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.
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| | <big>'''{{clr|P|5P/2P}}'''</big> | | | <big>'''{{clr|P|5P/2P}}'''</big> | ||
|- style=height:4em | |- style=height:4em | ||
| {{clr|P|5P}} > | | {{clr|P|5P}} > {{clr|P|6P}} > {{clr|H|214H}}, OTG {{clr|H|6H}} > ({{clr|K|236K}}) || Any || 105 || 20% || 0.3 (0.7) || Everyone || [1] {{clr|1|Very Easy}} || Optional {{clr|K|236K}} is added for [[Okizeme|okizeme]] at the cost of Blood Gauge. {{clr|P|5P}}/{{clr|P|2P}} is interchangeable and two can be gatlinged before {{clr|P|6P}}. {{clr|P|6P}} has to be omitted for longer range punishes, like {{Character Label|GGST|Leo}}'s {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=236S|label={{clr|S|236S}}}}|| [https://youtu.be/Zvu40LdOFZk YT] || | ||
|- | |- | ||
| {{clr|P|5P}} > {{clr|P|6P}} > {{clr|H|623H}} > {{clr|K|236K}}, {{clr|S|c.S}} > {{clr|S|f.SSS}}, (WS {{clr|H|6H}} /{{clr|S|c.S}}/{{clr|K|5K}}) || Any || 109 || 30% || 0.0 (-0.5 with {{clr|H|6H}}) || Everyone || [3] {{clr|3|Medium}} || Wall Splats in corner. {{clr|H|6H}} will whiff with no Blood Levels. || [https://youtu.be/erQxq5v9Iw4 YT] || | | {{clr|P|5P}} > {{clr|P|6P}} > {{clr|H|623H}} > {{clr|K|236K}}, {{clr|S|c.S}} > {{clr|S|f.SSS}}, (WS {{clr|H|6H}} /{{clr|S|c.S}}/{{clr|K|5K}}) || Any || 109 || 30% || 0.0 (-0.5 with {{clr|H|6H}}) || Everyone || [3] {{clr|3|Medium}} || Wall Splats in corner. {{clr|H|6H}} will whiff with no Blood Levels. || [https://youtu.be/erQxq5v9Iw4 YT] || |
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 net 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.
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.
6P > 214H, OTG 6H > (236K)
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)
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 > 632146K~S | Any | -1.0 | Everyone | [5] Very Hard | Kara Super route. Skip 214H straight into 632146S for an easier, less damaging conversion. | YT | 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 | |||||||||
6P > 214H > OTG 2S > (236K) | Any | 0.8 (1.3) | Everyone | [2] Easy | 6P's high gravity scaling doesn't allow for a 6H OTG on a regular hit into 214H. | ||||
6P > 623H > OTG 6H > (236K) | Any | 0.3 (0.7) | Everyone | [2] Easy | A microwalk after 623H is required at further ranges. | ||||
CH 6P 214H > OTG 6H > (236K) | Any | 0.3 (0.7) | Everyone | [2] Easy | OTG 6H does not connect if you did 214H > 236K. | YT | |||
CH 6P > 236S > 236K > (c.S) > f.SSS | Any | 0.0 | Everyone | [2] Easy | 236S > 236K combos directly into f.SSS at far ranges, making it particularly useful against moves such as Faust's ScalpelGuardAllStartup26~37Recovery19Advantage-12. | YT | |||
CH 6P > 623H > 236K, c.S > f.SSS | Any | 130 | 25% | 0.0 | Everyone | [2] Easy | Standard 6P conversion. | TBD | |
(BL1+) CH 6P > 623H > f.SSS | Any | 119 | -0.4 | Everyone | [2] Easy | Saves an extra Fukyo worth of Blood. | YT | ||
CH AA 6P > 236K > OTG 6H > (236K) | Any | -0.1 (0.3) | Everyone | [2] Easy | You can combo directly into OTG 6H off a CH air hit. | YT | |||
(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 > 214H > 623H > 236K > c.S > f.SSS WS > 6H | Roundstart | 0.4 | Everyone | [3] Medium | Nago's dreaded roundstart 5K into wall break combo. Buffer 214H behind 5K for an auto-confirm. | YT | |||
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+/CH/crouch hit) 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. | YT | |||
(BL1+/CH/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 (1.5 Peak Blood Gain). | YT | |||
5K > 6K > 214H > 632146K~S | Any | -1.0 | Everyone | [5] Very Hard | Kara Super route. Skip 214H straight into 632146S for an easier, less damaging conversion. | YT | 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 | |
2K > 2D > 623H > 236K > c.S > f.SSS WS 6H | Midscreen | 0.4 | 2K's bad proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. value is generally not worth spending a lot of Blood on, unless you really want to break the wall. | YT | |||||
6K | |||||||||
CH 6K > 5K > 214H > OTG 6H > (236K) | Any | 0.3 (0.8) | Everyone | [2] Easy | CH 6K's Stagger state allows you to link 5K and c.S for conversions. | YT | |||
CH 6K > 5K > (6K) > 623H > 236K > c.S > f.SSS WS > 5K | Midscreen | 0.0 | Everyone | [3] Medium | Omit the second 6K at farther ranges. | YT | |||
CH 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H | Corner | -0.4 | Everyone | [3] Medium | You have enough time to link a microwalk c.S at farther ranges. | YT | |||
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 > 5K > 236S > 236K > 5K > f.SSS > WS 6H | Midscreen | -0.5 | Everyone | [3] Medium | Has to be done as fast as possible, otherwise 5K > f.SSS does not connect. 5K can be replaced with c.S for an easier conversion at closer ranges and with Fukyo momentum. | YT | |||
(BL1+) c.S > 5K > f.SSS | Any | -1.3 | Everyone | [1] Very Easy | f.S's lower startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. at higher Blood levels makes this link possible. | ||||
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 > 6K (whiff) > 5P > 623H > 236K > c.S > f.SSS | Any | 0.0 | Everyone | [4] Hard | 6K whiffs after CH c.S on most characters, but it's still possible to pick up the opponent afterwards with 5P. | YT | |||
CH c.S > 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H | Corner | -0.4 | Heavyweights and Ky | [3] Medium | Big Body and Ky (for some reason) combo. | 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. | YT | |
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. | YT | 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 | |
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 > 236S > 236K > c.S > f.SSS | Any | 0.0 | Everyone | [2] Easy | Auto-confirm from a buffered 2S > 236S | YT | |||
CH 2S > 236K > 623H > c.S > f.SSS | Any | 0.0 | Everyone | [2] Easy | 623H confirm from a buffered 2S > 236K | YT | |||
CH 2S > 214H > 632146K~S | 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 > 632146K~S | Corner | 243 | -1.7 | Everyone | [5] Very Hard | Kara Super route. Best extension at high blood. | YT | 79518 | |
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.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. 5K can be replaced with c.S if close enough. | YT |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|---|
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 shallow after wallsplat. | YT | ||
AA 2H > 236K > 623HH > 632146H~S | 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 > 632146K~S | 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. | YT | ||
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 > OTG 6H > (236K) | Any | -1.2 (-0.7) | Everyone | [1] Very Easy | Your biggest damage normal twice in a row. Simple and effective. Add a 214K to auto-bait Bursts. | ||||
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 | ||
5H | |||||||||
CH 5H > 236K > OTG 5H/6H > (236K) | Any | -0.7 (-0.3) | Everyone | [1] Very Easy | Basic CH 5H conversion. Can do OTG 6H closer to the corner. | YT | |||
CH 5H > 236K > 214H > OTG 6H > (236K) | Any | 0.2 (0.6) | Everyone | [2] Easy | Big corner carry for not that much Blood. | ||||
CH 5H > 236K > 214H > 632146K~S | 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 |
(BL1+) CH 5H > 236K > 623H > f.SSS WS | Corner | -0.5 | Everyone | [3] Medium | Usable even at pretty high Blood due to a low peak increase. | YT | |||
CH 5H > 236K > 5K > f.SSS | Corner | (May) | -1.4 | Lightweights | [3] Medium | Lightweight-only route. You can extend with 623H if Blood allows you. | 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 |
---|---|---|---|---|---|---|---|---|---|
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. | YT | |||
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. | YT | ||
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. | YT | |||
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 | |
623H | |||||||||
623H > 236K > c.S > f.SSS | Any | 0.0 | Everyone | [2] Easy | Basic Blood-neutral conversion. Hold [4] or [6] depending on if you want to switch side or not. | YT | |||
623H > 5K > f.SSS | Any | -0.4 | Evryone | [2] Easy | 5K doesn't always reach midscreen. | YT | |||
623H > 214K > f.SSS | Any | 0.0 | Everyone | [2] Easy | Auto-pilot 623H > 214K conversion. | YT | |||
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. | YT | ||
CH 623HH > 214H > 623HH > 236K > c.S > f.SSS WS > 6H | Round Start | 1.2 | Everyone | [4] Hard | Your most damaging roundstart wallbreak outside of DP loops. Unfortunately, it makes Nago go into Blood Rage if they Burst after 236K. Only use when the opponent's Burst isn't available. | YT | |||
CH 623H > sj9 > rising j.K > j.K > c.S > f.SSS WS 5K | Midscreen | -0.4 | 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. | YT | |||
CH 623H > 236K > j9 > rising j.K > j.K > c.S > f.SSS WS c.S | Midscreen | 0.0 | Everyone | [3] Medium | Bit more Blood than above but more corner carry. | YT | |||
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. | YT | |||
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 | Everyone | [4] Hard | Burst-safe route, but very costly on Blood. | ||||
CH 623H > 236K > c.S > 5[D] > c.S > 6H > 623HH WS > 5H | Corner | 1.1 | Everyone | [4] Hard | Highest damage outside of DP loops. | YT | |||
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 | |
623HH > 236K > 2K > (236K) | Any | 1.3 (1.8) | Everyone | [2] Easy | Not much you can get on a regular hit 623HH. | YT | |||
CH 623HH > 236K > OTG 6H > (236K) | Any | 0.7 (1.2) | Everyone | [1] Very Easy | On air hit, OTG 6H connects without 236K. | ||||
CH 623HH > 214H > OTG 6H > (236K) | Any | 1.2 (1.6) | Everyone | [1] Very Easy | Better damage for slightly more Blood. | ||||
(623H) H | |||||||||
(623H) CH H > 236K > c.S > 2H > 236K > 5K > 5K > 6H WS > 6H | Midscreen | 0.0 | Everyone | [3] Medium | Big damage, Blood-neutral wallbreak. | ||||
(623H) CH H > 236K > c.S > 5[D] > c.S > 6H > 623HH WS > 5H | Corner | 1.1 | Everyone | [4] Hard | Highest damage outside of DP loops. | ||||
236S | |||||||||
236S > 236K, c.S > f.SSS | Any | 106 | 0.0 | Everyone | [2] Easy | Basic clone conversion. At longer ranges, combos directly into f.SSS without c.S. In the corner 236K can be skipped. | TBD |
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 | |
6D > 88RRC > 236K > c.S > 6H > 623HH WS > 6H | Corner | 0.2 | Everyone | [4] Hard | Best damage for 50 Tension in the corner. | ||||
[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 |
---|---|---|---|---|---|---|---|---|---|
CH 2D > (5K) > 623H > 236K > c.S > f.SSS WS 6H | Midscreen | -0.5 | Everyone | [3] Medium | 5K is optional and whiffs at farther ranges. | YT | |||
CH 2D > 214H > c.S > f.SSS | Corner | 130 | 28% | -0.4 | Everyone | [2] Easy | Low blood corner combo. | YT | |
5D > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 6H | Corner | 0.0 | Everyone | [4] Hard | Burst-safe wall break in the corner from an overhead. | YT | |||
RISC CH 5D > (j8 or j9) > j.K > j.D> j.K > c.S > 2H WS > 2H | Corner | -1.1 | Everyone | [4] Hard | Use neutral jump j.K when close and forward jump j.K when farther away. Lowest damage among Nago's RISC CH 5D combos but costs the least Blood. | ||||
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. | YT | ||
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. | YT | ||
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.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 |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|---|
CH 6H > 214H > dl.623HH > 214H > 623HH WS > 632146H~S | 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 | |
CH 5H > 236K > 623H dl.H > 214H > 623H > 214H > 623HH WS 632146H~S | Midscreen | 319 | 2.4 | Everyone | [4] Hard | All-in DP route. Kara Super allow you skip the recovery of 623HH. | YT | ||
623HH > 214H > 623HH > 214H > 623H > 214H > 623H WS > 632146H~S | Midscreen | Pop | Lights or airborne | Hard | All-in reversal super punish for Light characters or reversal backdash punish for any character. Works the same on CH. | YT | |||
CH 623HH > 214H > 623HH > 214H > 623HH > WS > 632146H~S | Corner | Pop | Lights or airborne | Hard | CH 623H TOD confirm. Kills anyone with just a sprinkle of RISC. | YT | |||
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. | YT | |||
214H > 623HH > 214H > 623H > 214H > 623HH WS > 632146H~S | Corner | Pop | Everyone | Hard | All-in reversal super punish for normal and heavyweights. Kill combo when they have no Burst. | ||||
CH 214H > 623HH dl.H > 214H > 623H > 214H > 623HH WS > 632146H~S | Corner | Pop | Everyone | Hard | Basically the same combo but second hit of DP has to be delayed at the start. | 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 on a shallow reversal super hit. | ||||
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 | ||||
632146S (full) | |||||||||
632146S > 66RRC~j.H > [4] > c.S > 623H > 236K > c.S > 2H 236K > 623HH WS 236K 6H | Midscreen | 0.0 | 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 | |||
632146S > 66RRC~j.H > c.S > 2H > 236K > 623HH WS > 236K 6H | Back in Corner | -1.3 | Everyone | [5] Very Hard | Back in Corner version. | ||||
632146S > 88RRC > 6H > 623HH WS > 236K > 6H | Corner | -1.8 | Everyone | [5] Very Hard | Highest damage reversal super punish in the corner. | ||||
(WS > 632146S) > 88RRC~j.D > j.D | Corner | 12 (after a 7 hit combo) | -0.1 | Everyone | [2] Easy | Wall splat shouldn't be too high or the second j.D whiffs. Unburstable. | YT | ||
(WS > 632146S) > 88RRC > land > 6K (whiff) > 6H WS > 6H | Corner | 14 (after a 7 hit combo) | -1.1 | Everyone | [4] Hard | Must be very close to them on a wall splat for the Red RC bubble to hit. 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. Very hard, if not impossible to Burst. | YT |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|---|---|---|---|---|---|---|---|---|
66BRC 5P > 6H > 623H > 236K > c.S > 5K > 6H WS 6H | Corner | -0.4 | Everyone | [4] Hard | Hit Confirm This keyword does not have an entry in the Glossary from 5P > 6H into 623H, otherwise cancel directly into 236K for pressure. | YT | |||
5K > jc9 > 66BRC > c.S > 6H > 623H > 236K > c.S > 5K > 6H WS 6H | Corner | -0.4 | Everyone | [4] Hard | Hit Confirm This keyword does not have an entry in the Glossary off a 5K 66BRC hit. | YT | |||
66BRC CH 6H > 623H > 6H > 623H > 236K > c.S > f.SSS WS > 6H | Midscreen | -0.8 | Everyone | [4] Hard | A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214K > 66BRC as a throw punish. | YT | |||
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. | YT |
Combo | Position | Damage | Tension Gain | Net Blood Gain | Works on: | Difficulty | Notes | Video | Recipe |
---|
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 > 632146SK~S 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 button can be input on the same frame as the K/H buttons, 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 can plink 6(K/H)~S within 9 frames of 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.
Kara Super is typically represented as 632146K~S, using back Fukyo as the cancelled move, but any input that contains both the minimum super input (6246S or 63146S) and a Super-cancellable special move within the required timeframe is viable. For example, the input 624236S contains both 6246S and 236S, and thus performs Kara Super. Note: When performing Kara Super from 236S, only one S input is required.
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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