
Please feel free to make edits, but include edit summaries and sources where applicable.
Combo Notation Guide | |||||||||
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Combo List
Combo | Position | Damage | Resource | Difficulty | Notes |
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Inputs > In ► Notation | Where | #### | 1 Meter, 2 Partner | [0] Difficulty | useful information |
Midscreen
Solo
With Assists
Corner
Solo
With Assists
Combo Theory
Yukiko's combo theory is relatively straightforward - She needs to first launch the opponent via 236C, 214C, or an assist call, and then go into her loops of choice before settling for the appropriate ender for oki.
4AAA > 214B loops are the most universally applicable for meterless damage
4AAA > 22C > 2A loops let her build fire levels rapidly in exchange for bar
214C > 214C loops let her dump her meter for massive damage when done early in the combo
5AA > 214A > 2A loops offer the most meterless damage but requires the corner and is more executionally demanding.
Yukiko's combo structure doesn't vary much from this general skeleton, and most optimizations come from maximizing fire damage (doing fire moves earlier in combos, doing them as often as possible, gaining fire levels over the course of a combo), and from stabilizing stray hits into this general structure (i.e. confirming 5AA > 5B > 214C to launch a grounded opponent at longer ranges). Attempts at making longer more intricate combos tend to offer less damage and weaker oki options with marginal benefits to corner carry and burst safety, though their novelty can serve as a good gimmick to subvert normal expectations.
In essence, her combo theory is [Launch the opponent] > [Loop sequences based on your priorities] > [Pick your oki]
Video Examples
Yukiko Basic Combos By Meno
External Documents and References
Combo and blockstring section of the boarder Yukiko doc: https://docs.google.com/document/d/1D9Snifl5AAUQ1hO66YOKZgNG6VTEgVtJV0zjkzNzgGA/edit#heading=h.zcf3b948uxtb
