Jump to content

Archived

This topic is now archived and is closed to further replies.

Shinsyn

[P4A] Yu Narukami - Combo Thread

Recommended Posts

All out Attack

C variants

-j.BB j.B JC j.BB j.Cxx214B

D variants(In corner)

-5B 5C j.BB j.B JC j.BB j.Cxx214B

OMC

-Grab OMC Dash 5B 5C j.BB j.B j.BB j.Cxx214A

-5B 5Cxx214D OMC 214B Dash JC j.Cxx214B 2B j.Cxx214A 5AAA backdash cancel

Share this post


Link to post
Share on other sites
-5A+B~FC C > j.B > j.BB > j.A > j.B > j.C > j.214B - (2601)

-5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 2B > j.C > j.214B > 5D - (2981)

-5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 5B > j.C > j.214B > 5AAA - (3359)

-5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 2B > 5C > sj.B > j.BB > j.B+D > j.236236C - (4030)

-5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 5B > 2C (BDC) > 2A+B > 236C > 214124C - (4425)

-C+D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (2685)

-5B > 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA - (4116)

taken from http://www.dustloop.com/wiki/index.php?title=Yu_Narukami_(P4Arena).

As for corner throw combos there's a few worth looking at there.

Share this post


Link to post
Share on other sites

big carry combo

fc 214b>dash 5c>iad delay j.b>delay j.bb>5c>j.214a/b>2b>5c>j.214b>5b>5c>j.214a>5aaa

Share this post


Link to post
Share on other sites

If you're willing to spend some gauge, the carry could be improved using 2C EX Zio OMC somewhere, plus OMB.

Wanna see if it's possible to fullscreen carry with something like that lol

edit

fullscreen combo:

2C 214CD OMB 5D dash 2AB 5B 214B~5DD 214B 2B j.C j.214A

Share this post


Link to post
Share on other sites

>Midscreen, meh. All about strings and sweep/thunder-car finisher

>Corner. All about them raging lion loops

That's just the gist of course. Crazy stuff like crossunder XSlash and OMC combos are still there, but are not something never-seen before.

This game is kinda limited combo-wise to be honest lol

I'm thinking about a SMP combo for Yu~

edit: fffff why cant I acess the framedata on famitsu anymore?

Share this post


Link to post
Share on other sites

Ughh.. been so long.. here's a 2C FC combo

FC 2C>214CD>OMC>5B>j.C>j.214B>2B>5C>j.214B>2B>j.C>j.214A>5AAA(214214C/D) 38XX/75heat (4632/125heat)

214D can be substituted if it's in mid to corner and 2nd j.214B can be changed to j.214AB for an extra loop.

Share this post


Link to post
Share on other sites

lol smp combo for him is pretty much impossible cuz none of his shit has enough untech time to loop the same move over and over

Share this post


Link to post
Share on other sites
lol smp combo for him is pretty much impossible cuz none of his shit has enough untech time to loop the same move over and over

you can do 214B 214B 214B RC 214B RC 214B after SMP loop kicks in

Share this post


Link to post
Share on other sites

i dunno, iirc what i did was 236D FC RC IAD jBB 2A 5AA 2B 5B 5C 214D OMB 214B 214B 214B RC 214B RC 214B but i didnt really test anything more, i just wanted to see if it was possible

Share this post


Link to post
Share on other sites

uhh i got fc 236d>5c>214d>burst>5d>sweep>214a>5dd>2b>5c>2c>214b>214b>214b>rc>214b barely broke 6k i think? pretty shitty dmg

Share this post


Link to post
Share on other sites

Well

metered air combo confirming theory?! i guess, works around 60% of the screen away from the corner (no really)

So when confirming into air combo,

by having your opponent at the bottom of jB/jA, you can make j214B RC j214A connect in such a way that you can link 5B and stuff easily afterwards.

Example! from starting position, cross over and anti air 2B (this is just to get a grasp on the range and how the dives interact at distances. When closer to the corner, you have to delay the RC otherwise, you do it immediately)

2B CH 5B 5C SJ jB jC j214B RC j214A 5B/2B jC j214B into 5D oki or 5AAA stuff or 2B 5C SJ jBB DP Ziodyne (super jump is necessary to create the proper height, though its possible to do it at low altitude with a normal jump if you keep the opponent low)

Thats the "bnb" i guess, with a really "easy" confirm (5B 5C after CH)

Though at proper proration/with the proper starters you can squeeze another lion rep (which doesnt allow for 5AAA ender, which pretty much singles out its usefulness for cross slash ender)

You can do this relatively easily off of things with "3x" initial prorate (Being 2B, jA, jB most commonly) but you still have to keep SMP in mind...

jB CH land 5B jA jC j214B RC j214A 5B jC j214B 2B jC j214A CS

2B CH 5C jB jC j214B RC j214A 5B jC j214B 2B jC j214A CS

jA CH 2B SJ jB jC j214B RC j214A 5B jC j214B 2B jC j214A CS

etc etc, hopefully you get the idea behind the combo structure. If you land a hit and go directly into an air combo (2B AA jB jC... with a 3x prorate starter) you can actually net the 5AAA ender (or if its a 4x prorate starter, being 5A/5B you can squeeze out the extra rep)

Finally, a little more practical, if you avoid using 5C you can get an extra rep with 5AAA ender using EX lion by using 2A 5C after the j214A.

have fun i guess, sorry for the shitty explanation, this is actually really useful.

Share this post


Link to post
Share on other sites

also light proration shit into cross slash like crossup 5DD 1 hit DP cross slash or sandwiched 214A 5DD run up BD CS or jA 5A 5C BD CS (its application is a secret) can be followed up near the corner with 2A 5B jC j214B 2B(1/2) jC j214A 5AAA jBD

for larger characters where the 5AAA ender will connect even while they are pretty high up you can do 2 hits of 2B, but for most of the cast you have to do 1 to get the 5AAA ender.

i dont know why im double posting

uhhh

ill post up some useful OMB stuff too, i would like to make videos but no splitter :v

this board just seemed lonely

Share this post


Link to post
Share on other sites
metered air combo confirming theory?! i guess, works around 60% of the screen away from the corner (no really)

This does look pretty useful, will be nice getting damage and oki off hits you normally wouldn't. Gonna try this out.

and please post away, it is lol

Share this post


Link to post
Share on other sites

easier way is to do rc air dash j.c but obviously it limits you more to what you can do after

Share this post


Link to post
Share on other sites

Works from CH 5A too:

air hit CH 5A > 5B/2B > j.A > j.C > j.214B (OMC) > j.214A > 5B/2B > j.C > j.214B > 5D ~2400

People probably already know this, but apparently I've been doing a lame CH throw combo cuz I didn't realize you could delay so much to get close enough for the j.214A. So I fixed it in the wiki.

CH C+D > dash 5B > j.B (delay) > j.BB > j.B > j.C > j.214A - (2185, +Ziodyne 3096)

and another FC 214B combo:

FC 214B > dash 5C > 214A > CS > 2A > 5C (slight delay) > 214A > CS > 2B > 5C > j.B > j.B+D > Ziodyne - (7205)

Share this post


Link to post
Share on other sites
Works from CH 5A too:

air hit CH 5A > 5B/2B > j.A > j.C > j.214B (OMC) > j.214A > 5B/2B > j.C > j.214B > 5D ~2400

Yeah, i listed this under the 4x prorate starters. At least with 75 meter we can get ex lion > 5AAA ender, but its really hard to get the max reps off 5A to kill with super ;_;

People probably already know this, but apparently I've been doing a lame CH throw combo cuz I didn't realize you could delay so much to get close enough for the j.214A. So I fixed it in the wiki.

CH C+D > dash 5B > j.B (delay) > j.BB > j.B > j.C > j.214A - (2185, +Ziodyne 3096)

the throw combo ive been running is CD CH dash 5B (delay) 5C (delay) 2C (delay) 236C for 2282, you can ziodyne for 3193 (has to be buffered right when the fireball connects)

the better part about this is that you can actually get a little extension in the corner~

5B 5C 2C DC jB jBB djC (yeap) BD Ziodyne for 3474

or if youre a little closer

5B 5C 2C DC 5C SJ jBB BD Ziodyne for 3540

it might seem hard at first, but ive been doing this combo very consistently. You just have to find the rhythm, its kind of fun? maybe.

Edit: oh yeah since grab CH OMB doesnt work, ive been running CH grab dash 5B 5C 214A OMB jC j214B 2B jC j214A 5AAA jBD for meterless, for ziodyne ender (which is practically what im aiming for when i get it most of the time if anything) CH grab dash 5B 5C 214A OMB 214B j214B 2B 5C jBB djBB BD Ziodyne for like actual good damage(more than if you went into the 5D route off a normal grab > omb at least)

basic character+basic combo system = |: ...

then it should be easy to optimize stuff right?! theres a lot of stuff not fleshed out for this character, mostly in terms of being able to optimize in any situation possible

with that in mind, OMB confirms off 5D Oki? this is /ridiculously/ practical. pls to use this!!! its very helpful.

Jump over airturn airdash jA jB 5B 5DD 2B 5C 5B 2AB 236C OMB 5D 2AB 214A 5DD 2B 5B 5C SJ jBB jBD Ziodyne

Jump over empty jump 2A 2B 5B 5DD 5B 2AB 236C OMB 5D 2AB 214A 5DD 2B 5B 5C SJ jBB jBD Ziodyne

Same side empty jump low 2A 2B 5B 5DD 214B dash 236C OMB etc

In corner same same airdash jA jB 5B 5DD 214B etc

214A 5DD 5B 214D OMB 5D dash 2AB 5B 5DD 214B 5B jC j214A 5AAA

214A 5DD 5B 214D OMC 214B jC j214B 2B jC j214A 5AAA

yes it has to be 2B 5B!!! 2B doesnt give enough hitstun for 5C to connect

Share this post


Link to post
Share on other sites
then it should be easy to optimize stuff right?! theres a lot of stuff not fleshed out for this character, mostly in terms of being able to optimize in any situation possible

True dat.

Still trying to figure out random hits into oki for best damage and notice that I'd so some really damaging things. I just don't remember the combos I do ;_;

Should record my room mate and I's matches, since we both play Yu :x

Then study up on my fuck ups.

Share this post


Link to post
Share on other sites

Jump over airturn airdash jA jB 5B 5DD 2B 5C 5B 2AB 236C OMB 5D 2AB 214A 5DD 2B 5B 5C SJ jBB jBD Ziodyne

Jump over empty jump 2A 2B 5B 5DD 5B 2AB 236C OMB 5D 2AB 214A 5DD 2B 5B 5C SJ jBB jBD Ziodyne

Same side empty jump low 2A 2B 5B 5DD 214B dash 236C OMB etc

In corner same same airdash jA jB 5B 5DD 214B etc

214A 5DD 5B 214D OMB 5D dash 2AB 5B 5DD 214B 5B jC j214A 5AAA

214A 5DD 5B 214D OMC 214B jC j214B 2B jC j214A 5AAA

Finally went and got these down.

Damage numbers in order for reference:

4939

4178

4293

4845

4865

4375

If you're in awakening and have 100 meter you can use these to get more damage (think they're optimized but could be wrong):

Jump over airturn airdash jA jB 5B 5DD 2B 5C 5B 2AB 236C OMB dash CS 2B 5C jB jBB jB jC jBD Ziodyne

5641

(in corner) Jump over airturn airdash jA jB 5B 5DD 2B 5C 5B 2AB 236C OMB dash CS 2B 5B jC j214A CS

5745

Jump over empty jump 2A 2B 5B 5DD 5B 2AB 236C OMB dash CS 2B 5C jB jBB jB jC jBD Ziodyne

4830

Same side empty jump 2A 2B 5B 5DD 214B dash 236C OMB dash CS 2B 5C jB jBB jB jC jBD Ziodyne

4876

and I'll add others later probly.

fuzzy jA 5DD 5A 5C 5B 2A+B 236C OMB 5D dash 2A+B dash 5B 5DD 214B 2B 5C sjB jBB jBD Ziodyne

4777

(corner/neural jump) fuzzy jA jB 5B 5C 214D OMB 5D 2A+B 5B 5DD 2B 5C sjB jC jBD Ziodyne

5133

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×