: Possible on Nakoruru and Rimururu but is exceptionally difficult.
* Back throw > [66A]xN
: Backhit infinite with 66A, with backhit being the only real condition needed. One of the easier infinites in the game, too, once you land the first 66A.
: Microwalk for CD. j.C should ideally cross-up with Galford behind the opponent's back. Combos are still possible with a deep-hit j.C on front hit but it's very finnicky to get front hit. With the cross-up j.C, a variety of combos are possible.
* Back throw > 66A > CD > 214B > j.C > 2C > 3S OTG
: Variant of the above combo. Does not work against Nakoruru, Hanzo, Galford, Kyoshiro, Genjuro, and Gaira.
* 14-hit CD (12) xx 214A or 236S
: You can heavy pursuit in the corner after Plasma Blade.
* (Midscreen only) CD > 214B > 66A > 14-hit CD
: Does not work against Nakoruru, Hanzo, Galford, Kyoshiro, Genjuro, and Gaira. 214B disables the opponent's pushbox, so if you time doing 66A right, you will connect a backhit just after you side-switch. From there, go ham with the combo system.
* (Midscreen only) [CD > 214B > j.C]xN
: Does not work on Nakoruru, Hanzo, Galford, Kyoshiro, Genjuro, and Gaira. Every j.C must cross-up for the infinite to work. You can also convert into Galford's 66A infinite if you wish during the middle of it.
* (Corner) CD > 214B > 14-hit CD (12) xx 236S > 8S OTG
* Backhit 66A > 2B xx 236S > 8S OTG
: Pursuit is only possible in the corner. A simple but effective anti-air combo with good reward if you time 66A on backhit just right. Just run under the opponent and time 66A.
===Bust===
===Bust===
* Back throw > 66A > CD > 236C or WFT > 3S OTG
: The light pursuit is limited to only the corner after 236C.
* Back throw > [66P > 236A/B]xN
: Unarmed infinite combo that can be started from a throw. Despite being unarmed, it still does really high damage and since 236A/B doesn't knock down, it can be linked from on backhit for combo extensions. When you reach the corner, you can convert to the combo below.
* (Corner) Back throw > [236A/B]xN
: Unarmed Plasma Factor backhit infinite. Kills at around 7-8 hits. While the link isn't lenient, it's still pretty easy to time once you learn the first two hits since it's a consistent rhythm. You don't even have to worry about being pushed back, either. Both characters stay in place.
* 14-hit CD (12) xx 236C or WFT
: Standard Bust Galford BnB to default to. Respectable damage, only downside is 236C side-switching on hit every time, but it works on everyone at least.
* 66P > 236A/B
: Simple unarmed combo that still does okay damage by itself. Be careful as to not accidentally do 623X due to the inputs.
Possible on Nakoruru and Rimururu but is exceptionally difficult.
Back throw > [66A]xN
Backhit infinite with 66A, with backhit being the only real condition needed. One of the easier infinites in the game, too, once you land the first 66A.
Microwalk for CD. j.C should ideally cross-up with Galford behind the opponent's back. Combos are still possible with a deep-hit j.C on front hit but it's very finnicky to get front hit. With the cross-up j.C, a variety of combos are possible.
Back throw > 66A > CD > 214B > j.C > 2C > 3S OTG
Variant of the above combo. Does not work against Nakoruru, Hanzo, Galford, Kyoshiro, Genjuro, and Gaira.
14-hit CD (12) xx 214A or 236S
You can heavy pursuit in the corner after Plasma Blade.
(Midscreen only) CD > 214B > 66A > 14-hit CD
Does not work against Nakoruru, Hanzo, Galford, Kyoshiro, Genjuro, and Gaira. 214B disables the opponent's pushbox, so if you time doing 66A right, you will connect a backhit just after you side-switch. From there, go ham with the combo system.
(Midscreen only) [CD > 214B > j.C]xN
Does not work on Nakoruru, Hanzo, Galford, Kyoshiro, Genjuro, and Gaira. Every j.C must cross-up for the infinite to work. You can also convert into Galford's 66A infinite if you wish during the middle of it.
(Corner) CD > 214B > 14-hit CD (12) xx 236S > 8S OTG
Backhit 66A > 2B xx 236S > 8S OTG
Pursuit is only possible in the corner. A simple but effective anti-air combo with good reward if you time 66A on backhit just right. Just run under the opponent and time 66A.
Bust
Back throw > 66A > CD > 236C or WFT > 3S OTG
The light pursuit is limited to only the corner after 236C.
Back throw > [66P > 236A/B]xN
Unarmed infinite combo that can be started from a throw. Despite being unarmed, it still does really high damage and since 236A/B doesn't knock down, it can be linked from on backhit for combo extensions. When you reach the corner, you can convert to the combo below.
(Corner) Back throw > [236A/B]xN
Unarmed Plasma Factor backhit infinite. Kills at around 7-8 hits. While the link isn't lenient, it's still pretty easy to time once you learn the first two hits since it's a consistent rhythm. You don't even have to worry about being pushed back, either. Both characters stay in place.
14-hit CD (12) xx 236C or WFT
Standard Bust Galford BnB to default to. Respectable damage, only downside is 236C side-switching on hit every time, but it works on everyone at least.
66P > 236A/B
Simple unarmed combo that still does okay damage by itself. Be careful as to not accidentally do 623X due to the inputs.