BBTag/Yu Narukami/Combos: Difference between revisions

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| (AA) 4AAA > 2C > [236C] > 2B > 5BBB > 2B > 5BBB > 214B || Corner || 6245 || <span style="color:blue">[2] Easy </span> || Close range 4A Smart Combo extended with 1 bar. Can be used against airborne opponents so long as 4AA doesn't whiff due to the opponent's height.
| (AA) 4AAA > 2C > [236C] > 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 6299 || <span style="color:blue">[2] Easy </span> || Close range 4A Smart Combo extended with 1 bar. Can be used against airborne opponents so long as 4AA doesn't whiff due to the opponent's height.
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| 5A > 5B > 2C > [236C] > 2B > 5BBB > 2B > 5AA(2)A > 5BBB > 214B || Corner || 7689 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo off a close range 5A.
| 5A > 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 7867 || <span style="color:green">[3] Intermediate </span> || 1 bar corner combo off a close range 5A.
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| '''CH''' j.236A > 4A > 5AAA > 2B > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5075 || <span style="color:green">[3] Intermediate </span> || Counter hit point blank range air A Zio corner combo. The Zio must be used as close to the ground as possible.
| AA j.236A or AA j.236B > dash 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 6067 (6287) || <span style="color:green">[3] Intermediate </span> || Anti-air close range air A/B Zio corner combo.
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| '''CH''' j.236A > dash 5AAA > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5728 || <span style="color:green">[3] Intermediate </span> || Counter hit mid-range air A Zio corner combo. The Zio must be used as close to the ground as possible.
| '''CH''' j.236A > 4A > 5AAA > 2B > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5075 || <span style="color:green">[3] Intermediate </span> || Counter hit point blank range air A Zio corner combo. The Zio must be used as close to the ground as possible.
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| '''CH''' j.236B > dash 5AAA > 2B > 5A > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 6065 || <span style="color:green">[3] Intermediate </span> || Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible.
| '''CH''' j.236A > dash 5AAA > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5728 || <span style="color:green">[3] Intermediate </span> || Counter hit mid-range air A Zio corner combo. The Zio must be used as close to the ground as possible.
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| '''CH''' j.236B > dash 5AAA > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B || Corner || 5948 || <span style="color:green">[3] Intermediate </span> || Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible.
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| '''CH''' j.236B > dash 5AAA > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 6256 (6243) || <span style="color:red">[4] Hard </span> || Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible. Only able to be done at a very particular spacing from the opponent (outside 2B range, inside 5A range) and requires tight execution as this combo uses almost all of the combo timer. Can be made easier by removing 5AA(1) by mashing out 5AAA for a negligible damage loss.
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| (j)236C > 2B > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B || Corner || 6815 || <span style="color:blue">[2] Easy </span> || EX zio corner combo. For the last 2B, if both hits come out the combo will drop.
| (j)236C > 2B > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B || Corner || 6815 || <span style="color:blue">[2] Easy </span> || EX zio corner combo. For the last 2B, if both hits come out the combo will drop.
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| '''CH''' AA A+D > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 5372 || <span style="color:blue">[2] Easy </span> || Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. The first 5B and the first 5BB will need very slight delays if the initial 2B hit at max height.
| '''CH''' AA A+D > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B || Corner || 5372 || <span style="color:blue">[2] Easy </span> || Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. The first 5B and the first 5BB will need very slight delays if the initial 2B hit at max height.
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| 214B+C > 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 8857 || <span style="color:blue">[2] Easy </span> || Cross-up Cross Slash done when Yu is cornered, resulting in a side switch.
| 214B+C > 2B > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 8857 || <span style="color:blue">[2] Easy </span> || Cross-up Cross Slash done when Yu is cornered, resulting in a side switch.
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| B+C > 5AAA > 2B > (delay) 5A > 5BBB > 2B > 5A > 5BBB > 214B || Corner || 5522 || <span style="color:blue">[2] Easy </span> || Basic corner throw combo.
| B+C > 2B > 5BBB > 2B(1) > 5BBB > 2B(1) > 5A > 5BBB > 214B || Corner || 5558 || <span style="color:blue">[2] Easy </span> || Basic corner throw combo. Subsequent 2B's need to only hit once or the combo will drop at 5BB.
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Revision as of 10:30, 1 December 2019

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

Midscreen

Solo
# Combo Position Damage Difficulty Notes
1 2A > (2A > 4AA) > 2B > 5AAA > 5BB > 214B Any 4969 (4030) [1] Very Easy Yu's most basic confirm off the 2A low. Gives good corner carry and leads to easy assist calls. Can go from 2A straight to 2B for better damage but with less time to confirm whether the 2A hit or was blocked.
2 4AAA > 2C > 236C > dash 5AAA > 5BB > 214B Any 5777 [2] Easy 1 bar combo off a point-blank range 4A Smart Combo.
3 AA 4AAA > 2C > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6141 [3] Intermediate Anti-air version of the previous combo which gives better combo options.
4 AA 4A > 2B(2) > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B Any 4629 [2] Easy Max height 4A anti-air. The first hit of 2B will whiff at said height, decreasing the final damage.
5 5AAA > 5BB(B) > 214B Any 5681 (6267) [1] Very Easy Basic 5A starter combo. Still works at max range if Raging Lion is skipped. Easy to extend with assists.
6 5A > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6488 [2] Easy Yu's optimal resource-less mid-screen ground combo. Works till the opponent is about one character length away from Yu.
7 5A > 5BB > [236C] > dash 5A > 2B > 5A > 5B > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B Any 7261 [3] Intermediate 1 bar combo off a 5A. EX Zio needs to be slightly charged to Yu time to close the distance. Allow the opponent to fall as close to the ground as possible before using 5A.
8 AA 5A > 2B > (delay) 5B > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B Any 6387 [2] Easy Max height anti-air 5A combo.
9 RB 5AAA > [236C] > 214C~A/B/C > 214B+C > 2B > 214B+C Mid-screen 12087 [3] Intermediate 6 bar combo off a full-screen 5AAA. 5AAA must hit raw, so 5A and 5AA before must have either been blocked or hit an assist.
10 5BBB > 214B Any 4818 [1] Very Easy Max range 5B combo. Lacks any meaningful extensions without the corner or an assist.
11 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6091 [2] Easy Close range 5B combo.
12 5BB > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6983 [3] Intermediate 1 bar combo off a 5B. EX Zio needs to be slightly charged to Yu time to close the distance. Allow the opponent to fall as close to the ground as possible before using 5A.
13 AA 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5648 [2] Easy Max height anti-air 5B combo.
14 RB 5BBB or j.C > 214C~A/B/C > 214B+C > 2B > 5A > 5BBB > 214C~A/B/C > 214B+C Mid-screen 11892 [2] Easy 6 bar combo off a Raging Lion.
15 AA 2B(2) > (s)jc > j.AA > djc > j.AA > j.C > 214B Any 5285 (4652) [1] Very Easy Basic max height anti-air combo. Works on any character anywhere on the screen and gives good corner carry. Does less damage if only the second hit of 2B connected.
16 AA 2B > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5865 (5232) [2] Easy Optimized version of the previous anti-air combo with more damage, meter gain, and corner carry. Does less damage if only the second hit of 2B connected.
17 AA 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 5946 [2] Easy Anti-air 2B combo that only works if 2B hit airborne opponents as close to the ground as possible.
18 CH AA 2B > 236A > dash 5A > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6121 - 5201 [4] Hard Counter hit close range anti-air 2B combo. The A Zio needs to hit the opponent by having them fall onto it but this needs to hit as late as possible, requiring a slight delay to avoid whiffing. Damage increases if each 2B hit twice, though both hits aren't needed to finish the combo.
19 2C > [236C] > dash 5A > 5BBB > 214B Any 6294 [2] Easy 1 bar combo off a max range sweep.
20 2C > [236C] > dash 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 7041 [3] Intermediate 1 bar combo off a point-blank range sweep. EX Zio needs to be slightly delayed to connect into 5A.
21A 2C > [236C] > dash 2B > 214B+C > 2B > 5AA(2) > 5BB(delay)B > 214B Mid-screen 8719 [3] Intermediate 3 bar combo off a close range sweep. If not done at point-blank range, EX Zio will need to be slightly delayed to connect into 2B. Dash forward and allow the opponent to fall as close to the ground as possible before using 2B. This will make Cross Slash cross-under, allowing 2B to hit after the super's recovery.
21B RB or CC 2C > [236C] > dash 2B > 214B+C > 2B > (5A) > 5BBB > 214B Mid-screen 9207 (9261) [4] Hard Modified version of the previous combo to work during Resonance Blaze or a Cross Combo. Combo timer is tight, so drop 5A if a partial EX Zio charge is needed. Must partially charge if not done at point-blank range.
22A 2C > [236C] > dash 2B > 214B+C > 2B > 5A > 5B > 5AA(2)A > 214B+C Mid-screen 10571 [3] Intermediate 5 bar combo off a close range sweep. Modified to optimize the damage off a Cross Slash ender.
22B RB or CC 2C > 236C > dash 2B > 214B+C > 2B(1) > 5AA(2)A > 214B+C Mid-screen 10814 (10680) [4] Hard Modified version of the previous combo to work during Resonance Blaze or a Cross Combo. 5AA and the second 2B must hit only once, otherwise the combo will drop. Cannot charge EX Zio at all, thus this combo only works at point-blank range. Combo timer is tight, so drop 5A if a partial EX Zio charge is needed. Must partially charge if not done at point-blank range. Last 2B can lead directly into an unblockable Big Gamble reset.
23 RB 2C > [236C] > dash 2B > 214B+C > 2B > (5A) > 5BBB > 214C~A/B/C > 214B+C > (2B) Mid-screen 11639 (11684) [4] Hard 6 bar combo off a point-blank range sweep.
24 IAD j.A > j.B > dash 5AAA > 5BBB > 214B Any 5336 [1] Very Easy Basic jump-in overhead combo.
25 [236C] > dash 5A > 2B > 5A > 5B > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6065 [2] Easy Charged EX Zio combo.
26 [j.236C] > (j)236C > (j)236C > (j)236B+C Any 6459 [3] Intermediate A series of full-screen EX Zios ending with Ziodyne. Must either fire the air Zio as close to the ground as possible or charge the first one in mid-air. Can cut straight to Ziodyne after any of the Zios connect.
27 CH AA A+D > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 4913 [2] Easy Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height.
28 CH AA A+D > 214B+C > 2B > 5AA(2) > 5BBB > 214B Any 6331 [3] Intermediate Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. Must get Cross Slash to cross-under in order to continue the combo.
29 214B+C > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 8614 [2] Easy Cross-up Cross Slash done against jumping opponents. Rarely occurs but can result in huge damage if you're prepared.
30 B+C > 5A > 2B > 5A > 5B > 5A > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B Any 5164 [2] Easy Optimized meterless mid-screen throw combo.
With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 5AAAA > [Call Assist] > 5A > 5B > 5A(delay)AA > 5BBB > 214B Any 7561 [2] Easy Assist extension off of 5A Smart Combo.
2A 5A > 5BBB > 214B > [Call Assist] > 5A > 2B > 5AA(2)A > 5BBB > 214B Any 7996 [3] Intermediate Assist extension off of a max range 5A. The 5A after the assist call should be done just before the opponent touches the ground. 5AA needs to hit only with it's second hit or else the combo will drop at 5BB.
2B 5A > 5BBB > 214B > [Call Assist] > 5A > 2B > 5AA(2)AA Any 9225 [3] Intermediate Variant of the previous combo ending with a Cross Raid.
3 5AAA > 214B > [Call Assist] > 214B+C > 2B > 214B+C Any 10520 [3] Intermediate Double Cross Slash combo via an assist. Requires an assist that can lift or wall bounce opponents long enough for a dash-up Cross Slash super to cross up.
4A 5BB > 5AA(2)A > 214B > [Call Assist] > 5A > 2B > 5AA(2)A > 5BBB > 214B Any 7628 [3] Intermediate Assist extension off a non-max range 5B. Both 5AA's needs to hit only with their second hit or else the combo will drop at 5BB.
4B 5BB > 5A(delay)AA > 214B > [Call Assist] > 5A > 2B > 5A(delay)AAA Any 8664 [3] Intermediate Variant of the previous combo ending with a Cross Raid.
5A AA 5BB(delay)B > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B Any 7796 [3] Intermediate Assist extension off a max height and max range anti-air 5B combo.
5B AA 5BB(delay)B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA Any 9102 [3] Intermediate Variant of the previous combo ending with a Cross Raid.
6A AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B Any 7829 (7196) [3] Intermediate Assist extension off an anti-air 2B. Does less damage if the initial 2B only hit once. Said 2B must be super jump canceled if it hits at max height.
6B AA 2B > (s)jc > j.B > j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA Any 9135 (8502) [3] Intermediate Variant of the previous combo ending with a Cross Raid.
7A 2C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 8130 [3] Intermediate Assist extension off a sweep.
7B 2C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA Any 9374 [3] Intermediate Variant of the previous combo ending with a Cross Raid.
8A 2C > 214C~A/B/C > [Call Assist] > 5A > 2B > 5A(delay)AA > 5BBB > 214B Any 9384 [4] Hard Sweep starter using one bar to greatly increase the final damage.
8B 2C > 214C~A/B/C > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA Any 10611 [4] Hard Variant of the previous combo ending with a Cross Raid.
9 [Call Assist] > j.C > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Any 6544 [2] Easy Neutral assist should be called just before Raging Lion to conserve Cross Gauge. The assist should hit after Raging Lion to both convert it into a combo on hit or extend pressure on block.
10 [Call Assist] > j.C > 5A > 2B > 5A > 5B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B > [Call Assist] > j.C > 214B Any 6917 [3] Intermediate Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist.
11A j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B Any 7372 [2] Easy Variant of the neutral assist into overhead combo that instead utilizes an active assist after confirming Raging Lion into Swift Strike.
11B j.C > 214B > [Call Assist] > 5A > 2B > 5A > 5B > 5A(delay)AAA Any 8633 [2] Easy Variant of the previous combo ending with a Cross Raid.

Corner

Solo
# Combo Position Damage Difficulty Notes
1 (2A) > 2A > 4AA > 5AAA > 5BBB > 214B Corner 4351 (4057) [1] Very Easy Basic low combo that whiffs outside the corner.
2 (AA) 4AAA > 2C > [236C] > 2B > 5BBB > 2B > 5A > 5BBB > 214B Corner 6299 [2] Easy Close range 4A Smart Combo extended with 1 bar. Can be used against airborne opponents so long as 4AA doesn't whiff due to the opponent's height.
3 (2A) > 5AAA > 2B > 5A > 5BB > (delay) 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 7117 (5650) [2] Easy Close range 5A corner combo. Can start with a low by using 2A for less damage.
4 5A > 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5AAA > 2C > 214B Corner 7205 (7137) [4] Hard Optimal close range 5A corner combo. The air attacks after the back jump cancel need very slight delays to allow the 5A to connect. Does less damage if both hits of the initial 5AA connect.
5 5A > 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 7867 [3] Intermediate 1 bar corner combo off a close range 5A.
6 5A > 5BB > [236C] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 7611 [3] Intermediate 1 bar corner combo off a max range 5A. EX Zio needs to be slightly delayed so that 5B doesn't whiff.
7 AA 5A > 2B > 5BBB > 2B > 5BBB > 2B > 5A > 5BBB > 214B Corner 7446 [3] Intermediate Anti-air 5A corner combo. The first 5B and the first 5BB will need very slight delays if the initial 5A hit at max height.
8 (2A) > (AA) 5BB > 5A(delay)AA > 2B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 6717 (5718) [2] Easy Close range 5B corner combo. Also works if 5B hit against an airborne opponent close to the ground. Can start with a low by using 2A for less damage.
9 5BB > 5AA(2)A > 2B > 5A > bjc > (delay) j.A > (delay) j.B > (delay) j.236A > dash 5AAA > 2C > 214B Corner 6875 (6800) [4] Hard Optimal close range 5B corner combo. The air attacks after the back jump cancel need very slight delays to allow the 5A to connect. Does less damage if both hits of the initial 5AA connect.
10 5B > 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 7448 [3] Intermediate 1 bar corner combo off a close range 5B.
11 5BB > [236C] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 7334 [3] Intermediate 1 bar corner combo off a max range 5B. EX Zio needs to be slightly delayed so that 5B doesn't whiff.
12 AA 5BBB > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 7225 [3] Intermediate Anti-air 5B corner combo. Initial 5B must hit an airborne opponent near the attack's max height.
13 AA 2B > 5BBB > 2B > 5BBB > 2B > 5A > 5BBB > 214B Corner 7446 [3] Intermediate Anti-air 2B corner combo. The first 5B and the first 5BB will need very slight delays if the initial 2B hit at max height.
14 2C > [236C] > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 7623 [3] Intermediate Sweep corner combo using 1 bar.
15 IAD j.A > j.B > 5AAA > 2B > 5A > 5BB > 5A > jc > j.A > j.B > djc > j.A > j.B > j.C > 214B Corner 5824 [2] Easy Jump-in j.A corner combo.
16 IAD j.A > j.B > (j)236C > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 6297 [3] Intermediate 1 bar corner combo off a jump-in j.A.
17 CH j.C > (j)236C > 2B > 5BBB > 2B > 5A(delay)AA > 5BB > 214B Corner 7178 [2] Easy 1 bar corner combo off a counter hit air Raging Lion.
18 AA (j)236A or AA j.236B > dash 5AAA > 2B > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 5715 (5915) [3] Intermediate Anti-air mid-range A Zio corner combo. For the air version, the Zio must be used as close to the ground as possible.
19 AA j.236A or AA j.236B > dash 2B > 5BBB > 2B > 5A > 5BBB > 214B Corner 6067 (6287) [3] Intermediate Anti-air close range air A/B Zio corner combo.
20 CH j.236A > 4A > 5AAA > 2B > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 5075 [3] Intermediate Counter hit point blank range air A Zio corner combo. The Zio must be used as close to the ground as possible.
21 CH j.236A > dash 5AAA > 5BB > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 5728 [3] Intermediate Counter hit mid-range air A Zio corner combo. The Zio must be used as close to the ground as possible.
22 CH j.236B > dash 5AAA > 5B(delay)B > 5A > sjc > j.AA > j.B > djc > j.A > j.B > j.C > 214B Corner 5948 [3] Intermediate Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible.
23 CH j.236B > dash 5AAA > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 6256 (6243) [4] Hard Counter hit mid-range air B Zio corner combo. The Zio must be used as close to the ground as possible. Only able to be done at a very particular spacing from the opponent (outside 2B range, inside 5A range) and requires tight execution as this combo uses almost all of the combo timer. Can be made easier by removing 5AA(1) by mashing out 5AAA for a negligible damage loss.
24 (j)236C > 2B > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B Corner 6815 [2] Easy EX zio corner combo. For the last 2B, if both hits come out the combo will drop.
25 CH AA A+D > 2B > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 5372 [2] Easy Counter hit Big Gamble starter that only works if the opponent was hit at about super jump height. The first 5B and the first 5BB will need very slight delays if the initial 2B hit at max height.
26 214B+C > 2B > 5BBB > 2B > 5A > 5BBB > 214B Corner 8857 [2] Easy Cross-up Cross Slash done when Yu is cornered, resulting in a side switch.
27 B+C > 2B > 5BBB > 2B(1) > 5BBB > 2B(1) > 5A > 5BBB > 214B Corner 5558 [2] Easy Basic corner throw combo. Subsequent 2B's need to only hit once or the combo will drop at 5BB.


With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 4AAA > 214B > [Call Assist] > 5BBB > 2B > 5AA(2)A > 5BBB > 214B Corner 6962 [2] Easy Assist extension off a max range 4A.
2 AA 4A > 2B(2) > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B Corner 6506 [3] Intermediate Assist extension off a max height and max range anti-air 4A.
3 (AA) 5A > 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B Corner 8153 [2] Easy Assist extension off a max range 5A. Also works as an anti-air combo, even from max height and max range.
4 (AA) 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B Corner 7948 [2] Easy Assist extension off a max range 5B. Also works as an anti-air combo, even from max height and max range.
5 (AA) 2B > sjc > j.B > j.C > 214B > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B Corner 7981 (7348) [3] Intermediate Assist extension off a max height and max range anti-air 2B. The first hit of 2B will whiff at said height, decreasing the final damage.
6 2C > 214B > [Call Assist] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 8655 [2] Easy Assist extension off a max range sweep.
7 2C > 214C~A/B/C > [Call Assist] > 5BBB > 2B > 5A > 5BBB > 214B Corner 9566 [2] Easy Sweep starter using one bar to greatly increase the final damage.
8 j.C or 5BBB > 214B > [Call Assist] > 5BBB > 2B > 5A(delay)AA > 5BBB > 214B Corner 7308 [2] Easy Assist extension off a Raging Lion.
9 [Call Assist] > j.C or 5BBB > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B Corner 6957 [2] Easy Variation of the previous combo that can use a neutral assist. Raging Lion should be used immediately after the assist call and should hit first.
10 [Call Assist] > j.C > 5BBB > 2B > 5BBB > 2B(1) > 5A > 5BBB > 214B > [Call Assist] > 214B Corner 7328 [3] Intermediate Extension of the previous combo with an active assist call.


Combo Theory

Narukami's combo theory in BBTAG is fairly simple as his "main goal" is to get his opponent into the corner, which is easily achievable by confirming nearly any grounded hit into his infamous "waterworld slide" (B Swift Strike; 214B). The corner carry on this special move alone is insane and supplementing it via any assist attack that "juggles" or "pushes forward" (which is at least a third of the game's assist attacks since almost every character in the game has an assist attack that achieves at least one or both) can make it very possible for him to carry an opponent to the corner, even when Narukami himself is backed into a corner! (Ex: https://twitter.com/Reioumu/status/995433000509825024)

Narukami's j.C, formerly his Raging Lion special move, also has fantastic corner carry with the final distance being determined by the height Narukami used it at. The higher he and his opponent are before using j.C, the further they will travel. Raging Lion is also special cancelable which means we can combo it into the aforementioned Swift Strike special, resulting in a corner position from nearly every air combo!

So essentially, the basic "structure" of his ground assist combos usually look like:

xx 214B > [Call Assist] > 5A > 2B > sjc > j.A > j.B > djc > j.A > j.B > j.C > 214B


However, despite Narukami's combos being pretty "easy" to comprehend, one "nuance" that is important to know is that while B Swift Strike can combo from any of his normals, at a certain range, such as starting a combo at the very tip of Narukami's 5A (which is his main spacing tool), and continuing into say, 5AAA, the attack will not connect, thus dropping the combo. Two adjustments that can be made are:


1. Using an assist to combo after the fourth attack of his Neutral A Smart Combo (5AAAA). In most cases the combo will usually look like:

5AAAA > [Call Assist] > Corner Carry Stuff

(Ex: https://twitter.com/Reioumu/status/995434805872480262)


2. Using the Extra Skill version (or in common Fighting Game nomenclature, 'EX') of Swift Strike (214C) at the cost of one bar of meter to guarantee it will connect due to 214C's speed. Not a bad investment if you're not stingy with your meter, looking to burn meter, too lazy to judge for yourself whether or not the spacing is close enough for 214B to hit, etc. Plus, something to consider is that damage dealt by Extra Skills/EX Attacks do not convert to recoverable life, so there's actually some decent reward to pursuing this option in addition to "saving" your route from dropping due to autopiloting Narukami's 214B BnB from a range it won't connect.

(I didn't write the former and while I agree with it completely, one thing that should be noted is that 5AAA, P4U2 Yu 2C Izanagi stab, guarantees 214B 100% of the time even at max range. You basically only have to be careful of doing 214B after a normal that isn't 5AAA.)

Added 5/20/18: While the above may be correct, there are exceptions (Ex: https://clips.twitch.tv/PatientAnnoyingShingleM4xHeh). What we can learn from this is that air normals added in the beginning of a combo have the potential to push an opponent out of range for 214B to drop.


Converting off of stray air hits

Not all the time will your normals land on a grounded opponent for you to confirm into a ground combo, there will be times when your opponent will somehow be in the air when you land a hit. Now the question is, "How will I be able convert this into a full combo?" In Narukami's case, more often than not, you will be confirming straight into 2B and if you are well versed in his combo theory at this point, you would have probably deduced that you will be going straight into the "air sequence" of the combo from there (j.A j.B djc j.A j.B j.C). However, do note that this is the one part of his combo theory where there is a bit more nuance involved, so nothing is really "guaranteed". Said nuances that could influence how the conversion plays out are what normal was used to hit your opponent, the spacing between you and your opponent, how high your opponent was when you hit/her, whether or not they were counter hit. Properly converting off of stray air hits not only requires you to properly react to them but also for you to be well versed in your character in general.

An example presented here:

https://twitter.com/Magoichii/status/1007125228286164993

(Notice how the Narukami player was able to properly convert into a full air combo despite the opponent unexpectedly jumping by inputting 2B right when landing from j.AA)


Rebeats

'Rebeats' (for lack of better term) was a feature that was introduced in P4U2. They allowed players to "chain back" into a normal that was already used earlier in a string. For Narukami for instance, the most common normal to perform this with was 5B (his 5A in BBTAG). In BBTAG, P4U characters are able to perform this like in their parent game, and just like in their parent game, it adds to the pressure and combo-ability of P4U characters in general. For Narukami's case, a route such as 5A > 2B > 5AAA is possible, allowing players who care about being optimal to squeeze out a bit more damage.

One thing to keep in mind is that it is not possible to rebeat into a follow up. For example, 5AA > 2B > 5AA is not possible, as the chain would stop at the rebeated 5A so plan accordingly when implementing this into your Narukami pressure and combos!


STILL A WORK IN PROGRESS

Big thanks to Reioumu (https://twitter.com/Reioumu/) for his BBTAG Narukami footage that formed the basis for this section!

Video Examples

Basic Yu Combos By Meno

Yu Punish Cross Combos using the Entire Existing Roster By Meno

https://www.youtube.com/watch?v=D7If2hZYfKI


External Documents and References


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