ThrowsKuuchuu Ippan Seoi:
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(close)
Special MovesKikou Hou:
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Kagenui: (air)
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Kasumi Kiri:
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Ryuu Kagejin:
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Kage Utsushi:
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Kotsu Hazaki Kiri:
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Tenba Kyaku:
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DMZantetsu Nami:
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Zantetsu Kamakiriken:
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ThrowsKuuchuu Ippan Seoi - b/f+C/D - both leave the opponent backturned with enough time to meaty.
Special MovesKikou Hou - qcf+P - A version combos from heavy attacks, C version is slower but has a larger hitbox.
Kagenui - air qcf+P - must be blocked low if it hits near their toe. Can OTG but it's not guaranteed off anything. Can be done from a front & backdash. No cancellable air normals.
Kasumi Kiri - qcb+P - combos from light attacks. Can work well as AA. Long recovery period.
Ryuu Kagejin - dp+P - reflects projectiles (including DM), massive active frames. Combos from heavy attacks but only on backturned. dp+A gives slight advantage (meaty does not give extra advantage) and no pushback when in the corner.
Kage Utsushi - qcf+K - B versions has high/mid level invincibility, D version has low, allowing you to move through projectiles with the right choice. D version goes further.
Kotsu Hazaki Kiri - hcb+K - B version combos from heavy attacks, D version travels faster. Massive active frames. B version is poor on block, but when meaty gives massive frame advantage. D version starts at neutral and improves from there.
Tenba Kyaku - rdp+K - D version combos from c.D [1 hit] (only connects properly on standing). Can link normals after both, depending on the situation.
DMZantetsu Nami - qcf,hcb+P - Amazing super. C version has great startup and travels fullscreen almost instantly (eating normal projectiles). Can punish a huge variety of moves from anywhere on the screen. Expect EX gauge Eiji's to spam this when they are on on low health. Combos from lights.
Zantetsu Kamakiriken - qcf,hcb+K - Combos from lights, does slightly more damage than qcf,hcb+P. SDM version switches sides and does hard knockdown.
CombosNormal (hcb+B gives slightly better advatage on wakeup but is unsafe when blocked, qcf+A gives more meter)
- c.B, c.A, qcb+P - tends to whiff unless your jump is perfect, so omit the c.B when doing from a jump.
- far s.C/c.D [1 hit], qcf+A/hcb+B
- j.X, s.C/s.D, qcf+A/hcb+B
- c.D [1 hit], rdp+D, c.A, qcb+P - midscreen
- j.X, c.D [1 hit], rdp+D, s.C, qcf+A/hcb+B - corner
- rdp+B, s.C, qcf+A/hcb+B - corner
- c.A, s.C/s.D - link
(S)DM
- any of the above combos but with an (S)DM instead of the final special.
QuickMAX
- s.C, QM, qcf,hcb+P (S)DM - this is a link
- far s.D, QM, qcf,hcb+P (S)DM
- c.B, c.A, QM, s.C/s.D, special or DM (must walk forward slightly. alternatively you can just do a single c.B and you won't have to walk forward).
Quick Dodge
c.D [1 hit], QD, qcf+A/hcb+B/qcf,hcb+K DM
j.X, s.D, QD, qcf+A/hcb+B/qcf,hcb+K DM
Misc:
- meaty s.C, qcf,hcb+C
- dp+P fireball reflect, qcf,hcb+C
- dp+A counterhit, qcf,hcb+C
- j.CD counterhit, qcf,hcb+C
Notes:
- j.B and j.D are crossups, j.D is an instant overhead. s.A and far s.A will whiff on crouchers.
- s.D [2 hit] can be punished or rolled during the gap between the hits when it is blocked.
- far s.D can hop over low pokes.
- c.C is good anti-air and cancellable. On counterhit it combos with qcb+P and qcf,hcb+C. A good way to set up meaty hcb+K (another way is from far s.A anti-air against hops).