P4U2R/Yosuke Hanamura/Combos: Difference between revisions

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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

Yosuke Hanamura



Combo Notation GuideCharacter Name Abbreviations
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+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG = Aigis
AK = Akihiko
CH = Chie
LZ = Elizabeth
JU = Junpei
KA = Kanji
KE = Ken
LB = Labrys
MG = Margaret
MA = Marie
MZ = Minazuki
MS = Mitsuru
NA = Naoto
RI = Rise
SL = Shadow Labrys
SH = Sho
KU = Teddie/Kuma
AD = Tohru Adachi
YO = Yosuke
YU = Yu Narukami
YA = Yukari
YK = Yukiko


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

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Standard Combo

Basic Auto Combo StarterPunish something quickly recoverable.
Very Easy


5AAA > 236C > j.2C
- damage, builds - SP.

This auto combo starter is perhaps Yosuke's easiest to preform combo.


Ground Sweep ExtensionConfirm almost any grounded hit into a sweep.
Very Easy


~> 2AB > 236B > 4C > j.2C
- damage, builds - SP.

In this route it is very easy to catch the fall from Flashcut with Mirage Slash.


Basic Combo ExtensionExtend your combos.
Easy


~> 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


Bread & Butter Corner ComboA combo to use in the corner.
Easy


5B > 5C > 2C > 2AB > 236B > 4C > j.2C
- damage, builds - SP.


Anti-Air 2BPunish air approches.
Easy


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.


Counter Hit Ground ComboA combo to do off of a counter hit.
Easy


2C > dash > 2B > 5B > 5C > 236B > 4C > j.2C
- damage, builds - SP.

2C > dash ~> can go into just about any combo you want


Sukuaja ExtensionExtend your combos while in Sukuaja for big damage.
Less Easy


~> 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.


One More! Burst ExtensionUse your burst aggressively to end matches before the opponent can start a comeback.
Less Easy


~> 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.


A Harder Auto ComboAn auto combo.
Less Easy


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




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Yosuke Hanamura