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Combo Notation Guide | |||||||||
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Combo List
Combo List
Starter | Combo | Position | Damage | Partner | Meter Usage | Video | Notes |
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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