http://www.youtube.com/watch?v=1FHxPxLIa9w&feature=youtu.behttp://www.youtube.com/watch?v=94GuEMtN9Ks - mirror
Made a video for all basic combos, less repetitive than the crescent one I hope
Any combo involving 5bb and without a used jump cancel can just be done with 5b to air combo to keep the opponent lower in the corner for a dash 2a meaty. Obviousy you can do choose to do 623b oki enders off any of the clean hit combos, corner 214c combos or throw combos too.
Bnbs
2aa 2b 5c 2c 6c 5bb jbc sdjcab AT
His most basic staple combo. As with Crescent, 2b is bad range and you wont get to use it often in combo off 2a so more than likely you will be confirming off 2a to 5c.
2aa 2b 5c 2c 5bb jbc sdjcab AT
If possible avoid using 6c in the combo because you can get more damage this way. However, its rare to get close hits like this where you wouldn't want to do another combo anyway.
There are many other simple combos you can do with H-Tohno for confirming (like 2aa 5c 6c 2c 2b 5bb air combo) but for the most part, but these two are the most reliable easy ones and turn out the most damage by a slight margin.
2aa 5b 5a6aa 6[c] iad jc 5bb 2a (whiff) njcb sdjbc AT
This has good damage but requires REALLY close proximity. You can do this combo with 2aa 5c 5a6aa or 2aa 5b 5c 5a6aa too but this actually does worse damage due to the scaled prorate on 5c. Not a very common combo except maybe off 22b~d mixups.
2a 2b 5c (delay) 5bb (delay) 6[c] (recover/whiff 5a/2b) 5bb jbc sdjcab AT
This is your most practical higher damage combo that can also lead to decent okizeme from airthrow in the corner. You can confirm with up to 4 2as on this one making it a lot more practical than the previous one. 2b is again, unlikely to be used.
Does not work on Warakia or Kouma or Warc. Will only work on Nero and Arc with at least 3/4 2a's or a jumpin to start the combo.
Not in video but possible 2a 2b 5c (delay) 5bb (delay) 6[c] (delay) 22a, njacb sdjbc AT
Extremely finnicky/char specific combo but will get you dash 2a oki and better damage than just 5b to air combo.
Oki combosYou can run a sort of whichway off his 623b from most of these combos with a well timed iad jb/a to land on either side. Will be demonstrated in later videos.
2aa 5b 2b 5c 2c 6c 623b
A bog standard oki combo. Note that you only lose about 600 damage for doing this compared to the easiest bnb. As a result, I would reccomend using this when you get 2a hits midscreen that you cannot conver into anything better like the previous 2 combos. 5b and 2b are likely to be ommitted but the core important part is 5c 2c 6c 623b anyway so it doesnt matter. Try to make sure your 623b hits on the "sweet spot" as Shiki's on the ground, this makes it do more damage.
2aa 5bc 5a 6aa 6[c] iad jc 5b 623b
An example of the 2aa 5b 5c starter as well as some higher damage for oki. If you get the opportunity to land this combo you should usually just go for the full thing, unless you're in heat and want to setup some scarier pressure. Note that on some characters at some heights, iad 5b 623b wont hit on the sweet spot so you may want to do iad jc 623b instead.
2aa 5c 5bb 6[c] (recover/whiff 5a/2b) 5b 623b
Same deal as the above mostly. Not too useful unless you confirmed and wanted to get oki due to heat or necessary momentum.
2aa 5c 6c 5a 6aa 2c 2b 5b 623b
Has decent corner carry and is a good way to confirm into oki if you blockstringed from 2a to 5c 6c quickly. Also sets up a back turned knockdown if you go through the opponent midscreen. Prefferable to skip the 2b so you get the "sweet spot" 623b but the damage is nearly the same.
Clean hit combosAs before, you can turn these into oki combos very easily if you want but Shiki's average damage is kinda low so these clean hit big damage combos are usually worth it.
5c 6c 5a 6aa 2c 2b 5bb jbc sdjcab AT
The bog standard piss easy 5k combo is still here that does dumb damage for the effort. Sometimes ends up putting you through the opponent depending on how close you were when you did 5a 6aa which can be unfavorable for the corner.
2b 5c 5bb 6[c] (recover/whiff 5a/2b) 5bb jbc sdjcab AT
Clean hit starter on the 5bb 6[c] combo. Requires really close proximity but allows for corner oki more easily than these other two combos.
5c 6c 5a 6aa 6[c] iad jc 5bb 2a (whiff) njcb sdjbc AT
Highest damage, but low potential for oki in the corner.
Note that this basic concept in this combo is very common for any sort of non 2a or 2c hit you get ino a blockstring, since going to 6c then 5a 6aa will always let you score good damage. This even applies off stuff like a 5b 6c 5a 6aa combo because you have enough time to recover fully from the 6aa before doing 2c so you get your 5b back.
Overhead combosDoing 623b enders off these isn't usually worth it.
6[c] (overhead) 5bb jcb sdjbc AT
Basic overhead combo.
6[c] (overhead) iad jc 5bb 2a (whiff) jc sdjcab AT
Marginal damage increase, but is useful when you already used 5b in blockstring into 6[c] and aren't in the corner. Try to avoid reverse beating from jc to the 5bb or the damage gets even worse.
Not in video (corner only) 6[c] (overhead) 22a 5bb jcb sdjbc AT
Max damage off 6[c] overhead.
5b[ b] (overhead) 214a (whiff) 2c 2b 5bb jbc sdjcab AT
This is actually an option select because on hit you recover in time from the 214a to combo, on block the 214a is usually safe (not as much now due to the recovery nerf), and it also instantly lows after your overhead to catch people out.
5b[ b] (overhead) 5a (whiff) 6[c] iad jc 5bb 2a (whiff) njcb sdjbc AT
Super high damage, but somewhat tricky to confirm.
Situational comboI fucked up with the placing of this combo in order of the video so it should be later. Derp.
623a/623b trade, walk forward 2c2b5bb jcb sdjbc AT
Basic dp combo. Possible but not listed is dp trade into 6[c] iad jc combo but this is very finnicky about positioning so is kind of not worth the effort.
Metered combos2aa 5b 2b 5c 2c 214c 22d 2c 2b 5bb jbc sdjcab AT
Basic corner 214c combo. Again, 2b and 5b unlikely to be in there usually. Bceause this is H-Moon, you wont be doing these as often due to your limitations on meter.
2aa 2b 5c 2c 214c 5a (whiff) 5b[ b] 22d 2c 2b 5bb jbc sdjcab AT
The most standard 214c confirm. Will only do about 100 more damage compared to the max hit combo, but without the 2b or 5b in the easy one (which is common, 2aa 5c 2c is a regular hitconfirm in the corner) this is much better damage (like 500).
Remeber that you can't use this combo if 5b was involved in the string earlier.
2aa 5b 2b 5c 2c 214c iabd jc (whiff) 2c 5a 6aa 6[c] (delay) 22a njacb sdjbc AT
Delay the last 6a to make the combo more consistent on smaller characters.
You may wonder why you'd want to do this combo, seeing as it does worse damage than all the other 214c combos. Whilst this is true (mostly due to the nerf) it offers better okizeme than the others, who have to sacrifice the second part of 5bb to get the dash 2a meaty. Note that the 5b[ b] combo is still better for that but this combo can be considered easier.
Not in video but possible 2aa 5b 2b 5c 2c 214c iabd jc (whiff) 2c 5a 6aa 6[c] 2a (whiff) 5bb 2a (whiff) njcb sdjbc AT
This does like 100 more damage than the previous one and looks pretty swag but considering the oki sucks you may as well just do the next one instead.
2aa 5b 2b 5c 2c 214c 5a (whiff) (delay) 6[c] iad jc 5bb 2a (whiff) jcb sdjbc AT
Maximum damage combo for the corner. Dash 2a meaty is not possible off this however. Note that without including the 5b 2b before the rest of the combo, the 5b[ b] one does more.
Not in video but possible 2aa 5b 2b 5c 2c 214c 5a (whiff) (delay) 6[c] 22a njacb sdjbc AT
This gives you better oki off this combo starter but theres no real reason to do this because it does less than everything else, even the iabd jc whiff combo.
Situational combos...againWelp, dp trade should be here. Whatever
(blockstring) 214b (counterhit) 5a 5bb jbc sdjcab AT
(blockstring, near corner) 22a (counterhit/overhead/jumping opponent) 5bb jcb sdjbc AT
(blockstring) 236b (jumping opponent) njacb sdjbc AT
Basic anti mash/jumpout confirms. Note that if 22a tagged a higher aerial opponent then you may have to just do rising ja to confirm into an air combo instead of 5b.
Not in video 214a (counterhit) 5a 5bb jbc sdcab AT
Not in video because the extra recovery on H-Tohno's 214a makes this combo basically impossible unless it hits at the complete tip, and the extra recovery make it less desirable for poking around with or trying to catch mash anyway.
(blockstring, near corner) 236a (counterhit/jump startup) 214c 5a (whiff) 5b[ b] 2c 2b 5bb jbc sdjcab AT
(blockstring, near corner) 236a (counterhit/jump startup) 214c 5a (whiff) 6[c] iad jc 5bb 2a (whiff) jcb sdjbc AT
You can obviously do the easy combo here again if you want. The 5b[ b] one is more staple when you are slightly outside the corner whilst 6[c] is easier when you're all the way in (unless you want oki)
(aerial counterhit), land, 5b6c jbc sdjcab AT
The most standard high damage air pickup. 5b 5b also possible and higher damage but much more unreliable. Other pickups include stuff like 2a/5a 5bb, 2c 5bb, 2b 5bb, or plain old 5c, but these do less or are harder to connect reliably.
Throw combos(gold airthrow), land, 2c 6c 5bb jcb sdjbc AT
Basic airthrow combo. Considering the damage you get off this, can be better to just do 2c 6c 623b for easy oki midscreen.
(gold airthrow), land, 2c 5a 6aa 6[c] (recover/whiff 5a/2b) 5bb jcb sdjbc AT
(gold airthrow), land, 2c 5a 6aa 6[c] (recover/whiff 5a/2b) 5b 623b
Higher damage tricky variants. Not really incredibly practical except on some larger characters. As before, delaying the final 6a can help in landing it more consistently.
(corner) 22c, 2c 2b 5bb jcb sdjbc AT
Unlikely to ever get this due to needing to have to travel through opponent to grab but hey, its there.
22c, 2c 6c 5bb jcb sdjbc AT
More standard confirm off 22c from anywhere.
Not in video but possible22c, 2c 5a 6aa 6[c] 5bb jcb sdjbc AT
22c, 2c 5a 6aa 6[c] 5b 623b
Again, finnicky as all hell so not terribly practical.
Shield Counter combos5d (shield counter) 2c 6c 623b
5d (shield counter, long range) 2c 6c 5bb jcb sdjbc AT
5d (shield counter, close up) walk forward, 2c 2b5bb jcb jbc AT
Basic shield counter combos. Low shield counter is not comboable off unless the opponent is still mashing their 2a after you shield something low, and in that case the pickup is 5a 5b 623b or 5a 5bb jbc sdjcab AT.
SWAG COMBO
5c 6c 5a 6aa (delay) 22a 214c 5b[b ] (should turn you around) 214a (input as 236a) 2c 5a 6aa 6[c] 2a (whiff) 5bb jbc jbc AT
If you end up inside the corner due to not being swag enough just do 22d or 5a cancel on the 5b[b ] and walk out into 2c2b5bb. Scrub.
Stuff that wasn't in this video that I plan to do later > otgs (otg relaunches for H all kinda suck, he has so few ways to set them up aside from 5b[ b] 214a which sucks, and justifying 236c use when you're H is hard), some mixups and blockstring concept. Probably will be on wiki at some point.