P4AU/Yukari Takeba/Combos: Difference between revisions

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[[File:P4AU_Yukari_portrait.png|center|80px|link=P4AU/Yukari Takeba]]
!Yukari Takeba
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[[File:P4U2_Yukari_Portrait.png|350px|center]]
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{{CharData-P4AU
|health=8,500
|comboRate=70%
|personaCards=4
|jumpStartup=3
|backdashTime=23
|backdashInv=1-6
}}
;Movement Options
:1 Double Jump/Airdash, Dash type: Run, Command Jump
;Play-style
:Zoning/Keep-Away
;Full Frame Data
: [[P4AU/Yukari Takeba/Frame Data]]
|}
<div class="toc" style="float:left;">
<span style="font-weight:bold; margin-left:25px;">Navigation</span>
<span style="font-weight:bold; margin-left:25px;">Navigation</span>
# [[P4AU/Yukari Takeba|Overview]]
# [[P4AU/Yukari Takeba|Overview]]
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# [[P4AU/Yukari Takeba/Frame Data|Frame Data]]
# [[P4AU/Yukari Takeba/Frame Data|Frame Data]]
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! <ins>Combo Notation Guide</ins>:
! Combo Notation Guide
|-
|-
|
|
: > = cancel into the next attack
:{| class="wikitable" border="1"
: , = link the next attack after preceding move's recovery
|-
: jc = jump cancel (Not to be confused w/ j.C (Jump C))
| 7 {{7}}
: hjc = high jump cancel
| 8 {{8}}
: dc = dash cancel
| 9 {{9}}
: c.(move) = must be as close to the opponent as possible when using this attack
|-
: (N) = only use the Nth attack of the move (for example, if [[#5D|5D]](1) is written, you only use the first hit of 5D)
| 4 {{4}}
: (move) = whatever's listed in the parentheses is optional
| 5 {{5}}
: [move] = hold this input to charge or delay the attack
| 6 {{6}}
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}D becomes 236D
: '''>''' = cancel into the next attack
: ''',''' = link the next attack after preceding move's recovery
: '''jc''' = jump cancel
: '''hjc''' = high jump cancel
: '''(N)''' = only use the Nth attack of the move (for example, if [[#c.S|c.S]](1) is written, you only use the first hit of c.S)
: '''(move)''' = whatever's listed in the parentheses is optional
: '''[move]''' = hold this input to charge or delay the attack
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|}
|}
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==Midscreen==
==Midscreen==
*2C > j.C > jc > j.2[b] > 2[b] > 5[b] > 214B > 5B > 2C > 236C~A/B/C/D = 3784 Damage
*2C > j.C > jc > j.2[b] > 2[b] > 5[b] > 214B > 5B > 2C > 236C~A/B/C/D = 3784 Damage

Revision as of 00:26, 2 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
(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
[move] = hold this input to charge or delay the attack
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

  • 2C > j.C > jc > j.2[b] > 2[b] > 5[b] > 214B > 5B > 2C > 236C~A/B/C/D = 3784 Damage
  • 5AAA > 214AB > 5B > 2C >j.C > jc > j.2[b] > dash 5B > 2[b] > j.236C~A/B/C/D = 2735 Damage
  • CH 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236D~A/B/C/D = 4564 Damage(Yukari's go-to punish midscreen)
  • CH j.C > IAD > j.A > 5A > 2A > 5C > 2C > 2[b] > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236C~A/B/C/D > 236236AB = 4620 Damage
  • CH j.A > j.C > j.214C > j.B > land > 2[b] > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236C~A/B/C/D = 3057 Damage (Basic BnB for air-to-air)
  • 5AAA > 214AB > 5B > 2C > j.C > jc > j.2B |> j.236C~A/B/C/D =[b] 2483 Damage[/b] [i](This combo switches sides.)
  • c.5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 66 Delay 5[B] > 236C~A/B/C/D > 236236A+B = 3861 Damage (Costs 75 Meter)
  • c.5AAA > 214A/B > 5C > 5B > 2C > j.C > 9 > j.2B (Trigger Bomb) > dash 5[B] > 236D~A/B/C/D =
  • [Crouching opponent] 5A > 2A > 5C > 2C > 2B > 5B > iad > j.B > 5B > 2[B] > 214B > 2B > high jump forward > 236D~A/B/C/D = (Crouching Opponent)
  • CH j.B > 5AAA > 214A > 5B > 2C > jcf > j.C > jcf > j.2B > 2[B] > 214B > 2B > 214214D > 5D > 236236B =
  • [Back to corner] 2C > jcf > j.C > jcf > j.2[B] > 5B > iad > j.B > 5B > iad > j.B > 5B > 2[B} > 214B > 2B > hjcf > 236D~A/B/C/D =
  • C+D > OMC > 662C > j.B > j.2[B] > 2B > 5[B] = 2542 Damage
  • CH 5C > 2C > j.C > j.2[B] > 5B > IAD~j.B > 5B > IAD~j.B > 5B > 2[B] > 214A > 5B > 2C > j.B (Trigger Bomb) > jc.7 > 236D~D = 4781 Damage

Midscreen to Corner

  • CH 5C > 2C > j.C > jc > j.2[B] > 2[B] > 5[B] > 214B > 5B > 2C > j.B > j.236C~A/B/C/D = 4916 Damage (Yukari's go to punish in the corner.)[/i]
  • Throw > 5C > 5B > 2[B] > 214A > 5B > 2C > j.C > jc > j.2B > 5[B] > 236C ~A/B/C/D = [b]3609 Damage [i](Omit 5C against Yu, Chie, Mitsuru, Elizabeth, Ken, and Margaret)[/i]
  • j.A > j.C > jc > j.2[B] > 2[B] > 5[B] > 214B > 5B > 2C > j.B (bomb detonate) > 214214C > 214CD > 236236AB = 3022 Damage (Awakening)

Corner Only

  • 214A/B detonated with [2B] > 2C > j.C > jc > [j.2B] > land > [2B] > [5B] > 214A > 5B > 5C > j.B > jc > j.236C~A/B/C/D = 3938 Damage (38 SP)
  • 5AAA > 214A > (5C) > 5B > 2C > j.C > j.2[B] > 236D~C+D = 2675 Damage (Costs 25 Meter; Grants Confusion)

All Out Attack

Midscreen

  • AoA~C > j.B > j. 2[B] > (Delay) 2B > 5[B] > 9~j.[B] > 236C~C+D = [b]3817 Damage (Cost 25 Meter; Grants Confusion)

Corner

  • AoA~D > 5C > 2C > jump > [j.B] > jc > [j.2B] > land > [5B] > 214A > 5B > 5C > jump > j.C > jc > [j.2B] > j.236C~A/B/C/D = 4490 Damage (54 SP)

Burst Punishes

  • 5B > 2C > j.C > jc > j.2[B] > 5B > iad late j.B > 5B > 2[B] > 214A > 2B > sj.236D~

Corner

  • 5B > 2C > j.C > jc > j.2[B] > 2B > 5[B] > 214A > 5B > 2C > 6~j.B > j.236C~
  • 5B > delay 2C > 2B > delay 5B > IAD~j.B > 5B > 2[B] > 214A > 2B > sj.236D~