# | Combo | Damage | Meter Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
1 | [AA] 5AA > 5C > 5B(1) > 2B(1) > 5C > 5D > 236C/D | 2270 | +20 SP | [1] Very Easy | Basic anti-air 5A combo. The first 5C will whiff if the opponent is too high. | --- | |
2 | 5AA > 5B > 2B > 5C > 5D > 236C+D > j.B(1) > jc j.A > j.B > j.C > j.2D > j.236C/D | 3018 | -25 SP | [1] Very Easy | Works only on crouching opponents. | --- |
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<center>{{Character Label| | <center>{{Character Label|P4U2R|Minazuki|size=36px}}</center> | ||
{{ | {{P4U2R/CharacterLinks}} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{| class="wikitable" | {{Combo Notation| | ||
game=P4U2R | |||
}} | |||
<br clear=all/> | |||
==Combo Theory== | |||
===Basic Combo Theory=== | |||
'''In a nutshell:''' ''Minazuki prides himself on chaining his Persona normals for high-damage combos, but to get to do that, you have to figure out a way to juggle the opponent.'' | |||
Without juggling the opponent, Minazuki really can only do buttons into his rekkas or DP to end combos, which while dealing consistent average damage and going into a knockdown, does not give the good okizeme and damage he is capable of. Minazuki can try to remedy this with his couple ways to get a juggle combo started on an opponent without meter, that include: | |||
* '''Air hit {{clr|1|5AA}}''': Follow up with {{clr|3|5C}} / {{clr|4|5D}} / {{clr|1|5AAA}} > OTG {{clr|1|2A}}. | |||
* '''Air hit {{clr|3|2C}}''': Follow up with the approriate {{clr|4|D}} normal. | |||
* '''Air CH {{clr|3|5C}}''': Follow up with {{clr|3|2C}} > approriate {{clr|4|D}} normal. | |||
Notice that these rely on air hits on air blockable moves, so they are not always reliable. | |||
His more reliable ways include: | |||
* '''Anti-air {{clr|2|2B}}''': Follow up with {{clr|3|5C}}. | |||
* '''Corner 214X~X > {{clr|2|j.B}}+{{clr|4|D}}''': Follow up with OTG {{clr|1|2A}}. | |||
More often than not, you're going to be landing these two more than the others, with the corner conversion being an absolute staple, so you should practice your conversions off of these starters and combo pieces very often. | |||
With 25 SP meter, he can start a juggle combo anytime, anywhere by using his holy grails: '''SB Soaring Fang''' and '''SB Destructive Fang''' (the SB versions of the second and third parts of his rekka). The former can go into a short j.D land cancel route starting with j.B instead of j.A, while the latter can go into an immediate juggle 2A upon landing. | |||
Once Minazuki reaches 50 SP, he can include C Wings of Purgatory ({{clr|3|j.236236C}}) into his combos after Soaring Fang > DP, to add a good amount of damage and also go into a near-unburstable combo ender. | |||
===Fatal Combo Theory=== | |||
FATAL!!! | |||
{{Note|Most, if not all combos are pulled from the [https://vincentfgc.gitbook.io/p4u2.5-minazuki-doc/combos/minazuki-bnbs Minazuki Document] by Vincent.}} | |||
==Beginner / Main BNB Combos== | |||
'''Note:''' ''These combos are Minazuki's most basic to grasp combos. They are both recommended for those just starting to play Minazuki, and those looking for Minazuki's most essential combo routes. They should cover most basic situations you'll find yourself looking for answers to (i.e. random hits in neutral/pressure, and comboing off of your dedicated anti-air)'' | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
|- | |- | ||
! Combo | ! # !! Combo !! Position !! Damage !! Meter Gain !! Difficulty !! Notes !! Video | ||
|- | |||
| 1 || {{clr|1|5AAAA}}~{{clr|2|4B}}~{{clr|2|4B}} || Anywhere || 1424 || +23 SP || [1] {{clr|1|Very Easy}} || Basic auto-combo confirm. Can be useful to get bonus meter for a metered conversion. | |||
|- | |||
| 2 || {{clr|1|5AA}} > ({{clr|2|2B}}) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|{{clr|2|214B}}}}~{{clr|2|4B}}~{{clr|2|4B}} || Anywhere || 2117 || +19 SP || [1] {{clr|1|Very Easy}} || Standard miscreen BnB. Omit {{clr|2|2B}} if too far away. | |||
|- | |||
| 3 || {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|4|5D}} > {{clr|3|236C}}/{{clr|4|D}} || Anywhere || 2185 || +19 SP || [1] {{clr|1|Very Easy}} || Standard BnB on a crouching opponent that also gives a safe-jump | |||
|- | |- | ||
| | | 4 || [AA] {{clr|2|2B}}(1) > {{clr|C|5C}} > {{clr|4|5D}} > {{clr|C|236C}}/{{clr|4|D}} || Anywhere || 1759 || +13 SP || [1] {{clr|1|Very Easy}} || Stable {{clr|2|2B}} anti-air combo. | ||
|- | |- | ||
| | | 5 || {{clr|3|2A}} > {{clr|2|5B}} > ({{clr|2|2B}}) > {{clr|C|5C}} > {{clr|2|214B}}-{{clr|2|B}} > {{clr|2|j.B}}+{{clr|4|D}}, {{clr|3|2A}} > {{clr|2|5B}}(1) > {{clr|2|2B}}(1) > {{clr|C|5C}} > {{clr|4|5D}} > {{clr|C|236C}}/{{clr|4|D}} || Corner || 2444 || +30 SP || [3] Intermediate || Basic corner combo that uses low j.B+D to allow him to go into juggles meterless. Omit {{clr|2|2B}} if too far away. Grants safe-jump okizeme. | ||
| | |||
| | |||
|- | |- | ||
| | | 6 || {{clr|1|5AA}} > {{clr|2|5B}} > ({{clr|2|2B}}) > {{clr|C|5C}} > {{clr|2|214B}}~{{clr|2|4B}}~{{clr|1|4A}}+{{clr|2|B}}, {{clr|3|2A}} > {{clr|2|5B}}(1) > {{clr|2|2B}}(1) > {{clr|C|5C}} > {{clr|4|5D}} > {{clr|C|236C}}/{{clr|4|D}} || Anywhere || 2852 || +2 SP <br> (-25 SP) || x || 25 SP midscreen combo extension that goes into a juggle. Omit {{clr|2|2B}} if too far away. Grants safe-jump okizeme. | ||
| | |||
| | |||
|- | |- | ||
| 1 {{ | | 7 || {{clr|1|5AA}} > {{clr|2|5B}} > ({{clr|2|2B}}) > {{clr|C|5C}} > {{clr|2|214B}}~{{clr|2|B}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|C|j.236236C}}, {{clr|C|2C}} > {{clr|4|2D}} > {{clr|C|236C}}/{{clr|4|D}} || Anywhere || 3539 || +31 SP <br> (-50 SP) || x || 50 SP combo, extended with a super. In the corner, use {{clr|4|5D}} or {{clr|4|j.D}} instead of {{clr|4|2D}}. Grants safe-jump okizeme. | ||
| 2 {{ | |||
| | |||
|} | |} | ||
==Midscreen== | ==Midscreen== | ||
===A Starter=== | ===A Starter=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: | <tabber> | ||
Basic= | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
|- | |- | ||
! # !! Combo | ! # !! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes !! Video | ||
|- | |- | ||
| | | 1 || [AA] {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|5B}}(1) > {{clr|2|2B}}(1) > {{clr|3|5C}} > {{clr|4|5D}} > {{clr|3|236C}}/{{clr|4|D}} || 2270 || +20 SP || || [1] {{clr|1|Very Easy}} || Basic anti-air 5A combo. The first 5C will whiff if the opponent is too high. || --- | ||
|- | |- | ||
| | | 2 || {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|4|5D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|2|j.B}}(1) > jc {{clr|1|j.A}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.2D}} > {{clr|3|j.236C}}/{{clr|4|D}} || 3018 || -25 SP || || [1] {{clr|1|Very Easy}} || Works only on crouching opponents. || --- | ||
|} | |||
|-| | |||
Advanced= | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
|- | |- | ||
| | ! # !! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes !! Video | ||
| | |- | ||
| | | 1 || [AA] {{clr|1|5AA}} > {{clr|3|5C}} > dl.{{clr|2|5B}}(1) > jc {{clr|1|j.A}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.D}}(w) > 66 {{clr|1|2A}} > {{clr|3|5C}} > {{clr|2|5B}}(1) > {{clr|2|2B}}(1) > {{clr|3|5C}} > {{clr|4|5D}} > {{clr|3|236C}}/{{clr|4|D}} || 2830 || +32 SP || || [3] {{clr|3|Intermediate}} || Advanced anti-air 5A combo that makes use of j.D land cancel. || --- | ||
|} | |} | ||
</tabber> | |||
===B Starter=== | ===B Starter=== | ||
* All A Starter combos that have 5B / 2B can be started from their 5B / 2B portion onward. | * All A Starter combos that have 5B / 2B can be started from their 5B / 2B portion onward. | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | ||
|- | |- | ||
! | ! # !!Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes !! Video | ||
|- | |- | ||
| '''CH AA j.B > 5AA > 5C > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or BD > j.BD | | 1 || '''CH AA j.B > 5AA > 5C > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or BD > j.BD || || ? || || [1] {{clr|1|Very Easy}} || Used when the opponent isn't high enough for 5D > 236C > 662A to work || --- | ||
|- | |- | ||
| '''CH AA j.B > 5AA > 5D > 236C > 662A > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or BD > j.BD | | 2 || '''CH AA j.B > 5AA > 5D > 236C > 662A > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or BD > j.BD || || ? || || [1] {{clr|1|Very Easy}} || High pick up off CH AA j.B || --- | ||
|- | |- | ||
| '''AA 2B > 5B(1) > 5C > 2AB > 214B > delay 4B > 4A or BD > j.BD | | 3 ||'''[AA] 2B > 5B(1) > 5C > 2AB > 214B > delay 4B > 4A or BD > j.BD || || ? || || [1] {{clr|1|Very Easy}} || The second hit of 2B will whiff if the opponent is too high. || --- | ||
|- | |- | ||
| '''5AA/2B > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring>A-Destroying/Furious Action | | 4 || '''5AA/2B > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring>A-Destroying/Furious Action || || -25 || All but Yukiko, Kanji, Sho, Minazuki || [1] {{clr|1|Very Easy}} || Doesn't work on Yukiko, Kanji or either Sho || --- | ||
|} | |} | ||
===Throw & AOA Starter=== | ===Throw & AOA Starter=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | ||
|- | |- | ||
! # !! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes !! Video | ! # !! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes !! Video | ||
Line 86: | Line 106: | ||
|} | |} | ||
==Corner== | |||
===A Starter=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
|- | |||
! # !! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| 1 || '''5AAAAA > j.B+D > 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/D || x || x || || [1] {{clr|1|Very Easy}} || Auto combo corner confirm, used to gain bonus meter if you are in need of any. || --- | |||
|- | |||
| 2 || '''5AA > 5B > (2B) > 5C > 214B~4B > j.B+D, 2A > 5C > dl.2B > 5B(1) > 5C > 5D > 236C/D || x || x || x || [2] {{clr|2|Easy}} || More optimized corner combo from 5AA. Delay 2B so 5C bounces them high enough for 5B to combo. || --- | |||
|- | |||
|} | |||
{{Note|The combos below are from an older version of P4AU, and may or may not work. They will be tested for optimizations and added to the 2.0 combo tables above if applicable eventually. Lab at your own risk.|error}} | |||
;50 SP Required | ;50 SP Required | ||
*5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > Furious Action > Aerial Furious Action | *5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > Furious Action > Aerial Furious Action | ||
Line 99: | Line 133: | ||
*5AA > 5B > 2B > 5C > 214B > 4B > OMB[4](hold back for a short time) > 2C > delay 5D > 236C/D > 5B(1) > 2B(1) > 5C > 214B > 4B > BD > j.BD | *5AA > 5B > 2B > 5C > 214B > 4B > OMB[4](hold back for a short time) > 2C > delay 5D > 236C/D > 5B(1) > 2B(1) > 5C > 214B > 4B > BD > j.BD | ||
;Counter | ;Counter | ||
*2B(1)(Counter Hit) > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action | *2B(1)(Counter Hit) > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action | ||
Line 108: | Line 142: | ||
*j.2D(Counter Hit) > Aerial Furious Action > Dash > 5D > Tsukiyomi > (Slide Input)2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action | *j.2D(Counter Hit) > Aerial Furious Action > Dash > 5D > Tsukiyomi > (Slide Input)2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action | ||
*A/SB Moon Smasher(Counter Hit) > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action | *A/SB Moon Smasher(Counter Hit) > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action | ||
;Fatal | ;Fatal | ||
Line 116: | Line 151: | ||
*SB-Flash(Fatal) > 5B > 5C > B-Flash > B-Soaring > OMB > Charged j.D > C-Tsukiyomi > Sweep > Flash > Soaring > SB-Destroying > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action (Deals a bit over 7000 damage) | *SB-Flash(Fatal) > 5B > 5C > B-Flash > B-Soaring > OMB > Charged j.D > C-Tsukiyomi > Sweep > Flash > Soaring > SB-Destroying > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action (Deals a bit over 7000 damage) | ||
;Corner Only | |||
*5AA/2A > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action | *5AA/2A > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action | ||
*5AA > 5C > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action | *5AA > 5C > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action | ||
Line 142: | Line 178: | ||
<br clear=all/> | <br clear=all/> | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label| | <center>{{Character Label|P4U2R|Minazuki|size=36px}}</center> | ||
{{ | {{P4U2R/CharacterLinks}} | ||
{{#lst:P4U2.5/Navigation}} | {{#lst:P4U2.5/Navigation}} |
Latest revision as of 05:39, 13 December 2023
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Combo Theory
Basic Combo Theory
In a nutshell: Minazuki prides himself on chaining his Persona normals for high-damage combos, but to get to do that, you have to figure out a way to juggle the opponent.
Without juggling the opponent, Minazuki really can only do buttons into his rekkas or DP to end combos, which while dealing consistent average damage and going into a knockdown, does not give the good okizeme and damage he is capable of. Minazuki can try to remedy this with his couple ways to get a juggle combo started on an opponent without meter, that include:
- Air hit 5AA: Follow up with 5C / 5D / 5AAA > OTG 2A.
- Air hit 2C: Follow up with the approriate D normal.
- Air CH 5C: Follow up with 2C > approriate D normal.
Notice that these rely on air hits on air blockable moves, so they are not always reliable.
His more reliable ways include:
- Anti-air 2B: Follow up with 5C.
- Corner 214X~X > j.B+D: Follow up with OTG 2A.
More often than not, you're going to be landing these two more than the others, with the corner conversion being an absolute staple, so you should practice your conversions off of these starters and combo pieces very often.
With 25 SP meter, he can start a juggle combo anytime, anywhere by using his holy grails: SB Soaring Fang and SB Destructive Fang (the SB versions of the second and third parts of his rekka). The former can go into a short j.D land cancel route starting with j.B instead of j.A, while the latter can go into an immediate juggle 2A upon landing.
Once Minazuki reaches 50 SP, he can include C Wings of Purgatory (j.236236C) into his combos after Soaring Fang > DP, to add a good amount of damage and also go into a near-unburstable combo ender.
Fatal Combo Theory
FATAL!!!
Beginner / Main BNB Combos
Note: These combos are Minazuki's most basic to grasp combos. They are both recommended for those just starting to play Minazuki, and those looking for Minazuki's most essential combo routes. They should cover most basic situations you'll find yourself looking for answers to (i.e. random hits in neutral/pressure, and comboing off of your dedicated anti-air)
# | Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
1 | 5AAAA~4B~4B | Anywhere | 1424 | +23 SP | [1] Very Easy | Basic auto-combo confirm. Can be useful to get bonus meter for a metered conversion. | |
2 | 5AA > (2B) > 5B > 5C > 214B~4B~4B | Anywhere | 2117 | +19 SP | [1] Very Easy | Standard miscreen BnB. Omit 2B if too far away. | |
3 | 5AA > 5B > 2B > 5C > 5D > 236C/D | Anywhere | 2185 | +19 SP | [1] Very Easy | Standard BnB on a crouching opponent that also gives a safe-jump | |
4 | [AA] 2B(1) > 5C > 5D > 236C/D | Anywhere | 1759 | +13 SP | [1] Very Easy | Stable 2B anti-air combo. | |
5 | 2A > 5B > (2B) > 5C > 214B-B > j.B+D, 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/D | Corner | 2444 | +30 SP | [3] Intermediate | Basic corner combo that uses low j.B+D to allow him to go into juggles meterless. Omit 2B if too far away. Grants safe-jump okizeme. | |
6 | 5AA > 5B > (2B) > 5C > 214B~4B~4A+B, 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/D | Anywhere | 2852 | +2 SP (-25 SP) |
x | 25 SP midscreen combo extension that goes into a juggle. Omit 2B if too far away. Grants safe-jump okizeme. | |
7 | 5AA > 5B > (2B) > 5C > 214B~B > B+D > j.236236C, 2C > 2D > 236C/D | Anywhere | 3539 | +31 SP (-50 SP) |
x | 50 SP combo, extended with a super. In the corner, use 5D or j.D instead of 2D. Grants safe-jump okizeme. |
Midscreen
A Starter
# | Combo | Damage | Meter Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
1 | [AA] 5AA > 5C > dl.5B(1) > jc j.A > j.B > j.C > j.D(w) > 66 2A > 5C > 5B(1) > 2B(1) > 5C > 5D > 236C/D | 2830 | +32 SP | [3] Intermediate | Advanced anti-air 5A combo that makes use of j.D land cancel. | --- |
B Starter
- All A Starter combos that have 5B / 2B can be started from their 5B / 2B portion onward.
# | Combo | Damage | Meter Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
1 | CH AA j.B > 5AA > 5C > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or BD > j.BD | ? | [1] Very Easy | Used when the opponent isn't high enough for 5D > 236C > 662A to work | --- | ||
2 | CH AA j.B > 5AA > 5D > 236C > 662A > 5B(1) > 2B(1) > 5C > 214B > 4B > 4A or BD > j.BD | ? | [1] Very Easy | High pick up off CH AA j.B | --- | ||
3 | [AA] 2B > 5B(1) > 5C > 2AB > 214B > delay 4B > 4A or BD > j.BD | ? | [1] Very Easy | The second hit of 2B will whiff if the opponent is too high. | --- | ||
4 | 5AA/2B > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring>A-Destroying/Furious Action | -25 | All but Yukiko, Kanji, Sho, Minazuki | [1] Very Easy | Doesn't work on Yukiko, Kanji or either Sho | --- |
Throw & AOA Starter
# | Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
1 | AoA~C > j.B > jc j.B > j.C > j.2D > j.236C/D | Anywhere | 2488 | 30 SP | [1] Very Easy | Basic AoA combo anywhere. Can safe jump after teleport | --- | |
2 | AoA~D > 66 5C > 2C > 2D/j.D > 236C, land 2A > 5C > dl.2B > 5B(1) > 5C > 5D > 236C/D | Corner | 3401 | 49 SP | [2] Easy | Better AoA combo for the corner, with better damage and knockdown. | --- | |
3 | C+D(3) > OMC, IABD 2C > jc j.D > land 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/D | Anywhere | 2704 | -50 SP | [1] Very Easy | --- | ||
4 | C+D(4) > OMC, 66 5B > 2B(1) > 5C > 214B~4B~4B | Anywhere | 2622 | -50 SP | All | [1] Very Easy | Throw combo that does less damage, but is easier to confirm than the last one. | --- |
5 | j.C+D > j.B > 5B(1) > 2B(1) > 5C > 5D > 236C/D | Corner | 2525 | +20 SP | All | [1] Very Easy | Air throw corner combo that may be height-dependent. | -- |
Corner
A Starter
# | Combo | Damage | Meter Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
1 | 5AAAAA > j.B+D > 2A > 5B(1) > 2B(1) > 5C > 5D > 236C/D | x | x | [1] Very Easy | Auto combo corner confirm, used to gain bonus meter if you are in need of any. | --- | |
2 | 5AA > 5B > (2B) > 5C > 214B~4B > j.B+D, 2A > 5C > dl.2B > 5B(1) > 5C > 5D > 236C/D | x | x | x | [2] Easy | More optimized corner combo from 5AA. Delay 2B so 5C bounces them high enough for 5B to combo. | --- |
- 50 SP Required
- 5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > Furious Action > Aerial Furious Action
- 5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > Slide Input > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- 5AA > 5B > 5C > 214B > 4B > 236236C > dash 5B(1) > 5C > 214B > 4B > 4A or BD > j.BD
- 2D/j.2D > Tsukiyomi > OMC > j.B(1) > 5AA > 5D > Tsukiyomi > 2A > 5B > A-Flash > A-Soaring > A-Destroying/Furious Action
- Throw > OMC[6](For corner carry) > 5AA > 5C > 5B(1) > 2B(1) > 5C > (sweep, corner only) > 214B > 4B > 4A or BD > j.BD
- Throw > OMC > backdash 2C > 5D > 5AA > BD > j.BD
- Throw > OMC > 5AA > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- Throw > OMC > j.B > Dash > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- One More Burst Required
- 5AA > 5B > 2B > 5C > 214B > 4B > OMB[4](hold back for a short time) > 2C > delay 5D > 236C/D > 5B(1) > 2B(1) > 5C > 214B > 4B > BD > j.BD
- Counter
- 2B(1)(Counter Hit) > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
- 2B(1)(Counter Hit) > 5D > Tsukiyomi > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
- 5C(Counter Hit) > All-out Attack > C Finish(Fatal) > j.A > j.B(1) > Jump Cancel > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)
- 5C(Counter Hit) > 2C > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- j.2D(Counter Hit) > Aerial Furious Action > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
- j.2D(Counter Hit) > Aerial Furious Action > Dash > 5D > Tsukiyomi > (Slide Input)2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
- A/SB Moon Smasher(Counter Hit) > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
- Fatal
- ~B-Soaring (Fatal) > (While descending) j.A > 2B(1) > 5D > Tsukiyomi >5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
- ~B-Soaring (Fatal) > (While descending) j.A > 2B(1) > 5D > Tsukiyomi >Slide > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- 2D(Fatal) > A-Knife > Charged j.D > C-Tsukiyomi > 5AA > 5D > SB-Tsukiyomi > j.B(1) > Jump Cancel > j.A > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)
50 SP and One More Burst Required
- SB-Flash(Fatal) > 5B > 5C > B-Flash > B-Soaring > OMB > Charged j.D > C-Tsukiyomi > Sweep > Flash > Soaring > SB-Destroying > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action (Deals a bit over 7000 damage)
- Corner Only
- 5AA/2A > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- 5AA > 5C > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- Air Throw > (While descending) j.B(1) > 5A > 2B > 5B(1)/Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
- 25 SP Required
- 5AA > 5B > 2B > 5C > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- 50 SP Required
- 214C/214D > OMC > 5AA > 5B(1) > 2B > 2AB > 214B > 4B > 4A/B
- 214C/214D > OMC > 5AA > 5C > 5D > 236C 2457
- 214C/214D > OMC > 5AA > 5B(1) > 2B > 2AB > 214B > 4B > 4A/B
- ~B-Soaring > Furious Action > C-Purgatory > Furious Action > Aerial Furious Action(>D-Purgatory)
- 100 SP Required
- ~B-Soaring > Furious Action > C-Purgatory > Moon Smasher
- 150 SP Required
- ~B-Soaring > Furious Action > C-Purgatory > D-Purgatory > Moon Smasher
- One More Burst Required
- ~OMB > Micro Dash > 2C > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
Combo Videos
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- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data