P4U2R/Sho/Combos

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 Sho



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+D becomes 236D.
> = 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.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Combo List

Introductory / Main Combos

Primary combos that are nice for starting to play Sho, or may be all that you need to play Sho. Most of his advanced combos expand off of these routes in one way or another.

Even if not explicitly stated, a lot of these combos can have their starting normals interchanged between 5A / 5AA, 5B, 2B, 5C, 2C, and after jump-ins like j.B as long as the main structure is followed, so be sure to experiment!

# Combo Position Damage SP Gain Works on: Difficulty Notes
1 5AAAA~B > jc j.B > j.214B~A Anywhere 1723 27 All Beginner Simple autocombo extension that benefits from the autocombo meter boost.
2 5AAAA~B~C > 236A~A > jc j.C > j.214B~A Anywhere 2070 32 All x A more optimized autocombo extension.
3 (5AA or 2A >) 2B > 5C > 5B > 2A+B > 236B~dl.B~C > 214A > jc j.C > j.214B~A Anywhere 2884 27 All x Basic meterless BNB, works from either A or B normals. Omit 2B if too far away.
4 (5AA or 2A >) 2B > 5B > 5C > 236B~B~C > 236A~A > jc > j.C > j.214B~A Anywhere 2929 27 All x Another meterless BNB, works from either A or B normals. Once again, omit 2B if too far away.
5 214A > jc j.B(1) > j.C > j.214B~A Anywhere 1434 10 x x Basic air combo after 214A.
6 AA 2B > 5B > 5C > 236B~dl.B~C > 214A > jc j.C > j.214B~A Anywhere 2862 21 x x Juggle combo from an anti-air 2B.

All Out Attack Combos

Combo routes after your Universal Overhead lands

# Combo Position Damage SP Gain Works on: Difficulty Notes
1 5A+B~C > j.B(1) > j.C > jc > j.B(1) > j.C > j.214B~B Anywhere 2480 28 x Easy Basic air combo from an All Out Attack.
2 5A+B~D > 66, 5B > 5C > 2B > 2A+B > 236B~dl.B~C > 214A > jc > j.C > j.214B~A Near Corner 3157 38 x x Corner AoA combo for more damage and meter gain instead.

Throw Combos

Combos off of throws; if you need fully unburstable damage, you can always simply cancel the throw into an SP Skill.

# Combo Position Damage SP Gain Works on: Difficulty Notes
1 C+D > Anywhere x x x x x

Advanced & Metered Combos

Combos that may require some practice to land consistently, or make use of resources, or in some cases both

Advanced Combos
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 214A > j.B(1) > j.C, land j.A > j.C(1) > jc > j.B(1) > j.C > j.214B~A Anywhere 1923 x All Intermediate Optimized rejump combo off of 214A, useful for maximizing damage off of the common teleport cross-up > 214A. Initial j.B requires a little precise delay for the rest of the combo to connect.
2 2C (FC) > 2A+B > 236B~A~C > 236A~B > j.C > 5C > hc j.C > 5C > hc j.C > 5B > 2B > 2A+B > 236B > DP(1) > 214214B Anywhere 5953 x All Hard 2C FC route for damage
25 SP Combos
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 2B > 5C > 5B > 236A+B, 2A > 5B > 2B > 5C > 236B~B~C > 236A~A > jc > j.C > j.214B~A Anywhere 3814 -5 All x Crouching hit only. 236A+B can link into 2A on crouching hit, letting Sho go back into another ground chain to improve his damage a bit.
2 2B > 5C > 5B > 2A+B > 236B~B~[C~A+B], land 2A > 5B > 5C > 2B > 2A+B > 236B~A > j.C > j.214B~A Anywhere 3973 -6 x x Modified Sho BNB that utilizes a kara SB Destructive Fang. More details on the technique in the Combo Theory / Strategy section.
50 SP Combos
# Combo Position Damage SP Gain Works on: Difficulty Notes
1 x x x x x x x

Extras & Neta

Combos that are not a priority or pivotal to a gameplan to learn, random conversions, too inconsistent to be recommended, or are just plain "neta" (gimmicks)

Combo Theory

Sho combos are pretty "easy-bake" in what you are to do, and what you can do: Chain buttons, go into rekkas, launch with rekkas and simply chain into the ender.

Combo Choice

Ender Choice

In a high hitstun scaling combo (such as off of 2A or spotdodge counter attacks), or if you aren't sure if a combo has gone on for too long, you may want to finish the combo with a regular 236A~A~A or even just a 214A~A instead of attempting a fancier ender as it may drop.

Explanations for routing choices

j.214X~A vs j.214X~B in combos

In a lot of combos, the two follow-ups to a j.214X are interchangeable, but in most combos the A ender follow-up is preferred and should be used over the other despite the fact that the B version can grant more optimized damage and meter gain, and here's why:

  • The A ender has faster startup, so it will connect at the end of more combos than the B version, such as longer ones, ones off of higher hitstun scaling starters (i.e. 2A, Spotdodge follow-ups), and off of weaker hit-confirm starters such as a 2AAA or 5AAA.
  • The A ender will leave Sho on the same side every time, while the B version can cross up when ending air combos at specific heights. This is important if you're trying to carry the opponent to the corner, so that you can do better combos into/with supers.

Overall, it's clearly more reliable, but this doesn't necessarily mean the B version is inferior:

  • As mentioned earlier, it does a bit more damage and gives a bit more meter. Arguably negligible, but still optimized when you can land it.
  • The side switch can be useful for adding mix-ups on some opponents (i.e. Side switch with 236B, cross back over with 236C > crossup 214A) or escaping the corner off of a stray hit.
  • There are still some combos where the B ender can be guaranteed and is preferred, such as off of good or Fatal Counter starters.

On Crouching Hit

Sho's chains that only combo on crouching hit:

  • 5B > 236B
  • CH 5C > 2C
  • 2C > 5B / 2B / 2A+B
  • 236A+B > 2A



Old combos to be tested/confirmed for this version

5A Starter
  • 5A>5AA>5B>5C>5B>2AB>236B~(delay)B~C>214A~A
Damage: 2651 SP Gain: 24

Universal BnB, works on every character

  • 5A>5AA>5B>5C>5B>2AB>236B>B+D(1)>236236B
Damage: 3013 SP Gain: -33

Super ender on universal combo.

  • 5A>5AA>5B>5C>5B>2AB>236B~(delay)B~C>214A~A>214214A
Damage: 3731 SP Gain: -26

Awakening Ender

2B Starter
  • CH 2B>5B>5C>236A>214B>jc>j.C>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>236236A
Requirements: Burst, 50 SP, aerial opponent, counter hit
Damage:-- SP Gain:--
j.A Starter
  • j.A>5A>5AA>5AAA>236A>214B>j.236C>236A>214A>j.236A
Damage:1993 SP Gain:--
  • C+D>OMB>2C>5C>5B(1)>2B>2AB>236B~(delay)B~C>214A~A
Damge: 3617 SP Gain: 7

OMB throw combo. OMB as soon as the 4th hit connects, won't work if you do it late

2C Starter
  • 2C>5C>2B>5B>236B>214B>jc>j.B>2B>5B(1)>5C>jc>j.C>>2B>5B(1)>5C>236A>B+D(1)>236236Ax3
Requirements: Awakening, 150 SP, Fatal Counter
Damage: 7004, SP Gain: --
214214AB Starter
  • 214214AB>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>214214B
Requirements: Awakening, 125 SP, Counter Hit
Damage: --, SP Gain: 1(-125)
  • 214214AB>OMB>2C>2A+B>214A>j.C>j.B+D>214214AB
Requirements: Awakening, 150 SP, Counter Hit
Damage: 7611, SP Gain: 1(-150)

Corner Only

5B Starter
  • 5B>5C>5B>236B>214B>j.236C>214A>jc>j.C>j.B>j.B+D>236236A
Damage:-- SP Gain:--

Combo Videos

General 2.0 Combo Samples
More 2.0 Combo Samples by Okusan, Part 1
More 2.0 Combo Samples, Part 2
High Damage Fatal Counter Combos





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