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[P4AU] Yukiko Amagi Combos

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  • 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 CHARACTER. 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: 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
[collapse]
Mission #01
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[/collapse]


Mid-screen
[collapse]
Normal Starters
-

Skill Starter
-

System Starter
-

SP Skill Starter
-
[/collapse]


Near-Corner
[collapse]
Normal Starters
-

Skill Starter
-

System Starter
-

SP Skill Starter
-
[/collapse]


Corner
[collapse]
Normal Starters
-

Skill Starter
-

System Starter
-

SP Skill Starter
-
[/collapse]

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First time writing combo notes so feel free to correct me whenever.

 

General notes:

 

214A is mostly a combo ender as you can't follow it up normally. 214B will generally only connect on airborne opponents, crouching opponents, FC, or if it is the second move out of most counter hits. 214AB will confirm on most things where 214B can't, which is useful in various confirms listed below. IMO it's better if used later in a combo, when 214B isn't able to combo or makes the damage worse if used a second time (remember that 214A/B/AB have very high SMP prorations).

 

For many of the combos that end with 5C you can tack on 214A for extra damage but you lose knockdown. I'm mostly adding damage and meter values based on the 2C > 5C enders. If you follow with 214A you can follow into 236236A/B/AB or 214214D. Note that if the combo is heavily prorated 236236C might not work.

 

Combos seem to be very inconsistent with 5C knockdown. Sometimes the opponent was able to forward tech despite doing the same combo, so I'll try to figure out the timing.

 

I've been having a hard time finding a good corner grab combo. The one I have allows Agi knockdown but I think the damage could be better.

 

Also, many of the simple combos from P4A work but damage values are different. If I have time I'll check them out.

 

Midscreen:

 

* 5AAAA > 5C - 1605/23 - Same as 5AAA > 214B > 5C.

 

* 5AA > 5BB > 5C > 2C > 236[A] or 236 - 1779/13

 

* 5AA > 2C > 6B > 214B > 2C > 5C - 2130/13

 

*f.5AA > 6B > 5C > 2C > 214AB > 2C > 214B > 5C - Will work even on opponents far away but it requires meter. Without meter you're better off doing 5AA > 2C > 236A/B for knock-down and Agi oki.

 

*(Crouch) 5AA > 5B > 5C > 2C > 214B > 2C > 5C - 2441/19

 

* f.5AA > 2C > 214AB > 2C > 5C - 2103/15

 

 

* (Air) 5AA > 5C > 214B > 2C > 5C - 2041/15

 

* (Fatal) 5D > 2C > 5C > 214B > 2C > 5C > 214AB > 5C > 214A - 4344/20

 

* 5AAA > 236D > 2C > 2B > 5C > 214B > 2C > 5C >214AB > 5C - 983+3612 - Requires Fire Break

 

Corner:

 

* 5AA > 5B > 5C > 2C > 2B > 214B > 2C > 236[A] - 2363/18

 

* (Crouch) 5AA > 5B > 5C > 214B > 2C > 5C > 236[A] - 2546/20

 

* C+D > 66 5AA > 5B > 5C > 2C > 2B > 214B > 236[A] - 2053/19 

* C+D > 66 5AA > 5B > 5C > 2C > 5B > A+B > 236[A] - ends up doing more damage than the one listed and provides knockdown.

 

Edit: Updated some of the combos as they ended up doing better damage. Will update the damage later though. Also put more notes. 

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I've been a bit busy but I'll have some stuff either tomorrow or in the next few days to share

 

One thing though, Sho/Minazuki have weird hurtboxes.  Maragi combos where you try to make them fall into and detonate to get both hits will not work on them at all, so if you want to combo maragi you will have to early detonate/mash detonate.  I'm going to try and work on some sho/minazuki specific punishes, since none of my punish stuff involving sb agi / maragi seems to work on them

 

 

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(Midscreen, Fatal) 1/2/3D > 5AA > 5B > 5C > 2C > 214B > 2C > 5C > 214A+B > 2C > 5C > 214A - 4129/8

 

If you have 75 meter on hand (or 50 after the 8 SP gain), you can tack on 236236D after 214A for 5082 damage total.

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https://www.evernote.com/shard/s457/sh/7fc11167-7f00-4f80-b9b9-35c4bb5492ab/4eaef7b935845a4d9f83fdb0117f2d7b

 

some things

 

i haven't checked for whats practical/optimal, just taking down and adding whatever I can find.  Haven't found much motivation to keep playing this game though so I've been a bit behind

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https://www.evernote.com/shard/s457/sh/7fc11167-7f00-4f80-b9b9-35c4bb5492ab/4eaef7b935845a4d9f83fdb0117f2d7b

 

some things

 

i haven't checked for whats practical/optimal, just taking down and adding whatever I can find.  Haven't found much motivation to keep playing this game though so I've been a bit behind

 

I saw this was updated, did the video you posted get transcribed here?

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This is all that I have and also observed since I currently lack the execution timing for certain of these combos, so if anything here has been listed before just ignore it. Any SF only combos that Ive made will be listed with S.Y. beforehand. Most of these are mid-screen combos that end in the corner with a super (usually single or double agidyne D) or if you're in awakening with send them toward you with Maragidyne D into Agidyne given you have the meter to do so of course. If it's full screen of corner only I will make a subset for it. Also shout-outs to dooblovah for helping me modify some of these combos to have a more viable combo not ending. "/" = or, "|" = any version of a move that can be ex'd; Example: "236C|D = 236C, 236D, or 236CD" while "236C/D = 236C or 236D". Do note any Agidyne D super can hit twice with proper spacing granted you didn't use another super before hand because it will drop/whiff if you try to connect it again Example: "Combo into Maragidyne D - Agidyne D - Agidyne D" the second 236236D will drop/whiff even in proper spacing and leave you free to get hit. Side note: Her challenge mode combos are usable/viable and can be modified to a degree for damage or mater gain so don't hesitate to learn those when you're just learning her.

 

J1D - 5A - 5BB - 5C -2C - 214B - 5AA - 5C - 2C - 236A - 214214D *50 meter required

 

FC 3/4/5D - 2C - 5C - 214B - 2C - 5C - 214AB - 2/5C - 214214D - 2336236 *50 meter required

 

J5/6D - FC 4/5/6D - 5B - 2C - 214B - 2C -5C - 214A - 236236D (basically you launch the persona behind them then have her chase them with Standing 4/5/6 D for fatal counter, use if you get respected by your opponent as it is unsafe if they are too close for the persona to catch up after launch) *50 meter required

 

236C/D - 2C - 5B - JC - J5A - J5B - J236AB - ]A[ - ]B[ - 66 5C - 236A -236236D *75 meter required

 

FC 5D - 66 J5A - J5B - J236AB - ]A[ - ]B[ - 236D - 66 J5A - J5B - J236AB - ]A[ - ]B[ - 214C/D *50 meter required 

 

FC 5D - 66 J5A - J5B - J236AB - ]A[ - ]B[ - 236D - 5BB - 5C - 214B - 2C - 5C - 214A - 236236D *75 meter required

 

FC 5D - 2C - 5C - 214B - 214A x5 - 236236D (crowd favorite troll combo in 2.0 lol) *50/100meter required, 100 meter idea i have needs to be tested(double super ending)

 

FC 236C/D - 5B - 5C - 214B - 2C - 5C - 214A - 214214D - 236236A *50/100 meter required

 

FC 236C|D - 66 J5A - J5B - J236AB - ]A[ - ]B[ - 5C - 5BB - 236A - 236236D x2 *50/100 meter required

 

Corner: 

 

S.Y. 236D - SF- 236236D - 214214C - 214214D

 

Grab - 236D - 236AB - 2C - 5C - ]A[ - 214C - 2C - 5C - ]B[

 

{Agi oki required} ]A[ - OMB - 236D - 2C - 2B -5C - 5C - 214B - 2C -5C - 214A - 236236D *50 meter required

 

Touch of death combos (I have a few of my own and they are confirmed to kill 7-9 fire level, guaranteed at level 9. Kanji and ahkihiko require level 9) If FC is required it will be listed with FC next to it. I'll update this post after I remember it lol. Also yes this is from full health. Typically uses all of of your meter so roughly 125-150 meter is required for these. Also note that combos listed above do have T.o.D potential the higher the fire level especially at around 8 or 9 with FC. Might not work in SF due to alternate damage scaling for shadow characters.

 

214214C - 214214D -  236236D

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I updated my evernote a bit, I still have a few things to add in but most of it is relevant.  Better late than never I guess seeing as how 2.0 is non existant.

I have a video I'm working on too for some more miscellaneous things

 https://www.evernote.com/shard/s457/sh/7fc11167-7f00-4f80-b9b9-35c4bb5492ab/4eaef7b935845a4d9f83fdb0117f2d7b

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