SBX/Toyotomi Hideyoshi/Combos

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Combo Notation GuideCharacter Name Abbreviations
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+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
HID =  Hideyoshi
KEN =  Kenshin
MAE =  Maeda
MAS =  Masamune
MOT =  Motochika
MOU =  Motonari
NOB =  Nobunaga
OIC =  Oichi
TAD =  Tadakatsu
YUK =  Yukimura
KOJ =  Kojuro
HAM =  Hambe

Combo Theory

Hideyoshi has the most character specific combos in the game. And against some characters the combos he can get are matchup defining. So as a Hideyoshi player you want to know your matchup dependant combos to be optimal. Despite this, he is one of the easier characters with his combos not being to executionally demanding. However, he has some tricks to his combos which aren't too obvious, which we shall explain below.


Hideyoshi can go from his 214A hitgrab into 623B by inputting 6321B/4321B when Hideyoshi throws the opponent upwards. When in the corner you have to do the input as if you where facing the other side (Example: If you are facing the right side, input 4321B and if you are in the right corner, input 6321B, except for TAD and HID in which case input 4321B). At midscreen this whiffs against most characters except for TAD, HID, MAE, KEN, and HAM. In the corner this will land against everyone. While the timing is tricky, it is an important part of Hideyoshi's combos.




Hideyoshi is unique is the fact that he can combo into his air throw (a mechanic which melty blood players may recognize). It is done by inputting 4C/6C during any air normal and you must be close for it to work. This serves as an excellent air knockdown tool.




An very important technique which is used in all of Hideyoshi's infinites is 3E after 236B. If you input 3E just before the opponent hits the wall after 236B your reinforcements will appear behind the opponent and send them hurtling at your direction. If you throw your opponent towards the right corner after 236B hitting 3E afterwards will be very inconsistent. A weird quirk about this is that HAM and MOT will go right through you instead of being stopped like everyone else.



Another technique that is also used in Hideyoshi's infinites is canceling your 236236C super into running using your engun. Despite using your engun the game does not count this as an engun cancel. The timing for this is very tight you will have to input 6E as soon as the opponent gets up for this to work. If this is mastered, Hideyoshi will be able to do infinites from his normals.



(The footage above is using an emulator slow down function). Against some characters during the track and field part of your combos you can slide under the opponent using 236B. While you are on the other side of the opponent in order to do the 236A/B break you have to input 6 instead of 4 and if you want to input special move input it as if you where facing the other way (Example: Instead of inputting is 236B > 4 > 214B input 236B > 6 > 236B).



There is some complexity when it comes to combos using 236A/B which should be known. 236A only hits if the opponent is standing and 236B only hits if the opponent is crouching, if the opponent is in an airborne hitstun state, Hits OTG, or if it is used after 236A. 236A into 236B connecting in the corner is random. Fortunately there is an combo you can do to guarantee 236B connecting in the corner that works against a majority of the cast. When you use 236A against TAD in the corner you are pushed out of the corner. Because of this 236A into 236B will always connect against TAD in the corner without the need for the link. 236A into 236B will also always land in the corner against OIC because she falls down slower.


Hideyoshi's Space Vacation combos differ depending if you are playing the arcade or ps2 version. In the arcade version if you air dash or double jump during the Space launch combo, the combo will still work, but in the ps2 version, doing an air dash and/or double jump will make the combo drop out. And Space launch combos will work against MOU in the arcade version but not in the ps2 version.



Hideyoshi's combos have some rng involved. What height the opponent is after 236A/B is random which can make some links tighter as well as making one infinite random midscreen. And against MAS 6321B/4321B after 214A can connect midscreen sometimes so go for it if you are feeling lucky.

BNB's

5A > 2A > 2B > 6B

This is Hideyoshi's most basic combo that works on everyone.


2B > 236A , 236B

If you hit 2B close enough you can combo into 236A/B.


[236A]x until you reach the corner > 236B

On NOB and MAS only you can repeatedly link 236A until you reach the corner.


214A > JC j.B > SDJC j.A > j.B > j.C > air throw

Your main combo after landing 214A midscreen. You can combo into 214A by linking into it after 2B if you are point blank or jump in j.C. Against OIC and MOU delay the first j.B slightly.


214A > JC DL j.B > SDJC j.B > j.C > air throw

Variation of the midscreen 214A combo against MOT.


214A > 4213B > 2B > 5C > 236A , 2A > 2B > 236B

Variation of the midscreen 214A combo against KEN and HAM. Against HAM the 2A link won't work so do just 236A/B.


214A > 4123B > 5B+C > 6 > 5B > 623B > 5C > 236A , 236B

Variation of the midscreen 214A combo against MAE. This combo works in the right corner but doesn't work in the left corner. Instead after 6321B just do 5C > 236A , 236B.


AA 5B > 623B > 2B > 5C > 236A , 236B

Your main anti-air combo. On YUK do just 2C instead of 2B > 5C. and on MOU do just 2B instead of 2B > 5C. On MOT you must delay the 5C after the 2B slightly for the 236A to connect.


AA 5B > 623B > [2A > 2B > 5C > 623B]x2 > 2A > 2B > 623B > run > 2A > 2B > 623B > 2C > 236A , 236B

Anti-air combo variation against TAD. You need to run because you need the running momentum for 623B to connect.


AA 5B > 623B > [2A > 2B > 623B]x2 > 2C > 236A/B

Anti-air combo variation against HID. This combo doesn't work midscreen so instead leave out a rep of 2A > 2B > 623B.


214A > 6321B > 2B > 5C > 236A , 236B

Your main combo if you land 214A in the corner. Character specific routes after 623B sill apply.


2B > 236A , 2A > 2B > 236B

Combo for if you land 236A in the corner. Works against YUK, KEN, NOB, MAS, and MOT. Will not work against MOU, HID, KOJ, and HAM. Won't work against MOT if you had too many hits in your combo beforehand.


2B > 236A , 2B > 236B

Variation of the 236A corner combo against MAE.


2B > 236A , [2B > 5C > 236A]x2 > [2B > DL 5C]x2 > 236B

Variation of the 236A corner combo against OIC. While this combo is hard it does a lot of damage.

Infinites

This can also be thought of as his reinforcement combo section because once Hideyoshi has reinforcements he can get an infinite of off anything.


5A > 2A > 2B > 6B > 5E > 623B > (character specific route) > 236A , 236B > 3E > 5B+C > 6 > DL 2B > 5C > 6B > 623B > 236236C > 6E > run > 2B , 214A > 6321B > (character specific route) > 236A , 236B > 3E > 5B+C > 6 > DL 2B > 3E (pass through) > 214BBB (pass through) > 5A > 5B > 6B , 2B+C > JC > [j.B > j.C]x∞

Infinite on YUK, KEN, and MAE. Also works on NOB and MAS but they have an easier infinite you can do against them. Requires level 58 Reinforcements. You can do this combo without meter if you just land 214A in the corner or in KEN and MAE's case midscreen. if you are in the corner after the first 623B make sure to do the 2A > 2B link in order to combo into 236B against KEN, YUK, NOB, and MAS (or in MAE's case do 2B by itself). Against KEN do 2B > 5C > 6B , 2B > 236236C instead.


5A > 2A > 2B > 6B > 5E > 623B > 2B > DL 5C > 236A , 236B > 3E > 5B+C > 6 > 2B > 5C > 6B > 623B > 2C > 236236C > 6E > run > 2A > 2B , 214A > 6321B > 2B > DL 5C > 236A , 236B > 3E > 5B+C > 6 > 5A > 5A > 2B > 3E (pass through) > 5Ax6 > 2B > 3E (pass through) > 5Ax3 > 6B > 2B+C > JC > [j.B > j.C]x∞

Infinite on MOT. Requires level 58 Reinforcements. Because of the 2A , 2B link after 236A not working against MOT if you had too many hits in your combo beforehand you will have to rely on 236A , 236B connecting in the corner without the link which means that it is random if it will succeed. If you start this combo close to or in the corner this combo will always work because you will be far away from the corner ensuring that 236B will connect.


5A > 2A > 2B > 6B > 5E > 623B > 2A > 2B > 623B > 2B > 5C > 236B > 3E > 5B+C > 6 > 5A > 5A > 2B > 3E (pass through) > 5Ax6 > 2B > 3E (pass through) > 5A > 5B > 6B > 2B+C > JC > [j.B > j.C]x∞

Infinite on HID. Requires level 54 Reinforcements.


5A > 2A > 2B > 6B > 6E > 623B > [2A > 2B > 623B]x3 > 2C > 236B > 3E > 5B+C > 6 > 5A > 5A > 2B > 3E (pass through) > 5A > 5B > 6B > 2B+C > JC > [j.B > j.C]x∞

Infinite on TAD. Requires level 17 Reinforcements.


214A > 4123B > [2A > 2B > 5C > 623B]x2 > 2A > 2B > 623B > run > 2A > 2B > 623B > 5B+C > 6 > 2B > 623B > 2B+C > JC > j.A > [j.B > j.C]x∞

Alternate infinite against TAD that doesn't require reinforcements. You need to run because you need the running momentum for 623B to connect. Won't work if you do 214A in the corner.


236Ax repeat until you are in corner > 236B > 3E [236Ax3 > 236B > 3E > (engun cancel) jump backwards]x∞

Infinite that only works on NOB and MAS. Requires level 31 Reinforcements. If you land 236A in the corner mask sure to do the 2A , 2B link for 236B to connect. The reason you have to jump back is because 236A , 236B connecting in the corner is random against MAS and NOB. So you have to jump backwards to give yourself more space away from the corner so that 236B is guaranteed to connect.


5A > 2A > 2B > 6B > 5E > 236B > 3E > 5B+C > 6 > 5A > 5A > 2B > 3E (pass through) > [5Ax6 > 2B]x∞

Infinite that only works on MOU and OIC. Requires level 51 Reinforcements and won't work if you are cornered.


5A > 2A > 2B > 6B > 5E > 623B > 2B > 5C > 236A , 236B > 3E > 5B+C > 6 > 2B > 5C > 6B , 2B > 236236C > 6E > run > 2B , 214A > 6321B > 2B > 5C > 236A , 236B > DL 3E > backdash > 623B > 2B > 236A , 236B > 3E > 5B+C > 6 > 5A > 5A > 5B > 3E (pass through) > 5A > 5B > JC j.C > 3E > 2B+C > JC > j.A > [j.B > j.C]x∞

Infinite on KOJ. Requires Level 82 reinforcements and only works if you are close to or are in the corner. Also works on HAM and OIC but there is an easier infinite you can do against them.


5A > 2A > 2B > 6B > 6E > DL 236B > 3E > 5B+C > 6 > 5Ax3 > 5B > 3E (pass through) > [5A > 5B > 236B (slide under) > 6 > 236BBB (pass through)]x∞

Infinite on HAM. Requires level 51 Reinforcements and won't work if you are cornered.

Navigation

 Toyotomi Hideyoshi
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links