Combo Notation Guide | Character Name Abbreviations | |||||||||
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Theory
623H (1) > 236K
A key combo extender. Expensive on the Blood Gauge but very versatile as 623H can be comboed into from almost anything. Canceling Fukyo's momentum with a microwalk backwards may be necessary in some cases to secure a follow up.
Wall Splat Combos
All Wall Splat combos listed assume wall is at full health. 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 H normal that will reach (6H > 5H > 2H) if not ideally Wasureyuki (632146S). If the wall splat is triggered with the final hit of f.SSS and your blood level is 0, 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.
Off The Ground (OTG) 6H
A powerful combo ender for its damage and Blood Gauge drain. Can always be canceled into Fukyo (236K) for okizeme, but this is often left out when the Blood Gauge is dangerously high.
Blood Level # (BL#) and Blood Rage (BR)
Some combos are only possible with a certain amount of blood due to the increased speed of HS normals at higher blood levels.
Blood Gain Note
All values listed are the spike amount of the Blood Gauge. All combos that feature both specials and S/H 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.
Combo List
P/K Starters
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes |
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5K > 6K > 214H, OTG 6H > (236K) | Any | 133 | 20% | 0.6(0.9) | Everyone | [1] Very Easy | Optional 236K is added for okizeme at the cost of Blood Gauge Video Link |
5P > 6P > 214H, OTG 6H > (236K) | Any | 105 | 20% | 0.6(0.9) | 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. Video Link |
5K > 6K > 623H (1) > 236K, c.S > f.SSS, (WS 6H /c.S/5K) | Any | 138 | 30% | 1.0 | Everyone | [3] Medium | Can side switch after 236K if close enough. Wall Splats in corner. 6H will whiff with no Blood Levels. Video Link |
5P > 6P > 623H (1) > 236K, c.S > f.SSS, (WS 6H /c.S/5K) | Any | 109 | 30% | 1.0 | Everyone except Heavyweights | [3] Medium | Wall Splats in corner. 6H will whiff with no Blood Levels. Video Link |
2K > 2D, OTG 6H > (236K) | Any | 80 | 13% | -0.5(-0.1) | Everyone | [1] Very Easy | 6H may whiff without Blood Levels at max distance. Video Link |
5K > 6K > 623H (1) > 236K, c.S > f.SSS > 66.RRC, c.S > Delay f.SSS WS, c.S/5K | Any | 180 | -20% | 1.0 | Everyone | [4] Hard | Corner to corner combo. Will wall splat much earlier if not starting back against a wall. Video Link |
CH AA 6P > 623H (1) > 236K, c.S > f.SSS | Any | 130 | 25% | 1.0 | Any | [2] Easy | Video Link |
CH AA 6P > 623H (1) > 236S > 236K, c.S > c.SSS WS, 6H/c.S/5K | Near Corner | 196 | 25% | 1.9 | Everyone | [2] Easy | c.S will not always connect if 6P hits at max range or a low height Video Link |
CH 6K > (236K), 623P | Any | 100 | 19% | -2.4 | 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. Video Link |
S Starters
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes |
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c.S > f.SS > 214H > OTG 6H > (236K) | Midscreen | 135 | 25% | 0.6 (0.9) | Everyone | [1] Very Easy | OTG 6H will whiff if both further than midscreen and BL0, in such cases either 2S or 236K > 6H will work. Video Link |
c.S > f.SS , c.S > f.SS WS , 6H | Corner | 165 | 30% | -0.8 | Everyone | [3] Medium | Good conversion into wallsplat when near BR or if trying to maintain low BL. Video Link |
c.S > f.SS , c.S , 5K > 6H WS , 5H | Corner | 187 | 30% | -1.3 | CH,FA,IN,KY,LE,NA,PO | [3] Medium | Like the above but a bit more damage and blood reduction against certain characters. Video Link |
c.S > (f.S) > 214H > 623H (1) > 236K , c.S , c.S , 5K > 6H WS , 6H | Corner | 240 | 75% | 2 | Everyone | [4] Hard | If you miss the confirm on c.S, you can still convert from the first f.S for less damage. Try to stay under the character for consistency. If you're too far for the last hit, do 236K after the first 6H to adjust. Video Link |
c.S > (f.S) > 5H> 214H > 623H (1) > 236K , 5K (or c.S) , c.S > 6H WS , 6H | Corner | 243-258 | 2 | Everyone* | [4] Hard | An Alternate route to above to squeeze more damage by gatling into 5H before the special-cancel sequence. If f.S is used the combo it will prorate enough such that heavyweights will not combo. A 5K juggle is also required instead of c.S after 236K for more consistency and necessary against Heavyweights. Video Link | |
f.SSS | Any | 58 | 14% | -0.7 | Everyone | [1] Very Easy | Don't sleep on the basics. Important poke conversion to manage the Blood Gauge.Video Link |
f.SS > 623H (1) > 236K, c.S > f.SSS WS, 6H/c.S/5K | Midscreen | 149 | 31% | 0.9 | Everyone except Heavyweights | [3] Medium | Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S. Video Link |
f.SSS > 66.RRC, c.S > 623H (1) > 236K, c.S > 6H WS, 6H | Midscreen | 151 | -35% | 0.6 | Everyone | [3] Medium | A more consistent poke to wall splat conversion at a tension premium. Video Link |
2S > 214H, OTG 6H > (236K) | Any | 114 | 33% | 0.6 | Everyone | [2] Easy | BnB for 2S at any bar. Gives 0.6 bar instantly, but is only +0.2 overall. Video Link |
(BL2+) 2S > 5H | Any | 86 | 10% | -0.5 | Everyone | [1] Very Easy | Don't sleep on the basics. This will be your BnB poke at dangerously high blood levels. Video Link |
H Starters
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes |
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CH AA 2H > 236K, f.SS > 623H (1) > 236K, c.S > 6H WS, 6H | Midscreen | 207 | 35% | 0.9 | Everyone | [3] Medium | |
CH AA 2H > 236K, 5K > jc > j.K > j.D ▷ 5K > 6K > 632146S | Midscreen | 224 | -23% | -2.0 | Everyone | [4] Hard | Very blood efficient and a cool j.D flex, but strict corner spacing makes it hard to apply. |
CH AA 2H > 236K, (c.S), c.S > 5H > 623H (1) > 236K, c.S > 6H WS, 6H | Corner | 260-256 | Everyone | [4] Hard | Corner CH AA combo which works whether they were airborne or not. The combo becomes more finnicky if CH 2H hits the opponent high up, but is adjustable by delaying the first or second c.S as they fall from higher up. Or wait and go straight into c.S 5H for 4 less damage as it will still wallbreak. | ||
CH 6H > 214H, c.S > f.SSS WS, c.S | Near Corner | 232 | 40% | 0.3 | Everyone | [2] Easy | |
CH 6H > 623H > 236K > c.S > c.S* > 5[D] > 5K > 6H WS > 236K > 632146S | Corner | 301 | -40% | 0.9 | AX,CH,AN,FA,LE,NA,PO,ZT | [4] Hard | Combo still breaks wall and works on more characters (Millia, Gio, Ram, I-No, May, and Sol. Ky remains inconsistent) if you drop the second close slash. Combo is no longer character specific when at least one bar of bloodrage is filled. |
CH 5H > 214H > 623H (1) > 236K, c.S > f.SSS WS, 6H/c.S | Midscreen | 236 | 41% | 1.9 | Everyone | [3] Medium | |
2H > 623H (1) > 236K, c.S, c.S, c.S > 6H WS, 6H | Corner | 241 | 36% | 0.8 | Everyone | [3] Medium | A rare starter. May come up when frame trapping a jump out attempt. |
2H > 214K, 5K > 214H > 623H (1) > 236K, c.S, c.S > 6H WS, 6H | Corner | 252 | 40% | 1.9 | Everyone | [5] Very Hard | Momentum of 214K must be canceled with a microwalk. A flex combo for a rare starter. |
(BR) 5H > 632146H | Any | 266 | -50% | Exits BR | Everyone | [2] Easy | Standard combo for deactivating Blood Rage. |
Dust Combos
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes |
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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. |
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 |
5[D].8 > Delay j.H > j.D > jc > j.K > j.H > j.SS | Any | 201 (vs Pot) | 21% | -1.3 | FA,NA,PO | [4] Hard | Big body damage optimization |
Throw Combos
Combo | Position | Damage | Tension Gain | Blood Gain | Works on: | Difficulty | Notes |
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[j.4D or j.6D], OTG 6H > (236K) | Any | 114 | 14% | -0.5(0.1) | Everyone | [1] Very Easy | There are few reasons not to OTG 6H. |
623P > RRC~2H > 623H (1) > 236K, c.S, c.S > 6H WS, 6H | Corner | 175 | -34% | -3.2 | Everyone | [4] Hard | The quick RRC can be replaced with a regular RRC at the cost of damage. |
[4D or 6D] > RRC~c.S > 623H (1) > 236K, c.S > 6H WS, 6H | Corner | 222 | -35% | 0.9 | Everyone | [4] Hard | Downright ridiculous damage from a throw, more so with cranked RISC. The quick RRC can be replaced with a regular RRC at the cost of damage. |
623P > RRC~c.S > 623H (1) > 236K, c.S > f.SSS WS, c.S/5K | Midscreen | 162 | -32% | -2.3 | Everyone | [4] Hard | The quick RRC can be replaced with a regular RRC at the cost of damage. |
[4D or 6D] > RRC~c.S > 623H (1) > 236K, 5K > 6H | Any | 168 | -39% | 1.1 | Everyone | [4] Hard | The quick RRC can be replaced with regular RRC at the cost of damage. |
623P > RRC, 236K, c.S > 623H (1) > 236K, c.S, c.S > 6H WS, 6H | Cornered | 163 | -37% | -2.5 | 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. |
Combo Theory
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 > 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 as much 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 > 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.