Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
# | Combo | Position | Damage | Difficulty | Notes |
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_ | 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 the Skill Boosted version of Swift Strike (214C) at the cost of one bar of meter to guarantee it will connect due to 214C's speed.
2. 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)
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
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- 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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