Combo Notation Guide | |||||||||
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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.
# | 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
# | 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. |
# | 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. |
# | 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.
# | 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.
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
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.
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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.
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. |
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data