Jump to content

Archived

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

Moy_X7

[P4A] Yukiko Amagi Combo Thread (Updated 08/22/12)

Recommended Posts

Main_Header_Combo_Thread.png

Contents

1.) Introduction (Read this Section)

1A.)
Glossary (
Read this Section
)

1B.)
Combo Theory

2.) Main Combos

2A.)
Mid-screen Combos

2B.)
Near the Corner Combos

2C.)
Corner Combos

Info_Bar_c01.png

Intro

This thread is for posting optimal and practical combos for Yukiko. If you have any questions regarding a certain combo, ask those in the Q & A thread. This thread will be updated continuously over time. Feel free to submit good, optimal, and practical combos.

Glossary

66 - Dash or Micro Dash

c. - The move must be done up close

f. - The move must be used from a bit afar

AA - Anti-Air or Air Hit

CO - Crouching Opponent

SO - Standing Opponent

CH - Counter Hit

FC - Fatal Counter

JC - Jump Cancel

IAD - Instant Air Dash

[X] - Hold

]X[ - Release

~ - Do the following thing immediately after

OMB - One More Burst

OMC - One More Cancel

Dark Orange Colored Combos - These combos are character and spacing specific. They're easy against Yu, Yosuke, Mitsuru, Aigis, and Akihiko and difficult/very spacing dependent against Teddy, Labrys, and Shadow Labrys.

Green Colored Combos - These combos are character specific and only work on Yu, Yosuke, Mitsuru, Aigis, and Akihiko.

Red Colored Combos - These combos require 25 SP to work, usually through the use of SB Agi.

Combo Theory: Mid-screen Combos

Point Blank Range

Standing Opponent (Universal): At this range, you'll normally want to do Starter > 5AA > 3B > 5BB > 3B > 5C > 2C > 236A/B. It works from all of your normal starters (5A, 2A, j.A). However, if you do something like 2AA as the starter then you'll need to omit a 3B.

Standing Opponent (Character Specific): Against Yu, Yosuke, Mitsuru, Aigis, and Akihiko, you'll have the option to do a much more damaging combo. That combo path looks like Starter > 5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3... Depending on the starter, you'll have to settle with higher or lower damaging options after the IAD > j.A x 3.

Crouching Opponent: Because the B follow-ups whiff against crouching opponents, you'll have to settle with something really basic. Starter > 5AA > 3B > 5B > 5C > 2C > 236A/B is the combo in this situation. You can add an additional 2A if you start the combo from either 2A or j.A.

Anti-Air/Air Hit: Anti-air combos really differ from one another depending on the starter but the combo ending path is usually the same. The main idea when it comes to anti-air combos is to squeeze as much meter out of the combo by ending them with 236[A] ~ ]A[ > 66 5AAA > 236A/B. An example of a combo using this path is 5AA > 5C > 5BB > 236[A] ~ [A] > 66 5AAA > 236.

If the opponent is too high after 5A for you to do a juggle combo, you'll have to use the aerial combo path which usually ends with 236[A] ~ ]A[ > 236B ~ ]B[.

Medium Range (at the tip of 2A's range)

Standing Opponent (Universal): At this range, you'll want to do Starter > 5AA > 5BB > 5C > 2C > 236A/B. This combo works from all of your normal starter (5A, 2A , j.A).

Standing Opponent (Character Specific): This combo path works fine against most of the cast, except for Labbrys, S. Labbrys, and Teddie who require very specific positioning. This combo path looks like Starter > 5AA > 5BB > 3B > 5BB > IAD > j.A x 3... Depending on the starter, you'll have to settle with higher or lower damaging options after the IAD > j.A x 3.

Crouching Opponent: Remember that the B follow-ups whiff against crouching opponents and at this range you'll have to do a really weak combo. The combo looks like Starter > 5AA > 5B > 5C > 2C > 236A/B. You can add an additional 2A if you start the combo from either 2A or j.A.

Anti-Air/Air Hit: At this range, you should still be able to do the 236[A] ~ ]A[ > 66 5AAA > 236A/B. combo ending path. Remember that if the opponent is juggled too high with 5A, you'll have to settle with an air combo.

Poking Range (at the tip of 5A's range)

Standing Opponent: At this range, you'll have to settle with something really damn weak. The combo path at this range is Starter > 5AA > 2C > 236B. Because you're not at range for 5BB to land, you won't have the option to do IAD > j.A x 3 combos.

Crouching Opponent: Thanks to the additional hit-stun that you get from hitting a crouching opponent, the combo path is exactly the same as the above (medium range).

Anti-Air/Air Hit: At this range, you'll have to omit a few things if you want to end the combo with 236[A] ~ ]A[ > 66 5AAA > 236A/B.. An example could be 5AA > 5C > 236[A] ~ [A] > 66 5AAA > 236. Compared to the first example in the point blank range section, you'll have to omit the 5BB for the combo to work.

Combo Theory: Near the Corner Combos

The combos done at this section of the screen are pretty much identical to the above. The exception here is that you'll have to modify the combo if you want to retain Agi oki. Reason being is that 236A has less untechable time than 236B, so if you were to end a combo with 236A, the opponent will be able to tech in the air and you'll lose your oki options. That and if you end the combo with 236B near the corner, the delayed explosion will be set outside of the screen, rendering your would-be oki useless.

For example, a common combo from mid-screen would look like 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 3B > 5BB > 3B > 2A+B > 236. Since you did it near the corner, the 236 explosion will be set outside of the screen and you'll lose your oki options. So, if you want your Agi A oki, you'll need to modify the combo to 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 2A+B > 236[A]. You'll lose a bit of damage and meter in exchange for oki.

Combo Theory: Corner Combos

Standing Opponent: The combo path that you'll be using in the corner looks like Starter > 5AA > 2C > 5BB > 3B > 5C > 5BB > 3B > 2A+B > 236[A]. This combo path works from pretty much every starter. However, if you start the combo from any of the C starters, you'll be able to do the 5BB > IAD > j.A x 3 path into the one above for more damage.

Crouching Opponent: You'll have to omit a few Bs and replace the initial 2C with 5C against crouching opponents. The combo path looks like Starter > 5AA > [5C > 3B > 5B] x 2 > 2A+B > 236[A]. However, at poking range, you'll have to change the "loop" to look like [5C > 5B] x 2 or else the 3B will whiff.

Anti-Air/Air Hit : This is pretty much the same as in the "near the corner" section. Omit some things to allow the Agi knockdown to work or let the Agi A explosion hit for way more damage.

Combo Theory: SB Agi and Super Finishers

SB Agi

SB Agi (236A+B) is a slow special attack that can only be used in specific combos. The common starters for the SB Agi combo path are 5A, 5C, 1B/2B/3B CH, 236C/D(1); these must all be used as anti-airs. Then you have 5B CH (point blank), 236A/B, 236C/D(2), 5C FC, and 4D/5D/6D. You can also use an OMB to go into the SB Agi combo path from any starter.

There are two ways to do the SB Agi combos:

Method #1: Manual Detonation off 236D

This method is used when you're too far away for 236C to land on its own. What you do is manually detonate the 236Ds by pushing D once more, just when they're underneath the opponent. You'll only land the pillar and not the actual wave, so the combo will end up doing less damage than method #2. An example of said combo looks like 5AA > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236.

Method #2: Automatic Detonation off 236C

This method requires that you either use 236D as the starter or after the starter to launch the opponent up high before using SB Agi or start the combo with a FC starter. An example of said combo looks like 236C/D > 66 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 5BB > 236.

Super Finishers

You'll have the option to finish your combos with 236236C/D any time after the final 236A/B if you have the meter for it. Remember to hold the C/D button or else Sakuya will release the fire ball prematurely.

When awakened, you'll have the option to finish your combos with 214124C/D for a bit more damage. However, you can't just use it as easily as the former combo finisher. If you want to use 214214C as your combo finisher, you have to be really close to the opponent after 236A or else the super finisher will whiff.

If you want to use 214214D, you must finish the combo with 236 and hold the B explosion until after the super flash and then you must release the explosion so that Margidyne can mow the opponent down. The way this works is that the explosion holds the opponent in place just long enough for Maragidyne to connect.

Share this post


Link to post
Share on other sites

Info_Bar_c02.png

2A.) Mid-screen Combos

Combos From A Moves

5A

Standing Opponent

  • c.5AA > 5BB > 3B > 5BB > 5C > 2C > 236[A]/ (1957/16)
  • 5AA > 5BB > 5C > 2C > 236[A]/ (1738/13)
  • f.5AA > 2C > 236[A]/ (1091/8)
  • c.5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 5BB > 2A+B > 236 (2427/23)
  • 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 3B > 5BB > 3B > 2A+B > 236 (2212/23)


    Crouching Opponent

    • 5AA > *3B > 5B > 5C > 2C > 236[A]/ (1626/12)
      *Add that extra 3B if you're right next to the opponent, otherwise it will whiff.


      Anti-Air

      • 5AA > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236 (2275/29)
      • 5A (Max Vertical Range) > sJC > j.A x 2 > j.B > j.C > j.236[A] ~ ]A[ > j.236 ~ ]B[ (1978/16)
      • 5A CH (Max Vertical Range) > 5C > 5BB > 5C > 236A[A] ~ ]A[ > 66 5AAA > 236A (2508/31)
      • 5AA > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236 (3332/11)
      • 5A CH (Max Height) > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236 (3305/10)


        2A

        • [sO] 2A > 5AA > 3B > 5BB > *3B > 5C > 2C > 236[A]/ (1528/15)
          *Add that extra 3B if you're right next to the opponent, otherwise if will whiff.
        • [sO] c.2A > 5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 2A+B > 236 (1808/19)
        • [sO] f.2A > 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5A > 2A+B > 236 (1605/17)
        • [CO] 2A > 5AA > *3B > 5B > 5C > 2C > 236[A]/ (1362/12)
          *Add that extra 3B if you're right next to the opponent, otherwise if will whiff.


          j.A

          Standing Opponent

          • j.A x 2 > 66 5AA > 3B > 5BB > 5C > 2C > 236[A]/ (2018/16)
          • j.A x 2 > 66 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5A > 2A+B > 236 (2087/20)
          • j.A > 66 2A > 5AA > 3B > 5BB > 3B > 5C > 2C > 236[A]/ (2015/17)
          • j.A > 66 2A > 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 2A+B > 236 (2087/20)
          • Deep j.A/j.A CH > 66 5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 2A+B > 236 (2388/22)

            Crouching Opponent

            • j.A > 66 2A x 2 > 5AA > 3B > 5B > 5C > 2C > 236[A]/ (1856/15)


              Air to Air

              • j.A > j.C > JC > j.A > j.C > j.236[A] ~ ]A[ > j.236 ~ ]B[ (2214/16)
              • j.A CH > 66 5AA > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236 (2388/30)
              • j.A CH > 66 5AA > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236 (3361/12)


Combos From B Moves


4B/5B/6B

  • 5B CH > 236D > 66 5B > 236[A+B] > 5C > 236C ~ ]A[> 66 5C > 236C ~ ]B[ > 66 236 (3513/12)
  • [sO] 5BB/6BB > IAD > j.A x 3 > 66 5A > 5B > 5C > 2C > 236[A]/ (1955/17)
  • [sO] 4B/5B/6B CH > IAD > j.A x 3 > 66 5A > 3B > 5BB > 5C > 2C > 236[A]/ (2045/19)
  • [AA] 4B/5B CH > 66 5AA > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (1763/25)


    1B/2B/3B

    • [AA] 1B > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (2163/28)
    • [AA] 1B/2B > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (1968/26)
    • [AA] 1B/2B/3B CH > 236D > 66 5C > 5BB > TK j.236[A] ~ ]A[ > 66 5AAA > 236 (2743/33)
    • [AA] 1B/2B > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236 (3275/10)
    • [AA] 1B/2B/3B CH > 236D > 66 5BB > 236[A+B] > 5C > 236C ~ ]A[> 66 5C > 236C ~ ]B[ > 66 236 (3532/12)


      j.B/j.4B/j.6B

      • Falling j.B/j.4B/j.6B CH > 66 5AA > 2C > 236[A]/ (1220/9)
      • [sO] Falling j.4B CH > 6BB > IAD > j.A x 3 > 66 5AA > 5B > 5C > 2C > 236[A]/ (2073/19)


Combos From C Moves (Persona Required)


5C

Universal

  • 5C FC > 236[A+B] > 5C > 236D ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 5C > 5BB > 5C > 5BB > 236 (4265/7)


    Standing Opponent

    • 5C FC > 5BB > IAD > j.A x 3 > 66 5AA > TK j.236[A] ~ ]A[ > 66 5AA > 5C > 2C > 236[A]/ (2701/25)

      Anti-Air

      • c.5C > 5BB > 5C > 5BB > TK j.236[A] ~ ]A[ > 66 5AAA > 236 (2748/32)
      • f.5C > 5BB > j.236[A] ~ ]A[ > 66 5AAA > 236 (2270/27)
      • 5C FC > 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 5C > 5BB > 3B > 236 (4026/9)


        2C

        • [sO] 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 3B > 5BB > 3B > 2A+B > 236(2629/23)

        j.C

        [*]j.C > OMB > 236D > 66 5C > 5BB > 5C > 5BB > TK j.236A[A] ~ ]A[ > 66 5AAA > 236 (4168/6)

        [*]j.C > OMB > 236D > 66 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5C > 5BB > 236 (5126/6)

        Combos From D Moves (Persona Required)

        4D/5D/6D

        [*]4D/5D/6D FC > 66 5C > 5BB > 5C > 5BB > 5C > TK. j.236[A] ~ ]A[ > 66 5AA > 5C > 2C > 236[A]/ (3987/33)

        [*]4D/5D/6D FC > 66 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5C > 5BB > 5C > 5BB > 236 (5126/13)

        1D/2D/3D

        [*]

        j.4D/j.5D/j.6D

        Combos From A+B Moves (Overhead and Sweep)

        A+B

        [*]A+B > A+B Mash > C > j.A x 2 > j.C > JC > j.A > j.C > 236[A] ~ ]A[ > 236[A] ~ ]A[ (3190/33)

        2A+B

        Combos From C+D Moves (Throws)

        C+D/4C+D

        [*]C+D > OMC > 236D > 66 5BB > 5C > 5BB > 236[A]/ (2304/5)

        j.C+D

        Combos From Skills (Persona Required)

        236A/B

        [*]236A/B > 5AA > 5C > 5BB > 5C > 236[A]/ (2028/15)

        [*]236A/B > 5AA > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236C ~ ]B[ ~ D > 66 236(3233/13)

        236C/D

        Combos From SP Skill/Awakening SP Skill (Persona Required)

        236236C/D

        [*]

        214214C/D

        [*]

      [*]236C/D > 66 5BB > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (2823/32)

      [*]236C/D > 66 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 5BB > 236 (3886/11)

[*]j.C+D > OMB > 236D > 66 5AA > 5C > 5BB > 5C > 236[A]/ (3772/8)

[*]j.C+D > OMB > 236D > 66 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 236 (4838/9)

[*]2A+B > 236[A] ~ ]A[ > OMC > 66 5AA > 5C > 5BB > 5C > 5BB > 236 (2457/6)

[*]

Share this post


Link to post
Share on other sites

2B.) Near the Corner Combos

Combos From A Moves

5A

  • [standing Opponent] 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 2A+B > 236[A] (1996/18)
  • [Anti-Air] 5AA > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2031/27)
  • [Anti-Air] 5A CH (Max Height) > 236D > 66 5BB > 236A[A] ~ ]A[ > 66 5AAA > 236[A](2388/30)
  • -


    2A

    • [standing Opponent] 2A > 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > *66 5A > 2A+B > 236[A] (1548/16)
      *Add 66 5A if your Persona is unavailable for a bit more damage.
    • -
    • -
    • -


      j.A

      • [standing Opponent] j.A > 66 2A > 5AA > 3B > 5BB > 3B > 5BB > IAD > j.A x 3 > 2A+B > 236[A] (2006/18)
      • [standing Opponent] Deep j.A/j.A CH > 66 5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 2A+B > 236[A] (2273/19)
      • [Air to Air] j.A CH > 66 5BB > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (2257/28)
      • -


Combos From B Moves


5B

  • -
  • -
  • -
  • -


    1B/2B/3B

    • [Anti-Air] 1B/2B/3B > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (1968/26)
    • [Anti-Air] 1B/2B/3B CH > 236D > 66 5BB > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (2392/30)
    • -
    • -


      j.B/j.4B/j.6B

      • -
      • -
      • -
      • -


Combos From C Moves (Persona Required)


5C

  • [Anti-Air] 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2627/30)
  • -
  • -
  • -


    2C

    • [standing Opponent] 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 5BB > 2A+B > 236[A](2508/20)
    • -


      j.C

      • -
      • -


Combos From D Moves (Persona Required)


4D/5D/6D

  • -
  • -


    1D/2D/3D

    • -

    j.D

    [*]-

    Combos From A+B Moves (Overhead and Sweep)

    A+B

    [*]-

    [*]-

    2A+B

    Combos From C+D Moves (Throws)

    C+D/4C+D

    [*]-

    [*]-

    j.C+D

    Combos From Skill/Boost Skill Moves (Persona Required)

    236A/B

    [*]-

    [*]-

    236C/D

    Combos From SP Skill/Awakening SP Skill (Persona Required)

    236236C/D

    [*]-

    214214C/D

    [*]-

[*]-

[*]-

[*]-

[*]-

[*]-

Share this post


Link to post
Share on other sites

2C.) Corner Combos

Combos From A Moves

5A

Standing Opponent

  • 5AA > 2C > 3B > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2305/19)
  • 5AA > 2C > 4BB > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 2A+B > 236A > 236236[D] (3603/25)

    Crouching Opponent

    • 5AA > 2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (2123/17)

      Anti-Air

      • 5AA > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2075/32)
      • 5AA > 5C > 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 5C > 236C ~ ]B[ > 66 5BB > 236[A] (3557/16)
      • 5AA > 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAAA[A] (3314/32)
      • 5A CH (Max Height) > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2189/28)
      • 5A CH (Max Height) > 5C > 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 5C > 236C ~ ]B[ > 66 5BB > 236[A] (3532/10)
      • 5A CH (Max Height) > 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAAA[A] (3228/31)

        2A

        • [sO] 2A > 5AA > 2C > 3B > 5BB > 5C > 3B > 5BB > 2A+B > 236[A](1928/19)
        • [CO] 2A > 5AA > 2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (1770/17)


          j.A

          • [sO] j.A > 66 2A > 5AA > 2C > 3B > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2374/21)
          • [CO] j.A > 66 2A x 2 > 5AA > 2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (2198/19)
          • [AA] j.A CH > 66 5AA > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2204/28)
          • [AA] j.A CH > 5BB > 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAAA[A] (3406/33)


Combos From B Moves


4B/5B/6B

Standing Opponent

  • 4BB/5BB CH > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 5B > 2A+B > 236[A] (2217/21)
  • 4B/5B/6B CH > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2338/22)

    Air Hit

    • 4B/5B CH > 66 5A > 5C > 5BB > 5C > 236[A] (1813/14)



    • 1B/2B/3B

      • 1B/2B/3B > 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2503/31)
      • -


        j.B/j.4B/j.6B

        • [sO] Falling j.B/j.4B/j.6B CH > 66 5A > 2C > 3B > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2306/20)
        • [CO] Falling j.B/j.4B/j.6B CH > 66 5A > 2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (2137/18)


Combos From C Moves (Persona Required)


5C

  • [sO] 5C FC > 4BB > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2996/26)
  • [AA] 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2627/30)
  • [AA] 5C FC > 5BB > 5C > 5BB > 236[A] ~ ]A[ > 66 5AA > 5C > 2C > 236[A] (3023/24)
  • -


    2C

    • [sO]2C > 4BB > IAD > j.A x 3 > 66 5AA > 2C > 3B > 5BB > 5C > 2A+B > 236[A] (2815/24)
    • [CO]2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (2039/13)


      j.C





Combos From D Moves (Persona Required)


4D/5D/6D

-


-

1D/2D/3D

[*]-

[*]-

j.D

[*]-

[*]-

Combos From A+B Moves (Overhead and Sweep)

A+B

[*]A+B > A+B Mash > D > 5AA > 5C > 5BB > 5C > 236[A] (2754/27)

[*]A+B > A+B Mash > D > 5AA > 5C > 236[A] ~ ]A[ > 5AAA > 236B > 236236D (3779/41)

2A+B

Combos From C+D Moves (Throws)

C+D/4C+D

[*]C+D > 66 5AA > 2C > 3B > 5BB > 5C > 2A+B (2333/18)

j.C+D

Combos From B+D (Furious Action)

B+D

Combos From Skill/Boost Skill Moves (Persona Required)

236A/B

[*]236A/B > 5AA > 5C > 5BB > 5C > 236[A]/ (2028/15)

[*]

236C/D

Combos From SP Skill/Awakening SP Skill (Persona Required)

236236C/D

[*]-

[*]-

214214C/D

[*]-

[*]-

[*]-

[*]-

[*][AA] B+D > 5AA > 5C > 5BB > 5C > 236[A] (1228/14)

[*]-

[*]-

[*]-

[*]-

[*]2A+B > 236[A] > 236236C (1942/4)

Share this post


Link to post
Share on other sites

Some combos straight from the wiki

Basic combos

  • 5AA 5B 5C 2C 236A~
  • 5AA 5B 2C 236A~

    Anti-Air combos
    • 5AA 5C 5BB 236{A+B}, 66 }A{ 5C 236{C}~}B{~}C{, 66 5BB 236A/B

      Maragi combos
      • Single Maragi: ... 236{A+B}, }A{, 66 5C 236{C}~}B{~}C{, 66 ...
      • Double Maragi: ... 236{A+B}, 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{ ...

        Throw combos
        Ground throws
        • Throw x OMC, 236D, 66 5B 2B 5C 5BB 236A/B (Midscreen)
        • Throw, 5AA 5BB 5C 5BB 5C 2A+B 236A (Corner)

        Air throws

        [*]Air Throw x OMB, 236A+{B}, 5C 236{C}~}B{~}C{, 66 5C, 5BB 5C, 5BB 236B

        [*]Air Throw x OMB, 236{A+B}, }A{ 5C 236{C}~}B{~}C{, 66 5C 5BB 5C, 236A~

        All Out Attack combos

        [*]A+B->C > jc.C j.236{A+B}, }A{ > dj j.1D }B{ |> 5BB 236A~

        All Out Attack cornercombos

        [*]A+B->D, 2C, 2B 5C 5BB B+D, 5AAA 236A~

        [*]A+B->D, 2C 3B 236{A+B}, 5C 236{D}~}A{~}D{, 5C 2C 236{A}, }B{, 236B x 236236D

Share this post


Link to post
Share on other sites

Shiny new midscreen bnb!

  • 5AA > 2B > 5BB > 3B > 5BB > jc > IAD > j.AAA (while falling) > 2A > 2A+B [DM:1869]


    Those lv.8 combos psuedo-noted (not sure on which strength of Agi/Maragi on certain parts as well as if Agidyne C/D is used)

    • 5D (FC) > dash-in > 2C > 5C > OMB > Maragi > SB Agi > release > 5C > Maragi > 5C > Maragi > 5C > 5BB > 5C > 2A+B > Agidyne > Agidyne [sP:125 + Burst, Lv.8 DM:12054]
    • Maragi > 5D (FC) > dash-in > 2C > 5C > OMB > Maragi > SB Agi > release > 5C > Maragi > walk > 5C > Maragi > 5C > 2A+B > Agi B > Maragidyne D> Agidyne [sP:125 + Burst, Lv.8 DM:13116]

Share this post


Link to post
Share on other sites

What the... 2B > 5BB > 2B, now that's funky but it's much better than the old BnB lol.

Share this post


Link to post
Share on other sites

Second 2B is actually 3B, because 2B and 1B are angled too high to hit after they're pushed that far back. First one doesn't matter, and really this isn't a big deal anyway since obviously everybody's going to notice as soon as they get to try it haha.

Share this post


Link to post
Share on other sites

Shiny new midscreen bnb!

[*]5AA > 2B > 5BB > 3B > 5BB > jc > IAD > j.AAA (while falling) > 2A > 2A+B [DM:1869]

You can extend this with 236A into 236236D, possibly even more because after 236236D you can dash-up 5C at the very least even midscreen.

(My damage value won't be accurate because I did an extra 2A) 5AA > 2B > 5BB > 3B > 5BB > jc > IAD > j.AAA > 2AA > 2A+B > 236A > 236236D [2975DMG]

Share this post


Link to post
Share on other sites

Yeah, you can extend it but I think the idea for that one was to not require Personas at all in case you get crushed. Still trying to work something out for crouching too, though.

If you wanna extend the combo with Persona and a bit of bar, when you come to the JC > IAD you can do ...

. . . . . jc > IAD > j.A > j.B > j.236A+B . . . then go into some Maragi followups.

Share this post


Link to post
Share on other sites

I found a nice combo for her in the corner.

5AA > 2C > 5BB > jc > IAD > j.AAA > 5A > 5B > 5C > 236A(with explosion 2337; without explosion 2169)

Can't find a way how to get this to work with her throw though...

EDIT: Seems like she can still do her unblockable setup with this combo too( 2D and 2A unblockable). but you have to change the ender. Instead of 5A > 5B > 5C > 236A. you can do 5AA > 2AB> 236A (with explosion 2829; 2678 without explosion)

Share this post


Link to post
Share on other sites
Shiny new midscreen bnb!

  • 5AA > 2B > 5BB > 3B > 5BB > jc > IAD > j.AAA (while falling) > 2A > 2A+B [DM:1869]


    Those lv.8 combos psuedo-noted (not sure on which strength of Agi/Maragi on certain parts as well as if Agidyne C/D is used)

    • 5D (FC) > dash-in > 2C > 5C > OMB > Maragi > SB Agi > release > 5C > Maragi > 5C > Maragi > 5C > 5BB > 5C > 2A+B > Agidyne > Agidyne [sP:125 + Burst, Lv.8 DM:12054]
    • Maragi > 5D (FC) > dash-in > 2C > 5C > OMB > Maragi > SB Agi > release > 5C > Maragi > walk > 5C > Maragi > 5C > 2A+B > Agi B > Maragidyne D> Agidyne [sP:125 + Burst, Lv.8 DM:13116]

    Sorry for the newb question, but what does IAD stand for. I can't find it.

Share this post


Link to post
Share on other sites
Sorry for the newb question, but what does IAD stand for. I can't find it.

IAD = Instant Air Dash. It's pretty self-explanatory, jump, then input the air-dash as fast as you can. It's pretty common among games that have air-dashes. Have a look over at the dustloop wiki if you have any other questions!

Share this post


Link to post
Share on other sites
Yeah, you can extend it but I think the idea for that one was to not require Personas at all in case you get crushed.

Good point, wasn't thinking about that whatsoever.

Share this post


Link to post
Share on other sites

Midscreen FC combos

FC 5C xx 236[A+B], 236C, ]A[, Maragi hits, 5C XX 236C ]B[, Maragi hits, 5C, 5BB, 5C, 2BB XX 236A/B

uses 25SP and does 4k with oki, or if you go for 236236B finisher 4.8k. You can also take out the first maragi and go for a double super finisher while awakened. 236 xx 214214D (release the B after the super flash), 236236D. Does 5.6k with double super ender, but uses 125SP. I tried doing double super with two maragis and they would always tech out of the second super lol. It looks pretty but not really worth it unless you're trying to kill the opponent before they awaken.

FC 5D, 5BB xx 236[A+B], 236C, ]A[, Maragi hits, 5C XX 236C ]B[, Maragi hits, 5C, 5BB, 5C, 2BB XX 236A/B

pretty much the same combo except with a 5D starter. Does 4.8k without super, and 5.5k with 236236A ender.

Anyone have any good combos to follow up 1/2/3D FC?

Share this post


Link to post
Share on other sites

Can someone help me with this combo Stunedge does? It starts around 7:25 against Elizabeth. It starts out with a Fatal Counter from 6D. I can do most of it up until I do Agi after a 5B after 5C, but I can't seem to continue the combo after that. He rushes up after and hits with 5AA, but I can never seem to move in time to hit them before they land.

http://www.youtube.com/watch?v=5c41uan1Jkg

Share this post


Link to post
Share on other sites

Combo looks like:

6D Fatal Counter > dash > 5AA > 5C > 5B > TK Agi A (hold A) > Release A > 5AA > 5C > 2C > Agi B

With the Agi combos it's important to release the Agi explosions at the latest time possible.

Share this post


Link to post
Share on other sites

I can do it now! Thanks, guys. I didn't know the Agi was a TK Agi. That made the world of difference.

Some of this terminology is new to me. What do you guys mean by FC? A page back I saw a combo that said FC 5D.

Share this post


Link to post
Share on other sites
I found a nice combo for her in the corner.

5AA > 2C > 5BB > jc > IAD > j.AAA > 5A > 5B > 5C > 236A(with explosion 2337; without explosion 2169)

Can't find a way how to get this to work with her throw though...

I upgraded your combo a bit lol

5AA > 2C > 4BB > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 2A+B > 236[A] (2614/25)

Her throws have horrible proration, that's why that combo won't work off her throw.

I finally got off my lazy ass and updated the thread. By the way, does she even have any "close to the corner" combos? Seems to me like it's all either mid-screen or in the corner.

Share this post


Link to post
Share on other sites
Sorry if I just haven't loomed hard enough but is there a list of some unblockable setups of hers?

Anyone correct me, but aren't they all just hitting with the first part of Agi and holding the fireball as they get up. Then sending the persona over them with 2D (1D, 3D whatever) and then releasing the fireball to lock them down and dash in with some low hitting move? i.e.: 236A (hold A) 1D (release A) 66 2A etc.

Share this post


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

×