Editing BBTag/Yu Narukami/Combos

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| (AA) 4AAA > 2C > [236C] > 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 6299 || <span style="color:blue">[2] Easy </span> || Close range 4A Smart Combo extended with 1 bar. Can be used against airborne opponents so long as 4AA doesn't whiff due to the opponent's height.
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| (AA) 4AAA > 2C > [236C] > 2B > 5BBB > 2B > 5BBB > 214B || Corner || 6245 || <span style="color:blue">[2] Easy </span> || Close range 4A Smart Combo extended with 1 bar. Can be used against airborne opponents so long as 4AA doesn't whiff due to the opponent's height.
 
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| 5A > 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7867 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo off a close range 5A.
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| 5A > 5B > 2C > [236C] > 2B > 5BBB > 2B > 5AA(2)A > 5BBB > 214B || Corner || 7689 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo off a close range 5A.
 
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| AA j.236A or AA j.236B > dash 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 6067 (6287) || <span style="color:green">[3] Intermediate </span> || Anti-air close range air A/B Zio corner combo.
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| '''CH''' j.236A > 4A > 5AAA > 2B > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5075 || <span style="color:green">[3] Intermediate </span> || Counter hit point blank range air A Zio corner combo. The Zio must be used as close to the ground as possible.
 
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| '''CH''' j.236A > 4A > 5AAA > 2B > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5075 || <span style="color:green">[3] Intermediate </span> || Counter hit point blank range air A Zio corner combo. The Zio must be used as close to the ground as possible.
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| '''CH''' j.236A > dash 5AAA > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5728 || <span style="color:green">[3] Intermediate </span> || Counter hit mid-range air A Zio corner combo. The Zio must be used as close to the ground as possible.
 
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| '''CH''' j.236A > dash 5AAA > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5728 || <span style="color:green">[3] Intermediate </span> || Counter hit mid-range air A Zio corner combo. The Zio must be used as close to the ground as possible.
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| '''CH''' j.236B > dash 5AAA > 2B > 5A > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6065 || <span style="color:green">[3] Intermediate </span> || Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible.
 
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| '''CH''' j.236B > dash 5AAA > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5948 || <span style="color:green">[3] Intermediate </span> || Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible.
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| (j)236C > 2B > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B || Corner || 6815 || <span style="color:blue">[2] Easy </span> || EX zio corner combo. For the last 2B, if both hits come out the combo will drop.
 
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| '''CH''' j.236B > dash 5AAA > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 6256 (6243) || <span style="color:red">[4] Hard </span> || Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible. Only able to be done at a very particular spacing from the opponent (outside 2B range, inside 5A range) and requires tight execution as this combo uses almost all of the combo timer. Can be made easier by removing 5AA(1) by mashing out 5AAA for a negligible damage loss.
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| '''CH''' AA A+D > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 5372 || <span style="color:blue">[2] Easy </span> || Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. The first 5B and the first 5BB will need very slight delays if the initial 2B hit at max height.
 
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| (j)236C > 2B > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B || Corner || 6815 || <span style="color:blue">[2] Easy </span> || EX zio corner combo. For the last 2B, if both hits come out the combo will drop.
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| 214B+C > 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 8857 || <span style="color:blue">[2] Easy </span> || Cross-up Cross Slash done when Yu is cornered, resulting in a side switch.
 
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| '''CH''' AA A+D > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 5372 || <span style="color:blue">[2] Easy </span> || Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. The first 5B and the first 5BB will need very slight delays if the initial 2B hit at max height.
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| B+C > 5AAA > 2B > (delay) 5A > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 5522 || <span style="color:blue">[2] Easy </span> || Basic corner throw combo.
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| 214B+C > 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 8857 || <span style="color:blue">[2] Easy </span> || Cross-up Cross Slash done when Yu is cornered, resulting in a side switch.
 
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| B+C > 2B > 5BBB > 2B(1) > 5BBB > 2B(1) > 5A > 5BBB > 214B || Corner || 5558 || <span style="color:blue">[2] Easy </span> || Basic corner throw combo. Subsequent 2B's need to only hit once or the combo will drop at 5BB.
 
 
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