BBTag/Yuzuriha/Combos: Difference between revisions

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{{CharNav-BBTag|Yuzuriha}}
<center>{{Character Label|BBTag|Yuzuriha|size=36px}}</center>
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==Combo List==
===Midscreen===
=====Solo=====


{| class="wikitable"
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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! Combo Notation Guide
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| {{clr|1|5AA}} > {{clr|3|2C}} > {{clr|2|5BB}} > jc {{clr|1|j.AA}} > dl. {{clr|2|j.236B}} > {{clr|2|5BB}} > jc {{clr|1|j.AA}} > {{clr|1|j.236A}} > l236BBB || Midscreen || - || <span style="color:lightblue"> - </span> || -
 
|-
|-
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| 2
:{| class="wikitable" border="1"
| {{clr|1|5AA}} > 2B > 2C > 5BB > jc > j.ABB > jc  > j.BBB || Midscreen || 6068 || <span style="color:lightblue"> - </span> || Beginner friendly combo that works anywhere. Delay j.A so that the opponent floats high enough, otherwise you won’t get the safe-jump afterwards.
|-
|-
| 7 {{7}}
| 3
| 8 {{8}}
| {{clr|1|2A}} > 2C > 2B > 5BB > jc > j.AA > jc > j.AAB > {{clr|1|j.236A}} ~ 4X ~ 4[X] || Midscreen || 4937 || <span style="color:lightblue"> - </span> || Basic 2A starter
| 9 {{9}}
|-
|-
| 4 {{4}}
| 4
| 5 {{5}}
| Throw > 2C > 5BB > jc > delay j.AB > j.236[A]  > 236B ~ 4X ~ 4X || Midscreen || 5153 || <span style="color:lightblue"> - </span> || Current throw BnB
| 6 {{6}}
|-
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}A becomes 236A
: '''>''' = cancel into the next attack
: ''',''' = link the next attack after preceding move's recovery
: '''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)
: '''(CSpec)''' = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|}
|}
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==Combo List==


===Midscreen===
=====With Assists=====


=====Solo=====
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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.
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=====With Assists=====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| {{clr|1|5AA}} > 2C > 2B > jc > j.AAB > j.236[A] > 236BB[B] > assist > 236AA[A] || Midscreen || 7040± || <span style="color:lightblue"> - </span> || Assist extension off normal combo
|-
|}


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===Corner===
===Corner===


=====Solo=====
=====Solo=====


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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| 5AA> 2B> 2C> 5BB> jc >  jABB> jc > jBBB || Corner || 6068 || <span style="color:lightblue"> - </span> || -
|-
| 2
| 5AAA > 2C > 2B > 5BB > jc> j.ABBB > 2A > 5A > jc > j.AA > j236AA[A] || Corner || 6165 || <span style="color:lightblue"> - </span> || -
|-
| 3
| 5AA > 2C > 2B > jc > j.BB > 236[A].[B] > 2C > 2B > jc > j.BB > j.236[A].[B] > 236B ~ 4C ~ 4B || Corner || 6620 || <span style="color:lightblue"> - </span> || -
|-
| 4
| j.C > 236[B] > 5BB > jc > j.AAB > 236[B] > 5BB > jc > j.AAB > j.236[A] > 236BB[B] || Corner || 5896 || <span style="color:lightblue"> - </span> || -
|-
|}
=====With Assists=====
=====With Assists=====


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==Combo Theory==
==Combo Theory==
*In the corner, if Yuzu is below the opponent after a j.BBB, she can pick up with 2/5A.
*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 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.
*When using 236X in stance, the ender lasts long, giving plenty of time for an active switch.
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==Video Examples==
==Video Examples==
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Yuzuriha combos in 2.0 by Meno
{{#ev:youtube|PXLJOwfaPko}}
 
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==External Documents and References==
==External Documents and References==
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https://docs.google.com/document/d/1OKAujssKd0XiaklEd-iNlDrGmOD2yftSVRNigvcMUFw/edit
https://docs.google.com/document/d/1OKAujssKd0XiaklEd-iNlDrGmOD2yftSVRNigvcMUFw/edit
----
==Navigation==
{{CharLinks-BBTag|Yuzuriha}}
<center>{{Character Label|BBTag|Yuzuriha|size=36px}}</center>
{{Navbar-BBTag}}
{{BBTag/CharacterLinks}}
[[Category:BlazBlue Cross Tag Battle]]
{{BBTag/Navigation}}
[[Category:Yuzuriha]]

Latest revision as of 05:06, 13 December 2023

 Yuzuriha
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

Midscreen

Solo


# Combo Position Damage Difficulty Notes
1 5AA > 2C > 5BB > jc j.AA > dl. j.236B > 5BB > jc j.AA > j.236A > l236BBB Midscreen - - -
2 5AA > 2B > 2C > 5BB > jc > j.ABB > jc > j.BBB Midscreen 6068 - Beginner friendly combo that works anywhere. Delay j.A so that the opponent floats high enough, otherwise you won’t get the safe-jump afterwards.
3 2A > 2C > 2B > 5BB > jc > j.AA > jc > j.AAB > j.236A ~ 4X ~ 4[X] Midscreen 4937 - Basic 2A starter
4 Throw > 2C > 5BB > jc > delay j.AB > j.236[A] > 236B ~ 4X ~ 4X Midscreen 5153 - Current throw BnB
With Assists


# Combo Position Damage Difficulty Notes
1 5AA > 2C > 2B > jc > j.AAB > j.236[A] > 236BB[B] > assist > 236AA[A] Midscreen 7040± - Assist extension off normal combo

Corner

Solo


# Combo Position Damage Difficulty Notes
1 5AA> 2B> 2C> 5BB> jc > jABB> jc > jBBB Corner 6068 - -
2 5AAA > 2C > 2B > 5BB > jc> j.ABBB > 2A > 5A > jc > j.AA > j236AA[A] Corner 6165 - -
3 5AA > 2C > 2B > jc > j.BB > 236[A].[B] > 2C > 2B > jc > j.BB > j.236[A].[B] > 236B ~ 4C ~ 4B Corner 6620 - -
4 j.C > 236[B] > 5BB > jc > j.AAB > 236[B] > 5BB > jc > j.AAB > j.236[A] > 236BB[B] Corner 5896 - -
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

https://docs.google.com/document/d/1OKAujssKd0XiaklEd-iNlDrGmOD2yftSVRNigvcMUFw/edit

Navigation

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