BBTag/Yuzuriha/Combos

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Revision as of 02:11, 7 December 2022 by Erra (talk | contribs) (→‎Solo)
 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

With Assists


Corner

Solo


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

 Yuzuriha
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Click [★] for character's full frame data

Essentials
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The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes

# Combo Position Damage Difficulty Notes
1 5AA > 2C > 5BB > jc j.AA > dl. j236B > l5BB > jc j.AA > j.236A > l236BBB - - -