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| 2C > 214A~C, 5B > 2B~C ▷ 214A~B, 5AAA > 2B~C ▷ 214A~A || Corner || 8046 [9949] || <span style="color:blue">[2] Easy</span> || 2C starter. Corner combo using 1 bar - Semblance. || | | 2C > 214A~C, 5B > 2B~C ▷ 214A~B, 5AAA > 2B~C ▷ 214A~A || Corner || 8046 [9949] || <span style="color:blue">[2] Easy</span> || 2C starter. Corner combo using 1 bar - Semblance. || - | ||
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Revision as of 17:29, 22 January 2022
Combo Notation Guide | |||||||||
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Combo List
- For certain combos, routes will differ when Yang's Semblance is active. They will be indicated with [] brackets. This also applies to combo damage.
- Advanced Combo Spreadsheet by Aegis and Sibiq
Midscreen
# | Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
1 | 5AAA > 5B > 2C > 214A~A | Any | 5292 [6576] | [1] Very Easy | The most basic combo. | Link |
2 | 5AAA > 5B [5BB] > 2B > jc > j.ABC [j.BBC] ▷ 214A~A | Any | 5642 [7378] | [1] Very Easy | Safest-to-bursts midscreen route. | Link |
3 | 5AAA > 5BB > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~A | Any | 5827 [7567] | [1] Very Easy | Easiest ground-to-air combo. Your main BnB when playing this character. | Link |
4 | 5AAA > 5BB > jc > j.AB/BA [j.BB] > j.236C ▷ 6BB > hjc > j.BAA [j.BB] > jc > j.BBC ▷ 214A~A | Any | 6212 [7930] | [2] Easy | A basic combo that utilizes EX Bottle Rocket extensions. For certain characters you may have to switch between j.AB and j.BA for all hits from EXBR to connect (excluding the Semblance version). | Link |
5.A | 5AAA > 5BB > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~B, 5AAA [5A] > 2B~C ▷ 214A~A | Midscreen to corner | 6265 [7999] | [2] Easy | When you're close enough to the corner, so you can continue the combo. Also optimal as a corner combo in Semblance. | Link |
5.B | 5AAA > 5BB > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~C, 2B~C/2C ▷ 214A~A | Midscreen to corner | 6495/6430 [8520/8389] | [2] Easy | Almost the same thing, but we confirm corner with Raging Inferno. Use 2C when you can't reach with 2B. | Link |
6.A | B+C > 5AAA > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~A | Any | 4797 [5640] | [1] Very Easy | The most basic grab starter combo. | Link |
6.B | B+C > 5BB > hjc > j.BAA [j.BBA] > jc > j.BBC ▷ 214A~A | Any | 4882 [5883] | [2] Easy | More optimal grab starter combo, stricter timing. | Link |
7 | 2B > dl.jc > j.ABC [j.BBC] ▷ 214A~A | Any | 5150 [6742] | [1] Very Easy | Standard anti-air route. | Link |
8 | (CH) 2B, 5AAA > jc > j.BAA [j.BBA] > jc > j.BBC ▷ 214A~A | Any | 5656 [7270] | [2] Easy | Counter hit anti-air route. In Semblance, 2B has to hit them at max vertical range. | Link |
9 | 214B, 5BB > hjc > j.BBA > jc > j.BBC ▷ 214A~A | Any | [6763] | [1] Very Easy | Cold Shoulder combo, Semblance only. Doing 6B will allow for side switch. | Link |
Corner
# | Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
1 | 5AAA > 2C > 214A~B, 5A > 2C > 214A~B, 5AAA > 2B~C ▷ 214A~A | Corner | 6655 [7716] | [2] Easy | The most basic corner loop. Use when you don't have Semblance. If the opponent ground techs forward, they will not move past you unless you move forward or crouch after 214A~A. | Link |
2 | 5AAA > 5BB > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~B, 5AAA [5A] > 2B~C ▷ 214A~A | Midscreen to corner | 6265 [7999] | [2] Easy | Also optimal as a corner combo in Semblance. | Link |
3 | 2C > 214A~B, 5A > 2C > 214A~B, 5AAA > jc > j.AB > jc > j.BC ▷ 214A~A | Corner | 7158 | [2] Easy | 2C starter in corner - without Semblance. Generally speaking, don't use 2C starter in Semblance if you're not willing to spend at least one bar. | Link |
4.A | 2C > 214C, 2C > 214A~B, 5AAA > 2B > jc > j.BBC [j.BC] ▷ 214A~A | Corner | 8412 [9405] | [2] Easy | 2C starter. Corner combo using 1 bar - without Semblance. | Link |
4.B | 2C > 214A~C, 5B > 2B~C ▷ 214A~B, 5AAA > 2B~C ▷ 214A~A | Corner | 8046 [9949] | [2] Easy | 2C starter. Corner combo using 1 bar - Semblance. | - |
5 | 2C > 214A~C, {2C > 214C,}x4 > 214B+C | Corner | 12481 [14317] | [4] Hard | Resonance Blaze 214B+C ender only. Without Semblance, do {2C > 214C,}x5 > 214B+C for a better output. | Link |
6.A | B+C > 214A~B, 5A > 2C > 214A~B, 5AAA > 2B~C ▷ 214A~A | Corner | 5337 [5719] | [2] Easy | The most basic corner loop from B+C starter. | Link |
6.B | B+C > 214A~B, 2B > jc > j.BC ▷ 214A~B, 5AAA [5A] > 2B~C ▷ 214A~A | Corner | 5459 [5982] | [2] Easy | B+C starter - without Semblance. | Link |
6.C | B+C > 5BB > hjc > j.ABC [j.BBC] ▷ 214A~B, 5AAA > 2B~C ▷ 214A~A | Corner | 5222 [6234] | [2] Easy | B+C starter - Semblance. | Link |
8 | 214B, 5BB > hjc > j.BB > jc > j.BBC ▷ 214A~B, 5A > 2B~C ▷ 214A~A | Corner | [7172] | [2] Easy | Back-to-corner type of combo. Command grab, Semblance only. 6B outside of corner will allow for side switch and Too Hot to Handle extender. | Link |
Combo Theory
j.C and 2C are cancellable into both distortions and Astral.
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Ending your combo with 2C > 214A~A allows you to safe jump (IAD > [j.1A] or [j.1B]) 7f moves, while j.C > 214A~A allows for safe jump on 9f moves.
_________________________
j.236C combo extension isn't that good most of the time, so don't burn all your meter for it.
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When ending your combo with a super, use:
- 214B+C for more damage, let your partner regen health on the back for longer, waste opponent's Resonance or if opponent has no partner on the back;
- 236B+C for a bit better corner carry, opponent has 2nd character on the back who's regenerating health.
Video Examples
Yang Basic Combos By Meno - Up-to-date for 2.0
Yang Fuzzy j.C+Assist Idea by surewin/@Magoichii
https://twitter.com/Magoichii/status/1010220010499760128
Solo Grab Combos+DP routes that work off of stray/assist hits
https://twitter.com/KhaosMuffins/status/1011049590127284224
External Documents and References
Yang Basic Primer by Adwins
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Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
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- Extra Skills
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- P1, P2
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