Midscreen/Anywhere
Ground Starters
- cl.A, 5A, or 2A xx 236A > 66A
Notes: 236A can be fairly safe by itself and confirmed into 66A if not used as a punish.
- cl.C or 2C xx 236C > 66C
Notes: Used as a punish since 236C can be somewhat unsafe.
- cl.D xx 214D~B > 236236A/C
Notes: Used as a punish to combo into super.
- cl.D xx 214B~A or 214D~A
Notes: The fireball can be used as a safe ender for Fuu-ga after cl.D. Must be delayed slightly in order to combo/blockstring.
- 2B > 5A xx 623D
Notes: Whiffs on crouching opponents, so it must be confirmed to hit standing. It can work well as a cross-under to target landing recovery (the opponent is guaranteed to be in a standing state upon landing).
- 2AB xx 236C > 66C or 214D~B > 236236A/C
Notes: 214D~B works best in close range, otherwise it may whiff.
Jump Starters
- j.B > j.A or j.D > cl.C/2C xx 236C > 66C
- hop B > 623B (br) > 623D
- j.B > j.A or hop D > 236A > 66A
Notes: Perform 236A as soon as you land to cancel the landing recovery of your normal. j.B > j.A can be done from a neutral jump (such as when baiting a throw tech) or from his j.CD cross-up command. Hop D must hit somewhat deep.
- j.B > j.A > 214D~B > 236236A/C
Notes: Typically used as a whiff punish against moves such as fireballs.
- j.D > 5A xx 623D
Notes: Whiffs on crouching opponents, so it must be confirmed to hit standing. It can work well as a whiff punish from a neutral jump or confirmed into after his j.CD cross-up command.
Confirms into Super
- hop D, cl.D, or 2B > 236236A/C
- hop B > 623B (br) > 236236A/C
- 214B~C > 236236A/C
Notes: Have 214B~C hit as deep as possible so it acts as an instant overhead and is easier to link into super.
- j.CD > j.D > 236236A/C
Notes: Cross-up.
- 6A > 236236A/C
Notes: An unblockable, not a true combo unless it hits meaty.
- [2]8C > 236236A/C
Notes: Conversion into super from the counter move.
Guard Cancels
- GC 214D~B > 623D or 236236A/C
Counter Hit
- 623B (br), 214B/D~B, or 214B/D~C (in the air) (counter hit) > [run or micro-walk] > 214D~B > 623D or 236236A/C
Notes: Against Jenet, it's possible to add a cl.C before cancelling into 214D~B.
- 623B (br), 214B/D~B, or 214B/D~C (in the air) (counter hit) > [run or micro-walk] > 623B (br) > CD
Notes: Against Jenet, it's possible to add a cl.C before cancelling into 214D~B.
- 2AB (counter hit) xx 2AC > run cl.C xx 236C > 66C or cl.D xx 214D~B > 236236A/C
Corner
- cl.D > 2B > 236236A/C
- cl.D > 5A xx 623D or 623AB (x3)
- hop B, hop D, j.B > j.A, or 2B > 623B (br) > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)
Notes: [214B~B] x n is known as Gato's Sen-ga loop. Perform them as low to the ground as possible in order to maximize your number of reps. It is also possible to use cl.D as a combo starter and link into 623B (br) against characters with wider hurtboxes.
- 214B~C > 623B (br) > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)
Notes: Have 214B~C hit as deep as possible in order to link into 623B.
- cl.D xx 214D~B > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)
Notes: Used as a punish.
Counter Hit
- 623B (br), 214B~B, or 214B/D~C (counter hit) > [623B (br)] > [214B~B] x n > 236236B/D (or 623B > 236236A/C if n-1)
Notes: You can get more potential Sen-ga reps the higher you manage to counter hit the opponent in the air.