All the combos that are contained in this box end the same way, but have completely different use cases depending on the starter, dont treat these combos as if they serve one purpose.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Some combos are only possible with a certain amount of blood due to the decreased startup and increased range of HS normals at higher blood levels. These combos will be noted with (BL#) or (BR) at the beginning.
The Blood Level numbers used here refer to the number of bars filled. Having no blood is BL0, 1 bar filled is BL1, 2 bars is BL2, and all 3 is BR
All values listed are the spike amount of the Blood Gauge. All combos that feature both specials and S/HS normals will have an initial spike followed by a rapid drain before settling on a net gain. If a combo does not feature specials the value listed is the final net drain.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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All the combos that are contained in this box end the same way, but have completely different use cases depending on the starter, dont treat these combos as if they serve one purpose.
5P > 6P > 214H, OTG 6H > (236K)
A BNB combo starting from Nagoriyuki’s fastest strike. Very rewarding for a 5P starter.
This is Nagoriyuki’s best route to convert from 5P Abare An attack during the opponent's pressure, intended to interrupt it.. It's useful in a variety of situations, such as mashing out of throws, challenging pressure and punishing unsafe moves. It can also convert from a 5P used as an anti-air.
5K > (6K) > 214H, OTG 6H > (236K)
An easy way to convert from 5K, a top-class normal.
Quite rewarding for a combo starting from a normal with as much speed and range as 5K. If 5K hits at tip range, 6K might not reach. In that case, combo from 5K straight to 214H. With 50% Tension, 5K > 6K can be hit confirmed into an overdrive.
2S > 214H, (236K) OTG 6H > (236K)
This combo is a good way to convert from a mid ranged poke that only slightly increases the Blood Gauge. Both rewarding and easy, it will see a lot of use due to starting from two very good poke attacks. The wall carry is also good.
Keep in mind that if 2S hits at tip range, 6H might not reach when at a low blood level, this can be fixed by adding in a Fukyo either before or after the beyblade.
2K > 2D, OTG 6H > (236K)
Nagoriyuki’s staple combo from 2K, his fastest low mix-up. An essential combo for making the most of Nagoriyuki’s mix-ups as well as a good way to convert off of meaty 2K during okizeme.
Keep in mind that if 2K hits at tip range, 6H might not reach when at a low blood level.
f.SSS
An important conversion to manage the Blood Gauge. At high blood, f.S is an especially useful poke, as landing this string reduces the Blood Gauge by a whopping 129.6 points. c.S can reliably convert into f.SSS, and many longer juggle combos using special moves can use f.SSS as a finisher to mitigate their Blood Gauge increase. The wall carry of f.SSS is fantastic, expect many wall breaks with this bad boy.
(BL2+) 2S > 5H > (236K)
6P > 214H, OTG 6H > (236K)
Core combos balance potency with consistency. They:
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f.S / 2S / 5K > 214H > 623H > 236K > c.S > f.SSS
CH 5H / CH 2H > 236K, OTG 6H/5H
CH 2S / (BL2+) 2S > 5H > 214H, OTG 6H > (236K)
6P > 623H > 236K > c.S > f.SSS
CH 2H > 236K > c.S > 5[D] > 5K > 623H > 236K > c.S > 6H WS > 6H / 632146S
214H > 623HH > 214H > 623H > (dl) 214H > 623H > 214H > 623H
623P / 6D > RRC~c.S > 623H > 236K, c.S > f.SSS
The quick RRC can be replaced with a regular RRC. This makes the combo easier, at the cost of some Tension.
j.6D / j.4D, OTG 6H > (236K)
Nagoriyuki’s air throw can combo into OTG 6H, making it more rewarding than other characters' air throws. The combo is quite easy to do from a technical standpoint, but landing an air throw is difficult, as it requires the user to predict and commit to the opponent’s action. This combo is essential for punishing a patient opponent that uses chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions. to avoid Nagoriyuki’s FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A mix-ups.
5[D].8 > j.H > j.K > jc > j.H > j.K > j.S > j.PP
Nagoriyuki’s strongest, consistent 5[D] combo that works against any character. Use this combo for big punishes or as a mix-up to catch the opponent off guard. 5[D] is slow to start up, so don’t get predictable.
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
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5P/2P | |||||||||
5P > (6P) > 214H, OTG 6H > (236K) | Any | 105 | 20% | 0.3 (0.7) | Everyone | [1] Very Easy | Optional 236K is added for okizeme at the cost of Blood Gauge. 5P/2P is interchangeable and two can be gatlinged before 6P. 6P has to be omitted for longer range punishes, like Leo's 236SGuardAllStartup12Recovery20Advantage-6 | YT | |
5P > 6P > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) | Any | 109 | 30% | 0.0 (-0.5 with 6H) | Everyone | [3] Medium | Wall Splats in corner. 6H will whiff with no Blood Levels. | YT | |
5P > 6P > 214H > 632146KS | Any | -1.0 | Everyone | [5] Very Hard | Kara Super route. Skip 214H straight into 632146S for an easier, less damaging conversion. | 79522 | |||
AA 5P > 5K > f.SSS | Any | 78 | 25% | (-1.3) | Everyone | [2] Easy | Basic anti-air 5P conversion for blood drain and a hard KD. Can change 5K out for c.S for slightly more damage in close proximity, but you may get f.S if your opponent air blocks. 5K is safer. | YT | |
AA 5P > c.S > 2H > 236K > 214H > 6H > (236K) | Any | 126 | 24% | 0.2 (0.6) | Everyone | [3] Medium | Amazing punish against characters whose air buttons cannot be 6P'ed on an IAD. | YT | |
AA 5P > c.S > 2H > 236K > dl.623H > 236K > c.S > (f.SSS) | Any | 130 | -0.1 | Everyone | [4] Hard | Wallbreak version of above. Delay the cancel into 623H for it to reach. | YT | ||
6P | |||||||||
(BL1+) CH 6P > 623H > f.SSS | Any | 119 | -0.4 | Everyone | [2] Easy | Saves an extra Fukyo worth of Blood. | YT | ||
CH AA 6P > 623H > 236K, c.S > f.SSS | Any | 130 | 25% | 0.0 | Everyone | [2] Easy | Standard 6P conversion. | TBD | |
(BL1+) CH AA 6P > f.SSS | Any | 94 | -1.3 | Everyone | [2] Easy | Save a lot of blood in exchange for damage. | YT |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
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5K | |||||||||
5K > 6K > 214H, OTG 6H > (236K) | Any | 133 | 20% | 0.3 (0.7) | Everyone | [1] Very Easy | Optional 236K is added for okizeme at the cost of Blood Gauge | YT | |
5K > 6K > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) | Any | 138 | 30% | 0.0 (-0.5 with 6H) | Everyone | [3] Medium | Can side switch after 236K if close enough, hold 4 to stay same side. Wall Splats in corner. 6H will whiff with no Blood Levels. | YT | |
(BL1+) 5K > 6H > 66RRC > 5[D] > 5K > f.SSS | Any | -1.9 | Everyone | [3] Medium | Great 5K > 6H extension for a lot of Blood drain and decent damage. | ||||
(BL1+ or CH or crouch hit) 5K > 6H > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > 623H WS 6H | Midscreen | 0.3 | Everyone | [4] Hard | Burst-safe RC route, fairly Blood-intensive, however. | ||||
5K > 6K > 214H > 632146KS | Any | -1.0 | Everyone | [5] Very Hard | Kara Super route. Skip 214H straight into 632146S for an easier, less damaging conversion. | 79521 | |||
2K | |||||||||
2K > 2D > (214H) > OTG 6H > (236K) | Any | 80 | 13% | -0.6 (-0.1) | Everyone | [1] Very Easy | 6H may whiff without Blood Levels at max distance. 214H is optional, it also doesn't combo on Heavies. | YT | |
6K | |||||||||
CH 6K > (236K), 623P | Any | 100 | 19% | -2.8 | Everyone | [2] Easy | Combo into Bloodsucking Universe. A decent DP punish option if you're desperate to lower the Blood Gauge. 236K can be omitted if close enough. | YT |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
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c.S | |||||||||
c.S > 2H > 236K > 214H > 6H > (236K) | Any | 164 | 25% (26%) | 0.1 (0.6) | Everyone | [3] Medium | Short, high damage route from a c.S > 2H gatling with good corner and oki. | YT | |
c.S > 2H > 236K > 623H > 236K > c.S > f.SSS | Any | 167 | 32% | -0.1 | Everyone | [3] Medium | Damaging and blood efficient combo for corner-to-corner carry. | YT | |
(BL1+) c.S > 6H > 66RRC > c.S , 5[D] , 5K > 6H WS, 6H | Corner | 244 | -30% | -1.7 | Everyone | [3] Medium | Bloodless corner combo, doesn't work with 0 blood. End with 5H if your blood gauge drains below 1 bar during the combo. | YT | |
c.S > 2H > 236S > 236K, c.S, c.S > 6H WS, 6H | Corner | 241 | 37% | -0.4 | Everyone | [3] Medium | High damage and low blood cost. | YT | |
c.S > f.SS , c.S > f.SS WS , 6H | Corner | 165 | 30% | -0.9 | Everyone | [3] Medium | Good conversion into wallsplat when near BR or if trying to maintain low BL. | YT | |
c.S > f.SS , c.S , 5K > 6H WS , 5H | Corner | 187 | 30% | -1.3 | CH,FA,IN,KY,LE,NA,PO,GO,HA | [3] Medium | Like the above but a bit more damage and blood reduction against certain characters. | YT | |
CH c.S > 2H > 236K , 5K > 236S > 236K, c.S, (5K,) 6H WS , 6H | Midscreen | 242 | 40% | 0.0 | Everyone | [3] Medium | Midscreen CH c.S route. Universal, good blood management. The 5K before WS can be omitted for slightly lower damage. | YT | |
236K*, CH c.S, microwalk c.S > dl f.SS, 5K > 6H WS, 6H | Near Corner | 201 | 35% | -1.2 | Everyone | [3] Medium | *Sliding momentum from 236K is required to be in range for the second c.S | YT | |
CH c.S > 2H > 236K, 5K > 623H > 236K, (2K,) c.S > f.SSS | Back in Corner | 182 | 39% | -0.1 | Everyone | [4] Hard | Full corner to corner carry. Requires precise momentum canceling against non-lightweight characters for the optional 2K. | YT | |
CH c.S > 2H > 623H > 236K , c.S > 5[D], 5K > 6H WS, 5H | Corner | 253 | 40% | -0.4 | Everyone | [3] Medium | This is a universal version but there are a good amount of optimizations you can make after the 5[D] depending on weight class and blood level. e.g. at BL2+ against non-heavyweights you can end with 5[D], c.S, 5K > 6H WS, 6H (272 dmg). | YT | |
CH c.S > 6H > 623H > 236K , 5K, c.S > f.SSS WS, 6H | Midscreen | 193 | 37% | -1.1 | Everyone | [3] Medium | Blood-efficient route from a c.S > 6H gatling. | YT | |
CH c.S > 6H > 623H > 236K , c.S > 5H > 623HH WS, 2H | Corner | 272 | 40% | 0.5 | Everyone | [4] Hard | Optimal route from a corner CH c.S at full wall health. | YT | |
(BL2) CH c.S > 6H > 623H > f.SSS | Any | 201 | 32% | -1.0 | Everyone | [3] Medium | Great damage and blood drain in one package. This route almost does not peak any blood, making you unlikely to pop. | YT | |
CH c.S > 623H > 236K > c.S > 2H > 236S > 236K > c.S > 6H > WS 6H | Back in Corner | 250 | 43% | 0.9 | Everyone | [3] Medium | Useful throw whiff punish when cornered. | TBD | |
CH c.S > dl.623H > 236K > c.S > 2H > 236K > 5K > c.S > 6H > WS 6H | Back in Corner | 245 | 42% | 0.0 | Everyone | [5] Very Hard | Much harder but more blood-efficient cousin of the previous route. Do not delay 623H on heavyweights. | TBD | 79520 |
c.S (trade) > 2S > 214H > 236K > 6H > (236K) | Any | 153 | 28% | 0.7 (1.1) | Everyone | [3] Medium | Simple conversion off a trade c.S at low blood. | YT | |
c.S (trade) > 623H > 236K > c.S > f.SSS | Any | 146 | 33% | 0 | Everyone | [4] Hard | A touch harder conversion due to requiring a special input in a fairly small window after trade. | YT | |
(BL2) c.S (trade) > f.SSS | Any | 118 | 25% | -1.3 | Everyone | [2] Easy | Easy blood drain route off a high blood c.S trade. | YT | |
f.S | |||||||||
f.SS > 623H > 236K, c.S > f.SSS WS, 6H/c.S/5K | Midscreen | 149 | 31% | -0.7 | Everyone | [3] Medium | Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S. | YT | |
f.SSS > 66RRC, c.S > 623H > 236K, c.S > 6H WS, 6H | Midscreen | 151 | -35% | -1.1 | Everyone | [3] Medium | A more consistent poke to wall splat conversion at a tension premium. | YT | |
f.SS(S) | |||||||||
f.SS (blocked) CH f.SSS > OTG 2S > (236K) | Any | 62 | -1.2 (-0.8) | Everyone | [1] Very Easy | In a rare case you get a CH on the last hit of f.SSS with no meter. | YT | ||
(BL2) f.SS (blocked) CH f.SSS > OTG 6H > (236K) | Any | 128 | -1.8 (-1.3) | Everyone | [1] Very Easy | In a rare case you get a CH on the last hit of f.SSS with no meter. | YT | ||
f.SS (blocked) f.SSS (hit) > 66PRC, 5[D], 5K > 623H > 236K, c.S > f.SSS WS, c.S | Midscreen | 247 | -35% | -1.1 | Everyone | [4] Hard | A PRC route to take advantage of when the third hit of f.SSS connects as a frametrap after the second hit of fSSS. Good at catching jumpouts and most backdashes. Possible on CH as well as non CH, only PRC timing changes. | YT | |
f.SS (blocked) f.SSS (hit) > 66RRC~2H > 236K > 623H > 236K > c.S > f.SSS | Midscreen | 198 | -1.3 | Everyone | [4] Hard | Big damage, low blood, full corner carry route for only 36% Tension. Beautiful. CH increases RRC window, making it easier to hitconfirm. | YT | ||
f.SS (blocked) f.SSS (hit) > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS 6H | Midscreen | 222 | -36% | -0.3 | Everyone | [4] Hard | Burst-safe RRC route that doesn't sacrifice damage for the safety. | YT | |
f.SS (blocked) f.SSS (hit) > 66RRC~5H > 623H > 236K > c.S > 5H > 623H > dl.H WS > 2H | Corner | 316 (with c.S f.SS RISC) | -0.6 | Everyone | [4] Hard | Melts their health. Delay the second hit of 623HH for the wallsplat to happen. | YT | ||
f.SS (blocked) f.SSS (hit) > 88RRC > falling j.D > c.S > 6H > 623HH WS > 5H | Corner | 321 (f.SS RISC) | -1.4 | Everyone | [4] Hard | Your absolute highest damage in the corner for 50 Tension. Replace c.S with 5K at longer ranges. | |||
2S | |||||||||
2S > 214H, OTG 6H > (236K) | Any | 114 | 33% | 0.3 (0.7) | Everyone | [2] Easy | You might to have use an additional 236K after 214H for OTG 6H depending on distance. BnB for 2S at any bar. Gives 0.6 bar instantly, but is only +0.3 overall. | YT | |
2S > 214H > 623H > 236K > c.S > f.SSS WS, 6H | Any | 194 | 33% | 0.3 | Everyone | [3] Medium | Wall break combo from round start 2S. Simple and effective. | YT | |
CH 2S > 214H > 632146KS | Any | 177 | 15% | -1.1 | Everyone | [5] Very Hard | Kara Super route. You can technically do this without CH, but it's a very tight window to hitconfirm. | YT | 79519 |
(BL2 or CH) 2S > 5H > 214H > 632146KS | Corner | 243 | -1.7 | Everyone | [5] Very Hard | Kara Super route. Best extension at high blood. | YT | 79518 |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
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2H | |||||||||
AA 2H > 236K > 623H > 236K > c.S > f.SSS | Any | 152 | 26% | -0.1 | Everyone | [3] Medium | Silver Standard for AA conversions. | YT | |
2H > 623H > 236K, c.S, 5[D], c.S > 6H WS, 6H | Corner | 252 | 34% | -0.4 | Everyone | [4] Hard | Great blood management when you're close enough to connect 2H > 623H immediately. | YT | |
2H > 236K > 623H > 236K > c.S > f.SSS WS > (BL0) f.S or (BL1+) 2H | Back in Corner | 192 (216) | -0.2 (-0.7) | Everyone | [4] Hard | Sideswitch reversal super punish when your back is facing the corner. 632146S only hits sourspot after wallsplat. | TBD | ||
AA 2H > 236K > 623HH > 632146HS | Corner | 273 | 14% | -1.2 | Everyone | [5] Very Hard | Kara Super route. Your best burst punish in the corner. | YT | 79517 |
AA 2H > 236K > 214H > 632146KS | Any | 203 | 13% | -1.2 | Everyone | [5] Very Hard | Kara Super route. High Blood stray 2H conversion. | YT | 79516 |
CH AA 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H | Midscreen | 228 | -1.2 | Everyone | [3] Medium | Gold Standard for AA conversions. | TBD | ||
CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 6H* | Corner | 264 | 45% | -0.5 | Everyone* | [4] Hard | *Must use 236K to land 6H at 0 blood bars. Will add 0.4 to blood gained. *Inconsistent on Ky until 1 blood bar filled. Scales better with blood gauge than above combo due to extra 2H. If landed as an anti air, no longer needs 236K before 6H at 0 blood and becomes much easier. | YT | |
CH 2H > 214K6 > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS > 2H | Corner | 251 | -0.1 | Everyone | [5] Very Hard | Burst-safe DP punish. You need to be slightly spaced for 214K6 to auto-burst-bait, otherwise adjust your Fukyo length manually. | YT | 79514 | |
high AA CH 2H > 236K > c.S > 2H > 236K > 623H > 236K > c.S > 2H WS 6H | Any | 241 | -0.1 | Everyone | [4] Hard | Burst-safe Leo H DP punish. Breaks wall anywhere, incredible damage-for-blood ratio. | YT | ||
6H | |||||||||
CH 6H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 236K > 632146S | Corner | 304 | -15% | -1.3 | Everyone | [4] Hard | Does slightly more damage on CH/MI/ZT with 2 c.S's, but this makes it much less consistent on Chipp and Millia without blood. I-no and Ky are incredibly inconsistent without blood | YT | |
CH 6H > 623H > 236K > c.S > 6H > 623HH WS > 2H | Corner | 279 | 0.5 | Everyone | [4] Hard | Best damage outside of DP loops. You don't want to be hugging the wall after 236K, otherwise 6H may whiff. | YT | ||
CH 6H > 214H > dl.623HH > 214H > 623HH WS > 632146HS | Corner | 316 | 2.4 | Everyone | [5] Very Hard | All-in DP loop route. First hit of 623H has to be delayed for the juggle. Doing Kara Super allows to skip the recovery of 623HH. Only attempt when they have no burst and at low enough health, you will most likely pop even with super. | YT | 79511 | |
66BRC CH 6H > 623H > 6H > 623H > 236K > c.S > f.SSS WS > 6H | Midscreen | -0.8 | Any | [4] Hard | A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214K > 66BRC as a throw punish. | ||||
66BRC CH 6H > 623HH > 236K > c.S > 5[D] > 5K > 6H WS > 6H | Corner | -0.4 | Any | [4] Hard | A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214K > 66BRC as a throw punish. | ||||
5H | |||||||||
(BL1+) CH 5H > 236K > 623H > f.SSS WS | Any | -0.5 | Everyone | [3] Medium | Usable even at pretty high Blood due to a low peak increase. | ||||
CH 5H > 236K > 5K > f.SSS | Any | (May) | -1.4 | Lightweights | [3] Medium | Lightweight-only route. You can extend with 623H if Blood allows you. | |||
CH 5H > 236K > 214H > 632146KS | Any | 217 | 20% | -1.2 | Everyone | [5] Very Hard | Kara Super route. In the corner, you can replace 214H with 623HH for even more damage. | YT | 79510 |
CH 5H > 236K > 623H dl.H > 214H > 623H > 214H > 623HH WS 632146HS | Midscreen | 319 | 2.4 | Everyone | [4] Hard | All-in DP route. Kara Super allow you skip the recovery of 623HH. | YT | ||
(BR) 5H > 632146H | Any | 266 | -50% | Exits BR | Everyone | [2] Easy | Standard combo for deactivating Blood Rage. | YT |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|---|
5[D].8 > j.H > j.K > jc > j.H > j.K > j.HH | Any | 198 | 20% | -1.7 | Everyone | [3] Medium | Universal homing Dust combo. Can help to delay first j.H. | YT | |
5[D].8 > j.H > j.K > jc > j.H > j.K > j.SS | Any | 195 | 20% | -1.2 | Everyone | [1] Very Easy | Universal very easy version | YT | |
5[D].8 > j.H > j.K > jc > j.H > j.K > j.H > j.PP | Not in Corner | 203 | 20% | -1.7 | Everyone | [4] Hard | More damage than the universal, but less reliable. Does not work against most characters when they are cornered. | YT | |
5[D].8 > j.H > j.D > jc > j.K > j.S > j.HH | Any | 197 (Pot) | 21% | -1.3 | Big Bodies | [3] Medium | Big body damage optimization. Ending with j.H > j.SS Can sometimes net you an extra damage or two depending on guts thresholds, but it is much more difficult to execute. | YT | |
5[D].8 > BRC > j.H > j.D > j.P > j.D > j.P > jc > j.P > j.HH | Any | 220 | -44% | -1.3 | Everyone | [3] Medium | Dust RC combo for a little extra damage and a lot of extra style. BRC immediately after the homing jump. | YT | |
RISC CH 5D > 2H > 236K > 623H > 236K > c.S > f.S > 2H WS 2H | Midscreen | 271 | 0.0 | Everyone | [4] Hard | Only works on RISC CH. It's a nice way to threaten a full combo from an uncharged Dust, generally after a c.S. | TBD | ||
RISC CH 5D > 2H > 236S > 236K > c.S > c.S > 6H WS 6H | Corner | 303 | -0.4 | Everyone | [3] Medium | Only works on RISC CH. It's a nice way to threaten a full combo from an uncharged Dust, generally after a c.S. | TBD | ||
CH 2D > 214H > c.S > f.SSS | Any | 130 | 28% | -0.4 | Everyone | [2] Easy | Low blood combo. | YT |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|---|
236S | |||||||||
236S > 236K, c.S > f.SSS | Any | 106 | 0.0 | Everyone | [2] Easy | Basic clone conversion. | TBD | ||
623H | |||||||||
623HH > 236K > 2K > (236K) | Any | ||||||||
623HH > 214H > 623HH > 214H > 623H > 214H > 623H WS > 632146HS | Midscreen | Pop | Lights or airborne | Hard | All-in reversal super punish for Light characters or reversal backdash punish for any character. | ||||
CH 623H > 236K6, c.S > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H | Round Start | 234 | 0.6 | Everyone | [4] Hard | A great round start conversion that keeps your blood gauge low while still breaking the wall. You need to swap sides on the first 236K. | |||
CH 623HH > 214H > 623HH > 214H > 623H > (dl.)214H > 623H WS > 236K > BR | Roundstart | Pop | Normal and heavyweights | [4] Hard | Slightly delay the last 214H on Normalweights. Only use when they have no Burst. Builds you 50 Tension for a high/low/throw kill setup. Your opponent might not want to rematch you after. | ||||
CH 623H > (sj9 > rising j.K > j.K) > c.S > f.SSS WS | Midscreen | -1.0 | Everyone | [4] Hard | Low damage, but great corner carry and Blood drain. Omit j.K > j.K for an easier route with less corner carry. | ||||
CH 623H > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H | Midscreen | 0.2 | Everyone | [4] Hard | Good compromise between damage and Blood cost. | ||||
CH 623H > 236K, c.S > 5[D] > c.S > f.SSS WS > 6H | Corner | 225 | 35% | -0.5 | Everyone | [3] Medium | Universal low blood conversion. | YT | |
CH 623H > 214K > 2H > 236K > 623H > 214K > c.S > 2H WS > 6H | Close to Corner | 1.3 | Any | [4] Hard | Burst-safe route, but very costly on Blood. | ||||
CH 623H > 236K > c.S > 5[D] > c.S > c.S > 6H > 623HH WS > 5H | Corner | 1.1 | Everyone | [4] Hard | Highest damage outside of DP loops. | ||||
CH 623H > 236K, c.S > 5[D], c.S > 5[D], 5K > 6H WS > 236K, 6H | Corner | 275 (FA) | 36% | 0.6 | Big Bodies | [3] Medium | Big body, big damage. Can optionally end in 6H WS, 5H to save some blood at minimal damage loss | YT | |
214H | |||||||||
214H > 623H > 236K > 2K > c.S > f.SSS WS 6H | Any | +0.4 | Everyone | [3] Medium | Omit 2K for a knockdown in the corner. | ||||
214H > 236S > c.S > f.SSS WS > 6H | Corner | 195 | -0.1 | Everyone | [3] Medium | Conversion if they get hit in the middle of your blockstring. | |||
CH 214H > 623H dl.H > 214H > 623H > 214H > 623HH WS > 632146HS | Corner | Pop | Everyone | Hard | All-in reversal super punish for normal and heavyweights/Kill combo when they have no Burst. | ||||
CH 214H, c.S > 236K, 2K, c.S > f.SSS WS > c.S | Midscreen | 190 | 40% | 0.0 | Everyone | [3] Medium | Standard conversion when far from corner. | YT | |
CH 214H > c.S > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H | Midscreen | 0.9 | Everyone | [3] Medium | Standard conversion when close to corner. | ||||
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land 2K, c.S > 2H WS > 236K, 6H | Corner | 213 | 35% | 0.8 | Everyone | [4] Hard | Low blood air combo route. | YT | |
632146S > 66PRC, c.S > 623H > 236K, 5K > 623HHWS, 6H/5H | Midscreen | 341 | -100% | -0.3 | Everyone | [5] Very Hard | Super extension from close range midscreen. Can start from reversal super. Can swap out 6H for 5H WB at range for slightly lower damage. A rare conditional extension to close a round when at high tension and taking back your turn. | YT | 79515 |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|---|
[j.4D or j.6D], OTG 6H > (236K) | Any | 114 | 14% | -0.6 (-0.1) | Everyone | [1] Very Easy | There are few reasons not to OTG 6H. | YT | |
(BL1+) [4D or 6D] > OTG 2S > (236K) | Any | 99 | -0.1 (0.4) | Everyone | [1] Very Easy | OTG extension at Blood Levels 1 and 2. | YT | ||
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > 6H WS, 6H | Corner | 181 | -35% | 0.2 | Everyone | [4] Hard | The fast RRC can be replaced with a regular RRC at the cost of Tension. | YT | |
[4D or 6D] > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 2H | Corner | 177 | 11% | 0.0 | Everyone | [4] Hard | Burst-safe corner route. You have to 88RRC as early as it allows you to do and press 2H the moment you hit the ground to get the correct height for this to be burst-safe. Try to do everything as soon as you're able to. | YT | |
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > f.SSS | Any | 136 | 0.0 | Everyone | [4] Hard | The fast RRC can be replaced with regular RRC at the cost of Tension. | |||
623P > 66RRC~c.S > 623H > 236K, c.S > f.SSS WS, c.S/5K | Midscreen | 162 | -32% | -3.0 | Everyone | [4] Hard | The fast RRC can be replaced with a regular RRC at the cost of Tension. | YT | |
623P > 66RRC~2H > 623H > 236K, c.S, c.S > 6H WS, 6H | Corner | 175 | -3.2 | Everyone | [4] Hard | The fast RRC can be replaced with a regular RRC at the cost of Tension. | YT | ||
623P > 88RRC > dl.2H > 236K > 623H > 214K > c.S > 2H | Corner | 177 | 11% | -2.7 | Everyone | [4] Hard | Burst-safe corner route. Delay 2H slightly. | YT | |
623P > RRC, 236K, c.S > 623H > 236K, c.S, c.S > 6H WS, 6H | Back in Corner | 163 | -37% | -2.6 | Everyone | [3] Medium | A side switch combo where you pass under the opponent with the first 236K. Drifting the RC back or even up can help with the first c.S. Canceling Fukyo momentum may help with the side switch. | YT |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|---|
632146S (shallow) | |||||||||
632146S (shallow) > f.SSS | Any | -1.3 | Everyone | [1] Very Easy | Simple extension in case reversal super hits shallow. | ||||
632146S (shallow) > (214H?) > 623H > 236K > c.S > f.SSS | Any | [4] Hard | |||||||
632146S (shallow) > 623H > 236K > 623HH > 632146HS | Any | 0.3 | Everyone | [5] Very Hard | Big boy Kara Super extension on a shallow hit. | 79508 | |||
(combo) > WS > 632146S (shallow) > 6H WS > 6H | Corner | -1.2 | Everyone | [1] Very Easy | Standard ender after a wall splat into shallow hit Wasureyuki. | ||||
(combo) > WS > 632146S (shallow) > 6H WS > 236K > 632146S | Corner | -2.1 | Everyone | [2] Easy | Most damaging 100 meter route near the corner. | ||||
(TetherGuardAllStartup29Recovery15Advantage+3) 632146S (shallow) > 2S > 5H > (236K) | Any | -0.6 (-0.2) | Baiken | [2] Easy | Better damage than f.SSS on Baiken's TetherGuardAllStartup29Recovery15Advantage+3 | ||||
(TetherGuardAllStartup29Recovery15Advantage+3) 632146S (shallow) > 623HH > 632146HS > OTG 2K > (236K) | Any | -1.0 (-0.6) | Baiken | [5] Very Hard | 100 meter Kara Super Tether shenanigans. You can OTG 2K > 236Kand meaty c.S after. | ||||
632146S (full) | |||||||||
(WS > 632146S) > 88RRC > land > 6K (whiff) > 6H > 6H | Corner | 12 (after a 7 hit combo) | -1.1 | Everyone | [4] Hard | Listen to the sound of Nago landing, immediately 6K for a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier., then mash 6H | |||
WS > 632146S > 88RRC~j.D > j.D | Corner | 10 (aftee a 7 hit combo) | -0.1 | Everyone | [2] Easy | Wall splat shouldn't be too high or the second j.D whiffs. | |||
632146S > 66RRC~j.H > [4] > c.S > 623H > 236K > c.S > f.SSS | Any | -1.9 | Everyone | [5] Very Hard | Hold back [4] the entire time before using c.S to stay same side. For side switch simply hold nothing. | 79509 |
Unlike other characters, Nago's "optimal" combos aren't just based on damage. They're also based on how much blood you're willing to spend (or, more often, how much you're trying to save). There's a lot of math that goes around how much each move adds or subtracts and the individual numbers are listed on the overview page, but for playing Nago you're better off having a rough idea of how much each route will add or subtract. To use some simple BnBs as an example.
Starter > 214H > 6H (OTG) > 236K builds almost one bar of blood.
Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K builds roughly 2 and 1/5th of a bar.
The former is clearly better if you're at 1 bar of blood. You can also stick to a simpler route at lvl 1 like 5K > 6H > 236K which builds almost no blood whatsoever since the 6H mitigates so much of the cost of 236K.
Another big matter when it comes to reducing blood is choosing your ender. You often get your best oki off of something like 6H > 236K but you'll have to gain all the blood from any specials spent in the combo before hand. If you end up spending too much blood or want to bring your blood down for later, f.SSS is your best meterless ender for bringing down the blood gauge. The final hit of the 3 hit S series brings down twice as much blood as an H normal but you get the bonus of 2 extra slash hits along the way. This ender gives more blood drain and corner carry (and is great for breaking the wall). For example, the second combo (Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K) builds slightly less than 2 blood bars if you replace the 6H > 236K with f.SSS. The downside is that f.SSS gives the worse oki, especially midscreen. If you're willing to spend meter (or have wallsplat) super is the best way to bring down the blood gauge mid-combo. Super gives you almost 2 bars worth of blood drain which can often be enough to save you from blood rage if you spent too much mid-combo. Having a general idea of your routes and enders is going to be crucial to managing blood bar. It'll often involve sacrificing offense or damage, but with good management you'll still find yourself out-damaging the majority of the cast while still having scary mixups and pressure.
This is your best combo filler because of its excellent damage-to-Blood ratio, wall carry, and high launch. Whenever possible, you want to route your combos into this filler, which is usually done through a c.S > 2H.
All Wall Splat combos listed assume wall is at full health.
Your most common wall splat moves are:
Despite hitting twice, 623HH scales like a single 100 damage move. It is your best wallsplat damage-wise, but costs 90 Blood to use, unlike the your S and H normals which reduce it. It is also hard to make it splat exactly on the second hit and not earlier or later.
6H will be your most common wall splat, having the best combination of damage and Blood drain.
Last hit of f.SSS gives you the most Blood drain at the cost of damage. This wall splat is relatively easy to set up midscreen from X > 214H > 623H routes.
Due to the changing integrity of the wall throughout the match, some of these combos may splat earlier than expected in real matches. When this happens, try to trigger the break with your most damaging HS normal that will reach (6H > 5H > 2H) if not ideally Wasureyuki (632146S).
If the wall splat is triggered with f.SS, you can go into f.SSS for blood drain, 6H for meterless damage, or Wasureyuki for blood drain, damage, and oki.
If the wall splat is triggered with the final hit of f.SSS and your Blood Guage is less than 1 bar, 6H will not be fast enough to land. Opt for c.S or 5K in this case or if the tight 6H link is too difficult.
OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H is a powerful combo ender for its extra damage and okizeme. The knockdown advantage on the soft knockdown is +10 which sets up a meaty c.S or 2K. Nagoriyuki can route into this ender after most hard knockdowns (2D, 214H, air throw).
Fukyo (236K) can be left out when the Blood Gauge is dangerously high at the cost of okizeme.
Kara Super is a technique that allows Nago to cancel specials directly into Wasureyuki. This ability significantly increases Nago's damage potential at high Blood.
Let's examine CH 5H as example. A tip range CH 5H usually only gives you 236K > OTG 5H/6H > 236K for decent oki and negligible Blood drain.
But with Kara Super you can 236K > 214H > 632146KS for much more damage and Blood drain. The most significant thing, however, is that this combo is available even when you're 1 point away from Blood Rage. The blood drain from Wasureyuki ticks at the same rate as 1 Blood special, meaning you cannot pop.
The S can be input on the same frame as K/H, 1 frame after, or 2 frames after, making it a 3 frame window in total to plink them.
The 214 motion is stored for 9 frames, so you plink 6+K/H~S 9 frames after inputting 63214.
Kara Super cannot be performed during hitstop, the game will simply buffer a 214K or 214H. This means you do not want to do Kara Super too fast, or your inputs will simply get eaten.
Luckily, both 214H and 623HH have relatively lenient windows during which a full connect into Super is possible. Do not rush it.
A 63214(K/H)6S input is technically possible but much more strict, since you will have to go from 4+K to 6+S in 2 frames. Do not do it.
With these explanations out of the way, here are some reasons why a Kara Super may not have come out:
Now, the main issue with this Kara Super is obviously the actual execution and the risk on a failed attempt. It requires you to be comfortable with quickly inputting Overdrive inputs immediately after specials, which takes practice. Couple it with what happens if you fail to execute it (usually a round loss), and we get an extremely useful technique in theory that is hard to perform in practice.
In conclusion, Kara Super is recommended only to players who have already gotten very comfortable with Nago's general combo theory and want to push it to the next level.
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