BBTag/Yumi/Combos

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 Yumi
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

Combo List

Starter Combo Position Damage Partner Meter Usage Video Notes
5A 5AAA > 5BB > 2C > 214BBBBA Any 6996 Youtube Universal simple BnB!
5A 5A > 214BBBBA~C Any 7150 1 Youtube Hit confirm with 1 bar spent.
5B 5BB > 2C > 214BBBBA Any 7427 Youtube Simple 5B Starter
5B 5BB > jB~B > (5A > 5BB > jB~B)x2 Any 6392 Youtube Standing character jump loops that can net you a reset. jB~B will whiff on crouchers and characters short enough, save this combo for tall characters.
2B 2B > jAA > jAA > jC Any 4629 Youtube Simple anti-air combo
214A~B 214A~B > 5BB > 2C > 214BBBBA Any 7797 Youtube This and the combo below work with either the followup as the starter or off a 214A counter hit.
214A~C 214A~C > 2B > 5BB > 2C > 214BBBBA Any 6466 Youtube
CH 214B 214B > 66 > 2B > 5BB > 2C > 214BBBBA Any 7889 Youtube CH Rekka starter you'd use for a solo meterless punish. Spend 1 bar at the end of the rekka for 364 more damage.
Throw B+C 5A > 5BB > 2C > 214BBBBA Any 5370 Youtube Can press A to pop the rekka launcher sooner for slightly less damage.
Throw B+C 5A > 5BB > 2B > jB > j236C Corner 4553 1 Youtube Throw combo that leads into a restand/reset.

Combo Theory

When doing a solo combo do the full B rekka for max damage.

When you have CC available and your opponent can't burst, go as fast as you can into 214B~A assist etc. 214B~A breaks after 6 seconds have passed in the combo so if you have used too many moves beforehand then j.C into CC works fine. If your assist launches them high, 214B(whiff)~A is better.

When you are in resonance and you have the meter go as fast as you can into 214B~A~C 214B+C. The more moves you add to the start the less damage this does.

Yumi can loop most opponents standing with 5A 5BB j.BB, this deals less damage than going into B rekka but there is potential for resets through combo timer, comboing into 214A~C/2C for a reset into immediate mix, or using 236A at any point for a standing reset.

Yumi 6P will force a restand.

214b+c (dhc version included) will link into 5a if it catches the opponent high enough. 5a can go into cross raid or even another 214b+c if the combo timer hasn't run its course yet.

Air dashing into 236b can allow a pickup from the right distance.


Video Examples

Yumi Basic Combos By Meno


External Documents and References


Yumi Basic Primer

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