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SvC Chaos: SNK Vs Capcom/Genjyuro Kibagami

From SuperCombo Wiki
牙神 幻十郎, Kibagami Genjuro
Difficulty Average
Max Mode Needed? Doesn't Need It
Tier Placement Trash (E)
Standing Hitbox ?
Crouching Hitbox Tall

Introduction

Genjyurofacesvc.png

Genjuro Kibagami is a character from the Samurai Shodown series, his first appearence being the second game. Now he's infamous for being one of the strongest Samsho characters in the series, outside of Samsho 2, having great mixups, damage, and other tools that make him stand as a top tier, if not close to it. But in SVC... Ouch. To call his transition a downgrade is an understatement, as everything that makes him good in Samsho is nowhere to be found here.

Note that while the game calls him Genjyuro with a y, this is just a literal translation into romaji from Japanese. No one (at least in English) refers to him as Genjyuro, so the wiki will instead use his much more commonly translated name, Genjuro with no y.

Strengths Weaknesses
  • Some moves have great range
  • Good reversal
  • Decent combos
  • Okay mixups
  • Okay jumping normals
  • Rage carries over to the next round
  • Unblockable setups
  • Bad startup and recovery across many of his moves
  • Larger than average hurtboxes
  • Mediocre damage output (for a Samsho character...)
  • Awful lows
  • Arguably the worst hitboxes in the game
  • Worst Exceed in the game
  • Easy to punish since nearly everything he does is unsafe
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 4 4 14 +4 +2 -
  • A short jab that can combo on itself and it's cancelable, it's good for some combos.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 6 11 25 +3 -7 -
  • Almost the same use that cl.A has, but the damage is better and this move cannot combo on itself.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 2, (6), 4 29 47 -13 -15 -
  • A move with two hits, and the first is cancelable. Can be the most damaging cancelable move. The second hit can be useful on Max Mode combos.

cl/st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 3, (4), 3, (3), 5 11 34 3rd= +4 3rd= +2 -
  • Three kicks, three hits. The second hit is cancelable and good on combos. Don't try to use the first hit as an anti-air.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 17 28 -9 -11 -
  • One of his safest pokes, but the recovery is someting different for a A. The damage is small, the recovery is bad, and isn't cancelable. Use this move only for pokes.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 13 4 20 37 -4 -14 -
  • Good poke. The A poke is better, in my opinion, because the A poke has best startup and recovery, but you can use. This move isn't cancelable.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 22 4 39 65 -23 -25 -
  • The damage and reach are nice, but this button is pretty bad. Slow startup, only active for 4 frames, the hitbox is only a horizontal rectangle closer to the ground which makes it easy to jump over, and Genjuro is punishable on hit at -23.

cl/st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 6, (6), 4, (3), 6 11 41 3rd= +3 3rd= +1 -
  • Three kicks, three hits. st.D version is not terribly useful due to the long animation and unlikelihood to hit the opponent with any of the 3 hitboxes other than the last one.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 4 4 14 +4 +2 -
  • Same use as the cl.A, but the reach is bad.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 10 4 16 30 +0 -10 -
  • Damage is nice for a Light attack, you can use it as a low poke. This move isn't cancelable.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 21 4 38 63 -22 -24 -
  • Can be used as a long range poke, but the st.C has more range and much more height than cr.C. Almost identical to st.C otherwise, don't bother using this button. This move isn't cancelable.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 8 9 29 SKD +1 -
  • You can avoid it if you want. Why? It knocks down, but the opponent can block it high or low. The range is good, damage is normal, it isn't cancelable, and you don't need to use it.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 5 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Good for some tick-throws. It comes out fast, so time well when you're going to use this(the timing can be different for some characters).

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • This is a nice move with nice reach. Can be useful as a jump-in attack(Genjuro has better jump-in moves) and as an air weapon.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 12 2 - - - - -
  • Neutral Jumping Attack
  • A fast slash with nice priority. You can try use this on defensive situations.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 4 - - - - -
  • Diagonal Jumping Attack
  • His best combo starter(probably). The priority and reach are nice, and the startup is good.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 11 8 - - - - -
  • Neutral/Diagonal Jumping Attack
  • A kick that can be used as a jump-in, but the j.C is better. Not so good as an air weapon. It can miss low crouching characters if this is not timed well.

Command Normals

Gekikaze
df.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 2 22 36 -4 -6 -
  • Can work as an anti-air, and it's cancelable. The damage is better than the Light attacks, and you can use it on some combos(I think you can connect it with Normal Moves only on Max Mode). If it hits as an anti-air, you can cancel into your QCB+Kick for an unblockable setup. If you want another option for an anti-air setup, you can use your qcf+Punch for a nice setup(See below for more details). The best is the unblockable setup, but it needs to be well timed, because the opponent can do a recovery roll from this Command Move.

Suso Kosuri
f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 17 8 8 33 SKD +2 -
  • Can work as a sweep(It's better than the cr.D). It hits low and knocks down, and I don't know why, but it's cancelable. The startup is not that good. You can use as a setup for the QCB+Kick, which can be useful(but not safe) sometimes. A better setup for this move is: Use this move, cancel into QCF+A(Only one time), and you will pass under the opponent. And then combo with cr.A, QCF+A(3x). It's not hard for you, but is hard for the opponent, who will wake up with his back turned(Because of the first part, and I don't know if it's a bug, but it works). You can confuse your opponent with this setup, but don't abuse of it.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Sanren Satsu
qcf A x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Kiba
qcf A
- - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Tsuno
qcf/b A
- - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Rin
qcf/b A
- - Mid - - - - - - - - - - -

Sanren Satsu
qcf C x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Kiba
qcf C
- - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Tsuno
qcf/b C
- - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Rin
qcf/b C
- - Mid - - - - - - - - - - -
  • Nice move for easy combos and some wake-up setups. You can use QCB+P on the second and third hits. The A version is better for combos, and the C version cannot combo because it comes out slower. If the first hit is blocked, you cannot continue with the other two. The C version can confuse your opponent sometimes, because it forces your opponent to block in the opposite direction. You can delay the hits(like Iori's QCB+P) and you can switch beetween the versions after the first hit(Only on the C version), like this: QCF+C, QCF/B+A(2x). This move is part of a incredible setup(It is on the Command Moves section). Don't abuse of it, but it's a incredible move.

Hyakki Satsu
qcb~f P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb~f A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb~f C - - Mid - - - - - - - - - - -
  • Genjuro slashes forward until one slash hits(if not he'll stop), and when it happens, Genjuro uses some kind of throw, but can be blocked. On the A version he performs two slashes, and in the C version he performs six slashes(and moves slowly forward). The C version stays out longer(obviously), but it's risky to use this version. You can use this to punish your opponent if you want.

Gashin Totsu
qcb K (Hold to delay)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The mighty unblockable move. Genjuro charges up and then he thrusts forward for an unblockable attack. You can hold the button pressed to delay the attack. Use it ONLY on setups(See the Command Moves section for more details), because the startup of this move is bad. Don't use it near the opponent, because you'll be wide open for those reversals. Holding the button pressed will not increase the damage, but this move is good.

Ouka Zan
qcb P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • His projectile. Genjuro swings his sword and a card comes out. Good to use as something like a meaty fireball, or can be used for spacing. This is bad on combos, due to the slow startup. The damage is okay, but the chip and guard damage are bad. If you get a counter hit on a jumping opponent, he/she'll be on a juggle state.

Gekka Zan
dp K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -
  • Well, it's a throw special move, so it can be done only close. All versions can be comboed, and it leaves the opponent into a juggle state. B version is better for combos, because you have more time to combo(I cannot confirm if you can combo with the D version, but I could not connect when I use it). The possible followups will be on the Combos section.

Touha Kouyoku Jin
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • Well, there's his uppercut-like move(probably the one with the best range). It's good as a/an: Combo finisher, combo on Max Mode, anti-air, reversal, and defensive attack. It has some immunity frames(like Ryu's Shoryuken). The A version is the safest, and the C version travels further. You can use the C version on combos, but watch out for its range, because you can get only one hit and no knockdown sometimes. As an example, try to combo: cl./cr.A(2x), DP+P and see what happens.

Super Moves

Gokou Zan
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(13x5) 0, 13 Mid 0 0 0 X - - - - - - -
  • His only super, sadly. He performs something like an uppercut and a card comes out. If it hits the opponent(while not blocking, I mean), Genjuro will do four slashes with some cards. The first hit can catch the opponent while he/she is on the air. This Super has a nice damage, and it's used for combos, or for make the opponent fall on it. Can be comboed while the opponent is in a juggle state, or after a s.D(cancel the second hit), or a cl.C(cancel the first hit).

Exceed

Genjuro's Exceed has two parts to it.

Ikari Bakuha
Kof.lp.pngKof.lk.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
32 36 Mid 0 0 0 X - - - - - - -
  • The first part of his Exceed. A quick slash that is a kind of an uppercut move. Can be used as an anti-air, and can be used on combos too. The damage is good. When you use this, Genjuro's skin turns red(like on the Samurai Shodown series). This gives a little boost on Genjuro's damage(I think it's 10 seconds of boost), so you can try to abuse of some combos with this. If you don't get that Time Over thing, you can carry the boost to the next round(and you can use the second part too).

Issen
Kof.lk.pngKof.sp.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
112 120 Mid 0 0 0 X - - - - - - -
  • The second part of his Exceed. You can only use this if Genjuro is with his red skin. He slides forward for a powerful slash attack which knocks down, but it's slow, so it can only be comboed with the hard attacks, or if the opponent is on a juggle state. The two parts have some immunity frames, and this second part is nice for going through projectiles.

Strategy

Basic Strategy

Genjuro's Gameplan

Genjuro's goal is just to have his space. Make your opponents eat your projectile on their wakeup, try to avoid getting in the corner as much as possible, if your opponent tries to do a jump attack, just use and abuse of your DP-like move(Kyo can counter it in the air sometimes), and if the opponent whiffs a move, try to punish him with what you have: If the opponent is far from you, use your QCF+A(with the 3 hits, if possible), and if your opponent is close to you, use one of his damaging combos, or you can use his QCB, f+P. Don't try to abuse of your mixups too much, you can abuse of them if you KNOW that the opponent is confused. Mix your QCF+P moves with your low and high moves, and then the match is yours.

Advanced Strategy

Using your setups effectively

Genjuro's setups are something really important. The best ways to use them are(You can add if you want):

1- df.C setups:

  • When the opponent is in a jumping state;
  • When the opponent whiffs an uppercut-like move;
  • After you block an uppercut-like move(Needs to be well timed, but is hard to do in some cases).

2- f.D setups:

  • On the opponent's wakeup(Can be hard to do);
  • After you block a move(The move needs to be punishable);
  • After the opponent whiffs a move with bad recovery(Near you);
  • After a cl.A(Hard to work, but you can use).


Match-Ups

Combos

Note: For Genjuro's combos, you can add a meaty QCB+K unblockable on the end of them.

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cl/cr.A, dp P TBA TBA TBA TBA Basic combo.
(j.X,) cl/cr.A, qcb~f P TBA TBA TBA TBA qcb~f P is harder to connect than dp P is.
(j.X,) cl.C(1) dp B, dp P / ABC / BCD (corner and during Exceed only) TBA TBA TBA TBA His best combo for punishing(without the Jump Attack, I mean). Abuse of it when you can(of course, when your opponent whiffs a move or when you can do a GSC). The best to use after the DP+B is the QCF(2x)+P, probably. The BCD can be risky to use, so watch out. It is one of his most damaging combos.
(j.X,) cl.C(1) dp B, qcf x2 P TBA TBA TBA TBA
(j.X,) cl.C(1) dp B, ABC TBA TBA TBA TBA
(j.X,) cl.C(1) dp B, BCD Corner TBA TBA TBA During Rage only.
(j.X,) cl.C(1), BCD TBA TBA TBA TBA During Rage only. The best way to do a hit confirm with the Exceed. The damage is nice(thanks to the Exceed boost), and this a nice option for a punish combo, but you can use it only one time, so use it at your own risk.
qcb A, qcf A x3 TBA TBA TBA TBA When both players are in opposite corners. Hard combo, but the best way to use this is when the opponent is in a dizzy state and you're far away from him/her. The damage is nice, but this is a hard combo to use.

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
st./cr.C, (C)qcf A x3 TBA TBA TBA TBA Easy combo. Those two C moves are his most damaging Normal Moves, and in Max Mode you can cancel them, which is a nice thing. The opponent can block it, but don't worry with that, because you can use it to punish when you're far from the opponent(Just time well).
qcf A x2, [(C)dp A(1), (C)qcf A x2,]xN, (C)dp K, (SC)qcf x2 P TBA TBA TBA TBA His most damaging(But a little hard) combo. But I can give you some tips. When you do the DP+A part, hold the A button and the QCF+A part will be done with more ease. If you want to add a attack after the first QCF+A, go ahead. You can begin this combo with DP+A too, but can be harder.

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