Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Yosuke can confirm off of a lot of stray hits. Commenly the end goal for a combo will be to get a hard knock down using Mirage Slash (j.2C/D). Flying Flash Cut is a common route into Mirage Slash, but certain hights and character hit boxes require different timing on the Mirage Slash. This means a player needs to learn lots of permutations.
When in awakening or while playing Shadow Yosuke, a Sukuaja extension can be done for big damage.
A notable feature to take advantage of is that the game lets you execute the next command in the chain, and the game will preform the move at the first opportunity. This can make many of Yosuke's combos easier.
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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5AAA > 236C > j.2C
- damage, builds - SP.
This auto combo starter is perhaps Yosuke's easiest to preform combo.
~> 2AB > 236B > 4C > j.2C
- damage, builds - SP.
In this route it is very easy to catch the fall from Flashcut with Mirage Slash.
~> 5B > 5C > 2C > 236B > 4C > j.2C
- damage, builds - SP.
It is a bit harder to hit the mirage slash with this one. The trick is to delay the flying flash cut after the dash spring just a little in order to convert the mirage slash on the fall down and stop your opponent from simply popping out of the flash cut.
If there are too many hits preceding the dash spring, on some characters the hitbox gets too wonky and you must change your combo entirely
5B > 5C > 2C > 2AB > 236B > 4C > j.2C
- damage, builds - SP.
2B > j.BB > j.AB > jc > j.C > j.236C > j.2C
- damage, builds - SP.
Yosuke has such a strong anti-air that many opponent's will not even try to jump in. Still, it is essential to know how to use this powerful tool.
2C > dash > 2B > 5B > 5C > 236B > 4C > j.2C
- damage, builds - SP.
2C > dash ~> can go into just about any combo you want
~> 214214C > 2C > 5AAAAA > j.2C > 236B > 4C > 214214D
- damage, builds - SP.
Pretty much any standard combo ending in Mirage Slash can be cancled into Sukuaja, then connected an ender.
~> j.2C > OMB > j.BB > jc > j.B > j.AB > 236C > j.2C
- damage, builds - SP.
You can cancle a Mirage Slash ender into a One More! Burst Extension.
5AAA > j.B > j.AB > jc > j.C > j.236C > j.2C
- damage, builds - SP.
end of basic combos
Consider checking out this document by Greek: https://docs.google.com/document/d/1eUMFc2lntRMu0iiHmUXr2gLgRWD_jLdiECa8tivt9vs/edit
Midscreen
Meterless A Starter Combos (Note: Values in brackets represent combo damage or SP gain for Shadow Yosuke)
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5AAAAA | Anywhere | 1336 (1282) | 23 (27) | Very Easy | Auto combo. Gives 10 more meter and 1/8 of Burst gauge. | |
5AAAA > j.2C | Anywhere | 1369 (1310) | 13 (17) | Very Easy | Auto combo into hard knockdown. Does not award bonus SP and Burst refill in favor of hard knockdown. | |
5AAA > j.B > j.AB > j.AA > j.2A | Anywhere | 1508 (1434) | 15 (20) | Easy | Personaless combo off a 5A. | |
5AAA > j.B > j.AB > j.AA > j.236C > j.2C | Anywhere | 1710 (1614) | 18 (23) | Easy | Optimised 5A combo. | |
5A > 5AA > 5B > 2AB > 236B > j.4C > j.2C | Anywhere | 1395 (1257) | 15 (18) | Very Easy | Useful for when 5AAA would not hit due to spacing. | |
5A > 5AA > 5C > 2C > 236B > dl j.4C > j.2C | Anywhere | 1621 (1459) | 17 (21) | Medium | Difficult to get the delay on C Flying Flash Cut consistently. No known way to get this to work on Teddie/Kuma. | |
5A > 5AA > 5B > 5C > 2C > 236A > j.6C > j.2C | Anywhere | 1627 (1497) | 17 (22) | Easy | This ~236A > j.6C > j.2C extension ONLY works on Kanji | |
5A > 5AA > 5C > 2C > 236B > j.4C > j.2A | Anywhere | 1630 (1468) | 16 (21) | Very Easy | Works on everyone, sacrifices knockdown for consistency. | |
(Fatal Counter) 5AAA > j.B > j.AB > j.236B~A > j.4B~B > j.4B~B > j.4D > dl j.2C > 2A > 2B > 2C > jc j.C > j.236C > j.2C | Anywhere | 2716 | 36 | Medium | Normal Yosuke Exclusive. Your Fatal 5A BnB combo that builds a lot of meter. Don't delay the j.2C too much or the 2A pickup will not connect. | |
(Fatal Counter) 5AAA > j.236B~B > j.4B~B > j.4B~B > j.4D > dl j.2C > 2A > 2B > 2C > j.C > j.236C > j.2C | Anywhere | 2549 | 45 | Medium | Shadow Yosuke Exclusive. Your Fatal 5A BnB combo that builds a lot of meter. Don't delay the j.2C too much or the 2A pickup will not connect. | |
2A > 5AAA > j.B > j.AB > j.B > j.236C > j.2C | Anywhere | 1478 (1392) | 17 (23) | Easy | Optimised 2A combo. |
Meterless Non-A Starter Combos
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5B > 5C > 2C > 236B > j.4C > j.2C | Anywhere | 2036 (1830) | 16 (20) | Easy | 5B BnB confirm. The most you can really get meterless. | |
(Anti-Air) 2B > j.B > j.BB > j.AB > j.C > j.236C > j.2C | Anywhere | 1805 (1624) | 14 (18) | Easy | Your BnB anti-air 2B confirm. | |
(CH) 2C > dc 2B > 5B > 5C > 2C > 236B > j.4C > j.2C | Anywhere | 2727 (2455) | 20 (26) | Easy | Counter hit 2C confirm. You should be only hitting this when you have no meter to spare on a punish. | |
FC j.2C > 2B > 2C > j.AB > j.236B~A > j.4B~B > j.6B~B > j.4D > dl j.2C > 2A > 5B > 2C > jc j.B > j.AB > jc j.C > j.236C > j.2C | Anywhere | 4182 (3762) | 40 (52) | Medium | Universal Fatal BnB Route. Builds a lot of meter. Crucial to know for punishing bad anti-airs or bad mashes. Present this more to make your opponent think twice about anti-airing your approaches. | |
FC j.2C/236C > 2C > (dl) j.C > (dash) 2B > jc j.B > j.AB > j.236A~A > j.4B~B > j.6B~B > j.4D > dl j.2C > 2A > 2C > jc j.B > j.AB > j.236C > j.2C | Anywhere | 4259 (3829) | Medium | Notes: Alternate ZeBo fatal route. Need to adjust if started from j.2C by jumping back after 2C. | ||
j.236x~B > j.4B~B > j.6B~B > j.4D > j.2C | Anywhere | 2232 (2009) | 16 (20) | Easy | B Crescent Slash confirm. | |
j.236x~B > j.4B~B > j.4D > (dl.) j.6B~A > (66) 5A > 2B > j.B > j.AB > j.AA > j.236C > j.2C | Anywhere | 2798 (2513) | 24 (32) | Medium | Advanced B Crescent Slash confirm. The delay for the B Moonsault into A Crescent Slash can be tricky to get consistent. | |
j.236x~B > j.4B~B > j.4D > (dl.) j.6B~A > (66) 5B > 2B > j.B > j.AB > j.AA > j.236C > j.2C | Anywhere | 2967 (2009) | 25 (33) | Hard | Optimised B Crescent Slash confirm. The microdash before the 5B is rather tight. | |
5D > 5DD > j.B > j.AB > j.AA > j.236C > j.2C | Anywhere | 2128 (1915) | 16 (20) | Easy | 5D confirm. Delay 5DD slightly for an easier time to run up and hit j.B | |
CH 5D > 5DD > 2A > 2B > 2C > j.B > j.AB > jc j.C > j.236C > j.2C | Anywhere | 2613 (2348) | 20 (26) | Medium | CH 5D confirm. The timing to land the 2A is not that lenient and requires some practice to get used to. |
25 SP Combos (Note: Values in brackets represent combo damage or SP gain for Shadow Yosuke)
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5A > 5AA > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6B~B > j.4D > dl j.2C | Anywhere | 2453 (2202) | -15 (-12) | Easy | Simple 25 SP EX Dash Spring extension | |
5B > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6B~B > j.4D > dl j.2C | Anywhere | 3151 (2831) | -16 (-12) | Easy | Simple 25 SP EX Dash Spring extension. Immediately chain 5C after 5B's hits and EX Dash Spring after 2C or your opponent will recover in time. If you are just starting out, don't let all 3 hits of 5B rip for consistency. | |
5B > 5C > 2C > 236B > j.4CD > dl j.2C > 2A > 2B > 2C > j.C > j.236C > j.2C | Anywhere | 3278 (2946) | Hard | New EX Flying Flash Cut extension allowing for a 2A pickup after j2C, however, this is rather tight. | ||
5AAA > j.236C > j.2AB > Airdash dl j.B > dash 2B > hjc j.A > j.AA > j.AB > j.236C > j.2A | Anywhere | 2069 (1852) + 1 Kunai Poison Stack | Hard | |||
5B > 5C > 2C > 236B > j.4C > j.2AB > Airdash j.C > dash 2B > hjc j.A > j.AA > j.AB > j.236C > j.2C | Anywhere | 3033 (2728) + 1 Kunai Poison Stack | Hard | |||
(5B >) 5C > 2C > 236AB > j.236B~B > j.4B~B > j.4D > (dl.) j.6B~A > 66 5B > 2B > 28 (superjump) > j.B > j.AB > j.236C > j.2C | Anywhere | 3663 (3320) | -15 (-12) | Medium | A more optimised version of the 25 SP EX Dash Spring extension. The superjump extension should be used for its consistency, unless you are near the corner because in midscreen, after 2B, ~j.B > j.AB > j.C > j.236C > j.2C will mess up the j.236C angle and the opponent will fall out. Alternatively, if you did not start this combo with 5B or 2B, you may go for ~j.B > j.AB > j.B > j.236C > j.2C after 66 5B > 2B due to no SMP (Same Move Proration) penalty. |
Corner
Corner Meterless
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5A > 5AA > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C | Corner | 1810 (1627) | 20 (25) | Easy | Easy 5A combo in the corner. | |
5AAA > (slight delay) j.B > j.2B > (land) 669 > j.B > j.AB > j.C > j.236C > j.2C | Corner | 2073 | 23 | Hard | Normal Yosuke Exclusive. Kunai rejump combo in the corner. The trick to landing this is to delay j.B slightly so Yosuke lands closer to the ground for faster recovery so he can quickly dash in and link j.B off the kunai wallstick. | |
5AAA > j.2A > (land) 669 > j.AA > j.AB > j.B > j.236C > j.2C | Corner | 1843 | 28 | Medium | Shadow Yosuke Exclusive. Kunai rejump combo in the deep corner using A flying Kunai instead. | |
5AAA > j.2B > (land) 669 > j.B > j.AB > j.AA > j.236C > j.2C | Near Corner | 1835 | 28 | Medium | Shadow Yosuke Exclusive. j.B is used for its superior range over j.A. | |
5B > 5C > 2C > 2AB > 236A > j.2B > (land) 669 j.B > j.AB > j.BB > j.236C > j.2C | Corner | 2677 (2406) | 24 (31) | Medium | Immediately dash once you land because the link can be a bit tight. | |
5B > 5C > 2C > 2AB > 236B > j.4C > j.2A > (land) 66 5C > (dl.) 2C > (dl.) j.B > j236C > j.2C | Corner | 3111 (2806) | 29 (38) | Very Hard | Alternate route by ZeBo. Incredibly demanding due to the very tight dash 5C link and the multiple delays after. | |
5B > 5C > 2B > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C | Corner | 2524 (2273) | 22 (28) | Easy | Ideally you want to let all 3 hits of 5B hit. Does not work if you start the combo too far away from the corner as 2B will whiff. | |
CH 2C > dc 5B > 5C > 2B > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C | Corner | 3109 (2793) | 25 (32) | Easy | Ideally you want to let all 3 hits of 5B hit. Does not work if you start the combo too far away from the corner as 2B will whiff. | |
j.AB > j.2A > Land, Dash j.A > j.AA > jc j.B > j.AB > j.236C > j.2C | Corner | 2018 (1809) | 17 (23) | Medium | Notes: Very useful combo out of shorthop j.AB, which is actually an overhead. | |
j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2B > 669 jB > j.AB > j.C > j.236C > j.2C | Corner | 3175 (2834) | 27 (35) | Medium | Useful combo for corner Moonsault~B Crescent Slash crossups. Meterless 3k is nothing to scoff at. | |
CH 5D > 5DD > (dash in) 2A > 5C > IAD JC > 5C > dl 2C > j.B > j.AB > j.C > j.236C > j.2C | Corner | 3099 (2783) | 27 (35) | Medium | Can actually be used as a midscreen to corner confirm due to the huge corner carry of 5DD (and untech time of CH 5D). | |
CH 5D > (slight dl.) 5DD > 669 j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > j.2C~j.2B > 669 j.B > j.AB > j.C > j.236C > j.2C | Corner | 3659 (3283) | 30 (39) | Medium | Timing the B Moonsault into Crescent Slash can be tough but very worth it if you can land it. | |
FC 236C > 2B > 2C > (dl.) j.2A > 5C > IAD j.C > j.2B > (Land) j.AB > j.236B~A > j.4B~B > j.6B~B > j.4D > (dl.) j.2C > 2A > 5C > IAD j.C > j.236C > j.2C | Corner | 4714 (4227) | 45 (58) | Very Hard | Notes: Corner Fatal Route. Can swap the jump cancel with a shorthop to make it easier. If you manage to do this combo please clip and upload it so we can shower you with praise. | |
FC j.2C > 2B > 2C > (dl.) j.2A > 5C > IAD j.C > j.2B > (Land) j.AB > j.236B~A > j.4B~B > j.6B~B > j.4D > (dl.) j.2C > 2A > 5B > 2C > j.236C > j.2C | Corner | 4673 (4190) | 47 (60) | Very Hard | Notes: Corner Fatal Route. Can swap the jump cancel with a shorthop to make it easier. If you manage to do this combo please clip and upload it so we can shower you with praise. |
Corner 25 SP routes
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5A > 5AA > 5C > 2C > 2AB > 236A > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 2392 (2150) + 1 Kunai Poison Stack | -12 (-8) | Hard | Notes: To do Airdash Moonsault (both A and B version are fine), do 2366 for an easy time. The trick is to wait for the EX Flying Kunai recovery (30F) to end before doing a quick 2366B~B so that the Moonsault comes out as soon as the airdash ends. | |
5B > 5C > 2C > 2AB > 236A > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3209 (2884) + 1 Kunai Poison Stack | -12 (-8) | Hard | Same as above. To do Airdash Moonsault (both A and B version are fine), do 2366 for an easy time. | |
5B > 5C > 2C > 2AB > 236A > j.2B > 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3422 (3079) + 1 Kunai Poison Stack | -8 (-3) | Hard | Optimized version of the above route that also works for 5C, jB and jC starters. Does around 300 damage more. | |
j.AB > j.2A > (land) 669 j.A > j.AA > j.2AB > (dl. jump cancel) j.236A~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 2895 (2594) + 1 Kunai Poison Stack | -15 (-9) | Hard | Notes : Useful combo from Shorthop j.AB, which is actually an overhead. Do 2369 instead of 2366 for an easier time. | |
CH 5D > 5DD > 2A > 5C > dl 2C > j.C > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3619 (3245) + 1 Kunai Poison Stack | -10 (-6) | Medium | Notes: Can actually be used as a midscreen to corner combo. Easier version of the CH 5D route, but requires you to hit EX Flying Kunai at the right spot after j.C. | |
CH 5D > 5DD > 2A > 5C > IAD j.C > 5C > dl 2C > j.A > j.AA > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3640 (3266) + 1 Kunai Poison Stack | -6 (-1) | Medium | Notes: Can actually be used as a midscreen to corner combo. | |
j.236A~A (or j.236B~A) > j.4A~A > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3351 (2936) + 1 Kunai Poison Stack | Medium | 25SP confirm off A Crescent Slash in the corner (facing the corner) | ||
j.236A~A (or j.236B~A) > j.4A~A > j.6A~A > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3550 (3187) + 1 Kunai Poison Stack | Medium | 25SP confirm off A Crescent Slash in the corner (facing away from the corner) | ||
5B > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2B > 669 jB > j.AB > j.C > j.236C > j.2C | Corner | 4020 (3580) | -15 (-12) | Hard | The trick to landing this is delay the final B Crescent slash. You want Yosuke to perform the move close to the ground - but not too close, otherwise B Flying Kunai will not come out.
Flying Kunai has a sour spot in the corner where the opponent can fall out of the wallstick as part of the kunai hits the ground AND the wall. Avoid this if possible. || |
Corner 50 SP routes
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
AA 2B > 5B > j.A > j.AA > j.2AB > dj j.B > j.AB > j.236AB > j.236B~B > j.4D > j.2C | Corner | 2926 (2668) + 1 Kunai Poison Stack | Medium | Simple route to pick up at a beginner level. However there are far more efficient routes than this. | ||
AA 2B > 5B > j.A > j.AA > j.2AB > j.D > Land, Super Jump j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3405 (3020) + 2 Kunai Poison Stacks | Medium | Launch j.D almost immediately after Kunai, and you have enough time to superjump j.B. Do 2366 for an easier time. Notes: The poison damage is lower than 2 whole stacks as the second EX kunai refreshes the old poison ailment before it produces the last tick. | ||
AA 2B > j.A > j.AA > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2AB > 669 jB > j.AB > j.C > j.236C > j.2C | Corner | 3512 (3160) + 2 Kunai Poison Stacks | Hard | My route for 50SP non-CH AA 2B. The time between the 2 EX Flying Kunai allows for 2 full poison stacks. If the opponent is too high up in the air after your 2B, use j.B instead of j.A | ||
CH AA 2B > (dl.) 2C > (dl.) j.C > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > j.2AB > 669 jB > j.AB > j.236C > j.2C | Corner | 3884 (3539) + 2 Kunai Poison Stacks | -39 (-36) | Hard | My route for 50SP CH AA 2B. The time between the 2 EX Flying Kunai allows for 2 full poison stacks. Delay 2C and j.C accordingly to maximize damage by guaranteeing you connect with all j.C hits. You may superjump after the dash instead of normal jump to guarantee C Flying Flash Cut hits. | |
5B > 5C > 2C > 2AB > 236A > j.2AB > j.D > (Land) 669 j.B > j.AB > Airdash Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > j.2C | Corner | 3618 (3253) + 2 Kunai Poison Stacks | Hard | Notes: The poison damage is lower than 2 whole stacks as the second EX kunai refreshes the old poison ailment before it produces the last tick. | ||
j.236A~A (or j.236B~A) > j.4A~A > j.6A~AB > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3826 (3443) + 1 Kunai Poison Stack | Hard | 50SP confirm off A Crescent Slash in the corner (facing the corner) | ||
5B > 5C > 2C > 2AB > 236AB > (dl.) j.6A~A > j.4A~A > j.6A~A > j.2C~j.2B > 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.2C | Corner | 4392 (3944) + 1 Kunai Poison Stack | Hard | Your most optimal 50SP corner combo off 5B (works with any non A starter with some alterations). Really good damage but requires much practice to be consistent. | ||
j.AB > j.2AB > j.D > (Land) 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C | Corner | 3061 (2853) + 2 Kunai Poison Stacks | Medium | Shorthop j.AB confirm for 50 SP |
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data