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- Legend:
- P - Punch
- K - Kick
- S - Slash
- H - Heavy Slash
- D - Dust
- RC - Roman Cancel
- 1,2,3,4,5,6,7,8,9 - Numpad notation. Refer to your Numpad on your keyboard to read it.
- [] - Anything in brackets means that the button is held. This is applicable to his Fuujin and Kou primarily.
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- Combos:
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- 5K/2K, 2D, 236P
- - Mostly done as a far 5K/2K confirm where 2D hits near the tip. Can set up butterfly after.
- - 5K/2K routes are identical due to similar reach and same gatling options.
- 5K/2K, 2D, 236S
- - Kou ender if the enemy is close enough. jH OTG can be added but meaty may be hard after.
- CORNER 5K/2K, 2D, 236S, jK, 5K, Fuujin, Rin, 5H
- - jK ideally wants to be delayed quite a bit after Kou
- fS/2S, 5H, 236H->S
- fS has to be somewhat close to allow 5H and fuujin to connect. Fuujin can be slightly
- held for a slight distance, but don't hold it too long otherwise it won't combo after
- 5H.
- fS/2S, 236H->S
- Works on crouching opponents only or if fS counter hits
- cS, 2D, 236S
- - cS can route into the same combos as 2K/5K. Kou ender is always solid.
- cS, 6H, 236H->S
- - Simple cS confirm with good wall carry
- cS, 2S, 5H, 236H->S
- - This needs running momentum to consistently combo.
- cS, 2H, 236S
- - Crouching or airborne only confirm.
- 6P, 236H->K
- - Really basic 6P combo for some wall carry, but no oki is possible
- 6P, 236S
- - Only works if 6P hits opponents fairly close and high above you. Otherwise it may
- hit in weird ways where only first hit connects or just whiff entirely
- CORNER 6P, 236H->H, cS, 2H, 236H->K, 5H
- - May have to microwalk after Rin to get cS instead of fS.
- 5D, 8, jP, jK, jS, 9, jP, jK, jS, jH, finisher
- - Easy route that works on all
- 5D, 8, jH, jD, 9, jD, air dash, jS, jD, finisher
- - Works on all, but quite tricky until you get the hang of it. Doing everything as fast as possible is key.
- 236H(blocked)->H, 5K, 236H->K
- - Easy follow-up if Rin hits midscreen.
- 236H(blocked)->H, 66, 2K, 6H, 236H->K
- - More optimal follow-up if Rin hits midscreen.
- 236H(blocked)->H, 66, 2K, 236S
- - Kou ender after Rin midscreen. Might be the best choice due to the knockdown.
- CORNER 236H(blocked)->H, cS, Kou, jD, cS, 5H, 236H->K, 5H
- - Decent corner Rin confirm,
- CORNER, 236S, cS, 236S, jS, fS, 236H->H, 5K, 5H
- - Corner confirm off of Kou. If you're too far for cS, you can still get a 5K into Fuujin for slightly less damage.
- 5P, 5P/5K, 236S/236H, (varies)
- - Hitting an anti-air 5P may allow for a juggle afterwards, but you have to be ready.
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- Counter hit confirms
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- cS/5H, 236[H]->K, cS, 2H, 236S
- - Great corner carry from a cS or somewhat close 5H counter hit
- CORNER cS/5H, 236[H]->K, cS, 2H, 236H->H, 5K, 5H
- - Due to the high amount of corner carry, if you do this midscreen, you can go into a wall
- break if you choose to. You can still do Kou instead of Fuujin and cut the combo short if you don't
- wish to wall break yet
- 5H, 236[H]->K, 5K, 236H->K
- If 5H hits quite far, the charged Fuujin may not hit close enough to allow a cS follow up. 5K is a basic alternative.
- CORNER cS, 2H, 236[S], cS, 236S, jS, fS, 236K, 5H
- Basic corner cS CH confirm. 2H is possible after CH cS.
- 2H, 236H->K, cS, 2H, 236S
- - Pretty good 2H confirm if it's frame trapped off of cS.
- CORNER 2H, 236[S], cS, 236S, cS, 236S, jS, 5H
- - Huge damage, especially if the opponent has a bit of RISC built up.
- jH, cS, 2H, 236[S]
- - Hitstun from some normals with high attack level can persist to your next attack allowing
- some links to connect. cS 2H can work after jH counter hit even if the opponent isn't
- crouching. cS must come out fairly soon after jH to allow for the 2H to connect though.
- jH, fS, 236H->S
- - Similar concept to the combo above.
- 236H->K, cS, 2D, 236S
- - You can combo into cS if regular fast or partially charged Fuujin counter hits.
- CORNER 236H(blocked)->H, 236S, cS, 236S, jS, 5H
- - Fuujin on CH allows Rin to combo afterwards. This is good in corners.
- 2D, 236H->K, cS, 2H, 236S
- 2D counter hit confirm that's fairly reliable.
- CORNER 2D, 236[S], cS, 236S, jS, fS, 236H->S, 5H
- - Corner 2D allows for a nice sequence with fully charged Kou.
- CORNER 236[H]->K, 236S, cS, 236S, cS, 236S, jD, 5H
- - Really nice damage if you get charged Fuujin on a cornered enemy
- MIDSCREEN 236[H]->K, cS, 2H, Kou charged, cS, Kou, jS, 5H
- - if you're midscreen you can carry the opponent close enough to the corner to do this combo.
- CORNERED 236[H]->K, cS, 2H, Kou
- Can side swap in this case. You can potentially get a wall break if you opt for a Fuujin->Rin
- after Kou, but it's spacing dependant on how far you are to the corner when you ladned the
- CH fuujin.
- 236H(blocked)->S, 5K, Fuujin, K
- Only possible if the opponent is close enough after Nagiha
- CORNER 236H(blocked)->S, 5K, 236H->H, cS, 236S, jS, 5H
- - Kou might need to be partially charged to allow the right height where jS connects after.
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- Roman Cancel combos extensions
- -----------------------------------
- general extension
- (off of any combo), 66+RC, cS, 2H, Full Kou
- - Usually just to further wall carry. If Kou puts the opponent in the corner, you can even
- follow-up with butterfly. Can be done to extend almost any combo or follow up after a throw/dust.
- (off of any combo), 66+RC, cS, 2H, Full Kou, jD, 5H
- - Can usually be enough to break the wall if the combo starts in the corner.
- 2P, 5P, jP, 66+RC, cS, 2H, Full Kou
- - 2P and 5P is Anji's fastest ground normal and sometimes is necessary to use for a punish. RC can add a bit more reward to it.
- (refer to video for some BRC/PRC/fast RRC concepts)
- - Red RC shockwave actually prorates the combo and makes it deal less. More optimal RC combos are likely to utilize PRC, BRC and Fast RRC.
- 5D, 66, Fast RRC, cS, 2H, 236S
- - 5D combo with fast RC in mind
- Throw, 66, Fast RRC, cS, 2H, 236S
- - Same as above but with throw.
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