zero combo potential without meter. That said, these combos are especially potent, dealing large amounts of damage.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236H~H, RRC > c.S > 2H > 236S, j.D > c.S > 5H > 236H->K (WS) > 236H~H Midscreen 211 Everyone [3] Medium Tension Gain: ~20% (Post RC)
Standard B&B conversion off any Rin hit with meter.
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236H~H, 88RRC > 5[D] > c.S > dc.236S, > j.D > c.S > 5H > 236H->H (WS) > 236H~H Corner 222 Everyone [3] Medium Tension Gain: ~20% (Post RC)
Optimal Rin damaging combo.
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236H~H, RRC > c.S > 2H > 236[S], > j.D > c.S > 5H > 236H->K (WS) > 236H~H Midscreen 211 Everyone [3] Medium Tension Gain: ~10% (Post RC)
Corner version of the first combo listed.
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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.
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236H~P, > 2D > 236S, > j.K > j.D > c.S > 5H > 236H (WS)->H Corner 184 Everyone [3] Medium Tension Gain: ~35%
Shin: Ichishiki hit into wallbreak in the corner.
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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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 236[S] > c.S > dc.236S > c.S > dc.236S > j.K > 5K > 236H->(WS)H Anywhere 197 Everyone [4] Hard Tension Gain: 40%
Standard AA Kou conversion.
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AA 236S > c.S > dc.236S > c.S > 2S > 5H > 236{H} ->H (WS) > 236H~H Corner 202 Everyone [4] Hard Tension Gain: 40%
Corner version of the above combo. 2S may need to be delayed very slightly in order to combo.
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AA CH 236[S] > c.S > dc.236S > j.D > c.S > 5H > 236H->H (WS) > 236H~H Midscreen 209 Everyone [4] Hard 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.
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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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
214P > 66RRC > c.S > dc.236S, > j.K > j.D > c.S > 5H > 236H->(WS)H Midscreen/Corner 197 Everyone [4] Hard 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.

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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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4D/6D > 66FRRC > c.S dc.236S, j.K > j.D, (dash,) 5K/c.S > 236H->H (WS), 236H~H Anywhere 167 Everyone [3] Medium Lets Anji break the wall from anywhere with a throw. If you're in the corner, change the j.K > j.D to a falling j.S.

Works with a non-fast Roman Cancel as well, but requires a delay to keep Anji from moving underneath the opponent.

Youtube 114668
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Dust Combos

5[D]

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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D], 8, j.HS > j.S, jc, j.HS > j.S > j.HS > j.D > j.D Anywhere 204 All but Anji, Jack-O, Ky, Bridget, Testament, Baiken, Happy Chaos [2] Easy Tension Gain: 20%
For Anji and Jack-O, this combo can work if you have to delay the initial j.H by a decent amount. Otherwise, the j.D whiffs.

For Jack-O, Ky, Bridget, Testament, Baiken and Anji, end with S instead of D.

3rd j.H is EXTREMELY inconsistent on Hppy Chaos, see the next combo for a more consistent combo.

  • Damage tested on Leo
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5[D], 8, j.HS > j.S, jc, j.HS > j.S > j.K > j.S > j.D > j.D Anywhere 203 Anyone [2] Easy Tension Gain: 23%
Altered version of the previous combo for the characters it doesn't work on
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5[D], 8, j.HS > j.D, jc, j.S > j.K > j.S > j.K > j.D > j.D Anywhere 204 Anyone [2] Easy Easy and universal Dust combo. Youtube 92814
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2D

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.

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2D (CH) > 236H->K, c.S > dc.236S > j.D > (microwalk) c.S > 5H > 236H->H (WS) > 5[D] Anywhere 214 Everyone [3] Medium 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
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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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146S, 66RRC, c.S > 2H > 236[S], j.K > 5K > 236H(WS)->K, 5[D] Mid 329 Everyone [3] Medium 92822
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632146S, 88RRC, 66j.H (whiff) > c.S > dc.236S, j.D > 2S > 5H > 236H->H (WS) > 236H~H Back to Corner 321 Everyone [4] Hard In the corner following Kachoufuugetsu: Kai, this combo will sideswitch and break the wall, ontop of dealing near fatal damage. 188096
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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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146H, 66PRC, 236P > Shitsu (1) > c.S > Shitsu (2) > dc.236S > j.K > j.D > 2S > 5H > 236H->K (WS) > 236H~H Anywhere 321 Everyone [3] Medium Depending on your timing, Shitsu may ruin your combo into Kou. Check the recipe for a more precise way of learning the time. 188101
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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.
  • ... 66RRC, dash, c.S dash-cancel, 236{S} , j.K, 5K > 236H ~ H

j.D Air Wallbounce


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


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