Jagi/Combos

From SuperCombo Wiki

Basic Combos

Non Wall Combos

fD Combos

1. ~fD > iad JD > cD > 〆

2. ~fD > A+C > JA*2~3 > air 236A 3. ~fD > HJB*3 > JC > 〆 4. ~fD > HJB*3 > JC > landHJA*5~6 > JB > JC > 〆


You should try to go for the combo 3 or 4 every time. They don't work on Thouther and Toki, so stick to the combo 1 on them. 〆 can be C+D, a match for okizeme, or 236236C.


These are the basic combos to use after fD. But to get there, you first need to combo into fD ! It is only possible against Rei without boost.

1. ~E > 2B > cD > fD >

2. ~2B > 2C > E~fD >

These are the two main patterns. The second one is pretty good as it lets you hit confirm the boost gain from 2C.

Grounded Combos with no boost

2B > 2C > 236236C

Better than nothing when you got 1 meter but no boost. Can even stun if the chikuseki is high enough.


Grounded Combos with no boost no aura

2B > 2C > 2D or A+C or C+D or 214D or 214C

Sadly there is no way to get a guaranteed knockdown, so all you can do is mix after 2C.


Grave Combos

1. A+C > JC > JD > air 236A

2. A+C > JA*n > air 236A 3. A+C > JA*n (8+) > JB > falling JB (hits otg) > air 236A 4. A+C > JA*n > JB > 236236C

1 star and okizeme from A+C. Combo 1 is for damage. Combo 2 is for chikuseki. Combo 3 is for more chikuseki but doesn't work on Toki. Combo 4 only when the extra damage kills.


Throw

1. Throw > 2A > cD > C+D

2. Throw > 2B > 2C > C+D 3. Throw > cB > cD > C+D 4. Throw > 2A > cD > C+D > E > 5A > cD > 632146D or [236B > 214B]

Combo 1 is the standard one. Combo 2 is the variant against Thouther. Combo 3 is the variant against Mamiya. They can tech if you don't go for these. Combo 4 is the one to go for if you have 0.2 boost to spend.


Wall Combos

This is Jagi's main way to deal damage which means you need to master these combos. As for fD, you first need to know how to combo into C+D :

~2B > cD > C+D~

~2B > 2C > E~C+D~

The meter gain from the 214B gets really high thanks to chikuseki, which is why you got to try to increase it as much as you can during these combos.

1. ~C+D > E > A+C > air 236A (1 hit) > E > (JD) > land > JB > JB > JA > (JD) > land > rising JB (JA) > falling JB (JD) > land > rising JB > air dash > JB (JD) > 236B > 〆

2. ~C+D > E > A+B > E > fD > JB > JB > JA (JD) > land > rising JB (JA) > falling JB (JD) > land > rising JB > air dash > JB (JD) > 236B > 〆

Moves between () are moves that whiff. Combo 1 is used from midscreen to the corner. Combo 2 is used from the corner to midscreen. 〆 can be :

1. Dash > 214B > Okizeme

2. 214B > 214B > Okizeme (as fast as possible) 3. 236236A > Okizeme

Follow-up 1 : when you are a bit far. Follow-up 2 : the first 214B hits otg, the second one will hit on your opponent's wake-up. Doesn't work on Shin. Follow-up 3 : use this one if your opponent as no meter and you have to use.

For Okizeme just mix air dash JD with 2B.


FKO Combos

1 star Combos

1. ~C+D > E > C+D > E > 5A > cD > FKO

2. Throw > 5A > cD > C+D > E > 5A > cD > FKO
3. A+C > JC > Hitstop cancel air 236A > land > 5A > cD > C+D > E > 5A > cD > FKO
4. 6A > E > 5A > cD > C+D > E > FKO

These are the main 1 star FKO combos you'll be using. They all require 1 boost.

2 stars combos

1. ~C+D > E > A+B or [A+C > air 236A] > E > FKO

2. A+C > JC > air 236A (1 hit) > E > JC > Hitstop cancel air 236A > land > 5A > cD > C+D > E > 5A > cD > FKO
3. Throw > 5A > cD > C+D > E > 5A > cD > Hitstop cancel 632146D > E > FKO

Combo 1 : use A+B when far from the corner, and A+C > air 236A when close to the corner. Combo 2 doesn't work on Toki.

3 stars Combos

1. ~C+D > A+B or 632146D > E > A+C > air 236A > land > FKO

2. 2B > cD > Hitstop cancel 632146D > E > C+D > E > A+C > air 236A > E > cD > FKO
3. ~C+D > A+C > air 236A (1 hit) > E > land > JB > JB > JA > land > rising JB > falling JB > land > rising JB > falling JB > land > 236236C > FKO
4. ~C+D > [A+C > air 236A (1 hit)] or 632146D > E > cC > 2C > 236236C > FKO

Combo 1 : A+B when far from the corner, 632146D when close. Not reliable on Heart. Doesn't work against Shin (after air 236A, go for a dash > 5A > C+D > FKO. Air 236A hits number depend on the number of hits before C+D. Everything will be written below. This combo is really interesting since as soon as C+D hits, you can go for it even without boost. Combo 2 requires 1 boost. Combo 3 is very reliable when you get used to it. Doesn't work on Shin and Heart. Requires 1 aura. Basically the idea of this combo is to get 11~12 hits so the opponent gets away from the wall, Then 236236C should hit 2 times, and a third time with a C needle. Then FKO as soon as possible. Combo 4 : variant for Heart.If C+D is the 3~4th hit of the combo, go for A+C > air 236A. If it is the 5~6th then go for 632146D.


Air 236A hits

1. If C+D is the 2nd hit in the combo :
Air 236A hits 3 times : Kenshiro, Raoh, Toki, Jagi, Rei, Thouther, Mamiya
Air 236A hits twice : Shin, Juda


2. If C+D is the 3rd hit in the combo :
Air 236A hits 3 times : Kenshiro, Raoh, Toki, Jagi, Rei
Air 236A hits twice : Thouther, Mamiya, Shin, Juda


3. If C+D is the 4th hit in the combo :
Air 236A hits 3 times : Kenshiro (requires to add a dash > 5A), Raoh, Toki, Jagi
Air 236A hits twice : Rei, Thouther, Mamiya, Shin, Juda


From a 5th hit C+D, air 236A will hit twice against everyone, but FKO will whiff.

4 stars Combos

1. Charged 214C on block or Charged C+D on block > E > fD > Instant air dash JD > land > fD > Instant air dash JC > land > A+C > air 236A (1 hit) > 2C > Charged E+C+D > E > 5A > cD > C+D > E > FKO

2. Charged 214C on block or Charged C+D on block > E > [fD > Instant air dash JD > land]*3 > rising JB > falling JB > land > A+C > air 236A+C > fC > Charged E+C+D > E > 5A > cD > C+D > E > FKO

Combo 1 : works on Kenshiro, Raoh, Toki, Jagi, Rei, Juda, Heart. 2C doesn't hit Juda after air 236A, so use 2D instead. Air 236A needs to hit Heart high, and you have to replace 2C with fC. Combo 2 : variant for Shin, Thouther and Mamiya.

Basket

Rei & Shin

About characters

Rei

Needed air hits

Hyakuretsu : 23

Dribble : 30 (this is where it starts being reliable, possile from 27 hits)

Rei's neutral game, pressure, damage, everything about this character is too good. He doesn't need much to be able to do an infinite, so he's really scary. If you ever hit him, don't miss the chance to kill him. Rei is said to be easy to basket, thanks to the low amount of required hits, his quite big hurtbox.

Shin

Needed air hits

Hyakuretsu : 23

Dribble : 31 (too hard to even care about this)

One of the easiest characters to basket with Rei. The hyakuretsu combos recipe are pretty much the same as the ones for Rei. Rei's hurtbox while juggled is really large while Shin's hurtbox is tall which makes fD > HJA really easy. If you hit him too many times 236236C tends to whiff due to his thin hurtbox. Shin has no reliable way to 100% you so you can always turn the tide in the match.


Hyakuretsu after 236236C
Rei

23 hits : 2A > Dash > 2A > 2B > 2A*n

24 hits : 2A > 2B > 2A*n

Shin

23~24 hits : 2A > Dash > 2A > 2B > 2A*n

25 hits : 2A > 2B > 2A*n


Reference video : http://www.nicovideo.jp/watch/sm32385046 The combos written here have the same number as in the video

Hyakuretsu

Starting from a Throw / Overhead

n°1.1 Boost 2.5, midscreen~corner (Rei Shin)

Throw or 6A > E > 5A > cD > fD > JB > JB > JD > air 236A > E > 2A > 5A > E > 5A*2 > E > 5A*3 > 236236C > Hyakuretsu

27 hits

Possible with 2.2 boost from a throw in the corner

That's a pretty old version, not really useful now but still good to practice


n°1.2 Boost 1.5, midscreen~corner (Rei)

Throw or 6A > E > 5A > cD > fD > HJA*6 > JB > JC > air 236A > 236236C

25 hits

236236C needs to be done as soon as you land.


n°1.3 Boost 1.5, midscreen~corner (Rei Shin)

Throw or 6A > E > 5A > cD > fD > HJA*6 > JB > JB > 2A > 236236C

23 hits

Possible with 1.2 boost from a throw in the corner

After landing if you are still far from the corner add a 5A after 2A


n°1.4 Boost 1.1, anywhere except near the corner (Rei Shin)

A+C > JC > JD > HSC air 236A > cD > fD > HJA*6 > JB > JC > 2A > 5A*2 > 236236C

26 hits

Go straight for the super as you land if you're already in the corner

Possible near the corner with 2.0 boost if you boost your HJA


n°1.5 Boost 1.5, your back a bit away from the corner~corner (Rei Shin)

A+C > E > 2B > cD > fD > HJA > JB > JC > 2A > 236236C

23 hits

Really interesting route thanks to the A+C into 2B which is hard to block (overhead > low). If A+C hits, go for this route, if they block A+C but get hit by 2B, go for the route 2.3


n°1.6 Boost 0.7, corner throw (Rei Shin)

A : Throw > cD or 2C > fD > JB > JB > JD > E > HJA*6 > JB > JC > 236236C

B : Throw > cD or 2C > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 236236C

24 hits

After the throw go for cD if you're 1P and 2C if you're 2P

If you're on the side of your health bar, you will cross-up after JD boost, so use the route B


n°1.7 Boost 0.1 corner throw (Rei Shin)

Throw > JB > JB > JC > land > HJA*6 > JB > JC > 2A > 236236C > 2A > dash > 2A > 2B > 2A*14 > 2B*3 > …

23 hits

Hard to do but great combo considering the low ressources required

Possible on Rei with 0 boost


n°1.8 Boost 0, corner throw (Rei)

Throw > cD or 2C > fD > HJA*4 > JB > JB > JC > air 236A > 236236C > 2A > dash > 2A > 2B > 2A*14 > 2B*3 > E > 2A*8 > E > 2A*11 > [2A > 2B]*n

23 hits

Will give you enough boost if you don't throw in a period where you cannot earn boost

You will need to go for a dribble after. If you start with 0.1 boost, you don't have to go for the dribble


Ground vs Ground starter

n°2.1 Boost 2.2, back to the corner~midscreen (Rei Shin)

A : ~fD > JB > JD > E > JB > JB > JD > E > HJA*6 > JB > JC > 2A > 5A*2 > 236236C

B : ~fD > JB > JD > E > HJB*3 > JD > E > HJA*6 > JB > JC > 5A*2 > 236236C

A : 24+x hits

B : 25+x hits

After the first boost, if you're far from the corner go for the A route, if you're close go for the B route

These routes require 2.0 boost, but since you first need your fD to hit, you'll pretty much end up using 2.2 boost everytime


n°2.2 Boost 2.2, midscreen~corner (Rei Shin)

A : ~C+D > E (crosss-up) > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*2 > 236236C

B : ~C+D > E > iad JD (cross-up) > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*2 > 236236C

25 hits

Route B when in the corner, route A for other situations


n°2.3 Boost 1.2, anywhere (Rei Shin)

~fD > HJB*3 > JC > land > HJA*6 > JB > JC > 236236C

23 hits

It's written anywhere from a 4th hit fD against Shin, 236236C will whiff


n°2.4 Boost 0.8, midscreen~near corner (Rei Shin)

214C or JC counter > (gain up to 2.0 boost with the wall combo) > C+D > E > cD (cross-up) > fD > JB > JB > JD > E > HJA*6 > JB > JC > 236236C

24 hits


n°2.5 Boost 0, back to the corner (Rei Shin)

2A > 2A > 2B > fD > HJB*3 > JC > land > HJA*6 > JB > JC > 2A > 5A > 236236C

25 hits Route from abare


n°2.6 Boost 1.4+, back to the corner (Rei Shin)

2A > 2A > 2B > fD > HJB*3 > JC > land > HJA*4 > JB > JB > JD > E > JA*4 > JB > JD > E > JA*8 > dash > 5A > dash > Hyakuretsu

27 hits Route withouth aura. Can be useful considering that Jagi has to use aura guard and guard cancels quite often.


n°2.7 Boost 1.0, midscreen~corner (Rei Shin)

A : 2B*7+ (carry to the corner) > cD > C+D > E > iad JB (cross-up) (JD) > C+D > 5A > cD > fD > HJA*6 > JB > JC(JD) > 2B > 2A > 5A*3 > 236236C > 2A > dash > 2A > 2B > dash > 2A*14 > 2B*3 > [get 1 boost]

B : 2B*7+ (carry to the corner) > cD > C+D > E > iad JD (cross-up) > C+D > 5A*2 > cD > fD > HJA*6 > JB > JC(JD) > 2B > 2A > 5A*2 > 236236C > 2A > dash > 2A > 2B > dash > 2A*14 > 2B*3 > [get 1 boost]

You get at least 1 boost if you do 7 or more 2B at the start Route A against Rei, route B against Shin

Anti air

n°3.1 Boost 1.0, anywhere (Rei Shin)

JA > JB > JC > E > 2A > cD > fD > HJA*6 > JB > JC > 236236C

24 hits

Route from an air to air JA. JA > JA instead of JA > JB is more likely to be used in game. JA > JC doesn't combo but the window to tech is really small


n°3.2 Boost 1.0, anywhere (Rei Shin)

HJA*2 > JB > JC > cD > E > fD > HJA*6 > JB > JC > 236236C

24 hits


n°3.3 Boost 0.7, back to the corner (Rei Shin)

JA > JB > JC > cD > C+D > E > 5A > cD > fD > JA*3 > JB > JC > 2A > 236236C

24 hits

You can omit the 2A if you're already in the corner


n°3.4 Boost 1.2, anywhere (Rei Shin)

JB or JD > land > E > 2A > cD > fD > HJA*6 > JB > JC > 2A > 236236C

23 hits


n°3.5 Boost 0.7, anywhere (Rei Shin)

cD or cC anti air > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 236236C

23 hits


n°3.6 Boost 0.1, corner (Rei Shin)

cD anti air > fD > JB > JB > JC > land > HJA*6 > JB > JC > 236236C

23 hits

Possible with 0 boost against Rei


n°3.7 Boost 1.5, anywhere (Rei Shin)

Shotgun or Fire pillar > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 236236C

23 hits

There is enough time to hit confirm before going for a boost


n°3.8 Boost 1.2, back to the corner~near corner (Rei)

623A > E > HJB*2 > air dash > JB > JC > land > HJA*6 > JB > JC > 2A > 236236C

24 hits

Go for a boost HJB as soon as you recover from 623A


Raoh & Thouther

About characters

Raoh

Needed air hits

Hyakuretsu : 22

Dribble : 30 (this is where it starts being reliable, possile from 27 hits)

Raoh won't let you survive if he hits you, so don't let him survive if you hit him ! It doesn't require a high number of hits to go for a hyakuretsu, so you'll pretty much never go for dribbles.

Thouther

Needed air hits

Hyakuretsu : 22

Dribble : 31


The okizeme monster. He has a really low defense, and a guard bar against jagi, so you'll sometimes be able to kill him without going for some basketball. His hurtbox is so small that it's hard to do fD > HJA on him, which is quite annoying. But at least, you only need 22 hits for a hyakuretsu.


Hyakuretsu after 236236C
Raoh

A > Dash > 2A > 2B > 2A*5 > 2B*3 You only need that

Thouther

22 hits : 2A > Dash > 2A > 2B > 2A*n

23+ hits : 2A > 2B > 2A*n

Because of Thouther's hurtbox, try to always go for the 22 hits version.


Reference video : http://www.nicovideo.jp/watch/sm32385204 The combos written here have the same number as in the video

Hyakuretsu

Starting from a Throw / Overhead

n°1.1 Boost 1.5, midscreen~corner (Raoh Thouther)

Throw or 6A > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 236236C

23 hits

I said earlier, really hard against Thouther because of his hurtbox. The key is to hit fD high and to get HJA as soon as possible.

For Raoh check the combo 1.5


n°1.2 Boost 2.0, midscreen (Raoh Thouther)

A+C > JC > Hitstop cancel air 236A > JB > JB > JD > E > HJA*6 > JB > JC > 2A > 5A*2 > 236236C

26 hits

cD > fD won't hit after you land from JC > hsc air 236a, which makes this combo quite expensive.


n°1.3 Boost 1.5, almost back to the corner~corner (Raoh)

A+C > E > 2B > cD > fD > HJA*6 > JB > JC > 2A > 236236C

23 hits

Same as the 1.5 combo against Rei & shin. You can kill if either A+C or 2B hits.


n°1.4 Boost 0.7, corner (Thouther)

Throw > 2B > fD > JB > JB > JD > E > HJA*6 > JB > JC > 2A > 236236C

24 hits

Be careful when you're on your health bar corner, as you might cross-up.


n°1.5 Boost 0.5, corner (Raoh)

Throw > 5A > cD > fD > HJA*6 > JB > JC > 2A > 236236C > 2A > dash > 2A > 2B > 2A*5 > 2B*3 > E > 2B > 2A*10 > 2B*5 > E > 2B > 2A*8 > E > 2A*15 > 2B*2 > 2C > 236A

23 hits

Corner version of the 1.1 combo. You don't get pushed back from Raoh during 5A > cD in the corner so you can combo up to 236236C even without boost.

About the 2A*8 part :

For some reason, it happens that you don't get enough boost after 2A*8. In that case, don't go for 2A*8 but only *7, and go for [2A > 2B] dribbles. There are some ways to get to get just enough boost for the hyakuretsu but it's really close, and you'll need to work on the dribbles for some other characters anyway.


n°1.6 Boost 0.7, corner (Raoh)

Throw > cD > C+D > 5A > cD > fD > HJA*6 > JB > JC > 236236C

24 hits

That's a version that will give you enough boost for the hyakuretsu part, but that requires more meter. Only use this one if you're not confident with your dribbles.


n°1.7 Boost 0.1 corner (Thouther)

Throw > 2B > fD > HJA*6 > JB > air dash > JB > JD > 236236C > 2A > dash > 2A > 2B > 2A*11 > 2B*3 > E > 2A*8 > E > 2A*10 > [2A > 2B]*n

22 hits

In this combo fD being only the 3rd hit, HJA shouldn't be too hard to hit.

Since you can go up to 236236C without any boost in this combo, it even works from a boost throw.


Ground vs Ground starter

n°2.1 Boost 2.2, back to the corner~midscreen (Raoh Thouther)

A : ~fD > JB > JD > E > JB > JB > JD > E > HJA*6 > JB > JC > 2A > 5A*2 > 236236C

B : ~fD > JB > JD > E > HJB*3 > JD > E > HJA*6 > JB > JC > 5A*2 > 236236C

A : 24+x hits

B : 25+x hits

Because of Thouther's hurtbox, and the fact that you might cross-up during the HJA, it can be better to transform [HJA*6 > JB > JC] into [HJA*4 > JB > JB > JC] in some situations. Requires some training


n°2.2 Boost 2.2, midscreen~corner (Raoh)

A : ~C+D > E (cross-up) > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*2 > 236236C

B : 214C or JC counter > [fD > JD]*2 > [rising JB > falling JB]*2 > boost cancel > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*2 > 236236C

25 hits

This combo can work on Thouther but it's too hard to even bother

As usual, you need to get 2.0 boost on the route B by the time sur cross-up


n°2.3 Boost 1.2, anywhere (Raoh)

~fD > HJB*3 > JC > land > HJA*6 > JB > JC > 236236C

23 hits

2A > 2A > 2B > fD doesn't combo on Raoh if you don't boost your fD, so you'll need that boost

In the corner, 236236C tends to whiff when there are too many hits. But since 22 hits is enough to hyakuretsu Raoh, you can turn [HJA*6 > JB > JC] into [HJA*4 > JB > JB > JC] which will avoid this problem. In that case, instead of going for a full hyakuretsu, it will be better to go for [2A > 2B] dribbles.

When your opponent is in the corner, if you start with 2B > 2C > fD you can kill with only 0.2 boost


n°2.4 Boost 1.2, anywhere (Thouther)

~fD > JB > JB > JC > HJA*5 > JB > air dash > JB > JB > 236236C

22 hits

The same way you can kill with only 0.2 boost in the previous combo, you can kill Thouther with 0 boost starting with 2B > 2C > fD in the corner. In that case you need to whiff a JD after JC or after the last JB to get enough meter.

After the super, go for the same follow-up as in the combo 1.7


n°2.5 Boost 0.7, corner (Thouther)

[2B > 2C] or air 236A > fD > iad JC > air 236A (1 hit) > fD > JA*2 > JB > JD > E > land > JA*2 > JB > JD > 236236C

22 hits

Of course the combo 2.4 is better as you can kill without boost, but it can be quite hard if you're not used to it, so here is an easier version for 0.7 boost


n°2.6 Boost 1.0, back to the corner (Thouther)

2A > 2B > 2C > E > fD > JB > JB > JC > land > HJA*5 > JB > JC > 2A > 2B > 236236C

23 hits

Route from abare when being pressured in the corner


n°2.7 Boost 0.8, midscreen~corner (Raoh Thouther)

214C or JC counter > [wall combo until you get 2.0 boost] > C+D > E > cD (cross-up) > fD > JB > JB > JD > E > HJA*6 > JB > JC > 236236C

24 hits

Same route as against Rei & Shin, but harder to hit against Raoh & Thouther. Can still be useful


Anti air

n°3.1 Boost 1.0, anywhere (Raoh)

JA > JB > JC > E > 2A > cD > fD > HJA*6 > JB > JC > 236236C

24 hits


n°3.2 Boost 1.0, anywhere (Raoh)

HJA*2 > JB > JC > cD > E > fD > HJA*6 > JB > JC > 236236C

24 hits


n°3.3 Boost 1.0, back to the corner~near corner (Thouther)

JA > JB > JC > E > 2A > cD > fD > JA*3 > JB > JC > 2A > 5A > 236236C

23 hits


n°3.4 Boost 1.0, back near corner~corner (Thouther)

JA > JB > JC > cD or 2C > E > fD > JA > JB*2 > JC > air 236A > 236236C

22 hits

Combo from outside the 3.3 combo range


n°3.5 Boost 0.7, back to the corner (Raoh Thouther)

JA > JB > JC > cD > C+D > E > 5A > cD > fD > JA*3 > JB > JC > 2A > 236236C

24 hits

Omit the 2A near the corner


n°3.6 Boost 0.7, anywhere (Raoh)

cD or fC > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 236236C

23 hits

People tend to rear tech when hit by a fire pillar, if you run under damn you get a good occasion to do this combo


n°3.7 Boost 0, corner (Thouther)

cD > fD > JB > JB > JC > HJA*6 > JB > JC > 236236C

23 hits

You can get 1.0 boost and then go for dribbles from around 60 hits. You can also go for a full hyakuretsu if you start with 0.1 boost


n°3.8 Boost 0.2, corner (Raoh)

cD > fD > JB > JB > JC > HJA*6 > JB > air dash > JA > JD > 236236C

24 hits

Version on Raoh of the previous combo


n°3.9 Boost 1.5, anywhere (Raoh)

shotgun or fire pillar > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 236236C

23 hits

Also possible on Thouther near the corner


Kenshiro

About characters

Kenshiro

Needed air hits

Hyakuretsu : 26

Dribble : 30 (this is where it starts being reliable, possile from 27 hits)

To sum-up Kenshiro : invisible air dash > 40% combo and 2 stars > stun from okizeme > no more star + musou activated + meter for him > you dead

Kenshiro got a really big hurtbox so he's pretty easy to combo though. You'll be using more dribbles against him than hyakuretsu cause of the required hits.


Hyakuretsu after 236236C
Kenshiro

26 hits : 2A > 2A > 2B*n

27+ hits : 2A > 2B*n

2B until 35+, then 2A


Reference video : http://www.nicovideo.jp/watch/sm32385292 The combos written here have the same number as in the video

Hyakuretsu

Starting from a Throw / Overhead

n°1.1 Boost 0.7, corner

A : Throw > JB > JB > JB > land > JA*3 > JB > JD > E > HJA*6 > JB > JD > 236236C

B : Throw > cD > fD > HJA*3 > JB > JB > JD > E > HJA*6 > JB > JD > 236236C

27 hits

Throw > cD > fD > HJA is too hard to do if you're 1P, so in that case use the combo A

On your health bar side you tend to crooss-up after JD boost, so be careful


n°1.2 Boost 1.1, midscreen

A+C > JA > JD > Hitstop cancel air 236A > cD > fD > HJA*6 > JB > JC > 5A*4 > 236236C

27 hits

Works from around the round start distance Because of Kenshiro's big hurtbox, air 236A might hit, so you'll need to do some training for this one


Ground vs Ground starter

n°2.1 Boost 2.2, back to the corner~midscreen

A : ~fD > JB > JD > E > JB > JB > JD > E > HJA*6 > JB > JC > 5A*3 > 236236C

B : ~fD > JB > JD > E > HJB*3 > JD > E > HJA*6 > JB > JC > 5A*3 > 236236C

A : 27 hits

B : 28 hits

Kenshiro tends to fall after 236236C if he's too close to Jagi. So you want to do at least 5A*3


n°2.2 Boost 2.2, midscreen~corner

A : ~C+D > E (cross-up) > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*3 > 236236C

B : ~C+D > E > iad JD (cross-up) > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*3 > 236236C

C : 214C or JC counter > [get at least 1.2 boost] > rising JB > air dash > JD (cross-up) > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*3 > 236236C

26 hits

You can add go for 5A*2 instead of *1 after the unbanishing C+D. The hyakuretsu part will become easier, but fD > HJA becomes harder


Anti air

n°3.1 Boost 1.0, back to the corner

JA > JB > JC > E > 2A > cD > fD > HJA*6 > JB > JC > 2A > 5A > 236236C

26 hits


n°3.2 Boost 1.0, back to the corner

JA > JB > JC > cD > C+D > E > 2A > cD > fD > HJA*7 > JB > JC > 236236C

27 hits


These are the only useful Hyakuretu combos against Kenshiro. There are a lot of Dribble combos though.