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Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
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



5AA > 2C > 5BB > jc j.AA > dl. j236B > l5BB > jc j.AA > j.236A > l236BBB

  • Timing is a bit tricky, but using this can even allow you to go into astral from 3 bars if you are looking for style points.

With Assists



With Assists

Combo Theory

  • In the corner, if Yuzu is below the opponent after a j.BBB, she can pick up with 2/5A.
  • When using extended routes, the opponent will be further away from Yuzu due to them being launched higher into the air, making an assist pick up tricky.
  • When using 236X in stance, the ender lasts long, giving plenty of time for an active switch.

Video Examples

Yuzuriha combos in 2.0 by Meno

External Documents and References

Yuzuriha Combo Doc