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[P4AU] Yukari Takeba - 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 Yukari. 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.
  • Only the most optimal combos will be listed in this thread.

Collapsed: Notation Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table=width: 700, align: center]


General Notations Used
Guide Specific Notations Used


[table=width: 350, class: grid, align: center]

>
Gatling/cancel the previous move into the following move.


,
Link the previous move into the following move.


|>
After landing.


j
Jump


sj
Super Jump


mj
Hop


mjc
Hop Cancel


AD
Air Dash


IAD
Instant Air Dash


jc
Jump Cancel


sjc
Super Jump Cancel


dc
Dash Cancel


OMC
One More! Cancel


AoA~C
All Out Attack into C ender


AoA~D
All Out Attack into D ender


CH
Counter Hit


FC
Fatal Counter


H
Hold Input


(N)
Attack must deal N amount of hits.


[???] xN
Repeat ??? N amount of times.

[/table]
[table=width: 350, class: grid, align: center]

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]

[/table]


Challenge Mode Combos

Collapsed: ]
Yukari:
1. BD
2. S Hold (236A)
3. 214C
4. 236B
5. 236D~A/B/C/D
6. 236AB
7. 236236A
8. 214214C
9. 236236AB
10. 222CD
11. 5AAAAAA
12. 2A > 5A > 5AA > 2AB
13. 2A > 2A > 2AB > 236A
14. j.A > 5A > 5B > 5C > 2C > 236A
15. 5B > 2B > 5C > 236A > 236236A
16. 214A > 5B > 2B (Bomb Hits) > 236D~
17. 2B > j.A > j.A > j.C > j.D > j.236A
18. j.A > j.C > j.A > j.C > j.236B
19. 214214C > 5D (whiff) > 236236A
20. 5AAA > 214A > 5C > 5B > 2B (Bomb Hits) > 236D~
21. 2A > 2AB > 214CD > j.A > j.B > dj.A > j.B > j.236A
22. (Corner) Throw > 5A > 2B > 5[b
:
> 214A > 5B > j.C > j.2B (Bomb Hits) > 236C~
23. 2A > 5A > 5B > 5C > 2C > j.B > dj.H2B > 665B > IAD j.B > j.C > 236A > 236236A
24. H5B > IAD j.HB > 2B > H5B > 214A > 5B > H2B > j.HB > land H5B > 236D~
25. Use Magarula (214214C/D) two times in one combo!

Shadow Yukari:
1. Autocombo
2. Shadow Frenzy > 2A > Sweep > 236AB > 214CD > 214D > 214214D
3. 5AAA > Shadow Frenzy > 5B > j.B> j.2B > 236236A
4. 236C~ > Shadow Frenzy > 2C > 214C > 214AB > j.B > 214CD > 236AB > 236236A (Bomb explosion) > 214214D
5. Use Feather Shoot (A/B/C/D during Feather Flip) five times in one combo!


Mid-screen:

A Starters
  • 5A > 2A > 5A > 5B > 5C > 2AB > (Oki) 5D [1234 Damage, +11 SP]
  • 5A > 5AA > 5AAA > 214A > 5C > 5B > (Delay) 2C > j.C > dj.2B (Bomb Hits) > 236C~ or j.236D~ [2729 Damage, +40 SP]
  • CH f.5A > 2C > j.C > Hdj.2B > {665B > iad j.B}x2 |> 665B > H2B > 214A > 2B (Bomb Hits) > iad j.236D~ or sj.236D~ [3357 Damage, +34 SP]
  • FC 5AA > 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > dj.H2B |> 665B > iad j.B > 665B > H2B > 214A > 2B > iad j.236D~ or sj.236D~ [4169 Damage, +42 SP]
  • 5A > 5AA > 5AAA > 214AB > 5B > (Delay) 2C > j.C > dj.2B (Bomb Hits) |> 236C~A/B/AB [2453 Damage, -6 SP]
  • 5A > 5AA > 5B > 5C > 2AB > 214CD > 665B > iad j.B > 5B > H2B > 214A > 2B (Bomb Hits) > iad j.236D or sj.236D~ [3090 Damage, -15 SP]
  • [CO] 5A > 2A > 5C > 2C > 2B > 5B > IAD j.B |> 665B > H2B > 214B > 2B > sj.236D~
  • [AA] 5A > 5AA > j.B > Hdj.2B > 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [2630 Damage, +26 SP]
  • [AA] 5A > 5AA > 5AAA > 214A > 665C > 5B > (Delay) 2C > j.C > dj.2B (Bomb Hits) > 236C~ or j.236D~ [2829 Damage, +39 SP]
  • j.Ax2 > 665A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.C > dj.2B > j.236D~ [2573 Damage, +39 SP]
  • j.Ax3 > 665A > 5AA > 5AAA > 214AB > 5B > 2C > j.C > dj.2B > j.236D~ [2307~ Damage, +21 SP]
  • [CO] j.Ax2 > 5A > 5C > 2C > (Delay) 2B > 5B > iad j.B > 5B > H2B > 214A > 2B (Bomb Hits) > iad j.236D~ [3157 Damage, +31 SP]
  • [CO] j.Ax3 > 5A > 5C > 2C > j.C > dj.H2B > j.B > 665B > H2B > 214A > 2B (Bomb Hits) > iad j.236D~ [3124 Damage, +33 SP]
  • [AA] j.A > j.C > dj.H2B > {665B > iadj.B}x2 > 665B > H2B > 214A > 2B > iadj.236D~ [3077 Damage, +30 SP]

    [AA] IAD j.A > j.C > j.D > j.B > 2B > j.B > Hdj.2B > 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [3260 Damage, +35 SP]

B Starters
  • 5B > (Near Max Range) 5C > 7iadj.A > j.Ax4 > 5AAAAA [2127 Damage, +29 SP]
  • 5B > 5C > 2AB > 214CD > 665B > iadj.B > {665B > iadj.B}x2 > 5B > H2B > 214A > 2B > iadj.236D~A/B/AB [3296 Damage, -14 SP]

  • CH 5B > 2C > (Delay) 2B > {5B > iadj.B}x2 > 665B > H2B > 214A > 2B > iadj.236C~ [3403 Damage, +32 SP]

  • AA/CH 5B > 2C > j.C > Hdj.2B |> {665B > iadj.B}x2 > 665B > H2B > 214A > 2B (Bomb Hits) > iad j.236D~ [3710~ Damage, +34 SP]

  • [CO] 5B > 5C > 2C > j.C > dj.H2B |> 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [3878~ Damage, +35 SP]

  • FC 5B > 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > Hdj.2B > 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4572~ Damage, +43 SP]

  • 5B > 5C > 2AB > 214CD > 66{5B > iad j.B}x2 > 5B > H2B > 214A > 2B >sj.236D~ or iadj.236C~A/B/AB [3316 Damage, -14 SP]

  • [AA] Near Full-screen (Falling) j.B > {665B > IAD j.B}x2 > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [2750 Damage, +26 SP]
  • [AA] (Falling) j.B > 5B > (Delay) 2C > j.C > dj.H2B > 665B > IAD j.B |> 665B > H2B > 214A > 2B (Bomb hits) > sj.236D~ or IAD j.236D~ [3571 Damage, +33 SP]
  • [AA] FC (Falling) j.B > 5B > 2C > mj.B > (Delay) 5C > 2C > j.C > dj.H2B > 665B > IAD j.B |> 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4306 Damage, +41 SP]
  • [AA] CH j.B > 5AAA > 214A > 5B > 2C > j.C(2) > jc > j.2B > H2B > 214B > H2B > 214B > 2B > 214214D > 5D > 236236B

  • [AA] 5B > 2C > (Delay) 2B > 5B > IAD j.B > {5B > iadj.B}x2 > 5B > H2B > 214A > 2B > iadj.236C~ [3403 Damage, +32 SP]

  • [AA] 5B > 2C > 2B > j.H2B > {665B > iadj.B}x2 > 665B > H2B > 214A > 2B (Bomb Hits) > iadj.236C~ [3678 Damage, +34 SP] 

  • [AA] 5B > 2C > j.C > dj.H2B > (Land) {665B > iadj.B}x2 > 5B > H2B > 214A > 2B (Bomb Hits) > iadj.236D~ [3710 Damage, +34 SP]

C Starters
  • [CO] 5C > 2C > j.C > dj.H2B |> 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4347 Damage, +33 SP]

  • FC 5C > 5B > 2C > j.C > dj.H2B > 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4254 Damage +33 SP]

  • [Corner-to-corner] FC 5C > 2C > mj.B > (Delay) 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > dj.H2B > 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [5755 Damage, +49 SP]

    [Corner-to-corner] FC 2C > mj.B > 4~2C > mj.B > (Delay) 5C > 2C > j.C > Hdj.2B > 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4577 Damage, +44 SP]

  • 2C > j.C(2) > jcf > Hj.2B |> 2B > H5B > 214A/B > 5B > 2C > j.B> jc > j.236C~ [3784 Damage]

  • CH 5C > 2C > j.C(2) > jcf > Hj.2B |> {665B > IAD > j.B}x2 |> 5B > H2B > 214B > 2B > sj.236D~A/B/C/D [4564 Damage]
  • [back to corner] 2C > j.C(2) > jc > Hj.2B > {665B > IAD j.B}x2 > 5B > H2B > 214B > 2B > sj.236D~
  • CH 5C > 2C > j.C(2) > jc > Hj.2B |> {665B > IAD j.B}x2 |> 5B > H2B > 214A/B > 5B > 2C > j.B > jc > j.236D~ [4781 Damage]
  • [CO] CH j.C > IAD > j.A > 5A > 2A > 5C > 2C > 2B > 5B > IAD j.B |> 5B > H2B > 214B > 2B > sj.236D~ > j.236236AB [4620 Damage]
  • j.A > j.C > j.D > j.B |> 2B > 5B > IAD > j.B > 5B > H2B > 214B > 2B > sj.236D~ [3057 Damage]
  • [AA] 5C > 5B > 2C > j.C > dj.H2B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [4332 Damage, +34 SP]
  • [AA] {Side-Swap} 5C > 5B > 2C > j.C > dj.H2B > j.B > 66 > (Delay) 5B > H2B > 214A > 2B > sj.236C~ [4335 Damage, +33 SP]
  • [AA] 5C > 2B > 5B > iadj.B > 2C > j.C > dj.H2B > j.B > 665B > H2B > 214A > 2B > iadj.236C~ [4435 Damage, +38 SP]
  • [AA] {Corner-to-Corner} 5C > 2B > 5B > iadj.B > 2C > j.C > Hdj.2B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~  [4476 Damage, +38 SP]
  • [AA] 5C > 5B > 2B > (Delay) 2C > j.C > dj.H2B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~  [4458 Damage, +38 SP]
  • [AA] 5C > 5B > 2B > (Delay) 2C > j.C > dj.H2B > j.B > 665B > H2B > 214A > 2B > iadj.236C~ [4402 Damage, +36 SP]

D Starters
  • 5D > 665A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.C > dj.2B (Bomb Hits) > j.236D~ or 236C~ [3232 Damage, +42 SP]
  • 5D > IAD j.A > (Delay) j.A > 665A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.B (Bomb Hits) > dj.236C~ or j.236D~  [2944 Damage, +39 SP]
  • FC 5D > 5B > 5C > 2C > j.C > Hdj.2B > 66{5B > IAD j.B}x2 > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4651 Damage, +40 SP]
  • FC 5D > 5B > 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > dj.H2B > 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [5217 Damage, +44 SP]
  • [AA] 5D/2D > 66 > j.A > j.C > Hdj.2B > 665B > iadj.B > 665B > (Whiff) 2A+B > 665AAAAA [2901 Damage, +23 SP]
  • [AA] 5D/2D > 66 > j.A > j.C > Hdj.2B > j.B > 66 > (Delay) 5B > H2B > 214A > 2B > iadj.236C~ [3386 Damage, +27 SP]
  • [AA] 5D/2D > 2B > j.B > Hdj.2B > 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [3348 Damage, +29 SP]
  • [AA] 5D/2D > 2B > (Delay) {5B > IAD j.B}x2 > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [3301 Damage, +28 SP]
  • [AA] 5D/2D > 2B > 2C > j.C > Hdj.2B > 665B > iadj.B > 665B > (Whiff) 2A+B > 665AAAAA [3464 Damage, +39 SP]
  • [AA] 5D/2D > 2B > (Delay) 5B > iadj.B > 2C > j.C > Hdj.2B > j.B > 5B > H2B > 214A > 2B > iadj.236C~ [4135 Damage, +37 SP]

System Starters
  • AoA~C > j.B > jc > Hj.2B |> 2B > H5B > Hj.B > j.236C~CD [3817 Damage, -25SP, Grants Confusion]
  • FC B+D > 66 > j.A > j.C > dj.H2B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [2973 Damage, + 32 SP]
  • FC B+D > 66 > j.A > j.C > dj.H2B > j.B > 5B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [3001 Damage, +34 SP]
  • 2A+B > 214CD > 2B > (Delay) 5B > iadj.B > 665B > (Whiff) 2A+B > 665AAAAA [2415 Damage, +7 SP]

  • {Max Range} 2A+B > 214CD > 2C > (Delay) 2B > 5B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [3223 Damage, +7 SP]

  • 2A+B > 214CD > 2C > 9j.C > dj.H2B > j.B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [3344 Damage, +7 SP]

  • C+D > OMC > 662C > (Delay) 2B > (Delay) 5B > IAD j.B > 5B > 2 > 214A > 2B (Bomb Hits) > sj.IAD > j.236D~ [3021 Damage, +7 SP]

{Near Corner} C+D > OMC > 662C > (Delay) 2B > (Delay) 5B > IAD j.B > 2B > H5B > 214A > 5B > j.HB (Bomb Hits) > dj.236C~A/B/AB [3268 Damage, +7 SP]

C+D > OMC > 665B > IAD j.B > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B (Bomb Hits) > j.236C~ [3241 Damage, +7 SP]

Skill Starters


Corner:

A Starters
  • 5A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.C > Hdj.2B (Bomb Hits) > H5B > 236C~ [3085 Damage, +43 SP]
  • 5A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.C(2) > jc > j.2B |> H5B > 236C~ > 236236AB [3861 Damage, -35SP]
5AAA > 214A > 5B > (Delay) 2C > j.C > dj.2B > H5B > 236C~A/B/AB [2686 Damage, +41 SP]
5AAA > 214A > 5C > 5B > (Delay) 2C > j.C > dj.2B > H5B > 236C~A/B/AB [2981 Damage, +44 SP] 
CH 5A > 2C > 2B > Hj.2B > 2B > H5B > 214A > 5B > Hj.B (Hits Bomb) > H5B > 236C~A/B/AB [3553 Damage, +38 SP]
CH 5A > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > Hj.B (Hits Bomb) > H5B > 236C~A/B/AB [3751 Damage, +39 SP]
FC 5A > 5AA > 5C > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B (Bomb Hits) > H5B > 236C~ [4196 Damage, +44 SP]
FC 5A > 5AA > 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B (Bomb Hits) > dj.236C~ [4455 Damage, +46 SP]
[AA] 5A > 5AA > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B (Bomb Hits) > H5B > 236C~ [3308 Damage, +34 SP]
[AA] j.A > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B > H5B > 236C~ [3566 Damage, +35 SP]
[AA] IAD j.A > j.C > j.D > j.B > 2B > j.B > Hdj.2B > 662B > H5B > 214A > 5B > j.B (Bomb Hits) > sj.236D~ or dj.236D~ [3324 Damage, +34 SP]

B Starters

CH 5B > 2C > (Delay) 2B > 5B > IAD j.B > 2B > H5B > 214A > 5B > (Delay) 2C > j.B (Bomb Hits) > H5B > 236C~ [3969 Damage, +39 SP]

CH 5B > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > (Delay) 2C > j.B (Bomb Hits) > H5B > 236C~ [4139 Damage, +39 SP]

5B > 5C > 2AB > 214CD > 2B > H5B > 214A > 5B > 2C >  j.C > dj.2B (Bomb Hits) > j.236D~ [3639 Damage, -13 SP]

[AA] 5B > 2C > (Delay) 2B > 5B > IAD j.B > 2B > H5B > 214A > 5B > (Delay) 2C > j.B (Bomb Hits) > H5B > 236C~ [3969 Damage, +39 SP]

[AA] 5B > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > (Delay) 2C > j.B (Bomb Hits) > H5B > 236C~ [4139 Damage, +39 SP]

 

C Starters
  • CH 5C > 2C > j.C(2) > jc > j.H2B |> 2B > H5B > 214A/B > 5B > 2C > j.B > jc > j.236C~ [4916 Damage]
  • FC 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.H5B (Bomb Hits) > H5B > 236C~ [5879 Damage, +53 SP]

[AA] 5C > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B > H5B > 236D~ [4603 Damage, +36 SP] [AA] 5C > 5B > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > j.B > H5B > 236D~ [4703 Damage, +38 SP] [AA] 5C > 5B > 2C > j.C > Hdj.2B > 2C > j.B > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B > dj.236C~ [5134 Damage, +47 SP]

D Starters
  • 5D/2D > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B > H5B > 236D~ [4251 Damage, +35 SP]
  • 5D/2D > j.A > j.C > Hdj.2B > 2C > j.B > Hdj.2B > 2B > H5B > 214A > 5B > j.B > H5B > 236D~ [4326 Damage, +40 SP]
5D/2D > 5B > 2C > j.B > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B > H5B > 236D~ [4761 Damage, +45 SP]
5D/2D > 5B > 2C > j.C >Hdj.2B > 2C > j.B > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B > dj.236C~ [4834 Damage, +46 SP]

System Starters
  • C+D> 5C > 5B > H2B > 214A > 5B > 2C > j.C(2) > jc > j.2B |> H5B > 236C ~A/B/C/D [3609 Damage] (Omit 5C against Yu, Chie, Mitsuru, Elizabeth, Ken, and Margaret)
  • AoA~D > 5C > 2C > jump > Hj.B > jc > Hj.2B |> H5B > 214A/B > 5B > 2C > j.C(2) > dj.H2B > j.236C~ [4490 Damage, +54 SP]
2A+B > 214CD > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B > dj.236C~ [3588 Damage, +8 SP] 2A+B > 214CD > 2C > j.B > Hdj.2B > j.B > 2B > H5B > 236D~ [3135 Damage, +7 SP] 2A+B > 214CD > 2B > H5B > 214A > 5B > j.C > dj.2B > H5B > 236D~ [3189 Damage, +7 SP]

Skill Starters
  • 214A/B (Bomb Hit) > 2C > j.C(2) > dj.H2B |> 2B > H5B > 214A/B > 5B > 2C > j.B > jc > j.236C~ [3938 Damage, +38 SP]

Edited by dive-slam

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This is what I've gathered so far from studying the videos. :eng101:

Corner:

Skill Starter

-214A/B detonated with [2B] > 2C > j.C > jc > [j.2B] > land > [2B] > [5B] > 214A > 5B > 5C > j.B > jc > j.236C~A/B/C/D = 3938 dmg (38 SP)

System Starter

-AoA~D > 5C > 2C > jump > [j.B] > jc > [j.2B] > land > [5B] > 214A > 5B > 5C > jump > j.C > jc > [j.2B] > j.236C~A/B/C/D = 4490 dmg (54 SP)

Midscreen/Corner:

Normal Starter

-Autocombo (No super) = 1233 dmg (21 SP)

-[AA] j.A > j.A > j.C > j.236A = ?

-CH 5AAA> 214B > 5B > 214C > jump > j.C > [j.2B] > land?> 236C~A/B/C/D = 2525 dmg? (32 SP)

It seems this combo can only be done if you hit the opponent out of the air with 5A, although I could be wrong.

More to come. Also, please note that the quality of the videos were poor and this is my first time doing this sort of thing, so forgive me if some things are wrong. :sweatdrop:

Edited by CptBarbosa

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Watched some Tahichi footage and gathered a few combos. These may not all be optimal/practical but there's a couple strong BnBs at least. Also, since I haven't played the game, I don't know that I perfectly recognized whether or not charged B normals are used, special versions, differences between Persona normals. Just try with/without charge if it's not working for you, or try using C moves instead of D, etc. I tried to indicate wherever I wasn't sure.

 

Yukari Takeba combos:

 

Midscreen:

 

Standing opponent:

5AAAA~A/B/C/D = 1233 damage+ailment

 

5AAA > 214A > 5C > 5B > 2C > j.C > jc > j.2B > 5 > 236C~A/B/C/D = 2951 damage+ailment

 

[AA] Bomb detonate > 5AAA > 214A > 5B > 2C > jB > j236C~A/B/C/D = 2.4k+ailment

 

5AAA > 214AB > 5B > 2C > j.C > jc > j.2B (explosion) > j236C~A/B/C/D = 2.3k

 

(?) CH 5B > 2C > j.C > jc > j.2 > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2 > 214B > 2B > sjc > j236D~A/B/C/D = 3.5k+ailment

 

Crouching opponent:

5B > 2C > j.C > jc > j.2 > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2 > 214B > 2B > sjc > j236D~A/B/C/D = 3.5k+ailment

 

5A > 2A > 5C > 2C > 2B > 5B > IAD > j.B > 5B > 2 > 214B > 2B > sjc > j236D~A/B/C/D = 3152 damage+ailment

 

Airborne opponent:

j.A > jc > j.A > j.C > j.D > j.B > 2 > 5B > IAD > j.B > 5B > 2 > 214B > 2B > sjc > j236D~A/B/C/D = 3037 damage+ailment

Note: Probably height specific. The second jA isn't always necessary depending on how high the opponent is.

 

CH j.B > 5AAA > 214A > 5B > 2C > j.C > j.2 > 2 > 214B > 2B > Magarula D > 5D > 236236B = 2.8k awakening damage, idk normal

 

EDIT: All combos should be correct now. If you have any questions, just ask me.

 

 

Edited by dive-slam

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Gonna post up my combo findings from the various Yukari videos I've seen, also some combo theory.

 

Midscreen Combos
  • 2C > j.C > jc > j.2 > 2 > 5 > 214B > 5B > 2C > 236C~A/B/C/D = 3784 Damage (The damage is solid. I've seen this land when Yukari is staggering pressure with 5C/2C/j.C.)
  • CH 5AAA > 214AB > 5B > 2C >j.C > jc > j.2 > dash 5B > 2 > j.236C~A/B/C/D = 2735 Damage (A pretty good BnB combo. It can more than likely be done without the CH, that's just how I saw it in the video)
CH 5C > 2C > j.C > jc > j.2 > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2 > 214B > 2 > j.236D~A/B/C/D = 4564 Damage (Yukari's go to punish midscreen. Does great damage and has insane corner carry. I think she can go from one side of the screen to the other with this combo) CH j.C > IAD > j.A > 5A > 2A > 5C > 2C > 2 > 5B > IAD > j.B > 5B > 2 > 214B > 2 > j.236C~A/B/C/D > 236236AB = 4620 Damage (Another set-up that comes from Yukari staggering pressure with 5C/2C/j.C. The IAD > j.A is somewhat of an auto-pilot response since you're using the j.C to keep them in blockstun while you approach with j.A. Has good corner carry and damage. You don't need the 236236AB ender, just something the guy added in.) CH j.A > j.C > j.214C > j.B > land > 2 > 5B > IAD > j.B > 5B > 2 > 214B > 2 > j.236C~A/B/C/D = 3057 Damage (Basic BnB for air-to-air, which Yukari does a lot of, her j.A has 15F active. CH not needed, the guy in the video happened to land one. Good corner carry) 5AAA > 214AB > 5B > 2C > j.C > jc > j.2 > j.236C~A/B/C/D = 2483 Damage (This combo switches sides which can be handy if you're near the corner. Not enough evidence yet, but I'm thinking j.2 > j.236C might always switch sides.)

 

Corner or Close to Corner Combos
  • CH 5C > 2C > j.C > jc > j.2 > 2 > 5 > 214B > 5B > 2C > j.B > j.236C~A/B/C/D = 4916 Damage (Yukari's go to punish in the corner. 5C is fast as far as punishes are concerned and leads to sweet damage and aliment)
  • FC Throw > 5C > 5B > 2 > 214B > 5B > 2C > j.C > jc > j.2 > 5B > 236C ~A/B/C/D = 3609 Damage (I'm not sure how much of this combo can be done without FC. It's something that would need testing.)
j.A > j.C > jc > j.2 > 2 > 5 > 214B > 5B > 2C > j.B (bomb detonate) > 214214C > 214CD > 236236AB = 3022 Damage in awakening (Another hit confirm from j.A. Pretty basic BnB with some supers added in as a nice touch.)

 

Burst Punish Combos
  • (Air Burst) > 5B > 2C > j.C > jc > j.2 > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2 > 214B > 2 > j.236C~A/B/C/D = 3670 Damage (Works midscreen. It might need some tweaking for the corner, since IAD is mostly useless there.)

 

Neta Combos
  • 214C > FC 236236AB > sweep > OMB > 214B > 5C > 2C > j.B > 2C > j.C > jc > j.2 > 2C > j.B > jc > j.2 > 2 > 5 > 214214C > 214C > 236236B = 10148 Damage

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5AAA confirms

 

5AAA > 214A > 5C > 5B > 2C > j.C > jc > j.2B > land > 236C~ (Yukari stays in front)

5AAA > 214A > 5C > 5B > 2C > j.C > jc > j.2B > j.236D~ (Side switch)

 

5AAA damage/hits can vary depending on the opponent, 5AAA hits Kuma 12 times, Mitsuru 15, Narukami 17, Minazuki 14, etc.

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To add to what Sey has written, if your 5A hits them whille they're in the air you should omit the 5C and go straight into 5B > 2C.

If the opponent is too far for 5C to connect after 214A, use 214AB instead and go into 5B>2C.

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A lot of cool stuff in this thread. I'll contribute a pretty makeshift, unoptimal throw/corner combo;

 

C+D > 5AAA > 214A/B > 5B > 2C > jc > j.B > *214A/B Explodes* > jc > 236C/D~ABCD, does about 2500.

 

There's a combo in challenge mode which nets you around 2700, but this is a bit easier on muscle memory (most of it is autopilot BnB)

 

 

Also, I've been having a lot of trouble connecting the j.C after 2C in a lot of her midscreen 5AAA BnBs, anyone have tips? The j.C hitbox is kind of wacky.

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You guys arent listing the many intricacies (more annoyances than anything really) her combos have

5AAA needs to be canceled into 214A almost as early as possible to land the follow up 5C. This link is the prime offender of her dropped combos (for me anyway). Also the spacing can be strict too. After playing about 50+ games online I realized you can't rely on timing for this link. It's either visual cue or rhythm. For me, since she shoots 3 sets of arrows I match it in my mind by going DunDunDun. Right as I start the 3rd Dun in my head I input 214A and 5C shortly after. Still drops at times but it made my rate of hitting it skyrocket.

... > 5B > 2C > j.C(2) doesn't combo unless you delay the 2C after 5B. 5B has a lot of untech time, you have a pretty long window to delay the 2C

j.C(2) > dj.2 doesn't combo unless you wait until the second hit of j.C to connect since its the hit that causes the bounce. Then you have to double jump and j.2 almost immediately for it to land

Usually you have to delay the j.B after IAD routes so the land 5B > 2 combos correctly

Her combos are annoying. But once you get used to them they aren't too bad. Just extremely susceptible to online lag which sucks.

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You never need to charge j2B when doing stuff off 5AAA, as long as you hit the floor bounce with jC you can just jc j2B and go from there (dash 5 if close to the corner).

delaying 2C as much as possible after 5B should fix any trouble you may have with jC connecting (the hitbox is somewhat weird... but it's pretty much in front and below Yukari, so you don't want 2C to juggle people really high)

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If they are too far from 5aaa for 214b 5c to connect you gotta use 214ab (less recovery) 5b 2c

 

 

Also Aigis hitbox seems like it's harder to combo? try 5aaa 5c 5b, seems like 5c hits her less times so the normal timing (or at least the timing I've practiced) makes the 5b whiff. I think it might also have to do with the amount of times 5aaa hits them. It just another annoying thing lol

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If they are too far from 5aaa for 214b 5c to connect you gotta use 214ab (less recovery) 5b 2c

 

 

Also Aigis hitbox seems like it's harder to combo? try 5aaa 5c 5b, seems like 5c hits her less times so the normal timing (or at least the timing I've practiced) makes the 5b whiff. I think it might also have to do with the amount of times 5aaa hits them. It just another annoying thing lol

 

Haven't got the chance to grind combo on Aigis yet, but I swear that Rise has some really weird hurtbox when getting juggled, you have to delay 5B > 2C waaaay more than normal just to stand a chance at connecting jC, I've even got jC to hit only once and yet still bounce her on the ground.

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Thanks for the tips guys, I discovered delaying the 2C in the 5AAA combo and I get the j.C every time now.

 

@Surf: I have exactly the same system regarding the 5AAA 214A 5C link! I get into the rhythm and after I hear the third "Dun" I immediately cancel into the bomb. I also found that buffering the 214 motion makes this easier to hit.

 

Surprisingly, the IAD jB and 5B combos are pretty easy to do if you get the timing down. Like others have said though, it is extremely susceptible to lag..

 

@Sey: I was practicing on Yu, and then switched to Rise (because why not), and it really messed me up for a time! I thought I was only imagining that the timing was different for her, but I guess I'm not crazy after all. I've found that if I 2C too early (which I can judge visually now because it's happened so many times), I just j.B to detonate the bomb and 236C~whatever for 300 less damage. 

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Whats advanced input exactly, by definition

 

It's the system in BB and P4A where you can hold a button to repeat its input for 3-4F, but I find that people take the word "hold" too literally, since 3F is more like a hard tap than an actual hold. The system will give you a good amount of leniency even if you don't go out of your way to acknowledge it.

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Alright, thanks

 

Either way I'm starting to get used to her combos. Just grinding different confirms out seems to help a lot. Probably going to give online a try again tomorrow to see if I'm at least consistent

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I was looking for combos lists on Yukari's japanese wiki/jbbs and I finally found something, I haven't bothered translating it yet (google translate works fine) but it pretty much explains her combo theory/routes outside of 5AAA confirms which we all know by now.

 

Confirms (first half)

5Bor2Bch>2C>jc>JC>jc>溜めJ2B~
5A>5C>2C~(しゃがみorfc)
JA>JC>jc>溜めJ2B~
JA>JC>JD>下りJB>着地ジャンプJB>jc>溜めJ2B~

Midscreen enders
着地(微ダ)5B>低ダJB>微ダ5B>足払い(スカ)>微ダ5AAA>ボム>5B>2C>jc>JB爆破>jc>フリップ
着地5B>溜め2B>ボム>2B爆破>9hjc>dフリップ(端付近不可)

 
Midscreen-to-corner enders
(着地5B>低ダJB>)2B>溜め5B>ボム>5B>2C>JB爆破>jc>Cフリップ

Corner enders
ボム>5B>2C>JC>jc>J2B爆破>着地溜め5B>Cフリップ(前半でJC使ってない時)
AアローscDマハガルーラ>ダッシュ5Aスカ>振り向きJD>7j溜めJ2B>着地AアローscDマハガルーラ>5D>超Bアロー(覚醒飛ばし)
割り込み超Aアロー>JC~(覚醒ry

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Seems really easy to combo Rise to me. She gets hit by all of 2c. Aigis does not.

 

Also all that from jbbs looks like standard stuff.

 

Played over 200 offline matches with Yukari yesterday with my team, good character but it's clear that other characters (Narukami, Sho, Minazuki) are way better and easier haha. Don't lose hope!

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Sorry about the lack of updating the thread guys, I've been extremely busy as of late. I'll be looking at the combos tomorrow after classes are over for me and update the first post with the combos posted in the thread after testing them out. Thanks guys and once again, sorry for the delay.

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For crouchers~ dmg varies off of 2B hitting

 

   5A> 2A> 5C> 2C> 2B> 5B> IAD j.B> 5B> IAD j.B> 5B> 2> 214A> 2B> j9.236D~A = 3.2-3.3k_dmg

 

   5A> 2A> 5A> 5C> 2C> 2B> 5B> IAD j.B> 5B> 2> 214A> 2B> j9.236D~A = 2.9-3k_dmg

 

All out attacks~

 

   5A+B~C> j.B2> 66 5B> IAD j.B> 66 5B> 2> 214A> 2B> j9.236D~A = dmg varies on mash

 

Extended midscreen to corner~

 

   5AAA> 214A> 5C> 5B> 2C> j9.C> dj9.2> 5> 236D~A = 2.8-2.9k_dmg

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Anyone find any midscreen throw routes yet? I didn't get to try much yet, but you can OMC and shoot a 5B arrow if you're really fast. I don't know if you can get a lot off it, but I'll try to test it intensively when I get home or something.

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Anyone have any more good tips for 5AAA> 214A> 5C link? im having a really hard time with it, tis wasier on SB 214A but i want to be able to do it without the meter any tips are welcome

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You have to cancel into 214A at the earliest possible moment, so at least in my case, it comes out cleaner when I think of it like a cancel from the 2nd hit of the arrows.

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