P4AU/Yu Narukami/Combos: Difference between revisions

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|+ 5A/2A/j.A starter
|+ 5A/2A/j.A starter
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! # !! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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
|-
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! # !! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! 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
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! # !! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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 !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes
|-
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| 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
|-
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! # !! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! 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
|-
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! # !! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! 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
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
bdc = backdash cancel
OMC = one more cancel
OMB = one more burst
safejump = jump in attack off certain knockdown situations that allows you to land after your attack and block reversals
CH = counter hit
FC = fatal counter
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

5A/2A/j.A starter
# 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.
5AAA starter
# 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.
5B/2B/j.B/j.2B/5AA starter
# 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.
5C starter
# 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.
2C starter
# 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.
j.C starter
# 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.
5D starter
# 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.
2D/j.D starter
# 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.
5A+B starter
# 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.
2A+B starter
# 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.
C+D starter
# 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.
j.C+D starter
# 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.
OMB combo part
# 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.
236A starter
# 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.
236D starter
# 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.
214A starter
# 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.
214B starter
# 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.
214A+B starter
# 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.
5A/2A/j.A starter
# 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.
5B/2B/j.B/j.2B/5AA starter
# 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.
5C starter
# 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.
2C starter
# 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.
j.C starter
# 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.
5D starter
# 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.
2D, j.D starter
# 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.
5A+B starter
# 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.
2A+B starter
# 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.
236A starter
# 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.


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