BBTag/Yu Narukami/Combos: Difference between revisions

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'''P4U Style Reverse Beats'''
'''Rebeats'''


'P4U style Reverse Beats' (for lack of better term) was a feature that was introduced in P4U2. While they were not implemented in the same way like Melty Blood and Under Night In-Birth, they allowed players to sort of "chain back" into a normal that was already used earlier. For Narukami, the most common normal to perform this with was 5B (or 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.  
'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 reverse beat 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!
One thing to keep in mind is that it is '''not''' possible to reverse beat 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!

Revision as of 08:05, 17 May 2018

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


Combo List

Midscreen

Solo
# Combo Position Damage Difficulty Notes
_ 2A > 4A > 5AAA > 214B Any 3639 [1] Very Easy Yu's most basic confirm off the 2A low. Giving good corner carry and leads to the most basic assist call. 2A can be repeated up to 2 times for the combo to work.
_ 5A > 2B > 5AAA > 214B Any 5612 [1] Very Easy Currently Yu's most damaging 5A combo from point blank range. Works till character length away from your opponnent.
With Assists
# Combo Position Assist Type Difficulty Notes
_ 5AAA > 214B > [Call Assist] > 2B > j.AB > dj.ABC Any Upward Launch [1] Very Easy The most basic of assist combos. Call the assist on the third hit to get the most time to execute the combo.

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.ABC - Works with assist similar to Hyde's 5P


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)


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

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


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


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

5AAAA > [Call Assist] > Corner Carry Stuff

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


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


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 reverse beat 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


External Documents and References