2A 5B 5C/2C 5AB
2A 5B 5C/2C 5AB 236AB
2A 5B 5C/2C 5AB 41236BC
2A 5B 5C/2C 5AB 63214BC
Basic ground hit combos. They’re stable regardless of how far away you confirm. When the EX trash can hits the opponent while they’re in the air, they can air tech. However, if it hits them on the ground, and carries them and causes hard knockdown. (That combo is for when you don’t want to activate potential or don’t want the combo to waste time). Climax Super and Ranbu consume two meter but do a lot of damage. Ranbu does hit airborne opponents, but it can whiff if they’re too high, so be careful. Climax Super does more damage, but Ranbu restores 20% blast gauge and gives okizeme.
2A 5B 214x 214AB
2A 5B 5C/2C 5AB 214AB
2A 5B 5C 5AB 214AB Super Ender
Command grab combos. You should keep in mind that using two command grabs activates the damage up potential. A command grab throws them forward and B command grab throws them in the opposite direction. C command grab won’t hit grounded opponents, but will hit aerial ones. Canceling into EX command grab after the A~C ones will give hard knockdown. When canceling 5AB into EX command grab, it’s most stable to do it after the 3rd hit. It’s possible to do it after the 4th hit if they’re grounded, but the float from 2C makes it unstable.
2A 5B 5C/2C 5AB 236AB 5B 5C 41236BC
2A 5B 5C 5AB 236AB quickly jA jB jC land 214C 214AB Super Ender
Near the corner confirms using the wall bounce of EX command grab. They obviously do high damage for low resources, but the okizeme situation is also good
2A 5B 2C 5AB 236AB Power Up Blast
Combo that uses EX trash can’s wall bounce to combo power blast. If you try to power blast before recovering from EX trash can, it will become combo blast, so be careful. It’s great to get two meter back, but power blast allows air recovery, so the drawback is that they can escape from the corner.
5B/2B j A jB jc jC j236C
5C 236AB 41236BC
Shizuo struggles to get reward here, so you should probably rely on an assist
Charged jC close 5B jc jA jB jc j C j236C
Charged jC jc slight delay charged jC 214C 214AB Super Ender
Charged jC jc Power Up Blast
Low hit jC land Trump
4AB jB jC jc jB jC j236C
4AB jB jC jc Power Up Blast
4AB Charged jC jc Charged jC land 214C 214AB or Super Ender
4AB Charged jC jc Charged jC land 214C 214AB Super Ender
4AB Trump
If you jump forward after the charged j.C jump cancel, you switch places with the opponent. If you jump vertically then hold forward while charging j.C, you won’t switch places. You can also switch places by replacing the landing C cmd grab with B cmd grab.
If you can’t consistently land the charged j.C combo, you can do 4AB follow-up>EX cmd grab for a hard knockdown.
4AB Charged jC jc Charged jC land 214C 236AB 5B 214A 214AB Super Ender
4AB Charged jC jc Charged jC land 214C 236AB Trump
It’s possible to use the same combos in the corner that you use midscreen, but you can also use EX trash can instead.
Generally speaking, it’s better to use EX trash can over EX command grab, since you can use both in one combo for 4 meter or combo into trump.
214A 214AB or Super Ender
214A 214AB Super Ender
Using two command grabs activates the damage up potential, so you should use climax art if possible
Throw 66 OTG 2AAA 2B
Throw 214AB or Super Ender
214A delay 236AB jA jB jC land 214C 214AB and/or Super Ender
214A 236AB Trump
214A delay 236AB jA jB jC land 214C 214AB Trump
You extend the combos by using EX trash can.
Throw Trump
Throw 214AB Trump
Unlike command grab, there’s a lot of momentum, so the combo can’t be extended very far. Just move on to okizeme quickly.
2AB delay 236AB 41236BC
2AB 63214BC
You can link ranbu if the counter hits the opponent from a low elevation. The timing takes some getting used to, but it’s really good for the frame advantage
5A 5B 5C 5AB Combo Blast Charged j.C jc Charged j.C land 214C 214AB or Super Ender
214A Combo Blast Charged j.C jc Charged j.C land 214C 214AB or Super Ender
j236C delay Combo Blast Charged j.C jc Charged j.C land 214C 214AB or Super Ender
3 basic combo blast combo parts. Remember them, they’ll help your ability to close out rounds. It’s also possible to link charged j.C>trump after the combo blast. If you’re near the corner, using horizontal combo blast will slightly increase the damage. Dive>delay combo blast is quite difficult, but it becomes stable if you use combo blast type blast character.
Close 2A 2B 2C jA jB jC 214C 214AB or Super Ender
Anti-air 5C jA .B jc jB jC j236C
Corner Charged j.C jc Charged j.C jc Charged j.C 214B/C 214AB or Super Ender
The restriction on jump canceling normals is lifted and allows C normal jump cancels, so you can convert 5C anti-airs into an aerial combo for no meter, and your reward for abare goes up.
Simply because Shizuo’s C normals are so big and commanding, you should be going for this ignition a lot.
Close Standing Hit 2A 5B jA jC jB 2B 2C jA jC jB 214C 214AB or Super Ender
jA jC jB becomes possible, and lets you combo a standing opponent hit with 2A, then jump canceled into rising jA.
Beyond this, any combo possible for Double Player Ignition is possible here too.
[Corner Only] 2B 5C 2C jA jC jB 214C 214AB or Super Ender
5A>5B>5C/2C>5AB [1716/1615]
5A>5B>2C [1077]
Your go to combo for meterless HKD
5A>5B>2C>236A [1281]
if you want to tack on a bit of OTG damage
5A>2A>5A>5B>5C>5AB [1781]
j.[C]>j.[C]>5x>214C [2229-2400]
Any grounded normal will work here
j.[C]>j.[C]>5B>j.A>j.B>j.B>j.C [2383]
j.[C]>j.[C]>5B>j.A j.C>j.C>j.236A [2553]
j.[C] slight delay 5B delay j.B>j.C>214C [2314]
j.[C] delay 5B delay j.B>j.C>5C>214C [2519]
For the 5B timing dashing under the opponent after j[C] connects helps make the timing easier and more consistent
j[C] 5[C] 2A 5A 214X [2473]
4AB~C follow-up j[C] jc j[C] 5B 214C [2409]
5B can be omitted less damage/easier execution
4AB~C follow-up j[C] jc j[C] 5B jA jB jc jB jC [2431]
4AB~C follow-up j[C] jc j[C] 5B jA jB jc jB j236A [2501]
j[C] small delay Power Up Blast [1000]
It’s short and sweet, the goal here is mainly to land a power up blast and build meter.
5A>5B>5C>5AB (4 hits)>214AB [2480]
5A>5B>2C>5AB (3 hits)>214AB [2209]
5A>5B>5C>5AB (4 hits)>236AB [2257]
[Corner Only No HKD] 5A>5B>5C>5AB (4 hits)>236AB>2C>5AB [2674]
[Corner Only No HKD] 5A>5B>5C>5AB (4 hits)>236AB>66>2A>214A [2662]
5A>2A>5A>5B>5C>5AB (3 hits)>214AB [2250]
j.[C]>j.[C] 5x 214C 214AB [2669-2840]
j.[C]>j.[C]>5B>j.A j.B>j.B>j.C>j.236AB [2723]
j.[C] delay 5B>delay j.B>j.C>214C>214AB [2754]
j.[C] delay 5B>delay j.B>j.C>5C>214C>214AB [2959]
Corner Only j.[C]>5[C]>2A>5A>214X>214AB [2913]
4AB~C follow-up j.[C]>j.[C]>5B>214C>214AB [2849]
5B can be omitted less damage/easier execution
4AB~C follow-up j.[C]>j.[C]>5B >j.A>j.B>j.B>j.236AB [2690]
[Corner Only] No HKD 4AB~C follow-up j.[C]>j.[C]>214C>236AB>2A>214A [2684]