BBTag/Yu Narukami/Combos: Difference between revisions

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==Combo List==
===Midscreen===


{| class="wikitable"
=====Solo=====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| 2A > (2A > 4AA) > 2B > 5AAA > 214B || Any || 4582 (3821) || <span style="color:lightblue">[1] Very Easy </span> || Yu's most basic confirm off the 2A low. Gives good corner carry and leads to easy assist calls. Can go from 2A straight to 2B for better damage but with less time to confirm whether the 2A hit or was blocked.
|-
| 2
| 5AAA > 214B || Any || 4748 || <span style="color:lightblue">[1] Very Easy </span> || Max range 5A starter combo. Easy to extend with assists.
|-
| 3
| 5A > 2B > 5AAA > 214B || Any || 5612 || <span style="color:lightblue">[1] Very Easy </span> || Yu's optimal resource-less mid-screen ground combo. Works till the opponent is about one character length away from Yu.
|-
| 4
| 5A > 2C > [236C] > dash 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6953 || <span style="color:green">[3] Intermediate </span> || Point-blank range 5A punish combo. EX Zio needs to be slightly charged to connect into 5A.
|-
| 5
| 5BB > 5AAAA || Any || 5443 || <span style="color:lightblue">[1] Very Easy </span> || Meterless confirm off of a point blank 5BB. Lacks any meaningful extensions without the corner or an assist.
|-
| 6
| 5BB > 5AAA > 214C~A/B/C || Any || 6007 || <span style="color:lightblue">[1] Very Easy </span> || Metered version of the previous combo for better damage, corner carry, and oki.
|-
| 7
| 5BB > 214B || Any || 4515 || <span style="color:lightblue">[1] Very Easy </span> || Meterless confirm off of a 5BB that is out of 5A range. Must be just a bit closer than match start positions to combo.
|-
| 8
| 5BB > 214C~A/B/C || Any || 5050 || <span style="color:lightblue">[1] Very Easy </span> || Metered version of the previous combo for better damage, corner carry, and oki. Works at the max range of the first hit of 5B.
|-
| 9
| 5BB > 236B || Any || 3906 (3429) || <span style="color:lightblue">[1] Very Easy </span> || Max range 5B combo. Still works if only the second hit of 5B hits.
|-
| 10
| '''CH''' 5BB > 5AAA > 214B || Any || 5799 || <span style="color:lightblue">[1] Very Easy </span> || Counter hit 5BB starter when 5B is done at point-blank range. The first 5B must have been blocked or whiffed in order for this combo to work.
|-
| 11
| AA 2B > jc > j.AA > djc > j.AA > j.C > 214B || Any || 5285 || <span style="color:lightblue">[1] Very Easy </span> || Basic anti-air combo. Works on any character anywhere on the screen and gives good corner carry.
|-
| 12
| AA 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5681 || <span style="color:blue">[2] Easy </span> || Optimized version of the previous anti-air combo with more damage, meter gain, and corner carry.
|-
| 13
| '''CH''' AA 2B > 236A > dash 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5863 || <span style="color:red">[4] Hard </span> || Counter hit only optimal anti-air combo. The A Zio needs to hit while the opponent is both as high as possible and a slight distance away, requiring a slight delay to avoid whiffing.
|-
| 14
| 2C > [236C] > dash 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6742 || <span style="color:green">[3] Intermediate </span> || Point-blank range sweep combo starter. EX Zio needs to be slightly delayed to connect into 5A. 5AA into super jump j.A is character specific so use just 5A against short characters.
|-
| 15
| IAD j.A > j.B > dash 5A > 2B > 5AAA > 214B || Any || 5001 ||  <span style="color:lightblue">[1] Very Easy </span> || Basic jump-in overhead combo.
|-
|-
! Combo Notation Guide
| 16
| IAD j.A > j.B > j.236C > dash 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5664 ||  <span style="color:green">[3] Intermediate </span> || Jump-in overhead that uses one bar to start an air combo.
|-
|-
|
| 17
:{| class="wikitable" border="1"
| [236C] > dash 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5812 || <span style="color:blue">[2] Easy </span> || Charged EX Zio combo.
|-
|-
| 7 {{7}}
| 18
| 8 {{8}}
| '''CH''' AA A+D > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 4644 || <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.
| 9 {{9}}
|-
|-
| 4 {{4}}
| 19
| 5 {{5}}
| 214B+C > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 8468 || <span style="color:blue">[2] Easy </span> || Cross-up Cross Slash done against jumping opponents. Rarely occurs but can result in huge damage if you're prepared.
| 6 {{6}}
|-
|-
| 1 {{1}}
| 20
| 2 {{2}}
| B+C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 4893 || <span style="color:blue">[2] Easy </span> || Optimized meterless mid-screen throw combo.
| 3 {{3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}A becomes 236A
 
: '''>''' = cancel into the next attack
=====With Assists=====
: ''',''' = link the next attack after preceding move's recovery
*Exact damage and the assist needed for proper extension varies depending on partner choice.
: '''jc''' = jump cancel
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
: '''hjc''' = high jump cancel
|-
: '''CH''' = Counter Hit
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
: '''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)
| 1
: '''(CSpec)''' = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
| 5AAA > 214B > [Call Assist] > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 7871 || <span style="color:blue">[2] Easy </span> || Assist extension off of a non-point blank range 5A. Uses up almost all of the combo timer so some moves may need to be removed if the assist takes to much time to convert off of.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|-
| 2
| 5AAA > 214B > [Call Assist] > 214BC > 2B > 214BC || Any || 10399 || <span style="color:green">[3] Intermediate </span> || Double Cross Slash combo via an assist. Requires an assist that can lift or wall bounce opponents long enough for a dash-up Cross Slash super to cross up.
|-
| 3
| 5BB > 5AAA > 214C~A/B/C > [Call Assist] > 5BB > 2C > 214B || Any || 7491 || <span style="color:green">[3] Intermediate </span> || Assist extension after a basic point blank 5BB confirm. Assist timing can be a bit tricky for most 5Ps so practice or alternative assist are recommended.
|-
| 4
| 2C > 214C~A/B/C > [Call Assist] > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 9098 || <span style="color:green">[3] Intermediate </span> || Sweep starter using one bar to greatly increase the final damage.
|-
| 5
| [Call Assist] > j.C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6277 || <span style="color:blue">[2] Easy </span> || Neutral assist should be called just before Raging Lion to conserve Cross Gauge. The assist should hit after Raging Lion to both convert it into a combo on hit or extend pressure on block. Some assists may require a micro-dash after the Raging Lion to combo into 5AA.
|-
| 6
| [Call Assist] > j.C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B || Any || 6690 || <span style="color:green">[3] Intermediate </span> || Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist.
|-
| 7
| j.C > 214B > [Call Assist] > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 7167 || <span style="color:blue">[2] Easy </span> || Variant of the neutral assist into overhead combo that instead utilizes an active assist after confirming Raging Lion into Swift Strike.
|-
 
|}
|}
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==Combo List==


===Midscreen===
===Corner===


=====Solo=====
=====Solo=====
Line 47: Line 113:
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
|-
| _
 
| 2A > 4A > 5AAA > 214B || Any || 3639 || <span style="color:lightblue">[1] Very Easy </span> || 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.
| 1
| (2A) > 2A > 4AA > 2B > 5AAA > 2C > 214B || Corner || 4208 (3942) || <span style="color:lightblue">[1] Very Easy </span> || Basic low combo that whiffs outside the corner.
|-
| 2
| 5BB > 5A > 2B > 5AAA > 2C > 214B || Corner || 6212 || <span style="color:lightblue">[1] Very Easy </span> || Corner only extension after 5BB.
|-
| 3
| 5AAA > 2C > [236C] > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 7406 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo that launches opponents without using an assist. EX Zio needs to be slightly delayed so that 5A connects.
|-
|-
| _
| 4
| 5A > 2B > 5AAA > 214B || Any || 5612 || <span style="color:lightblue">[1] Very Easy </span> || Currently Yu's most damaging 5A combo from point blank range. Works till character length away from your opponnent.
| AA 5AAA > 5BB > 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 7060 || <span style="color:blue">[2] Easy </span> || Anti-air 5A corner combo.
|-
| 5
| 5BB > 5A > 2B > 5AAA > 2C > [236C] > dash 5AAA > 5BB > 2C > 214B || Corner || 6963 || <span style="color:green">[3] Intermediate </span> || EX Zio corner combo starting with a point blank 5BB.
|-
| 6
| 2C > [236C] > 5AAA > 5BB > 2B > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Corner || 7398 || <span style="color:green">[3] Intermediate </span> || EX Zio corner combo starting with sweep.
|-
| 7
| IAD j.A > j.B > 5A > 2B > 5AAA > 2C > [236C] > dash 5AAA > 5BB > 2C > 214B || Corner || 5921 || <span style="color:green">[3] Intermediate </span> || EX Zio corner combo starting with a jump-in overhead.
|-
| 8
| (IAD) j.B > j.236C > 2B > 236A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6139 || <span style="color:red">[4] Hard </span> || Overhead combo that uses one bar. The 236A needs to hit while the opponent is both as high as possible and a slight distance away, requiring a slight delay to avoid whiffing. The 236A also cannot hit if Yu is too close to the opponent so either jump-in with or without an IAD from far enough way so that Yu doesn't end up in the corner when he lands or neutral jump at the proper distance.
|-
| 9
| AA 2B > 5AAA > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6554 || <span style="color:blue">[2] Easy </span> || Anti-air 2B combo that only works when the opponent is low to the ground.
|-
| 10
| '''CH''' AA 2B > 236A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6181 || <span style="color:red">[4] Hard </span> || Counter hit only anti-air combo. The A Zio needs to hit while the opponent is as high as possible while Narukami is more than a character length away.
|-
| 11
| B+C > 5AAA > 5BB > 2B > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5459 || <span style="color:blue">[2] Easy </span> || Basic corner throw combo.


|}
|}
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=====With Assists=====
=====With Assists=====
* Exact damage and the assist needed for proper extension varies depending on partner choice.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! # !! Combo !! Position !! Assist Type !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
|-
| _
| 1
| 5AAA > 214B > [Call Assist] > 2B > j.AB > dj.ABC || Any || Upward Launch || <span style="color:lightblue">[1] Very Easy </span> || The most basic of assist combos. Call the assist on the third hit to get the most time to execute the combo.
| 5AAA > 214B > [Call Assist] > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 8005 || <span style="color:blue">[2] Easy </span> || Max range 5A confirm. To prevent the combo timer from running out, time the assist so that Yu can start 5A as soon as Swift Strike is over without launching the opponent too high, which would drop the combo.
|-
| 2
| 2C > 214B > [Call Assist] > 5BB > 5AAA > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Corner || 8248 || <span style="color:Green">[3] Intermediate </span> || Max range sweep confirm. Just like with the previous combo, timing the assist call so that 5B can connect successfully immediately after Swift Strike is important for maximizing damage.
|-
| 3
| 2C > 214C~A/B/C > [Call Assist] > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 9296 || <span style="color:Green">[3] Intermediate </span> || Metered version of the previous combo, utilizing the same logic with the assist call.
|-
| 4
| 5A > 2B > 5AAA > 2C > 214B > [Call Assist] > 5AAA > 5BB > 2C > 214B || Corner || 7712 || <span style="color:Green">[3] Intermediate </span> || Same logic with the assist call as the previous combos.
|-
| 5
| j.C > 214B > [Call Assist] > 5BB > 5AAA > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Corner || 7308 || <span style="color:Green">[3] Intermediate </span> || Same logic with the assist call as the previous combos.
|-
| 6
| [Call Assist] > j.C > 5BB > 5AAA > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6779 || <span style="color:Green">[3] Intermediate </span> || Similar to the last combo but uses a neutral assist to preserve Cross Gauge. Raging Lion should be used immediately after the assist call and should hit first.
|-
| 7
| [Call Assist] > j.C > 5BB > 5AAA > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B || Corner || 7150 || <span style="color:Green">[3] Intermediate </span> || Extension of the previous combo with an active assist call.
|-
| 8
| [Call Assist] > 214B > 5AAA > 5BB > 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6474 || <span style="color:Green">[3] Intermediate </span> || Neutral assist to preserve Cross Gauge. Swift Strike should be used immediately after the assist call and should hit first.
|-
| 9
| [Call Assist] > 214B > 5AAA > 5BB > 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B || Corner || 6836 || <span style="color:Green">[3] Intermediate </span> || Extension of the previous combo with an active assist call.
|-
|-
|}
|}
 
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===Corner===
 
=====Solo=====
* Throw > 5AAA > iad j.AA > (delay) j.236B > land > 2B > j.AB > dj.ABC
* Low Airdash j.AA > j.236C > land > 5AAA > iad j.AA > (delay) j.236B > land > 2B > j.ABC
 
=====With Assists=====
Corner:
* 5AAA > 214B >[Call assist]> 5BB > 2B > j.a > j.b > JC > j.a > j.b > j.c - Works with most assists, try 5p and 4p
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==Combo Theory==
==Combo Theory==
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)
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)


Narukami's j.C, formerly his Raging Lion special move, also has fantastic corner carry with the final distance being determined by the height Narukami used it at. The higher he and his opponent are before using j.C, the further they will travel. Raging Lion is also special cancelable which means we can combo it into the aforementioned Swift Strike special, resulting in a corner position from nearly every air combo!


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


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




Line 105: Line 215:
'''Converting off of stray air hits'''
'''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.
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 djc j.A j.B j.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:
 
https://twitter.com/Magoichii/status/1007125228286164993
 
(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)




Line 118: Line 234:


Big thanks to Reioumu (https://twitter.com/Reioumu/) for his BBTAG Narukami footage that formed the basis for this section!
Big thanks to Reioumu (https://twitter.com/Reioumu/) for his BBTAG Narukami footage that formed the basis for this section!
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==Video Examples==
==Video Examples==
<br clear=all/>
 
Basic Yu Combos By Meno
{{#ev:youtube|hw4Fi4QhXbE}}
 
Yu Punish Cross Combos using the Entire Existing Roster By Meno
{{#ev:youtube|dRQazQ2OKpA}}
 
https://www.youtube.com/watch?v=D7If2hZYfKI
 
<br style="clear:both;"/>


==External Documents and References==
==External Documents and References==
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<br style="clear:both;"/>


----
==Navigation==
{{CharLinks |charMainPage=BBTag/Yu Narukami
{{#lsth:BBTag/Yu Narukami/Data|Links}}
|videos=
}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Yu Narukami]]
[[Category:Yu Narukami]]

Revision as of 07:43, 13 August 2019

Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
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)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo
# Combo Position Damage Difficulty Notes
1 2A > (2A > 4AA) > 2B > 5AAA > 214B Any 4582 (3821) [1] Very Easy Yu's most basic confirm off the 2A low. Gives good corner carry and leads to easy assist calls. Can go from 2A straight to 2B for better damage but with less time to confirm whether the 2A hit or was blocked.
2 5AAA > 214B Any 4748 [1] Very Easy Max range 5A starter combo. Easy to extend with assists.
3 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.
4 5A > 2C > [236C] > dash 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6953 [3] Intermediate Point-blank range 5A punish combo. EX Zio needs to be slightly charged to connect into 5A.
5 5BB > 5AAAA Any 5443 [1] Very Easy Meterless confirm off of a point blank 5BB. Lacks any meaningful extensions without the corner or an assist.
6 5BB > 5AAA > 214C~A/B/C Any 6007 [1] Very Easy Metered version of the previous combo for better damage, corner carry, and oki.
7 5BB > 214B Any 4515 [1] Very Easy Meterless confirm off of a 5BB that is out of 5A range. Must be just a bit closer than match start positions to combo.
8 5BB > 214C~A/B/C Any 5050 [1] Very Easy Metered version of the previous combo for better damage, corner carry, and oki. Works at the max range of the first hit of 5B.
9 5BB > 236B Any 3906 (3429) [1] Very Easy Max range 5B combo. Still works if only the second hit of 5B hits.
10 CH 5BB > 5AAA > 214B Any 5799 [1] Very Easy Counter hit 5BB starter when 5B is done at point-blank range. The first 5B must have been blocked or whiffed in order for this combo to work.
11 AA 2B > jc > j.AA > djc > j.AA > j.C > 214B Any 5285 [1] Very Easy Basic anti-air combo. Works on any character anywhere on the screen and gives good corner carry.
12 AA 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5681 [2] Easy Optimized version of the previous anti-air combo with more damage, meter gain, and corner carry.
13 CH AA 2B > 236A > dash 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5863 [4] Hard Counter hit only optimal anti-air combo. The A Zio needs to hit while the opponent is both as high as possible and a slight distance away, requiring a slight delay to avoid whiffing.
14 2C > [236C] > dash 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6742 [3] Intermediate Point-blank range sweep combo starter. EX Zio needs to be slightly delayed to connect into 5A. 5AA into super jump j.A is character specific so use just 5A against short characters.
15 IAD j.A > j.B > dash 5A > 2B > 5AAA > 214B Any 5001 [1] Very Easy Basic jump-in overhead combo.
16 IAD j.A > j.B > j.236C > dash 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5664 [3] Intermediate Jump-in overhead that uses one bar to start an air combo.
17 [236C] > dash 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5812 [2] Easy Charged EX Zio combo.
18 CH AA A+D > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 4644 [2] Easy Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height.
19 214B+C > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 8468 [2] Easy Cross-up Cross Slash done against jumping opponents. Rarely occurs but can result in huge damage if you're prepared.
20 B+C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 4893 [2] Easy Optimized meterless mid-screen throw combo.
With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 5AAA > 214B > [Call Assist] > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 7871 [2] Easy Assist extension off of a non-point blank range 5A. Uses up almost all of the combo timer so some moves may need to be removed if the assist takes to much time to convert off of.
2 5AAA > 214B > [Call Assist] > 214BC > 2B > 214BC Any 10399 [3] Intermediate Double Cross Slash combo via an assist. Requires an assist that can lift or wall bounce opponents long enough for a dash-up Cross Slash super to cross up.
3 5BB > 5AAA > 214C~A/B/C > [Call Assist] > 5BB > 2C > 214B Any 7491 [3] Intermediate Assist extension after a basic point blank 5BB confirm. Assist timing can be a bit tricky for most 5Ps so practice or alternative assist are recommended.
4 2C > 214C~A/B/C > [Call Assist] > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 9098 [3] Intermediate Sweep starter using one bar to greatly increase the final damage.
5 [Call Assist] > j.C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6277 [2] Easy Neutral assist should be called just before Raging Lion to conserve Cross Gauge. The assist should hit after Raging Lion to both convert it into a combo on hit or extend pressure on block. Some assists may require a micro-dash after the Raging Lion to combo into 5AA.
6 [Call Assist] > j.C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B Any 6690 [3] Intermediate Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist.
7 j.C > 214B > [Call Assist] > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 7167 [2] Easy Variant of the neutral assist into overhead combo that instead utilizes an active assist after confirming Raging Lion into Swift Strike.

Corner

Solo
# Combo Position Damage Difficulty Notes
1 (2A) > 2A > 4AA > 2B > 5AAA > 2C > 214B Corner 4208 (3942) [1] Very Easy Basic low combo that whiffs outside the corner.
2 5BB > 5A > 2B > 5AAA > 2C > 214B Corner 6212 [1] Very Easy Corner only extension after 5BB.
3 5AAA > 2C > [236C] > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 7406 [3] Intermediate 1 bar corner combo that launches opponents without using an assist. EX Zio needs to be slightly delayed so that 5A connects.
4 AA 5AAA > 5BB > 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 7060 [2] Easy Anti-air 5A corner combo.
5 5BB > 5A > 2B > 5AAA > 2C > [236C] > dash 5AAA > 5BB > 2C > 214B Corner 6963 [3] Intermediate EX Zio corner combo starting with a point blank 5BB.
6 2C > [236C] > 5AAA > 5BB > 2B > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B Corner 7398 [3] Intermediate EX Zio corner combo starting with sweep.
7 IAD j.A > j.B > 5A > 2B > 5AAA > 2C > [236C] > dash 5AAA > 5BB > 2C > 214B Corner 5921 [3] Intermediate EX Zio corner combo starting with a jump-in overhead.
8 (IAD) j.B > j.236C > 2B > 236A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 6139 [4] Hard Overhead combo that uses one bar. The 236A needs to hit while the opponent is both as high as possible and a slight distance away, requiring a slight delay to avoid whiffing. The 236A also cannot hit if Yu is too close to the opponent so either jump-in with or without an IAD from far enough way so that Yu doesn't end up in the corner when he lands or neutral jump at the proper distance.
9 AA 2B > 5AAA > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 6554 [2] Easy Anti-air 2B combo that only works when the opponent is low to the ground.
10 CH AA 2B > 236A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 6181 [4] Hard Counter hit only anti-air combo. The A Zio needs to hit while the opponent is as high as possible while Narukami is more than a character length away.
11 B+C > 5AAA > 5BB > 2B > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B Corner 5459 [2] Easy Basic corner throw combo.


With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 5AAA > 214B > [Call Assist] > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 8005 [2] Easy Max range 5A confirm. To prevent the combo timer from running out, time the assist so that Yu can start 5A as soon as Swift Strike is over without launching the opponent too high, which would drop the combo.
2 2C > 214B > [Call Assist] > 5BB > 5AAA > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B Corner 8248 [3] Intermediate Max range sweep confirm. Just like with the previous combo, timing the assist call so that 5B can connect successfully immediately after Swift Strike is important for maximizing damage.
3 2C > 214C~A/B/C > [Call Assist] > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 9296 [3] Intermediate Metered version of the previous combo, utilizing the same logic with the assist call.
4 5A > 2B > 5AAA > 2C > 214B > [Call Assist] > 5AAA > 5BB > 2C > 214B Corner 7712 [3] Intermediate Same logic with the assist call as the previous combos.
5 j.C > 214B > [Call Assist] > 5BB > 5AAA > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B Corner 7308 [3] Intermediate Same logic with the assist call as the previous combos.
6 [Call Assist] > j.C > 5BB > 5AAA > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B Corner 6779 [3] Intermediate Similar to the last combo but uses a neutral assist to preserve Cross Gauge. Raging Lion should be used immediately after the assist call and should hit first.
7 [Call Assist] > j.C > 5BB > 5AAA > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B Corner 7150 [3] Intermediate Extension of the previous combo with an active assist call.
8 [Call Assist] > 214B > 5AAA > 5BB > 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 6474 [3] Intermediate Neutral assist to preserve Cross Gauge. Swift Strike should be used immediately after the assist call and should hit first.
9 [Call Assist] > 214B > 5AAA > 5BB > 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B Corner 6836 [3] Intermediate Extension of the previous combo with an active assist call.


Combo Theory

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)

Narukami's j.C, formerly his Raging Lion special move, also has fantastic corner carry with the final distance being determined by the height Narukami used it at. The higher he and his opponent are before using j.C, the further they will travel. Raging Lion is also special cancelable which means we can combo it into the aforementioned Swift Strike special, resulting in a corner position from nearly every air combo!

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

xx 214B > [Call Assist] > 5A > 2B > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B


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 djc j.A j.B j.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:

https://twitter.com/Magoichii/status/1007125228286164993

(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

'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!


STILL A WORK IN PROGRESS

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

Video Examples

Basic Yu Combos By Meno

Yu Punish Cross Combos using the Entire Existing Roster By Meno

https://www.youtube.com/watch?v=D7If2hZYfKI


External Documents and References


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