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[P4AU 2.0] Sho Minazuki (Tsukiyomi) - Combo Thread

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Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Minazuki. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • This thread is for version 2.0 combos only! Since we do not have a console version to test posted combos on, please link to a time in an associated video when you post a new combo for this list. Thanks!
  • Only the most optimal combos will be listed in this thread, with certain exceptions. If a more optimal and equally practical combo is found, the previous will be replaced. There's a good chance that some 1.1 combos will actually work and will end up more optimal than what is listed in this thread; however, they will not be listed in this thread until we have a way of verifying this and their damage/meter gain.
  • Regarding the previous bullet: since the game is not out yet, we will list more combos than usual. The thread will be cleaned up to optimal, but also more practical alternatives, upon release of the game. Until then, we will list routes as we find them.

Collapsed: General Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
hHop
hcHop Cancel
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
dcDash Cancel
OMCOne More! Cancel
AoA~CAll Out Attack into C ender
AoA~DAll Out Attack into D ender
CHCounter Hit
FCFatal Counter
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table]

c.The attack must be used as close to the opponent as possible.
f.The attack must be used as far away from the opponent as possible.
[sS]Side Swap combo
[CO]Crouching Opponent
[AA]Anti-air or Air-to-Air
[RP]Roll Punish
[sD]Shadow Only Combo
[N%]Player SP % required before combo start.
[N/N%]Damage/SP Gain %[/table]

 

 

Challenge Mode Combos

Collapsed: ]
Mission #01
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Mission #02
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Mission #03
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Mission #04
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Mission #05
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Mission #06
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Mission #07
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Mission #08
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Mission #09
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Mission #10
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Mission #11
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Mission #12
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Mission #13
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Mission #14
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Mission #15
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Mission #16
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Mission #17
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Mission #18
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Mission #19
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Mission #20
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Mission #21
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Mission #22
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Mission #23
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Mission #24
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Mission #25
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Mission #26
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Mission #27
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Mission #28
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Mission #29
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Mission #30
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[/COLLAPSE
:

 

Mid-screen:

[COLLAPSE]
Normal Starters

5AA> 5B> 2B> 5C> 214B> 4B> 4B [2116/19%]

Universal and most basic BnB, can be confirmed into from almost any situation. Learn it!

 

5AA> 5B> 2B> 5C> 214B> 4B> 4AB> 2A> 5B(1)> 5C> 5D> 236C [2858/XX%, Requires XX meter at combo start]

Extender for the basic BnB. 25 meter for 742 extra damage, but you gain more than half of that meter from the combo.

 

5AA> 5B> 2B> 5C> 214B> 4AB> j.B> j.C> (whiff) j.D> 5B(1)> 5C> 5D> 236C [~3100/XX%, Requires XX meter at combo start]

New extender for the basic BnB!? Don't have an exact damage amount, but it seems to be about 3100 and involves whiffing j.D.

 

5AA> 5B> 2B> 2AB> BD> 236236C> 5D> 236D [3120/18%, Requires 34 meter at combo start]

Probably isn't optimized.

 

5AA> 5C> 214B> 4B> BD> 236236C> 2C> 2D> 236C> 66 2A> 5B(1)> 5C> 214A> 4A> 4A [3815/XX%, Requires XX meter at combo start]

Might need to be counterhit? Not clear from JP notes.

 

2B(1)> 5C> 214A> 4B> BD> 236236C> 2C> 2D> 236C> 66 2A> 5B(1)> 5C> 5D> 236C [4159/XX%, Requires XX meter at combo start]

 

[AA] 2B(1)> 5C> 5B(1)> jc.A> j.B> j.C> whiff j.D> 5AA> 5C> 5B(1)> 2B(1)> 5C> 5D> 236C [2997/??%]

 

CH 2B(1)> j.B> 5AA> 5D> 236C> 66 2A> 5B(1)> 2B> 2AB> 214B> 4B > 4B [2871/28%]

A solid counterhit combo.

 

CH 2B(1)> j.B> 5AA> 5D> 236C> 66 2A> 5AAAA> 4B > 4A [2466/36%]

Similar to the combo above, but prioritizing damage over meter gain.

 

CH 2B(1)> 5C> 214B> 4B > BD> 236236C> 2C> 2D> 236C> 66 2A> 5B(1)> 5C> 5D> 236C [4399/17%, Requires 35 meter at combo start]

 

[AA] CH j.B> 2B > 5B(1)> 5C> 214B> 4B> 4B [2290/17%]

This route is useable if you're closer to the ground when j.B lands

 

[AA] CH j.B> j.D> 236C> 66 2A> 5AAAA> 4B> 4B [2661/33%]

The preferred CH j.B route, due to the untech time nerf on j.B. This route prioritizes meter gain.

 

[AA] CH j.B> j.D> 236C> 66 2A> 5B(1)> 2B> 2AB> 214B> 4B > 4B [3036/25%]

Same as above, but prioritizing damage over meter gain.

 

[AA] CH j.B> j.D> 236C> 66 2A> 5B(1)> 5C> 214B> 4B> 4AB> 2A> 5B(1)> 2B(1)> 2AB> 214B> 4B> 4A [3547/XX%, Requires XX meter at combo start]

A variation on the above combo, spending 25 meter to eke out some extra damage.

 

[AA] CH 5C> 2C> 5D > 236C> 66 2A> 5B(1)> 2B> 2AB> 214B> 4B> 4B [4065/30%]

Due to the newly added ground bounce on 5C, this route is now possible.

 

[AA] CH 5C> 2C> 5D > 236C> 66 2A> 5AAAA> 4B> 4B [3708/39%]

A variation of the above route, prioritizing meter gain over damage.

 

[AA] CH 5C> 2C> j.D > 5AA> 5C> 5B(1)> 2B(1)> 5C> 5D> 236C [4370/35%]

A variation of the above confirms using j.D instead of 5D and getting an ender that allows for a safe jump.

 

CH 5C> AoA> C Followup> j.B> jc.B> j.C> j.2D> 236C [3023/33%]

The classic.

 

CH 5C> 2C> 214B> 4B> BD> 236236C> 2C> 2D> 236C> 66 2A> 5B(1)> 5C> 5D> 236C [5205/XX%, Requires XX meter at combo start]

 

FC 5C> 2C> 214B> 4B> j.A> 5C> 2C> j.D> 236C> 66 2A> 5C> 2C> 5D> 236C> 2A> 5B(1)> 5C> 214B> 4B> 4A [5316/55%]

5C is fast enough to punish certain fatal counter recovery moves. This combo is also known as WEEEEeeeeeee.

 

2C> 5D> 236C> 5AA> 2B> 5B(1)> 5C> 5D> 236C [3513/29%]

Requires the opponent to be in the air on hit.

 

FC 2D> 2C> jc.2D> 236C> 2A> 5C> 2C> j.D> 236C> 66 2A> 5C> 2C> 5D> 236C> 2A> 5B(1)> 214A> 4A> 4A [5156/54%]

Fatal counter teleport loops. Now easier to confirm.

 

FC 2D> 2C> jc.2D> 236C> 66 2A> 5C> 2C> 236A> 5C> 2C> jc.D> 236C> 66 2A> 5C> 2C> 5D> 236C [5220/??%]

Swag fatal loops. Now with less skill involved!

 

CH j.2D> 236C> 5AA> 2B> 5B(1)> 5C> 5D> 236C [3261/26%]

Requires the opponent to be in the air on hit.

 

Skill Starter

236C/D> 2A> 5B> 2B> 5C> 214B> 4B> BD> 236236C> 2C> 5D> 236C [3766/24%, Requires 27 meter at combo start]

 

System Starter

Throw> OMC 2nd hit> backdash> 2C> 5D> 236C> 2A> 5B(1)> 2B> 2AB> 214B> 4B> 4A [2655/XX%, Requires XX meter at combo start]

Throw> OMC 3rd hit> 5B> 2B> 5C> 214B> 4B> 4A [2622/XX%, Requires XX meter at combo start]

SP Skill Starter
-

 


 

Corner:

[COLLAPSE]
Normal Starters

5AA> 5C> 5B> 2B> 2AB> 214B> 4B> 4B [2359/21%]

 

5AA> 5C> 5B> 2AB> 214B> delay 4A> j.BD> 2A> 5C> 5B(1)> 2B(1)> 5C> 5D> 236C [3137/??%]

 

5A> 5C> 5B> 2AB> 214B> delay 4A> j.BD> 2A> 5C> delay 5B(1)> j.A> j.B> j.C> whiff j.D> 2B(1)> 5C> 5D> 236C [3266/??%]

 

CH 5C> 2C> 5B> 2AB> 214B> delay 4A> j.BD> 2A> 5C> delay 5B(1)> j.A> j.B> j.C> whiff j.D> 5B(1)> 2B(1)> 5C> 5D> 236C [4556/44%]

New counterhit 5C route in the corner! This is a great meterless punish.

 

CH 5C> AoA> D Followup> dc> 5C> 2C> 5D> 236C> 2A> 5B(1)> 2B> 2AB> 214B> 4B> 4B [3626/47%]

Not The Classic?

 

Skill Starters

214C/D> OMC> 5AA> 5C> 5B(1)> 2B(1)> 5C> 5D> 236C [2655/XX%, Requires XX meter at combo start]

 

214C/D> OMC> 5C> 5B(1)> jc.A> j.B> j.C> (whiff) j.D> 5B(1)> 5C> 5D> 236C [~2900/XX%, Requires XX meter at combo start]

New route for command throw OMCs. Don't have an exact damage amount, but it seems to be about 2900 and involves whiffing j.D.

 

[/COLLAPSE]

Edited by Jyosua

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All combos from Shiita and JP Twitter

 

https://t.co/sAjVIDyzSk approx prorate info

https://t.co/2mJ3v2YZxp Shiita's Combo doc, being updated as he finds new stuff.

Other stuff

fc2D>2C>j2D>teleport>2A>5C>2C>jD>teleport>2A>5C>2C>5D>teleport>2A>5B1>A rekkas

FC 2D>IAD jB>2B>5B>5C>2C>5D>teleport>2A > 5B(1) > 5C > 214B > 4B > 4A
5Cfc>2C>214B>4B>JA>2B1>5C>2C>JD>236C/D>2A>5C>2C>5D>236C/D>2A>5C>214B>4B>4A 5262ダメ

5AA>5B2B5C>214B>4AB>JB>JC>j.D whiff>5B(1)5C5D>236C 約3100

JBch AA>JD>236C>2A>5B1>5C>214B>4B>4AB>2A>5B1>2B1>2AB>214B>4B>4a 25%消費 dm3547

214C/D>omc>5C>5B(1)>JA>JB>JC>j.d whiff>5B(1)>5C>5D>236C約2900

CH 5C>2C>5B>sweep>214B 4B 4AB>2A>5B1>2B1>5C>5D>teleport dmg4127

2Dfc>A knife>5C>2C>JB>5C>2C>JB>5C>2C>5D>teleport>2A>5B(1)>2B>sweep>214B>DP>air DP

5AA > 5B > 2B > 5C > 214B > 4B > Izayoi > C wings > 2C > 2D > 236C > 2A > 5B1 > 5C > 5D > 236C

corner 5AA>5C5B2B5C>214B>4AB>JBJC(JDwhiff)>2A5B(1)5C2B>sweep>A rekkas

Some old routes. such as 5C CH > AoA~C > air combo may still work but do less damage.

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5c > 2c will only work midcombo if it's a FC combo, so the 2nd listed combo;

 

(FC? not listed)2D>IAD jB>2B>5B>5C>2C>5D>teleport>2A > 5B(1) > 5C > 214B > 4B > 4A

 

twould have to be FC 2d.

It looks like 5c will really become the standard punish tool.

 

Also wtf I used twitter for networking and Shiita actually gave me a follow back, between him and guyman, we can bounce ideas for good damage.

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5c > 2c will only work midcombo if it's a FC combo, so the 2nd listed combo;

 

(FC? not listed)2D>IAD jB>2B>5B>5C>2C>5D>teleport>2A > 5B(1) > 5C > 214B > 4B > 4A

 

twould have to be FC 2d.

It looks like 5c will really become the standard punish tool.

 

Also wtf I used twitter for networking and Shiita actually gave me a follow back, between him and guyman, we can bounce ideas for good damage.

 

Are you absolutely certain about that? I know I've seen 5C > 5D work midcombo off non-fatal because of the ground bounce, but I don't think I've seen 5C > 2C, so you might be right.

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New combos

5AA>5C>5B>2AB>214B>dl4A>j.BD>2A>5C>5B1>2B1>5C>5D>236C 予想ダメ3137

 

5A>5C>5B>2AB>214B>dl4A>j.BD>2A>5C>dl5B1>JA>JB>JC>j.D whiff>2B1>5C>5D>236C 3266

 

5Cch>2C>5B>2AB>214B>dl4A>j.BD>2A>5C>dl5B1>JA>JB>JC>j.D whiff>5B1>2B1>5C>5D>236C 4556 dm 44 meter gain

2B(1)>5C>5B(1)jc>JA>JB>JC>j.D whiff>微ダ5AA>5C>5B(1)>2B(1)>5C>5D>月読 ダメージ:2997

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5AA> 5B> 2B> 5C> 214B> 4B> 4B

 

After the first 4B you can go into DP, then delay slightly and do the air DP. It gets a good chunk more damage, but sends them sliding along the floor. 

*Sees 5AA>5C>5B>2AB>214B>dl4A>j.BD>2A>5C>5B1>2B1>5C>5D>236C* Oh. Nevermind. Carry on. Still, I feel like the more damaging meterless 5A confirms should be under that first 5A confirm in Jyosua's compiled post.

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I haven't gotten around to updating the thread again, yet. I'm currently wrapped in a job search and all the bullshit that comes with that, but within the next couple weeks or so, I'll update it. We're not getting 2.0 for a while, anyways. This was just a headstart.

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