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The King of Fighters XIII/Kyo Kusanagi/Combos: Difference between revisions
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===Starters=== | ===Starters=== | ||
* | * cr.Bx1~2, st.B => A 3-hit low starter. It's best to use just one cr.B into st.B if it connects at the maximum distance in which his cr.A may whiff. You cannot cancel his st.B into df+D which decreases its damage output, but you can connect either of his dp+P's, his qcf+B and hcb+K. | ||
* | * cr.B, cr.A, df+D (1) => A 3-hit starter which begins with a low attack and ends with a low attack. The df+D on first hit is cancel-able into many of his special moves which extends his the combo damage output and for starting HD combos. It's very easy to confirm into, but should not be used as a blockstring against an opponent with meter stocked for risk of a Guard Cancel AB/Roll punish. If the opponent does not have meter, a full blockstring of cr.B, cr.A, df+D (no cancel) or cr.B, cr.A, df+D (1), qcf+A can be used to create more space between you and the opponent both mid-screen and in the corner. | ||
* cl.C, | * cl.C, df+D (1) => A 2-hit beginning with a mid attack. The 5C is rather hard to confirm into because of it's speed which makes it an ideal starter for punishing moves at a close range or frame-trapping after a blocked cr.B or a st.B. | ||
* | * cr.B, cl.C, df+D (1) => cr.B to cl.C is a tough link but it adds a low attack at the start and a bit more damage towards whatever you end the combo with. The cr.B must be landed very close in order for the cl.C to activate rather than a st.C. | ||
Note: A jump or hop attack can be added on to many of these combos for added damage, if not noted. Besides starting the combos with cl.C, | Note: A jump or hop attack can be added on to many of these combos for added damage, if not noted. Besides starting the combos with cl.C, df+D (1), alternatively you can start with a cr.B, cr.A, df+D (1) | ||
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'''No Stock, No Drive Gauge''' | '''No Stock, No Drive Gauge''' | ||
cr.Bx1~2, st.B, hcb+K = 218 dmg | |||
* A easy combo to learn which is low hit confirm into a hard knockdown. Be sure to get the | * A easy combo to learn which is low hit confirm into a hard knockdown. Be sure to get the st.B into hcb+K down as consistently as you can or else the hcb+K might come out too late and get blocked. Builds around 45% of meter. | ||
cr.B, cr.A, df+D (1), qcf+D, hcb+K = 245 dmg | |||
* This is another very essential combo to learn and use in battle, and the timing isn't as tight as the s.B to hcb+K cancel. It does more damage and builds more meter (around 50% of stock) than the combo above. Builds around 50% of meter. | * This is another very essential combo to learn and use in battle, and the timing isn't as tight as the s.B to hcb+K cancel. It does more damage and builds more meter (around 50% of stock) than the combo above. Builds around 50% of meter. | ||
cr.B, cr.A, df+D (1), qcf+D, rdp+D = 232 dmg, 49% mg, 40% opmg | |||
* Does a bit less damage than the combo above, and builds 50% of the stock meter. | * Does a bit less damage than the combo above, and builds 50% of the stock meter. | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+D = 261 dmg, 50% mg, 45% opmg | ||
cl.C, | cl.C, df+D (1), qcf+D, hcb+K = 275 dmg, 55% mg, 45% opmg | ||
* Compared to the | * Compared to the rdp+D ending combo above this one, this combo is more important. It does more damage and builds more meter (around 55% of stock). | ||
CH j.CD, | CH j.CD, hcb+K = 261 dmg | ||
* An easy confirm off a counter hit j.CD. | * An easy confirm off a counter hit j.CD. | ||
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'''No Stock, 1+ Drive Gauge''' | '''No Stock, 1+ Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), hcb+K, (DC) qcf+K, rdp+D = 277 dmg, 60% mg, 45% opmg | ||
cl.C, | cl.C, df+D (1), hcb+K, (DC) qcf+K, hcb+K = 290 dmg, 60% mg, 45% opmg | ||
cr.Bx1~2, st.B, dp+C (1), (DC) qcf+D, rdp+D = 295 dmg, 70% mg, 50% opmg | |||
cr.Bx1~2, st.B, dp+C (1), (DC) qcf+D, hcb+K = 307 dmg, 75% mg, 50% opmg | |||
* From a low attack, this combo ending in | * From a low attack, this combo ending in hcb+K is most damaging and builds close to 70% meter. | ||
CH j.CD, | CH j.CD, hcb+K, rdp+D = 266 dmg | ||
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'''1 Stock, No Drive Gauge''' | '''1 Stock, No Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), qcb,hcf+P = 287 dmg, 10% mg, 40% opmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, rdp+BD = 334 dmg, 40% mg, 50% opmg | ||
* Good combo to carry your opponent to the corner and grants you a hard knock down. | * Good combo to carry your opponent to the corner and grants you a hard knock down. | ||
CH j.CD, | CH j.CD, rdp+BD = 308 dmg | ||
CH j.CD, | CH j.CD, qcb,hcf+P = 311 dmg | ||
* You'll have to hit the | * You'll have to hit the rdp+BD and the qcb,hcf+P on time or else it will whiff. | ||
'''1 Stock, 1+ Drive Gauge''' | '''1 Stock, 1+ Drive Gauge''' | ||
cr.Bx1~2, st.B, dp+C (1), (DC) qcf+D, qcb,hcf+P = 346 dmg | |||
cl.C, | cl.C, df+D (1), qcf+D, rdp+D (2), (SC in air) qcb,hcf+P = 338 dmg | ||
CH j.CD, | CH j.CD, rdp+D (DC), air qcb,hcf+P = 339 dmg | ||
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'''2 Stock, No Drive Gauge''' | '''2 Stock, No Drive Gauge''' | ||
cr.Bx2, st.B, qcf+B, qcb,hcf+AC = 412 dmg | |||
* A very easy, swift and damaging 2 bar combo that starts from a low attack. Highly recommended to learn. | * A very easy, swift and damaging 2 bar combo that starts from a low attack. Highly recommended to learn. | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcb,hcf+AC = 452 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, rdp+B, qcb,hcf+AC (hold briefly) = 464 dmg, 50% mp, 65% opmg | ||
* This combo requires you to charge the EX Orochinagi very briefly to get it out in 2 frames in order to work. | * This combo requires you to charge the EX Orochinagi very briefly to get it out in 2 frames in order to work. | ||
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'''2 Stock, 1+ Drive Gauge''' | '''2 Stock, 1+ Drive Gauge''' | ||
cr.Bx1~2, st.B, dp+C (1), qcf+D, rdp+B, qcb,hcf+AC = 461 dmg | |||
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'''3 Stock, 2 Drive Gauge''' | '''3 Stock, 2 Drive Gauge''' | ||
j.C, cl.C, | j.C, cl.C, df+D (1), qcf+D, rdp+B, qcfx2+AC = 550 dmg | ||
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'''0 Stock, No Drive Gauge''' | '''0 Stock, No Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcf+B, dp+C = 312 dmg, 75% mg, 49% opmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A = 304 dmg, 80% mg, 49% opmg | ||
* Instead of ending the combo with | * Instead of ending the combo with dp+A, alternatively you can end with cl.C for a reset | ||
'''0 Stock, 1+ Drive Gauge''' | '''0 Stock, 1+ Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C = 381 dmg | ||
'''0 Stock, 2 Drive Gauge''' | '''0 Stock, 2 Drive Gauge''' | ||
cl.C, | cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+C (1), (DC) rdp+D = 414 dmg | ||
cl.C, | cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+A (1), (DC) qcf+D, (wait), rdp+B, qcf+B, rdp+B, dp+A = 419 dmg (builds almost 2 stocks) | ||
cl.C, | cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+A (1), (DC) qcf+D, (wait), rdp+B, qcf+B, dp+C = 377 dmg | ||
cl.C, | cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+C (1), (DC) hcb+K = 422 dmg | ||
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'''1 Stock, No Drive Gauge''' | '''1 Stock, No Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+BD = 362 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+AC = 364 dmg | ||
'''1 Stock, 1+ Drive Gauge''' | '''1 Stock, 1+ Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, (SC in air) qcb,hcf+P, rdp+B, dp+C = 425 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, (SC in air) qcb,hcf+P, qcf+A, hcb+K = 459 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (2),(SC) air qcb,hcf+P, hcb+K = 461 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, dp+A (1) (DC), qcf+D, TK qcb,hcf+P, qcf+B, rdp+B, dp+C = 473 dmg | ||
* Builds back 1 and 1/4th stock. The TK | * Builds back 1 and 1/4th stock. The TK qcb,hcf+P which should be inputted as 214hcf,uf+P | ||
'''1 Stock, 2 Drive Gauge''' | '''1 Stock, 2 Drive Gauge''' | ||
j.2C, cl.C, | j.2C, cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+BD, (wait) rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, rdp+B, qcf+B, rdp+B, dp+A = 463 dmg, 105 stun, builds back 1.1 stock | ||
* A long combo that deals a lot of stun. If you happen to convert off of a reset, go for this combo to get a stun. | * A long combo that deals a lot of stun. If you happen to convert off of a reset, go for this combo to get a stun. | ||
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'''2 Stock, No Drive Gauge''' | '''2 Stock, No Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, rdp+B, qcf+B, dp+C = 517 dmg | ||
* The input for the tiger knee EX Orochinagi is 21412369AC | * The input for the tiger knee EX Orochinagi is 21412369AC | ||
cl.C, | cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, qcf+A, hcb+K = 521 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, qcf+A, qcf+B, dp+C = 530 dmg | ||
* The TK | * The TK qcb,hcf+AC must be done as early as possible. | ||
'''2 Stock, 1+ Drive Gauge''' | '''2 Stock, 1+ Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+Bx2, (SC) qcb,hcf+P, rdp+B, dp+AC = 470 dmg | ||
cr.Bx2, st.B, qcf+B, dp+A (2) (SC) qcb,hcf+AC, qcf+Ax2, rdp+D = 503 dmg | |||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, (SC) qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A = 512 dmg (builds 1 stock back) | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (SC), qcf+D, TK qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A = 513 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, (SC) qcb,hcf+AC, (wait), qcf+A, hcb+K = 526 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, qcf+A, rdp+B, dp+A (1) (DC), qcf+D, rdp+B, qcf+B, rdp+B, dp+A = 572 dmg (601 dmg with j.C, builds around 1 and 1/4th of meter) | ||
cl.C, | cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, qcf+A, rdp+B, dp+A (1) (DC), qcf+D, rdp+B, qcf+B, dp+C = 577 dmg (605 dmg with j.C) | ||
CH j.CD, | CH j.CD, rdp+D (2) (DC), air qcb,hcf+AC, (land), hcb+K = 549 dmg | ||
* can be started near the corner too | * can be started near the corner too | ||
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'''2 Stock, 2 Drive Gauge''' | '''2 Stock, 2 Drive Gauge''' | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+Bx2, (SC) qcb,hcf+P, rdp+B, (SC) qcb,hcf+P = 472 dmg | ||
cl.C, | cl.C, df+D (1), qcf+D, rdp+B, (SC) qcb,hcf+P, rdp+D (2), (SC) qcb,hcf+P, hcb+K = 509 dmg | ||
cl.C, | cl.C, df+D, (1) qcf+D, rdp+B, qcf+B, rdp+B, (SC) qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C = 547 dmg (builds 1 and 3/4ths stock back) | ||
cl.C, | cl.C, df+D, (1) qcf+D, rdp+B, qcf+B, rdp+B, dp+A (DC), rdp+B, TK qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C = 548 dmg | ||
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'''3 Stock, 1+ Drive Gauge''' | '''3 Stock, 1+ Drive Gauge''' | ||
cr.B, cr.A, df+D (1), qcf+D, rdp+B, (SC in air) qcb,hcf+P, (rdp+B), qcb,hcf+AC = 445 dmg | |||
j.C, cl.C, | j.C, cl.C, df+D (1), qcf+D, rdp+B, (SC) air qcb,hcf+P, qcb,hcf+AC = 604 dmg | ||
cl.C, | cl.C, df+D, (1) qcf+D, rdp+B, qcf+B, rdp+B, (SC) qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, air qcb,hcf+P = 616 dmg | ||
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'''Common HD starters''' | '''Common HD starters''' | ||
* cl.C, | * cl.C, df+D, (BC) => Packs a lot of damage, and rather easy to confirm into when you use both of the hits of the df+D, then activate with the second hit. If the whole string is blocked, some characters may have the ability to punish him, so be careful. | ||
* | * cr.B, cr.A, df+D (BC) => Similar in concept with his cl.C, df+D starter but starting with a low attack. Really easy 4 hit confirm into activation but has less damage that starting with cl.C. | ||
* | * f+B, (BC) => Second strongest HD starter in terms of damage, but not by too much. It's an overhead attack into HD which is a rather powerful mix-up option, but it is pretty hard to confirm into because it is a single hit. | ||
===0 Stock=== | ===0 Stock=== | ||
'''(1)''' (corner) cl.C, | '''(1)''' (corner) cl.C, df+D, [BC] cl.C, df+D, qcf+D, rdp+B, [dp+C (HDC) rdp+B]x3, dp+A [HDC], qcf+D, rdp+B, qcf+B, dp+C = 541 dmg | ||
'''(2)''' (corner) cl.C, | '''(2)''' (corner) cl.C, df+D, [BC] cl.C, df+D, qcf+D, [rdp+B, dp+A, qcf+D]x3, rdp+B, qcf+B, dp+C = 492 dmg | ||
===1 Stock=== | ===1 Stock=== | ||
'''(1)''' (corner) cl.C, | '''(1)''' (corner) cl.C, df+D, [BC] cl.C, df+D, qcf+D, rdp+B, (dp+C (1), [HDC] rdp+B)x3, dp+A, qcf+D, [HDC] rdp+B, (SC in air) qcb,hcf+P, (wait) rdp+B, qcf+B, dp+C = 621 dmg | ||
===2 Stocks=== | ===2 Stocks=== | ||
'''(1)''' (anywhere) cl.C, | '''(1)''' (anywhere) cl.C, df+D, [BC] st.D, dp+A, (HDC) rdp+B, [dp+A, (HDC) hcb+B (whiff)] x4, dp+C, qcfx2+AC = 699 dmg | ||
*Switches sides every time after | *Switches sides every time after hcb+B if done midscreen | ||
'''(2)''' (anywhere) cl.C, | '''(2)''' (anywhere) cl.C, df+D, [BC] st.D, dp+A, (HDC) rdp+B, [dp+C, (HDC) rdp+B, dp+A, (HDC) hcb+B (whiff)] x2, dp+C, [HDC] rdp+B, dp+A, [HDC] qcfx2+AC = 747 dmg | ||
*An advanced version of (1) that deals more damage | *An advanced version of (1) that deals more damage | ||
'''(3)''' (midscreen) cl.C, | '''(3)''' (midscreen) cl.C, df+D (2), [BC] cl.C, df+D (1), qcf+D, hcb+K, (HDC) dp+A, (HDC) qcf+D, (wait) rdp+B, qcf+B, rdp+B, dp+A, (HDC) qcf+D, rdp+B, dp+C, (HDC) qcfx2+AC = 685 dmg | ||
'''(4)''' (midscreen) cl.C, | '''(4)''' (midscreen) cl.C, df+D (2), [BC] cl.C, df+D (1), qcf+D, hcb+K, (HDC) dp+A, (HDC) qcf+D, (wait) rdp+B, [dp+C (1), (HDC) rdp+B]x2, dp+C, (HDC) qcfx2+AC = 707 dmg | ||
'''(5)''' (corner) cl.C, | '''(5)''' (corner) cl.C, df+D, [BC] cl.C, df+D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, dp+A (1), (SC) qcfx2+AC = 730 dmg | ||
'''(6)''' (corner) cl.C, | '''(6)''' (corner) cl.C, df+D(2), [BC] st.D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, dp+A (1), qcf+D, hcb+K, (SC) qcfx2+AC = 750 dmg | ||
'''(7)''' (corner) cl.C, | '''(7)''' (corner) cl.C, df+D(2), [BC] st.D, dp+A(HDC), rdp+B, [dp+C (1), (HDC)rdp+B]x2, dp+A (HDC), rdp+B, dp+C, (HDC), rdp+B, dp+C,(HDC) qcfx2+AC = 790 dmg (819 starting with j.C) | ||
'''(8)''' (Anywhere) (j.C) cl.C, | '''(8)''' (Anywhere) (j.C) cl.C, df+D, [BC] st.D, dp+C, (HDC) qcf+D, hcb+K, (HDC), rdp+B, dp+C, (HDC) hcb+K, (HDC) rdp+B, dp+C, (HDC) rdp+B, dp+C, (HDC) qcfx2+AC = 779 dmg | ||
===3 Stocks=== | ===3 Stocks=== | ||
'''(1)''' (corner) cl.C, | '''(1)''' (corner) cl.C, df+D (2), [BC] cl.C, df+D (2), qcf+D, rdp+B, [SC in air] qcb,hcf+P, qcf+A, qcfx2+AC = 690 dmg | ||
'''(2)''' (midscreen) cl.C, | '''(2)''' (midscreen) cl.C, df+D (2), [BC] st.D, qcf+C, [HDC] qcb,hcf+P, [MC] qcfx2+AC = 717 dmg | ||
*omit | *omit qcf+C for an easier combo with slightly less damage | ||
'''(3)''' (corner) cl.C, | '''(3)''' (corner) cl.C, df+D, [BC] st.D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, dp+A (1), qcf+D, qcb,hcf+P, (MC) qcfx2+AC = 827 dmg | ||
'''(4)''' (corner) cl.C, [BC], | '''(4)''' (corner) cl.C, [BC], st.D, dp+A (1), (HDC) rdp+B, [dp+C (1), (HDC) rdp+B]x2, dp+A (1), (HDC) qcb,hcf+P, dp+A (1), (HDC) rdp+B, dp+C (1), qcfx2+AC = 873 dmg | ||
===4 Stocks=== | ===4 Stocks=== | ||
'''(1)''' (midscreen) cl.C, | '''(1)''' (midscreen) cl.C, df+D (2), [BC], st.D, qcb,hcf+AC, (MC) qcfx2+AC = 743 dmg | ||
'''(2)''' (midscreen) cl.C, | '''(2)''' (midscreen) cl.C, df+D (2), [BC], cl.C, df+D (1), qcf+D, hcb+K, (HDC) dp+A, (HDC) qcf+D, (wait), rdp+B, (SC) qcb,hcf+AC, qcf+A, qcfx2+AC = 748 dmg | ||
*omit the | *omit the qcf+A if you dont even up close to the corner) | ||
'''(3)''' (corner) j.C, cl.C, | '''(3)''' (corner) j.C, cl.C, df+D, [BC] st.D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, (SC in air) qcb,hcf+AC, qcf+A, hcb+K, (HDC) qcfx2+AC = 891 dmg | ||
'''(4)''' (corner) j.C, cl.C, | '''(4)''' (corner) j.C, cl.C, df+D, [BC] cl.C, df+D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, dp+A, (SC in air) qcb,hcf+P, qcb,hcf+P, (HDC) qcfx2+AC = 922 dmg | ||
'''(5)''' (corner) 5D, [BC], | '''(5)''' (corner) 5D, [BC], st.D, dp+A (1), (HDC) rdp+B, [dp+A (1), (HDC)(slightly charged and standing) qcb,hcf+P]x2, dp+A (1),(HDC) rdp+B, dp+C(1),(HDC) rdp+B, dp+C(1), (HDC) qcfx2+AC = 1001 dmg | ||
{{CharNavbox XIII}} | {{CharNavbox XIII}} |
Latest revision as of 12:14, 25 March 2025
Notation
Legend
(3) = The number of hits needed to Drive Cancel
DC = Drive Cancel
HD = HD Activate
HDC = Hyper Drive Cancel
SC = Super Cancel
CH = Counter Hit
MC = Max Cancel
Starters
- cr.Bx1~2, st.B => A 3-hit low starter. It's best to use just one cr.B into st.B if it connects at the maximum distance in which his cr.A may whiff. You cannot cancel his st.B into df+D which decreases its damage output, but you can connect either of his dp+P's, his qcf+B and hcb+K.
- cr.B, cr.A, df+D (1) => A 3-hit starter which begins with a low attack and ends with a low attack. The df+D on first hit is cancel-able into many of his special moves which extends his the combo damage output and for starting HD combos. It's very easy to confirm into, but should not be used as a blockstring against an opponent with meter stocked for risk of a Guard Cancel AB/Roll punish. If the opponent does not have meter, a full blockstring of cr.B, cr.A, df+D (no cancel) or cr.B, cr.A, df+D (1), qcf+A can be used to create more space between you and the opponent both mid-screen and in the corner.
- cl.C, df+D (1) => A 2-hit beginning with a mid attack. The 5C is rather hard to confirm into because of it's speed which makes it an ideal starter for punishing moves at a close range or frame-trapping after a blocked cr.B or a st.B.
- cr.B, cl.C, df+D (1) => cr.B to cl.C is a tough link but it adds a low attack at the start and a bit more damage towards whatever you end the combo with. The cr.B must be landed very close in order for the cl.C to activate rather than a st.C.
Note: A jump or hop attack can be added on to many of these combos for added damage, if not noted. Besides starting the combos with cl.C, df+D (1), alternatively you can start with a cr.B, cr.A, df+D (1)
Midscreen Combos
0 Stock
No Stock, No Drive Gauge
cr.Bx1~2, st.B, hcb+K = 218 dmg
- A easy combo to learn which is low hit confirm into a hard knockdown. Be sure to get the st.B into hcb+K down as consistently as you can or else the hcb+K might come out too late and get blocked. Builds around 45% of meter.
cr.B, cr.A, df+D (1), qcf+D, hcb+K = 245 dmg
- This is another very essential combo to learn and use in battle, and the timing isn't as tight as the s.B to hcb+K cancel. It does more damage and builds more meter (around 50% of stock) than the combo above. Builds around 50% of meter.
cr.B, cr.A, df+D (1), qcf+D, rdp+D = 232 dmg, 49% mg, 40% opmg
- Does a bit less damage than the combo above, and builds 50% of the stock meter.
cl.C, df+D (1), qcf+D, rdp+D = 261 dmg, 50% mg, 45% opmg
cl.C, df+D (1), qcf+D, hcb+K = 275 dmg, 55% mg, 45% opmg
- Compared to the rdp+D ending combo above this one, this combo is more important. It does more damage and builds more meter (around 55% of stock).
CH j.CD, hcb+K = 261 dmg
- An easy confirm off a counter hit j.CD.
No Stock, 1+ Drive Gauge
cl.C, df+D (1), hcb+K, (DC) qcf+K, rdp+D = 277 dmg, 60% mg, 45% opmg
cl.C, df+D (1), hcb+K, (DC) qcf+K, hcb+K = 290 dmg, 60% mg, 45% opmg
cr.Bx1~2, st.B, dp+C (1), (DC) qcf+D, rdp+D = 295 dmg, 70% mg, 50% opmg
cr.Bx1~2, st.B, dp+C (1), (DC) qcf+D, hcb+K = 307 dmg, 75% mg, 50% opmg
- From a low attack, this combo ending in hcb+K is most damaging and builds close to 70% meter.
CH j.CD, hcb+K, rdp+D = 266 dmg
1 Stock
1 Stock, No Drive Gauge
cl.C, df+D (1), qcb,hcf+P = 287 dmg, 10% mg, 40% opmg
cl.C, df+D (1), qcf+D, rdp+B, rdp+BD = 334 dmg, 40% mg, 50% opmg
- Good combo to carry your opponent to the corner and grants you a hard knock down.
CH j.CD, rdp+BD = 308 dmg
CH j.CD, qcb,hcf+P = 311 dmg
- You'll have to hit the rdp+BD and the qcb,hcf+P on time or else it will whiff.
1 Stock, 1+ Drive Gauge
cr.Bx1~2, st.B, dp+C (1), (DC) qcf+D, qcb,hcf+P = 346 dmg
cl.C, df+D (1), qcf+D, rdp+D (2), (SC in air) qcb,hcf+P = 338 dmg
CH j.CD, rdp+D (DC), air qcb,hcf+P = 339 dmg
2 Stocks
2 Stock, No Drive Gauge
cr.Bx2, st.B, qcf+B, qcb,hcf+AC = 412 dmg
- A very easy, swift and damaging 2 bar combo that starts from a low attack. Highly recommended to learn.
cl.C, df+D (1), qcf+D, rdp+B, qcb,hcf+AC = 452 dmg
cl.C, df+D (1), qcf+D, rdp+B, rdp+B, qcb,hcf+AC (hold briefly) = 464 dmg, 50% mp, 65% opmg
- This combo requires you to charge the EX Orochinagi very briefly to get it out in 2 frames in order to work.
2 Stock, 1+ Drive Gauge
cr.Bx1~2, st.B, dp+C (1), qcf+D, rdp+B, qcb,hcf+AC = 461 dmg
3 Stocks
3 Stock, 2 Drive Gauge
j.C, cl.C, df+D (1), qcf+D, rdp+B, qcfx2+AC = 550 dmg
Corner Combos
- A majority of these combos do not work on backturned opponents.
0 Stock
0 Stock, No Drive Gauge
cl.C, df+D (1), qcf+D, rdp+B, qcf+B, dp+C = 312 dmg, 75% mg, 49% opmg
cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A = 304 dmg, 80% mg, 49% opmg
- Instead of ending the combo with dp+A, alternatively you can end with cl.C for a reset
0 Stock, 1+ Drive Gauge
cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C = 381 dmg
0 Stock, 2 Drive Gauge
cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+C (1), (DC) rdp+D = 414 dmg
cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+A (1), (DC) qcf+D, (wait), rdp+B, qcf+B, rdp+B, dp+A = 419 dmg (builds almost 2 stocks)
cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+A (1), (DC) qcf+D, (wait), rdp+B, qcf+B, dp+C = 377 dmg
cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+C (1), (DC) hcb+K = 422 dmg
1 Stock
1 Stock, No Drive Gauge
cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+BD = 362 dmg
cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+AC = 364 dmg
1 Stock, 1+ Drive Gauge
cl.C, df+D (1), qcf+D, rdp+B, (SC in air) qcb,hcf+P, rdp+B, dp+C = 425 dmg
cl.C, df+D (1), qcf+D, rdp+B, (SC in air) qcb,hcf+P, qcf+A, hcb+K = 459 dmg
cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (2),(SC) air qcb,hcf+P, hcb+K = 461 dmg
cl.C, df+D (1), qcf+D, rdp+B, dp+A (1) (DC), qcf+D, TK qcb,hcf+P, qcf+B, rdp+B, dp+C = 473 dmg
- Builds back 1 and 1/4th stock. The TK qcb,hcf+P which should be inputted as 214hcf,uf+P
1 Stock, 2 Drive Gauge
j.2C, cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+BD, (wait) rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, rdp+B, qcf+B, rdp+B, dp+A = 463 dmg, 105 stun, builds back 1.1 stock
- A long combo that deals a lot of stun. If you happen to convert off of a reset, go for this combo to get a stun.
2 Stocks
2 Stock, No Drive Gauge
cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, rdp+B, qcf+B, dp+C = 517 dmg
- The input for the tiger knee EX Orochinagi is 21412369AC
cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, qcf+A, hcb+K = 521 dmg
cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, qcf+A, qcf+B, dp+C = 530 dmg
- The TK qcb,hcf+AC must be done as early as possible.
2 Stock, 1+ Drive Gauge
cl.C, df+D (1), qcf+D, rdp+Bx2, (SC) qcb,hcf+P, rdp+B, dp+AC = 470 dmg
cr.Bx2, st.B, qcf+B, dp+A (2) (SC) qcb,hcf+AC, qcf+Ax2, rdp+D = 503 dmg
cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, (SC) qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A = 512 dmg (builds 1 stock back)
cl.C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (SC), qcf+D, TK qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A = 513 dmg
cl.C, df+D (1), qcf+D, rdp+B, (SC) qcb,hcf+AC, (wait), qcf+A, hcb+K = 526 dmg
cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, qcf+A, rdp+B, dp+A (1) (DC), qcf+D, rdp+B, qcf+B, rdp+B, dp+A = 572 dmg (601 dmg with j.C, builds around 1 and 1/4th of meter)
cl.C, df+D (1), qcf+D, TK qcb,hcf+AC, qcf+A, rdp+B, dp+A (1) (DC), qcf+D, rdp+B, qcf+B, dp+C = 577 dmg (605 dmg with j.C)
CH j.CD, rdp+D (2) (DC), air qcb,hcf+AC, (land), hcb+K = 549 dmg
- can be started near the corner too
2 Stock, 2 Drive Gauge
cl.C, df+D (1), qcf+D, rdp+Bx2, (SC) qcb,hcf+P, rdp+B, (SC) qcb,hcf+P = 472 dmg
cl.C, df+D (1), qcf+D, rdp+B, (SC) qcb,hcf+P, rdp+D (2), (SC) qcb,hcf+P, hcb+K = 509 dmg
cl.C, df+D, (1) qcf+D, rdp+B, qcf+B, rdp+B, (SC) qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C = 547 dmg (builds 1 and 3/4ths stock back)
cl.C, df+D, (1) qcf+D, rdp+B, qcf+B, rdp+B, dp+A (DC), rdp+B, TK qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C = 548 dmg
3 Stocks
3 Stock, 1+ Drive Gauge
cr.B, cr.A, df+D (1), qcf+D, rdp+B, (SC in air) qcb,hcf+P, (rdp+B), qcb,hcf+AC = 445 dmg
j.C, cl.C, df+D (1), qcf+D, rdp+B, (SC) air qcb,hcf+P, qcb,hcf+AC = 604 dmg
cl.C, df+D, (1) qcf+D, rdp+B, qcf+B, rdp+B, (SC) qcb,hcf+AC, rdp+B, qcf+B, rdp+B, dp+A, (DC) qcf+D, air qcb,hcf+P = 616 dmg
Hyper Drive Combos
Common HD starters
- cl.C, df+D, (BC) => Packs a lot of damage, and rather easy to confirm into when you use both of the hits of the df+D, then activate with the second hit. If the whole string is blocked, some characters may have the ability to punish him, so be careful.
- cr.B, cr.A, df+D (BC) => Similar in concept with his cl.C, df+D starter but starting with a low attack. Really easy 4 hit confirm into activation but has less damage that starting with cl.C.
- f+B, (BC) => Second strongest HD starter in terms of damage, but not by too much. It's an overhead attack into HD which is a rather powerful mix-up option, but it is pretty hard to confirm into because it is a single hit.
0 Stock
(1) (corner) cl.C, df+D, [BC] cl.C, df+D, qcf+D, rdp+B, [dp+C (HDC) rdp+B]x3, dp+A [HDC], qcf+D, rdp+B, qcf+B, dp+C = 541 dmg
(2) (corner) cl.C, df+D, [BC] cl.C, df+D, qcf+D, [rdp+B, dp+A, qcf+D]x3, rdp+B, qcf+B, dp+C = 492 dmg
1 Stock
(1) (corner) cl.C, df+D, [BC] cl.C, df+D, qcf+D, rdp+B, (dp+C (1), [HDC] rdp+B)x3, dp+A, qcf+D, [HDC] rdp+B, (SC in air) qcb,hcf+P, (wait) rdp+B, qcf+B, dp+C = 621 dmg
2 Stocks
(1) (anywhere) cl.C, df+D, [BC] st.D, dp+A, (HDC) rdp+B, [dp+A, (HDC) hcb+B (whiff)] x4, dp+C, qcfx2+AC = 699 dmg
- Switches sides every time after hcb+B if done midscreen
(2) (anywhere) cl.C, df+D, [BC] st.D, dp+A, (HDC) rdp+B, [dp+C, (HDC) rdp+B, dp+A, (HDC) hcb+B (whiff)] x2, dp+C, [HDC] rdp+B, dp+A, [HDC] qcfx2+AC = 747 dmg
- An advanced version of (1) that deals more damage
(3) (midscreen) cl.C, df+D (2), [BC] cl.C, df+D (1), qcf+D, hcb+K, (HDC) dp+A, (HDC) qcf+D, (wait) rdp+B, qcf+B, rdp+B, dp+A, (HDC) qcf+D, rdp+B, dp+C, (HDC) qcfx2+AC = 685 dmg
(4) (midscreen) cl.C, df+D (2), [BC] cl.C, df+D (1), qcf+D, hcb+K, (HDC) dp+A, (HDC) qcf+D, (wait) rdp+B, [dp+C (1), (HDC) rdp+B]x2, dp+C, (HDC) qcfx2+AC = 707 dmg
(5) (corner) cl.C, df+D, [BC] cl.C, df+D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, dp+A (1), (SC) qcfx2+AC = 730 dmg
(6) (corner) cl.C, df+D(2), [BC] st.D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, dp+A (1), qcf+D, hcb+K, (SC) qcfx2+AC = 750 dmg
(7) (corner) cl.C, df+D(2), [BC] st.D, dp+A(HDC), rdp+B, [dp+C (1), (HDC)rdp+B]x2, dp+A (HDC), rdp+B, dp+C, (HDC), rdp+B, dp+C,(HDC) qcfx2+AC = 790 dmg (819 starting with j.C)
(8) (Anywhere) (j.C) cl.C, df+D, [BC] st.D, dp+C, (HDC) qcf+D, hcb+K, (HDC), rdp+B, dp+C, (HDC) hcb+K, (HDC) rdp+B, dp+C, (HDC) rdp+B, dp+C, (HDC) qcfx2+AC = 779 dmg
3 Stocks
(1) (corner) cl.C, df+D (2), [BC] cl.C, df+D (2), qcf+D, rdp+B, [SC in air] qcb,hcf+P, qcf+A, qcfx2+AC = 690 dmg
(2) (midscreen) cl.C, df+D (2), [BC] st.D, qcf+C, [HDC] qcb,hcf+P, [MC] qcfx2+AC = 717 dmg
- omit qcf+C for an easier combo with slightly less damage
(3) (corner) cl.C, df+D, [BC] st.D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, dp+A (1), qcf+D, qcb,hcf+P, (MC) qcfx2+AC = 827 dmg
(4) (corner) cl.C, [BC], st.D, dp+A (1), (HDC) rdp+B, [dp+C (1), (HDC) rdp+B]x2, dp+A (1), (HDC) qcb,hcf+P, dp+A (1), (HDC) rdp+B, dp+C (1), qcfx2+AC = 873 dmg
4 Stocks
(1) (midscreen) cl.C, df+D (2), [BC], st.D, qcb,hcf+AC, (MC) qcfx2+AC = 743 dmg
(2) (midscreen) cl.C, df+D (2), [BC], cl.C, df+D (1), qcf+D, hcb+K, (HDC) dp+A, (HDC) qcf+D, (wait), rdp+B, (SC) qcb,hcf+AC, qcf+A, qcfx2+AC = 748 dmg
- omit the qcf+A if you dont even up close to the corner)
(3) (corner) j.C, cl.C, df+D, [BC] st.D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, (SC in air) qcb,hcf+AC, qcf+A, hcb+K, (HDC) qcfx2+AC = 891 dmg
(4) (corner) j.C, cl.C, df+D, [BC] cl.C, df+D, qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x3, dp+A, (SC in air) qcb,hcf+P, qcb,hcf+P, (HDC) qcfx2+AC = 922 dmg
(5) (corner) 5D, [BC], st.D, dp+A (1), (HDC) rdp+B, [dp+A (1), (HDC)(slightly charged and standing) qcb,hcf+P]x2, dp+A (1),(HDC) rdp+B, dp+C(1),(HDC) rdp+B, dp+C(1), (HDC) qcfx2+AC = 1001 dmg