Combos
Basic Ground Combos
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouching LP | Crouching LP | HK Rising Rage Flash | - | 345 (30%) | 27 |
Crouching LP | Crouching LP | Rising Rage Flash | - | 403 (35%) | 18 |
Crouching LP | Crouching LP | Light of Justice | - | 380 (33%) | 28 |
Close standing MK | Supreme Rising Rage Flash | - | - | 380 (33%) | 28 |
Close standing HP | HK Rising Rage Flash | - | - | 380 (33%) | 28 |
Close standing HP | Supreme Rising Rage Flash | - | - | 380 (33%) | 28 |
Close standing HP | Light of Justice | - | - | 380 (33%) | 28 |
Neutral Throw Specific Combos
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Neutral Throw | HK Rising Rage Flash | - | - | 196 (17%) | 15 |
Neutral Throw | Light of Justice (3 hits only | HK Rising Rage Flash | - | 253 (22%) | 20 |
Those combos are in the Corner
Anti-Air Combos
#1) Anti-air crouching HP, when you recover, juggle with an early HK Rising Rage Flash.
#2) When near a corner, land an anti-Air crouching HP, when you recover, juggle with an early LK Cold Blue Kick, then juggle with a final HK
Rising Rage Flash or a crouching MP canceled into a Supreme Rising Rage Flash.
#3) Land a air to air jumping HP, when you land, juggle with an early HK
Rising Rage Flash.
#4) When near a corner, land an air to air jumping HP, when you recover, juggle with an early LK Cold Blue Kick, then juggle with a final HK
Rising Rage Flash or a crouching MP canceled into a Supreme Rising Rage Flash.
#5) Anti-air crouching MP canceled into a Supreme Rising Rage Flash.
Advanced Combos
#1) Close standing MP linked into a crouching MP canceled into a LK Light of Virtue. Note that this is 1 frame easier to perform on a crouching character.
#2) Against a cornered opponent who's standing, jump in HP,when you land link close standing MK canceled into a HP Light of Virtue, then link crouching LK canceled into a HK Rising Rage Flash, Supreme Rising Rage Flash, or Light of Justice.