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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 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.

Combo List



5A(AA) 5BB2C 214BBBBA(C)

214A~B 5BB2C 214BBBBA(C)
214A~C 2B/5A 5BB2C 214BBBBA(C)
Both of the above combos work with either the followup as the starter or off a 214A counter hit.

B+C 5A 5BB2C 214BBBBA(C)

2B CH 2B 5BB2C 214BBBBA(C) (Fixes awkward 2B hits but less damage than the first.)

With Assists

214B~A P 214B~A D+P P 214B~A D Super 5P
The specifics vary by team (experiment with using other attacks before the super, or with Yumi j.C), but this is the go to dp punish. You can also do this same combo off 5A/5B starters.

214B~A P 214B~A D ...
What you do after the switch depends on your other character, but cashing out with a super is generally fine.

Anything > Aerial Rave > P > D ...
Super immediately for completely unburstable damage.

j.C P 5BB2C 214BBBBA(C)



5A(AA) 5BBB 214AAAA [5AAAA]/[5AA2C 236A]/[5AA2C 214B+C] Doesn't work on Tager/Wald.

Throw 2B 5BB2C 214BBBBA(C)
Throw 214AAAA [5AAAA]/[5AA2C 236A]/[5AA2C 214B+C] Doesn't work on Tager/Wald.

With Assists

Combo Theory

When doing a solo combo do the full B rekka for max damage.

When you have CC available and your opponent can't burst, go as fast as you can into 214B~A assist etc. 214B~A breaks after 6 seconds have passed in the combo so if you have used too many moves beforehand then j.C into CC works fine. If your assist launches them high, 214B(whiff)~A is better.

When you are in resonance and you have the meter go as fast as you can into 214B~A~C 214B+C. The more moves you add to the start the less damage this does.

Yumi can loop most opponents standing with 5A 5BB j.BB, this deals less damage than going into B rekka but there is potential for resets through combo timer, comboing into 214A~C/2C for a reset into immediate mix, or using 236A at any point for a standing reset.

Yumi 6P will force a restand.

214b+c (dhc version included) will link into 5a if it catches the opponent high enough. 5a can go into cross raid or even another 214b+c if the combo timer hasn't run its course yet.

Air dashing into 236b can allow a pickup from the right distance.

Video Examples

Yumi Basic Combos By Meno

External Documents and References