Shogis Thresh Combos for Beginners

Last updated 9.25.2026

Midscreen

5M > 5H > 5S1 > 3H > 6S2 > j.2H > j.5S1 > j.6[S2] > 4H > 2.S1 > ~4 / Super 1 / Super 3
Most ranges (Can start 5H, any combo into 5S1 this works)
From some ranges we need to do 6H > 2S1 > Super 1
Can end in 2S1~4 for limit strike and to corner.

4H > dl.5S1 > 3H > 6S2 > j.2H > j.5S1 > j.6[S2] > 4H > 2S1 > ~4 / Super 1 / Super 3
Need to do 6H > 2S1 if close to the corner.
Can end in 2S1~4 for limit strike and to corner.

6H >j.[H] > 5M > 2H > j.H > j.6H > 6S2 > 2H > j.H > j.S1> j.6[S2] > Super 1 / 66 Super 3
Midscreen Only
Do this conversion off close range starters, close to the corner.
Often hit confirmed out of doing 5M, 6H in pressure
Can also do j.6H ender for limit strike

6H >j.[H] > 5M > 2H > j.H > j.6H > 6S2 > 2H > j.H > j.S1 > j.5S2 > dl.j.S1 > Super 2
Midscreen Only
Version of the above combo if you are not close enough to the corner for the 6[S2] to hit.
Often hit confirmed out of doing 5M, 6H in pressure

6H > j.[H] > (5M) > 5H > dl.5S1 > 3H > 6S2 > j.2H > 5S1 > 6[S2] > Super 1 / 66 ~ Super 3
Safer 6H conversion
Often hit confirmed out of doing 5M, 6H in pressure

5M > 5H > 5S1 > j.9[H] > 5M > 2[H] > j.[H] > j.6H > 6[S2] > 4H/6H > 2S1 > ~4 / Super 1 / Super 3
Simple solo Confirm if lantern is out and Behind
Less common but nice to know

5M > 5H > 5S1 > 6[S2] > 4H > 3H > 6S2 > 2[H] > 2[S1] > j.S1 > 5S2 > j.S1 > Super 2
Simple solo confirm if lantern is out and Ahead
Less Common route but nice to know

5[S1] > j.H > 5M > 5H > dl.5S1 > 3H > 6S2 > j.2H > j.5S1 > 6[S2] > Super 1 / Super 3
Simple confirm If you land a charged hook
Very uncommon confirm

4H > 5[S1] > j.H > 5M > 5H > dl.5S1 > 3H > 6S2 > j.2H > j.5S1 > 6[S2] > Super 1 / Super 3
Simple confirm if complete max range on 4H and you over charge the hook
Uncommon Route

Corner

5M > 5H > 5S1 > 3H > 6S2 > j.2H > j.5S1 > j.6[S2] > 6H > 2.S1 > Super 1 / Super 3
Can just route into this midscreen bnb safely at all scalings
Most ranges (Can start 5H, any combo into 5S1 this works)

6H > j.7[H] > (5M) > 5H > dl.5S1 > 3H > 6S2 > j.2H > 5S1 > 6[S2] > Super 1 / 66 ~ Super 3
Safer 6H conversion
Often hit confirmed out of doing 5M, 6H in pressure

Anti-Airs

2M > 5S1 > 3H > 6S2 > j.2H > j.5S1 > j.6[S2] > 4H > 2S1 >~4 / Super 1 / Super 3
Far 2M hit only
If close to the corner, need to do 6H > 2S1
Can end in 2S1~4 for limit strike and to corner.

2H > j.5H > j.6H > j.6S2 > 2M > 5S1 > j.H > j.5S1 > j.6[S2] > Super 1 / 66 > Super 3
Close 2H Hit
Can combo 2M > 2H off of a close 2M hit
Need to buffer 66 after the j.6[S2] for Super 3 to hit

Tag Launch

2T > j.[H] > 6H > 2[H] > 2S1 > Super 1/3
Should work at all scaling and be stable
Good ender if just needing to tack on more damage.

2T > j.H > j.6H > 3H > 2S2
Preferred tag launch ender if above doesn't kill

Throw Combos

Corner

Throw > 2H > j.M > j.H > j.5S1 > j.5[S2] > Super 1 / Super 3
Not optimal by any means, but undroppable

Air Throw

Throw> j.2H > 2[H] > j.[H] > j.6H > 2[H] > 2S1 > Super 1 / Super 3
Simple air throw conversion

Midscreen

Throw > (Micro Walk) > 6H > j.H > j.5S1 > j.5S2 > j.5S1 > Super 2
If close to the corner, can do j.5[S2] into corner enders (Super 1 / Super 3)

Throw > 6H > 2S1 > Super 1 / Super 3
Simple confirm off throw

Simple Oki

3H
Off of limit strike 3H we get 2S2, covers roll and beats getup attack, extremely plus
Easy to route into off of tag launch