P4U2R/Akihiko Sanada/Combos

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Revision as of 17:19, 21 March 2022 by Snuffychris605 (talk | contribs) (just fixing some notation mixups I noticed)
 Akihiko Sanada



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 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

5A Starter

5AA>5B>2B>236A>8A>4A>4C>6A

  • Meter Cost: 0
  • Damage: 2601

Standard BnB. You can omit the 4C, but using it gives you better oki and damage.


5AA>5B>2B>236A>8A>4A>6B

  • Meter Cost: 0
  • Damage: 2580

Standard BnB, but with a 6B ender to swap sides. This isn't just useful for swapping sides, however; the knockdown after this leaves the opponent much closer to you than the 6A ender if they wouldn't have been pushed to the corner, which can be valuable for certain matchups.


5AA>5B>2B>236A+B>4B>8B>4A>8A>6B>236236B

  • Meter Cost: 75
  • Damage: ~5.1k

Metered extension of the standard BnB. Used to finish off opponents without getting them into awakening.


5AAAAAA>4B>8B>4D>2C

  • Meter Cost: 0
  • Damage: 2137

Only works on tall characters. Inflicts Level 5 Silence. Full list of characters:


5AA>2B>5B>236A+B>4B>8B>B+D>236236A>236236B

Big combo to finish off opponents without them getting into awakening.


5B Starter

5B(FC)>236C>4B>6C>A+B>2B>j.B>5B>2B>hjc>j.B(1)>j.214B>6C>8B>4C>4A>6B>236236B

  • Video Link
  • Meter Cost: 50
  • Damage: ~6.3k

You may have to microdash the 5B after the first j.B in order to make this consistent. Try inputting 66 just before you touch the ground.

If you don't have enough meter, you can omit the 4C ending portion for a 4/6C>4A>8A>2C ender, as shown here.


236A Starter

236A(CH)>4B>8B>4A>8A>6B

  • Meter Cost: 0
  • Damage: 3127

Simple conversion off of a counterhit. Puts you into level 5 at the end. You can add 236236B if you choose, giving you ~4.8k damage.

8A (level 5)>4A>8B>4[B]>4D>6B>5B>j.B>5AAAAAA>6A


  • Video Link (Showcases a 236A>8A>4A>8B>6C+D> setup)
  • Meter Cost: 0
  • Damage:4501 (4532 if 6B ender)

Midscreen to Corner

5C Starter

5C(CH)>66>5B>jc>j.B>5B>jc>j.B>5AAAAAAA>5B

  • Meter cost: 0
  • Damage: 3618

Standard conversion on counterhit.


5C>OMC>2A>5A>5B>>jc>j.B>5B>jc>j.B>2A>236A>8B>6B>2C


Overhead conversion that's a bit tricky to nail down. Even if this hits as a counter, the ground bounce won't hurt your 2A conversion. Ends in a silence (Lv3), which is pretty good for certain matchups.
If you have 150 meter, you can tack on 236236A>236236B.

5C>OMC>2A>5B>jc>j.B>2A>236A>8B>4C>8A>4B>4D>6B

Overhead conversion that trades silence for damage. How you follow up with 6B depends on what you want.

If you want damage and have 100 meter, you can tack on 236236B.
If you want damage without meter, you can tack on 214C>6B.
If you want oki, you can just roll.


Throw Starter

Throw(Lv3)>8B>6[B]>6C>8A>4C>4A>6B

If you want damage and have 50 meter, you can tack on 236236B. Total damage: ~4.2k.
If you want damage without meter, you can tack on 214C>6B.
If you want oki, you can just roll.

Corner Only


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 Akihiko Sanada