Difference between revisions of "BBTag/Yu Narukami/Combos"

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Latest revision as of 08:03, 12 February 2019

Combo Notation Guide
7 7.gif 8 8.gif 9 9.gif
4 4.gif 5 5.gif 6 6.gif
1 1.gif 2 2.gif 3 3.gif
Numbers represent direction on a keyboard numpad. For example 2.gif3.gif6.gifA becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Combo List[edit]


# Combo Position Damage Difficulty Notes
1 2A > 4A > 5AAA > 214B Any 3639 [1] Very Easy Yu's most basic confirm off the 2A low. Giving good corner carry and leads to the most basic assist call. 2A can be repeated up to 2 times for the combo to work.
2 5A > 2B > 5AAA > 214B Any 5612 [1] Very Easy Yu's optimal resource-less mid-screen ground combo. Works till the opponent is about one character length away from Yu.
3 AA 2B > jc > j.AA > djc > j.AA > j.C Any 4795 [1] Very Easy Basic anti-air combo. Works on any character anywhere on the screen and gives good corner carry.
4 AA 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C Any 5237 [2] Easy Optimized version of the previous anti-air combo with more damage, meter gain, and corner carry.
5 CH AA 2B > 236A > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C Any 5759 [3] Intermediate Counter hit only optimal anti-air combo. The 236A needs to hit while the opponent is as high as possible which will require a slight delay to avoid whiffing.
6 IAD j.A > j.B > j.236C > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C Any 5490 [3] Intermediate Jump-in overhead that uses one bar to start an air combo.
7 B+C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C Any 4699 [2] Easy Optimized meterless mid-screen throw combo.
With Assists[edit]
# Combo Position Assist Type Difficulty Notes
1 5AAA > 214B > [Call Assist] > 2B > j.AB > dj.ABC Corner Any [1] Very Easy The most basic of assist combos. Call the assist on the third hit to get the most time to execute the combo.


# Combo Position Damage Difficulty Notes
1 5BB > 5A > 2B > 5AAA > 2C > 214B Corner 6212 [1] Very Easy Corner only extension after 5BB.
2 2A > 4AA > 5A > 2B > 5AAA > 214B Corner 4106 [1] Very Easy Basic low combo that whiffs outside the corner.
3 5AAA > 2C > 236C > 4A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C Corner 6890 [3] Intermediate 1 bar corner combo that launches opponents without using an assist.
4 2C > 236C > 4A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C Corner 6166 [3] Intermediate Same combo as before but starting with a low.
5 IAD j.A > j.B > 2C > 236C > 4A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C Corner 5515 [3] Intermediate Same combo as before but starting with an overhead.
6 IAD j.A > j.B > j.236C > 2B > 236A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C Corner 5787 [4] Hard Jump-in overhead that uses one bar to start an air combo. The 236A needs to hit while the opponent is as high as possible which will require a slight delay to avoid whiffing. The 236A also cannot hit if Yu is too close to the opponent so either IAD from far enough way so that Yu doesn't end up in the corner when he lands or jump-in without an IAD with j.B.
7 IAD j.A > j.B > j.236C > 2B > 236A > 5AAA > 5BB > 2C > 214BC Corner 7287 [4] Hard Similar to the previous combo but modified so that a super can be used to end the combo.
8 B+C > 5AAA > 5BB > 2B > 5A > sjc > j.A > j.B > djc > j.A > j.B > j.C Corner 5294 [2] Easy Basic corner throw combo.

With Assists[edit]
# Combo Position Assist Type Difficulty Notes
1 5AAA > 214B > [Call Assist] > 5bb > 2b > j.a > j.b > dj.a > j.b > j.c Any Upward Launch [1] Easy Try using 4p if your partner's 5p doesn't reach or launches too high. You may also need to delay the 5bb some.
2 5AA > 2C > 214B > [Call Assist} > 5AAA > 5BB > 2B > 214B+C Corner Wallbounce or Upward Launch [3] Intermediate Requires a bit of timing when linking 5A from the assist call, too early and the opponent will be too high to connect 5B from 5AAA, too late and the opponent techs. Does 8-9K depending on assists, 10-11K with a DHC.
3 5AA > 2C > 214B > [Call Assist} > 5AAA > 5BB > 2B > 5C Corner Wallbounce or Upward Launch [3] Intermediate A non-metered version of combo #2. Due to the opponent being airborne when hit with 2B, 5C will cause a hard knockdown instead of Clash Assault, giving you a window of time to oki.


Combo Theory[edit]

Narukami's combo theory in BBTAG is fairly simple as his "main goal" is to get his opponent into the corner, which is easily achievable by confirming nearly any grounded hit into his infamous "waterworld slide" (B Swift Strike; 214B). The corner carry on this special move alone is insane and supplementing it via any assist attack that "juggles" or "pushes forward" (which is at least a third of the game's assist attacks since almost every character in the game has an assist attack that achieves at least one or both) can make it very possible for him to carry an opponent to the corner, even when Narukami himself is backed into a corner! (Ex: https://twitter.com/Reioumu/status/995433000509825024)

So essentially, the basic "structure" of his ground combos usually look like:

xx 214B > [Call Assist] > 5A > 2B > SJC > j.A > j.B > dj.A > dj.B > dj.C

However, despite Narukami's combos being pretty "easy" to comprehend, one "nuance" that is important to know is that while B Swift Strike can combo from any of his normals, at a certain range, such as starting a combo at the very tip of Narukami's 5A (which is his main spacing tool), and continuing into say, 5AAA, the attack will not connect, thus dropping the combo. Two adjustments that can be made are:

1. Using an assist to combo after the fourth attack of his Neutral A Smart Combo (5AAAA). In most cases the combo will usually look like:

5AAAA > [Call Assist] > Corner Carry Stuff

(Ex: https://twitter.com/Reioumu/status/995434805872480262)

2. Using the Extra Skill version (or in common Fighting Game nomenclature, 'EX') of Swift Strike (214C) at the cost of one bar of meter to guarantee it will connect due to 214C's speed. Not a bad investment if you're not stingy with your meter, looking to burn meter, too lazy to judge for yourself whether or not the spacing is close enough for 214B to hit, etc. Plus, something to consider is that damage dealt by Extra Skills/EX Attacks do not convert to recoverable life, so there's actually some decent reward to pursuing this option in addition to "saving" your route from dropping due to autopiloting Narukami's 214B BnB from a range it won't connect.

(I didn't write the former and while I agree with it completely, one thing that should be noted is that 5AAA, P4U2 Yu 2C Izanagi stab, guarantees 214B 100% of the time even at max range. You basically only have to be careful of doing 214B after a normal that isn't 5AAA.)

Added 5/20/18: While the above may be correct, there are exceptions (Ex: https://clips.twitch.tv/PatientAnnoyingShingleM4xHeh). What we can learn from this is that air normals added in the beginning of a combo have the potential to push an opponent out of range for 214B to drop.

Converting off of stray air hits

Not all the time will your normals land on a grounded opponent for you to confirm into a ground combo, there will be times when your opponent will somehow be in the air when you land a hit. Now the question is, "How will I be able convert this into a full combo?" In Narukami's case, more often than not, you will be confirming straight into 2B and if you are well versed in his combo theory at this point, you would have probably deduced that you will be going straight into the "air sequence" of the combo from there (j.A j.B dj.A dj.B dj.C). However, do note that this is the one part of his combo theory where there is a bit more nuance involved, so nothing is really "guaranteed". Said nuances that could influence how the conversion plays out are what normal was used to hit your opponent, the spacing between you and your opponent, how high your opponent was when you hit/her, whether or not they were counter hit. Properly converting off of stray air hits not only requires you to properly react to them but also for you to be well versed in your character in general.

An example presented here:


(Notice how the Narukami player was able to properly convert into a full air combo despite the opponent unexpectedly jumping by inputting 2B right when landing from j.AA)


'Rebeats' (for lack of better term) was a feature that was introduced in P4U2. They allowed players to "chain back" into a normal that was already used earlier in a string. For Narukami for instance, the most common normal to perform this with was 5B (his 5A in BBTAG). In BBTAG, P4U characters are able to perform this like in their parent game, and just like in their parent game, it adds to the pressure and combo-ability of P4U characters in general. For Narukami's case, a route such as 5A > 2B > 5AAA is possible, allowing players who care about being optimal to squeeze out a bit more damage.

One thing to keep in mind is that it is not possible to rebeat into a follow up. For example, 5AA > 2B > 5AA is not possible, as the chain would stop at the rebeated 5A so plan accordingly when implementing this into your Narukami pressure and combos!


Big thanks to Reioumu (https://twitter.com/Reioumu/) for his BBTAG Narukami footage that formed the basis for this section!

Video Examples[edit]

Basic Yu Combos By Meno

Yu Punish Cross Combos using the Entire Existing Roster By Meno


External Documents and References[edit]

BlazBlue Cross Tag Battlee
Persona 4 Arena
Under Night In-Birth
Arcana Heart
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc