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[P4A] Yosuke Combo Thread

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Placeholder for now, will be filled up once the game comes out.

Contents

1.) Midscreen Combos (Normal Mode)

1A.) Normal Starter

1B.) Skill Starter

1C.) System Starter

1D.) SP Skill Starter

2.) Corner Combos (Normal Mode)

2A.) Normal Starter

2B.) Skill Starter

2C.) System Starter

2D.) SP Skill Starter

3.) Midscreen Combos (Sukukaja Mode)

3A.) Normal Starter

3B.) Skill Starter

3C.) System Starter

3D.) SP Skill Starter

4.) Corner Combos (Sukukaja Mode)

4A.) Normal Starter

4B.) Skill Starter

4C.) System Starter

4D.) SP Skill Starter

Abbrieviations

OMC= One more cancel

OMB= One more burst

JC= Jump-cancel

SJC= Super jump-cancel

AOA-C= All out attack C ender

AOA-D= All out attack D ender

CH= Counter-hit

FC= Fatal counter

SP gain

SP use

Damage

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1.) Midscreen Combos (Normal Mode)


1A.) Normal Starter

  • 5DD > j.B > j.2B > dj.B > j.2B > j.236D > j.236236D [3516/14%(-50%)]
  • 5A > 5C > 2C > 236B > j.236D [1873/14%]
  • 5A > 5C > 2C > 236B > [j.236A~A]x2 > j.236D [2692/22%]
  • 5A/2A> 5B> 5C> 2C> 236A>J.236D [Numbers needed]
  • 2A > 5A > 5C > 2C > 2AB > 236A > j.236D [1605/16%]
  • 2A Crouching Hit> 5C > 2C > 236B > [j.236A~A]x2 > j.236D [2391/22%]
  • 2A CH> 5C > 2C > 236B > [j.236A~A]x2 > j.236D [2405/22%]
  • 5C > 2C > 236B > [j.236A~A]x2 > j.236D [2977/21%]
  • j.B > j.2B > dj.Bx3 > j.236D [1544/11%]
  • j.B > 5B > 5C > 2C > 236A > j.236D [2004/15%]
  • j.C > 5A > 5C > 2C > 236A > j.236D [2047/16%]
  • FC 2C > 236B > j.2C > 2A > 2B > 2C > j.B > j.2B > dj.B > j.2B > [j.236A~A]x2 > j.236D [4612/34%]
  • FC 2C > 236B > j.2C > 2A > 2C > j.2B j.236A~A > delay j.236A~A > short delay j.2C > 2A > 2B > 2C > j.BB > j.2B > JC > j.2B > j.236D [5.1k]
  • FC 2C > 236B > j.2C > 2A > 2C > j.2B j.236A~A > delay j.236A~A > short delay j.2C > 2A > 2B > 2C > j.BB > j.236C > j.236236C/D
    [5.9k/(-50%)]




1B.) Skill Starter

  • j.236CD > 66 > j.BB > j.2B > j.236D [1778/1%(-25%)]
  • 236A > OMC > j.B > 5A > 5C > 2C [1456/5%(-25%)]
  • 236C > 214214C > 66 > 5B > 2C > 66 > 5B > 5C > 66 > 5B > 2B > j.B > j.2B > dj.B > j.2B > j.236D [2788/4%(-50%)]
  • CH 236A > [j.236A~A]x2 > j.236D [2117/17%]
  • 236B > [j.236A~A]x2 > j.236D [1914/17%]
  • 236C > OMC > 66 > 5C > 2C > 236B > [j.236A~A]x2 > j.236D [3077/4%(-50%)]
  • j.236A~A > j.236A > Delay > j.A > j.2C [2312/15%]
  • j.236AB > j.2C > OMB > Delay > [6] > 2B > 2C > j.BB > j.2B > dj.BB > j.2B > j.236D [3831/2%(-25%)]
  • CH j.2C > 2B > 2C > j.BB > j.2B > dj.BB > j.2B > j.236D [3272/21%]
  • j.2C > OMB > Delay > [6] > 2B > 2C > j.BB > j.2B > dj.BB > j.2B > j.236D [3371/8%]
  • j.2C > OMB > Delay > [6] > 2C > 236B > [j.236A~A]x2 > j.236D [3845/8%]
  • j.2C > OMB > Delay > [6] > 2C > 5C > 236AB > [j.236A~A]x2 > j.236D [4173/8%(-25%)]
  • CH j.2C > 2C > 236B > [j.236A~A]x2 > j.236D [3735/24%]




1C.) System Starter

AoA~C > j.Bx4 > dj.Bx3 [2676/26%] 5CD > OMB > [6] > 2B > 2C > j.BB > j.2B > dj.BB > j.2B > j.236D [2378/4%] AoA~C > j.BB > j.2B > dj.BB > j.2B > j.236D [2926/29%] Throw > OMC > dash 2C > 236B > [j.236A~A]x2 > J.236D [2556/4% (-50%)] Air Throw > OMC > 2C > 236B > [j.236A~A]x2 J.236D [3259/6% (-50%)]





1D.) SP Skill Starter




[*]236236C > OMB > 5C > 236B > [j.236A~A]x2 > j.236D [4977/1%(-50%)] [*]236236C > OMB > 236236C [4403/(-100%)]

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2.) Corner Combos (Normal Mode)


2A.) Normal Starter

  • 5Ax2 > 5B > 5C > 2C > 2AB [1470/11%]
  • 5Ax2 > 5B > 5C > 2C > 236B > [j.236A~A]x2 > j.236D [2837/25%]
  • 5Ax3 > [j.236A~A]x2 > j.236D [2165/35%]
  • FC 2C > 236B > j.2C > 2A > 2C > j.2B j.236A~A > delay j.236A~A > short delay j.2C > 2A > 2B > 2C > j.BB > j.2B > JC > j.2B > j.236D [5.1k]
  • FC 2C > 236B > j.2C > 2A > 2C > j.2B> > j.236A~A > delay j.236A~A > short delay j.2C > 2A > 2B > 2C > j.BB > j.236C > j.236236C/D [5.9k/(-50%)]
  • FC 2C > 236B > j.2C > 2A > (2C 5C IAD j.C)x3 > 2C > 5C > 5AAA > j.236B~A > j.236236C [6.4k/64% (-50%)]




2B.) Skill Starter

See Midscreen Skill Starter


2C.) System Starter

  • AoA~D(FC) > 2B > 2C > 5C > j.C > 2B > 5C > 236C [3003/30%]
  • AoA~D(FC) > 2B > 2C > 5C > j.BB > j.2B > dj.BB > j.2B > j.236D [3139/33%]
  • AoA~D(FC) > delay > 2B > 236B > j.2C > 2A > 2C > 5C > 236C [3261/33%]
  • AoA~D(FC) > delay 2B > 236B > j.2C > 2A > 2C > delay 5C > 5AAA > j.236B~A > j.236236C. [4537/56% (-50%)]
  • Block~6AB > OMB > Delay > 2B > 2C > j.BB > j.2B > dj.BB > j.2B > j.236D [1434/2%(-50%)]
  • Block~6AB > OMB > Delay > 2C > 236B > [j.236A~A]x2 > j.236D [1746/2%(-50%)]
  • Throw > OMC > dash 2C > 236B > [j.236A~A]x2 > J.236D [2556/4% (-50%)]
  • Air Throw > OMC > 2C > 236B > [j.236A~A]x2 J.236D [3259/6% (-50%)]





2D.) SP Skill Starter

[*]236236C > OMB > Delay > 2B > 2C > j.BB > j.2B > dj.BB > j.2B > j.236D [4649/1%(-50%)]




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3.) Midscreen Combos (Sukukaja Mode)


3A.) Normal Starter

  • 5Ax4 > Delay > 5A > j.2C > 236B > j.236D [2601/39%]
  • 5A > 5B > 2C > dash (slight delay) 2B > 5C > 236B > (236A~A)x3 > j.2B > j.236D [3.1k]
  • FC 2C > dash 2B > 5C > 236B > (delay) j.2C > 2A > 2B > j.2B > j.236A~A > j.236A~(delay)A > (delay) j.2C > 236AB > j.236A~A > j.236A~A > j.236D [5.4k/ (-25%)]
  • FC 2C > dash 2B > 5C > 236B > (delay) j.2C > 2A > 2B > j.2B > j.236A~A > j.236A~(delay)A > (delay) j.2C > 236AB > j.236A~A > j.2B > j236D > j.236236C/D [6.2k/ (-75%)]






3B.) Skill Starter




3C.) System Starter




3D.) SP Skill Starter




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4.) Corner Combos (Sukukaja Mode)


4A.) Normal Starter

  • 5A > 5B > 2C > dash (slight delay) 2B > 5C > 236B > (236A~A)x3 > j.2B > j.236D [3.1k]
  • FC 2C > dash 2B > 5C > 236B > (delay) j.2C > 2A > 2B > j.2B > j.236A~A > j.236A~(delay)A > (delay) j.2C > 236AB > j.236A~A > j.236A~A > j.236D [5.4k/ (-25%)]
  • FC 2C > dash 2B > 5C > 236B > (delay) j.2C > 2A > 2B > j.2B > j.236A~A > j.236A~(delay)A > (delay) j.2C > 236AB > j.236A~A > j.2B > j236D > j.236236C/D [6.2k/ (-75%)]





4B.) Skill Starter




4C.) System Starter




4D.) SP Skill Starter




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higher damage viable fatal counter combo. Done anywhere on screen.

FC 2C > 236B > j.2C > 2A > 2C > j.2B j.236A~A > delay j.236A~A > short delay j.2C > 2A > 2B > 2C > j.BB > j.2B > JC > j.2B > j.236D - 5.1k meterless. If you want to use meter, replace the air combo with j.BB > j.236C > j.236236C/D 5.9k

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another fatal counter, at least midscreen or closer to corner, but has quite a bit of carry

FC 2C > 236B > j.2C > 2A > 2C > 5C > airdash j.C > 2B > 5C > airdash j.C > 2B > 5C > airdash j.C > 2B > 5C [tentafoo or 2C > j.BB2B > dj.2B > j.236D > j.236236D]

4.9 ending with tentafoo

5.3 with air ender

6.1 with air ender + super

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I'm sure some one found this already,a mid screen J.C/B combo. It could work well with a side switch.

J.C/J.B> 66 >5A >5C >2C> 236B> [J.236A~A]x2 <J.236D/236236D. Dmg 2987/3824

Off of a J.C you can also omit the 5A but the timing is a little more strict for 3143/3980 Dmg

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Ahh I see. The 2A 5C must also be a sukukaja only as well, I've been trying to link it for like 10 minutes now lol. Thought it might just have the Kanji 5b 2b timing but no, it's just not connecting. What is a pretty simple bnb I can use for starting on the ground then, as most of the combos listed require either hitting with his persona, or are counter hit (or fc).

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2A 5C only works on crouching and counter hit. Most of the time your going to confirm your starter into 5C>2C>236A>j.236D. If the opponent is close enough, crouching, or in the corner you can confirm into 5C>2C>236B>[j.236A~A]x2>236D. You can super cancel the kunai for more damage and knockdown. If the combo is heavily prorated some parts may not work, so try these combos from different starters to see what works and what doesn't. Ex. 2A>5A>5B>5C>2C>236A>j.236D will not work, but 2A>5A>5B>2AB>236A>j.236D will.

Edit:

2AB>236A>j.236D is what you will confirm into if your persona is broken.

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Also, try to fit in 5aa during some hitconfirms too, it adds that extra bit of damage as well as build a bit more meter.

I'll update the combo thread later today.

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Very nice. I'm really trying to learn Yosuke because I just love his play style and appearance really. The other people I'm playing at the moment are Kanji and Chie. Both of them are really awesome.

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Also, try to fit in 5aa during some hitconfirms too, it adds that extra bit of damage as well as build a bit more meter.

Connecting 236B is highly distance oriented in midscreen so I generally go with close range 5A > 5C > 2C > 236B > etc etc unless I know for sure I'm too far to land the 236B anyway and have to use 236A.

At that point, I'd rather go for a hard knock down with 2AB to set up for next pressure but that's just me.

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Connecting 236B is highly distance oriented in midscreen so I generally go with close range 5A > 5C > 2C > 236B > etc etc unless I know for sure I'm too far to land the 236B anyway and have to use 236A.

At that point, I'd rather go for a hard knock down with 2AB to set up for next pressure but that's just me.

Indeed, it can be a bit funky to land midscreen. On crouching hit it's nearly always guaranteed if you react fast enough but on a standing opponent I agree with you that it is usually a good idea to go for sweep for the 5dd oki.

Though I am going to start using glide after 5c>2c on standing opponents very frequently once I learn how to do it.

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I like 5AA 2A 5A 5B (2hits) 5C 2C 236A. It does 1545 (don't have the meter gain) and it allows me to go into a mixup. Pretty sure if you just land off the 236A you're unsafe though... so you'll probably end up faking j.2D into j.214A or something. If you catch them doing anything with a j.236A~A after the j.2D though you get a free couple of hits and a super if you really want to (or OMB for that matter.) I know that j.236C won't connect after the 236A in this combo, but I haven't really tried anything else.

In the corner however you can do 5AA 2A 5AA 5C 2C 2AB 236A 236C. I really don't understand hitstun in this game lol.

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I think you're overcomplicating the idea here. On hit you want to be doing damage and setting up a good situation afterward, and with that many As at the beginning of your combo, at any range father than chestbumping your opponent, your combo isn't going to fully connect. In fact I can't even get your combo to work against a standing Yu at all unless I dash into the combo.

With your combo, I get 14 meter gain, and 1585 damage (you're not letting 5B hit all 3 times, that's why you're getting 1545)

My bnb off a jab right now is 2A > 5B > 5C > 2C > 236A > j.236C, which gets me 15 meter and 1593 damage

The difference in meter and damage is small, but that's not the main point. Like I said, your combo only really works in a specific circumstance (dashing in at an opponent and getting all the way in), which isn't very likely to happen cleanly in a game. Second, you want to land those C kunais at the end of the combo, because it gives you a chance to apply safer pressure and more mixups, rather than putting yourself in a risky spot by ending with dash spring then trying to mix up with moonsaults and transform rippers and so on.

Basically, I look at the 'air oki' you gain after a combo ending in C kunai as a much safer and stronger opportunity, rather than doing an unsafe combo ender and hoping for the best on a mixup. You shouldn't be needing to open them up again that way after you land a clean hit, that's the kind of thing you do when they're blocking your pressure. And even if you decide it's not safe to pressure them after landing a C kunai, that's fine, because now you're back to the neutral game, and safe.

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Ending with 236A is not so bad depending on how much your opponent respects you. It's probably only -2 at most so you can catch someone offguard if their not paying attention. I'm not saying you should end combos with 236A, but it's something to try from time to time. Plus you can make your opponent block by delaying an ex kunai and try something off of that.

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Yeah, it's certainly not the worst thing in the world or anything, and I'm sorry if I made it sound that way. I just feel like it's a relatively unfavorable position to be putting yourself in after landing a hit, compared to finishing with kunai and then having what I feel is a pretty stacked advantage against anyone who techs in the air afterward.

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Well actually I land the combo I was doing consistently midscreen by not letting 5B hit all 3 times. That's the point of it hitting 2 times was it always works in that case. I understand what you're saying, but I really don't think going back to a neutral game is advantageous (no pun intended) against a lot of characters. Obviously there are characters I wouldn't want to end with 236A on, and it's something to gauge inside each match against different players, because some people will look for that sort of thing and punish you for it with Furious Action and possibly a combo afterwards. I'm just looking for different combos that aren't listed and seeing what kind of positions I can get my opponent into and what kind of mixup/mind games I can work with.

As for dashing into combos, it's not that hard if you land j.A or j.B off of glides. Obviously you won't do it every time, but it's just one more tool in the arsenal. Also I don't understand why you would hitconfirm a 2A into sweep and lose any and all damage potential right there. Depending on range and momentum you could just do 2A 5A 5C 2C 236B.

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I said 2a combos not raw 2a into sweep. 2a 5a 5c 2c sweep 5D oki does about 1k and you have enemy in blockstun as they tech and if they delay teching you get em with 5D follow up. They need to block after teching or get comboed for 2,5k. Quite simple. Also 2A 5A 5C 2C 236B connects on crouching only and since you are poking low and they dont block, opponent is often standing. I combo 2a on crouching but does that really happen when you play vs someone who doesnt mash? It does happen but usually it happens after 2nd or 3rd delayed 2a and they are too far to do whole combo with 236b. Id sacrafice 236a>236c/d damage off 2a for 5D oki any day. And if you are to far with 2a you cant combo into anything on standing anyway so 2a sweep 5d is good too depending on situation.

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Are there any combos listed of of anti airs? People are jump happy as hell in the game and I constantly catch people mashing in the air, but only get a bnb combo (2b j.b j.2b j.b j.2b 236b... Lol..)

Something better than that?

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Depends if it's a CH or not.

2B CH can go into (2C)> 236B > 2x j.236A A > j.236D which does a good amount of more damage than the usual bnb.

It's it's not, you can milk some more meter gain and damage with 2B > j.BB > j.2B > jc > j.BB > j.2B > j.236D.

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