Shonen Unleashed combos depend entirely on how efficiently you capitalize on neutral hits before your opponent builds enough meter to activate their defensive burst. Because the game features an evasive escape mechanic bound to the R key, optimal play prioritizes executing compact, high-damage special moves over drawn-out basic attack strings. Mastering neutral priority, hit confirms, and wall interactions allows you to secure round-winning damage across both base rosters and awakened variants.
Core Neutral Priority and M1 Combo Resets
Every grounded combo in Shonen Unleashed originates from neutral interactions governed by directional dashes and attack priority. Basic attacks are performed with Left Click, while an uptilt launcher is executed using Right Click plus Left Click.
In competitive play documented by community testers, standard dashing into an opponent's guard is easily countered. High-level movement relies on Q-dashing laterally or jumping over an opponent to strike behind their block. Defending players hold F to block, and blocking the first basic strike grants frame priority, allowing the defender to release guard and immediately counter-attack before the attacker can complete an attack string.
Players have observed that airborne basic attacks grant two distinct hitboxes that override incoming grounded dashes. Jumping while inputting basic attacks gives aerial priority over an approaching enemy. Additionally, players use forward dash resets to extend pressure: after knocking an opponent down with an aerial down-slam or specific knockback tools, immediately dashing forward allows you to catch the opponent's recovery frames and restart an M1 sequence before they can roll away.
Bread-and-Butter Base Combos by Character
Base form combinations require balancing combo extenders, block breakers, and command grabs to keep the opponent locked down. In player testing and tournament showcases, several characters feature standardized bread-and-butter routes.
Katsuki Bakugo
Bakugo utilizes high mobility with double jumps and double dashes. His primary offensive starters rely on his down tilt, auto-cannons, and guard-breaking explosives:
- Land an uptilt launcher followed by a down tilt.
- Cancel into AP Shot Auto Cannon as a combo extender.
- Follow up with X Catapult, circling behind the target, or finish with Howitzer Blitz for knockdown damage.
- Alternative ground poke: Stun Grenade can be used to blind the target and inflict posture damage, setting up a guaranteed AP Shot guard break if they continue to block.
Goku (Base Form)
Goku balances beam spacing with close-range launchers:
- Connect three basic attacks (M1, M1, M1).
- Input an air tilt launcher into Meteor Rush.
- Cast Kamehameha aimed downward as the opponent falls to extend the juggle.
- Conclude the sequence with Kaioken Attack, which possesses hyper armor to prevent interruptions and break through guard attempts.
Johnny Joestar (Prestige)
Johnny operates as a zoning-focused prestige character unlocked at the Prestige Shrine for 5 Diamonds once a player reaches level 100. In base form, Johnny cannot jump and deals lower basic attack damage, requiring precise skill extensions:
- Ground String: Connect three basic attacks, cast Trapper to bypass block and hard-knockdown, connect three more basic attacks, then cancel into charged Golden Rifle and finish with Nail Bullets (inflicting approximately 58 damage in testing).
- Mounted String (Slow Dancer): While riding Slow Dancer, connect three basic attacks, cast Deadly Sniper to track and juggle, dash forward for three additional basic attacks, and end with Golden Rifle into Nail Bullets (inflicting approximately 56 damage).
| Character | Starter Move | Primary Extender | Finisher Move | Documented Properties |
|---|---|---|---|---|
| Katsuki Bakugo | Uptilt + Down Tilt | AP Shot Auto Cannon | Howitzer Blitz / X Catapult | Heavy posture pressure, blinds with Stun Grenade |
| Goku (Base) | M1 x3 into Air Tilt | Meteor Rush + Kamehameha | Kaioken Attack | Hyper armor on finisher, auto-tracks on awakened beams |
| Johnny Joestar | M1 x3 / Trapper | Trapper (ground knockdown) | Golden Rifle + Nail Bullets | Bypasses block, requires 5 Diamonds from Prestige Shrine |
| Itachi Uchiha | Crow Ambush (i-frames) | Exploding Clone (charged) | Crow Assault (re-stands) | Projectile immunity during rush, manual clone swap |
Wall Bounces and Stage Extensions
Wall interactions allow players to reset hit stun and bypass standard damage decay. When an opponent hits an arena boundary, specific skills trigger a wall bounce state, popping the target back into the air rather than allowing them to enter an invulnerable knockdown.
In community demonstrations, Son Gohan demonstrates multiple wall-bounce options:
- Masenko carries the opponent across the arena and splats them directly onto the boundary wall.
- Dragon Strike (both uncharged and charged variations) connects against a wall-bound opponent to peel them off the surface and maintain the juggle.
- Gohan's fourth skill command grab also functions as a confirmed wall bounce, resetting the opponent's airborne hit state.
Other characters utilize boundary grabs to conclude or extend chains. Monkey D. Luffy can catch wall-splatted targets using Windmill or his secondary grab to reset the offensive sequence. Sanji uses Extra Hot Tea to knock opponents into walls, setting up follow-ups with Concasser or Party Table Kick Course before the opponent's defensive burst recovers.
Awakened Mode Combos and Touch-of-Death Chains
Activating an Awakening with the G key replaces standard move kits with higher-damage skills, enhanced basic attack hitboxes, and unblockable finishers.
Dangai Ichigo (Hueco Mundo Level 10 Variant)
Dangai Ichigo is unlocked by raising Hueco Mundo Ichigo to character level 10. In this awakened state, Ichigo gains teleport dashes, extended sword range, a counter-evasive dealing 15 damage, and nearly unblockable tools.
Standard String:
- Land introductory basic attacks into God Punisher (bypasses block and starts the combo).
- Dash forward and activate Crescent Slasher to break guard and extend hit stun.
- Follow up with basic strikes into Howling Moon, which teleports to the opponent, grants hyper armor, and knocks them down.
- Dash in with Lunar Descent, hitting the Reiatsu explosion, and finish with two trailing basic attacks.
Touch-of-Death (TOD) Sequence:
- Connect an M1 string into an uptilt launcher and immediate down slam.
- Link into Howling Moon, followed immediately by Lunar Descent.
- Slightly delay Crescent Slasher to catch the recovery animation.
- Connect a final basic attack string and end with God Punisher to completely deplete the opponent's health bar.
If 150 Awakening points are accumulated, pressing T executes Mugetsu, releasing a massive cone that deals 70 raw damage. Once Mugetsu concludes or the transformation meter expires, Ichigo loses his spiritual powers and enters human form. To restore his combat skills, the player must land 45 damage (equivalent to three full basic attack strings) and press C (Utility) to transform into Shikai Ichigo.
Itachi Uchiha Awakening
Itachi's awakening enables extended crumple chains:
- Cast Amaterasu to lock the opponent in place with black flames that cannot be burst off via evasive rolls.
- Time the conclusion of Amaterasu directly into Massacre (17 damage), forcing a crumple animation.
- Execute a fresh M1 string into Shadow Rush, clicking mid-dash to teleport behind the target.
- Activating Susanoo with skill 4 generates an initial ragdoll bounce. This state allows Itachi to transition into Yasaka Beads or his cinematic ultimate, Tsukuyomi. Tsukuyomi inflicts 5 direct damage while applying severe debuffs: 25% reduced damage output, 15% reduced movement speed, and 35% slower cooldown recovery until the target dies or awakens.
Armor System Rules and Combo Interactions
Executing uninterrupted combos requires understanding the three visual armor states present in Shonen Unleashed. Attacking into an armored startup without a matching counter-tool will cause your string to drop.
| Armor Type | Visual Indicator | Incoming Attack Vulnerability | How to Counter / Break |
|---|---|---|---|
| Super Armor | Yellow Character Highlight | Absorbs a single hit without canceling the skill startup. | Hit with multi-hit attacks or punch through by hitting multiple times. |
| Hyper Armor | Red Character Highlight | Immune to basic attack flinching, multi-hit strings, and knockbacks. | Can only be interrupted by command grabs. |
| Impervious Armor | Light Blue / White Highlight (Gojo only) | Negates incoming damage, routing all hit impact directly to the block posture bar. | Strike with dedicated guard breaks (Block Breakers). |
When an ally is eliminated in team ranked or private matches, the surviving player gains Spirit Unleashed, indicated by a floating white orb. This status provides a direct damage buff, overall damage reduction, and upgrades all active super armor skills into hyper armor, preventing opponents from interrupting your combo starters with standard pokes.









