P4AU/Yu Narukami/Combos

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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.


Combo Theory

Narukami's general combo routes rely primarily on his distance from the corner. As such, his theory will be split into two sections, mid-screen and corner.

Mid-screen

Mid-screen routes without any resources ususally consist of basic P combo progression into a special move, usually light Swift Strike (214C) for safe jump okizeme. With resources, Narukami can launch the opponent and deal extra damage before knocking down the opponent with air heavy Raging Lion (j.214B). If the combo is too scaled, another combo ender must be used (such as air Big Gamble (B+D)) though they either cost meter or provide no oki. Getting this launch on Fatal counter is simple for Normal Narukami who can use the last normal of his auto combo (5AAA) and a late cancel into air Zio (j.236C) to juggle the opponent. EX Raging Lion (214A+B) also grants a juggle state during any fatal route, provided 25 SP is available. On a normal counter hit or when using Shadow Narukami, getting a launch with using SP is dependent on the starter, which often results in very basic meterless combos.

With 50 SP on hand for a Once More Cancel or a full burst gauge for a Once more Burst, juggling the opponent becomes much easier. This is most often done after the final hit of heavy Swift Strike (214D) thanks to it's high damage and fantastic scaling. His awakening super Cross Slash (214214C) can cross under the opponent in certain situations, allowing Narukami to continue comboing the opponent, something he can't do when in the corner. Despite these options, Narukami always has to pick between maximizing damage or getting good oki as his mid-screen safe-jumps require him to cut his combos short.

Corner

Everything changes when the corner is within reach. Just about every attack can convert into a full combo thanks to light Swift Strike (214C) and air light Raging Lion (j.214A) linking into 5A, moves that launch opponents away or ground slide opponents can now be followed up with other attacks without resources, and Narukami gains access to routes that both deal high damage and grant strong okizeme (primarily by ending with heavy Raging Lion (214B)).

SP is best spent getting a mid-screen hit to covert into a corner combo. With 50 SP, the massive corner carry of heavy Swift Strike (214D) followed by a juggle into air light Raging Lion (j.214A) can lead into a corner only 5A link, even from over half stage's length away. EX Swift Strike (214C+D) into a late hit Lightning Flash (236236A+B) also leads into a corner combo while dealing high damage, though it takes 75 SP rather than the usual 50 SP.

Basic Combos

For those looking for a place to start with this character, the following combo list contains routes that are both simple to learn and highly effective. They also have good oki, making it easier to maintain an offensive lead. All routes can end with a super for more damage if 50 SP is available.

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.
2 5B > 5C > 214C [*] Anywhere 1337 10 All Beginner Basic 5B combo. Doesn't work at max 5B range. Gives safe-jump oki.
3 5B > 2B > 5C > 236A > 214C [*] Anywhere 1861 14 All Beginner 5B combo. Primary punish combo when counter hit isn't available. Gives safe-jump oki.
4 AA 2B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B Anywhere 2185 17 All Easy Anti-air combo. Can start with 5A, 5B, 2B, or 5C. Skip 5C and only use j.B if the opponent is too high for 5C to connect.
5 CH 5C > dc, 2B > 5B > 5C > 236A > 214C [*} Anywhere 2735 17 All Easy Counter hit 5C combo. Used to punish reversals. Gives safe-jump oki.
6 5B > 5C > 214D > OMC, dash 5C > jc > j.BB > djc > j.B > j.C > j.214B Anywhere 3035 -37 All Easy Basic combo extended with a Once More Cancel. Use this to increase your damage and carry your opponent to the corner.
7 C+D or 236B/A+B, 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B Corner 2691 26 All Easy Throw corner combo.
[*] ... j.214A or 214C, 5A > 5C > 2C > 214B Corner 2510 38 All Easy Corner only follow-up for mid-screen combos ending with j.214A or 214C. As soon as the recovery of j.214A or 214C ends, use 5A to catch the opponent in mid-air. Damage and SP gain based on combo 1.

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.
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 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.
4 FC 5AAA, 5AAAA Anywhere 1712 27 All Beginner Persona broken fatal counter 5A combo. Gives safe-jump oki.
5 FC 5AAA > delay j.236C, 5B > delay 5C > jc > IAD j.2B, 5B > 5C > jc > j.BB > 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.
6 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.
7 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 FC 5(AA)A > j.236C, 5B > 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 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 5A/2A/j.A > 5B/2B/j.B routes will work with 5B/2B/j.B starter.
  • 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 > 2B > 5C > 236A > 214C Anywhere 1861 14 All Beginner Basic 5B combo. Remove 2B and/or 236A for less range dependency. Gives safe-jump oki.
2 5B > 2B > 5C > 236A > 214D > OMC, dash 214B, 2B > 5C > 236A > 214[B] Anywhere 3416 -33 All Intermediate 5B combo extended with a Once More Cancel. Remove 2B and/or 236A for less range dependency. 214B must result in a cross-up or else the combo will drop. Gives safe-jump oki.
3 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.
4 5B > 2B > 2A+B > 214C+D > 214214C, 2B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D Mid-screen 4048 -66 All Hard Awakening state 5B combo extended with a cross-up Cross Slash. The delay before the jump cancel can be removed if j.2B is used instead of j.B.
5 5B > 5C > 236A > 236C > 214214A+B Anywhere 5824 -150 All Intermediate Awakening state close range 5B combo ended with Thunder God Dance.
6 5B > 2B > 5C > 236A > 214D > OMB, dash 5D, dash 2B > 5B, (D) dash 2B > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.B+D Anywhere 4320 19 All Hard 5B combo extended with a Once More Burst. Remove 2B and 236A for less range dependency. Replace j.BB with j.2B and j.C with j.BB for consistency.
7 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.
8 CH 5B > 5A+B~C > jc > j.2B > djc > j.C > j.214B Anywhere 2859 31 All Easy Counter hit 5B combo extended with an All-Out-Attack.
9 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.
10 FC 5B, dash 5AAA > delay j.236C, dash 2B > 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B Anywhere 2934 40 All Hard Close range fatal counter 5B combo. Must delay air Zio until just before Narukami touches the ground.
11 FC 5B > 5C > 236A > 214A+B, 2B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.C > j.214B Anywhere 4135 -13 All Very Hard Fatal counter 5B combo extended with EX Raging Lion. Remove the initial 5C for less range dependency.
12 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.
  • All 5A/2A/j.A > 5C and 5B/2B/j.B > 5C routes will work with a 5C starter.
5C starter
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 5C > 2B > 5B > 5C > 214C Anywhere 2312 15 All Beginner Point-blank range 5C combo. Gives safe-jump oki.
2 CH 5C > dc, 2B > 5B > 5C > 236A > 214C Anywhere 2735 17 All Easy Counter hit 5C combo. Gives safe-jump oki.
3 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 5C combo. Must delay air Zio until just before Narukami touches the ground.
4 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, but Yukiko, Kanji, Sho, Labyrs, Aigis, Mitsuru, and Akihiko Very Hard Awakening state fatal counter hit 5C combo extended with a cross-up Cross Slash. Cross-up only occurs against certain characters.
2C starter
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 2C > 236C Anywhere 1612 9 All Easy 2C combo. Without resources, this is as good as it gets.
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 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.
4 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.
5D starter
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 5D, 214A, (D) dash 2B > 5B > 5C > 236A > 214C Anywhere 3147 23 All Intermediate Basic 5D combo. Works as long as both hits of 5D connect. Gives safe-jump oki.
2 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 at the cost of oki.
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 FC 2D, dash 5B > delay 5C > jc > IAD delay j.2B, 5B > delay 5C > jc > IAD delay j.B, 5B > delay 5C > delay jc > j.BB > djc > j.B > j.C > j.214B Anywhere 3732 34 All Hard Fatal counter 2D combo.
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.
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 FC C+D, dash 5B > jc > j.BB > j.214A Anywhere 2040 12 All Intermediate Persona broken fatal counter throw combo.
3 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 FC j.C+D, j.2B, 5B > jc > j.2B > j.214A Anywhere 2877 15 All Intermediate Persona broken fatal counter air throw combo.
3 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.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.
(j.)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 CH 236A, dash 5AAAA Anywhere 1905 24 All Beginner Close range counter hit 236A combo. Gives safe-jump oki.
3 CH 236A, dash 5B > 5C > 214C Anywhere 1871 12 All Easy Max range counter hit 236A combo. Gives safe-jump oki.
4 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.
(j.)236D starter
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 236D, 2B > 5B > 5C > 236A > 214C Anywhere 2554 17 All Easy Uncharged 236D combo. Remove 2B and 236A for less range dependency.
2 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.
3 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.
(j.)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 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.
(j.)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.
3 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.
(j.)214A+B starter
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 j.214A+B, 2A > 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B Anywhere 3166 -23 All Easy Minimum height or meaty j.214A+B combo.
2 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.
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.
Shadow Frenzy Combos
Starter Combo Position Damage Starting SP Works on: Difficulty Notes
5A, j.A, j.B, j.2B, 236D Starter, 5AAA > 236A > 214D > delay SF, dash 2A+B > 236C > 236C+D > 214A+B > 214C+D~B+D(1) > 214B > j.214A > j.236D, delay B+D(1) > 236236B, dash B+D(1) > 214214C, 236236A+B Anywhere 5199 ~ 5783 63 ~ 68 All Hard Shadow Frenzy combo that uses an auto-combo to extend the minimum SP needed for SF to less than 70. Can start with 5C, j.2A, 236A, or 214A but only on counter hit.
5A, 5B, 2B, 5C, 214D Starter, 5C > 214D > delay SF, dash B+D(1) > 214214C, 2B(1) > 5C > 214A+B > 214C+D > 214214C, 2B(1) > 5C > 236A > B+D(1) > 214214C+D Mid-screen 6111 ~ 6517 83 ~ 85 All Hard Shadow Frenzy combo that uses Cross Slash 3 times. 236A starter must go directly into 214D. Can also start with j.A, j.2A, j.B, j.2B, or 214A but only on counter hit.
5C CH (5C > dc, 2B) > 5C > 236A > 214D > delay SF, dash B+D(1) > 214214C, 2B(1) > 5C > 214A+B > 214C+D > 214214C, 2B(1) > 5C > 236A > B+D(1) > 214214C+D Mid-screen 7297 ~ 7446 74 ~ 82 All Hard Shadow Frenzy combo that uses Cross Slash 3 times. Go straight into 236A if 5C wasn't a counter hit.
214A 214A > delay SF, dash B+D(1) > 214214C, 2B(1) > 5C > 214A+B > 214C+D > 214214C, 2B(1) > 5C > 236A > B+D(1) > 214214C+D Mid-screen 6173 93 All Hard Shadow Frenzy combo that uses Cross Slash 3 times. SF cancel as soon as Narukami touches the ground after 214A hits, then dash long enough that B+D preserves his forward momentum.
C+D, 236B Throw > delay SF, dash 5C > jc > j.236C+D > j.214A > 214C+D > 214214C, 2B(1) > 5C > 236A > B+D(1) > 214214C, 236236A+B Mid-screen 4973 94 All Very Hard Shadow Frenzy combo off a throw.
j.C+D j.C+D > SF, 214A+B > j.236D, dash B+D(1) > 214214C, 2B > 5C > 236A > delay B+D(1) > 214214C, 236236A+B Mid-screen 5150 90 All Intermediate Shadow Frenzy combo off an air throw. Doing only the first hit of 2B reduces the final damage but removes the need to delay B+D.

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 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.
3 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.
4 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 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.
4 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 > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > 214B Corner 3141 33 All Easy 5B corner combo. Remove 2B > 5B > 5C > 236A to allow the combo to work from max 5B range.
2 5B > 5C > 236A > 214C+D~B+D(1) > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B Corner 4547 -63 All Intermediate 5B corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. Remove 236A for less range dependency.
3 AA 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B Corner 2577 24 All Intermediate Anti-air 5B corner combo.
4 CH 5B > 5A+B~D > dc, 2B > 5C > jc > j.214A, 2A > 5C > 2C > delay 214B Corner 3360 43 All Intermediate Counter hit 5B corner combo.
5 FC 5B, 5AAA > delay j.236C, 2B > 5B > delay 5C > jc > j.214A, 5B > 5C > 2C > 214B Corner 3404 49 All Hard Fatal counter 5B corner combo. Must delay air Zio until just before Narukami touches the ground.
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 5B corner combo extended with EX Raging Lion.
5C starter
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 5C > 2B > 5B > 5C > 2B > 5B > 2A+B > 214C, 5A > 5C > 2C > 214B Corner 3884 35 All Easy Close range 5C corner combo.
2 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.
3 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.
4 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.
5 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, delay 5B > 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B Corner 3449 32 All Easy Basic 2C corner combo.
2 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 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 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 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.
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 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 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.
3 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.
4 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 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.
3 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 CH 236A > 214B, 2B(1) > 5C > jc > IAD j.A > j.C > j.214A, 5A > 5C > 2C > 214B Corner 3708 35 All Intermediate Counter hit 236A corner combo.
3 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.
4 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 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.
3 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.
4 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 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.
3 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 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.
3 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.
4 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.
5 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 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.
  • j.236D will not come out if used right before Narukami touches the ground. In every SF combo listed, this property is intentionally used to reset Narukami to a neutral position.
Shadow Frenzy Combos
Starter Combo Position Damage Starting SP Works on: Difficulty Notes
5A, j.A, j.B, j.2B, 214D Starter, 5AAA > 236A > 214D > SF, 5C > jc > j.236C > j.214A > 214A+B > j.236D, 2A+B > 236C+D > 214B > j.236D, 5C > B+D(1) > 236236B, 214C > 214214C, 236236A+B Corner 5408 ~ 5992 63 ~ 68 All Hard Shadow Frenzy corner combo that uses an auto-combo to extend the minimum SP needed for SF to less than 70. Can start with 5C, j.2A, 236A, or 214A but only on counter hit.
5A, 5B, 2B, 5C, j.B, j.2B, 236A, 214C, 214D Starter, 5C > 236A > 214D > delay SF, 5C > jc > j.236C > j.214A > (j.236D, 5C) > 214A+B > j.236D, 2A+B > 236C > 236C+D > 214B > j.236D, 5C > 236C > B+D(1) > 236236B, dash B+D(1) > 214214C, 236236A+B Corner 6332 ~ 6772 79 All Very Hard Max damage universal Shadow Frenzy corner combo. Can start with j.A, j.2A, or 214A but only on counter hit. Remove the part in parenthesis to decrease the execution difficulty.
5A, 5B, 2B, 5C, j.B, j.2B, 236A, 214C, 214D Starter, 5C > 236A > 214D > SF, dash 5C > delay 236C+D > 214214C, 2B > jc > j.C > j.236C > j.214A > 236C+D > 214B > j.236D, 2A+B > 236C > delay B+D(1) > 236236B, 214C > 214214C+D Corner 6500 ~ 6925 79 Narukami, Yosuke, Chie, Naoto, Rise, Yukari, Ken, Adachi, Marie Hard Character specific Shadow Frenzy combo that deals massive damage. 5C must make Izanagi cross through the opponent, resulting in 236C+D being fired towards Narukami. Can start with j.A, j.2A, or 214A but only on counter hit.
5A, 5B, 2B, 5C, j.B, j.2B, AA Starter, 5C > jc > j.2B > djc > j.C > j.214B > SF, j.2B > j.214A > (j.236D, 5C) > 214A+B > j.236D, 2A+B > 236C > 236C+D > 214B > j.236D, 5C > B+D(1) > 236236B, dash B+D(1) > 214214C, 236236A+B Corner 5773 ~ 6184 78 ~ 80 All Very Hard Max damage universal anti-air Shadow Frenzy corner combo. Remove the part in parenthesis to decrease the execution difficulty.
5C, j.236C (j.236C, 5B) > 5C > (236A) > 214D > delay SF, 5C > jc > j.236C > j.214A > (j.236D, 5C) > 214A+B > j.236D, 2A+B > 236C > 236C+D > 214B > j.236D, 5C > 236C > delay B+D(1) > 236236B, dash 2A+B > 236C > delay B+D(1) > 236236B, dash B+D(1) > 214214C+D Corner 7424 ~ 7511 78 ~ 82 All Very Hard Max damage universal Shadow Frenzy corner combo. Add 5B and remove 236A if done off 236C to extend the viable combo range. Remove the part in parenthesis to decrease the execution difficulty.
5C 5C > 236A > 214D > SF, dash 5C > delay 236C+D > 214214C, 2B > jc > j.C > j.236C > j.214A > 236C+D > 214B > j.236D, 2A+B > 236C > delay B+D(1) > 236236B, 214C > 214214C+D Corner 7748 82 Narukami, Yosuke, Chie, Naoto, Rise, Yukari, Ken, Adachi, Marie Hard Character specific Shadow Frenzy combo that deals massive damage. 5C must make Izanagi cross through the opponent, resulting in 236C+D being fired towards Narukami. Can start with j.A, j.2A, or 214A but only on counter hit.
5C AA 5C > jc > j.2B > djc > j.C > j.214B > SF, j.2B > j.214A > (j.236D, 5C) > 214A+B > j.236D, 2A+B > 236C > 236C+D > 214B > j.236D, 5C > B+D(1) > 236236B, dash 2A+B > 236C > B+D(1) > 236236B, dash B+D(1) > 214214C+D Corner 6892 81 All Very Hard Max damage universal anti-air Shadow Frenzy corner combo. Remove the part in parenthesis to decrease the execution difficulty.
2C 2C > delay SF, 5C > jc > j.236C > j.214A > (j.236D, 5C) > 214A+B > j.236D, 2A+B > 236C > 236C+D > 214B > j.236D, 5C > B+D(1) > 236236B, dash B+D(1) > 214214C, 236236A+B Corner 6107 81 All Very Hard Max damage universal Shadow Frenzy corner combo. Remove the part in parenthesis to decrease the execution difficulty.
2A+B 2A+B > SF, 5C > jc > j.236C > j.214A > 236C+D > 214A+B > j.236D, 2A+B > 236C+D > 214B > j.236D, 5C > 236C > B+D(1) > 236236B, dash 2A+B > 236C > delay B+D(1) > 236236B, dash B+D(1) > 214214C+D Corner 6556 95 All Hard Max damage universal Shadow Frenzy corner combo.
(j.)236D (j.)236D > (dc), 5B > 5C > 236A > 214D > delay SF, 5C > jc > j.236C > j.214A > (j.236D, 5C) > 214A+B > j.236D, 2A+B > 236C > 236C+D > 214B > j.236D, 5C > 236C > B+D(1) > 236236B, 214C > 214214C, 236236A+B Corner 7147 74 All Very Hard Max damage universal Shadow Frenzy corner combo. Remove the part in parenthesis to decrease the execution difficulty.
214A 214A > SF, 5C > jc > j.236C > j.214A > (j.236D, 5C) > 236C+D > 214A+B > j.236D, 2A+B > 236C+D > 214B > j.236D, 5C > B+D(1) > 236236B, dash 2A+B > 236C > delay B+D(1) > 236236B, dash B+C(1) > 214214C+D Corner 6526 93 All Very Hard Max damage universal Shadow Frenzy corner combo. Remove the part in parenthesis to decrease the execution difficulty.
j.214A j.214A > SF, 2A+B > 236C > 214A+B > j.236D, 2A+B > 236C > 236C+D > 214B > j.236D, 2A+B > 236C > 236C+D > B+D(1) > 236236B, dash 2A+B > 236C > delay B+D(1) > 236236B, dash B+D(1) > 214214C+D Corner 6224 93 All Hard Max damage universal Shadow Frenzy corner combo.
214B 214B > SF, 5C > jc > j.236C > j.214A > (j.236D, 5C) > 236C+D > 214A+B > j.236D, 2A+B > 236C > delay B+D(1) > 236236B, dash 2A+B > 236C > delay B+D(1) > 236236B, dash B+D(1) > 214214C+D Corner 5766 90 All Very Hard Max damage universal Shadow Frenzy corner combo. Remove the part in parenthesis to decrease the execution difficulty.
j.214B j.214B > SF, 2B(1) > 5C > jc > j.236C > j.214A > 236C+D > 214A+B > j.236D, 2A+B > 236C+D > 214B > j.236D, 5C > 236C > B+D(1) > 236236B, dash 2A+B > 236C > delay B+D(1) > 236236B, dash B+D(1) > 214214C+D Corner 6533 92 All Hard Max damage universal Shadow Frenzy corner combo.
C+D, 236B Throw > SF, 5C > jc > j.236C > j.214A > (j.236D, 5C) > 214A+B > j.236D, 2A+B > 236C > 236C+D > 214B > j.236D, 5C > B+D(1) > 236236B, dash B+D(1) > 214214C, 236236A+B Corner 5386 94 All Very Hard Max damage universal Shadow Frenzy corner combo off a throw. Remove the part in parenthesis to decrease the execution difficulty.
j.C+D j.C+D > SF, 2A+B > 236C > 214A+B > j.236D, 2A+B > 236C+D > 214B > j.214A > j.236D, 5C > B+D(1) > 236236B, 214C > 214214C, 236236A+B Corner 5456 90 All Hard Max damage universal Shadow Frenzy corner combo off an air throw.


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