BBTag/Yu Narukami/Combos: Difference between revisions

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{{#lsth:BBTag/Yu Narukami/Data|Nav}}
<center>{{Character Label|BBTag|Yu Narukami|size=36px}}</center>
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{{Notation-BBTag|additional=
{| class="wikitable"
}}
|-
<br style="clear:both;"/>
! Combo Notation Guide
|-
|
:{| class="wikitable" border="1"
|-
| 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 {{2}}{{3}}{{6}}A 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.
|}
<br clear=all/>
==Combo List==
==Combo List==


===Midscreen===
===Midscreen===


=====Solo=====
{| 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"
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|-
|-
| 1  
| 1  
| 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.
| 2A > (2A > 4AA) > 2B > 5AAA > 5BB > 214B || Any || 4969 (4030) || {{ComboDifficulty|Very Easy}} || Yu's most basic confirm off of 2A. 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
| 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.
| 4AAA > 2C > 236C > dash 5AAA > 5BB > 214B || Any || 5777 || {{ComboDifficulty|Easy}} || 1 bar combo off a point-blank range 4A Smart Combo.
|-
|-
| 3
| 3
| AA 2B > jc > j.AA > djc > j.AA > j.C || Any || 4795 || <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.
| 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 || {{ComboDifficulty|Medium}} || Anti-air version of the previous combo which gives better combo options.
|-
|-
| 4
| 4
| AA 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C || Any || 5237 || <span style="color:blue">[2] Easy </span> || Optimized version of the previous anti-air combo with more damage, meter gain, and corner carry.
| AA 4A > 2B(2) > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Any || 4629 || {{ComboDifficulty|Easy}} || Max height 4A anti-air. The first hit of 2B will whiff at said height, decreasing the final damage.
|-
|-
| 5
| 5
| '''CH''' AA 2B > 236A > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C || Any || 5759 || <span style="color:Green">[3] Intermediate </span> || Counter hit only optimal anti-air combo. The 236A needs to hit while the opponent is as high as possible which will require a slight delay to avoid whiffing.
| 5AAA > 5BB(B) > 214B || Any || 5681 (6267) || {{ComboDifficulty|Very Easy}} || Basic 5A starter combo. Still works at max range if Raging Lion is skipped. Easy to extend with assists.
|-
|-
| 6
| 6
| IAD j.A > j.B > j.236C > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C || Any || 5490 || <span style="color:Green">[3] Intermediate </span> || Jump-in overhead that uses one bar to start an air combo.
| 5A > 5BB > 5A (or 2B) > sjc > j.A(A) > j.B > djc > j.A > j.B > j.C > 214B || Any || 6488 (6654) || {{ComboDifficulty|Easy}} || Yu's optimal resource-less mid-screen ground combo. Using 2B requires a point-blank range starter while 5A works till the opponent is about one character length away from Yu.
|-
|-
| 7
| 7
| B+C > 5AA > sjc > j.AA > j.B > djc > j.A > j.B > j.C || Any || 4699 || <span style="color:blue">[2] Easy </span> || Optimized meterless mid-screen throw combo.
| 5A > 5BB > [236C] > IAD j.B > dash 5A > 2B > (delay) 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 7427 || {{ComboDifficulty|Medium}} || 1 bar combo off a 5A. EX Zio needs to be slightly charged to give Narukami time to close the distance. Jump and air dash as soon as the EX Zio recovery ends and delay the j.B until just before Narukami touches the ground. 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 || {{ComboDifficulty|Easy}} || Max height anti-air 5A combo.
|-
| 9
| AA 5A > 2B > (delay) 5B > sjc > IAD j.A > j.B > 5B > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B || Any || 6754 || {{ComboDifficulty|Hard}} || Anti-air 5A combo using the 5B IAD link. After hitting 5B, buffer a super jump away from the opponent then air dash forward while using j.A. Should be inputted as 2766.
|-
| 10
| AA '''CH''' 5A > jc > (delay) j.A > j.B > dash 5B > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6550 || {{ComboDifficulty|Medium}} || Max height anti-air counter hit 5A combo.
|-
| 11
| RB 5A > 2C > 214C~A/B/C > 214B+C > 2B > 5BBB > 214B > (214B+C) || Mid-screen || 10528 (12727) || {{ComboDifficulty|Medium}} || 3 - 5 bar 5A combo using Resonance Blaze. Super cancel into Cross Slash immediately after the first hit of Big Gamble connects.
|-
| 12
| '''CH''' 5AAA > jc > IAD (delay) j.B > dash 5A > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 7556 || {{ComboDifficulty|Easy}} || Counter hit 5AAA combo. 5AAA must hit raw, so 5A and 5AA before must have either been blocked or hit an assist. j.B whiffs if the opponent is crouching.
|-
| 13
| RB ('''CH''') 5AAA > [236C] > 214C~A/B/C > 214B+C > 2B > 214B+C || Mid-screen || 12087 (11671) || {{ComboDifficulty|Medium}} || 6 bar combo off of 5AAA. 5AAA must hit raw, so 5A and 5AA before must have either been blocked or hit an assist. 5AAA must be a counter hit to combo from full screen.
|-
| 14
| 5BBB > 214B || Any || 4818 || {{ComboDifficulty|Very Easy}} || Max range 5B combo. Lacks any meaningful extensions without the corner or an assist.
|-
| 15
| 5BB > 5A (or 2B) > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6091 (6325) || {{ComboDifficulty|Easy}} || Close range 5B combo.
|-
| 16
| 5BB > [236C] > IAD j.B > dash 5A > (delay) 5B > 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 7111 || {{ComboDifficulty|Medium}} || 1 bar combo off a 5B. EX Zio needs to be slightly charged to give Narukami time to close the distance. Jump and air dash as soon as the EX Zio recovery ends and delay the j.B until just before Narukami touches the ground. Allow the opponent to fall as close to the ground as possible before using 5A.
|-
| 17
| AA 5B > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5717 || {{ComboDifficulty|Easy}} || Max height anti-air 5B combo.
|-
| 18
| AA '''CH''' 5B > jc > IAD j.A > j.B > dash 5B > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6279 || {{ComboDifficulty|Medium}} || Max height anti-air 5B combo.
|-
| 19
| RB 5BBB or j.C > 214C~A/B/C > 214B+C > 2B > 5AAA > jc > j.C > 214B > (214B+C) || Mid-screen || 9578 (11777) || {{ComboDifficulty|Easy}} || Resonance Blaze combo off of Raging Lion. Can add another Cross Slash for more damage.
|-
| 20
| AA 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5865 (5232) || {{ComboDifficulty|Easy}} || Max height anti-air combo. Does less damage if only the second hit of 2B connected.
|-
| 21
| AA 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5946 || {{ComboDifficulty|Easy}} || Anti-air 2B combo that only works if 2B hit airborne opponents as close to the ground as possible.
|-
| 22
| AA 2B > 5B > sjc > IAD j.A > j.B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6257 (5573) || {{ComboDifficulty|Hard}} || Anti-air 2B combo using the 5B IAD link. After hitting 5B, buffer a super jump away from the opponent then air dash forward while using j.A. Should be inputted as 2766. Does less damage if only the second hit of 2B connected.
|-
| 23
| '''CH''' AA 2B > jc > (delay) j.B > dash 5A > (delay) 5B > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6656 || {{ComboDifficulty|Medium}} || Counter hit anti-air 2B combo.
|-
| 24
| '''CH''' AA 2B > 236A > dash 5A > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6121 (5201) || {{ComboDifficulty|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.
|-
| 25
| 2C > [236C] > dash 5AAA > 5BB > 214B || Any || 6491 || {{ComboDifficulty|Easy}} || 1 bar combo off a max range sweep.
|-
| 26
| 2C > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 7041 || {{ComboDifficulty|Medium}} || 1 bar combo off a point-blank range sweep. EX Zio needs to be slightly delayed to connect into 5A.
|-
| 27A
| 2C > [236C] > dash 2B > 214B+C > 2B > 5A > 5B > 5AA(2)A > sjc > j.C > 214B (or 214B+C) || Mid-screen || 8813 (10708) || {{ComboDifficulty|Medium}} || 3 - 5 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. Can end with another Cross Slash for more damage.
|-
| 27B
| RB 2C > [236C] > dash 2B > 214B+C > 2B > (5A) > 5BBB > 214B > (214B+C) || Mid-screen || 9261 (11460) || {{ComboDifficulty|Medium}} || Modified version of the previous combo to work during Resonance Blaze. 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.
|-
| 28
| IAD j.A > j.B > dash 5AAA > 5BBB > 214B || Any || 5336 ||  {{ComboDifficulty|Very Easy}} || Basic jump-in overhead combo.
|-
| 29
| [236C] > dash 5A > 2B > 5A > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6065 || {{ComboDifficulty|Easy}} || Charged EX Zio combo.
|-
| 30
| [(j)236C] > ((j)236C x 0 to 2) > (j)236B+C || Any || 5390 - 6459 || {{ComboDifficulty|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.
|-
| 31
| RB [(j)236C] > ((j)236C x 0 to 7) > (j)236B+C || Any || 6151 - 8459 || {{ComboDifficulty|Medium}} || 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.
|-
| 32
| '''CH''' AA A+D(2) > 4A > 5A > (delay) 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 4369 || {{ComboDifficulty|Easy}} || Counter hit Big Gamble starter that only works if the opponent was hit at least at a full jump height.
|-
| 33
| '''CH''' AA A+D(2) > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 4913 || {{ComboDifficulty|Easy}} || Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height.
|-
| 34
| '''CH''' AA A+D(2) > 214B+C > 2B > 5A > 5B > 5AA(2)A > jc > j.C > 214B (or 214B+C) || Any || 6423 (8319) || {{ComboDifficulty|Medium}} || 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. Can add another Cross Slash for more damage.
|-
| 35
| 214B+C > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B (or 214B+C) || Any || 8618 (10518) || {{ComboDifficulty|Easy}} || Cross-up Cross Slash done against jumping opponents. Rarely occurs but can result in huge damage if you're prepared. Can add another Cross Slash for more damage.
|-
| 36
| B+C > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5164 || {{ComboDifficulty|Easy}} || Meterless mid-screen throw combo.
|-
| 37
| B+C > 5A > 2B > 5A > 5B > sjc > IAD j.A > j.B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 5298 || {{ComboDifficulty|Hard}} || Throw combo using the 5B IAD link. After hitting 5B, buffer a super jump away from the opponent then air dash forward while using j.A. Should be inputted as 2766.
|}
|}


=====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
| 1
| 5AAA > 214B > [Call Assist] > 2B > j.AB > dj.ABC || Corner || Any || <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.
| 5AAAA > [Call Assist] > IAD j.B > 5A(delay)AA > 5BBB > 214B || Any || 7561 || {{ComboDifficulty|Easy}} || Assist extension off of 5A Smart Combo.
|-
| 2A
| 5A > 5BBB > 214B > [Call Assist] > IAD j.B > 5A(delay)AA > 5BBB > 214B || Any || 8027 || {{ComboDifficulty|Easy}} || Assist extension off of a max range 5A. The IAD j.B should hit the opponent as low to the ground as possible.
|-
| 2B
| 5A > 5BBB > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5BB > 5AA(2)AA || Any || 9385 || {{ComboDifficulty|Easy}} || Variant of the previous combo ending with a Cross Raid.
|-
| 3
| 5A > 214B > [Call Assist] > dash 214B+C > 2B > 5AAA > jc > j.C > 214B+C || Any || 11560 || {{ComboDifficulty|Medium}} || 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
| 5BBB > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5AA(2)A > sjc > j.C > 214B || Any || 7809 || {{ComboDifficulty|Medium}} || Assist extension off a non-max range 5B.
|-
| 4B
| 5BBB > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5A(delay)AAA || Any || 9208 || {{ComboDifficulty|Medium}} || Variant of the previous combo ending with a Cross Raid.
|-
| 5A
| AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5AA(2)A > sjc > j.C > 214B || Any || 7842 (7209) || {{ComboDifficulty|Medium}} || 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.
|-
| 5B
| AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5BB > 5A(delay)AAA || Any || 9248 (8609) || {{ComboDifficulty|Medium}} || Variant of the previous combo ending with a Cross Raid.
|-
| 6A
| 2C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 8185 || {{ComboDifficulty|Medium}} || Assist extension off a sweep.
|-
| 6B
| 2C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 2B > 5B > 5A(delay)AAA || Any || 9452 || {{ComboDifficulty|Medium}} || Variant of the previous combo ending with a Cross Raid.
|-
| 7A
| 2C > 214C~A/B/C > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5AA(2)A > sjc > j.C > 214B || Any || 9468 || {{ComboDifficulty|Hard}} || Sweep starter using one bar to greatly increase the final damage.
|-
| 7B
| 2C > 214C~A/B/C > [Call Assist] > 5A > 2B > 5A > (delay) 5B > 2B > 5A(delay)AAA || Any || 10819 || {{ComboDifficulty|Hard}} || Variant of the previous combo ending with a Cross Raid.
|-
| 8
| [Call Assist] > j.C > IAD j.B > 5A > (delay) 5B > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 6712 || {{ComboDifficulty|Medium}} || 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.
|-
| 9
| [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 || 7087 || {{ComboDifficulty|Medium}} || Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist.
|-
| 10A
| j.C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Any || 7524 || {{ComboDifficulty|Medium}} || Variant of the neutral assist into overhead combo that instead utilizes an active assist after confirming Raging Lion into Swift Strike.
|-
| 10B
| j.C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5A(delay)AAA || Any || 8801 || {{ComboDifficulty|Medium}} || Variant of the previous combo ending with a Cross Raid.
|-
|-
|}
|}


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|-
|-
| 1
| 1
| 5BB > 5A > 2B > 5AAA > 2C > 214B || Corner || 6212 || <span style="color:lightblue">[1] Very Easy </span> || Corner only extension after 5BB.
| (2A) > 2A > 4AA > 2B > 5AAA > 5BBB > 214B || Corner || 4501 (4191) || {{ComboDifficulty|Very Easy}} || Basic low combo that whiffs outside the corner.
|-
|-
| 2
| 2
| 2A > 4AA > 5A > 2B > 5AAA > 214B || Corner || 4106 || <span style="color:lightblue">[1] Very Easy </span> || Basic low combo that whiffs outside the corner.
| (AA) 4AAA > 2C > [236C] > 2B > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B || Corner || 6369 || {{ComboDifficulty|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
| 3
| 5AAA > 2C > 236C > 4A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C || Corner || 6890 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo that launches opponents without using an assist.
| (2A) > 5AAA > 2B > 5A > 5BB > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 7117 (5650) || {{ComboDifficulty|Easy}} || Close range 5A corner combo. Can start with a low by using 2A for less damage.
|-
|-
| 4
| 4
| 2C > 236C > 4A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C || Corner || 6166 || <span style="color:green">[3] Intermediate </span> || Same combo as before but starting with a low.
| 5A > 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5AAA > jc > j.C > 214B || Corner || 7216 (7146) || {{ComboDifficulty|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
| 5
| IAD j.A > j.B > 2C > 236C > 4A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C || Corner || 5515 || <span style="color:green">[3] Intermediate </span> || Same combo as before but starting with an overhead.
| 5A > 2C > [236C] > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5AA(2)A > jc > j.C > 214B || Corner || 7871 || {{ComboDifficulty|Medium}} || 1 bar corner combo off a close range 5A.
|-
|-
| 6
| 6
| IAD j.A > j.B > j.236C > 2B > 236A > 5AAA > sjc > j.AA > j.B > djc > j.A > j.B > j.C || Corner || 5787 || <span style="color:red">[4] Hard </span> || Jump-in overhead that uses one bar to start an air combo. The 236A needs to hit while the opponent is as high as possible which will require a slight delay to avoid whiffing. The 236A also cannot hit if Yu is too close to the opponent so either IAD from far enough way so that Yu doesn't end up in the corner when he lands or jump-in without an IAD with j.B.
| 5A > 5BB > [236C] > IAD j.B > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B || Corner || 7649 || {{ComboDifficulty|Medium}} || 1 bar corner combo off a max range 5A. EX Zio needs to be slightly delayed so that j.B > 5B will connect.
|-
|-
| 7
| 7
| IAD j.A > j.B > j.236C > 2B > 236A > 5AAA > 5BB > 2C > 214BC || Corner || 7287 || <span style="color:red">[4] Hard </span> || Similar to the previous combo but modified so that a super can be used to end the combo.
| AA 5A > 2B > 5BBB > 2B > 5BBB > 2B > 5AA(2)A > jc > j.C > 214B || Corner || 7457 || {{ComboDifficulty|Medium}} || 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+C > 5AAA > 5BB > 2B > 5A > sjc > j.A > j.B > djc > j.A > j.B > j.C || Corner || 5294 || <span style="color:blue">[2] Easy </span> || Basic corner throw combo.
| 5BB > 5A(delay)AA > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6717 || {{ComboDifficulty|Easy}} || Close range 5B corner combo.
 
|-
| 9
| 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5A > 5B > 5AAA > jc > j.C > 214B || Corner || 6965 || {{ComboDifficulty|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. The combo will drop at the final 5AA if both hits of the initial 5AA connect.
|-
| 10
| 5B > 2C > [236C] > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5AA(2)A > jc > j.C > 214B || Corner || 7450 || {{ComboDifficulty|Medium}} || 1 bar corner combo off a close range 5B.
|-
| 11
| 5BB > [236C] > 5BBB > 2B > 5B(delay)B > 5AA(2)A > jc > j.C > 214B || Corner || 7478 || {{ComboDifficulty|Medium}} || 1 bar corner combo off a max range 5B. EX Zio needs to be slightly delayed so that j.B > 5B will connect.
|-
| 12
| AA 5BBB > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7225 || {{ComboDifficulty|Easy}} || Anti-air 5B corner combo. Initial 5B must hit an airborne opponent near the attack's max height.
|-
| 13
| '''CH''' 5BBB or '''CH''' j.C > (j)236C > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B || Corner || 7218 || {{ComboDifficulty|Medium}} || 1 bar corner combo off a counter hit Raging Lion.
|-
| 14
| AA 2B > 5BBB > 2B > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B || Corner || 7064 || {{ComboDifficulty|Medium}} || 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.
|-
| 15
| 2C > [236C] > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B || Corner || 7668 || {{ComboDifficulty|Medium}} || Sweep corner combo using 1 bar.
|-
| 16
| 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 || {{ComboDifficulty|Easy}} || Jump-in j.A corner combo.
|-
| 17
| IAD j.A > j.B > 2C > 236C > 2B > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B || Corner || 6324 || {{ComboDifficulty|Medium}} || 1 bar corner combo off a jump-in j.A.
|-
| 18
| AA (j)236A or AA j.236B > dash 5AAA > 5BBB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5598 (5798) || {{ComboDifficulty|Medium}} || 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 > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B || Corner || 5964 (6164) || {{ComboDifficulty|Medium}} || 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 || {{ComboDifficulty|Medium}} || 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 || {{ComboDifficulty|Medium}} || 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 5A > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B || Corner || 6179 || {{ComboDifficulty|Medium}} || Counter hit close range (but not point blank) air B Zio corner combo. The Zio must be used as close to the ground as possible.
|-
| 23
| (j)236C > 2B > 5BBB > 2B > 5BBB > 2B(1) > 5AA(2)A > jc > j.C > 214B || Corner || 6821 || {{ComboDifficulty|Easy}} || EX Zio corner combo. For the last 2B, if both hits come out the combo will drop.
|-
| 24
| AA '''CH''' A+D(2) > 4A > 2B > 5BBB > 2B > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B || Corner || 4763 || {{ComboDifficulty|Medium}} || Anti-air counter hit Big Gamble starter that only works if the opponent was hit at about a full jump height. The first 5B and the first 5BB will need very slight delays if the initial 4A hit at max height.
|-
| 25
| AA '''CH''' A+D(2) > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B || Corner || 5405 || {{ComboDifficulty|Medium}} || Anti-air 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(delay)AA > jc > j.C > 214B (or 214B+C) || Corner || 8926 (10826) || {{ComboDifficulty|Easy}} || Cross-up Cross Slash done when Yu is cornered, resulting in a side switch. Can add another Cross Slash for more damage.
|-
| 27
| B+C > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B || Corner || 5679 || {{ComboDifficulty|Medium}} || 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  
| 1
| 5AAA > 214B > [Call Assist] > 5bb > 2b > j.a > j.b > dj.a > j.b > j.c || Any || Upward Launch || <span style="color:lightblue">[1] Easy </span> || Try using 4p if your partner's 5p doesn't reach or launches too high. You may also need to delay the 5bb some.
| 4AAA > 214B > [Call Assist] > 5BBB > 2B > 5B(delay)B > 5AA(2)A > jc > j.C > 214B || Corner || 6966 || {{ComboDifficulty|Medium}} || Assist extension off a max range 4A.
|-
|-
| 2
| 2
| 5AA > 2C > 214B > [Call Assist} > 5AAA > 5BB > 2B > 214B+C || Corner || Wallbounce or Upward Launch || <span style="color:Green">[3] Intermediate </span> || Requires a bit of timing when linking 5A from the assist call, too early and the opponent will be too high to connect 5B from 5AAA, too late and the opponent techs. Does 8-9K depending on assists, 10-11K with a DHC.
| AA 4A > 2B(2) > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > jc > j.C > 214B || Corner || 7007 (6515) || {{ComboDifficulty|Easy}} || Assist extension off a max height and max range anti-air 4A. Does less damage if only the second hit of 2B connects.
|-
|-
| 3
| 3
| 5AA > 2C > 214B > [Call Assist} > 5AAA > 5BB > 2B > 5C || Corner || Wallbounce or Upward Launch || <span style="color:Green">[3] Intermediate </span> || A non-metered version of combo #2. Due to the opponent being airborne when hit with 2B, 5C will cause a hard knockdown instead of Clash Assault, giving you a window of time to oki.
| (AA) 5A > 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > jc > j.C > 214B || Corner || 8168 || {{ComboDifficulty|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 > 5B > 5AA(2)A > jc > j.C > 214B || Corner || 8042 || {{ComboDifficulty|Easy}} || Assist extension off a max range 5B. Also works as an anti-air combo, even from max height and max range.
|-
| 5
| 5BBB or j.C > 214B > [Call Assist] > 5BBB > 2B > 5A > (delay) 5BB > 5AA(2)A > jc > j.C > 214B || Corner || 7845 || {{ComboDifficulty|Medium}} || Assist extension off a Raging Lion.
|-
| 6
| AA 2B > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > jc > j.C > 214B || Corner || 8000 (7367) || {{ComboDifficulty|Easy}} || 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.
|-
| 7
| 2C > 214B > [Call Assist] > 5BBB > 2B > 5A > (delay) 5BB > 5AA(2)A > jc > j.C > 214B || Corner || 8655 || {{ComboDifficulty|Medium}} || Assist extension off a max range sweep.
|-
| 8
| 2C > 214C~A/B/C > [Call Assist] > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B || Corner || 9684 || {{ComboDifficulty|Medium}} || Sweep starter using one bar to greatly increase the final damage.
|-
| 9
| [Call Assist] > j.C or 5BBB > 5BBB > 2B > 5BBB > 2B(1) > 5AA(2)A > jc > j.C > 214B || Corner || 6962 || {{ComboDifficulty|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) > 5AA(2)A > jc > j.C > 214B > [Call Assist] > j.C > 214B || Corner || 7336 || {{ComboDifficulty|Medium}} || Extension of the previous combo with an active assist call.
|-
|-
|}
|}
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Corner:


==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 159: Line 344:
'''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:
An example presented here:
Line 178: Line 363:


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==
 
Yu combos in version 2.0 by Meno
Basic Yu Combos By Meno
{{#ev:youtube|XXu4lCYoNns}}
{{#ev:youtube|hw4Fi4QhXbE}}
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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}}
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https://www.youtube.com/watch?v=D7If2hZYfKI
Yu Combo Guide
 
{{#ev:youtube|D7If2hZYfKI}}
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==External Documents and References==
==External Documents and References==
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----
==Navigation==
{{#lsth:BBTag/Yu Narukami/Data|Links}}
<center>{{Character Label|BBTag|Yu Narukami|size=36px}}</center>
{{Navbar-BBTag}}
{{BBTag/CharacterLinks}}
[[Category:BlazBlue Cross Tag Battle]]
{{BBTag/Navigation}}
[[Category:Yu Narukami]]

Latest revision as of 05:05, 13 December 2023

 Yu Narukami
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

# 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 of 2A. 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] Medium 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 (or 2B) > sjc > j.A(A) > j.B > djc > j.A > j.B > j.C > 214B Any 6488 (6654) [2] Easy Yu's optimal resource-less mid-screen ground combo. Using 2B requires a point-blank range starter while 5A works till the opponent is about one character length away from Yu.
7 5A > 5BB > [236C] > IAD j.B > dash 5A > 2B > (delay) 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 7427 [3] Medium 1 bar combo off a 5A. EX Zio needs to be slightly charged to give Narukami time to close the distance. Jump and air dash as soon as the EX Zio recovery ends and delay the j.B until just before Narukami touches the ground. 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 AA 5A > 2B > (delay) 5B > sjc > IAD j.A > j.B > 5B > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B Any 6754 [4] Hard Anti-air 5A combo using the 5B IAD link. After hitting 5B, buffer a super jump away from the opponent then air dash forward while using j.A. Should be inputted as 2766.
10 AA CH 5A > jc > (delay) j.A > j.B > dash 5B > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6550 [3] Medium Max height anti-air counter hit 5A combo.
11 RB 5A > 2C > 214C~A/B/C > 214B+C > 2B > 5BBB > 214B > (214B+C) Mid-screen 10528 (12727) [3] Medium 3 - 5 bar 5A combo using Resonance Blaze. Super cancel into Cross Slash immediately after the first hit of Big Gamble connects.
12 CH 5AAA > jc > IAD (delay) j.B > dash 5A > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 7556 [2] Easy Counter hit 5AAA combo. 5AAA must hit raw, so 5A and 5AA before must have either been blocked or hit an assist. j.B whiffs if the opponent is crouching.
13 RB (CH) 5AAA > [236C] > 214C~A/B/C > 214B+C > 2B > 214B+C Mid-screen 12087 (11671) [3] Medium 6 bar combo off of 5AAA. 5AAA must hit raw, so 5A and 5AA before must have either been blocked or hit an assist. 5AAA must be a counter hit to combo from full screen.
14 5BBB > 214B Any 4818 [1] Very Easy Max range 5B combo. Lacks any meaningful extensions without the corner or an assist.
15 5BB > 5A (or 2B) > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6091 (6325) [2] Easy Close range 5B combo.
16 5BB > [236C] > IAD j.B > dash 5A > (delay) 5B > 2B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 7111 [3] Medium 1 bar combo off a 5B. EX Zio needs to be slightly charged to give Narukami time to close the distance. Jump and air dash as soon as the EX Zio recovery ends and delay the j.B until just before Narukami touches the ground. Allow the opponent to fall as close to the ground as possible before using 5A.
17 AA 5B > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5717 [2] Easy Max height anti-air 5B combo.
18 AA CH 5B > jc > IAD j.A > j.B > dash 5B > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6279 [3] Medium Max height anti-air 5B combo.
19 RB 5BBB or j.C > 214C~A/B/C > 214B+C > 2B > 5AAA > jc > j.C > 214B > (214B+C) Mid-screen 9578 (11777) [2] Easy Resonance Blaze combo off of Raging Lion. Can add another Cross Slash for more damage.
20 AA 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5865 (5232) [2] Easy Max height anti-air combo. Does less damage if only the second hit of 2B connected.
21 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.
22 AA 2B > 5B > sjc > IAD j.A > j.B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6257 (5573) [4] Hard Anti-air 2B combo using the 5B IAD link. After hitting 5B, buffer a super jump away from the opponent then air dash forward while using j.A. Should be inputted as 2766. Does less damage if only the second hit of 2B connected.
23 CH AA 2B > jc > (delay) j.B > dash 5A > (delay) 5B > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6656 [3] Medium Counter hit anti-air 2B combo.
24 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.
25 2C > [236C] > dash 5AAA > 5BB > 214B Any 6491 [2] Easy 1 bar combo off a max range sweep.
26 2C > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 7041 [3] Medium 1 bar combo off a point-blank range sweep. EX Zio needs to be slightly delayed to connect into 5A.
27A 2C > [236C] > dash 2B > 214B+C > 2B > 5A > 5B > 5AA(2)A > sjc > j.C > 214B (or 214B+C) Mid-screen 8813 (10708) [3] Medium 3 - 5 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. Can end with another Cross Slash for more damage.
27B RB 2C > [236C] > dash 2B > 214B+C > 2B > (5A) > 5BBB > 214B > (214B+C) Mid-screen 9261 (11460) [3] Medium Modified version of the previous combo to work during Resonance Blaze. 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.
28 IAD j.A > j.B > dash 5AAA > 5BBB > 214B Any 5336 [1] Very Easy Basic jump-in overhead combo.
29 [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.
30 [(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.
31 RB [(j)236C] > ((j)236C x 0 to 7) > (j)236B+C Any 6151 - 8459 [3] Medium 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.
32 CH AA A+D(2) > 4A > 5A > (delay) 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 4369 [2] Easy Counter hit Big Gamble starter that only works if the opponent was hit at least at a full jump height.
33 CH AA A+D(2) > 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.
34 CH AA A+D(2) > 214B+C > 2B > 5A > 5B > 5AA(2)A > jc > j.C > 214B (or 214B+C) Any 6423 (8319) [3] Medium 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. Can add another Cross Slash for more damage.
35 214B+C > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B (or 214B+C) Any 8618 (10518) [2] Easy Cross-up Cross Slash done against jumping opponents. Rarely occurs but can result in huge damage if you're prepared. Can add another Cross Slash for more damage.
36 B+C > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5164 [2] Easy Meterless mid-screen throw combo.
37 B+C > 5A > 2B > 5A > 5B > sjc > IAD j.A > j.B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5298 [4] Hard Throw combo using the 5B IAD link. After hitting 5B, buffer a super jump away from the opponent then air dash forward while using j.A. Should be inputted as 2766.
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] > IAD j.B > 5A(delay)AA > 5BBB > 214B Any 7561 [2] Easy Assist extension off of 5A Smart Combo.
2A 5A > 5BBB > 214B > [Call Assist] > IAD j.B > 5A(delay)AA > 5BBB > 214B Any 8027 [2] Easy Assist extension off of a max range 5A. The IAD j.B should hit the opponent as low to the ground as possible.
2B 5A > 5BBB > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5BB > 5AA(2)AA Any 9385 [2] Easy Variant of the previous combo ending with a Cross Raid.
3 5A > 214B > [Call Assist] > dash 214B+C > 2B > 5AAA > jc > j.C > 214B+C Any 11560 [3] Medium 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 5BBB > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5AA(2)A > sjc > j.C > 214B Any 7809 [3] Medium Assist extension off a non-max range 5B.
4B 5BBB > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5A(delay)AAA Any 9208 [3] Medium Variant of the previous combo ending with a Cross Raid.
5A AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5AA(2)A > sjc > j.C > 214B Any 7842 (7209) [3] Medium 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.
5B AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5BB > 5A(delay)AAA Any 9248 (8609) [3] Medium Variant of the previous combo ending with a Cross Raid.
6A 2C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 8185 [3] Medium Assist extension off a sweep.
6B 2C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 2B > 5B > 5A(delay)AAA Any 9452 [3] Medium Variant of the previous combo ending with a Cross Raid.
7A 2C > 214C~A/B/C > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5AA(2)A > sjc > j.C > 214B Any 9468 [4] Hard Sweep starter using one bar to greatly increase the final damage.
7B 2C > 214C~A/B/C > [Call Assist] > 5A > 2B > 5A > (delay) 5B > 2B > 5A(delay)AAA Any 10819 [4] Hard Variant of the previous combo ending with a Cross Raid.
8 [Call Assist] > j.C > IAD j.B > 5A > (delay) 5B > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6712 [3] Medium 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.
9 [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 7087 [3] Medium Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist.
10A j.C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 7524 [3] Medium Variant of the neutral assist into overhead combo that instead utilizes an active assist after confirming Raging Lion into Swift Strike.
10B j.C > 214B > [Call Assist] > IAD j.B > 5A > (delay) 5B > 2B > 5A(delay)AAA Any 8801 [3] Medium Variant of the previous combo ending with a Cross Raid.

Corner

Solo
# Combo Position Damage Difficulty Notes
1 (2A) > 2A > 4AA > 2B > 5AAA > 5BBB > 214B Corner 4501 (4191) [1] Very Easy Basic low combo that whiffs outside the corner.
2 (AA) 4AAA > 2C > [236C] > 2B > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B Corner 6369 [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 > jc > j.C > 214B Corner 7216 (7146) [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) 5BB > 5AA(2)A > jc > j.C > 214B Corner 7871 [3] Medium 1 bar corner combo off a close range 5A.
6 5A > 5BB > [236C] > IAD j.B > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B Corner 7649 [3] Medium 1 bar corner combo off a max range 5A. EX Zio needs to be slightly delayed so that j.B > 5B will connect.
7 AA 5A > 2B > 5BBB > 2B > 5BBB > 2B > 5AA(2)A > jc > j.C > 214B Corner 7457 [3] Medium 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 5BB > 5A(delay)AA > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 6717 [2] Easy Close range 5B corner combo.
9 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5A > 5B > 5AAA > jc > j.C > 214B Corner 6965 [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. The combo will drop at the final 5AA if both hits of the initial 5AA connect.
10 5B > 2C > [236C] > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5AA(2)A > jc > j.C > 214B Corner 7450 [3] Medium 1 bar corner combo off a close range 5B.
11 5BB > [236C] > 5BBB > 2B > 5B(delay)B > 5AA(2)A > jc > j.C > 214B Corner 7478 [3] Medium 1 bar corner combo off a max range 5B. EX Zio needs to be slightly delayed so that j.B > 5B will connect.
12 AA 5BBB > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 7225 [2] Easy Anti-air 5B corner combo. Initial 5B must hit an airborne opponent near the attack's max height.
13 CH 5BBB or CH j.C > (j)236C > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B Corner 7218 [3] Medium 1 bar corner combo off a counter hit Raging Lion.
14 AA 2B > 5BBB > 2B > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B Corner 7064 [3] Medium 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.
15 2C > [236C] > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B Corner 7668 [3] Medium Sweep corner combo using 1 bar.
16 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.
17 IAD j.A > j.B > 2C > 236C > 2B > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B Corner 6324 [3] Medium 1 bar corner combo off a jump-in j.A.
18 AA (j)236A or AA j.236B > dash 5AAA > 5BBB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 5598 (5798) [3] Medium 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 > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B Corner 5964 (6164) [3] Medium 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] Medium 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] Medium 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 5A > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B Corner 6179 [3] Medium Counter hit close range (but not point blank) air B Zio corner combo. The Zio must be used as close to the ground as possible.
23 (j)236C > 2B > 5BBB > 2B > 5BBB > 2B(1) > 5AA(2)A > jc > j.C > 214B Corner 6821 [2] Easy EX Zio corner combo. For the last 2B, if both hits come out the combo will drop.
24 AA CH A+D(2) > 4A > 2B > 5BBB > 2B > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B Corner 4763 [3] Medium Anti-air counter hit Big Gamble starter that only works if the opponent was hit at about a full jump height. The first 5B and the first 5BB will need very slight delays if the initial 4A hit at max height.
25 AA CH A+D(2) > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B Corner 5405 [3] Medium Anti-air 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(delay)AA > jc > j.C > 214B (or 214B+C) Corner 8926 (10826) [2] Easy Cross-up Cross Slash done when Yu is cornered, resulting in a side switch. Can add another Cross Slash for more damage.
27 B+C > 2B > 5BBB > 2B > 5A > (delay) 5BB > 5A(delay)AA > jc > j.C > 214B Corner 5679 [3] Medium 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 4AAA > 214B > [Call Assist] > 5BBB > 2B > 5B(delay)B > 5AA(2)A > jc > j.C > 214B Corner 6966 [3] Medium Assist extension off a max range 4A.
2 AA 4A > 2B(2) > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > jc > j.C > 214B Corner 7007 (6515) [2] Easy Assist extension off a max height and max range anti-air 4A. Does less damage if only the second hit of 2B connects.
3 (AA) 5A > 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > jc > j.C > 214B Corner 8168 [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 > 5B > 5AA(2)A > jc > j.C > 214B Corner 8042 [2] Easy Assist extension off a max range 5B. Also works as an anti-air combo, even from max height and max range.
5 5BBB or j.C > 214B > [Call Assist] > 5BBB > 2B > 5A > (delay) 5BB > 5AA(2)A > jc > j.C > 214B Corner 7845 [3] Medium Assist extension off a Raging Lion.
6 AA 2B > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > jc > j.C > 214B Corner 8000 (7367) [2] Easy 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.
7 2C > 214B > [Call Assist] > 5BBB > 2B > 5A > (delay) 5BB > 5AA(2)A > jc > j.C > 214B Corner 8655 [3] Medium Assist extension off a max range sweep.
8 2C > 214C~A/B/C > [Call Assist] > 5BBB > 2B > 5B > 5AA(2)A > jc > j.C > 214B Corner 9684 [3] Medium Sweep starter using one bar to greatly increase the final damage.
9 [Call Assist] > j.C or 5BBB > 5BBB > 2B > 5BBB > 2B(1) > 5AA(2)A > jc > j.C > 214B Corner 6962 [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) > 5AA(2)A > jc > j.C > 214B > [Call Assist] > j.C > 214B Corner 7336 [3] Medium 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

Yu combos in version 2.0 by Meno


Yu Punish Cross Combos using the Entire Existing Roster By Meno


Yu Combo Guide


External Documents and References


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