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 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
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. Blood in the first Bar is BL1, in the second is BL2, in the third is BL3, and Blood Rage is BR
Blood Gain Note
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:
|
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 > 214H > 236K > 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.
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.
CH 6P > 214H, OTG 6H > 236K
Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as Giovanna's TrovãoGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and May's Mr. Dolphin HorizontalGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like Nagoriyuki's f.SGuardAllStartup16Recovery28Advantage-17 and Leo's f.SGuardAllStartup12Recovery21Advantage-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.
The upper body invincibility also naturally makes 6P a reliable anti-air, stopping opponents both jumping and Instant Airdashing in while turning their approach into a KamuriyukiGuardLowStartup14Recovery17Advantage-3 okizeme situation for Ky.
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.
(BL3) 2S > 5H > 236K
A key combo at high Blood. 2S is a very powerful poke, giving the user many opportunities to land this combo. Useful for conditioning the opponent to play patiently. If 2S is blocked, the threat of follow-ups often dissuades the opponent from retaliating. This means that multiple 2S can be looped while staying relatively safe, as long as the move is spaced correctly. When 2S hits, the user can either stop the combo at 5H for maximum Blood gauge reduction or special cancel into 236K to keep up the pressure.
Core combos balance potency with consistency. They:
|
2S/5K > 214H > 623H > 236K, c.S > f.SSS WS > 6H
Your staple low Blood Wall Break route from landing pokes like 2S, 5K, or raw 214H. The Blood Drain from f.SSS and 6H at the end will almost completely nullify the Blood Gain from your Specials. Since the refund on Blood comes at the very end of your combo, it is very susceptible to Bursts. This route is safe to use up to 1.2 Blood Bars as long as your opponent doesn't have Burst. Always be aware of your opponent's Burst availability before going for high Blood Gain routes.
CH 5H / CH 2H > 236K > OTG 6H/5H > (236K)
A lot of Damage in few hits and negative total Blood. Far hit CH 5H will usually be too far away for OTG 6H, do OTG 5H instead.
(CH or BL3) 2S > 5H > 214H > OTG 6H > (236K)
The Blood Drain from landing two H normals makes this route safe to use even at very high Blood, especially if you don't 236K after OTG 6H.
6P > 623H > 236K, c.S > dl.f.SSS
Works on both regular and Counter Hit 6P. Makes sure to slightly delay f.SSS after c.S to give them time to fall into it.
CH 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H
High corner carry into a Wall Break . This CH 2H route works both as a ground and an anti-air combo, though a bit tight against grounded Heavyweights.
CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 6H
So much damage for so little Blood Gain. This CH 2H route works both as a ground and an anti-air combo, though a bit tight against grounded Heavyweights. At lower Blood Levels the second 6H may not reach, use 5H instead.
CH 214H > 5K > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H
Wall Break route from Round Start distance or closer. If you're farther away, instead of c.S > 2H, end the combo with c.S > f.SSS.
623P / 6D > 66RRC~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.
5[D].8 > j.H > j.K > jc9 > j.H > j.K > j.HH
This will be your primary Burst punish at high Blood Levels. The three j.Hs in the route drain almost 2 Blood Bars. You're +24 after landing, allowing either a meaty 2S or 236S > 236K
5P and 2P are interchangeable as starters
5P | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5P > 6P > 214H > (236K) > OTG 6H > (236K)
|
Any | 105 | Everyone | [1] Very Easy | Net Blood Gain: +0.3 (+0.7) At longer ranges or lower BLs, 236K after 214H is required for OTG 6H to connect. 6P has to be omitted for long range punishes, like Leo's 236SGuardAllStartup12Recovery20Advantage-6 |
YT | 1.24 | ||
(Cr or CH) 5P > 6K > 214H > OTG 6H > (236K)
|
Any | 106 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.7) Crouch or Counter-Hit only combo. |
TBD | 1.24 | ||
(BL3+Cr or CH) 5P > 6H > (236K)
|
Any | 84 | Everyone | [1] Very Easy | Net Blood Gain: -0.6 (-0.2) Crouch in BL3 or Counter-Hit only combo. |
TBD | 1.24 | ||
5P > 6P > 623H > 236K, c.S > f.SSS > WS 6H
|
Midscreen | 109 | Everyone | [3] Medium | Net Blood Gain: ±0.0 (-0.5 with 6H) Wall Splats in corner. |
YT | 1.24 | ||
CH 5P > c.S/5K/2K...
|
Any | Depends | Everyone | [3] Medium | Counter-Hit 5P into a c.S/5K/2K route with 10 more Initial Decay on c.S and 5K, and 5 more on 2K. Simply put, they will fall slightly faster, so route accordingly. | TBD | 1.24 | ||
5P > 6P > 214H > 632146K~S
|
Any | 109 | Everyone | [5] Very Hard | Net Blood Gain: -1.0 Kara Wasureyuki route. Omit 214H straight into 632146S for an easier, less damaging conversion. |
YT | 79522 (PC) |
1.24 | |
AA 5P > 5K > f.SSS
|
Any | 78 | Everyone | [2] Easy | Net Blood Gain: -1.3 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 | 1.24 | ||
AA 5P > c.S > 2H > 236K > 214H > 6H > (236K)
|
Any | 126 | Everyone | [3] Medium | Net Blood Gain: +0.2 (+0.6) Amazing punish against characters whose air buttons cannot be 6P'ed on an IAD. |
YT | 1.24 | ||
AA 5P > c.S > 2H > 236K > dl.623H > 236K > c.S > f.SSS
|
Any | 130 | Everyone | [4] Hard | Net Blood Gain: -0.1 Wallbreak version of above. Delay the cancel into 623H for it to reach. |
YT | 1.24 |
6P | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
6P > 214H > OTG 2S > (236K)
|
Any | 89 | Everyone | [2] Easy | Net Blood Gain: +0.8 (+1.3) 6P's high gravity scaling doesn't allow for a 6H OTG on a regular hit into 214H. |
YT | 1.24 | ||
6P > 623H > OTG 6H > (236K)
|
Any | 115 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.7) A microwalk after 623H is required at further ranges. |
YT | 1.24 | ||
CH 6P > 214H > OTG 6H > (236K)
|
Any | 122 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.7) OTG 6H does not connect with 214H > 236K > 6H, which means this combo is only possible at closer range or higher BLs. |
YT | 1.24 | ||
CH 6P > 236S > 236K > (c.S) > f.SSS
|
Any | 130 | Everyone | [2] Easy | Net Blood Gain: ±0.0 Longest-range CH 6P route. Places them right against the wall from round start distance. |
YT | 1.24 | ||
CH 6P > 623H > 236K, c.S > f.SSS
|
Any | 130 | Everyone | [2] Easy | Net Blood Gain: ±0.0 Closer-range 6P conversion. Damage is identical to the route above but easier to confirm into, and 623H connects even on a regular hit. |
1.24 | |||
(BL2+) CH 6P > 623H > f.SSS
|
Any | 119 | Everyone | [2] Easy | Net Blood Gain: -0.4 Saves an extra Fukyo worth of Blood. |
YT | 1.24 | ||
CH AA 6P > 236K > OTG 6H > (236K)
|
Any | 91 | Everyone | [2] Easy | Net Blood Gain: -0.1 (+0.3) CH air hit 6P can combo directly into OTG 6H. |
YT | 1.24 | ||
(BL2+) CH AA 6P > f.SSS
|
Any | 94 | Everyone | [2] Easy | Net Blood Gain: -1.3 Saves a lot of Blood in exchange for damage. |
YT | 1.24 |
5K | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5K > 214H > 623H > 236K > c.S > f.SSS WS > 6H
|
Roundstart | 197 | Everyone | [3] Medium | Net Blood Gain: +0.4 Nago's dreaded roundstart 5K into wall break combo. Buffer 214H behind 5K for an auto-confirm. |
YT | 1.24 | ||
5K > 214H > (236K), OTG 6H > (236K)
|
Any | 133 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.7) 6K does not connect at 5K's tip range, omit in such cases. At longer ranges or lower BLs, 236K after 214H is required for OTG 6H to connect. |
YT | 1.24 | ||
5K > 6K > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K)
|
Any | 138 | Everyone | [3] Medium | Net Blood Gain: ±0.0 (-0.5 with 6H) 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 | 1.24 | ||
(BL2+/Cr/CH) 5K > 6H > (236K)
|
Any | 88 | Everyone | [1] Very Easy | Net Blood Gain: -0.6 (-0.2) Very basic, but essential high Blood 5K combo. Good damage and oki despite being only 2 hits. Frequently Roman Cancelled for extensions (see below). |
TBD | 1.24 | ||
CH 5K > c.S/5K/2K...
|
Any | Depends | Everyone | [3] Medium | Counter-Hit 5K into a c.S/5K/2K route with 5 more Initial Decay on c.S and 5K. Simply put, they will fall slightly faster, so route accordingly. | TBD | 1.24 | ||
(BL3) Cr CH 5K > 2S > 5H > (236K)
|
Any | 115 | Everyone | [1] Very Easy | Net Blood Gain: -0.6 (-0.2) BL3 crouch and counter-hit combo. Usually done on accident as part of a blockstring. |
TBD | 1.24 | ||
(BL3) Cr CH 5K > 2S > 5H > 214H > OTG 6H > (236K)
|
Corner | 182 | Everyone | [2] Easy | Net Blood Gain: -0.3 (+0.1) Corner extension of route above. Peaks very low, making it safe to use even close to Blood Rage. |
TBD | 1.24 | ||
(BL2+/Cr/CH) 5K > 6H > 66RRC > 5[D] > 5K > f.SSS
|
Any | 183 | Everyone | [3] Medium | Net Blood Gain: -1.9 Great 5K > 6H extension for a lot of Blood drain and decent damage. |
YT | 1.24 | ||
(BL2+/Cr/CH) 5K > 6H > 66RRC > 5[D] > 2S > 623H > 236K > c.S > f.SSS WS 6H
|
Midscreen | 242 | Everyone | [3] Medium | Net Blood Gain: -1.2 Wallbreak version for more Blood. |
YT | 1.24 | ||
(BL2+/Cr/CH) 5K > 6H > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > 623H WS 6H
|
Midscreen | 252 | Everyone | [4] Hard | Net Blood Gain: +0.3 Burst-safe RC route, fairly Blood-intensive, however (1.5 Peak Blood Gain). |
YT | 1.24 | ||
5K > 6K > 214H > 632146K~S
|
Any | 214 (with WB) | Everyone | [5] Very Hard | Net Blood Gain: -1.0 Kara Wasureyuki route. Skip 214H straight into 632146S for an easier, less damaging conversion. |
YT | 79521 (PC) |
1.24 |
2K | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
2K > 2D > OTG 6H > (236K)
|
Any | 80 | Everyone | [1] Very Easy | Net Blood Gain: -0.6 (-0.2) 6H may whiff without Blood Levels at max distance. |
YT | 1.24 | ||
2K > 6P > 214H > OTG 6H > (236K)
|
Any | 102 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.7) Same as combo above, but need to 214H for a knockdown. |
TBD | 1.24 | ||
(Cr or CH) 2K > 6K > 214H > OTG 6H > (236K)
|
Any | 102 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.7) Crouch or Counter-Hit only combo. Press 3K > 6K to avoid accidentally inputting 236K. |
TBD | 1.24 | ||
(BL3+Cr or CH) 2K > 6H > (236K)
|
Any | 80 | Everyone | [2] Easy | Net Blood Gain: -0.6 (-0.2) Crouch in BL3 or Counter-Hit only combo. |
TBD | 1.24 | ||
2K > 2D/6P > 623H > 236K > c.S > f.SSS WS 6H
|
Midscreen | 151 | Everyone | [3] Medium | Net Blood Gain: +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 | 1.24 | ||
(OTG 6H > 236K) > 2K > 5P > 6P > 623H > 236K > c.S > f.SSS WS 6H
|
Midscreen | 144 | Everyone | [4] Hard | Net Blood Gain: +0.4 Meaty 2K after OTG 6H > 236K is +5 on hit, allowing a 5P link to combo. |
TBD | 1.24 | ||
CH 2K > c.S/5K/2K...
|
Any | Depends | Everyone | [3] Medium | Counter-Hit 2K into a c.S/5K/2K route with 10 more Initial Decay on c.S and 5K, and 5 more on 2K. Simply put, they will fall slightly faster, so route accordingly. | TBD | 1.24 |
6K | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 6K > 5K > 214H > OTG 6H > (236K)
|
Any | 136 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.8) CH 6K's Stagger state allows you to link 5K and c.S for conversions. |
YT | 1.24 | ||
CH 6K > 5K > (6K) > 623H > 236K > c.S > f.SSS WS > 5K
|
Midscreen | 179 | Everyone | [3] Medium | Net Blood Gain: ±0.0 Omit the second 6K at farther ranges. |
YT | 1.24 | ||
CH 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H
|
Corner | 223 | Everyone | [3] Medium | Net Blood Gain: -0.4 You have enough time to link a microwalk c.S at farther ranges. |
YT | 1.24 | ||
CH 6K > (236K), 623P
|
Any | 100 | Everyone | [2] Easy | Net Blood Gain: -2.8 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 | 1.24 |
c.S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
c.S > 5K > 236S > 236K > 5K > f.SSS > WS 6H
|
Midscreen | 199 | Everyone | [3] Medium | Net Blood Gain: -0.5 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 | 1.24 | ||
(BL2+) c.S > 5K > f.SSS
|
Any | 121 | Everyone | [1] Very Easy | Net Blood Gain: -1.3 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. |
YT | 1.24 | ||
c.S > 2H > 236K > 214H > 6H > (236K)
|
Any | 164 | Everyone | [3] Medium | Net Blood Gain: +0.1 (+0.6) Short, high damage route from a c.S > 2H gatling with good corner and oki. |
YT | 1.24 | ||
c.S > 2H > 236K > 623H > 236K > c.S > f.SSS
|
Any | 167 | Everyone | [3] Medium | Net Blood Gain: -0.1 Damaging and Blood efficient combo for corner-to-corner carry. |
YT | 1.24 | ||
(BL2+) c.S > 6H > 66RRC > c.S , 5[D] , 5K > 6H WS, 6H
|
Corner | 244 | Everyone | [3] Medium | Net Blood Gain: -1.7 Bloodless corner combo, doesn't work with 0 Blood. End with 5H if your Blood gauge drains below 1 bar during the combo. |
YT | 1.24 | ||
c.S > 2H > 236S > 236K, c.S, c.S > 6H WS, 6H
|
Corner | 241 | Everyone | [3] Medium | Net Blood Gain: -0.4 High damage and low Blood cost. |
YT | 1.24 | ||
c.S > f.SS , c.S > f.SS WS , 6H
|
Corner | 165 | Everyone | [3] Medium | Net Blood Gain: -0.9 Good conversion into wallsplat when near BR or if trying to maintain low BL. |
YT | 1.24 | ||
c.S > f.SS , c.S , 5K > 6H WS , 5H
|
Corner | 187 | CH,FA,IN,KY,LE NA,PO,GO,HA |
[3] Medium | Net Blood Gain: -1.3 Like the above but a bit more damage and Blood reduction against certain characters. |
YT | 1.24 |
CH c.S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH c.S > 2H > 236K , 5K > 236S > 236K, c.S, (5K,) 6H WS , 6H
|
Midscreen | 242 | Everyone | [3] Medium | Net Blood Gain: ±0.0 Midscreen CH c.S route. Universal, good Blood management. The 5K before WS can be omitted for slightly lower damage. |
YT | 1.24 | ||
236K*, CH c.S, microwalk c.S > dl f.SS, 5K > 6H WS, 6H
|
Near Corner | 201 | Everyone | [3] Medium | Net Blood Gain: -1.2 *Sliding momentum from 236K is required to be in range for the second c.S |
YT | 1.24 | ||
CH c.S > 2H > 236K, 5K > 623H > 236K, (2K,) c.S > f.SSS
|
Back in Corner | 182 | Everyone | [4] Hard | Net Blood Gain: -0.1 Full corner to corner carry. Requires precise momentum canceling against non-lightweight characters for the optional 2K. |
YT | 1.24 | ||
CH c.S > 6K (whiff) > 5P > 623H > 236K > c.S > f.SSS
|
Any | 182 (on Sol) | Everyone | [4] Hard | Net Blood Gain: ±0.0 6K whiffs after CH c.S on most characters, but it's still possible to pick up the opponent afterwards with 5P. |
YT | 1.24 | ||
CH c.S > 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H
|
Corner | 242 | Heavyweights and Ky | [3] Medium | Net Blood Gain: -0.4 Big Body and Ky (for some reason) combo. |
YT | 1.24 | ||
CH c.S > 2H > 623H > 236K , c.S > 5[D], 5K > 6H WS, 5H
|
Corner | 253 | Everyone | [3] Medium | Net Blood Gain: -0.4 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 BL3+ against non-heavyweights you can end with 5[D], c.S, 5K > 6H WS, 6H (272 dmg). |
YT | 1.24 | ||
CH c.S > 6H > 623H > 236K , 5K, c.S > f.SSS WS, 6H
|
Midscreen | 193 | Everyone | [3] Medium | Net Blood Gain: -1.1 Blood-efficient route from a c.S > 6H gatling. |
YT | 1.24 | ||
CH c.S > 6H > 623H > 236K , c.S > 5H > 623HH WS, 2H
|
Corner | 272 | Everyone | [4] Hard | Net Blood Gain: +0.5 Optimal route from a corner CH c.S at full wall health. |
YT | 1.24 | ||
(BL3) CH c.S > 6H > 623H > f.SSS
|
Any | 201 | Everyone | [3] Medium | Net Blood Gain: -1.0 Great damage and Blood drain in one package. This route almost does not peak any Blood, making you unlikely to pop. |
YT | 1.24 | ||
CH c.S > 623H > 236K > c.S > 2H > 236S > 236K > c.S > 6H > WS 6H
|
Back in Corner | 250 | Everyone | [3] Medium | Net Blood Gain: +0.9 Useful throw whiff punish when cornered. |
YT | 1.24 | ||
CH c.S > dl.623H > 236K > c.S > 2H > 236K > 5K > c.S > 6H > WS 6H
|
Back in Corner | 245 | Everyone | [5] Very Hard | Net Blood Gain: ±0.0 Much harder but more Blood-efficient cousin of the previous route. Do not delay 623H on heavyweights. |
YT | 79520 (PC) |
1.24 | |
c.S (trade) > 2S > 214H > 236K > 6H > (236K)
|
Any | 153 | Everyone | [3] Medium | Net Blood Gain: +0.7 (+1.1) Simple conversion off a trade c.S at low Blood. |
YT | 1.24 | ||
c.S (trade) > 623H > 236K > c.S > f.SSS
|
Any | 146 | Everyone | [4] Hard | Net Blood Gain: ±0.0 A touch harder conversion due to requiring a special input in a fairly small window after trade. |
YT | 1.24 | ||
(BL3) c.S (trade) > f.SSS
|
Any | 118 | Everyone | [2] Easy | Net Blood Gain: -1.3 Easy Blood drain route off a high Blood c.S trade. |
YT | 1.24 |
2S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
2S > 214H, OTG 6H > (236K)
|
Any | 114 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.7) 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 | 1.24 | ||
2S > 214H > 623H > 236K > c.S > f.SSS WS, 6H
|
Any | 194 | Everyone | [3] Medium | Net Blood Gain: +0.3 Wall break combo from round start 2S. Simple and effective. |
YT | 1.24 | ||
CH 2S > 236S > 236K > c.S > f.SSS
|
Any | 128 | Everyone | [2] Easy | Net Blood Gain: ±0.0 Auto-confirm from a buffered 2S > 236S |
YT | 1.24 | ||
CH 2S > 236K > 623H > c.S > f.SSS
|
Any | 128 | Everyone | [2] Easy | Net Blood Gain: ±0.0 623H confirm from a buffered 2S > 236K |
YT | 1.24 | ||
CH 2S > 214H > 632146K~S
|
Any | 177 | Everyone | [5] Very Hard | Net Blood Gain: -1.1 Kara Wasureyuki route. You can technically do this without CH, but it's a very tight window to hitconfirm. |
YT | 79519 (PC) |
1.24 | |
(BL3 or CH) 2S > 5H > 214H > 632146K~S
|
Corner | 243 | Everyone | [5] Very Hard | Net Blood Gain: -1.7 Kara Wasureyuki route. Best extension at high Blood. |
YT | 79518 (PC) |
1.24 |
f.S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
f.SS > 214H > OTG 6H > (236K)
|
Midscreen | 104 | Everyone | [2] Easy | Net Blood Gain: +0.3 (+0.7) Oki ender at low Blood. |
YT | 1.24 | ||
f.SS > 623H > 236K, c.S > f.SSS WS, 6H/c.S/5K
|
Midscreen | 149 | Everyone | [3] Medium | Net Blood Gain: -0.7 Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S. |
YT | 1.24 |
(f.SS) S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
f.SS (blocked) CH f.SSS > OTG 6H > (236K)
|
Any | 81 | Everyone | [1] Very Easy | Net Blood Gain: -1.8 (-1.3) OTG 6H works at any Blood Level. |
YT | 1.24 | ||
f.SS (blocked) CH f.SSS > 2K > (214H) > 623H > 236K > c.S > c.S > 6H WS > 6H
|
Corner | 199 (209) | Everyone | [4] Hard | Net Blood Gain: -1.0 (-0.1 with 214H) Full meterless combo from a corner CH f.SSS. At farther ranges, 2K into 623H whiffs so pick up with 2K > 214H first. |
YT | 1.24 | ||
f.SS (blocked) f.SSS > 66PRC, 5[D], 5K > 623H > 236K, c.S > f.SSS WS, 6H
|
Midscreen | 198 | Everyone | [4] Hard | Net Blood Gain: -1.7 A PRC route to take advantage of when the third hit of f.SSS connects as a frametrap after the second hit of f.SSS. Good at catching jumpouts and most backdashes. Possible on CH as well as non CH, only PRC timing changes. |
YT | 1.24 | ||
f.SS (blocked) f.SSS > 66RRC~2H > 236K > 623H > 236K > c.S > f.SSS
|
Midscreen | 140 | Everyone | [4] Hard | Net Blood Gain: -1.3 Big damage, low Blood, full corner carry route for only 36% Tension. Beautiful. CH increases RRC window, making it easier to hitconfirm. |
YT | 1.24 | ||
f.SS (blocked) f.SSS > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS 6H
|
Midscreen | 208 | Everyone | [4] Hard | Net Blood Gain: -0.3 Burst-safe RRC route that doesn't sacrifice damage for the safety. |
YT | 1.24 | ||
f.SS (blocked) f.SSS > 66RRC~5H > 623H > 236K > c.S > dl.5H > 623H > dl.H WS > 2H
|
Corner | 232 | Everyone | [4] Hard | Net Blood Gain: -0.6 Melts their health. Delay the last 5H and the second hit of 623HH for the wallsplat to happen. |
YT | 1.24 | ||
f.SS (blocked) f.SSS > 88RRC > falling j.D > c.S > 6H > 623HH WS > 5H
|
Corner | 228 | Everyone | [4] Hard | Net Blood Gain: -1.4 Your highest damage option in the corner at high Blood, and still an excellent Blood profile and damage if not. c.S if close enough, 5K if not. |
YT | 1.24 |
5H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 5H > 236K > OTG 5H/6H > (236K)
|
Any | 120 | Everyone | [1] Very Easy | Net Blood Gain: -0.7 (-0.3) Basic CH 5H conversion. Can do OTG 6H closer to the corner. |
YT | 1.24 | ||
CH 5H > 236K > 214H > OTG 6H > (236K)
|
Any | 176 (BL3) | Everyone | [2] Easy | Net Blood Gain: +0.2 (+0.6) Big corner carry for not that much Blood. |
YT | 1.24 | ||
CH 5H > 214H > 236K > c.S > 2H >236S > 236K > 5K > 6H WS > 6H/
|
Midscreen | 254 | Everyone | [4] Hard | Net Blood Gain: +0.2 For when you want to break the wall instead of ending with a Hard Knockdown |
PC: 81585 (PC) |
1.24 | ||
CH 5H > 214H > 236K > c.S > 5H > 623H > 236K > c.S > 6H WS > 6H
|
In/Near Corner | 260 | Everyone | [4] Hard | Net Blood Gain: +0.2 Optimal damage-for-Blood corner route. Can omit first 236K if in the corner for better Blood profile. |
PC: 81586 (PC) |
1.24 | ||
CH 5H > 236K > 214H > 632146K~S
|
Any | 203 | Everyone | [5] Very Hard | Net Blood Gain: -1.2 Kara Wasureyuki route. In the corner, you can replace 214H with 623HH for even more damage. |
YT | 79510 (PC) |
1.24 | |
CH 5H > 236K > 623H > f.SSS
|
Corner | 165 (BL3) | Everyone | [3] Medium | Net Blood Gain: -0.5 Usable even at pretty high Blood due to a low peak increase. |
YT | 1.24 | ||
CH 5H > 236K > 5K (c.S) > f.SSS
|
Corner | 162 (on May at BL3) (178 w/ c.s) | Lightweights | [3] Medium | Net Blood Gain: -1.4 Lightweight-only route. You can extend with 623H if Blood allows you. |
YT | 1.24 | ||
(BR) 5H > 632146H
|
Any | 248 | Everyone | [2] Easy | Net Blood Gain: Exits Blood Rage Standard combo for deactivating Blood Rage. |
YT | 1.24 |
2H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
2H > 623H > 236K, c.S, 5[D], c.S > 6H WS, 6H
|
Corner | 239 | Everyone | [4] Hard | Net Blood Gain: -0.4 Great Blood management when you're close enough to connect 2H > 623H immediately. |
YT | 1.24 | ||
2H > 236K > 623H > 236K > c.S > f.SSS WS > 2H
|
Back in Corner | 188 | Everyone | [4] Hard | Net Blood Gain: -0.2 (-0.7) Sideswitch reversal super punish when your back is facing the corner. 632146S only hits shallow after wallsplat. |
YT | 1.24 | ||
CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 6H*
|
Corner | 249 | Everyone* | [4] Hard | Net Blood Gain: -0.5 *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 | 1.24 | ||
CH 2H > 214K6 > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS > 2H
|
Corner | 231 | Everyone | [5] Very Hard | Net Blood Gain: -0.1 Burst-safe DP punish. You need to be slightly spaced for 214K6 to auto-burst-bait, otherwise adjust your Fukyo length manually. |
YT | 79514 (PC) |
1.24 | |
AA 2H > 236K > 623H > 236K > c.S > f.SSS
|
Any | 142 | Everyone | [3] Medium | Net Blood Gain: -0.1 Silver Standard for AA conversions. |
YT | 1.24 | ||
AA 2H > 236K > 623HH > 632146H~S
|
Corner | 254 | Everyone | [5] Very Hard | Net Blood Gain: -1.2 Kara Wasureyuki route. Your best burst punish in the corner. |
YT | 79517 (PC) |
1.24 | |
AA 2H > 236K > 214H > 632146K~S
|
Any | 189 | Everyone | [5] Very Hard | Net Blood Gain: -1.2 Kara Wasureyuki route. High Blood stray 2H conversion. |
YT | 79516 (PC) |
1.24 | |
CH AA 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H
|
Further than Midscreen | 214 | Everyone | [3] Medium | Net Blood Gain: -1.2 Gold Standard for AA conversions. Will splat on f.SS if closer to the wall. |
YT | 1.24 | ||
CH AA 2H > 236K > c.S > 2H > 236K > 623H > 236K > c.S > 2H WS 6H
|
Any | 231 | Everyone | [4] Hard | Net Blood Gain: -0.1 Burst-safe Leo H DP punish. Breaks wall anywhere, incredible damage-for-Blood ratio. |
YT | 1.24 |
6H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 6H > OTG 6H > (236K)
|
Any | 131 | Everyone | [1] Very Easy | Net Blood Gain: -1.2 (-0.7) Your biggest damage normal twice in a row. Simple and effective. Add a 214K to auto-bait Bursts. |
YT | 1.24 | ||
CH 6H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 236K > 632146S
|
Corner | 287 | Everyone | [4] Hard | Net Blood Gain: -1.3 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 | 1.24 | ||
CH 6H > 623H > 236K > c.S > 6H > 623HH WS > 5H
|
Corner | 265 | Everyone | [4] Hard | Net Blood Gain: +0.5 Best damage outside of DP loops. You don't want to be hugging the wall after 236K, otherwise 6H may whiff. |
YT | 1.24 |
214H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
214H > 623H > 236K > 2K > c.S > f.SSS WS 6H
|
Any | 199 | Everyone | [3] Medium | Net Blood Gain: +0.4 Omit 2K for a knockdown in the corner. |
YT | 1.24 | ||
214H > 236S > c.S > f.SSS WS > 6H
|
Corner | 195 | Everyone | [3] Medium | Net Blood Gain: -0.1 Conversion if they get hit in the middle of your blockstring. |
YT | 1.24 | ||
CH 214H, c.S > 236K, 2K, c.S > f.SSS WS > c.S
|
Midscreen | 190 | Everyone | [3] Medium | Net Blood Gain: ±0.0 Standard conversion when far from corner. |
YT | 88,162 (PC) |
1.24 | |
CH 214H > c.S > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H
|
Midscreen | 241 | Everyone | [3] Medium | Net Blood Gain: +0.9 Standard conversion when close to corner. c.S > 6H can used closer to the corner. |
YT | 1.24 | ||
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land 2K, c.S > 2H WS > 236K, 6H
|
Corner | 213 | Everyone | [4] Hard | Net Blood Gain: +0.8 Low Blood air combo route. |
YT | 1.24 |
623H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
623H > 236K > c.S > f.SSS
|
Any | 115 | Everyone | [2] Easy | Net Blood Gain: ±0.0 Basic Blood-neutral conversion. Hold [4] or [6] depending on if you want to switch side or not. |
YT | 1.24 | ||
623H > 5K > f.SSS
|
Any | 110 | Everyone | [2] Easy | Net Blood Gain: -0.4 5K doesn't always reach midscreen. |
YT | 1.24 | ||
623H > 214K > f.SSS
|
Any | 91 | Everyone | [2] Easy | Net Blood Gain: ±0.0 Auto-pilot 623H > 214K conversion. |
YT | 1.24 | ||
623HH > 236K > OTG 2K > (236K)
|
Any | 109 | Everyone | [2] Easy | Net Blood Gain: +1.3 (+1.8) Not much you can get on a regular hit 623HH. |
YT | 1.24 | ||
623H > 236K > c.S > 2H > 236K > 623H > 236K > 5k > c.S > 6H WS > 6H
|
Round Start | 237 | Everyone | [4] Hard | Net Blood Gain: +1.4 High damage combo out of a non-counterhit 623H. |
YT | 1.24 | ||
CH 623H > 236K6, c.S > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H
|
Round Start | 220 | Everyone | [4] Hard | Net Blood Gain: +0.6 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 | 1.24 | ||
CH 623HH > 214H > 623H > 236K > c.S > f.SSS WS > 6H
|
Round Start | 253 | Everyone | [4] Hard | Net Blood Gain: +1.2 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 | 1.24 | ||
CH 623H > sj9 > rising j.K > j.K > c.S > f.SSS WS 6H
|
Midscreen | 179 | Everyone | [4] Hard | Net Blood Gain: -1.0 Low damage, but great corner carry and Blood drain. Omit j.K > j.K for an easier route with less corner carry. |
YT | 1.24 | ||
CH 623H > 236K > j9 > rising j.K > j.K > c.S > f.SSS WS 6H
|
Midscreen | 179 | Everyone | [3] Medium | Net Blood Gain: -0.6 Bit more Blood than above but more corner carry. |
YT | 1.24 | ||
CH 623H > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H
|
Midscreen | 212 | Everyone | [4] Hard | Net Blood Gain: +0.2 Good compromise between damage and Blood cost. |
YT | 1.24 | ||
CH 623H > 236K, c.S > 5[D] > c.S > f.SSS WS > 6H
|
Corner | 212 | Everyone | [3] Medium | Net Blood Gain: -0.5 Universal low Blood conversion. |
YT | 1.24 | ||
CH 623H > 236K > c.S > 5[D] > c.S > 6H > 623HH WS > 5H
|
Corner | 254 | Everyone | [4] Hard | Net Blood Gain: +1.1 Highest damage outside of DP loops. |
YT | 1.24 | ||
CH 623H > 236K, c.S > 5[D], c.S > 5[D], 5K > 6H WS > 236K, 6H
|
Corner | 256 (FA) | Big Bodies | [3] Medium | Net Blood Gain: +0.6 Big body, big damage. Can optionally end in 6H WS, 5H to save some Blood at minimal damage loss |
YT | 1.24 | ||
CH 623HH > 236K > OTG 6H > (236K)
|
Any | 152 | Everyone | [1] Very Easy | Net Blood Gain: +0.7 (+1.2) On air hit, OTG 6H connects without 236K. |
YT | 1.24 | ||
CH 623HH > 214H > OTG 6H > (236K)
|
Any | 180 | Everyone | [1] Very Easy | Net Blood Gain: +1.2 (+1.6) Better damage for slightly more Blood. |
YT | 1.24 |
(623H)H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
(623H) CH H > 236K > c.S > 2H > 236K > 5K > 5K > 6H WS > 6H
|
Midscreen | 237 | Everyone | [3] Medium | Net Blood Gain: ±0.0 Big damage, Blood-neutral wallbreak. |
YT | 1.24 | ||
(623H) CH H > 236K > c.S > 5[D] > c.S > 6H > 623HH WS > 5H
|
Corner | 262 | Everyone | [4] Hard | Net Blood Gain: +1.1 Highest damage outside of DP loops. |
YT | 1.24 |
236S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
236S > 236K, c.S > f.SSS
|
Any | 110 | Everyone | [2] Easy | Net Blood Gain: ±0.0 Basic clone conversion. At longer ranges, combos directly into f.SSS without c.S. In the corner 236K can be skipped. |
YT | 1.24 |
2D | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 2D > (5K) > 623H > 236K > c.S > f.SSS WS 6H
|
Midscreen | 184 | Everyone | [3] Medium | Net Blood Gain: -0.5 5K is optional and whiffs at farther ranges. |
YT | 1.24 | ||
CH 2D > 214H > c.S > f.SSS
|
Corner | 130 | Everyone | [2] Easy | Net Blood Gain: -0.4 Low Blood corner combo. |
YT | 1.24 |
5D (uncharged) | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5D > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 6H
|
Corner | 172 | Everyone | [4] Hard | Net Blood Gain: ±0.0 Burst-safe wall break in the corner from an overhead. |
YT | 1.24 | ||
RISC CH 5D > 2H > 236K > 623H > 236K > c.S > f.S > 2H WS 2H
|
Midscreen | 271 | Everyone | [4] Hard | Net Blood Gain: ±0.0 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 | 1.24 | ||
RISC CH 5D > (j8 or j9) > j.K > j.D > j.K > c.S > 2H WS > 2H
|
Corner | 263 | Everyone | [4] Hard | Net Blood Gain: -1.1 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. |
YT | 1.24 | ||
RISC CH 5D > 2H > 236S > 236K > c.S > c.S > 6H WS 6H
|
Corner | 303 | Everyone | [3] Medium | Net Blood Gain: -0.4 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 | 1.24 |
5[D] (charged) | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5[D]8 > j.H > j.K > jc > j.H > j.K > j.HH
|
Any | 198 | Everyone | [3] Medium | Net Blood Gain: -1.7 Universal homing Dust combo. Can help to delay first j.H. |
YT | 1.24 | ||
5[D]8 > j.H > j.K > jc > j.H > j.K > j.SS
|
Any | 195 | Everyone | [1] Very Easy | Net Blood Gain: -1.2 Universal very easy version. |
YT | 1.24 | ||
5[D]8 > j.H > j.D > jc > j.K > j.S > j.HH
|
Any | 197 (Pot) | Big Bodies | [3] Medium | Net Blood Gain: -1.3 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 | 1.24 | ||
5[D]8 > BRC > j.H > j.D > j.P > j.D > j.P > jc > j.P > j.HH
|
Any | 220 | Everyone | [3] Medium | Net Blood Gain: -1.3 Dust RC combo for a little extra damage and a lot of extra style. BRC immediately after the homing jump. |
YT | 1.24 |
4D or 6D | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
[4D or 6D] > OTG 2K > (236K)
|
Corner | TBD | Everyone | [1] Very Easy | Net Blood Gain: ±0.0 (+0.4) Works midscreen on Big Bodies |
1.24 | |||
(BL2+) [4D or 6D] > OTG 2S > (236K)
|
Any | 99 | Everyone | [1] Very Easy | Net Blood Gain: -0.1 (+0.4) OTG extension at Blood Levels 1 and 2. |
YT | 1.24 | ||
[4D or 6D] > 66RRC~c.S > f.SSS WS > 6H
|
Corner | 170 (BL3) | Everyone | [3] Medium | Net Blood Gain: -1.9 Maximum Blood drain route. |
YT | 1.24 | ||
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > f.SSS WS > 6H
|
Midscreen | 170 | Everyone | [4] Hard | Net Blood Gain: -0.6 The fast RRC can be replaced with a regular RRC at the cost of Tension. |
YT | 1.24 | ||
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > 6H WS > 6H
|
Corner | 181 | Everyone | [4] Hard | Net Blood Gain: +0.2 The fast RRC can be replaced with a regular RRC at the cost of Tension. |
YT | 1.24 | ||
[4D or 6D] > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 2H
|
Corner | 177 | Everyone | [4] Hard | Net Blood Gain: ±0.0 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 | 1.24 | ||
[4D or 6D] > 88RRC > 236K > c.S > 6H > 623HH WS > 6H
|
Corner | 191 | Everyone | [4] Hard | Net Blood Gain: +0.2 Best damage for 50 Tension in the corner. |
YT | 1.24 |
623P | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
623P > 66RRC~c.S > 623H > 236K, c.S > f.SSS WS > 6H
|
Midscreen | 162 | Everyone | [4] Hard | Net Blood Gain: -3.0 The fast RRC can be replaced with a regular RRC at the cost of Tension. |
YT | 1.24 | ||
623P > 66RRC~2H > 623H > 236K, c.S, c.S > 6H WS > 6H
|
Corner | 175 | Everyone | [4] Hard | Net Blood Gain: -3.2 The fast RRC can be replaced with a regular RRC at the cost of Tension. |
YT | 1.24 | ||
623P > 88RRC > dl.2H > 236K > 623H > 214K > c.S > 2H
|
Corner | 177 | Everyone | [4] Hard | Net Blood Gain: -2.7 Burst-safe corner route. Delay 2H slightly. |
YT | 1.24 | ||
623P > RRC, 236K, c.S > 623H > 236K, c.S, c.S > 6H WS > 6H
|
Back in Corner | 163 | Everyone | [3] Medium | Net Blood Gain: -2.6 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 | 1.24 |
j.4D or j.6D | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
[j.4D or j.6D] > OTG 6H > (236K)
|
Any | 114 | Everyone | [1] Very Easy | Net Blood Gain: -0.6 (-0.1) There are few reasons not to OTG 6H. |
YT | 1.24 | ||
[j.4D or j.6D] > 66RRC~j.H (whiff) > c.S > 2H > 236K > 623H > 236K > 5K > c.S > 6H WS, 6H
|
Midscreen | 184 | Everyone | [4] Hard | Net Blood Gain: ±0.0 You want to fast RRC as early as possible, otherwise they start falling very rapidly. |
TBD | 1.24 | ||
[j.4D or j.6D] > 66RRC~j.H (whiff) > c.S > 6H > 623HH WS > 5H
|
Corner | 189 | Everyone | [4] Hard | Net Blood Gain: -0.2 You want to fast RRC as early as possible, otherwise they start falling very rapidly. |
TBD | 1.24 | ||
[j.4D or j.6D] > 44RRC~j.D > c.S > 2H > 236K > 623HH WS > 6H
|
Corner | 190 | Everyone | [5] Very Hard | Net Blood Gain: +0.1 This one you will want to fast RRC late to not cause a side switch on the c.S juggle. |
TBD | 1.24 |
Full Hit | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
632146S > 66RRC~j.H > [4] > c.S > 623H > 236K > c.S > 2H 236K > 623HH WS 236K 6H
|
Midscreen | 321 | Everyone | [5] Very Hard | Net Blood Gain: ±0.0 Hold back [4] the entire time before using c.S to stay same side. For side switch simply hold nothing. |
YT | 79509 (PC) |
1.24 | |
632146S > 66RRC~j.H > c.S > 2H > 236K > 623HH WS > 236K 6H
|
Back in Corner | 352 | Everyone | [5] Very Hard | Net Blood Gain: -1.3 Back in Corner version. |
YT | 1.24 | ||
632146S > 88RRC > 6H > 623HH WS > 236K > 6H
|
Corner | Everyone | [5] Very Hard | Net Blood Gain: -1.8 Highest damage reversal super punish in the corner. |
83014 (PC) |
1.24 | |||
(WS > 632146S) > 88RRC~j.D > j.D
|
Corner | 12 (after a 7 hit combo) | Everyone | [2] Easy | Net Blood Gain: -0.1 Wall splat shouldn't be too high or the second j.D whiffs. Burstable on the first j.D. |
YT | 1.24 | ||
(WS > 632146S) > 88RRC > land > 6K (whiff) > 6H WS > 6H
|
Corner | 14 (after a 7 hit combo) | Everyone | [4] Hard | Net Blood Gain: -1.1 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 | 1.24 |
Shallow Hit | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
632146S (shallow) > f.SSS
|
Any | 122 | Everyone | [1] Very Easy | Net Blood Gain: -1.3 Simple extension on a shallow reversal super hit. |
YT | 1.24 | ||
632146S (shallow) > 623H > (236S) > 236K > c.S > f.SSS
|
Any | 171 | Everyone | [4] Hard | Net Blood Gain: ±0.0 More Blood for more damage. Add 236S for an easier juggle and wallbreak midscreen. |
YT | 1.24 | ||
632146S (shallow) > 623H > 236K > 623HH > 632146HS
|
Any | 267 | Everyone | [5] Very Hard | Net Blood Gain: +0.3 Kara Wasureyuki extension on a shallow hit. |
YT | 79508 (PC) |
1.24 | |
(combo) > WS > 632146S (shallow) > 6H WS > 6H
|
Corner | 70 (after a 7 hit combo) | Everyone | [1] Very Easy | Net Blood Gain: -1.2 Standard ender after a wall splat into shallow hit Wasureyuki. |
YT | 1.24 | ||
(combo) > WS > 632146S (shallow) > 6H WS > 236K > 632146S
|
Corner | 95 (after a 7 hit combo) | Everyone | [2] Easy | Net Blood Gain: -2.1 Most damaging 100 meter route near the corner. |
YT | 1.24 |
Shizu Loops | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5K > 214H > 623HH > 214H > 623H > 214H > 623HH WS > 632146H~S
|
Midscreen | 298 | Everyone | [5] Very Hard | Net Blood Gain: Blood Rage Route also works with f.S as a starter (not f.SS). Builds 42% Tension and 1.5 Blood before WS. Kills 0 RISC Ky at 54% HP. |
YT | 1.24 | ||
5K > 214H > 623HH > 214H > 623H > 236K > 623HH WS > 632146H~S
|
Corner | 295 | Everyone | [5] Very Hard | Net Blood Gain: Blood Rage Route also works with f.S as a starter (not f.SS. Builds 36% Tension and 1.5 Blood before WS. Kills 0 RISC Ky at 54% HP. |
YT | 1.24 | ||
2S > 214H > 623HH > 214H > 623H > 214H > 623HH > WS > 632146K~S
|
Midscreen | 296 | Mid and lightweights | [5] Very Hard | Net Blood Gain: Blood Rage Combo drops at tip range of 2S. Route also works with 5P/2P/2K/6K/2D as starters. Builds 39% Tension and 1.5 Blood before WS. Kills 0 RISC Ky at 54% HP. |
YT | 1.24 | ||
2S > 214H > 623HH > 214H > 623H > 236K > 623HH WS > 632146H~S
|
Corner | 294 | Mid and lightweights | [5] Very Hard | Net Blood Gain: Blood Rage Builds 35% Tension and 1.5 Blood before WS. Kills 0 RISC Ky at 53% HP. |
YT | 1.24 | ||
CH 6H > 214H > dl.623HH > 214H > 623HH WS > 632146H~S
|
Corner | 326 | Everyone | [5] Very Hard | Net Blood Gain: +2.4 Builds 38% Tension and 0.7 Blood before WS. Kills 0 RISC Ky at 63% HP. |
YT | 79511 (PC) |
1.24 | |
CH 623HH > 214H > 623HH > 214H > 623H > 214H > 623H > (dl.)214H > 623H WS > 236K > BR
|
Round Start | 288 | Normal and heavyweights | [5] Very Hard | Net Blood Gain: Blood Rage Slightly delay the last 214H on Normalweights. Only use when they have no Burst. Builds you 50 Tension for a high/low/throw setup. Your opponent might not want to rematch you after. |
YT | 1.24 | ||
623HH > 214H > 623HH > 214H > 623H > 214H > 623H WS > 632146H~S
|
Midscreen | 328 | Lights or airborne | [5] Very Hard | Net Blood Gain: Blood Rage Builds 42% Tension and 1.9 Blood before WS. Kills 0 RISC Ky at 64% HP. |
YT | 1.24 | ||
623HH > 214H > 623HH > 214H > 623HH > WS > 632146H~S
|
Corner | 337 | Lights or airborne (Everyone on CH) |
[5] Very Hard | Net Blood Gain: Blood Rage Builds 35% Tension and 1.2 Blood before WS. Kills 0 RISC Ky at 66% HP. |
YT | 1.24 | ||
(CH) 214H > 623H (dl.)H > 214H > 623H > dl.214H > 623HH WS > 632146H~S
|
Corner | 312 | Everyone | [5] Very Hard | Net Blood Gain: Blood Rage The second hit of 623HH needs a delay on CH. Builds 39% Tension and 1.8 Blood before WS. Kills 0 RISC Ky at 59% HP. |
YT | 1.24 |
BRC | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5K > jc9 > 66BRC > c.S > 6H > 623H > 236K > c.S > 5K > 6H WS 6H
|
Corner | 233 | Everyone | [5] Very Hard | Net Blood Gain: -0.4 Hit Confirm This keyword does not have an entry in the Glossary off a 5K 66BRC hit. |
YT | 1.24 | ||
BRC 5P > 6H > 623H > 236K > c.S > 5K > 6H WS 6H
|
Corner | 197 | Everyone | [4] Hard | Net Blood Gain: -0.4 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 | 1.24 | ||
BRC CH 6H > 623H > 6H > 623H > 236K > c.S > f.SSS WS > 6H
|
Midscreen | 253 | Everyone | [4] Hard | Net Blood Gain: -0.8 A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after 214H > 214K > 66BRC as a Throw punish. |
YT | 1.24 | ||
BRC CH 6H > 623HH > 236K > c.S > 5[D] > 5K > 6H WS > 6H
|
Corner | 291 | Everyone | [4] Hard | Net Blood Gain: -0.4 A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214H > 214K > 66BRC as a Throw punish. |
YT | 1.24 | ||
66~4BRC~j.K > c.S > 2H > 236S > 236K > c.S > c.S > 6H WS > 6H
|
Corner | 200 | Everyone | [5] Very Hard | Net Blood Gain: -0.4 Instant overhead BRC j.K route. Dash button has to be released before pressing 4~BRC |
YT | 1.24 |
Baiken's Tether | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
(TetherGuardAllStartup29Recovery15Advantage+3) (any hit) > 623H > c.S > 6H > 632146S > OTG 2K > (236K)
|
Any | 230 (5K starter) | Baiken | [3] Medium | Net Blood Gain: -1.6 (-1.2) Generic 50 Tension Tether route that ends leads into big damage and oki. |
YT | 1.24 | ||
(TetherGuardAllStartup29Recovery15Advantage+3) (any hit) > 623H > c.S > 2H > 623H > c.S > 6H > 632146S > OTG 2K > (236K)
|
Any | 235 (5K starter) | Baiken | [4] Hard | Net Blood Gain: -1.3 (-0.8) Generic 50 Tension Tether route that ends leads into big damage and oki. |
YT | 1.24 | ||
(TetherGuardAllStartup29Recovery15Advantage+3) (any hit) > 623H > c.S > 5H > 623HH > 632146H~S > OTG 2K > (236K)
|
Any | 249 (5K starter) | Baiken | [5] Very Hard | Net Blood Gain: -0.7 (-0.3) Kara Wasureyuki Tether route that ends leads into big damage and oki. |
YT | 1.24 | ||
(TetherGuardAllStartup29Recovery15Advantage+3) 632146S (shallow hit) > 2S > 5H > (236K)
|
Any | 158 | Baiken | [2] Easy | Net Blood Gain: -0.6 (-0.2) Slightly more damage than the f.SSS extension. |
YT | 1.24 |
Initial Proration and Combo Decay will be included with every starter. Clink on their links to learn more. Additionally, RISC Loss will be added if it is not equal to 1000.
For Nago's moves, 90% Proration, 5 Decay for Mids and 10 Decay for Lows and Highs, and 1000 RISC Loss are the standard values.
5P and 2P have identical properties and can Gatling into themselves, each other, 6P and 6H. Unfortunately, they only combo into 6H on crouch hit at BL3 or CH, meaning you have to spend Blood on 623H or 214H for a meterless knockdown. This is especially noticeable at high Blood Levels, where you will have to either RC, or confirm 5P > 6P directly into Wasureyuki.
On CH, you can link into 5K, 2K and c.S.
In neutral, 5K usually hits at tip-range into extended opponent hurtboxes. At that range, only 214H or BL3 6H connect reliably. These are the moves you want to buffer for combos. Don't be afraid to spend Tension on 5K > 6H > 66RRC for damage and Blood drain.
At closer ranges, 5K > 6K connects, at which point you can hit-confirm into 623H or 214H. 5K > 6H is the next common option. 5K > 2D is the least used Gatling due to 2D's middling range and lack of a mashable gap between hits.
On CH, 5K links into itself, 2K and c.S. On crouch hit, you can link into BL3 2S, making 5K > 2S > 5H a combo at BL3.
In neutral, 2K buffered into 214H is commonly used against fast characters, especially Chipp.
At closer ranges, 2K > 2D always connects and gives you a Blood-less knockdown into OTG 6H. 2K > 6P combos on hit but requires Blood for a knockdown. 2K > 6K only works on crouch and 2K > 6H requires a crouch hit and Blood Level 2.
Midcreen, Clone > Fukyo combos into c.S > f.SSS and 2K > 2D > OTG 6H. In the corner, you can combo without a Fukyo.
From very far away, like punishing projectiles, Fukyo > f.SSS due to Clone hitting later in its active frames.
This is Nagoriyuki's only non-Overdrive move with a Very Small CH property, meaning its frame advantage does not change on Counter-Hit.
c.S; 100% Proration, 5 Decay
Your highest damage starter. The only c.S in the game that fully launches opponents on hit. Its launch properties and vast Gatling options make c.S combos some of the most varied and free-form in the game.
On regular hit, c.S > 2H gives the best damage and wall carry for non-CH routes. On CH, c.S > 6H > 623H combos on hit, giving the absolute highest damage conversions in Nago's arsenal. Make sure to learn at least one c.S > 6H route as a devastating DP punish.
2S; 90% Proration, 10 Decay
A relatively straightforward starter. You will want to cancel 2S into 214H at low Blood and into 5H at high Blood. On CH, the Gatling into 5H always works, and at close range you can link into 5K > 6H.
In the corner, 2S > 5H > 214H > OTG 6H works on CH and at BL3 for a very efficient Blood-to-Damage route.
f.S; 90% Proration, 5 Decay
Almost always buffered into f.SS, which has 2000 RISC Loss and 10 Decay, meaning you usually start at mediocre damage and juggle scaling. 623H > 236K > c.S barely connects and leads into bad damage. A cancel into 214H > OTG 6H is only recommended at very low Blood. For these reasons, many players simply finish with f.SSS for the Blood drain.
On CH midscreen, it's possible to hit-confirm and Gatling into 2H then pick up with 236K > 623H, but unfortunately 2H whiffs on crouchers, which makes you have to confirm whether they were standing or crouching as well.
In the corner, f.S > 5H > 214H > OTG 6H works on CH and at BL3 for a very efficient Blood-to-Damage route.
f.SSS (third hit); 90% Proration, 5 Decay
This starter will frequently be used in conjuction with a Roman Cancel and a partially filled RISC bar for huge damage. However, it is also possible to combo off it meterless on CH with either OTG 6H anywhere or 2K > 214H/623H in the corner, making hitconfirming a Counter-Hit and not spending on Roman Cancel a rewarding skill to practice.
6P; 90% Proration, 25 Decay
6P has very high Initial Decay, making it the only move that can't connect 214H > OTG 6H, or 623H > 236K > c.S on a grounded regular hit. They do become available on CH, though.
On air CH, it grants a HKD, giving you a combo directly into OTG 6H.
6K; 90% Proration, 10 Decay
On normal hit, requires you to cancel into 214H/623H for a combo.
On CH, puts the opponent into a Stagger state, giving you links into 5K, 2K and c.S. Alternatively, you're can combo directly into 236K > 623P. Don't RC this though, the rest of the combo will have 50% Forced Proration.
2D; 90% Proration, 10 Decay
On normal hit, knocks downs into OTG 6H. Usually happens when the opponent tries to jump out after a blocked 2K.
This move has a large CH, but it's the worst one out of your large CHs due to a very low launch and 10 Initial Decay. You can usually pick up CH 2D with 5K into 623H/214H, or with c.S at close range with Fukyo momentum.
5H; 90% Proration, 5 Decay
Provides a very low launch and usually hits from far away, making possible follow-ups hard to land. However, they have the potential to deal a lot of damage when mastered.
On regular hit midscreen, 5H only lets you to 236K to advance a little. CH midscreen at high Blood gives you OTG 6H/5H into respectable damage and mediocre oki. At lower Blood levels you can afford to 236K > 623H/214H for an extension.
In the corner, you can confirm a regular hit 5H into 214H > OTG 6H. On CH, follow-up vary wildly depending on your Blood Level and how far away you hit the opponent from. Close range, you can 236K > 5P on midweights and 236K > 5K/c.S on lightweights. At farther ranges it's best to pick up with 236K > 623H.
2H; 90% Proration, 5 Decay
Your best starter in terms of launch height, 2H routes are the most Build-A-Combo in your kit.
On regular hit, it's possible to pick up with 236K > 623H from almost anywhere except a far grounded hit, lightweights get knocked back farther so they're harder. Sometimes you will need a manual delay on 623H to hit them but it's not recommended to do it due to consistency issues.
On CH, 236K > 2H and 236K > c.S pick up from anywhere under any conditions. Exact follow-ups vary a lot depending on screen position, their height in the air and your current Blood Level. However, due to 2H great launch, you can really make up almost anything and it would probably work, so don't afraid to get creative here.
6H; 90% Proration, 5 Decay
Launches and spikes them almost instantly into the ground, making normal hits impossible to combo from unless RCed.
CH has extreme damage potential but requires an immediate cancel into 623H/214H for a pick-up as they go into a HKD state almost instantly. Alternatively, you can just OTG into another 6H for good damage and oki.
214H; 90% Proration, 5 Decay
On regular hit, you can either OTG 6H or hit-confirm into 623H for a full route.
On CH, 214H launches high enough for c.S > 236K > c.S to combo. Use 5K when not close enough for c.S. Afterwards, 2H > 236S > 236K is great Damage-to-Blood when you're close enough to the wall and usually provides enough Tension to finish with 632146S after a Wall Splat. Otherwise, you can finish with f.SSS. Remember that 214H raises Blood significantly by itself, meaning you have to lean conservative with routing.
623H; 90% Proration, 5 Decay
This one launches even better than 2H, but in reality routes will have to be more conservative due to 623H high Blood cost.
On regular hit, you can pick up with 236K > c.S > f.SSS if close enough, or simply OTG 6H. Anything more ambitious will raise your Blood significantly, exercise caution.
623HH; 90% Proration, 5 Decay
You can't get anything except OTG 2K on regular hit.
On CH, launches almost exactly the same as 623H. The only difference is that it's more expensive to start a Shizuloop since you have to 236K > 623HH first instead of directly cancelling into 623HH
On CH, you can do anything, but always keep in mind the Blood cost restriction. Alternatively, you can go ham with Shizuloops by cancelling into 623HH > 214H. This is the only starter that gives you 2 [623HH > 214H] bounces and can Wall Splat while building you 50 Tension on roundstart for a deadly high/low/throw mixup.
5D; 80% Proration, 5 Decay, 3000 RISC Loss
5D only gives a combo when RCed.
It's a very low damage starter due it's low Proration and high RISC Loss, but due to being your only overhead normal is nonetheless important to learn, if they're at low enough health for 5D > RC to kill. The most common follow-ups from this are c.S > 2H after fast RRC, and 5[D] after slow RRC.
5D; 100% Proration, 0 Decay, 1500 RISC Loss
Great Blue Burst punish when at low Wall Health and high Blood. The combo from it drains a lot of Blood and sets up Clone oki after.
6D/4D/623P; 50% Proration, 25 Decay, 2500 RISC Loss
Ground Throw gives OTG 2K in the corner and OTG 2S at BL2+ anywhere. Otherwise, you're required to RC your Grab moves for full routes. This only recommended when the route will kill, as they low Proration and high RISC Loss make them not worth spending Tension on for damage.
Due to their high Initial Decay, you will have to immediately cancel into c.S > 623H for a full combo. Fast RC is preferable due to lower Tension cost and penalty, but slow 88RC enables Burst-safe routes in the corner.
j.6D/j.4D; 50% Proration, 25 Decay, 2500 RISC Loss
Air Throw always enables OTG 6H. Due to this, RCing is rarely worth it, save for when you can kill with it.
632146S; 100% Proration, 25 Decay, 1000 RISC Loss
Gives you a meterless follow-up on a Shallow Hit into 623H > 236K > c.S at low Blood and f.SSS at high Blood.
Full Hit > RC deals insane unscaled damage, but combos from it are heard since you need to manually time a c.S pickup on a target rapidly falling high in the air. Do try to learn them though, as a full combo can easily kill anyone under 70% Life.
214H > 236K
Staple low Blood commitment way to convert pokes like 2S or 5K at tip-range into a knockdown with OTG 6H. 236K ensures 6H will always connect, but it is possible to OTG without 236K at closer ranges and higher Blood Levels.
623H > 236K
A versatile launcher that lets you go in a lot of different directions depending on your Blood level and your starter, this is your staple way to convert pokes and abare into full wall carrying and wall breaking combos. Try to pick up with c.S afterwards given its excellent available Gatlings and high juggle. 623H's biggest issue is that it doesn't have enough range to convert from tip-range of your pokes like 5K and 2S.
214H > 623H > 236K
The only way to get a Wall Splat from 2S 5K at tip-range. It's a more committal but higher damage string that can get you into trouble if your enemy decides to burst. Carefully consider your Blood level and the enemy's burst before committing to this one. Given its high Blood cost, you'll often want to end these routes with Blood draining enders like f.SSS or WasureyukiGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39
236S > 236K
Only really possible on certain high launching or high hitstun starters, like c.S or CH 6H, 5H and 6P. Starts you off with a lot of forward momentum and good wall carry going into the rest of your combo and can pickup from a distance. On distant CH 5H for example you can immediately go into this string and pick up into f.SSS. c.S is still your preferred pickup option where possible.
c.S
High damage, excellent Gatlings into H normals, and a good juggle. Don't use more than 2 in a combo or risk dropping the combo due to the same attack juggle penalty. Multiple c.S juggles are your baseline filler in the corner when trying to fill out a combo before you've built enough wall damage for a 6H Wall Splat.
5K
Similar to c.S, with slightly worse damage and Gatlings. Importantly, it gatlings into 6H which is your preferred Wall Splat. Often used interchangably with c.S in corner juggles, but its very slightly higher juggle occasionally means you'll prefer 5K to c.S to avoid drops on tight links. Has the benefit of not being a proximity normal, so it sometimes allows pickups in post-236K situations where pressing S will give you f.S. This is Nago's only jump-cancellable normal but this functionality sees very little use outside of niche j.K > j.D wallbounce routes. When juggling in the corner, put a slight delay between your 5Ks while holding [4] to OS enemies attempting to burst on 5K's hitstop.
c.S > 623H > 236K
The default filler after Red RCing Throws and Wasureyuki. In less scaled routes, it's a suboptimal extender that nonetheless works in virtually every situation. Juggles high enough to almost always connect into a subsequent c.S pickup. Keep the Blood cost in mind - you can only do so many of these in a combo, particularly without offsetting Blood draining normals. It's very flexible but the poor Blood profile means that better filler is often available.
c.S > 5[D]
Very high damage Bloodless filler which is usually used in the corner on high juggles. It is also possible, though a bit finicky, to use midscreen from CH 623H and 623HH. Due to the high blowback of 5[D] and certain characters' hitboxes in juggles, you may need to pick back up with 2K instead of c.S/5K before splatting with 6H.
c.S > 2H > 236S > 236K
One of the best fillers in the corner which offers a solid amount of damage for reasonable Blood management due to 2H's Blood drain offsetting 236S's Blood cost. A good choice on more damaging starters like CH 214H. Downsides are that it is reliant on distance to corner - you have to route consciously around stage position using this string. It also deals more Wall Damage than c.S > 2H > 236K > 623H, making them Splat earlier.
c.S > 2H > 236K > 623H > (236K)
Universal filler that works in any position. Pretty tricky to execute compared to the standard 623H extensions. 623HGuardAllStartup11Recovery21Advantage-7 juggles slightly higher with lower forward momentum than 236SGuardAllStartup18~29RecoveryTotal 39Advantage+5 does, so route accordingly. Sometimes an extension is possible without an additional 236K after 623H, such as with BL3 f.S. This is highly depends on their current juggle height and combo decay.
c.S > 5H > 623H > 236K
Your best option in the corner for filler. Only possible very early in certain high-juggling combos. The same Blood profile as c.S > 2H > 623H > 236K but for more damage and less Wall Damage, allowing more moves to connect before a Splat.
c.S > 6H > 623H > 236K
A niche filler, since it requires either a very high juggle, such as after early 623H > 236K, or CH slowdown, such as from a CH c.S. In exchange, this gives the most Blood-efficient routes in Nagoriyuki's arsenal.
623HH > 214H > 623H
Used against low-life opponents without Burst. Very flashy and high damage but incredibly weak to enemy Burst given the very high Blood cost. Only possible on higher juggles, since 623HH won't ground bounce high enough for 214H to pickup on prorated routes. This is absolutely not a recommended string for beginners. The most common situation on these routes is a Blood pop, and most routes involving this string are trying to either intentionally combo into that Blood pop or land a Kara Wasureyuki and kill their opponent before that happens.
f.SSS
The main benefits of this ender are good wall carry, a tumble into a hard knockdown for Oki, and Blood drain of -1.3 Blood bars. A great way to drain Blood and put yourself in a position to continue pressure with your opponent now much closer to the corner than they were when you started. The tumble into Hard Knockdown means you are almost always advantaged enough to 236K meaty c.S after ending this way. You'll just have to time it yourself, given the variable advantage depending on the combo's scaling and how high your enemy was when they got hit by it. Of note: the second hit of the chain, f.SS, is a very common burst point for enemies who want to deny you the HKD and high Blood drain of the third hit, particularly considering that you need to spend further Blood to cancel from this point. When you're close to your enemy and they burst in this way, the forward momentum from f.SSS may cause you to switch sides with your opponent during Burst startup, bursting you into the corner and putting you at significant disadvantage. Do your best to space further away from your opponent in combos that you intend to end with f.SSS to avoid this.
6H
Your most damaging normal which also provides a moderate amount of Blood drain (enough to fully offset a 236K with a little extra Blood drain left over) and a soft knockdown of variable advantage depending on your opponent's height and the gravity proration of the combo. The wall splat of choice for discerning Nagoriyuki players.
214H > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H > (236K)
Solid damage and a reliable knockdown that leads directly into OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H okizeme. A common midscreen ender for shorter routes on less rewarding buttons like 5P, 5K, or f.S. An additional 236K, between 214H and 6H, is required at further spacings and lower Blood levels for the OTG 6H to connect.
Big damage and Blood drain makes this a great choice for an ender, particularly when you're close enough to the wall to get a super wallbreak for a hard knockdown and Positive Bonus. You shouldn't always do this when you have meter, but it's a very strong option to control the Blood gauge and pump your damage up. Can be kara special cancelled into from any of Nago's special moves with the string 632146K~S
The most common Wall Splat moves are:
Despite hitting twice, 623HH scales like a single 100 damage move. It is your best Wall Splat damage-wise, but costs 90 Blood to use, unlike your H normals that 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.
The best Wall Break moves are:
If you have 50 Tension, breaking the wall with 632146S is almost always the optimal choice due to its massive damage, Blood drain, and hard knockdown oki after the wall break.
When there isn't enough Tension to do this, use one of your H normals (6H>5H>2H, whichever is in range).
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.
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 no Blood whatsoever since the 6H mitigates all 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.
The first two hits of Nagoriyuki's Far Slash chain (f.SS) offers good wall carry for little Blood, a generous window to hitconfirm since f.SS offers many safe cancel options on block, and must be used to get to the very Blood draining third far slash hit f.SSS. All of these reasons might make it a superficially appealing option when routing, particularly out of c.S , where all that is required is to press S repeatedly and still have a generous hitconfirm window.
f.SS does have one main downside, however: damage. Not only do all the hits of f.SSS do much less damage than Nagoriyuki's other options for routing combos, but the second hit of the chain in particular scales as an additional hit in combos. This means that after performing f.SS, every hit subsequent move will be scaled extra and deal less damage.
f.SS thus offers a tradeoff - on the one hand, you can hitconfirm much more easily into 623H > 236K when performing a string like c.S > f.SS and it will provide you with a good amount of wall carry. On the other hand, if you choose to go for a longer combo, you'll not only be wasting several low-scaled hits on the low-base damage far Slash chain but also scaling your combo extra, meaning subsequent hits will do significantly less damage than they would if you had chosen a more difficult hitconfirm or alternate route. The extra scaling on f.SS also results in exceptionally poor damage when opting for a roman cancel extension after landing all 3 hits of f.SSS.
This is not to say that extending with f.SS is always incorrect - the string offers plenty of upside in the form of meterless wall carry and you have to go through it to get into the very high Blood train and hard knockdown of f.SSS. But advanced Nagoriyukis are advised to practice better hitconfirms. For example instead of doing:
c.S > f.SS > 623H > 236K
Try:
c.S > 2H > 236K > 623H > 236K
2H > 236K offers not just better damage and scaling, but also more wall carry while costing exactly as much Blood (+1.2 bars).
Consider whether it is really worth the meter/Blood to roman cancel extend a route after f.SSS, or extend a route with 623H > 236K after f.SS. Your goal as Nagoriyuki is to conserve and utilize your resources effectively. It's worth asking yourself if burning that extra Blood or meter to deal a little extra damage after scaling your combo heavily with f.SS is worth it when you could instead simply end your combo with f.SSS. f.SS already gives a lot of Blood drain, corner carry and excellent okizeme. If you find yourself routing into f.SS with a combo that you could opt to extend, ask yourself: Is it worth just ending in f.SSS and saving your meter and Blood for neutral, pressure or less scaled combos?
When optimising routes, the goal is to maximise damage while minimising Blood Gain. Unfortunately, these 2 sub-goals are quite often contradictory in nature, as specials both provide a lot of damage while enabling to extend combos further, with the drawback of raising Blood significantly. On the other hand, most of Nago's normals deal less damage and don't have as much utility.
However, there is one exception. H normals are some of your most damaging moves while also reducing Blood Gain instead of raising it. This means it is best to fit as many H normals in your combos as possible because of their excellent damage-to-Blood ratios.
The main issue with utilising them are their slow speed and limited juggles after. The former issue is usually solved by using them from a c.S gatling, which provides enough juggle time for them to connect. The latter one is managed in multiple different ways, such as Fukyo cancels, being close to the Wall, or CH/RC slowdown.
Let's examine each H normal one-by-one:
2H
5H
6H
Of these three, 2H is the one that will be used the most often by far.
2H > 236K > 623H is your most versatile 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.
To learn where 5H and 6H are best utilised, check out the Combo List.
Kara Wasureyuki (632146K~S or 632146H~S) 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 an 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 Wasureyuki, it's possible to do 236K > 214H > 632146K~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 with a single special.
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 Wasureyuki 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. Not recommended.
Kara Wasureyuki is typically represented as 632146K~S in notation, 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 Wasureyuki from 236S, only one S input is required.
With these explanations out of the way, here are some reasons why a Kara Wasureyuki may not have come out:
Now, the main issue with this Kara Wasureyuki 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 powerful technique in theory that is hard to consistently perform in practice.
In conclusion, Kara Wasureyuki 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.