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Jyosua

[P4AU] SHO Minazuki - 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 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

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Mission #28
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Mission #29
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Mission #30
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[/COLLAPSE]

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Mid-screen:

Normal Starters
5AA> 5B> 5C> 5B> 2AB> 236B~B~A [2370/21%]

Universal and most basic BnB, can be confirmed into from furthest possible 5A. Learn it!

 

5AA > 5B > 5C > 5B > sweep > 236B > DP > 236236B [3013/17%, Requires 33 meter at combo start]

Same combo as above, but with the super tacked on to the end for extra damage.

 

5AA> 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A, [2651/23%]

Optimized BnB that uses High Speed Movement cancel (call it teleport for short).

 

5AA > 5B > 5C > 5B > sweep > 236B~delay B~C > 214A~A > 214214A [3712/23%, Requires 27 meter at combo start and awakening]

Same combo as above, but with the awakening super tacked on to the end for extra damage.

 

5AA > 5B > 5C > 5B > sweep > 236B~delay B~C >214A~A > 214214AB [4131/23%, Requires 52 meter at combo start and awakening]

Same combo as above, but with the awakening super tacked on to the end for extra damage.

 

5AA> 5B> 5C> jc.B> j.C> dash 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A, [3033/30%]

Sho's infamous loop. Only works on certain characters and greatly raises Sho's damage potential off random confirms.

 

5AA > 5B > 2B> 5C > jc.B > j.C > 66 5B > 2B> 5C > jc.B > j.C > 66 5B > 2AB > 236B > DP > j.DP [3246/35%]

A variation of Sho's infamous loop. Only works on certain characters and greatly raises Sho's damage potential off random confirms. This one only works for closer 5A confirms and takes blue health.

 

5AA > 5B > 5C > jc.B > j.C > 5B > 5C > 5B > sweep > 236B~delay B~C > 214A~A 214214A [4113/30%, Requires 20 meter at combo start and awakening]

 

5AA > 5B > 5C > jc.B > j.C > 5B > 5C > 5B > sweep > 236B~delay B~C > 214A~A> 214214AB [4513/30%, Requires 45 meter at combo start and awakening]

 

FC 2C > 5B > 2B > 5C > jc.B > j.C > 66 5B > 2B > 5C > jc.B > j.C > 5B > Sweep > 236B~delay B~C > 214A~A [4062/39%]

Fatal combo utilizing the tall character jump loop. The microdash after the first iteration allows you to stick extra 2Bs into the combo earlier and slightly boost damage. Character specific.

 

FC 2C > 66 2AB > 236A~B > jc > delay j.C > 5C > hc.C > 5C > hc.C > 5B (1) > 2B > 2AB > 236B~delay B~C > 214A~A [4337/41%]

A harder fatal loop that greatly boosts Sho's meterless damage. Works on everyone except the two Shos and Teddie.

 

Throw (OMC)> 5AA> 2B> 2AB> 236B~delay B~C > 214A~A, [2982/17%, Requires 44 meter at combo start]

 

Throw (OMC)> j.B(1)> dash 5B(1)> 5C> 2B> 2AB> 236B~delay B~C > 214A~A, [3197/17%, Requires 44 meter at combo start]

Optimized Throw combo.

 

Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B~delay B~C > 214A~A [2975/5%]

Standard throw OMB combo.

 

Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B > DP > 236236B [3509/5%, Requires 45 meter at combo start]

Same combo as above, but with the super tacked on to the end for extra damage.

 

Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B~delay B~C > 214A~A > 214214A [4055/5%, Requires 45 meter at combo start and awakening]

Same combo as above, but with the awakening super tacked on to the end for extra damage.

 

Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B~delay B~C > 214A~A > 214214AB [4455/5%, Requires 70 meter at combo start and awakening]

Same combo as above, but with the awakening super tacked on to the end for extra damage.

 

Skill Starter
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System Starter
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SP Skill Starter
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Near-Corner:

Normal Starters
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Skill Starter
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System Starter
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SP Skill Starter
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Corner:

Normal Starters

 

5AA> 5B> 5C> 5B> 2AB> 236B~ delay B(JC)> j.C> delay j.B+D> 236236A, Damage: 3448 [3448/22%, Requires at least 28 meter at combo start]

Standard corner combo into super.

 

Skill Starter
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System Starter
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SP Skill Starter
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Well, here are some fundamental combos.

 

MIDSCREEN/ANYWHERE

 

5AA> 5B> 5C> 5B> 2AB> 236B~B~A, Damage: 2370

Universal and most basic BnB, can be confirmed into from furthest possible 5A. Learn it!

 

5AA> 5B> 5C> 5B> 2AB> 236B~delay B~C~214A~A, Damage: 2651

Optimized BnB that uses High Speed Movement cancel (call it teleport for short).

 

5AA> 5B> 5C> j.B> j.C> dash 5B> 5C> 5B> 2AB> 236B~delay B~C~214A~A, Damage: 3033

Sho's infamous loop. Only works on certain characters and greatly raises Sho's damage potential off random confirms.

 

Throw (OMC)> 5AA> 2B> 2AB> 236B~delay B~C~214A~A, Damage: 2982

 

Throw (OMC)> j.B(1)> dash 5B(1)> 5C> 2B> 2AB> 236B~delay B~C~214A~A, Damage: 3197

Optimized Throw combo.

 

CORNER

 

5AA> 5B> 5C> 5B> 2AB> 236B~ delay B(JC)> j.C> delay j.B+D> 236236A, Damage: 3448

Standard corner combo into super.

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this is mostly to give a note about sho's character specific combo.

some things to note about sho/his combos and moves:

if you're dropping DP > super, the trick is to cancel into super right before the 2nd hit. Also, while B is the main version after DP, 236236AB can work in the corner. 236236B does not NEED to be in the corner, but midscreen you will switch sides, so it's better in the corner to keep them in. After Sho's 236A/B/AB or 214A/B/AB you can follow up with the next part of the rekka just by pushing A/B/AB, or if you want to use his high speed movement, push C/D/CD. No direction needs to be held, just as long as you push the button, however after highspeed movement you do need to do the input for the special move you want. in the combos below, 214214B for a ender is not possible to my knowledge since it has more startup, at least not without OMB.

 

these combos were already posted, but i'm just letting you know which super goes to which combo

5AA > 5B > 5C > 5B > sweep > 236B > DP > 236236B
5AA > 5B > 5C > 5B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB *IN AWAKENING*
5AA > 5B > 5C > jump cancel j.B > j.C > 5B > 5C > 5B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB (could not get the "5B > 5C > jump cancel j.B" to land on naoto, teddie, kanji, minazuki/sho, labrys/s.labrys, akihiko, junpei, and rise)

OMB combo (I only have one so far)
Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B > DP > 236236B
or
Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB if you do 2C too early, you'll either miss or they will land behind you, possibly dropping the combo.

 

 this is also my first post like this to a combo thread, or even dustloop for that matter so please let me know if i messed up something so i can fix it. 

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Guys, if you could, please remember to post meter gain and damage amounts with your combos.

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Fatal combo for the tall characters that can be hit by 5C > jump cancel > j.B 

awakening

Fatal 2C > 5B > 5C > jump cancel > j.B > j.C > 5B > 5C > jump cancel > j.B > j.C > 5B > 5C > 5B > Sweep > 236B~delay B~C~214A~A > 214214AB | 5449 damage +38sp -75 with super

for everyone else

Fatal 2C > 5B > 5C > 236B~B~C~235A~A > jump cancel > delay j.B > 2B > sweep > 236B~B~C~214A~A > 214214AB | 5508 damage +36sp -75 super end

 

non awakening

(for tall characters) Fatal 2C > 5B > 5C > jump cancel > j.B > j.C > 5B > 5C > jump cancel > j.B > j.C > 5B > 5C > 5B > sweep > 236B > DP(1 hit) > 236236B | 4619 damage +32sp -50 super end

(everyone else) Fatal 2C > 5B > 5C > 236B~B~C~236A~A > jump cancel > delay j.B > 2B > sweep > 236B > DP(1hit) > 236236B | 4710 damage +30sp -50 super end

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A damaging and practical FC combo:

 

FC 2C> dash 2AB> 236A~B (JC)> delay [j.C> 5C 2AC]x 2 j.C> 5B(1)> 2B> 2AB> 236B~ delay B~C~214A~A, Damage: 4326, Meter gain: 41

 

It's finnicky on Kuma

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Probably worth mentioning that in most combos if you do 5AA>2B instead of 5B you'll get more damage, though I believe it might not work off of max range 5A, not too sure.

 

5AA> 5B> 5C> j.B> j.C> dash 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A, [3033/30%]

Doing 5AA>2B here makes the damage go up to 3137.

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Are the damage values on all these combos correct? On the jump loop I am doing the combo exactly as written and only getting 2.8k instead of 3k.

 

Edit: Nvm just got it. Was doing 5B as a starter instead of 5AA.

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5AA> 5C> 5B> 2B> 2AB> 236B~delay B~C> 214A~A [2733/24%]

is a slight bit better than the listed optimized BnB except that it doesn't work at absolute max 5A range, and you can still tack on the A or AB awakening super for 3813 and 4213 damage respectively

 

You can do 5AA> 5B> 2B> 5C> 236B~B~C > 236A> DP> 236236B for 3310 damage

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A damaging and practical FC combo:

 

FC 2C> dash 2AB> 236A~B (JC)> delay [j.C> 5C 2AC]x 2 j.C> 5B(1)> 2B> 2AB> 236B~ delay B~C~214A~A, Damage: 4326, Meter gain: 41

 

It's finnicky on Kuma

 

I don't have the chance to check this on all characters at the moment, but how much of the cast did you test this on already?

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I don't have the chance to check this on all characters at the moment, but how much of the cast did you test this on already?

 

Most characters and as far as I know it's universal except for Sho and Minazuki (2B> 2AB doesnt work) and difficult on Kuma because the j.C can whiff easily on him (can be solved by only looping j.C twice).

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Nah, some japanese players just go for 236C > cross over the opponent (or not) > 236A > B > B

 

There could be a better combo route but that's kinda impractical, I guess

 

j.236CD after a blocked 214A on the other hand is much better. Depending when you cancel into j.236CD you can choose which side you will land on and you can immidiately go for 2A/Throw/Bait/whatever

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knew I wasn't crazy

5AA > 5B > 2B > 5C > 236B~B~C >236A > DP >236236B [3310, -26%] definitely works midscreen, even on the Shos

it's harder midscreen in the corner because you have to cancel from DP into super just before leaving the ground, but it definitely works

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Is there anything decent you can get after 236CD > 214A?

 

Hmm best you can do it:

214A (JC)> delay j.B> 214A~B

 

For the SB version you can do:

214AB> delay j.B(1)> 5AA> 2B> 2AB> 236B~delay B~C~214A~A

 

Havent done this one by myself, but I saw Mao doing it.

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