P4U2R/Minazuki/Combos

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Minazuki
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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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 Theory

Basic Combo Theory

In a nutshell: Minazuki prides himself on chaining his Persona normals for high-damage combos, but to get to do that, you have to figure out a way to juggle the opponent.

Without juggling the opponent, Minazuki really can only do buttons into his rekkas or DP to end combos, which while dealing consistent average damage and going into a knockdown, does not give the good okizeme and damage he is capable of. Minazuki can try to remedy this with his couple ways to get a juggle combo started on an opponent without meter, that include:

  • Air hit 5AA: Follow up with 5C / 5D / 5AAA > OTG 2A.
  • Air hit 2C: Follow up with the approriate D normal.
  • Air CH 5C: Follow up with 2C > approriate D normal.

Notice that these rely on air hits on air blockable moves, so they are not always reliable.

His more reliable ways include:

  • Anti-air 2B: Follow up with 5C.
  • Corner 214X~X > j.B+D: Follow up with OTG 2A.

More often than not, you're going to be landing these two more than the others, with the corner conversion being an absolute staple, so you should practice your conversions off of these starters and combo pieces very often.

With 25 SP meter, he can start a juggle combo anytime, anywhere by using his holy grails: SB Soaring Fang and SB Destructive Fang (the SB versions of the second and third parts of his rekka). The former can go into a short j.D land cancel route starting with j.B instead of j.A, while the latter can go into an immediate juggle 2A upon landing.

Once Minazuki reaches 50 SP, he can include C Wings of Purgatory (j.236236C) into his combos after Soaring Fang > DP, to add a good amount of damage and also go into a near-unburstable combo ender.

Fatal Combo Theory

FATAL!!!

Most, if not all combos are pulled from the Minazuki Document by Vincent.

Beginner / Main BNB Combos

Note: These combos are Minazuki's most basic to grasp combos. They are both recommended for those just starting to play Minazuki, and those looking for Minazuki's most essential combo routes. They should cover most basic situations you'll find yourself looking for answers to (i.e. random hits in neutral/pressure, and comboing off of your dedicated anti-air)

# Combo Position Damage Meter Gain Difficulty Notes Video
1 5AAAA~4B~4B Anywhere 1424 +23 SP [1] Very Easy Basic auto-combo confirm. Can be useful to get bonus meter for a metered conversion.
2 5AA > (2B) > 5B > 5C > 214B~4B~4B Anywhere 2117 +19 SP [1] Very Easy Standard miscreen BnB. Omit 2B if too far away.
3 5AA > 5B > 2B > 5C > 5D > 236C/236D Anywhere 2185 +19 SP [1] Very Easy Standard BnB on a crouching opponent that also gives a safe-jump
4 [AA] 2B(1) > 5C > 5D > 236C/236D Anywhere 1759 +13 SP [1] Very Easy Stable 2B anti-air combo.
5 2A > 5B > (2B) > 5C > 214B-B > j.B+D, 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/236D Corner 2444 +30 SP [3] Intermediate Basic corner combo that uses low j.B+D to allow him to go into juggles meterless. Omit 2B if too far away. Grants safe-jump okizeme.
6 5AA > 5B > (2B) > 5C > 214B~4B~4A+B, 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/236D Anywhere 2852 +2 SP
(-25 SP)
x 25 SP midscreen combo extension that goes into a juggle. Omit 2B if too far away. Grants safe-jump okizeme.
7 5AA > 5B > (2B) > 5C > 214B~B > B+D > j.236236C > 2C > 2D > 236C/236D Anywhere 3539 +31 SP
(-50 SP)
x 50 SP combo, extended with a super. In the corner, use 5D or j.D instead of 2D. Grants safe-jump okizeme.

Midscreen

A Starter

# Combo Damage Meter Gain Works on: Difficulty Notes Video
1 [AA] 5AA > 5C > 5B(1) > 2B(1) > 5C > 5D > 236C/D 2270 +20 SP [1] Very Easy Basic anti-air 5A combo. The first 5C will whiff if the opponent is too high. ---
2 5AA > 5B > 2B > 5C > 5D > 236C+D > j.B(1) > jc j.A > j.B > j.C > j.2D > j.236C/D 3018 -25 SP [1] Very Easy Works only on crouching opponents. ---

# Combo Damage Meter Gain Works on: Difficulty Notes Video
1 [AA] 5AA > 5C > dl.5B(1) > jc j.A > j.B > j.C > j.D(w) > 66 2A > 5C > 5B(1) > 2B(1) > 5C > 5D > 236C/D 2830 +32 SP [3] Intermediate Advanced anti-air 5A combo that makes use of j.D land cancel. ---

B Starter

  • All A Starter combos that have 5B / 2B can be started from their 5B / 2B portion onward.
# Combo Damage Meter Gain Works on: Difficulty Notes Video
1 CH AA j.B > 5AA > 5C > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or BD > j.BD ? [1] Very Easy Used when the opponent isn't high enough for 5D > 236C > 662A to work ---
2 CH AA j.B > 5AA > 5D > 236C > 662A > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or BD > j.BD ? [1] Very Easy High pick up off CH AA j.B ---
3 [AA] 2B > 5B(1) > 5C > 2AB > 214B > delay 4B > 4A or BD > j.BD ? [1] Very Easy The second hit of 2B will whiff if the opponent is too high. ---
4 5AA/2B > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring>A-Destroying/Furious Action -25 All but Yukiko, Kanji, Sho, Minazuki [1] Very Easy Doesn't work on Yukiko, Kanji or either Sho ---

Throw & AOA Starter

# Combo Position Damage Meter Gain Works on: Difficulty Notes Video
1 AoA~C > j.B > jc j.B > j.C > j.2D > j.236C/D Anywhere 2488 30 SP [1] Very Easy Basic AoA combo anywhere. Can safe jump after teleport ---
2 AoA~D > 66 5C > 2C > 2D/j.D > 236C, land 2A > 5C > dl.2B > 5B(1) > 5C > 5D > 236C/D Corner 3401 49 SP [2] Easy Better AoA combo for the corner, with better damage and knockdown. ---
3 C+D(3) > OMC, IABD 2C > jc j.D > land 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/D Anywhere 2704 -50 SP [1] Very Easy ---
4 C+D(4) > OMC, 66 5B > 2B(1) > 5C > 214B~4B~4B Anywhere 2622 -50 SP All [1] Very Easy Throw combo that does less damage, but is easier to confirm than the last one. ---
5 j.C+D > j.B > 5B(1) > 2B(1) > 5C > 5D > 236C/D Corner 2525 +20 SP All [1] Very Easy Air throw corner combo that may be height-dependent. --

Corner

A Starter

# Combo Damage Meter Gain Works on: Difficulty Notes Video
1 5AAAAA > j.B+D > 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/D x x [1] Very Easy Auto combo corner confirm, used to gain bonus meter if you are in need of any. ---
2 5AA > 5B > (2B) > 5C > 214B~4B > j.B+D, 2A > 5C > dl.2B > 5B(1) > 5C > 5D > 236C/D x x x [2] Easy More optimized corner combo from 5AA. Delay 2B so 5C bounces them high enough for 5B to combo. ---


The combos below are from an older version of P4AU, and may or may not work. They will be tested for optimizations and added to the 2.0 combo tables above if applicable eventually. Lab at your own risk.
50 SP Required
  • 5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > Furious Action > Aerial Furious Action
  • 5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > Slide Input > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • 5AA > 5B > 5C > 214B > 4B > 236236C > dash 5B(1) > 5C > 214B > 4B > 4A or BD > j.BD
  • 2D/j.2D > Tsukiyomi > OMC > j.B(1) > 5AA > 5D > Tsukiyomi > 2A > 5B > A-Flash > A-Soaring > A-Destroying/Furious Action
  • Throw > OMC[6](For corner carry) > 5AA > 5C > 5B(1) > 2B(1) > 5C > (sweep, corner only) > 214B > 4B > 4A or BD > j.BD
  • Throw > OMC > backdash 2C > 5D > 5AA > BD > j.BD
  • Throw > OMC > 5AA > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • Throw > OMC > j.B > Dash > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
One More Burst Required
  • 5AA > 5B > 2B > 5C > 214B > 4B > OMB[4](hold back for a short time) > 2C > delay 5D > 236C/D > 5B(1) > 2B(1) > 5C > 214B > 4B > BD > j.BD


Counter
  • 2B(1)(Counter Hit) > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
  • 2B(1)(Counter Hit) > 5D > Tsukiyomi > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
  • 5C(Counter Hit) > All-out Attack > C Finish(Fatal) > j.A > j.B(1) > Jump Cancel > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)
  • 5C(Counter Hit) > 2C > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • j.2D(Counter Hit) > Aerial Furious Action > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
  • j.2D(Counter Hit) > Aerial Furious Action > Dash > 5D > Tsukiyomi > (Slide Input)2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
  • A/SB Moon Smasher(Counter Hit) > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action


Fatal
  • ~B-Soaring (Fatal) > (While descending) j.A > 2B(1) > 5D > Tsukiyomi >5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
  • ~B-Soaring (Fatal) > (While descending) j.A > 2B(1) > 5D > Tsukiyomi >Slide > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • 2D(Fatal) > A-Knife > Charged j.D > C-Tsukiyomi > 5AA > 5D > SB-Tsukiyomi > j.B(1) > Jump Cancel > j.A > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)

50 SP and One More Burst Required

  • SB-Flash(Fatal) > 5B > 5C > B-Flash > B-Soaring > OMB > Charged j.D > C-Tsukiyomi > Sweep > Flash > Soaring > SB-Destroying > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action (Deals a bit over 7000 damage)


Corner Only
  • 5AA/2A > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • 5AA > 5C > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • Air Throw > (While descending) j.B(1) > 5A > 2B > 5B(1)/Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
25 SP Required
  • 5AA > 5B > 2B > 5C > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
50 SP Required
  • 214C/214D > OMC > 5AA > 5B(1) > 2B > 2AB > 214B > 4B > 4A/B
  • 214C/214D > OMC > 5AA > 5C > 5D > 236C 2457
  • 214C/214D > OMC > 5AA > 5B(1) > 2B > 2AB > 214B > 4B > 4A/B
  • ~B-Soaring > Furious Action > C-Purgatory > Furious Action > Aerial Furious Action(>D-Purgatory)
100 SP Required
  • ~B-Soaring > Furious Action > C-Purgatory > Moon Smasher
150 SP Required
  • ~B-Soaring > Furious Action > C-Purgatory > D-Purgatory > Moon Smasher
One More Burst Required
  • ~OMB > Micro Dash > 2C > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action

Combo Videos

Early 2.0 Combos



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