Anji has two hard knockdowns: Throw, and {{clr|D|2D}}. The best thing to do after either of these hard knockdowns will usually be to throw {{MMC|input=236P|label=Shitsu}}.
Anji has two hard knockdowns: Throw, and {{clr|D|2D}}. The best thing to do after either of these hard knockdowns will usually be to throw {{MMC|input=236P|label=Shitsu}}. In addition to this, {{clr|K|5K}} is one of Anji's best pokes to start engagements with, this combo increases the reward on hit with an {{keyword|okizeme}} setup.
If Anji is very close to the opponent, using Shitsu immediately after {{clr|D|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.
If Anji is very close to the opponent, using Shitsu immediately after {{clr|D|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.
{{clr|S|f.S}} will combo into {{MMC|input=236H|label=Fuujin}} even at the very tip of {{clr|S|f.S}} range. When whiff-punishing, {{clr|S|f.S}} 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.
In addition to {{clr|K|5K}}, {{clr|S|f.S}} is also a good poke to start engagements with that is slower but has a longer range than {{clr|K|5K}}. {{clr|S|f.S}} will combo into {{MMC|input=236H|label=Fuujin}} even at the very tip of {{clr|S|f.S}} range. When whiff-punishing, {{clr|S|f.S}} 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.
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.
Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
c.S > 5H / 6H > 236H ~ S
Using 6H gives Anji slightly more damage and slightly more forward movement than using 5H, but either will work.
It is possible to use c.S > f.S > 5H instead of going straight to 5H. However, this will push the opponent far away, causing FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] to whiff in some cases. Fuujin can still connect in this situation if it is slightly charged. The charge must be long enough that it moves Anji forward, but the combo will drop if the charge is too long. This timing may take practice.
NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 sends the opponent pretty far away. If Anji dashes immediately after, it is usually possible to land a meaty 5K and continue pressure. At longer distances, or near the corner, it may be better to throw
ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 than try to land a meaty attack.
Fuujin can be cancelled into Overdrives as well its four normal follow-ups. If Anji has meter, he can end the combo with Issei Ougi: SaiGuardAllStartup11+6RecoveryAdvantage-30 instead of Nagiha for more damage.
Universal All Positions Mid Range Combousing K Buttons to set up Shitsu
Easy
5K / 2K > 2D > dl.236P
Anji has two hard knockdowns: Throw, and 2D. The best thing to do after either of these hard knockdowns will usually be to throw ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6. In addition to this, 5K is one of Anji's best pokes to start engagements with, 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
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 far slash.
Very Easy
f.S > 236H ~ S
In addition to 5K, f.S is also a good poke to start engagements with that is slower but has a longer range than 5K. f.S will combo into FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] even at the very tip of f.S range. When whiff-punishing, f.S 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.
Combo Theory
Anji's grounded combos tend to be very straightforward. They follow a straight line from 5K/2K to 2D or from c.S to 5H/6H to FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6]->NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7. It's only once Anji launches the opponent that the combo structure opens up. When 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 ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6, or a wallbreak.
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, Red Roman Cancel, c.S > 236S
5K / 2K / c.S > 2D > 236S
c.S > 2H > 236[S] (on crouching opponents or c.S counterhit)
2D (CH) > 236H ~ K, c.S
Once the opponent is in the air, Anji can route into Kou loops ending with a knockdown and meaty, stage 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 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.
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
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.
After a wallsplat, 632146H, 5H, 2H, Rin, and 5D are the highest damage moves to wall break from a grounded position. Use whichever is the most comfortable/intuitive for you. In general, use 632146H when it's available for the damage and the [Overdrive Wall Break].
Note: The resources below were created before battle system 2.0, which changed much of Anji's combo structure.
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
Nearly Universal All Positions Counterhit Combocounterhit combo at close range
Easy
c.S (CH) > 2H > 236[S], 2K > 236{S} , airdash, j.X (whiff), c.S c.S can combo into 2H on counterhit and when the opponent is crouching. 2H is Anji's best combo starter because it launches the opponent for KouGuardAllStartup12 [28]Recovery14Advantage- combos. These are usually Anji's most-damaging combos, so learning to route combos into 2H where possible is important.
After 2H, use a fully-charged Kou. The charge serves two purposes: it moves Anji forward, and a fully-charged Kou launches higher than a normal one. The forward movement and the additional height make it possible to continue the combo.
This particular combo is not entirely universal. The lightweight characters are pushed farther forward in the air. Sometimes, this means the second Kou must be charged slightly. The slight charge will move Anji forward and allow Kou to connect. Baiken and Faust will be pushed too far forward for the 2K to reach. For them, it will be easier to use c.S (CH) dash-cancel, c.S > f.S > 5H > 236H ~ S.
2D Counterhitthe most important counterhit confirm
Medium
2D > 236H ~ K, c.S > (dash-cancel) 236S, j.K > j.D, 5K > 236H ~ H (wallsplat), 5[D]
The low-profile property of 2D makes it a solid normal to counterpoke with, and it will often land as a counterhit. The dash cancel Kou isn't necessary, but it significantly increases how far this route can carry the opponent.
The details of the combo after Kou may change based on weight and distance from the wall. If the wall is very close, the wallbouncing j.K > j.D sequence can be swapped out for a falling j.S. If the wall is too far to bounce off of, swapping out c.S dash-cancel Kou for c.S > 2H > 236S will get more damage.
5H Counterhitone of Anji's strangest grounded routes
5H (CH) > 236H ~ P, (f.S > 236H ~ S/2D > 236P)
Anji's 5H forces the opponent into a crouching position when it counterhits. The additional hitstun from the crouching position, when combined with the counterhit slowdown, allows ShinGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 to combo into f.S or 2D. Continue into FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] for damage or use 2D to set up ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6.
Spin Punish on Standing Opponentsuse 2D to launch into Kou
Medium
c.S > 2D > 236S, j.D airdash j.H, 5K > 236H ~ H (wallsplat), 5[D]
Using c.S > 2D is risky in most situations because 2D is a punishable move and there's no way to true-string into another hit from it. However, when punishing after a successful spin, it can launch the opponent for a Kou and lead to a great combo.
As with most wallbounce combos, the details will change slightly based on the distance from the wall, how high the opponent is, and their weight. This route 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 5K into ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.
Spin Punish on Crouching Opponentsuse 2H to launch into Kou
Medium
c.S > 2H > 236[S], j.D airdash j.D, c.S > 2H > 236H ~ K (wallsplat), 5[D] 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.
If keeping the corner is preferable to a wallbreak, cancel the c.S after the wallbounce into ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.
Shitsu to Kara Nagihacombo from Shitsu oki
Medium
throw, 236P, dash, k.236H ~ S, Shitsu(2), c.S (dash-cancel) 236S, j.D, 2K > 236S, j.D (wallsplat), 5[D]
Using kara Nagiha and kara Rin (cancelling into Nagiha/Rin before the Fuujin completes) has become a common strategy during Shitsu pressure. Having combos from each option will make this situation much more threatening.
There's an 8-frame gap between Shitsu (1) and earliest kara Rin, so opponents can mash out of this with a fast button. If they do this, mix in a normal Fuujin at a frametrap timing to discourage it.
Shitsu to Kara Rincombo from Shitsu oki
Medium
throw, 236P, dash, k.236H ~ H, Shitsu(2), c.S (dash-cancel) 236S, j.D, 2K > 236S, j.D (wallsplat), 5[D]
Comboing from Rin during Shitsu pressure.
Throw FRRCbreak the wall from a throw anywhere
Medium
throw, 66RRC ~ c.S (dash-cancel) 236S, j.K > j.D, 5K > 236H ~ H, 5[D]
This frrc route can wallbreak from midscreen, so it can lead to a wallbreak from anywhere as long as the opponent is thrown toward the nearest wall. The frrc and the dash cancel aren't necessary. The frrc reduces the meter gain penalty so meter starts returning before the combo is over. The dash cancel increases the corner carry available. Using a normal rrc will work as well, but carrying the same distance may be more difficult.
Combo List
Every damage value is dealt to Ky when possible
P Starters
2P and 5P will only combo into 6P on grounded opponents, and only at point-blank range. All of these combos can start from either 2P or 5P.
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P > 6P > 236H (-> K)
Anywhere
66
[1] [1] Very Easy
Tension Gain: ~10% The K followup gets you to the opponent faster.
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.
1.18
(dash) 5K/2K > 2D > 236S > j.K > j.D
Anywhere
133/104
Everyone*
[3] [3] Medium
*Most consistent on Sol, Faust, and Heavyweights; requires dash momentum and/or a slight partial charge on 236S against all other characters. Can be converted into a wall bounce combo if the spacing is correct.
1.18
5K/2K (CH), c.S > ...
Anywhere
[3] [3] Medium
Counterhit hitstun allows linking into c.S, or comboing into 6H or 236H.
1.18
S Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
f.S/2S > 236H->S
Anywhere
84
[1] [1] Very Easy
Tension Gain: ~20% Simple combo into soft knockdown if you're not close to the opponent. Works from any range.
Tension Gain: ~15% The premier close-range meterless c.S combo. Can be converted into a wall bounce combo if the spacing is correct. For Millia, Giovanna, and Jack-O, the 236S needs to be held just the tiniest bit.
1.18
(dash) c.S > 2D > 236S, j.K > j.D
Anywhere
142
Everyone*
[3] [3] Medium
Tension Gain: ~20% *Most consistent on heavy weights; Dash momentum and/or a slight partial charge on 236[S] is required for most light and middleweight characters. Extension of the above combo but much less consistent. Can be converted into a wall bounce combo if the spacing is correct.
1.18
c.S > 5H/6H > 236H->S
Anywhere
131
[1] [1] Very Easy
Use this over 2D > 236S if c.S is not hit point blank. Fuujin will combo after the 3rd hit of 6H. See this for more info about Anji's 6H.
Use Purple Roman cancel to get a hard knockdown or an opportunity for a wall break when around midscreen.
1.18
c.S (AA/CH/crouching) > 2H > 236[S]
Anywhere
131
Everyone
[2] [2] Easy
c.S will combo into 2H on counterhit, aerial hit, or when the opponent is crouching. Finish with j.HS for additional damage or land to set up a meaty c.S.
1.18
c.S (CH) > 2H > 236[S], c.S > 2H > 236S
Anywhere
184
Lightweight characters will be pushed too far forward for the second c.S to connect. Substituting 2K > 236S in those spaces may work.
[3] [3] Medium
Tension Gain: ~40% High damage counterhit c.S combo.
1.18
c.S (CH) > 2H > 236[S], 2K > 236H->H
Anywhere
184
Everyone except Faust, I-No
[3] [3] Medium
Highest damage meterless, wall-less CH c.S combo for Millia and Giovanna.
1.18
c.S (CH) > 2H > 236[S], 2K > 236S
Anywhere
182
Doesn't work on Faust, May, Ram, Giovanna, I-No
[3] [3] Medium
Highest damage meterless, wall-less CH c.S combo for Millia.
1.18
H Combos
After a counterhit 5H or counterhit 2H, the best route depends on the opponent's character and the distance from the wall, but it will usually be best to find some wallbounce continuation. Anything after a Kou in the routes below can be substituted with whatever strings keep your opponent airborne and taking damage. Routes become very flexible once the wall is involved.
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5H > 236H->S
Anywhere
100
Everyone
[1] [1] Very Easy
Tension Gain: ~20% 5H doesn't lead to much.
1.18
5H > 236H->S, 66RRC, c.S > 236S, c.S > 236S
Anywhere
180
??
[2] [2] Easy
Tension Gain: RC+20% RC 5H Combo that does decent damage.
1.18
2H > 236[S], c.S > 236{S} , 2K > 236S
Anywhere
178
??
[4] [4] Hard
Tension Gain: ~35% Anji can get three Kou on most characters. 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.
1.18
2H > 236[S], c.S > 2H > 236[S], 5K > 236H
Anywhere
188
??
[3] [3] Medium
Tension Gain: 35-40% Kou loop with Fuujin ender. Works anywhere on screen.
Tension Gain: 45% + WS Spacing and timing specific. 2H needs to land around a back dash away from opponent. j.D should be slightly delayed so opponent doesn't bounce off the wall and over Anji's head, but not too delayed that the opponent lands before Anji does. The timing for j.D after Kou is the same for both.
1.18
Jump-in Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
j.S/j.H > c.S > ...
Anywhere
Everyone
[2] [2] Easy
j.S/j.H needs to hit deep for this to combo.
1.18
IAD > j.P > j.P > 2K/c.S > ...
Anywhere
Everyone
[3] [3] Medium
For crouching characters and really short characters, start with a single deep j.P instead. It may be easier to punish certain moves, like GunflameGuardAllStartup18RecoveryTotal 54Advantage-10, with j.P than with j.S. You can only get two j.Ps against standing opponents. For crouching characters and really short characters, start with a single deep j.P instead.
1.18
j.H/j.S (CH) > land, dash c.S > 2H > 236[S] > ...
Anywhere
Everyone
[3] [2] Easy
If you find yourself not quite in range for the c.S to connect, the CH slowdown lets you dash in slightly.
1.18
Special Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
k.236H->H (CH), c.S > 2H > 236S
Anywhere
132
??
[2] [2] Easy
Tension Gain: ~30% CH combo off of Rin
1.18
k.236H->S (CH), c.S > 2H > 236S
Anywhere
127
??
[2] [2] Easy
Tension Gain: ~35% CH combo off of Nagiha. Being close enough for c.S will be rare. At farther ranges, either use 5K or uses the hard knockdown to throw Shitsu.
1.18
236H->S, 66RRC, c.S > 236S, c.S > 236H->H
Anywhere
162
??
[2] [2] Easy
Tension Gain: -40% RC Combo off of Nagiha.
1.18
236S, c.S > 236S, 5K > 236H
Anywhere
142
??
[3] [3] Medium
Tension Gain: ~30% 5K can sometime be tricky to land.
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 normal red roman cancel as well, but requires a delay to keep Anji from moving underneath the opponent. The dash-cancel isn't required, but it increases the corner carry significantly.
Tension Gain: 20% For Anji, this combo does work but you have to delay the initial HS by a decent amount otherwise the D whiffs. For Jack-O, Ky, and Anji, end with S instead of D. *Damage tested on Leo
Basic close range 2D combo. Can convert into a wall bounce combo at certain ranges.
1.18
2D > 236S, 2K > 236{S}
Anywhere
141
lightweights
[4] [4] Hard
This only works at very close ranges. The first 236S may need to be charged a very small amount. High damage, but finicky close-range combo that requires you to time the 2K upon landing without accidentally doing a j.K on the way down.
1.18
2D > 236S, j.K, dash, 2K > 236{S}
Anywhere
148
Everyone except lightweights
[4] [4] Hard
Similar to the route above, must be fairly close to the opponent to stay close enough that the second Kou will reach them.