- Sōkyū
- Kirin
- Batōsatsu
- Tsukikage
- Garyū
- Agitosogi
- Shōzuka Okuri
- Karura
- Jibishō / Kotetsu / Kyõsengeri
/
full charge /
(succesful sabaki)
- Zukotsuwari / Kokuryusatsu Todome / Tobi Zutsuki
/
/ Jump (rising)
combos
- Fudōsatsu Arata
- Raijinsatsu
- Sokkotsu Kudaki
- Tengusatsu
- Tsuchikumo
- Back TurnedŌuchigari
- Shouda ~ Kasumigoroshi
- Opponent SideSide Crumple / Inazuma (Migi Hibara) Geri
- Ropputsubushi
- Wall Splat
- Side wall stun
- Natural combos vs Taka
- Post-round Shun sobering
/
-
Sōkyū
-
NH
►
621 -
NH
►
►
- Delayagainst Akira, Goh & Kage on any hit and also on Lei, Lau and Brad when landing
from the side.
- Doinstantly and 1fk
(done as
) againt Aoi, Sarah, Shun, Pai & Lion.
- 1fk both(done as
or
) and
(done as
) against Eileen, El Blaze and Vanessa.
722 -
NH
►
vs Taka either 1fk(done as
) or delay
vs Taka from closed stance this combo requires you be close when starting or the last hit will whiff532 -
NHvs Taka do an OM towards Taka's front or dash in before
to consistenly land the combo from both stances.
462 -
NH
►
►
Delay P slightly, the timing is strict
The combo might require perfect buffer of 66P+K with no dash frame vs Aoi740
-
-
Kirin
-
NH
►
620 -
NH
►
►
Dash before 4P+K
Timing of 4P+K changes depending on opponent; earlier on heavies and later on lights751 -
NHvs Taka OM in any direction or do a quick dash before461
-
-
BatōsatsuLaunches vs crouching opponent or on counter hit. Damage values listed from a crouch hit.
-
NH
►
730 -
NH
►
►
- Against Eileen, Aoi, Pai and Jacky 1fk(done as
)
- Against Sarah, Lion, Vanessa and Jean 1fk both(done as
) and
(done as
)
820 -
CH
►
►
- vs Sarah, Lion, Jacky & Jean 1fk(done as
)
841 -
CH
►
►
840 -
NH
►
►
(hit)
You can replacewith
for same damage and 0 sober
- Against Aoi and Brad 1fk(done as
)
831 -
NH1FK required on Taka ->631
-
NH600
-
-
Tsukikage
-
CH
►
►
1000 -
CH
►
►
►
vs mid-weightsneeds to be buffered perfectly with no dash frame
1091 -
CH
►
►
►
1122 -
CH
►
► BT
►
- vs Eileenneeds to be buffered perfectly with no dash frame
1120
-
-
Garyū
-
NH
►
►
710 -
NH
►
►
781 -
NH
►
This hits other characters too, needs testing to populate list670 -
NH
►
►
►
►
Chargebriefly
810
-
-
Agitosogi
-
CHDash in before
. The timing is strict vs Taka.
561 -
CH
►
Dash in before. Timing of
is crucial.
710 -
CH
►
►
Dash in before. Timing of
is crucial and changes a bit depending on opponents weight.
The combo is easiest on mid-weights. On light opponents you might find it easier to do-> 1fk
(done as
) instead for 1 point less damage but timing will be difficult against them regardless.
-needed on Shun instead of
in open stance
820
-
-
Shōzuka Okuri
-
NH
►
►
752 -
NH
►
►
(hit)
Max damage vs mid weights but the hit-throw timing on NH is very difficult as opponent being low in the air makes the timing more strict.891 -
NH
► BT
►
On CH no stance requirement vs Jeffry & Wolf850 -
NH
►
►
821 -
NH
►
►
►
(hit)
992 -
NH
►
►
This probably works on other characters, needs testing to populate list852 -
NH
►
►
892
-
-
Karura
-
NH
►
760 -
NH
►
►
On CH no stance requirement vs Jeffry and Wolf
You can dobefore or after
in this combo
810 -
NH
►
►
761 -
NH
►
►
692 -
NH
►
►
►
(hit)
vs Jacky only works in closed stance when landingon counter hit or from far enough that it connects on a later active frame.
972 -
NH
►
►
783 -
NH
►
►
832
-
-
/
full charge /
(succesful sabaki)
Jibishō / Kotetsu / KyõsengeriDamage values listed from-
NH
►
►
- vs Blaze & Goh delay 2P slightly from open stance690 -
NH
►
►
- Works on Eileen, Aoi & Sarah from closed stance ifis buffered perfectly with no dash frame
- vs Sarah fromstarter this combo works only when starting from closed stance
761 -
NH
►
►
842
-
-
/
/ Jump (rising)
combos
Zukotsuwari / Kokuryusatsu Todome / Tobi ZutsukiDamage values listed fromstarter
-
NH411
-
NH
►
►
Works from both stances vs Eileen fromstarter
591
-
-
Fudōsatsu Arata
-
CH
►
721 -
CH650
-
-
Raijinsatsu
-
NH
►
►
You can replacewith
(hit)
for same damage and 4 sober
903 -
NH
►
►
►
(hit)
974 -
NH
►
►
834
-
-
Sokkotsu KudakiNote: Many of these combos have close proximity requirements, especially in open stance.
-
CH591
-
CH
►
740 -
CH680
-
CH
►
►
1fk(input as
)
690 -
CH
►
651 -
CHAlways reliable510
-
-
TengusatsuThe stagger is easy to escape but combos are possible if they don't. Same follow-ups are available after 4K+G on guard.
-
NH
►
►
- The stagger can be escaped920 -
NH
►
►
- The stagger can be escaped830
-
-
Tsuchikumo
-
NH
►
650 -
NHvs Taka OM towards Goh's back before491
-
NH
►
►
►
Against Eileen, Blaze, Sarah and Lion 1fk(done as
)
660 -
NH
►
►
►
740
-
-
Back TurnedŌuchigari
-
BTNHvs Taka you need to evade dash cancel towards Goh's back (
or
) after BT
for the combo to connect.
541 -
BTNH460
-
BTNH
►
►
800
-
-
Shouda ~ KasumigoroshiCounter hit from the second hit of
-
CH
►
720 -
CH561
-
CH
►
Finish thestring without delay on second hit counter hit vs Taka
610 -
CH
►
Finish thestring without delay on second hit counter hit
780 -
CH
►
►
vs Eileen & Blaze 1fk(done as
)
810
-
-
Opponent SideSide Crumple / Inazuma (Migi Hibara) GeriSide counter hit
-
CH
►
►
You can replacewith
(hit)
for same damage and 2 sober
1041 -
CH
►
►
►
(hit)
The hit-throw timing is brutally difficult vs Pai1112 -
CH
►
►
923 -
CH
►
►
Works from open stance on Taka's front side only972
-
-
RopputsubushiSide counter hit
-
CH
►
Continue withcombo of choice
- In open stance works on opponents front side only vs Eileen (unreliably), Aoi, Shun, Pai, OS Vanessa (unreliably), Goh, Akira
- vs Lion, Kage & Taka only works on their front side either stance570 -
CHDoes not count as combo but
connects as an unblockable from the +14 advantage that CH
to the side gives.
840 -
CH
(hit)
Works from Taka's front side only.
Does not count as a combo butconnects as an unblockable from the +14 advantage that CH
to the side gives. A hit from the backside causes
to connect a frame too late for it to be an unblockable.
960
-
-
Wall Splat
-
(Wall Stagger)
NH►
(Full Charge) ►
►
►
►
- The stagger can be escaped
- The combo works on Blaze, Shun and Jeffry and both stances on Eileen and Aoi if you replacewith
; +1 damage but easier to escape the stagger too
- With the alternate version Eileen, Blaze and Shun can end up hitting the wall at the end allowing for afinish; 124 damage total
1153 -
(Wall Stagger)
NH(wall splat)
►
►
►
►
- The stagger can be escaped1073
-
-
Side wall stunCombos started parallel to the wall with attacks that do less than 21 damage (opponents side hits the wall)
-
/
NH-or
towards the wall
- Continue withcombo of choice
401 -
/
NH-or
away from the wall
- Continue withcombo of choice
401 -
NH
►
►
►
-with Goh's back towards the wall
991 -
NH
►
►
►
-with Goh's back towards the wall
1111 -
NH
►
►
►
-with Goh's back towards the wall
1052
-
-
Natural combos vs Taka
-
NH- +7 from the front
- +10 when connecting from the side: guaranteed side low throw attempt or 2P470 -
NH550
-
-
/
Post-round Shun soberingCombos for maximum drink point removal after a standing KO on Shun-
/
NH►
►
05
-