Landing a solid hit on the ground is only half the battle in Demon Slayer: The Hinokami Chronicles. If you want to control the pace of a match, you need to keep your opponent off the floor. Developing a reliable Tanjiro advanced air combo strategy in Hinokami Chronicles lets you juggle enemies, drain their health, and burn through their guard meter before they can tech out and reset the neutral game.
What makes Tanjiro's aerial game so effective?
Tanjiro relies heavily on his Water Breathing forms to keep opponents suspended. Moves like Water Surface Slash and Striking Tide have excellent vertical reach and multi-hit properties. When you string these together correctly, you limit the opponent's ability to use their aerial tech. If you want a full breakdown of his moveset, our detailed character guide for his aerial options covers the exact frame advantages for each attack.
Which button inputs create the best air juggles?
The core of any good juggle starts with a launcher. Use a heavy attack to pop the enemy up, then immediately dash cancel into the air. From there, alternate between light and heavy attacks to maintain height. A reliable string is Heavy, Dash, Light, Light, Heavy, and then an Arts Cancel to reset your animation. For routes designed to squeeze out every last drop of health, check out our notes on optimizing Tanjiro's damage output in the corner.
How do you handle opponents who try to air tech?
Smart players will not just sit there and take a full combo. They will look for the exact frame to air tech and escape. To counter this, you need to stagger your attack timing. Instead of mashing buttons, pause for a fraction of a second between your light and heavy attacks. This baits out their tech attempt, allowing you to catch them again. You will need to practice adjusting your spacing against agile fighters like Nezuko, as they can escape standard strings much faster than heavier characters.
What are the most common mistakes players make in the air?
Dropping a combo usually comes down to a few specific habits that players need to unlearn:
- Overextending the juggle: Trying to add one more hit when the opponent's pushback is too high. This usually results in you whiffing and giving them a free punish on the ground.
- Ignoring the guard meter: Air combos drain the opponent's guard, but if you do not end with a strong finishing move, they will easily block your follow-up pressure.
- Skipping the basics: If your air combos feel inconsistent, it usually means you need to spend more time building a solid foundation with basic ground strings before moving to advanced tech.
How can you transition from an air combo into an ultimate?
Ending a juggle with a basic heavy attack is fine, but ending it with an ultimate art guarantees massive damage. As the opponent reaches the peak of their juggle, input your ultimate command. The cinematic will trigger right as they fall, guaranteeing a hit. Learning the exact timing for connecting your super arts reliably takes practice in training mode, but it turns a standard 30% combo into a 50% burst.
Understanding general fighting game notation and combo theory can help you read frame data and guides much faster. You can review standard fighting game input terminology to get familiar with terms like dash cancels, jump cancels, and true combos.
Next steps for training mode
Take these steps into the practice arena to lock in your muscle memory before jumping into ranked matches:
- Set the dummy's guard to "Never" and aerial tech to "Random" to practice catching unpredictable escapes.
- Turn on the input display to verify your dash cancels are registering on the exact frame.
- Record the dummy doing a basic three-hit string, then practice punishing their recovery with your heavy launcher.
- Run your chosen air combo ten times in a row without dropping it.
- Switch the dummy to a fast character like Zenitsu to test your staggered timing against quick air techs.
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