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Triplicity (talk | contribs) m (Header text error) |
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|+ 5A/2A/j.A starter | |+ 5A/2A/j.A starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 5AA > 5B > 5C > 214C || Anywhere || 1435 || 12 || All || Beginner || Basic 5A confirm that works at max range and gives safe-jump oki. | | 1 || 5AA > 5B > 5C > 214C || Anywhere || 1435 || 12 || All || Beginner || Basic 5A confirm that works at max range and gives safe-jump oki. | ||
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|+ 5AAA starter | |+ 5AAA starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || CH 5(AA)A, 5AAA(delay)A || Anywhere || 2277 || 36 || All || Beginner || Persona broken counter hit 5AAA combo. Provides safe-jump oki. | | 1 || CH 5(AA)A, 5AAA(delay)A || Anywhere || 2277 || 36 || All || Beginner || Persona broken counter hit 5AAA combo. Provides safe-jump oki. | ||
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|+ 5B/2B/j.B/j.2B/5AA starter | |+ 5B/2B/j.B/j.2B/5AA starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 5B > 5C > 214C || Anywhere || 1337 || 10 || All || Beginner || Max range 5B combo. Gives safe-jump oki. | | 1 || 5B > 5C > 214C || Anywhere || 1337 || 10 || All || Beginner || Max range 5B combo. Gives safe-jump oki. | ||
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|+ 5C starter | |+ 5C starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 5C > 214C || Anywhere || 1360 || 8 || All || Beginner || Max range 5C combo. Gives safe-jump oki. | | 1 || 5C > 214C || Anywhere || 1360 || 8 || All || Beginner || Max range 5C combo. Gives safe-jump oki. | ||
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|+ 2C starter | |+ 2C starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 2C > 236C || Anywhere || 1610 || 9 || All || Beginner || Basic 2C combo. | | 1 || 2C > 236C || Anywhere || 1610 || 9 || All || Beginner || Basic 2C combo. | ||
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|+ j.C starter | |+ j.C starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || j.C > j.236C || Anywhere || 1312 || 7 || All || Beginner || Basic j.C combo. | | 1 || j.C > j.236C || Anywhere || 1312 || 7 || All || Beginner || Basic j.C combo. | ||
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|+ 5D starter | |+ 5D starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 5D, dash 2B > 5B > (D) jc > IAD j.BB, dash 2B > 5B > 5C > 236A > 214C || Anywhere || 3171 || 27 || All || Intermediate || Far range 5D combo. Works as long as both hits of 5D connect. Gives safe-jump oki. | | 1 || 5D, dash 2B > 5B > (D) jc > IAD j.BB, dash 2B > 5B > 5C > 236A > 214C || Anywhere || 3171 || 27 || All || Intermediate || Far range 5D combo. Works as long as both hits of 5D connect. Gives safe-jump oki. | ||
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|+ 2D/j.D starter | |+ 2D/j.D starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 2D, dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B || Anywhere || 2586 || 21 || All || Easy || Basic 2D combo. | | 1 || 2D, dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B || Anywhere || 2586 || 21 || All || Easy || Basic 2D combo. | ||
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|+ 5A+B starter | |+ 5A+B starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 5A+B~C > jc > j.BB > djc > j.A > j.B > j.C > j.214B || Anywhere || 2933 || 32 || All || Easy || Basic All-Out-Attack combo. | | 1 || 5A+B~C > jc > j.BB > djc > j.A > j.B > j.C > j.214B || Anywhere || 2933 || 32 || All || Easy || Basic All-Out-Attack combo. | ||
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|+ 2A+B starter | |+ 2A+B starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 2A+B > 214C || Anywhere || 2933 || 32 || All || Easy || Basic Sweep combo. | | 1 || 2A+B > 214C || Anywhere || 2933 || 32 || All || Easy || Basic Sweep combo. | ||
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|+ C+D starter | |+ C+D starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || CH C+D, dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D || Anywhere || 2364 || 18 || All || Easy || Counter hit throw combo. Can remove 5C for consistency or if persona broken. | | 1 || CH C+D, dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D || Anywhere || 2364 || 18 || All || Easy || Counter hit throw combo. Can remove 5C for consistency or if persona broken. | ||
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|+ j.C+D starter | |+ j.C+D starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || j.C+D, j.2B, dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D || Anywhere || 2962 || 22 || All || Easy || Basic air throw combo. | | 1 || j.C+D, j.2B, dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D || Anywhere || 2962 || 22 || All || Easy || Basic air throw combo. | ||
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|+ OMB combo part | |+ OMB combo part | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || ...OMB, 214B || Anywhere || 900 || 1 || All || Easy || Low damage OMB extension. Used in highly scaled combos, usually to tack on an extra super. Make sure 214B hits the opponent when they are as close to the ground as possible. | | 1 || ...OMB, 214B || Anywhere || 900 || 1 || All || Easy || Low damage OMB extension. Used in highly scaled combos, usually to tack on an extra super. Make sure 214B hits the opponent when they are as close to the ground as possible. | ||
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|+ 236A starter | |+ 236A starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 236A > 214C || Anywhere || 1122 || 7 || All || Beginner || Basic 236A combo. Gives safe-jump oki. | | 1 || 236A > 214C || Anywhere || 1122 || 7 || All || Beginner || Basic 236A combo. Gives safe-jump oki. | ||
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|+ 236D starter | |+ 236D starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 236D, 5B > 5C > 214C || Anywhere || 2031 || 13 || All || Easy || Point-blank range uncharged 236D combo. | | 1 || 236D, 5B > 5C > 214C || Anywhere || 2031 || 13 || All || Easy || Point-blank range uncharged 236D combo. | ||
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|+ 214A starter | |+ 214A starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 214A > OMC, dash 5C > 2B > 5B > 5C > 214C || Anywhere || 2761 || -43 || All || Easy || 236A combo extended with a Once More Cancel. Gives safe-jump oki. | | 1 || 214A > OMC, dash 5C > 2B > 5B > 5C > 214C || Anywhere || 2761 || -43 || All || Easy || 236A combo extended with a Once More Cancel. Gives safe-jump oki. | ||
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|+ 214B starter | |+ 214B starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || 214B, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.214A || Anywhere || 2866 || 22 || All || Intermediate || 214B combo that only works if 214B switches sides. | | 1 || 214B, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.214A || Anywhere || 2866 || 22 || All || Intermediate || 214B combo that only works if 214B switches sides. | ||
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|+ 214A+B starter | |+ 214A+B starter | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! | ! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| 1 || FC 214A+B, dash 5B > delay 5C > jc > IAD delay j.B, 5C > jc > IAD delay j.B, 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B || Anywhere || 4264 || -22 || All || Very Hard || Fatal counter 214B combo. High execution combo that requires multiple small and precise delays. | | 1 || FC 214A+B, dash 5B > delay 5C > jc > IAD delay j.B, 5C > jc > IAD delay j.B, 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B || Anywhere || 4264 || -22 || All || Very Hard || Fatal counter 214B combo. High execution combo that requires multiple small and precise delays. |
Revision as of 12:36, 7 April 2021
Combo Notation Guide | |||||||||
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Midscreen
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5AA > 5B > 5C > 214C | Anywhere | 1435 | 12 | All | Beginner | Basic 5A confirm that works at max range and gives safe-jump oki. |
2 | 5AAA > jc > j.C > j.214A | Anywhere | 1509 | 24 | All | Beginner | Auto combo extension. Grants safe-jump oki even at mid-screen. |
3 | 5A > 2A > 5AAA > jc > j.A > j.BB > j.B+D | Anywhere | 1545 | 26 | All | Easy | Max damage persona broken combo off 5A. Gives no oki so only use if it will K.O. the opponent. |
4 | 5AA > 5C > 5B > 2A+B > 214C+D > 214214C, 2B > 5C > jc > j.BB > djc > j.BB > j.B+D | Mid-screen | 4022 | -62 | All | Hard | Awakening state 5A combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. Remove 5C for less range dependency. |
5 | AA 5A > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 1827 | 16 | All | Easy | Anti-air 5A combo. Delay the jump cancel if 5A hit at its max vertical height. |
6 | FC 5AAA, 5AAAA | Anywhere | 1712 | 27 | All | Beginner | Persona broken fatal counter 5A combo. Gives safe-jump oki. |
7 | FC 5A > 5A+B~C > jc > j.B > j.C > j.214B | Anywhere | 2513 | 30 | All | Easy | Fatal counter 5A combo extended with an All-Out-Attack. |
8 | FC 5AAA > delay j.236C, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 2906 | 42 | All | Hard | Fatal counter 5A combo. Must delay air Zio until just before Narukami touches the ground. |
9 | FC 5AAA > delay j.236C, dash 2B > 214214C, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Mid-screen | 3921 | -26 | All | Hard | Awakening state fatal counter 5A combo extended with a cross-up Cross Slash. Must delay air Zio until just before Narukami touches the ground, then micro-dash 2B. |
10 | FC 5AAA > delay j.236C, dash 2B > 214214C, 2B > 5C > OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Mid-screen | 4613 | -25 | All | Very Hard | Awakening state fatal counter 5A combo extended with a cross-up Cross Slash and a Once More Burst. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | CH 5(AA)A, 5AAA(delay)A | Anywhere | 2277 | 36 | All | Beginner | Persona broken counter hit 5AAA combo. Provides safe-jump oki. |
2 | CH 5(AA)A, 5AA > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2835 | 32 | All | Easy | Counter hit 5AAA combo. |
3 | FC 5AAA... | Anywhere | All | Fatal counter 5AAA combo. Same as FC 5A routes. |
- All 5B starter combos can also start with j.B > 5B, j.2B > 5B, j.BB > 5B, or 5AA > 5B for more damage and meter gain.
- All CH 5B starter combos can start with CH j.B, CH j.2B, or 5AA instead.
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5B > 5C > 214C | Anywhere | 1337 | 10 | All | Beginner | Max range 5B combo. Gives safe-jump oki. |
2 | 5B > 2B > 5C > 236A > 214C | Anywhere | 1861 | 14 | All | Beginner | Point-blank range 5B combo. Also gives safe-jump oki. |
3 | 5B > 2B > 2A+B > B+D | Anywhere | 1540 | 12 | All | Beginner | Max damage persona broken combo off 5B. Gives no oki so only use if it will K.O. the opponent. |
4 | 5B > 2B > 5C > 236A > 214D > OMC, dash 214B, 2B > 5C > 236A > 214[B] | Anywhere | 3416 | -33 | All | Intermediate | 5B combo extended with a Once More Cancel. 214B must result in a cross-up or else the combo will drop. Gives safe-jump oki. |
5 | 5B > 5C > 2B > 2A+B > 214C+D > 214214C... | Mid-screen | All | Awakening state 5B combo extended with a cross-up Cross Slash. Goes into 2A+B > 214C+D routes. Remove 5C > 2B for less range dependency. | |||
6 | 5B > 2B > 5C > 236A > 214D > OMB... | Anywhere | All | 5B combo extended with a Once More Burst. Check OMB section for more details. | |||
7 | AA 5B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2091 | 17 | All | Easy | Anti-air 5B combo. Delay the jump cancel if 5B hit at its max vertical height. |
8 | CH 5B > 5A+B~C > jc > j.B > j.C > j.214B | Anywhere | 2823 | 31 | All | Easy | Counter hit 5B combo extended with an All-Out-Attack. |
9 | CH 5B > 5A+B~C > jc > j.BB > djc > j.A > j.BB > j.B+D | Anywhere | 2823 | 33 | All | Easy | Max damage persona broken combo off counter hit 5B. Gives no oki so only use if it will K.O. the opponent. |
10 | CH AA 5B > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2426 | 21 | All | Intermediate | Counter hit anti-air 5B combo. j.2B should hit the opponent just before they touch the ground. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5C > 214C | Anywhere | 1360 | 8 | All | Beginner | Max range 5C combo. Gives safe-jump oki. |
2 | 5C > 2B > 5B > 5C > 214C | Anywhere | 2312 | 15 | All | Beginner | Point-blank range 5C combo. Gives safe-jump oki. |
3 | 5C > 2B > 5B > 5C > 214D > OMC, dash 214B, 2B > 5C > 236A > 214[B] | Anywhere | 4064 | -32 | All | Intermediate | 5C combo extended with a Once More Cancel. Replace 2B > 5B > 5C with 236A for less range dependency. 214B must result in a cross-up or else the combo will drop. Gives safe-jump oki. |
4 | 5C > 2B > 5B > 2A+B > 214C+D > 214214C... | Mid-screen | All | Awakening state 5B combo extended with a cross-up Cross Slash. Goes into 2A+B > 214C+D routes. Remove 2B for less range dependency. | |||
5 | 5C > 2B > 5B > 5C > 214D > OMB... | Anywhere | All | 5B combo extended with a Once More Burst. Replace 2B > 5B > 5C with 236A for less range dependency. Check OMB section for more details. | |||
6 | AA 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2330 | 15 | All | Easy | Anti-air 5C combo. Delay the jump cancel if 5C hit at its max vertical height. |
7 | CH 5C > dc, 2B > 5B > 5C > 236A > 214C | Anywhere | 2735 | 17 | All | Easy | Counter hit 5C combo. Gives safe-jump oki. |
8 | CH 5C > 5A+B~C > jc > j.B > j.C > j.214B | Anywhere | 3437 | 32 | All | Easy | Counter hit 5C combo extended with an All-Out-Attack. |
9 | CH AA 5C > jc > IAD j.2B, 5B > 5C > delay jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 3191 | 22 | All | Intermediate | Counter hit anti-air 5C combo. Can dash cancel instead of using IAD j.2B for easier execution. j.2B should hit the opponent just before they touch the ground. |
10 | FC 5C > dc, 5AAA... | Anywhere | All | Fatal counter 5C combo. Goes into FC 5A routes. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2C > 236C | Anywhere | 1610 | 9 | All | Beginner | Basic 2C combo. |
2 | 2C > 214C+D~B+D | Anywhere | 2011 | -18 | All | Beginner | 2C combo focused on corner carry. Provides safe-jump oki. |
3 | 2C > delay 214C+D > 214214C, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.B+D | Mid-screen | 4346 | -67 | All | Hard | Awakening state 2C combo extended with a cross-up Cross Slash. 214C+D must be delayed so that Narukami can slide underneath the opponent, then Cross Slash must be inputted just before Narukami switches sides. |
4 | 2C > delay 214C+D > 214214C, 2B > 5C > OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Mid-screen | 5202 | -66 | All | Very Hard | Awakening state 2C combo extended with a cross-up Cross Slash and a Once More Burst. 214C+D must be delayed so that Narukami can slide underneath the opponent, then Cross Slash must be inputted just before Narukami switches sides. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | j.C > j.236C | Anywhere | 1312 | 7 | All | Beginner | Basic j.C combo. |
2 | j.C > j.236D, dash 2B > 5B > 5C > 236A > 214C | Anywhere | 2168 | 17 | All | Intermediate | j.C combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. Remove 236A for less range dependency. |
3 | j.C > j.236C+D, dash 2B > 5B > 5C > 214C | Anywhere | 2394 | -20 | All | Easy | j.C combo extended by using air EX Zio. |
4 | CH j.C > j.236D, dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2426 | 20 | All | Intermediate | Counter hit j.C combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
5 | FC j.C > j.236D, dash 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 2930 | 25 | All | Hard | Fatal counter j.C combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5D, dash 2B > 5B > (D) jc > IAD j.BB, dash 2B > 5B > 5C > 236A > 214C | Anywhere | 3171 | 27 | All | Intermediate | Far range 5D combo. Works as long as both hits of 5D connect. Gives safe-jump oki. |
2 | 5D, 214A, (D) dash 2B > 5B > 5C > 236A > 214C | Anywhere | 3147 | 23 | All | Intermediate | Mid range 5D combo. Leads into better damage than the last route when reaching the corner, using meter, or using a OMB. Gives safe-jump oki. |
3 | 5D, 214A, (D) dash 5A+B~C > jc > j.BB > djc > j.B > j.C > j.B+D | Anywhere | 3768 | 40 | All | Intermediate | 5D combo extended with an All-Out-Attack. |
4 | 5D, 214A, (D) dash 2B > 5C > 5B > 2A+B > 214C+D > 214214C... | Mid-screen | All | Awakening state 5D combo extended with a cross-up Cross Slash. Goes into 2A+B > 214C+D routes. Remove 2B for less range dependency. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2D, dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2586 | 21 | All | Easy | Basic 2D combo. |
2 | 2D, dash 2B > 214214C, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.214A | Mid-screen | 4520 | -42 | All | Hard | Awakening state 2D combo extended with a cross-up Cross Slash. |
3 | 2D, dash 2B > 214214C, 2B > 5B > 5C > OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Mid-screen | 5514 | -41 | All | Very Hard | Awakening state 2D combo extended with a cross-up Cross Slash and a Once More Burst. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5A+B~C > jc > j.BB > djc > j.A > j.B > j.C > j.214B | Anywhere | 2933 | 32 | All | Easy | Basic All-Out-Attack combo. |
2 | 5A+B~C > jc > j.BB > djc > j.A > j.BB > j.B+D | Anywhere | 2823 | 31 | All | Easy | Max damage persona broken combo off an All-Out-Attack. Gives no oki so only use if it will K.O. the opponent. |
3 | 5A+B~D, 214C+D > 214214C, 2B > 5C > jc > j.BB > djc > j.BB > j.B+D | Anywhere | 4115 | -55 | All | Hard | Awakening state All-Out-Attack combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2A+B > 214C | Anywhere | 2933 | 32 | All | Easy | Basic Sweep combo. |
2 | 2A+B > 214C+D > 214214C, 2B > 5C > jc > j.BB > djc > j.BB > j.B+D | Mid-screen | 4322 | -69 | All | Hard | Awakening state Sweep combo extended with a cross-up Cross Slash. Cross Slash must be inputted just before Narukami switches sides during 214B+C. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | CH C+D, dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Anywhere | 2364 | 18 | All | Easy | Counter hit throw combo. Can remove 5C for consistency or if persona broken. |
2 | CH C+D, dash 2A+B > 214C+D > 214214C... | Mid-screen | All | Awakening state counter hit throw combo extended with a cross-up Cross Slash. Goes into 2A+B > 214C+D routes. | |||
3 | FC C+D, dash 5C > jc > IAD j.B, 5B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 2850 | 24 | All | Intermediate | Fatal counter throw combo. Delay the jump cancel if 5C is used after 5B. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | j.C+D, j.2B, dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Anywhere | 2962 | 22 | All | Easy | Basic air throw combo. |
2 | FC j.C+D, j.2B, dash 5C > jc > IAD j.B, dash 5B > 5C > hjc > j.B > j.C > j.214B | Anywhere | 3500 | 25 | All | Intermediate | Fatal counter air throw combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | ...OMB, 214B | Anywhere | 900 | 1 | All | Easy | Low damage OMB extension. Used in highly scaled combos, usually to tack on an extra super. Make sure 214B hits the opponent when they are as close to the ground as possible. |
2 | ...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > 236A > 214[B] | Anywhere | 2441 | 2 | All | Hard | Moderate damage OMB extension. Used in very scaled combos. |
3 | ...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > jc > j.BB > djc > j.BB > j.B+D | Anywhere | 3127 | 2 | All | Hard | High damage OMB extension. Used in partially scaled combos. |
4 | ...OMB, dash 5D, dash 2B > 5B, (D) dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 3280 | 3 | All | Hard | Max damage OMB extension. Used in combos with little to no scaling prior to the OMB. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 236A > 214C | Anywhere | 1122 | 7 | All | Beginner | Basic 236A combo. Gives safe-jump oki. |
2 | CH 236A, dash 5B > 5C > 214C | Anywhere | 1871 | 12 | All | Easy | Max range counter hit 236A combo. Gives safe-jump oki. |
3 | CH 236A, dash 5AAA > jc > j.C > j.214A | Anywhere | 2109 | 27 | All | Easy | Close range counter hit 236A combo. Gives safe-jump oki. |
4 | CH 236A, dash 5B > 2A+B > 214C+D > 214214C... | Mid-screen | All | Awakening state counter hit 236A combo extended with a cross-up Cross Slash. Goes into 2A+B > 214C+D routes. | |||
5 | FC 236A, 5AAA... | Anywhere | All | Close range fatal counter 236A combo. Goes into FC 5A routes. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 236D, 5B > 5C > 214C | Anywhere | 2031 | 13 | All | Easy | Point-blank range uncharged 236D combo. |
2 | 236D, 2B > 5B > 5C > 236A > 214C | Anywhere | 2554 | 17 | All | Easy | Point-blank range uncharged 236D combo. |
3 | 236D, 5A+B~C > jc > j.B > j.C > j.214B | Anywhere | 3268 | 32 | All | Easy | Partial charge 236D combo extended with an All-Out-Attack. |
4 | 236D, 2B > 5C > 5B > 2A+B > 214C+D > 214214C... | Anywhere | All | Awakening state 236D combo extended with a cross-up Cross Slash. Goes into 2A+B > 214C+D routes. Remove 2B > 5C for less range dependency. | |||
5 | FC 236D, 5AAA... | Anywhere | All | Fatal counter 236D combo. Goes into FC 5A routes. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214A > OMC, dash 5C > 2B > 5B > 5C > 214C | Anywhere | 2761 | -43 | All | Easy | 236A combo extended with a Once More Cancel. Gives safe-jump oki. |
2 | CH 214A, dash 5B > 5C > 2B > 5B > 5C > 214C | Anywhere | 2861 | 20 | All | Easy | Counter hit 236A combo. Gives safe-jump oki. |
3 | CH 214A, dash 5B > 5C > 2B > 2A+B > 214C+D > 214214C... | Mid-screen | All | Awakening state counter hit 214A combo extended with a cross-up Cross Slash. Goes into 2A+B > 214C+D routes. Remove 5C > 2B for less range dependency. | |||
4 | FC 214A, 5AAA... | Anywhere | All | Fatal counter 214A combo. Goes into FC 5A routes. Poor scaling means some attacks will need to be removed to end with j.214B. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214B, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.214A | Anywhere | 2866 | 22 | All | Intermediate | 214B combo that only works if 214B switches sides. |
2 | 214B > OMC, IAD j.2B, dash 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214A | Anywhere | 3028 | -41 | All | Intermediate | 214B combo extended with a Once More Cancel. |
3 | FC 214B, dash 2B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 3193 | 23 | All | Easy | Fatal counter 214B combo. |
4 | FC 214B, dash 2B > delay 5C > jc > IAD j.B, 5B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 3612 | 29 | All | Intermediate | Fatal counter 214B combo. |
5 | FC 214B, dash 2A+B > 214C+D > 214214C... | Mid-screen | All | Awakening state fatal counter 214B combo extended with a cross-up Cross Slash. Goes into 2A+B > 214C+D routes. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | FC 214A+B, dash 5B > delay 5C > jc > IAD delay j.B, 5C > jc > IAD delay j.B, 5C > jc > IAD j.BB, 5C > jc > j.2B > djc > j.B > j.C > j.214B | Anywhere | 4264 | -22 | All | Very Hard | Fatal counter 214B combo. High execution combo that requires multiple small and precise delays. |
2 | FC 214A+B, dash 5C > jc > IAD delay j.B, dash 2B > 214214C, 2B > 5C > jc > j.BB > djc > j.B > j.C > j.214B | Anywhere | 5335 | -73 | All | Very Hard | Awakening state fatal counter 214A+B combo extended with a cross-up Cross Slash. |
- 5C Starter
Note: 5C is Narukami's best starter, having 0 P1 and only 100 P2. Therefore, any combo that starts with 5A or 5B can be done using 5C for more damage. 5C confirms are largely used for punishes, leading to big damage with resources.
5C > (236A >) 214D > OMB > (5D > 5B > 5DD) > 214B > (2B > 5C > 214AB) > 2B > j.C > j.214A > 5A > 5C > 2C > 214B (> Cross Slash/Shiden/RE) -- 4811 meterless and excl. 236A
-Parentheses are for spacing and meter usage. 236A is based on spacing. 5D series may be omitted, as it only adds minimal damage and is finicky on some of the characters. 214AB series requires meter that you might use at the end. P1 start and closer, depending on what sections you omit.
5C > 236A > 214D > 214214C > 236236A > OMB > 5D > 5B > 5DD > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B > 214214C -- 9127
-Max meter version of 5C OMB combo. Impractical, but showcases Narukami's damage.
Corner Only
- Most corner combos will end with 214B, which gives safe-jump oki.
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5AAA > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2510 | 38 | All | Easy | Basic 5A corner combo. |
2 | 5A > 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 2942 | 32 | All | Easy | Close range 5A corner combo. |
3 | 5A > 5C > 2B > 5B > 5C > 236A > 214C+D~B+D > 236236B, dash 2B > 5C > 2C > 214B | Corner | 4194 | -58 | All | Intermediate | Close range 5A corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
4 | AA 5A > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2277 | 23 | All | Intermediate | Anti-air 5A corner combo. |
5 | FC 5AAA > djc > j.A > j.BB > j.214A, 2B > 5B > jc > j.2B > j.214A | Corner | 2223 | 34 | All | Easy | Persona broken fatal counter 5A corner combo. |
6 | FC 5AAA > j.236C, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3427 | 51 | All | Intermediate | Fatal counter 5A corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5B > 5C > 214C, 5A > 5C > 2C > 214B | Corner | 2391 | 24 | All | Easy | Max range 5B corner combo. |
2 | 5B > 5C > 2B > 5B > 5C > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 3141 | 33 | All | Easy | Close range 5B corner combo. |
3 | 5B > 5C > 2B > 5B > 5C > 236A > 214C+D~B+D > 236236B, dash 2B > 5C > 2C > 214B | Corner | 4383 | -56 | All | Intermediate | Close range 5B corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
4 | AA 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2577 | 24 | All | Intermediate | Anti-air 5B corner combo. |
5 | CH 5B > 5A+B~D > 214B, 5B > 5C > 2C > delay 214B | Corner | 3142 | 41 | All | Intermediate | Counter hit 5B corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5C > 5B > 214C, 5A > 5C > 2C > 214B | Corner | 2898 | 24 | All | Easy | Max range 5C corner combo. |
2 | 5C > 2B > 5B > 5C > 2B > 5B > 2A+B > 214C, 5A > 5C > 2C > 214B | Corner | 3884 | 35 | All | Easy | Close range 5C corner combo. |
3 | 5C > 2B > 5B > 5C > 236A > 214C+D~B+D > 236236B, dash 2B > 5C > 2C > 214B | Corner | 5233 | -58 | All | Intermediate | Close range 5C corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
4 | AA 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3426 | 26 | All | Intermediate | Anti-air 5C corner combo. j.A will whiff if the opponent was too high. |
5 | CH 5C > dc, 2B > 5C > 5B > 2B > 5C > 5B > 2A+B > 214C, 5A > 5C > 2C > delay 214B | Corner | 4215 | 38 | All | Intermediate | Counter hit 5C corner combo. |
6 | FC 5C > 214B, 2B > 5B > jc > IAD j.B > j.C > j.214A, 5B > 5C > 2C > 214B | Corner | 4512 | 38 | All | Intermediate | Fatal counter 5C corner combo. |
7 | FC 5C > 214B, 2B > delay 5C > hop > delay j.2B, 5B > delay 5C > jc > IAD j.B > j.C > j.236D, delay 5B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 5095 | 50 | All | Very Hard | Fatal counter 5C corner combo. Requires multiple small delays to work properly. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2C > dc, 2B > 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3198 | 30 | All | Easy | Basic 2C corner combo. |
2 | 2C > 214B, 5B or 5C > jc > j.C > j.214A, delay 5A > 5C > 2C > delay 214B | Corner | 3347 (3500) | 35 | All | Intermediate | Max range 2C corner combo. 5A and 214B must be delayed as much as possible or else 214B won't knockdown the opponent. 5C into j.C drops against Yukiko, Kanji, Akihiko, Mitsuru, Aigis, Labrys, and Sho. |
3 | FC 2C > dc, 5B > delay 5C > hop > delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4335 | 43 | All | Hard | Fatal counter 2C corner combo. Requires multiple small delays to work properly. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | j.C > j.236D, 5B > 2B > 5C > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 3044 | 31 | All | Easy | Basic j.C corner combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. Remove 2B and 236A for less range dependency. |
2 | CH j.C > j.236D, 5B > 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3167 | 31 | All | Easy | Counter hit j.C corner combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
3 | FC j.C > j.236D, 5B > delay 5C > hop > delay j.2B, 5B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 3978 | 41 | All | Hard | Fatal counter 2C corner combo. Requires multiple small delays to work properly. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5D, 214A, (D) 5B > 5C > 2B > 236A > 214C, 5A > 5C > 2C > 214B | Corner | 4000 | 37 | All | Easy | 5D corner combo. Remove 2B and 236A for less range dependency. |
2 | FC 5D, 236A > 214A, (D) 214B, 2B > delay 5C > jc > IAD j.BB, 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 5089 | 48 | All | Hard | Fatal counter 5D corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2D, 5B > 5C > jc > IAD j.A > delay j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3355 | 31 | All | Intermediate | 2D corner combo. j.C must be ever so slightly delayed for the combo to work. Remove 5B for consistency. |
2 | FC 2D, 5B > delay 5C > hop > delay j.2B, 5B > delay 5C > jc > IAD j.B > j.C > j.236D, 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4219 | 43 | All | Very Hard | Fatal counter 2D corner combo. Requires multiple small delays to work properly. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5A+B~D > 214B, 2B > 5B > jc > j.2B > j.214A | Corner | 2931 | 33 | All | Easy | Persona broken All-Out-Attack corner combo. |
2 | 5A+B~D > dc, delay 2B > 5B > 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3577 | 44 | All | Intermediate | All-Out-Attack corner combo. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2A+B > 214C, 5A > 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2794 | 30 | All | Intermediate | Sweep corner combo. |
2 | 2A+B > 214C+D~B+D > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 4145 | -68 | All | Intermediate | Sweep corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | FC 2A+B > 214C, 5A > 5C > jc > IAD j.B > j.C > j.236D, 5B > 5C > jc > j.214A, 5B > 5C > 2C > 214B | Corner | 3465 | 39 | All | Hard | Fatal counter 2A+B corner combo. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 236A > 214C, 5A > 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 2794 | 30 | All | Intermediate | 236A corner combo. |
2 | 236A > 214C+D~B+D > 236236B, dash 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 4619 | -68 | All | Intermediate | 236A corner combo extended with late hit Lightning Flash. Cancel into the super after only the first hit of B+D connects. |
3 | CH 236A > 214B, 2B > jc > j.C > j.214A, 5A > 5C > 2C > 214B | Corner | 3432 | 32 | All | Intermediate | Counter hit 236A corner combo. |
4 | FC 236A > 214B, 2B > delay 5C > hop > delay j.2B, 5B > delay 5C > jc > IAD j.B > j.C > j.236D, 5B > 5C > jc > j.214A, 5B > 5C > 2C > delay 214B | Corner | 4554 | 49 | All | Very Hard | Fatal counter 236A corner combo. Requires multiple small delays to work properly. Must hit with j.C just before touching the ground so that j.236D doesn't come out. |
- Fatal Counter Combos
FC 236D > 5C > 5B > 2B > 5C > 5B > 2A+B > 214C > 5A > 5C > 2C > 214B -- Non-loop Fatal combo off D Zio with fairly easy execution.
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data