Combo Notation Guide | |||||||||
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Combo Theory Concepts
Arrows
The biggest problem people notice is yukari's tight timings in her combos. This occrus because yukari's arrows do not have hitlag due to them being projectile so that makes cancels might more timing dependent.
You want to cancel your normals on the earliest frames possible to allow time for followups, but if you cancel them too early such as:
- 5AAA - If you cancel into bomb too early your bomb won't come out and too late you won't have time to link 5C.
- 2[B] - Cancelling the 2B too early gives you a regular 2B but if you wait too long for the cancel a followup won't be possible or it will be very tight.
The timings for the cancels only can be learned through practice, but do note this is a part of her combo theory.
D Flip Ender
Yukari's best oki comes from her D Flip, because it leaves them in a restand state and allows you to late airdash on the way down for a high/low mixup. The mixup itself isn't very strong but is yukari's best tool to open the opponent up.
D Flip has significantly more startup that C Flip so the most common ways to combo into it are in the corner from:
- 5[B] - The easiest to setup, but if done at the end of longer combos the proration will make the restand hitstun too short and the opponent will be able to escape easily.
- Bomb Detonation - More timing and height specific but usually doesn't let the opponent escape from proration .
Keep in mind D Flip is not a safe jump.
Super Enders
Yukari can very easily dump meter at the end of her combos to squeeze out extra damage.
- A Hyper Feather Shot : Does a small amount of damage, but can always be tacked on at the end of any combo with any flip ender.
- B Hyper Feather Shot : Deoes a decent chunk of damage, but it can't be used as often as it is height specific and requires a less prorated combo.
- AB Hyper Feather Shot : Great damage to tack on at the end of combos and finish round, this one isn't as proration specific just height specific as she bounces as she does the second shot.
- C/D/CD Margarula : All do solid damage and can be done during any combo after a bomb explosion, common in burst safe kill routes.
5A Confirm Combos
Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 236C~A/B/C/D | Midscreen | 2729 | +40 SP | All | Medium | Basic 5A Bnb, 5C link requires timing and 2C can be delayed to make timing j.C easier. It is possible to land after j2B and get a grounded 236C to connect for better oki but that increases the difficulty. | Link Land Flip |
5AAA > 214AB > 5B > 2C > j.C > jc > j.2B > j.236C~A/B/C/D | Midscreen | 2482 | -5 SP | All | Easy | Easier 5A Bnb, Using 25 SP for SB bomb which has less recovery to make link after auto combo easier. Also useful for when the opponent is too far away for 5C to hit. | Link |
5AAA > 214AB > 5B > 2C >j.C > jc > j.2[b] > dash 5B > 2[b] > j.236C~A/B/C/D | Midscreen | 2735 | +2 SP | All | Easy | Another alternate 5A Bnb when you want to squeeze more damage out of SP bomb combo. | Link |
5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 66 Delay 5[B] > 236D~A/B/C/D | Midscreen to Corner | 2824 | +43 SP | All | Medium | Same as 5A Bnb, but uses a timed 5[B] to allow for D Flip oki. | Link |
5AAA > 214A > 5C > iad j.A > (falling) j.B > j.A > j.C > dj.j2B > j.236C~A/B/C/D | Midscreen | 2347 | +26 | All | Hard | 5A Bnb that prioritizes corner carry over damage | Link |
5B Confirm Combos
Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 5B > 2C > (Delay) 2B > {5B > iad j.B}x2 > 665B > 2[B] > 214A > 2B > iadj.236C | Midscreen | 3403 | +32 SP | All | Medium | Counterhit 5B Bnb, Very important to learn in case you snipe someone mid range to convert to good damage. | Link |
5B > 2C > j.C > jc > j.2[B] > 5B > iad late j.B > 5B > 2[B] > 214A > 2B > sj.236D | Midscreen | 3545 | +32 SP | All | Medium | Burst punish combo | Link |
5B > 2C > j.C > jc > j.2[B] > 2B > 5[B] > 214A > 5B > 2C > 6~j.B > j.236 | Corner | 3730 | +33 SP | All | Medium | Burst punish combo | Link |
5C Confirm Combos
Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236D~A/B/C/D | Midscreen | 4526 | +36 SP | All | Medium | Go to punish combo midscreen. | Link |
CH 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 2[B] > 5[B] > 214A > 2B > j.5[B] > land 236D~A/B/C/D | Midscreen to Corner | 4891 | +38 SP | All | Hard | Go to punish combo for when close enough to corner. This combo is very important as the damage is very high and sets up for her D Flip oki. | Link |
CH 5C > 2C > j.C > jc > j.2[b] > 2B > 5[B] > 214A > 2B > 5[B] > j.5[B] > 5[B] > land 236D~A/B/C/D | Corner | 5178 | +44 SP | All | Medium | Corner only punish combo. Over 5k for a CH 5C is huge and it leads to D Flip oki. | Link |
Anti Air Combos
Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.A > j.C > j.D > j.B > land > (dashjump j.A) > j.B > dj.2[B] > 5B > iad j.B > 2B > 5[B] > 236D~A/B/C/D | Midscreen | 3114 | +32 SP | All | Hard | Another air to air conversion for miscreen but far more practical than the corner to corner version. Adding the dash jump j.A makes the combo easier at the start and harder towards the end for overall less damage. | Link |
j.A > j.C > j.D > j.B > land > dashjump j.A > j.B > dj.2[B] > 2B > 5[B] > 214A > 2B > j.5[B] > 236D~A/B/C/D | Midscreen to Corner | 3285 | +34 SP | All | Hard | Air to air conversion from midscreen to corner. Easier than corner to corner combo and gives significantly more damage. Convert to this whenever possible. | Link |
2B > 5B > iad j.B > 5B > iad j.B > 5B > 5B > iad j.B > 5B > 2[B] > 214A > 2B > sj.236C~A/B/C/D | Midscreen | 2939 | +30 SP | All | Hard | 2B Anti air route for midscreen. Timing the first 5B after the anti air is strictly based on their initial height before the right hit. | Link |
2B > 5B > iad j.B > 5B > iad j.B > 2B > 5[B] > 214A > 2B > j.5[B] > 236D~A/B/C/D | Midscreen to Corner | 3211 | +33 SP | All | Hard | Midscreen to corner version of 2B anti air route that leads into D Flip oki. Convert to this whenever possible. | Link |
Mixup Combos
After a D Flip ender in the corner you can late airdash and do a layered high low mixup. While the mixup isn't hard to block, the reward for getting a hit is sometimes very high.
The layers of the mixup are as follows:
- j.A(x) - This can be done from 1-4 times to try and confuse the opponent with overhead. Mixing up the amount you do and staggering them makes it tricky to block.
- j.A(x) + Air Grab Whiff - You could do a couple overheads and land of air grab whiff to land faster into a 5A low to trick you opponent into blocking high.
- Empty Airdash Low - Just airdashing and doing no overheads and going straight into 5A > 2A can trip up your opponent and give you a low mixup. Keep in mind this is very reactable though.
- Land Microdash 2AB - Preferred low mixup, much faster but requires the use of 25 SP for SB Magaru to get a full combo which is fine since yukari builds meter quickly and this is a great use for it. Nets higher reward and mix is better.
- j.A(x) or Empty Airdash into Tick Throw - This is an option to catch your opponent sleeping at the wheel, because yukari gets a lot of damage from throws.
- j.A(x) > j.D > AD AT (Crossup) > (j.A)> 5A > 2AB - The last option you have is to j.D which will make an orb appear behind the opponent and pull them out of the corner. Allowing you to airturn airbackdash to crossup them up and hit them with j.A or empty jump sweep. This is typically followed up with omb to get a full combo from it, it's best to use this sparringly as it's not too hard to react too and requires burst to get a good return; however when used when the opponent isn't expected it can work.
Getting a hit whole standing typically doesn't net a large reward, but getting a crouching hit or a throw is huge. So it is important to now always throw out as many j.As as you can and to mix up with lows to get your opponent to low block.
Once again remember D Flip is not a safe jump.
Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.A(x) > 5A > 2A > 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 2[B] > 5[B] > 214A > 2B > j.5[B] > land 236D~A/B/C/D | Corner | 3704 | +37 SP | All | Medium | Corner crouching bnb, used after you land a hit off D Flip oki and the opponent is crouching. | Link |
2AB > 214CD > 2C > j.C > dj.2[B] > 2B > 5[B] > 214A > 2B > j.[B] > 236D~A/B/C/D | Corner | 3507 | -17 SP | All | Medium | Corner low confirm bnb, uses 25 SP for a low confirm off D Flip mixup. SB Magaru allows 2C into regular corner combo for good damage. | Link |
j.A(x) > 5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 66 Delay 5[B] > 236D~A/B/C/D | Corner | 3085 | +47 SP | All | Very Hard | Corner 5A Bnb off j.A hits. The j.A hits lead to a lot more proration so the timing for the 5[B] is very tight. Used in D Flip oki when opponent is hit by j.As but still standing. | Link |
j.A(x) > 5AAA > 236D~A/B/C/D | Corner | 1387 | +23 SP | All | Easy | Corner 5A Bnb off j.A standing hit, but this confirm is far more reliable as the 236D is much easier to hit if you skip most of the combo. Very low risk but low reward combo. | Link |
5A > 2AB > OMB > j.9 > AT > j.2[B] > Microdash 5B > 2[B] > 214A > 5B > 2C > j.B > Dash 5[B] > 2[B] > j.[B] > dj.[B] > 236236CD | Corner | 4793 | -56 SP | All | Hard | Crossup j.D mixup, you want to do the jump forward airturn 2[B] very quickly, aside from that the combo isn't too difficult. | Link |
Throw Combos
Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw > 5C > 5B > 2[B] > 214A > 5B > 2C > j.C > jc > j.2B > 5[B] > 236D ~A/B/C/D | Corner | 3609 | +32 SP | Doesn't work on: Yu, Chie, Mitsuru, Elizabeth, Ken, and Margaret | Medium | Character specific throw combo. | Link |
Throw > 5B > 2[B] > 214A > 5B > 2C > j.C > jc > j.2B > 5[B] > 236D ~A/B/C/D | Corner | 3233 | +30 SP | All | Hard | Universal throw combo, harder than the character specific one as the 5B link is tighter. | Link |
Throw > 5A > 2B > 5[B] > 214A > 2B > j.[B] > 236D~A/B/C/D | Corner | 2817 | +27 SP | All | Medium | Corner throw combo, easy begginer combo that is universal, | Link |
All out Attack Combos
Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
AoA~C > j.C > j.2[B] > 2B > 5[B] > 214A > 2B > j.5[B] > 236D~A/B/C/D | Midscreen to Corner | 4126 | +46 SP | All | Medium | All out attack midscreen to corner confirm. | Link |
AoA~D > 5C > 2C > jump > j.[B] > jc > j.2[B] > 5[B] > 214A/B > 5B > 2C > j.C(2) > dj.2[B] > j.236C | Corner | 4490 | +54 SP | All | Hard | All out attack confirm. The damage is huge, but don't get baited into overutilizing AoA. | Link |
AoA~C > j.B > j.2[B] > 5B > iad > j.B > dash 5B > 2[B] > 214B > 2B > high jump > j.236D~A/B/C/D | Player in the Corner | 3798 | +42 SP | All | MediumHard | All Out Attack from Player in the corner position. The damage is good, but you lose the ability to restand since you leave to midscreen. Not that something valuable is lost. | Link |
AoA~C > j.C > jc > delay j.2[B] > 5B > iad > j.B > dash 5B > 2[B] > 214B > 2B > high jump > j.236D~A/B/C/D | Player in the Corner | 3805 | + 43 | All | MediumHard | All out Attack confirm | Link |
Misc. Combos
Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Margarula > 214A > j.C > 236A | Midscreen | 2747 | - | All | Hard | Setup to get hard knockdown after Margarula, you must throw a bomb behind the margula rule then superjump in front and j.C into 236A. The spacing and timings are tricky but knockdowns are valuable. | Link |
5A > 5AA > j.C > dj.C > 236A | Any | ToD | - | Koromaru | Very Easy | ToD for Ken's dog great to know for the matchup. | Link |
5A > 5AA > 2AB > OMB > j.7D > j.B > 5B > 2[B] > 214B > 2C > delay 2B > 214B > dash 5B > delay 2C > j.B > j.D > j.236236AB | Midscreen | 4561 | - | All | Hard | Unburstable OMB combo, it can be done on any starter, the better the starter the better the damage is. The tricky part is the spacing and connecting j.D into j.B. | Link |
5A > 5AA > 2AB > OMB > j.7D > j.B > 2B > 5[B] > 5B > delay 2C > j.B > land > 5[B] > 2[B] > j.[B] > jc > j.[B] > j.236236AB | Corner | 4721 | - | All | Medium | Unburstable OMB combo in the corner, as long as you keep the spacing to avoid burst, this route is the way to go in the corner | Link |
Midscreen
- 2C > j.C > jc > j.2[b] > 2[b] > 5[b] > 214B > 5B > 2C > 236C~A/B/C/D = 3784 Damage
- CH 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236D~A/B/C/D = Damage(Yukari's go-to punish midscreen)
- CH j.C > IAD > j.A > 5A > 2A > 5C > 2C > 2[b] > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236C~A/B/C/D > 236236AB = 4620 Damage
- CH j.A > j.C > j.214C > j.B > land > 2[b] > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236C~A/B/C/D = 3057 Damage (Basic BnB for air-to-air)
- c.5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 66 Delay 5[B] > 236D~A/B/C/D > 236236A+B = 3861 Damage (Costs 75 Meter)
- c.5AAA > 214A/B > 5C > 5B > 2C > j.C > 9 > j.2B (Trigger Bomb) > dash 5[B] > 236D~A/B/C/D =
- [Crouching opponent] 5A > 2A > 5C > 2C > 2B > 5B > iad > j.B > 5B > 2[B] > 214B > 2B > high jump forward > 236D~A/B/C/D = (Crouching Opponent)
- CH j.B > 5AAA > 214A > 5B > 2C > jcf > j.C > jcf > j.2B > 2[B] > 214B > 2B > 214214D > 5D > 236236B =
- [Back to corner] 2C > jcf > j.C > jcf > j.2[B] > 5B > iad > j.B > 5B > iad > j.B > 5B > 2[B} > 214B > 2B > hjcf > 236D~A/B/C/D =
- C+D > OMC > 662C > j.B > j.2[B] > 2B > 5[B] = 2542 Damage
- CH 5C > 2C > j.C > j.2[B] > 5B > IAD~j.B > 5B > IAD~j.B > 5B > 2[B] > 214A > 5B > 2C > j.B (Trigger Bomb) > jc.7 > 236D~D = 4781 Damage
Midscreen to Corner
- CH 5C > 2C > j.C > jc > j.2[B] > 2[B] > 5[B] > 214B > 5B > 2C > j.B > j.236C~A/B/C/D = 4916 Damage (Yukari's go to punish in the corner.)[/i]
- Throw > 5C > 5B > 2[B] > 214A > 5B > 2C > j.C > jc > j.2B > 5[B] > 236D ~A/B/C/D = [b]3609 Damage [i](Omit 5C against Yu, Chie, Mitsuru, Elizabeth, Ken, and Margaret)[/i]
- j.A > j.C > jc > j.2[B] > 2[B] > 5[B] > 214B > 5B > 2C > j.B (bomb detonate) > 214214C > 214CD > 236236AB = 3022 Damage (Awakening)
Corner Only
- 214A/B detonated with [2B] > 2C > j.C > jc > [j.2B] > land > [2B] > [5B] > 214A > 5B > 5C > j.B > jc > j.236C~A/B/C/D = 3938 Damage (38 SP)
- 5AAA > 214A > (5C) > 5B > 2C > j.C > j.2[B] > 236D~C+D = 2675 Damage (Costs 25 Meter; Grants Confusion)
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data