Basic Corner Stamp Combo #1
|~2D > 623A > delay highjump j.A > j.B > j.A > j.B > j.A > j.C|
Very basic combo that makes use of the Chikuseki bug. Can be followed up with an OTG combo/setup.
Basic Corner Combo #2
|~2D > 421B > highjump j.B > j.A > j.B > j.A > j.C|
Alternate version of above combo.
Used as a followup when the opponent rebounds off the ground after you land an air combo in the corner.
OTG Followup #1
|A > A > D > 421A or 236236C|
OTG Followup #2
|421B > B > B > 421A|
OTG Followup #3
|A > 421B > 421A|
Basic Throw Combo
|Throw > CD or AB or 214214C or FKO|
Heavy strike can be hard to land on Toki if done too quickly
Midscreen 3-star FKO Throw Combo
|Throw > 236B > Max charge CD > C > CD > E > C > 214214C > FKO|
Midscreen Chikuseki Throw Combo
|Throw > 236B > Highjump aircombo|
Carrys opponent across screen and allows for corner setups
Basic Corner Throw Combo
|Throw > 421B > air dash j.B > j.C > (Dagar hits) > land, dash AC > 236236C > Max Charge CD > (Dam hits) > CD|
Corner 3-star FKO Throw Combo #1
|Throw > AB > CD+E > 214214C+E > FKO|
Corner 3-star FKO Throw Combo #2
|Throw > 421B > AB > 236236C > CD > FKO|
421B must be performed as fast as possible or combo will fail
Banishing Combo Starter #1
|~2C > CD+E > 6~|
Most basic way to start a banishing combo after hit comfirm with 2A or 2B.
Banishing Combo Starter #2
|air dash j.D > CD|
Fairly difficult timing. Against Raoh and Heart you can add a j.B in before the j.D for a quicker overhead.
Banishing Combo Starter #3
|D > CD|
Done by Kara canceling 2D into a banishing strike. The actual input it D > 2CD > CD(done very quickly) or D > delay 2CD. Far D has lower body invincibility and is very effective against characters like Shin. As knockback affects Juda's combos greatly, the number of hits in the combo at the time of the Banishing Strike connecting is very important.
Basic Banishing Combo (3 hits or less)
|~c.C > c.D > 623A > j.B > j.A > land AC > j.2A > A > followup|
Most basic banishing combo. Depending on the situation you may want to leave out the c.D. On the console version stamp comes out farther in front of Juda so the combo will often miss and cause the combo to fail.
|236A > 2C > 236C|
Focus on damage. Against Ken, Toki, and Jagi, you need to change 2C > 236C into A > dash 2C > 236C, which is significantly more difficult
|623A > AB > 2C > 236B > 2D > 421B|
Focus on star removal. Can be easier to connect with than above option.
Focus on wakeup pressure. Also good when knockback is too severe to use on of the other followups.
No Komaku Banishing Combo (3 hits or less)
|~c.C > E > j.B > j.B > j.A > land AC > j.2A > land j.B, j.B > land j.B > j.D > j.2A > land 421A or 236236C|
Banishing combo for times when Komaku is not available.
Basic Banishing Combo (4 hits or more)
|~c.C > 623A > 421B > A > AC > j.D > j.2A > 236236C|
Less used since discovery of Boost Ichikoro combos, but still good for finishing off opponent with low health while saving meter.
Basic Banishing Combo (Raw hit)
|~c.C > 623A > j.A > j.C > land AC > j.D > delay j.2A > followup|
Once again very difficult to perform this combo on the console version due to spacing.
|~c.C > 623A > j.B > j.A > land AC > j.2A > land A > 421A > OTG 2D > 236B > Max Charge CD|
A no gauge setup made famous my 2006 Tougeki runner-up Taji-kun. Extremely effective because the Banishing Strike hits before the block stun from the Dagar Rush ends, making Agility Guard impossible. After being hit with the Banishing Strike the opponent bounces off the wall and then into the land mine, allowing for a follow up combo. The following combo can be used to reset into the same situation:
|~j.B > j.B > j.A > land AC > j.2A > land A > 421A > OTG 2D > 236B > Max Charge CD|
|~c.C > c.D > HSC 236A+E > c.A > AC > j.2A > (opponent is caught)|
By using Hitstop Cancel with Ichikoro, its startup speeds up just enough so you are able to grab the opponent with it during a Banishing Combo. The combo will fail if you do not Hit Stop Cancel Ichikoro. Once successfully landed, you can follow up into an air combo.
|~421B > c.C > AC > (Dagar hits) > Highjump j.B > j.B > j.C > j.2A > land c.D > OTG 236236C|
|~c.C > c.D > HSC 236A+E > c.A > c.C > D or 236B > Max Charge CD > 6 > AC > Boost forward jump > (fly across screen) j.2A|
High damage without using any Aura. If using D instead of Dagar Rush it is necessary to delay it slightly after the close C to get it to connect. Followup is possible after the jump 2A.
Revenge Dagar Banishing Combo
|~Anything > A > 236B > 214214C > followup|
Gimmicky combo for finishing the opponent off and max out your meter at the same time. Only possible when Dagar is in revenge mode.
|4-hit CD > 2.C > c.D > 236A~E > A > c.D > D > 421B (Komaku hits) > dash(pass through opponent) > j.B > j.B > j.C > land c.C > C > AC > 2A > A > (A > ) (Dagar hits) > high jump j.A > j.B > j.A > j.B > j.A > j.B > j.C > land B > B > 236236C > high jump j.A > j.B > j.A > j.B > j.A > j.B > j.A > land (dash) A > 236B > A or 2A > 236A > 2A > 2B > 2A > 2B > 2B > (Komaku hits) A > 2A > 2A...|
For use on Ken, Rei, Shin, Thouther, and Juda. On Juda it only works when you are 2P. Requires about 0.5 Aura and enough Boost to start the Banishing Strike combo.
Versus Toki Kimozumi
|4-hit CD > 2.C > c.D > 236A~E > A > c.D > D > 421B (Komaku hits) > dash, air dash j.B > j.C > land c.C > C > AC > 2A > A > (Dagar hits) > delay highjump j.B > j.A > j.B > j.A > j.B > j.A > j.C > land A > C > 236236C > high jump j.A > j.B > j.A > j.B > j.A > j.B > j.A > land (dash) A >b236B > A or 2A > 236A > 2A > 2B > 2A > 2B > 2B > (Komaku hits) A > 2A > 2A...|
Kimozumi combo for use on Toki.
Double Grave Hyakuretsu
|4-hit CD > 2.C > c.D > 236A~E > A > c.D > D > 421B (Komaku hits) > dash(pass through opponent) > AC > c.C > AC > dash 2A > A > (Dagar hits) > highjump j.B > j.A > j.B > j.A > j.B > j.A > j.C > land 2A > 2C > 236236C > j.A > j.B > j.A > j.B > j.A > j.B > j.A > j.C > land A > 236B > A > 236A > dash 2A > 2B > 2A > 2B > 2C > (Komaku hits) 236B > Hyakuretsu|
For use on characters that Kimozumi doesn't work on.