- Banchu Renkanshu
- Senshippo
- Kishitsu Kasensō
- Rakugekishō
- Shippo Shōsenshu
- Ryusei Kōshugeki or Taitō Bōgetsu
or
CH
- Touku Gekishou
- Heimonkyaku
CH
- Tanhikyaku
- Kōshūtai
- Senkyūtai
CH
- Senpūtai
CH
- Tōsentai
CH
- Back TurnedKōsenkyaku
- Sōji Senpū
- Taizan Sōkōshu
- Honsui
CH
- Tōkū Rigō Bantaiteitsu
- Senpuu Rakukyaku
- Tozan Honshakyaku
- Ryūsei Bokutai Sōchōshu
- Side Crumple
or Back Turned
or
vs Back Turned Opponent
- Tōsō Kobikyaku
- Tenshin Bokutai Sōchōshu
/
CH
- Jūchō Teishitsu
- Back TurnedKaikakyaku
- Near WallWall Splat
- Near WallFlop into High Wall Bounce
-
Banchu Renkanshu(can only combo vs. TA)
-
RH//420
-
RH440
-
-
Senshippo
-
NH
►
JN: Requires delay ininputs. Very inconsistent.
711 -
NH
►
JN: Requires delay ininputs. Very inconsistent.
682 -
NH
►
►
►
JN special.700 -
NH
►
672 -
NH
►
►
VA special.760
-
-
Kishitsu Kasensō
-
NH
►
►
timing requires delay to time re-bounce. You can use
in most cases.
JN: useender in OS.
591 -
NH/\
►
610 -
NH
►
►
Useto time re-bounce for EI-VA, LA, JA, LE.
LA, JA, LE: bufferto delay 1f.
590 -
NH
►
471 -
CH
►
►
TA special.570 -
CH
►
►
►
TA special.570
-
-
Rakugekishō
-
NHDamage shown is for CH. Combo still applies if second hit lands with NH.601
-
-
Shippo Shōsenshu
-
CH
/
►
►
880 -
CH
/
►
Combo ender is more consistent (in some cases, only possible) if you roll to the opponent's back with/
.
831 -
CH
/
►
PA, VA: roll to the opponent's back with/
.
802 -
CH
/
►
792 -
CH
/
►
772 -
CH
►
791 -
CH
►
762 -
CH
►
691 -
CH
►
►
►
842 -
CH
►
►
772 -
CH
►
722 -
CH/\
►
►
831 -
CH/\
►
780 -
CH
►
►
►
HW special.
WO: use 1F delay. Can also use
in CS.
720 -
CH
►
TA special.670 -
CH
►
►
TA special.allows
to delay properly to allow the complete
ender.
700 -
CH
►
TA special.allows
ender to land completely. Slightly easier to land than the variation with
.
640
-
-
or
CH
Ryusei Kōshugeki or Taitō Bōgetsu(add 10 damage pts with Taitō Bōgetsu)-
OR
CH
NH►
►
►
690 -
OR
CH
NH►
►
►
681 -
OR
CH
NH►
►
682 -
OR
CH
NH►
►
First hit ofmisses.
JE: Timing is tough in OS.661 -
OR
CH
NH►
First hit ofmisses.
631 -
OR
CH
NH►
►
TA special.800 -
OR
CH
NH►
TA special.570
-
-
Touku Gekishou
-
NH
►
►
►
751 -
NH
►
►
►
741 -
NH
►
►
►
731 -
NH
►
►
691 -
NH/\
►
►
811 -
NH/\
►
760 -
NH
►
651 -
NH
►
621
-
-
CH
Heimonkyaku-
CH
►
►
►
761 -
CH
►
►
►
751 -
CH
►
►
721 -
CH
►
►
751 -
CH
►
751 -
CH
►
TA special.680 -
CH
►
TA special.670
-
-
Tanhikyaku
-
NH
►
►
►
Useto create slight delay for the
follow-up to re-bounce.
EL, SH, JN: Just use.
JN: You can subfor
(CS only) for 81 damage.
782 -
NH
►
►
►
AO: Useto delay frames properly.
711 -
NH
►
►
All LW except EL and SH: Useto create slight delay for the
follow-up to re-bounce.
711 -
NH
►
►
JN: Useto cause slight delay on
re-bounce.
JE, WO: Useinstead of
.
630 -
NH
►
►
JN: Useto cause slight delay on
re-bounce.
JE, WO: Useinstead of
.
600 -
NH//620
-
NHTA special.470
-
NH
►
►
TA special.
*CS: OM to either side. OS: OM to TA's back.570
-
-
Kōshūtai
-
NH
►
►
711 -
NH
►
►
701 -
NH
►
►
691 -
NH
►
640 -
NH
►
630 -
NH
►
TA: Use (buffer)instead of
(creates 1FK).
591 -
NHTA: In OS, use
to properly connect both hits.
531 -
NH521
-
-
CH
Senkyūtai-
CH
►
►
721 -
CH
►
►
711 -
CH
►
►
711 -
CH
►
►
701 -
CH
►
650 -
CH
►
640 -
CH
►
621 -
CH
►
611 -
CH
►
600
-
-
CH
Senpūtai-
CH
►
750 -
CH
►
741 -
CH
►
721 -
CH
►
680 -
CH
►
►
661 -
CH
►
►
HW special.
WO must be in a standing state when hit with.
JE must be in a crouching state when hit with.
650 -
CH
►
581 -
CH520
-
CHWill also combo JE in OS if he is hit with
during a failed evade (...what??).
521 -
CH430
-
CH/\
►
TA special (or, dare I say... not so special).380
-
-
CH
Tōsentai(for side turned opponent,RH
also applies)
-
CH
►
951 -
CH
►
890 -
CH
►
►
861 -
CH730
-
CH
►
791 -
CH741
-
CH//
►
►
WO special. Needs testing with other characters.860
-
-
Back TurnedKōsenkyaku
-
Back TurnedCH/\
►
►
931 -
Back TurnedCH/\
►
880 -
Back TurnedCH/\
►
851 -
Back TurnedCH/\
►
821 -
Back TurnedCH
►
►
►
861 -
Back TurnedCH
►
►
►
851 -
Back TurnedCH
►
►
801 -
Back TurnedCH
►
►
761 -
Back TurnedCH
►
►
SA: Usefor the ender (85 damage) (also works for EI-AO).
860 -
Back TurnedCH
►
822 -
Back TurnedCHTA special.530
-
Back TurnedCHTA special. Bad recovery.550
-
-
Sōji Senpū
-
NH
►
LW characters (except SH): combo done more easily in CS. For OS, see below.
EI: OS combo only possible if you are off axis (not square with opponent).
EL-AO: Useto land both hits correctly.
SA: Delayhit in
.
PA: Use>
.
LI: Delayhit in
.
VA: Useand slightly delay
.
653 -
NH
►
KA: In OS, useso every hit of
is guaranteed.
642 -
NH
►
►
Delayto time contact so the opponent re-bounces at their highest point.
632 -
NH
►
►
Delayto time contact so the opponent re-bounces at their highest point.
582 -
NHTA special.521
-
NH
►
►
TA special. Can also useinstead of OM
.
570
-
-
Taizan Sōkōshu
-
NH
►
►
►
860 -
NH
►
►
LE: very tough timing.850 -
NH
►
►
►
852 -
NH
►
►
LE: very tough timing.843 -
NH
► Back Turned
►
772 -
NH
► Back Turned
►
►
840 -
NH
► Back Turned
►
833 -
NH
►
►
860 -
NH
►
►
853 -
NH
►
►
►
854 -
NH
►
►
►
842 -
NH
►
►
►
844
-
-
CH
Honsui-
CH
►
You can extendinto Tourou Teihozen with
to create mix-up scenarios as well.
672 -
CH
►
If the secondcauses the opponent to hit the wall, you can end the
string with
instead of
to create a guaranteed stun, which will allow you to use
or
to start a wall combo.
702 -
CH
. . .
CH guarantees the
launcher so long as you buffer
during the recovery window. See the Kōshūtai tab for applicable combos.
521 -
CHEasy guaranteed knockdown.581
-
CH
CH guarantees
, which results in +7 frame advantage. You can also create mix-ups: extend into Tourou Teihozen with
, etc.
572
-
-
Tōkū Rigō Bantaiteitsu
-
NH//
►
740 -
NH//
►
Bad recovery.692 -
NH//
►
682 -
CH//
►
880 -
CH//
►
851 -
NH
►
►
661 -
NH
►
►
651 -
NH531
-
NHTA special.520
-
-
Senpuu Rakukyaku
-
CH
►
►
►
940 -
CH
►
►
►
930 -
CH
►
►
►
890 -
CH
►
►
►
881 -
NH
►
►
720 -
NH
►
660
-
-
Tozan Honshakyaku
-
NH
►
►
►
LW special. Timing for re-bounce withis very tight and differs for every character.
731 -
NH
►
►
EI: Useto delay enough for a re-bounce.
660 -
NH
►
►
LW: Use>
to create enough delay to re-bounce properly.
712 -
NH
►
►
670 -
NH
►
►
660 -
NH
►
590 -
NH
►
►
TA special.620
-
-
Ryūsei Bokutai Sōchōshu
-
NH
►
►
►
671 -
NH
►
►
►
661 -
NH
►
501 -
NH
►
TA special.501
-
-
or Back Turned
or
vs Back Turned Opponent
Side Crumple-
or Back Turned
or
vs Back Turned Opponent
CH►
►
►
941 -
or Back Turned
or
vs Back Turned Opponent
CH►
►
►
931 -
or Back Turned
or
vs Back Turned Opponent
CH►
►
932 -
or Back Turned
or
vs Back Turned Opponent
CH►
►
871 -
or Back Turned
or
vs Back Turned Opponent
CH► Back Turned
►
851
-
-
Tōsō Kobikyaku
-
NH
►
►
691 -
NH
►
661 -
NHTA special.551
-
NHTA special.541
-
-
/
CH
Tenshin Bokutai Sōchōshu-
/
CH//►
790 -
/
CH►
►
is used to delay
for proper re-bounce.
KA, BR, GO, AK, JN: Useinstead of
.
770 -
/
CH►
►
SH: Useender instead;
will not land.
LE, BR, JN: Useinstead of
.
JN OS: Useinstead of
.
771 -
/
CH►
651 -
/
CH►
►
TA special.710
-
-
Jūchō Teishitsu
-
RH/\
►
►
►
EI special. Best when done after blocking EI's.
Time theto create a re-bounce.
780 -
RH/\
►
►
EI special. Best when done after blocking EI's.
700
-
-
Back TurnedKaikakyaku(can only combo vs. TA)
-
Back TurnedNHTA special.450
-
Back TurnedNH//TA special.480
-
-
Near WallWall SplatThis section is for wall combos after a wall splat.
-
Near WallNH
►
►
►
►
►
►
►
Delay theso that it re-bounces the wall-sliding opponent. Timing should be tested as it could be easily dropped.
Testing in progress. Please wait for more information.903 -
Near WallNH
►
►
►
►
►
Testing in progress. Please wait for more information.893 -
Near WallNH
►
►
► Back Turned
►
►
►
►
Delay theso that it re-bounces the wall-sliding opponent. Timing should be tested as it could be easily dropped.
Testing in progress. Please wait for more information.922 -
Near WallNH
►
►
► Back Turned
►
►
Testing in progress. Please wait for more information.912 -
Near WallNH
►
►
► Back Turned
►
Testing in progress. Please wait for more information.862 -
Near WallNH
►
►
►
►
Testing in progress. Please wait for more information.843 -
Near WallNH
►
►
►
►
Testing in progress. Please wait for more information.872
-
-
Near WallFlop into High Wall BounceThis section is for wall combos after a wall bounce from the "flop" effect of
.
- There are no combos in this category