P4U2R/Yukari Takeba/Combos

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 Yukari Takeba



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 Theory Concepts

Just a small little selection covering basic theory

To be basic, Yuakri combos have 4 stages: opener, corner carry, filler, and ender.

Starters

Yukari’s main starters are 5A, j.A, j.B. With less prominent starters being 5B, 2C, 5C, grab, and sweep.

Here I’ll most just list on how to convert these off most situations so you can get into the meat of the combos.

5A. Off 5A at any distance you want to do 5AAA > 214A, there are two viable choices after this, doing 5B, or doing 5C. 5B is a less damaging, but more consistent way to combo, as it works from any distance. 5C on the other hand, is distance dependent, and can only be used either off a point blank 5A midscreen, or more commonly seen, in the corner.

J.A. J.A has a decent amount of uses, you’ll have to know each of your conversion points to get the most off it. To start, low airdash j.A is commonly seen after a d flip combo ender to add pressure, but if the opponent fails to block it, then you can hit j.A up to 2 times and convert into a main 5A bnb. If you land J.a in neutral and still have a jump remaining, then convert with j.A > j.C > j.2[B]. If you don't have a jump remaining, use j.A > j.C > j.D > j.B(Falling) > land >j.B(Rising) > j.2[B].

j.B. The main way to convert this is by managing to land a second arrow on the enemy and then using j.2[B] when you do. EX: j.B > land j.B > j.2[B]

5B is harder to convert and mostly only sees a grounded conversion off 5B> 2C Ch on a grounded enemy at a midscreen range. 5B is jump cancelable on hit though, so even on non counter hit you’ll be able to hit an aerial opponent and convert with j.B > j.2[B]

2C is a punish button and will mostly see conversion with a j.C or j.B with both leading into j.2[B]

5C is another punish button. On grounded non counterhit, you’ll have to use sweep > 214cd to convert. on grounded counterhit, you can convert into 2C. If the opponent is in the air, use j.C > j.2[B].

Grab cannot be converted resourcelessly midscreen but in the corner you can get a combo with 5A, j.A, and 5B. The opponent will be counted as airborne when hit so keep that in mind.

Sweep(2AB) is commonly seen in the 50/50 mixup after d flip as the low. To convert in the corner and midscreen just use 214cd. In the midscreen, you’ll want to use microdash 2B >5B > J.C > j.2[B] to convert, while in the corner you can go straight to combo filler.

Corner Carry

If you’re in the corner already, skip this.

Now that you’ve gotten the first hit, It’s time to get to the corner.

Off 5AAA > 214A, your main goal will be detonating the bomb and then picking a corner carry option. Most commonly seen is 5C > j.C > j.2[B]. You may have noticed that j.2[B] is mentioned a lot in these sections, and that’s because…

j.2[B] is the main goal to get the corner.

Here are most corner carry options from most situation discussed above Off of j.2[B]

2B(Sometimes you’ll so so close to the corner you hardly have to do anything at all

Microdash 5B > j.[B] (Useful to easily and efficiently convert from roundstart distance)

Microdash 5B > j.B loops(Simple but less efficient)

Microdash 5B > j.B > 5B > 2[B] > 214A > 2B(Bomb detonates) > High jump forward > airdash j.2[B] > microdash 2B(Pretty much guarantees the corner from any distance, but will end the combo very fast)

Microdash 5B > j.B > 2B > j.2[B]( Lets you go back into j.2[B])

There is a special sideswap variation of j.2[B] that uses a falling uncharged j.2B > j.B > run across > 5C > 2B in case you land a hit while cornered, as this is probably gonna be your best bet for optimal damage while still taking the corner.

There are of course much more little things you can do, but these are the main ways to convert into the corner.

Filler Now that you’ve gotten into the corner, it’s time to get your damage.

Here Ill only discuss a few important things so I don’t keep you here too long, get these basics down and maybe experiment more later

The only two things you need are:

2B > 5[B] > j.[B] > j.2[B]

2B > 5[B] > 214A > 2B > (5[B]) > j.[B] > (Bomb detonation)

You can get a more than sufficient amount of damage doing just these two things. You’ll want to do the first sequence once on a normal hit and twice on a punish hit, and then do the second sequence to generally end the combo, as bomb porates the rest of the combo heavily.

Enders

The only ender you’ll ever need is 236D >`xN and here’s how you commonly get there

5[B]

Yep, that’s truly all you need to end the combo.

After you land 236 > xN you will mostly be doing either a late airdash j.a or microdash sweep, visualized below

50/50 mixup

If you want to tack on extra damage to your combos then you can easily use 236236A or 236236 AB after dflip.

5A Confirm Combos

Combo Position Damage SP Gain Works on: Difficulty Notes Video
5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 236C~A/B/C/D Midscreen 2500 +31 SP All Medium Old Basic 5A Bnb, 5C link requires timing and 2C can be delayed to make timing j.C easier. It is possible to land after j2B and get a grounded 236C to connect for better oki but that increases the difficulty. Link Land Flip
5AAA > 214A > 5B > 2B > 2AB(Whiff) > Dash 5C > j.C > dj.2[B] > microdash 2B > 5[B] > j.236C~A/B/C/D Midscreen to Corner 2764 +36 SP All Medium New 5A Bnb, more corner carry than the normal Midscreen to Corner combo, but less damage. Can also be used for a sideswitch Link Side Switch
5AAA > 214A > 5B > 2B > 2AB(Whiff) > Dash 5C > j.C > dj.2[B] > 5B > iad j.[B] > 5[B] > j.236C~A/B/C/D Midscreen to Corner 2895 +39 SP All Medium More optimal 5A Bnb that gives enemy corner carry and damage Link
5AAA > 214A > 5C > j.C > dj.B > 5[B] > iad j.[B] > j.[B] > dj.2[B] > 2B > 5[B] > 236D~A/B/C/D Midscreen to Corner 3321 +42 SP All Hard Optimal point blank 5A Bnb, seriously high damage, but need to be really close for it to work Link
5AAA > 214A > 5C > 2B > 5[B] > j.2[B] > 2B > 5[B] > j.[B] > dj.[B] > 236D~A/B/C/D > j.B > 5D Corner 3521 +44 SP All Hard Auto Combo into Late Bomb Corner Route Link

2C Confirm Combos

Combo Position Damage SP Gain Works on: Difficulty Notes Video
CH 2C > j.C > jc > j.2[B] > 5B > iad j.[B] > 5[B] > j.[B] > dj.2[B] > 2B > 5[B] > 214A > 2B > 5[B] > j.[B] > 5[B] > 236D~A/B/C/D Midscreen to Corner 5432 +59 SP All Medium Counter hit 5B combo, Very strong for when a ground arrow counter hits. Allows for huge damage off a very quick poke. Link
CH 2C > j.C > jc > j.2[B] > 5B > iad j.[B] > 5[B] > j.[B] > dj.2[B] > 2B > 5[B] > 214A > 2B > 5[B] > j.[B] > 5[B] > 236D~A/B/C/D Midscreen to Corner 5432 +59 SP All Medium Burst punish combo Link

C Confirm Combos

Combo Position Damage SP Gain Works on: Difficulty Notes Video
CH 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236D~A/B/C/D Midscreen 3783 +35 SP All Medium Go to punish combo midscreen. Link
CH 5C > 2[B] > 214A > 2B > Sweep Whiff > 5[B] > j.[B] > j.[B] > dj.2[B] > 2B > 5[B] > j.[B] > j.[B] > dj.[B] > 236C~A/B/C/D Midscreen to Corner 5759 +56 SP All Hard Go to punish combo for when midscreen but close to the corner. Link
CH 5C > 5[B] > j.[B] > 5[B] > j.[B] > dj.2[B] > 2B > 5[B] > 214A > 2B > 5[B] > j.[B] > 5[B] > 236D~A/B/C/D Corner 5858 +54 SP All Hard New corner only punish combo. Over 5k for a CH 5C is huge and it leads to D Flip oki. Link

Anti Air Combos

Combo Position Damage SP Gain Works on: Difficulty Notes Video
j.A > j.C > dj.2[B] > Microdash 5B > iad j.B > 5B > 2[B] > 214A > 2B > sj.Late Airdash j.2[B] > 2B > 5[B] > 236D~A/B/C/D Corner to Corner 3080 +32 SP All Hard New air to air corner to corner route, the tricky part is the super jump airdash, you want to airdash late enough in the super jump for the j.2[B] to hit but not too late. Link
j.A > j.C > dj.2[B] > 2B > 5[B] > j.[B] > j.[B] > dj.2[B] > 2B > 5[B] > 214A > 2B > 5[B] > j.[B] > 5[B] > 236D~A/B/C/D Corner 4761 +61 SP All Medium New corner air to air j.A route. The first j.[B] needs to be delayed so that it comes out when falling. Link
2B > 5B > iad j.B > 5B > iad j.B > 5B > 5B > iad j.B > 5B > 2[B] > 214A > 2B > sj.236C~A/B/C/D Midscreen 2939 +30 SP All Hard 2B Anti air route for midscreen. Timing the first 5B after the anti air is strictly based on their initial height before the right hit. Link
2B > 5B > iad j.B > 5B > iad j.B > 2B > 5[B] > 214A > 2B > j.5[B] > 236D~A/B/C/D Midscreen to Corner 3211 +33 SP All Hard Midscreen to corner version of 2B anti air route that leads into D Flip oki. Convert to this whenever possible. Link

Mixup Combos

After a D Flip ender in the corner you can late airdash and do a layered high low mixup. While the mixup isn't hard to block, the reward for getting a hit is sometimes very high.
The layers of the mixup are as follows:

  • j.A(x) - This can be done from 1-4 times to try and confuse the opponent with overhead. Mixing up the amount you do and staggering them makes it tricky to block.
  • j.A(x) + Air Grab Whiff - You could do a couple overheads and land of air grab whiff to land faster into a 5A low to trick you opponent into blocking high.
  • Empty Airdash Low - Just airdashing and doing no overheads and going straight into 5A > 2A can trip up your opponent and give you a low mixup. Keep in mind this is very reactable though.
  • Land Microdash 2AB - Preferred low mixup, much faster but requires the use of 25 SP for SB Magaru to get a full combo which is fine since yukari builds meter quickly and this is a great use for it. Nets higher reward and mix is better.
  • j.A(x) or Empty Airdash into Tick Throw - This is an option to catch your opponent sleeping at the wheel, because yukari gets a lot of damage from throws.
  • j.A(x) > j.D > AD AT (Crossup) > (j.A)> 5A > 2AB - The last option you have is to j.D which will make an orb appear behind the opponent and pull them out of the corner. Allowing you to airturn airbackdash to crossup them up and hit them with j.A or empty jump sweep. This is typically followed up with omb to get a full combo from it, it's best to use this sparringly as it's not too hard to react too and requires burst to get a good return; however when used when the opponent isn't expected it can work.

Getting a hit whole standing typically doesn't net a large reward, but getting a crouching hit or a throw is huge. So it is important to now always throw out as many j.As as you can and to mix up with lows to get your opponent to low block.
Once again remember D Flip is not a safe jump.

Combo Position Damage SP Gain Works on: Difficulty Notes Video
j.A(x) > 5A > 2A > 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 2[B] > 5[B] > 214A > 2B > j.5[B] > land 236D~A/B/C/D Corner 3704 +37 SP All Medium Corner crouching bnb, used after you land a hit off D Flip oki and the opponent is crouching. Link
2AB > 214CD > 2C > j.C > dj.2[B] > 2B > 5[B] > 214A > 2B > j.[B] > 236D~A/B/C/D Corner 3507 -17 SP All Medium Corner low confirm bnb, uses 25 SP for a low confirm off D Flip mixup. SB Magaru allows 2C into regular corner combo for good damage. Link
j.A(x) > 5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 66 Delay 5[B] > 236D~A/B/C/D Corner 3085 +47 SP All Very Hard Corner 5A Bnb off j.A hits. The j.A hits lead to a lot more proration so the timing for the 5[B] is very tight. Used in D Flip oki when opponent is hit by j.As but still standing. Link
j.A(x) > 5AAA > 236D~A/B/C/D Corner 1387 +23 SP All Easy Corner 5A Bnb off j.A standing hit, but this confirm is far more reliable as the 236D is much easier to hit if you skip most of the combo. Very low risk but low reward combo. Link
5A > 2AB > OMB > j.9 > AT > j.2[B] > Microdash 5B > 2[B] > 214A > 5B > 2C > j.B > Dash 5[B] > 2[B] > j.[B] > dj.[B] > 236236CD Corner 4793 -56 SP All Hard Crossup j.D mixup, you want to do the jump forward airturn 2[B] very quickly, aside from that the combo isn't too difficult. Link

Late Bomb Route

In the newest version of the game Yukari gained a new route that allows save the bomb for the end of her combo for a hard knockdown. If Yukari is able to set up a bomb and do a flip shot very high in the air, she can shoot an arrow on the way down for a hard knockdown and setup a D Garu after.
This route has many benefits compared to the D Flip ender:

  • Damage :This route allows Yukari to squeeze out a lot of damage in her combo and since the bomb is used only once it will have the full untech time for a knockdown.
  • Oki :The D Garu oki is very strong since it allows to get her own kind of pseudo-safe jump
  • Looping :The oki is fully loopable into itself and into the regular D Flip oki.
Combo Position Damage SP Gain Works on: Difficulty Notes Video
5AAA > 214A > 5C > 2B > 5[B] > j.2[B] > 2B > 5[B] > j.[B] > dj.[B] > 236D~A/B/C/D > j.B > 5D Corner 3521 +44 SP All Hard Low confirm into Late Bomb Route Link
j.A > j.C > dj.2[B] > 2B > 5[B] > 214A > 2B > j.2[B] > 2B > 5[B] > iad j.[B] > j.[B] > dj.[B] > 236D~A/B/C/D > j.B > 5D Corner 4314 +48 SP All Hard Air to Air confirm to Late Bomb Route Link

Throw Combos

Combo Position Damage SP Gain Works on: Difficulty Notes Video
Throw > OMC > Dash > 5C > j.C > Microdash 2B > 5[B] > j.2[B] > 2B > 5[B] > 236D~A/B/C/D Midscreen to Corner 2851 -50 SP All Medium Using OMC to get a full combos off throw Midscreen Link
Throw > 5B > 2[B] > 214A > 5C > j.C > j.2B > 5[B] > 236D~A/B/C/D Corner 2907 +30 SP All Medium Universal throw combo, harder than the character specific one as the 5B link is tighter. Link
Throw > 5A > 2B > 5[B] > 214A > 2B > j.[B] > 5[B] > 236D~A/B/C/D Corner 2775 +34 SP All Easy Corner throw combo, easy beginner combo that is universal, Link

All out Attack Combos

Combo Position Damage SP Gain Works on: Difficulty Notes Video
AoA~D > 5C > 2C > jump > j.[B] > jc > j.2[B] > 5[B] > 214A/B > 5B > 2C > j.C(2) > dj.2[B] > j.236C Corner 3223 +54 SP All Hard All out attack confirm. The damage is bad for Yukari standards, but it leaves you with Dflip oki. Link
AoA(18)~C > j.B > j.2[B] > iad j.B > dash 5B > 2[B] > 214A > 2B > 2AB(Whiff) > 5[B] > 236D~xN Player in the Corner 2610 +49 SP All MediumHard All Out Attack from Player in the corner position. Link

Misc. Combos

Combo Position Damage SP Gain Works on: Difficulty Notes Video
Margarula > 214A > j.C > 236A Midscreen 2747 - All Hard Setup to get hard knockdown after Margarula, you must throw a bomb behind the margula rule then superjump in front and j.C into 236A. The spacing and timings are tricky but knockdowns are valuable. Link
5A > 5AA > j.C > dj.C > 236A Any ToD - Koromaru Very Easy ToD for Ken's dog great to know for the matchup. Link
5A > 5AA > 2AB > OMB > j.7D > j.B > 5B > 2[B] > 214B > 2C > delay 2B > 214B > dash 5B > delay 2C > j.B > j.D > j.236236AB Midscreen 4561 - All Hard Unburstable OMB combo, it can be done on any starter, the better the starter the better the damage is. The tricky part is the spacing and connecting j.D into j.B. Link
5A > 5AA > 2AB > OMB > j.7D > j.B > 2B > 5[B] > 5B > delay 2C > j.B > land > 5[B] > 2[B] > j.[B] > jc > j.[B] > j.236236AB Corner 4721 - All Medium Unburstable OMB combo in the corner, as long as you keep the spacing to avoid burst, this route is the way to go in the corner Link

Other Combos

just look at the doc below i beg you it has everything you need and more

https://docs.google.com/document/d/1S8z89didW2zKDXxm4c6KTs3fjcNrKY7An8ZIAaN4v0I/edit#


Combo Videos

Early 2.0 Combos




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 Yukari Takeba