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Shinsyn

[P4A] Yu Narukami - Combo Thread

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Does anyone have an optimized combo involving 5D off a 2A for the kill? I can get like 3.1k with a combo into cross slash.

hmmm might be something better, but with 50 meter I found:

2A > 2B > 5B > 5DD > 214B > 2C > 2AB > 214C > CS = 3386

it's a bit finicky at the end though, this one is more reliable at slightly less damage

2A > 2B > 5B > 5DD > 214B > 5C > 2C > CS = 3310

these are corner only of course.

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crossup/corner 2a>2b>5b>5dd>2b>5b>5c>2b>5c>214c>juumonji = 3422

replacing j.c with 5c for fatal combos does net a little more but alot more height dependent like in the corner you can do fc 214b>5b>5c>j.214b>2b>5c>j.214b>2b>5c>j.214a>5aaa for 4344 but its somewhat strict on timing

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Picked up a few combos from Jiyuna's stream against a SSS rank Yu.

Corner:

5D oki, empty jump 2A, 2B (1 hit) xx 214A (Reset), 5DD, 5B, 5C, 2C xx 214B, TK 214B, 2B (1 hit), 5C, j.B, BD xx Ziodyne - 4601 Damage

5C (on jumping opponent), OMB, 5D (3 hits), 214B, TK 214B, 5DD, 5B, 5C, j.BB, j.BB, BD xx Ziodyne - 5480 damage

214A, OMC, 2B (2 hits), 5B, 5C, 2C xx 214B, TK 214B, Cross Slash - 4424 Damage

I really like the first two combos.

Empty Jump 2A doesn't net you good damage and you just end up back in the knockdown into 5D oki so you can go for a tricky reset into 4.6k damage that could end the round.

The second combo only works if you hit them out of the air with 5C if you hit them on the ground the 5D will whiff. I usually fish for 5C if my opponent has bursted as it can lead into 6k-7k damage with 25-75 meter but I find myself catching them out of the air with 5C trying to chicken block. This is a great alternative OMB combo if you can hit confirm it.

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lol if youre going to use a burst and spend meter in corner then you might as well do 5c>burst>5d>214b>214a>5dd>5b>5c>j.214ab>2b>j.c>j.214b>2b>j.c>j.214a>5aaa = 6187

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lol if youre going to use a burst and spend meter in corner then you might as well do 5c>burst>5d>214b>214a>5dd>5b>5c>j.214ab>2b>j.c>j.214b>2b>j.c>j.214a>5aaa = 6187
So OMB reverse prorates then right? Does anyone have a number?

Empty Jump 2A doesn't net you good damage and you just end up back in the knockdown into 5D oki so you can go for a tricky reset into 4.6k damage that could end the round.
I'd call this a gimmick (respectfully). I'd rather get my 2k into a knockdown than risk it all on them not blocking an overhead.


After raw 214B I think you can do 5b j.c 214B 2B j.c 214B AAA, but this combo isn't possible if you do 2B after the initial 214B; you have to do a j.214A instead.

Combo off CH throw midscreen: dash 5B j.b (2 hits) j.bb dj.b (2 hits) j.c j.214A. The trick to making this combo consistent seems to be not only dashing up as far as possible and getting 2 hits from both j.b's, but also delaying your j.bb for an eternity. It does over 3k if you end in Ziodyne. This combo is hard at first but I don't think it's actually inconsistent, you just need to get used to the exact way to do it.

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What modifies the different types of Knockdown 234 B gives?

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What modifies the different types of Knockdown 234 B gives?
I think you mean 214B (look at the keypad on your keyboard if you have a keypad, or look at a calculator).

214B usually knocks down, but if the combo is prorated (either from starting off a move that prorates a lot as a starter, like a 2A, or for using moves like j.c in the combo), they will tech in the air.

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I think you mean 214B (look at the keypad on your keyboard if you have a keypad, or look at a calculator).

214B usually knocks down, but if the combo is prorated (either from starting off a move that prorates a lot as a starter, like a 2A, or for using moves like j.c in the combo), they will tech in the air.

I was just being dumb. I know numbpad notation I just fucked up.

I'm actually referring to 214B hitting the opponent naked. In Training Mode, sometimes the CPU is sent reeling skyward, somersault-like, with enough time to land 2B to start a combo. Other times, they are sent at a more obtuse/horizontal angle that doesn't allow me to follow up (resembles the Spinning Knockdown animation in Marvel 3).

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you mean bonus proration? it might? cant rly tell since the moves after it have pretty good p2s

@guy above: the 1st one is 214b 2nd one is j.214b

shin u needa change the notation cuz im pretty sure some of the new ppl are confused

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you mean bonus proration? it might? cant rly tell since the moves after it have pretty good p2s

@guy above: the 1st one is 214b 2nd one is j.214b

shin u needa change the notation cuz im pretty sure some of the new ppl are confused

Awesome, thanks.

Two more questions; is the OP being updated? I'm looking for various air-ground confirms off aerials like j.A/j.B etc.?

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Little update to the corner combos on the first post since they are lacking updates:

5B > 2B > 5C > 214D (OMC) > 214B > 5C > 2C (DC) > 66 > 2AB = 3346/15 (added the SP gain) This should also be considered a midscreen combo since I started midscreen.

5B > 2B > 5C > 214C > 5A > 5C > 2C > (delay) 214B > j.236236C (Ziodyne): 3439/25 (50 SP Req.)

Edit: Not possible --> 5B > 2B > 5C > 214C > 5A > 5C > 2C > (delay) 214B > 5B > (2B) > j.C > j.214A > 5AAA: XXXX/XX

5B > 2B > 5C > 214C > 5A > 5B > j.C > j.214A: 2204/20

How about some cross slash combos to finish the opponent off: bit more advanced

Off 214A without the use of 5D:

Corner: 214A > OMC > 5B > 2B > 5C > 2C > 214B > j.BB > j.B > JC > j.BB > j.C > j.B+D > Ziodyne 4362/07 100 SP

Corner: CH 214A > 5B > 2B > 5C > 2C > 214B > j.BB > j.B > JC > j.BB > j.C > j.B+D > Ziodyne 4462/32 50 SP (easier but leaves more blue health)

214A, OMC, 2B (2 hits), 5B, 5C, 2C xx 214B, TK 214B, Cross Slash - 4424 Damage

Corner: 214A > OMC > 5B > 2B > 5C > 2C > 214B > (TK) j.214B > Cross Slash 4426/07 100 SP (tip: for the TK j.214B don't press B too fast)

Corner: CH 214A > 5B > 2B > 5C > 2C > 214B > (TK) j.214B > Cross Slash 4526/26 50 SP

midscreen: 5B > 5C > 214D > OMC > 214B > 66 5B > j.C > 214B > 2B > j.C > 214A 3676/14

5B > 5C > 214D > OMC > 214B > 66 5B > j.C > 214B > 2B > j.C > 214A > Ziodyne 4587/14 (100SP)

5B > 5C > 214D > OMC > 214B > 66 5B > j.C > 214B > 2B > j.C > 214A > Cross Slash 4966/14 (100SP)

Edit: For j.A and j.B if not counter hit then I go for a quick ender, preferrably in j.214A and if it's counter hit and midscreen then they can't tech until they hit the ground allowing you to do a basic anti-air combo, I will have to see in the corner since I just started to look at his corner combos.

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Nah, the 3rd combo doesn't work.

Btw, here's a practical version from that Jiyuna combo:

5B 5C 214D (OMB) 5D 214B 214A 5DD 5B 5C (JC) j.214AB 2B (JC) j.C j.214A XSlash

Damage:6090 Meter Gain:15

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flashy 150 meter combo 5b>5c>214d>rc>214b>dash bd>juumonji>2b>5c>j.b>j.bb>dj.b>j.c>bd>lazor = 5958

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Punishing Aigis's uppercut with Yu starting in the corner:

block, 214B, 214D (1 hit), 214214C (cross slash crossup), 2B 5B j.C 214B 5B j.c 214B 5B j.c 214B 214214C - 5.9k, plus blue health for the uppercut.

She can super cancel her uppercut in the air like Yu can in order to gimmickly punish you for punishing it.

I think this game has Blazblue-style link help, where if you hold down the button you get the same input for multiple frames. This can help you get the 2B off the cross slash, which is essential to that combo.

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you mean bonus proration? it might? cant rly tell since the moves after it have pretty good p2s

@guy above: the 1st one is 214b 2nd one is j.214b

shin u needa change the notation cuz im pretty sure some of the new ppl are confused

Yeah, I'm noticing that. I'll find a way to make it simpler to understand for those new to the game or discuss with someone how I can make the notation easier for new people to read it.

EDIT: Also to further work on the combo thread, I will sit down and do all the combos w/o Damage or Heat notation and gather that information on Sunday (My only day off work...). I will also further look into each and every single combo posted to see if there are any errors in the thread. I will make corrections as I go and if combos aren't working at all no matter what variation I come up with, I will delete them off the list.

By the end of the weekend, the thread will be cleaned up.

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I made probably my longest combo though weak still viable if you want to end the match from an oki set up on corners..

5D>j.B(2hits)>2A>5B>2B>5DD>j.B(2hits)>5A>5C>5B>2B>5C>214CD(5hits)>OMB>214B>j.B(2hits)>j.BB>JC>B+D>236236C/D = [75heat reqd] 5160dmg(if all hits).. 2AB setup

@kiku: oops sorry :razz: thanks for pointing out...edited

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I made probably my longest combo though weak still viable if you want to end the match from an oki set up on corners..

5D>j.B(2hits)>2A>5B>2B>5DD>j.B(2hits)>2A>5C>5B>2B>5C>214CD>OMB>214B>j.B(2hits)>j.BB>JC>B+D>236236C/D = [50heat reqd] 5160dmg(if all hits).. 2AB setup

Just gonna point out that's a 75 SP combo, not 50, because of the EX slide.


Approaching corner (half of the screen) hit-confirm from an air-to-air:

j.b (2 hits, confirm), double jump forwards j.c, j.214B, OMC j.214B, 5B j.c j.214B, 2B j.c j.214A, AAA-something like 3.6k? I think it's a good use of meter for when you're not quite to the corner. You can air dash after the OMC but then your timing must be perfect. Height doesn't seem too fickle, it also looks really cool.

What's the best you guys are getting from an air throw OMC?

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I was just being dumb. I know numbpad notation I just fucked up.

I'm actually referring to 214B hitting the opponent naked. In Training Mode, sometimes the CPU is sent reeling skyward, somersault-like, with enough time to land 2B to start a combo. Other times, they are sent at a more obtuse/horizontal angle that doesn't allow me to follow up (resembles the Spinning Knockdown animation in Marvel 3).

It depends on whether or not you are in the air when you start the move. If you are in the air when you start 214B, you will get the spinning fullscreen knockdown. If you start 214B on the ground, and it lands, you get the summersault ground bounce and guaranteed followups. If you are on the ground and accidentally do 2147B you'll jump back and get an instant air version, so be careful with that last input.

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https://www.youtube.com/watch?v=CzdFJafG4x4

imdabess

5C>214D>OMB>5D>2AB>214B>214A>5DD>2A>5C>j.214AB>5B>j.C>j.214B>2B>j.C>j.214A>214214C/D

Good stuff. Does replacing the 2A with 1 hit of 2B increase or decrease damage? Is that even possible? Will test later.

Does 5D or 5DD have P2?

Now I wonder what the max is off a fatal 2C with OMB. Honestly I think you start running out of moves at that point. Something like 2C, 214B, 214A, OMB, 5D, j.214B, 5DD, 2B 5C j.214B, 2B 5C j.214B, 2B j.c j.214B, 2B j.c j.214A 214214C? That's a theory combo, it probably doesn't work.

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Replacing the 2A causes the combo to drop because of SMP. Changing any of the moves will cause it to drop. I'm pretty sure that's optimized.

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It depends on whether or not you are in the air when you start the move. If you are in the air when you start 214B, you will get the spinning fullscreen knockdown. If you start 214B on the ground, and it lands, you get the automatic Fatal Counter with summersault ground bounce and guaranteed followups. If you are on the ground and accidentally do 2147B you'll jump back and get an instant air version, so be careful with that last input.

214B doesnt force FC.

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You can combo off 214A/SB on normal ground hit if you do it as a meaty and it hits later than normally possible.

late 214A/SB > dash 5A > etc

Post 5D combos from hitting a j.214A/B, anyone got anything better for damage/oki?

j.214A > 5DD > 2AB = 1671 (5D oki)

j.214A > 5DD > 5B > 5C > 2C > 214B > j.2A = 3002 (j.D oki)

j.214A > 5DD > 5B > 2B > j.B > j.BB (JC) > j.B > j.C > j.214B > Ziodyne = 4278 (damage)

Some corner throw combos into 5D oki. You have to do 5D asap or they can jump out.

C+D > 5D = 1100

C+D > 2B > j.C > j.214B > 5D = 1827 (Works on: Labrys/ShadowLabrys, Aigis, Kanji, Teddie)

C+D > 2A > 5C > j.214SB > 5D = 1895

CH C+D > 5B > j.C > j.214B > 5D = 1955

j.C+D (OMC) > 2B > j.C > j.214B > 5D = 2674

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There any trick to the timing during the 5dd 2a 5c tk 214ab part? I usually don't have them high enough afterwards I don't think. I've got it consistent enough to almost always get 5b j.c 214a cross slash but I can't get the extra 2bb 214a if i do 5b j.c 214b. Dunno if im not doing something fast enough in the beginning or if I need to delay something to keep them high enough.

or maybe i need to mash 2b harder :8/:

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