P4AU/Yu Narukami/Combos: Difference between revisions

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[[File:P4AU_Yosuke_portrait.png|center|80px|link=P4AU/Yosuke Hanamura]]
[[File:P4AU_Yu_portrait.png|center|80px|link=P4AU/Yu Narukami]]
<span style="font-weight:bold; margin-left:25px;">Navigation</span>
<span style="font-weight:bold; margin-left:25px;">Navigation</span>
# [[P4AU/Yosuke Hanamura|Overview]]
# [[P4AU/Yu Narukami|Overview]]
# [[P4AU/Yosuke Hanamura/Combos|Combos]]
# [[P4AU/Yu Narukami/Combos|Combos]]
# [[P4AU/Yosuke Hanamura/Moves|Move List]]
# [[P4AU/Yu Narukami/Moves|Move List]]
# [[P4AU/Yosuke Hanamura/Strategy|Strategy]]
# [[P4AU/Yu Narukami/Strategy|Strategy]]
# [http://horibuna.web.fc2.com/P4U2/index.html Video Database]
# [http://horibuna.web.fc2.com/P4U2/index.html Video Database]
# [http://www.dustloop.com/forums/index.php?/forums/forum/200-yosuke-hanamura/ Forums]
# [http://www.dustloop.com/forums/index.php?/forums/forum/194-yu-narukami/ Forums]
# [[P4AU/Yosuke Hanamura/Frame Data|Frame Data]]
# [[P4AU/Yu Narukami/Frame Data|Frame Data]]
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Revision as of 23:48, 1 September 2015

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:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
bdc = backdash cancel
OMC = one more cancel
OMB = one more burst
safejump = jump in attack off certain knockdown situations that allows you to land after your attack and block reversals
CH = counter hit
FC = fatal counter
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

5A Starter

5A > 5B > 5C > 214C/D -- 1248/1521

-BnB combo into midscreen safejump on most characters for C, D for more damage, and super can be tacked on after. Also, can be started off 5B, j.B, j.Ax2, etc. This is your most basic confirm without meter midscreen, so know it!

5AAA > jc j.C > j.214A -- 1509

-Extension of autocombo. In corner, can be extended after j.214A to 5A > 5C > 2C > 214B.

5B Starter

5B > 5C > 214D > OMC > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B -- 3849 & safejump oki

-Must be around P1 starting position and closer to connect 214B > 2B. To connect 214D > OMC > 214B if having trouble, try using 2OMC 14B, or 214OMC B.

5B > 5C > 214D > 236236B > OMC > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B -- 5000

-Can be done almost anywhere on screen, with insane corner carry, although using resources.

5B/2B air hit > 5C > j.BB > j.B > j.C > j.214B -- 2079/2185

-Staple anti-air confirm. Gives solid knockdown with 214B right in front of you allowing you to restart offense. May need to do 5C > sj.B > j.C > j.214B at awkward angles/ranges.

5C Starter

Note: 5C is Narukami's best starter, having 0 P1 and only 100 P2. Therefore, any combo that starts with 5A or 5B can be done using 5C for more damage. 5C confirms are largely used for punishes, leading to big damage with resources.

CH 5C > dc 2B > 5B > 5C > 236A > 214D > OMC > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B -- 5172 & safejump oki

-Must be near P1 Start position or closer. See 5B starter section for help on 214D > OMC > 214B.

CH 5C > dc 2B > 5B > 5C > 236A > 214D -- 3023

-Non meter midscreen version of 5C dc punish.

5C > (236A >) 214D > OMB > (5D > 5B > 5DD) > 214B > (2B > 5C > 214AB) > 2B > j.C > j.214A > 5A > 5C > 2C > 214B (> Cross Slash/Shiden/RE) -- 4811 meterless and excl. 236A

-Parentheses are for spacing and meter usage. 236A is based on spacing. 5D series may be omitted, as it only adds minimal damage and is finnicky on some of the characters. 214AB series requires meter that you might use at the end. P1 start and closer, depending on what sections you omit.

5C > 236A > 214D > 214214C > 236236A > OMB > 5D > 5B > 5DD > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B > 214214C -- 9127

-Max meter version of 5C OMB combo. Impractical, but showcases Narukami's damage.

Throw Starter

5C+D CH > dash 5C > IAD delay j.A > delay j.C > j.214A > 5A > 5C > 2C > 214B -- 2976 and safejump oki w/5a series

-Fairly difficult, albeit optimal CH throw confirm midscreen. P1 start and closer for 5A link series.

j.C+D > j.2B > 5B > 5C > j.BB x 2 > j.B+D -- 2824

System Starter

5A+B~C > j.BB > j.A > j.B > j.C > j.214B -- 2810

Fatal Counter Combos

214B FC > dash 2B > 5C > delay IAD j.B > 5C > delay IAD j.BB > 5C > TK 214A(2147A) > 5B > 5C > 2C > 214B -- 4189 and safejump oki

214AB FC > 5B > delay 5C > [delay j.B > 5C] x 2 > IAD j.BB > 5C > TK 214A > 2A > 5C > 2C > 214B -- 4670 and safejump oki

Corner Only

A or B Starters

Note: Both of j.B and j.2B can be used as a meaty for safejump, j.2B having a ridiculous hitbox and higher base damage than j.B, but j.B is easier to safejump with. Also, anything that ends in 214B can have Cross Slash, Shiden, or Dance of the Lightning God tacked on. Combo theory for the corner is to always end in 214C > 5A > 5C > 2C > 214b for Yu's strongest oki and damage without meter. You can virtually use any starter to do these combos, but these are your template per se.

j.2B/j.B > 2B > 5B > 5C > 236A > 214C > 5A > 5C > 2C > 214B -- 3024 and safejump oki -- 3075 -- Maximum damage in the corner without CH, meter, or C starters. If you can't get low enough to link j.2B/j.B > 2B, just use 2A for slightly less damage.

5B air hit > 5C > j.BB > j.B > j.C > j.214B -- 2127

C Starters

CH 5C > dc 2B > 5C > 5B > 2B > 5C > 5B > 2A+B > 214C > 5A > 5C > 2C > 214B -- 4215 -- Yu's strongest meterless punish. Amazing damage and gives oki, as well as allowing super tack-on.

2C dc or bdc > 5B > j.C > j.214A > 5A > 5C > 2C > 214B -- 3104

Fatal Counter Combos

FC 236D > 5C > 5B > 2B > 5C > 5B > 2A+B > 214C > 5A > 5C > 2C > 214B -- Non-loop Fatal combo off D Zio with fairly easy execution.

FC 2C dc or bdc 5B> delay 5C> hop cancel j.2B> 5B> delay 5C> IAD j.BB> 5C> j.214A> 5B> 5C> delay 2C> delay 214B -- 4335 -- Diffcult, but rewarding 2C FC combo. 4.3k meterless with good oki and meter gain.