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| 5B > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6B~B > j.4D > dl j.2C || Anywhere || 3151 (2831) || -16 (-12) || Easy || Simple 25 SP EX Dash Spring extension. You must immediately chain 5C after 5B's hits and EX Dash Spring after 2C or there is a chance that your opponent will recover in time. For this reason, it is recommended that you don't let all 3 hits of 5B rip and instead cancel as soon as possible into the rest of the combo for consistency, unless you're good.|| | | 5B > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6B~B > j.4D > dl j.2C || Anywhere || 3151 (2831) || -16 (-12) || Easy || Simple 25 SP EX Dash Spring extension. You must immediately chain 5C after 5B's hits and EX Dash Spring after 2C or there is a chance that your opponent will recover in time. For this reason, it is recommended that you don't let all 3 hits of 5B rip and instead cancel as soon as possible into the rest of the combo for consistency, unless you're good.|| | ||
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| 5B > 5C > 2C > 236B > j.4CD > dl j.2C > 2A > 2B > 2C > j.C > j.236C > j.2C || Anywhere || 3278 (2946) || || Hard || New EX Flying Flash Cut extension allowing for a 2A pickup after j2C, however, this is rather tight.|| | | 5B > 5C > 2C > 236B > j.4CD > dl j.2C > 2A > 2B > 2C > j.C > j.236C > j.2C || Anywhere || 3278 (2946) || || Hard || New EX Flying Flash Cut extension allowing for a 2A pickup after j2C, however, this is rather tight.|| | ||
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Revision as of 21:01, 16 October 2023
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Yosuke can confirm off of a lot of stray hits. Commenly the end goal for a combo will be to get a hard knock down using Mirage Slash (j.2C/D). Flying Flash Cut is a common route into Mirage Slash, but certain hights and character hit boxes require different timing on the Mirage Slash. This means a player needs to learn lots of permutations.
When in awakening or while playing Shadow Yosuke, a Sukuaja extension can be done for big damage.
A notable feature to take advantage of is that the game lets you execute the next command in the chain, and the game will preform the move at the first opportunity. This can make many of Yosuke's combos easier.
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
5AAA > 236C > j.2C
- damage, builds - SP.
This auto combo starter is perhaps Yosuke's easiest to preform combo.
~> 2AB > 236B > 4C > j.2C
- damage, builds - SP.
In this route it is very easy to catch the fall from Flashcut with Mirage Slash.
~> 5B > 5C > 2C > 236B > 4C > j.2C
- damage, builds - SP.
It is a bit harder to hit the mirage slash with this one. The trick is to delay the flying flash cut after the dash spring just a little in order to convert the mirage slash on the fall down and stop your opponent from simply popping out of the flash cut.
If there are too many hits preceding the dash spring, on some characters the hitbox gets too wonky and you must change your combo entirely
5B > 5C > 2C > 2AB > 236B > 4C > j.2C
- damage, builds - SP.
2B > j.BB > j.AB > jc > j.C > j.236C > j.2C
- damage, builds - SP.
Yosuke has such a strong anti-air that many opponent's will not even try to jump in. Still, it is essential to know how to use this powerful tool.
2C > dash > 2B > 5B > 5C > 236B > 4C > j.2C
- damage, builds - SP.
2C > dash ~> can go into just about any combo you want
~> 214214C > 2C > 5AAAAA > j.2C > 236B > 4C > 214214D
- damage, builds - SP.
Pretty much any standard combo ending in Mirage Slash can be cancled into Sukuaja, then connected an ender.
~> j.2C > OMB > j.BB > jc > j.B > j.AB > 236C > j.2C
- damage, builds - SP.
You can cancle a Mirage Slash ender into a One More! Burst Extension.
5AAA > j.B > j.AB > jc > j.C > j.236C > j.2C
- damage, builds - SP.
end of basic combos
Consider checking out this document by Greek: https://docs.google.com/document/d/1eUMFc2lntRMu0iiHmUXr2gLgRWD_jLdiECa8tivt9vs/edit
Midscreen
Meterless A Starter Combos (Note: Values in brackets represent combo damage or SP gain for Shadow Yosuke)
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5AAAAA | Anywhere | 1336 (1282) | 23 (27) | Very Easy | Auto combo. Gives 10 more meter and 1/8 of Burst gauge. | |
5AAAA > j.2C | Anywhere | 1369 (1310) | 13 (17) | Very Easy | Auto combo into hard knockdown. Does not award bonus SP and Burst refill in favor of hard knockdown. | |
5AAA > j.B > j.AB > j.AA > j.2A | Anywhere | 1508 (1434) | 15 (20) | Easy | Personaless combo off a 5A. | |
5AAA > j.B > j.AB > j.AA > j.236C > j.2C | Anywhere | 1710 (1614) | 18 (23) | Easy | Optimised 5A combo. | |
5A > 5AA > 5B > 2AB > 236B > j.4C > j.2C | Anywhere | 1395 (1257) | 15 (18) | Very Easy | Useful for when 5AAA would not hit due to spacing. | |
5A > 5AA > 5C > 2C > 236B > dl j.4C > j.2C | Anywhere | 1621 (1459) | 17 (21) | Medium | Difficult to get the delay on C Flying Flash Cut consistently. No known way to get this to work on Teddie/Kuma. | |
5A > 5AA > 5B > 5C > 2C > 236A > j.6C > j.2C | Anywhere | 1627 (1497) | 17 (22) | Easy | This ~236A > j.6C > j.2C extension ONLY works on Kanji | |
5A > 5AA > 5C > 2C > 236B > j.4C > j.2A | Anywhere | 1630 (1468) | 16 (21) | Very Easy | Works on everyone, sacrifices knockdown for consistency. | |
(Fatal Counter) 5AAA > j.B > j.AB > j.236B~A > j.4B~B > j.4B~B > j.4D > dl j.2C > 2A > 2B > 2C > jc j.C > j.236C > j.2C | Anywhere | 2716 | 36 | Medium | Normal Yosuke Exclusive. Your Fatal 5A BnB combo that builds a lot of meter. Don't delay the j.2C too much or the 2A pickup will not connect. | |
(Fatal Counter) 5AAA > j.236B~B > j.4B~B > j.4B~B > j.4D > dl j.2C > 2A > 2B > 2C > j.C > j.236C > j.2C | Anywhere | 2549 | 45 | Medium | Shadow Yosuke Exclusive. Your Fatal 5A BnB combo that builds a lot of meter. Don't delay the j.2C too much or the 2A pickup will not connect. | |
2A > 5AAA > j.B > j.AB > j.B > j.236C > j.2C | Anywhere | 1478 (1392) | 17 (23) | Easy | Optimised 2A combo. |
Meterless Non-A Starter Combos
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5B > 5C > 2C > 236B > j.4C > j.2C | Anywhere | 2036 (1830) | 16 (20) | Easy | 5B BnB confirm. The most you can really get meterless. | |
(Anti-Air) 2B > j.B > j.BB > j.AB > j.C > j.236C > j.2C | Anywhere | 1805 (1624) | 14 (18) | Easy | Your BnB anti-air 2B confirm. | |
(CH) 2C > dc 2B > 5B > 5C > 2C > 236B > j.4C > j.2C | Anywhere | 2727 (2455) | 20 (26) | Easy | Counter hit 2C confirm. You should be only hitting this when you have no meter to spare on a punish. | |
FC j.2C > 2B > 2C > jc j.AB > j.236B~A > j.4B~B > j.6B~B > j.4D > dl j.2C > 2A > 5B > 2C > jc j.B > j.AB > jc j.C > j.236C > j.2C | Anywhere | 4182 (3762) | 40 (52) | Medium | Universal Fatal BnB Route. Builds a lot of meter. Crucial to know for punishing bad anti-airs or bad mashes. Present this more to make your opponent think twice about anti-airing your approaches. | |
FC j.2C/236C > 2C > (dl) j.C > (dash) 2B > jc j.B > j.AB > j.236A~A > j.4B~B > j.6B~B > j.4D > dl j.2C > 2A > 2C > jc j.B > j.AB > j.236C > j.2C | Anywhere | 4259 (3829) | Medium | Notes: Alternate ZeBo fatal route. Need to adjust if started from j.2C by jumping back after 2C. | ||
j.236x~B > j.4B~B > j.6B~B > j.4D > j.2C | Anywhere | 2232 (2009) | 16 (20) | Easy | B Crescent Slash confirm. | |
j.236x~B > j.4B~B > j.4D > (dl.) j.6B~A > (66) 5A > 2B > j.B > j.AB > j.AA > j.236C > j.2C | Anywhere | 2798 (2513) | 24 (32) | Medium | Advanced B Crescent Slash confirm. The delay for the B Moonsault into A Crescent Slash can be tricky to get consistent, but the difference in damage and meter gain is worth it. | |
j.236x~B > j.4B~B > j.4D > (dl.) j.6B~A > (66) 5B > 2B > j.B > j.AB > j.AA > j.236C > j.2C | Anywhere | 2967 (2009) | 25 (33) | Hard | Optimised B Crescent Slash confirm. In addition to the aforementioned delay, the microdash before the 5B is rather tight, but match-practical after good practice. This route also allows for more damaging combo extensions with Sukukaja since 5A was not used. | |
5D > 5DD > j.B > j.AB > j.AA > j.236C > j.2C | Anywhere | 2128 (1915) | 16 (20) | Easy | 5D confirm. Delay 5DD slightly for an easier time to run up and hit j.B | |
CH 5D > 5DD > 2A > 2B > 2C > j.B > j.AB > jc j.C > j.236C > j.2C | Anywhere | 2613 (2348) | 20 (26) | Medium | CH 5D confirm, the normals before 2C are added to allow Jiraiya to disappear offscreen or he will perform 2C at his position. The timing to land the 2A is not that lenient and requires some practice to get used to. |
Meterless A Starter Combos (Note: Values in brackets represent combo damage or SP gain for Shadow Yosuke)
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5A > 5AA > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6B~B > j.4D > dl j.2C | Anywhere | 2453 (2202) | -15 (-12) | Easy | Simple 25 SP EX Dash Spring extension | |
5B > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6B~B > j.4D > dl j.2C | Anywhere | 3151 (2831) | -16 (-12) | Easy | Simple 25 SP EX Dash Spring extension. You must immediately chain 5C after 5B's hits and EX Dash Spring after 2C or there is a chance that your opponent will recover in time. For this reason, it is recommended that you don't let all 3 hits of 5B rip and instead cancel as soon as possible into the rest of the combo for consistency, unless you're good. | |
5B > 5C > 2C > 236B > j.4CD > dl j.2C > 2A > 2B > 2C > j.C > j.236C > j.2C | Anywhere | 3278 (2946) | Hard | New EX Flying Flash Cut extension allowing for a 2A pickup after j2C, however, this is rather tight. | ||
5AAA > j.236C > j.2AB > Airdash dl j.B > dash 2B > hjc j.A > j.AA > j.AB > j.236C > j.2A | Anywhere | 2069 (1852) + 1 Kunai Poison Stack | Hard | |||
5B > 5C > 2C > 236B > j.4C > j.2AB > Airdash j.C > dash 2B > hjc j.A > j.AA > j.AB > j.236C > j.2C | Anywhere | 3033 (2728) + 1 Kunai Poison Stack | Hard |
The following section is under construction (Marked for cleanup) as these are all 1.1 combos.
Corner
Meterless A Starter Combos (Note: Values in brackets represent combo damage or SP gain for Shadow Yosuke)
Combo | Position | Damage | Meter Gain | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5A > 5AA > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C | Corner | 1810 (1627) | 20 (25) | Very Easy | Easy 5A combo in the corner. | |
5AAA > (slight delay) j.B > j.2B > (land) 669 > j.B > j.AB > j.C > j.236C > j.2C | Corner | 2073 | 23 | Hard | Normal Yosuke Exclusive. Kunai rejump combo in the corner. The trick to landing this is to delay j.B slightly so Yosuke lands closer to the ground for faster recovery so he can quickly dash in and link j.B off the kunai wallstick. Not necessary to learn but useful for optimal gameplay. | |
5AAA > j.2A > (land) 669 > j.AA > j.AB > j.B > j.236C > j.2C | Corner | 1843 | 28 | Medium | Shadow Yosuke Exclusive. Kunai rejump combo in the deep corner using A flying Kunai instead. Not necessary to learn but useful for optimal gameplay. | |
5AAA > j.2B > (land) 669 > j.B > j.AB > j.AA > j.236C > j.2C | Near Corner | 1835 | 28 | Medium | Shadow Yosuke Exclusive. j.B is used for its superior range over j.A. Not necessary to learn but useful for optimal gameplay. |
Midscreen to Corner
- 5A Starter
- 5AA>5C>236236C>OMB>j.236D>j.2C>214214C>236AB>236B-Bx4>214214D
- Damage:6715 SP Gain:----
- Requirements: Awakening, 125 SP, Burst
- Notes: You have to move the Garudyne to the corner.
- 2B Starter
- 2B>236236C>OMB>214214C>214214CD
- Damage:5503 SP Gain:----
- Requirements: Awakening, 125 SP, Burst
- Notes: You have to move the Garudyne to the corner.
- j.2C Starter
j.2C>214214C>236236C>OMB>214214CD
- Damage:5530 SP Gain:----
- Requirements: Awakening, 125 SP, Burst
- Notes: You have to move the Garudyne to the corner.
- 236D Starter
j.2B>236236CD>OMB>5C>214214C>2C>214214CD
- Damage:5448 SP Gain:----
- Requirements: Awakening, 125 SP, Burst
- Notes: You have to move the Garudyne to the corner.
- 236D Starter
236D>236236D>OMB>5C>214214C>2C>214214D
- Damage 5119 SP Gain:----
- Requirements: 100 SP, Awakening, Burst
- Notes: You have to move the Garudyne to the corner.
- Because Tentarafoo is unblockable you can OMC a throw and start the combo from there for 810 extra damage.
Corner Only
- 2C Starter
- 2C>2B>5C>236236C>OMB>j.236D>j.2C>214214C>236AB>236B-Bx4>214214CD
- Damage:8637 SP Gain:----
- Requirements: 150 SP, Awakening, Burst
- 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