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| 1 | | 1 | ||
| 2A > | | 2A > (2A > 4AA) > 2B > 5AAA > 5BB > 214B || Any || 4969 (4030) || <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 | | 2 | ||
| | | 4AAA > 2C > 236C > dash 5AAA > 5BB > 214B || Any || 5777 || <span style="color:blue">[2] Easy </span> || 1 bar combo off a point-blank range 4A Smart Combo. | ||
|- | |- | ||
| 3 | | 3 | ||
| AA 2B > | | AA 4AAA > 2C > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6141 || <span style="color:green">[3] Intermediate </span> || Anti-air version of the previous combo which gives better combo options. | ||
|- | |- | ||
| 4 | | 4 | ||
| AA 2B > sjc > j. | | AA 4A > 2B(2) > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Any || 4629 || <span style="color:blue">[2] Easy </span> || Max height 4A anti-air. The first hit of 2B will whiff at said height, decreasing the final damage. | ||
|- | |- | ||
| 5 | | 5 | ||
| | | 5AAA > 5BB(B) > 214B || Any || 5681 (6267) || <span style="color:lightblue">[1] Very Easy </span> || Basic 5A starter combo. Still works at max range if Raging Lion is skipped. Easy to extend with assists. | ||
|- | |- | ||
| 6 | | 6 | ||
| | | 5A > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6488 || <span style="color:blue">[2] Easy </span> || Yu's optimal resource-less mid-screen ground combo. Works till the opponent is about one character length away from Yu. | ||
|- | |- | ||
| 7 | | 7 | ||
| | | 5A > 5BB > [236C] > dash 5A > 2B > 5A > 5B > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Any || 7261 || <span style="color:green">[3] Intermediate </span> || 1 bar combo off a 5A. EX Zio needs to be slightly charged to Yu time to close the distance. Allow the opponent to fall as close to the ground as possible before using 5A. | ||
|- | |- | ||
| 8 | | 8 | ||
| B+C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || | | AA 5A > 2B > (delay) 5B > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Any || 6387 || <span style="color:blue">[2] Easy </span> || Max height anti-air 5A combo. | ||
|- | |||
| 9 | |||
| RB 5AAA > [236C] > 214C~A/B/C > 214B+C > 2B > 214B+C || Mid-screen || 12087 || <span style="color:green">[3] Intermediate </span> || 6 bar combo off a full-screen 5AAA. 5AAA must hit raw, so 5A and 5AA before must have either been blocked or hit an assist. | |||
|- | |||
| 10 | |||
| 5BBB > 214B || Any || 4818 || <span style="color:lightblue">[1] Very Easy </span> || Max range 5B combo. Lacks any meaningful extensions without the corner or an assist. | |||
|- | |||
| 11 | |||
| 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6091 || <span style="color:blue">[2] Easy </span> || Close range 5B combo. | |||
|- | |||
| 12 | |||
| 5BB > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6983 || <span style="color:green">[3] Intermediate </span> || 1 bar combo off a 5B. EX Zio needs to be slightly charged to Yu time to close the distance. Allow the opponent to fall as close to the ground as possible before using 5A. | |||
|- | |||
| 13 | |||
| AA 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5648 || <span style="color:blue">[2] Easy </span> || Max height anti-air 5B combo. | |||
|- | |||
| 14 | |||
| RB 5BBB or j.C > 214C~A/B/C > 214B+C > 2B > 5A > 5BBB > 214C~A/B/C > 214B+C || Mid-screen || 11892 || <span style="color:blue">[2] Easy </span> || 6 bar combo off a Raging Lion. | |||
|- | |||
| 15 | |||
| AA 2B(2) > (s)jc > j.AA > djc > j.AA > j.C > 214B || Any || 5285 (4652) || <span style="color:lightblue">[1] Very Easy </span> || Basic max height anti-air combo. Works on any character anywhere on the screen and gives good corner carry. Does less damage if only the second hit of 2B connected. | |||
|- | |||
| 16 | |||
| AA 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5865 (5232) || <span style="color:blue">[2] Easy </span> || Optimized version of the previous anti-air combo with more damage, meter gain, and corner carry. Does less damage if only the second hit of 2B connected. | |||
|- | |||
| 17 | |||
| AA 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5946 || <span style="color:blue">[2] Easy </span> || Anti-air 2B combo that only works if 2B hit airborne opponents as close to the ground as possible. | |||
|- | |||
| 18 | |||
| '''CH''' AA 2B > 236A > dash 5A > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6121 - 5201 || <span style="color:red">[4] Hard </span> || Counter hit close range anti-air 2B combo. The A Zio needs to hit the opponent by having them fall onto it but this needs to hit as late as possible, requiring a slight delay to avoid whiffing. Damage increases if each 2B hit twice, though both hits aren't needed to finish the combo. | |||
|- | |||
| 19 | |||
| 2C > [236C] > dash 5A > 5BBB > 214B || Any || 6294 || <span style="color:blue">[2] Easy </span> || 1 bar combo off a max range sweep. | |||
|- | |||
| 20 | |||
| 2C > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 7041 || <span style="color:green">[3] Intermediate </span> || 1 bar combo off a point-blank range sweep. EX Zio needs to be slightly delayed to connect into 5A. | |||
|- | |||
| 21A | |||
| 2C > [236C] > dash 2B > 214B+C > 2B > 5AA(2) > 5BB(delay)B > 214B || Mid-screen || 8719 || <span style="color:green">[3] Intermediate </span> || 3 bar combo off a close range sweep. If not done at point-blank range, EX Zio will need to be slightly delayed to connect into 2B. Dash forward and allow the opponent to fall as close to the ground as possible before using 2B. This will make Cross Slash cross-under, allowing 2B to hit after the super's recovery. | |||
|- | |||
| 21B | |||
| RB or CC 2C > [236C] > dash 2B > 214B+C > 2B > (5A) > 5BBB > 214B || Mid-screen || 9207 (9261) || <span style="color:red">[4] Hard </span> || Modified version of the previous combo to work during Resonance Blaze or a Cross Combo. Combo timer is tight, so drop 5A if a partial EX Zio charge is needed. Must partially charge if not done at point-blank range. | |||
|- | |||
| 22A | |||
| 2C > [236C] > dash 2B > 214B+C > 2B > 5A > 5B > 5AA(2)A > 214B+C || Mid-screen || 10571 || <span style="color:green">[3] Intermediate </span> || 5 bar combo off a close range sweep. Modified to optimize the damage off a Cross Slash ender. | |||
|- | |||
| 22B | |||
| RB or CC 2C > 236C > dash 2B > 214B+C > 2B(1) > 5AA(2)A > 214B+C || Mid-screen || 10814 (10680) || <span style="color:red">[4] Hard </span> || Modified version of the previous combo to work during Resonance Blaze or a Cross Combo. 5AA and the second 2B must hit only once, otherwise the combo will drop. Cannot charge EX Zio at all, thus this combo only works at point-blank range. Combo timer is tight, so drop 5A if a partial EX Zio charge is needed. Must partially charge if not done at point-blank range. Last 2B can lead directly into an unblockable Big Gamble reset. | |||
|- | |||
| 23 | |||
| RB 2C > [236C] > dash 2B > 214B+C > 2B > (5A) > 5BBB > 214C~A/B/C > 214B+C > (2B) || Mid-screen || 11639 (11684) || <span style="color:red">[4] Hard </span> || 6 bar combo off a point-blank range sweep. | |||
|- | |||
| 24 | |||
| IAD j.A > j.B > dash 5AAA > 5BBB > 214B || Any || 5336 || <span style="color:lightblue">[1] Very Easy </span> || Basic jump-in overhead combo. | |||
|- | |||
| 25 | |||
| [236C] > dash 5A > 2B > 5A > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6065 || <span style="color:blue">[2] Easy </span> || Charged EX Zio combo. | |||
|- | |||
| 26 | |||
| [(j)236C] > ((j)236C x 0 to 2) > (j)236B+C || Any || 5390 - 6459 || <span style="color:blue">[2] Easy </span> || A series of full-screen EX Zios ending with Ziodyne. Must either fire the air Zio as close to the ground as possible or charge the first one in mid-air. Can cut straight to Ziodyne after any of the Zios connect. | |||
|- | |||
| 27 | |||
| RB [(j)236C] > ((j)236C x 0 to 7) > (j)236B+C || Any || 6151 - 8459 || <span style="color:green">[3] Intermediate </span> || An extended version of the previous combo that is only possible in Resonance Blaze. Can use up to 8 EX Zios total thanks to level 4 RB's 9 bars of meter and passive metergain. | |||
|- | |||
| 28 | |||
| '''CH''' AA A+D > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 4913 || <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. | |||
|- | |||
| 29 | |||
| '''CH''' AA A+D > 214B+C > 2B > 5AA(2) > 5BBB > 214B || Any || 6331 || <span style="color:green">[3] Intermediate </span> || Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. Must get Cross Slash to cross-under in order to continue the combo. | |||
|- | |||
| 20 | |||
| 214B+C > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 8614 || <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. | |||
|- | |||
| 31 | |||
| B+C > 5A > 2B > 5A > 5B > 5A > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Any || 5164 || <span style="color:blue">[2] Easy </span> || Optimized meterless mid-screen throw combo. | |||
|} | |} | ||
Line 48: | Line 122: | ||
|- | |- | ||
| 1 | | 1 | ||
| | | 5AAAA > [Call Assist] > 5A > 5B > 5A(delay)AA > 5BBB > 214B || Any || 7561 || <span style="color:blue">[2] Easy </span> || Assist extension off of 5A Smart Combo. | ||
|- | |- | ||
| | | 2A | ||
| | | 5A > 5BBB > 214B > [Call Assist] > 5A > 2B > 5AA(2)A > 5BBB > 214B || Any || 7996 || <span style="color:green">[3] Intermediate </span> || Assist extension off of a max range 5A. The 5A after the assist call should be done just before the opponent touches the ground. 5AA needs to hit only with it's second hit or else the combo will drop at 5BB. | ||
|- | |||
| 2B | |||
| 5A > 5BBB > 214B > [Call Assist] > 5A > 2B > 5AA(2)AA || Any || 9225 || <span style="color:green">[3] Intermediate </span> || Variant of the previous combo ending with a Cross Raid. | |||
|- | |- | ||
| 3 | | 3 | ||
| | | 5AAA > 214B > [Call Assist] > 214B+C > 2B > 214B+C || Any || 10520 || <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. | ||
|- | |- | ||
| | | 4A | ||
| | | 5BB > 5AA(2)A > 214B > [Call Assist] > 5A > 2B > 5AA(2)A > 5BBB > 214B || Any || 7628 || <span style="color:green">[3] Intermediate </span> || Assist extension off a non-max range 5B. Both 5AA's needs to hit only with their second hit or else the combo will drop at 5BB. | ||
|- | |||
| 4B | |||
| 5BB > 5A(delay)AA > 214B > [Call Assist] > 5A > 2B > 5A(delay)AAA || Any || 8664 || <span style="color:green">[3] Intermediate </span> || Variant of the previous combo ending with a Cross Raid. | |||
|- | |||
| 5A | |||
| AA 5BB(delay)B > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B || Any || 7796 || <span style="color:green">[3] Intermediate </span> || Assist extension off a max height and max range anti-air 5B combo. | |||
|- | |||
| 5B | |||
| AA 5BB(delay)B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA || Any || 9102 || <span style="color:green">[3] Intermediate </span> || Variant of the previous combo ending with a Cross Raid. | |||
|- | |||
| 6A | |||
| AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B || Any || 7829 (7196) || <span style="color:green">[3] Intermediate </span> || Assist extension off an anti-air 2B. Does less damage if the initial 2B only hit once. Said 2B must be super jump canceled if it hits at max height. | |||
|- | |||
| 6B | |||
| AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA || Any || 9135 (8502) || <span style="color:green">[3] Intermediate </span> || Variant of the previous combo ending with a Cross Raid. | |||
|- | |||
| 7A | |||
| 2C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 8130 || <span style="color:green">[3] Intermediate </span> || Assist extension off a sweep. | |||
|- | |||
| 7B | |||
| 2C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA || Any || 9374 || <span style="color:green">[3] Intermediate </span> || Variant of the previous combo ending with a Cross Raid. | |||
|- | |||
| 8A | |||
| 2C > 214C~A/B/C > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B || Any || 9384 || <span style="color:red">[4] Hard </span> || Sweep starter using one bar to greatly increase the final damage. | |||
|- | |||
| 8B | |||
| 2C > 214C~A/B/C > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA || Any || 10611 || <span style="color:red">[4] Hard </span> || Variant of the previous combo ending with a Cross Raid. | |||
|- | |||
| 9 | |||
| [Call Assist] > j.C > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6544 || <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. | |||
|- | |- | ||
| | | 10 | ||
| [Call Assist] > j.C > | | [Call Assist] > j.C > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B || Any || 6917 || <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. | ||
|- | |- | ||
| | | 11A | ||
| [Call Assist] > | | j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Any || 7372 || <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. | ||
|- | |- | ||
| | | 11B | ||
| j.C > 214B > [Call Assist] > | | j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA || Any || 8633 || <span style="color:blue">[2] Easy </span> || Variant of the previous combo ending with a Cross Raid. | ||
|- | |- | ||
|} | |} | ||
Line 79: | Line 185: | ||
|- | |- | ||
| 1 | | 1 | ||
| | | (2A) > 2A > 4AA > 5AAA > 5BBB > 214B || Corner || 4351 (4057) || <span style="color:lightblue">[1] Very Easy </span> || Basic low combo that whiffs outside the corner. | ||
|- | |- | ||
| 2 | | 2 | ||
| | | (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. | ||
|- | |- | ||
| 3 | | 3 | ||
| 5AAA > | | (2A) > 5AAA > 2B > 5A > 5BB > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 7117 (5650) || <span style="color:blue">[2] Easy </span> || Close range 5A corner combo. Can start with a low by using 2A for less damage. | ||
|- | |- | ||
| 4 | | 4 | ||
| | | 5A > 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5AAA > 2C > 214B || Corner || 7205 (7137) || <span style="color:red">[4] Hard </span> || Optimal close range 5A corner combo. The air attacks after the back jump cancel need very slight delays to allow the 5A to connect. Does less damage if both hits of the initial 5AA connect. | ||
|- | |- | ||
| 5 | | 5 | ||
| | | 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. | ||
|- | |- | ||
| 6 | | 6 | ||
| | | 5A > 5BB > [236C] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7611 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo off a max range 5A. EX Zio needs to be slightly delayed so that 5B doesn't whiff. | ||
|- | |- | ||
| 7 | | 7 | ||
| | | AA 5A > 2B > 5BBB > 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 7446 || <span style="color:green">[3] Intermediate </span> || Anti-air 5A corner combo. The first 5B and the first 5BB will need very slight delays if the initial 5A hit at max height. | ||
|- | |- | ||
| 8 | | 8 | ||
| B | | (2A) > (AA) 5BB > 5A(delay)AA > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6717 (5718) || <span style="color:blue">[2] Easy </span> || Close range 5B corner combo. Also works if 5B hit against an airborne opponent close to the ground. Can start with a low by using 2A for less damage. | ||
|- | |||
| 9 | |||
| 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5AAA > 2C > 214B || Corner || 6875 (6800) || <span style="color:red">[4] Hard </span> || Optimal close range 5B corner combo. The air attacks after the back jump cancel need very slight delays to allow the 5A to connect. Does less damage if both hits of the initial 5AA connect. | |||
|- | |||
| 10 | |||
| 5B > 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7448 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo off a close range 5B. | |||
|- | |||
| 11 | |||
| 5BB > [236C] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7334 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo off a max range 5B. EX Zio needs to be slightly delayed so that 5B doesn't whiff. | |||
|- | |||
| 12 | |||
| AA 5BBB > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7225 || <span style="color:green">[3] Intermediate </span> || Anti-air 5B corner combo. Initial 5B must hit an airborne opponent near the attack's max height. | |||
|- | |||
| 13 | |||
| AA 2B > 5BBB > 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 7446 || <span style="color:green">[3] Intermediate </span> || Anti-air 2B corner combo. The first 5B and the first 5BB will need very slight delays if the initial 2B hit at max height. | |||
|- | |||
| 14 | |||
| 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7623 || <span style="color:green">[3] Intermediate </span> || Sweep corner combo using 1 bar. | |||
|- | |||
| 15 | |||
| IAD j.A > j.B > 5AAA > 2B > 5A > 5BB > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5824 || <span style="color:blue">[2] Easy </span> || Jump-in j.A corner combo. | |||
|- | |||
| 16 | |||
| IAD j.A > j.B > (j)236C > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 6297 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo off a jump-in j.A. | |||
|- | |||
| 17 | |||
| '''CH''' j.C > (j)236C > 2B > 5BBB > 2B > 5A(delay)AA > 5BB > 214B || Corner || 7178 || <span style="color:blue">[2] Easy </span> || 1 bar corner combo off a counter hit air Raging Lion. | |||
|- | |||
| 18 | |||
| AA (j)236A or AA j.236B > dash 5AAA > 2B > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5715 (5915) || <span style="color:green">[3] Intermediate </span> || Anti-air mid-range A Zio corner combo. For the air version, the Zio must be used as close to the ground as possible. | |||
|- | |||
| 19 | |||
| 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. | |||
|- | |||
| 20 | |||
| '''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. | |||
|- | |||
| 21 | |||
| '''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. | |||
|- | |||
| 22 | |||
| '''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. | |||
|- | |||
| 23 | |||
| '''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. | |||
|- | |||
| 24 | |||
| (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. | |||
|- | |||
| 25 | |||
| '''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. | |||
|- | |||
| 26 | |||
| 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. | |||
|- | |||
| 27 | |||
| 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. | |||
|} | |} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
=====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 !! | ! # !! Combo !! Position !! Damage !! Difficulty !! Notes | ||
|- | |- | ||
| 1 | | 1 | ||
| | | 4AAA > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > 5BBB > 214B || Corner || 6962 || <span style="color:blue">[2] Easy </span> || Assist extension off a max range 4A. | ||
|- | |- | ||
| 2 | | 2 | ||
| | | AA 4A > 2B(2) > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 6506 || <span style="color:green">[3] Intermediate </span> || Assist extension off a max height and max range anti-air 4A. | ||
|- | |- | ||
| 3 | | 3 | ||
| | | (AA) 5A > 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 8153 || <span style="color:blue">[2] Easy </span> || Assist extension off a max range 5A. Also works as an anti-air combo, even from max height and max range. | ||
|- | |- | ||
| 4 | | 4 | ||
| | | (AA) 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 7948 || <span style="color:blue">[2] Easy </span> || Assist extension off a max range 5B. Also works as an anti-air combo, even from max height and max range. | ||
|- | |||
| 5 | |||
| (AA) 2B > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 7981 (7348) || <span style="color:green">[3] Intermediate </span> || Assist extension off a max height and max range anti-air 2B. The first hit of 2B will whiff at said height, decreasing the final damage. | |||
|- | |||
| 6 | |||
| 2C > 214B > [Call Assist] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 8655 || <span style="color:blue">[2] Easy </span> || Assist extension off a max range sweep. | |||
|- | |||
| 7 | |||
| 2C > 214C~A/B/C > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 9566 || <span style="color:blue">[2] Easy </span> || Sweep starter using one bar to greatly increase the final damage. | |||
|- | |||
| 8 | |||
| j.C or 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7308 || <span style="color:blue">[2] Easy </span> || Assist extension off a Raging Lion. | |||
|- | |||
| 9 | |||
| [Call Assist] > j.C or 5BBB > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B || Corner || 6957 || <span style="color:blue">[2] Easy </span> || Variation of the previous combo that can use a neutral assist. Raging Lion should be used immediately after the assist call and should hit first. | |||
|- | |||
| 10 | |||
| [Call Assist] > j.C > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B > [Call Assist] > 214B || Corner || 7328 || <span style="color:green">[3] Intermediate </span> || Extension of the previous combo with an active assist call. | |||
|- | |||
|} | |} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==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 > | xx 214B > [Call Assist] > 5A > 2B > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B | ||
Line 154: | Line 335: | ||
'''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 | 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: | An example presented here: | ||
Line 177: | Line 358: | ||
==Video Examples== | ==Video Examples== | ||
Basic Yu Combos By Meno | Basic Yu Combos By Meno (As of 2.0, some combos in the video are no longer possible or have changed in behavior) | ||
{{#ev:youtube|hw4Fi4QhXbE}} | {{#ev:youtube|hw4Fi4QhXbE}} | ||
Yu Punish Cross Combos using the Entire Existing Roster By Meno | Yu Punish Cross Combos using the Entire Existing Roster By Meno | ||
{{#ev:youtube|dRQazQ2OKpA}} | {{#ev:youtube|dRQazQ2OKpA}} | ||
Yu combos in version 2.0 by Meno | |||
{{#ev:youtube|XXu4lCYoNns}} | |||
https://www.youtube.com/watch?v=D7If2hZYfKI | https://www.youtube.com/watch?v=D7If2hZYfKI |
Revision as of 15:59, 12 December 2019
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
Combo List
Midscreen
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 2A > (2A > 4AA) > 2B > 5AAA > 5BB > 214B | Any | 4969 (4030) | [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 | 4AAA > 2C > 236C > dash 5AAA > 5BB > 214B | Any | 5777 | [2] Easy | 1 bar combo off a point-blank range 4A Smart Combo. |
3 | AA 4AAA > 2C > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 6141 | [3] Intermediate | Anti-air version of the previous combo which gives better combo options. |
4 | AA 4A > 2B(2) > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B | Any | 4629 | [2] Easy | Max height 4A anti-air. The first hit of 2B will whiff at said height, decreasing the final damage. |
5 | 5AAA > 5BB(B) > 214B | Any | 5681 (6267) | [1] Very Easy | Basic 5A starter combo. Still works at max range if Raging Lion is skipped. Easy to extend with assists. |
6 | 5A > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 6488 | [2] Easy | Yu's optimal resource-less mid-screen ground combo. Works till the opponent is about one character length away from Yu. |
7 | 5A > 5BB > [236C] > dash 5A > 2B > 5A > 5B > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B | Any | 7261 | [3] Intermediate | 1 bar combo off a 5A. EX Zio needs to be slightly charged to Yu time to close the distance. Allow the opponent to fall as close to the ground as possible before using 5A. |
8 | AA 5A > 2B > (delay) 5B > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B | Any | 6387 | [2] Easy | Max height anti-air 5A combo. |
9 | RB 5AAA > [236C] > 214C~A/B/C > 214B+C > 2B > 214B+C | Mid-screen | 12087 | [3] Intermediate | 6 bar combo off a full-screen 5AAA. 5AAA must hit raw, so 5A and 5AA before must have either been blocked or hit an assist. |
10 | 5BBB > 214B | Any | 4818 | [1] Very Easy | Max range 5B combo. Lacks any meaningful extensions without the corner or an assist. |
11 | 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 6091 | [2] Easy | Close range 5B combo. |
12 | 5BB > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 6983 | [3] Intermediate | 1 bar combo off a 5B. EX Zio needs to be slightly charged to Yu time to close the distance. Allow the opponent to fall as close to the ground as possible before using 5A. |
13 | AA 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 5648 | [2] Easy | Max height anti-air 5B combo. |
14 | RB 5BBB or j.C > 214C~A/B/C > 214B+C > 2B > 5A > 5BBB > 214C~A/B/C > 214B+C | Mid-screen | 11892 | [2] Easy | 6 bar combo off a Raging Lion. |
15 | AA 2B(2) > (s)jc > j.AA > djc > j.AA > j.C > 214B | Any | 5285 (4652) | [1] Very Easy | Basic max height anti-air combo. Works on any character anywhere on the screen and gives good corner carry. Does less damage if only the second hit of 2B connected. |
16 | AA 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 5865 (5232) | [2] Easy | Optimized version of the previous anti-air combo with more damage, meter gain, and corner carry. Does less damage if only the second hit of 2B connected. |
17 | AA 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 5946 | [2] Easy | Anti-air 2B combo that only works if 2B hit airborne opponents as close to the ground as possible. |
18 | CH AA 2B > 236A > dash 5A > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 6121 - 5201 | [4] Hard | Counter hit close range anti-air 2B combo. The A Zio needs to hit the opponent by having them fall onto it but this needs to hit as late as possible, requiring a slight delay to avoid whiffing. Damage increases if each 2B hit twice, though both hits aren't needed to finish the combo. |
19 | 2C > [236C] > dash 5A > 5BBB > 214B | Any | 6294 | [2] Easy | 1 bar combo off a max range sweep. |
20 | 2C > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 7041 | [3] Intermediate | 1 bar combo off a point-blank range sweep. EX Zio needs to be slightly delayed to connect into 5A. |
21A | 2C > [236C] > dash 2B > 214B+C > 2B > 5AA(2) > 5BB(delay)B > 214B | Mid-screen | 8719 | [3] Intermediate | 3 bar combo off a close range sweep. If not done at point-blank range, EX Zio will need to be slightly delayed to connect into 2B. Dash forward and allow the opponent to fall as close to the ground as possible before using 2B. This will make Cross Slash cross-under, allowing 2B to hit after the super's recovery. |
21B | RB or CC 2C > [236C] > dash 2B > 214B+C > 2B > (5A) > 5BBB > 214B | Mid-screen | 9207 (9261) | [4] Hard | Modified version of the previous combo to work during Resonance Blaze or a Cross Combo. Combo timer is tight, so drop 5A if a partial EX Zio charge is needed. Must partially charge if not done at point-blank range. |
22A | 2C > [236C] > dash 2B > 214B+C > 2B > 5A > 5B > 5AA(2)A > 214B+C | Mid-screen | 10571 | [3] Intermediate | 5 bar combo off a close range sweep. Modified to optimize the damage off a Cross Slash ender. |
22B | RB or CC 2C > 236C > dash 2B > 214B+C > 2B(1) > 5AA(2)A > 214B+C | Mid-screen | 10814 (10680) | [4] Hard | Modified version of the previous combo to work during Resonance Blaze or a Cross Combo. 5AA and the second 2B must hit only once, otherwise the combo will drop. Cannot charge EX Zio at all, thus this combo only works at point-blank range. Combo timer is tight, so drop 5A if a partial EX Zio charge is needed. Must partially charge if not done at point-blank range. Last 2B can lead directly into an unblockable Big Gamble reset. |
23 | RB 2C > [236C] > dash 2B > 214B+C > 2B > (5A) > 5BBB > 214C~A/B/C > 214B+C > (2B) | Mid-screen | 11639 (11684) | [4] Hard | 6 bar combo off a point-blank range sweep. |
24 | IAD j.A > j.B > dash 5AAA > 5BBB > 214B | Any | 5336 | [1] Very Easy | Basic jump-in overhead combo. |
25 | [236C] > dash 5A > 2B > 5A > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 6065 | [2] Easy | Charged EX Zio combo. |
26 | [(j)236C] > ((j)236C x 0 to 2) > (j)236B+C | Any | 5390 - 6459 | [2] Easy | A series of full-screen EX Zios ending with Ziodyne. Must either fire the air Zio as close to the ground as possible or charge the first one in mid-air. Can cut straight to Ziodyne after any of the Zios connect. |
27 | RB [(j)236C] > ((j)236C x 0 to 7) > (j)236B+C | Any | 6151 - 8459 | [3] Intermediate | An extended version of the previous combo that is only possible in Resonance Blaze. Can use up to 8 EX Zios total thanks to level 4 RB's 9 bars of meter and passive metergain. |
28 | CH AA A+D > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 4913 | [2] Easy | Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. |
29 | CH AA A+D > 214B+C > 2B > 5AA(2) > 5BBB > 214B | Any | 6331 | [3] Intermediate | Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. Must get Cross Slash to cross-under in order to continue the combo. |
20 | 214B+C > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 8614 | [2] Easy | Cross-up Cross Slash done against jumping opponents. Rarely occurs but can result in huge damage if you're prepared. |
31 | B+C > 5A > 2B > 5A > 5B > 5A > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B | Any | 5164 | [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 | 5AAAA > [Call Assist] > 5A > 5B > 5A(delay)AA > 5BBB > 214B | Any | 7561 | [2] Easy | Assist extension off of 5A Smart Combo. |
2A | 5A > 5BBB > 214B > [Call Assist] > 5A > 2B > 5AA(2)A > 5BBB > 214B | Any | 7996 | [3] Intermediate | Assist extension off of a max range 5A. The 5A after the assist call should be done just before the opponent touches the ground. 5AA needs to hit only with it's second hit or else the combo will drop at 5BB. |
2B | 5A > 5BBB > 214B > [Call Assist] > 5A > 2B > 5AA(2)AA | Any | 9225 | [3] Intermediate | Variant of the previous combo ending with a Cross Raid. |
3 | 5AAA > 214B > [Call Assist] > 214B+C > 2B > 214B+C | Any | 10520 | [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. |
4A | 5BB > 5AA(2)A > 214B > [Call Assist] > 5A > 2B > 5AA(2)A > 5BBB > 214B | Any | 7628 | [3] Intermediate | Assist extension off a non-max range 5B. Both 5AA's needs to hit only with their second hit or else the combo will drop at 5BB. |
4B | 5BB > 5A(delay)AA > 214B > [Call Assist] > 5A > 2B > 5A(delay)AAA | Any | 8664 | [3] Intermediate | Variant of the previous combo ending with a Cross Raid. |
5A | AA 5BB(delay)B > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B | Any | 7796 | [3] Intermediate | Assist extension off a max height and max range anti-air 5B combo. |
5B | AA 5BB(delay)B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA | Any | 9102 | [3] Intermediate | Variant of the previous combo ending with a Cross Raid. |
6A | AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B | Any | 7829 (7196) | [3] Intermediate | Assist extension off an anti-air 2B. Does less damage if the initial 2B only hit once. Said 2B must be super jump canceled if it hits at max height. |
6B | AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA | Any | 9135 (8502) | [3] Intermediate | Variant of the previous combo ending with a Cross Raid. |
7A | 2C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 8130 | [3] Intermediate | Assist extension off a sweep. |
7B | 2C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA | Any | 9374 | [3] Intermediate | Variant of the previous combo ending with a Cross Raid. |
8A | 2C > 214C~A/B/C > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B | Any | 9384 | [4] Hard | Sweep starter using one bar to greatly increase the final damage. |
8B | 2C > 214C~A/B/C > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA | Any | 10611 | [4] Hard | Variant of the previous combo ending with a Cross Raid. |
9 | [Call Assist] > j.C > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Any | 6544 | [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. |
10 | [Call Assist] > j.C > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B | Any | 6917 | [3] Intermediate | Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist. |
11A | j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B | Any | 7372 | [2] Easy | Variant of the neutral assist into overhead combo that instead utilizes an active assist after confirming Raging Lion into Swift Strike. |
11B | j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA | Any | 8633 | [2] Easy | Variant of the previous combo ending with a Cross Raid. |
Corner
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | (2A) > 2A > 4AA > 5AAA > 5BBB > 214B | Corner | 4351 (4057) | [1] Very Easy | Basic low combo that whiffs outside the corner. |
2 | (AA) 4AAA > 2C > [236C] > 2B > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 6299 | [2] Easy | 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. |
3 | (2A) > 5AAA > 2B > 5A > 5BB > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Corner | 7117 (5650) | [2] Easy | Close range 5A corner combo. Can start with a low by using 2A for less damage. |
4 | 5A > 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5AAA > 2C > 214B | Corner | 7205 (7137) | [4] Hard | Optimal close range 5A corner combo. The air attacks after the back jump cancel need very slight delays to allow the 5A to connect. Does less damage if both hits of the initial 5AA connect. |
5 | 5A > 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 7867 | [3] Intermediate | 1 bar corner combo off a close range 5A. |
6 | 5A > 5BB > [236C] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 7611 | [3] Intermediate | 1 bar corner combo off a max range 5A. EX Zio needs to be slightly delayed so that 5B doesn't whiff. |
7 | AA 5A > 2B > 5BBB > 2B > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 7446 | [3] Intermediate | Anti-air 5A corner combo. The first 5B and the first 5BB will need very slight delays if the initial 5A hit at max height. |
8 | (2A) > (AA) 5BB > 5A(delay)AA > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Corner | 6717 (5718) | [2] Easy | Close range 5B corner combo. Also works if 5B hit against an airborne opponent close to the ground. Can start with a low by using 2A for less damage. |
9 | 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5AAA > 2C > 214B | Corner | 6875 (6800) | [4] Hard | Optimal close range 5B corner combo. The air attacks after the back jump cancel need very slight delays to allow the 5A to connect. Does less damage if both hits of the initial 5AA connect. |
10 | 5B > 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 7448 | [3] Intermediate | 1 bar corner combo off a close range 5B. |
11 | 5BB > [236C] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 7334 | [3] Intermediate | 1 bar corner combo off a max range 5B. EX Zio needs to be slightly delayed so that 5B doesn't whiff. |
12 | AA 5BBB > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 7225 | [3] Intermediate | Anti-air 5B corner combo. Initial 5B must hit an airborne opponent near the attack's max height. |
13 | AA 2B > 5BBB > 2B > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 7446 | [3] Intermediate | Anti-air 2B corner combo. The first 5B and the first 5BB will need very slight delays if the initial 2B hit at max height. |
14 | 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 7623 | [3] Intermediate | Sweep corner combo using 1 bar. |
15 | IAD j.A > j.B > 5AAA > 2B > 5A > 5BB > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B | Corner | 5824 | [2] Easy | Jump-in j.A corner combo. |
16 | IAD j.A > j.B > (j)236C > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 6297 | [3] Intermediate | 1 bar corner combo off a jump-in j.A. |
17 | CH j.C > (j)236C > 2B > 5BBB > 2B > 5A(delay)AA > 5BB > 214B | Corner | 7178 | [2] Easy | 1 bar corner combo off a counter hit air Raging Lion. |
18 | AA (j)236A or AA j.236B > dash 5AAA > 2B > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Corner | 5715 (5915) | [3] Intermediate | Anti-air mid-range A Zio corner combo. For the air version, the Zio must be used as close to the ground as possible. |
19 | AA j.236A or AA j.236B > dash 2B > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 6067 (6287) | [3] Intermediate | Anti-air close range air A/B Zio corner combo. |
20 | CH j.236A > 4A > 5AAA > 2B > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Corner | 5075 | [3] Intermediate | Counter hit point blank range air A Zio corner combo. The Zio must be used as close to the ground as possible. |
21 | CH j.236A > dash 5AAA > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Corner | 5728 | [3] Intermediate | Counter hit mid-range air A Zio corner combo. The Zio must be used as close to the ground as possible. |
22 | CH j.236B > dash 5AAA > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B | Corner | 5948 | [3] Intermediate | Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible. |
23 | CH j.236B > dash 5AAA > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 6256 (6243) | [4] Hard | 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. |
24 | (j)236C > 2B > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B | Corner | 6815 | [2] Easy | EX zio corner combo. For the last 2B, if both hits come out the combo will drop. |
25 | CH AA A+D > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 5372 | [2] Easy | 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. |
26 | 214B+C > 2B > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 8857 | [2] Easy | Cross-up Cross Slash done when Yu is cornered, resulting in a side switch. |
27 | B+C > 2B > 5BBB > 2B(1) > 5BBB > 2B(1) > 5A > 5BBB > 214B | Corner | 5558 | [2] Easy | Basic corner throw combo. Subsequent 2B's need to only hit once or the combo will drop at 5BB. |
With Assists
- Exact damage and the assist needed for proper extension varies depending on partner choice.
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 4AAA > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > 5BBB > 214B | Corner | 6962 | [2] Easy | Assist extension off a max range 4A. |
2 | AA 4A > 2B(2) > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 6506 | [3] Intermediate | Assist extension off a max height and max range anti-air 4A. |
3 | (AA) 5A > 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 8153 | [2] Easy | Assist extension off a max range 5A. Also works as an anti-air combo, even from max height and max range. |
4 | (AA) 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 7948 | [2] Easy | Assist extension off a max range 5B. Also works as an anti-air combo, even from max height and max range. |
5 | (AA) 2B > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 7981 (7348) | [3] Intermediate | Assist extension off a max height and max range anti-air 2B. The first hit of 2B will whiff at said height, decreasing the final damage. |
6 | 2C > 214B > [Call Assist] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 8655 | [2] Easy | Assist extension off a max range sweep. |
7 | 2C > 214C~A/B/C > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B | Corner | 9566 | [2] Easy | Sweep starter using one bar to greatly increase the final damage. |
8 | j.C or 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B | Corner | 7308 | [2] Easy | Assist extension off a Raging Lion. |
9 | [Call Assist] > j.C or 5BBB > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B | Corner | 6957 | [2] Easy | Variation of the previous combo that can use a neutral assist. Raging Lion should be used immediately after the assist call and should hit first. |
10 | [Call Assist] > j.C > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B > [Call Assist] > 214B | Corner | 7328 | [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 (As of 2.0, some combos in the video are no longer possible or have changed in behavior)
Yu Punish Cross Combos using the Entire Existing Roster By Meno
Yu combos in version 2.0 by Meno
https://www.youtube.com/watch?v=D7If2hZYfKI
External Documents and References
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- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
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