P4U2R/Yosuke Hanamura/Combos: Difference between revisions

From Dustloop Wiki
m (clean up, replaced: | → |size= (2))
 
(36 intermediate revisions by 4 users not shown)
Line 1: Line 1:
<center>{{Character Label|P4U2R|Yosuke Hanamura|36px|P4AU_Yosuke_portrait.png}}</center>
<center>{{Character Label|P4U2R|Yosuke Hanamura|size=36px}}</center>
{{P4U2R/CharacterLinks}}
{{P4U2R/CharacterLinks}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
Line 21: Line 21:
| Title      = Basic Auto Combo Starter
| Title      = Basic Auto Combo Starter
| Oneliner  = Punish something quickly recoverable.
| Oneliner  = Punish something quickly recoverable.
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = Very Easy
| Anchor    = Yosuke Basic Combo 1
| Anchor    = Yosuke Basic Combo 1
| Size      = 256x192
| Size      = 256x192
Line 35: Line 35:
| Title      = Ground Sweep Extension
| Title      = Ground Sweep Extension
| Oneliner  = Confirm almost any grounded hit into a sweep.
| Oneliner  = Confirm almost any grounded hit into a sweep.
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = Very Easy
| Anchor    = Yosuke Basic Combo 2
| Anchor    = Yosuke Basic Combo 2
| Size      = 256x192
| Size      = 256x192
Line 49: Line 49:
| Title      = Basic Combo Extension
| Title      = Basic Combo Extension
| Oneliner  = Extend your combos.
| Oneliner  = Extend your combos.
| Difficulty = {{clr|2|Easy}}
| Difficulty = Easy
| Anchor    = Yosuke Basic Combo 3
| Anchor    = Yosuke Basic Combo 3
| Size      = 256x192
| Size      = 256x192
Line 66: Line 66:
| Title      = Bread & Butter Corner Combo
| Title      = Bread & Butter Corner Combo
| Oneliner  = A combo to use in the corner.
| Oneliner  = A combo to use in the corner.
| Difficulty = {{clr|2|Easy}}
| Difficulty = Easy
| Anchor    = Yosuke Basic Combo 4
| Anchor    = Yosuke Basic Combo 4
| Size      = 256x192
| Size      = 256x192
Line 79: Line 79:
| Title      = Anti-Air 2B
| Title      = Anti-Air 2B
| Oneliner  = Punish air approches.
| Oneliner  = Punish air approches.
| Difficulty = {{clr|2|Easy}}
| Difficulty = Easy
| Anchor    = Yosuke Basic Combo 5
| Anchor    = Yosuke Basic Combo 5
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|2|2B}}> {{clr|2|j.BB}} > {{clr|1|j.A}}{{clr|2|B}} > jc > {{clr|3|j.C}} > {{clr|3|j.236C}} > {{clr|3|j.2C}}
| Recipe    = {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|1|j.A}}{{clr|2|B}} > jc > {{clr|3|j.C}} > {{clr|3|j.236C}} > {{clr|3|j.2C}}
| content    =
| content    =
- damage, builds - SP.
- damage, builds - SP.
Line 93: Line 93:
| Title      = Counter Hit Ground Combo
| Title      = Counter Hit Ground Combo
| Oneliner  = A combo to do off of a counter hit.
| Oneliner  = A combo to do off of a counter hit.
| Difficulty = {{clr|2|Easy}}
| Difficulty = Easy
| Anchor    = Yosuke Basic Combo 6
| Anchor    = Yosuke Basic Combo 6
| Size      = 256x192
| Size      = 256x192
Line 107: Line 107:
| Title      = Sukuaja Extension
| Title      = Sukuaja Extension
| Oneliner  = Extend your combos while in Sukuaja for big damage.
| Oneliner  = Extend your combos while in Sukuaja for big damage.
| Difficulty = {{clr|3|Less Easy}}
| Difficulty = Less Easy
| Anchor    = Yosuke Basic Combo 7
| Anchor    = Yosuke Basic Combo 7
| Size      = 256x192
| Size      = 256x192
| Recipe    = ~> {{clr|3|214214C}} > {{clr|3|2C}} > {{clr|1|5AAAAA}} > {{clr|3|j.2C}} >{{clr|2|236B}} > {{clr|3|4C}} > {{clr|4|214214D}}
| Recipe    = ~> {{clr|3|214214C}} > {{clr|3|2C}} > {{clr|1|5AAAAA}} > {{clr|3|j.2C}} > {{clr|2|236B}} > {{clr|3|4C}} > {{clr|4|214214D}}
| content    =
| content    =
- damage, builds - SP.
- damage, builds - SP.
Line 121: Line 121:
| Title      = One More! Burst Extension
| Title      = One More! Burst Extension
| Oneliner  = Use your burst aggressively to end matches before the opponent can start a comeback.
| Oneliner  = Use your burst aggressively to end matches before the opponent can start a comeback.
| Difficulty = {{clr|3|Less Easy}}
| Difficulty = Less Easy
| Anchor    = Yosuke Basic Combo 8
| Anchor    = Yosuke Basic Combo 8
| Size      = 256x192
| Size      = 256x192
Line 135: Line 135:
| Title      = A Harder Auto Combo
| Title      = A Harder Auto Combo
| Oneliner  = An auto combo.
| Oneliner  = An auto combo.
| Difficulty = {{clr|3|Less Easy}}
| Difficulty = Less Easy
| Anchor    = Yosuke Basic Combo 9
| Anchor    = Yosuke Basic Combo 9
| Size      = 256x192
| Size      = 256x192
Line 147: Line 147:
end of basic combos
end of basic combos
----
----
Consider checking out this document by Greek: https://docs.google.com/document/d/1eUMFc2lntRMu0iiHmUXr2gLgRWD_jLdiECa8tivt9vs/edit


==Midscreen==
==Midscreen==
===A starter===
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
===Meterless A Starter Combos (Note: Values in brackets represent combo damage or SP gain for Shadow Yosuke)===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
! 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. ||
|-
|-
! Combo !! Position !! Damage !! Meter Gain !! Difficulty !! Notes !! Video
| 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 ||
|-
|-
| 5AAA > j.236C > j.2A or (5AAAAA) || anywhere || 1336 || 13/23 || difficulty || Auto combo gives 10 more meter at the cost of health ||  
| 5A > 5AA > 5C > 2C > 236B > j.4C > j.2A || Anywhere || 1630 (1468) || 16 (21) || Very Easy || Works on everyone, sacrifices knockdown for consistency. ||  
|-
|-
| 5AAAA > j2C || Anywhere || 1369 || 13 || difficulty || note || video
| (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. ||  
|-
|-
| 5AA > 2AB > 236A > j2B || anywhere || 1020 || 10 || || ||  
| (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. ||  
|-
|-
| combo || anywhere || || || || ||  
| 2A > 5AAA > j.B > j.AB > j.B > j.236C > j.2C || Anywhere || 1478 (1392) || 17 (23) || Easy || Optimised 2A combo. ||  
|-
|-
| combo || position || damage || meter gain || difficulty || note || video


|}
|}


;5A Starter
===Meterless Non-A Starter Combos===
no longer works?
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
* 5A > 5AA > 5B > 5C > 236B > j4C > j2C
* dash 5A > 5C > 2C > Superjump IAD jAAA > dash 5A > 5C > 2C > Superjump IAD jAAA > 5B(1) > 2AB
: Damage: 2213, SP: ?, Works on: Narukami, Yosuke, Chie, Yukiko, Rise, Naoto, Mitsuru, Aigis, Yukari, Ken, Adachi, Marie, Margaret, Liz.  AKA Tall Characters)
*fc 5A > 5AA > 2AB > 236B > j4D > dlj2C > 2A > 2B > 2C > jB > j236C > j2C
: Damage: 2819, SP: ?
*Air hit 5A > 5AA > jAA > jAA > j236C > j2C
: Damage: 1514, SP: ?
*Dash 5A > 5C > 2C > 236AB > j6B~B x2 > j6D > dlj2C
: Damage: 2921, SP: -25
*5A > 5AA > 5C > 2C > 236A > j6AB > j6A~B > j4D > dlj2C
: Damage: 2908, SP: -25
*Air Hit 5A > 5AA > jAA > jB > jAB > j236AB > j6A~B > j4D > dlj2C
: Damage: 2540, SP: -25
*Dash 5A > 5C > 2C > 236AB > j6B~B x2 > j6D > j6B~B > j236236D
: Damage: 3911, SP: -75
*5A > 5AA > 5C > 2C > 236A > j6AB > j6A~B > j4D > j6B~B > j236236D
: Damage: 3897, SP: -75
*Air Hit 5A > 5AA > jAA > jB > jAB > j236AB > j6A~B > j4D > j6B~B > j236236D
: Damage: 3529, SP: -75
*5AAAA > j2C > 214214C > 2C > 5AAAAA > j2C > 214214D
: Damage: 3496, SP: -50 (Awakening)
*5A > 5AA > 5C > 236B > j4C > j2C > 214214C > 2C > 5AAAAA > j2C > 214214D
: Damage: 3722, SP: -50 (Awakening)
Dash 5A > 5C > 2C > 236AB > j6D > dlj2C > 214214C > 5AAAAA > j236B~B > j4D > j236B~B > j214214D
: Damage: 4642, SP: -75 (Awakening)
5A > 5AA > 5C > 236AB > j6D > dlj2C > 214214C > 2C > 5AAAAA > j236B~B > j4D > j6B~B > j214214D
: Damage: 4663, SP: -75 (Awakening)


;2B Starter
! Combo !! Position !! Damage !! Meter Gain !! Difficulty !! Notes !! Video
2B > jAA > jAA > j236C > j2C
|-
: Damage: 1590, SP:
| 5B > 5C > 2C > 236B > j.4C > j.2C || Anywhere || 2036 (1830) || 16 (20) || Easy || 5B BnB confirm. The most you can really get meterless. ||
fc Air Hit 2B > dl236B > J4D > dlj2C > 2A > 2C > jAB > j236B~A > j6B~B > j4D > dl j2D
|-
: Damage: 3875, SP:
| (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. ||
*fc Air Hit 2B > dl236B > j4D > dlj2C > 2A > 2C > jC > dash 2B > jAB > j236A~B > j6B~B > j4D > dlj2C
|-
: Damage: 4141, SP:
| (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 Air Hit 2B > 2C > jAA > jB > jAB > j236B~A > j6B~B > j4D > dlj2C
|-
: Damage: 3085, SP:
| FC j.2C > 2B > 2C > 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. ||
*2B > jAA > jB > jAB > j236AB > j6B~B > j4D > dlj2C
|-
: Damage: 2984, SP: -25
| 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. ||
*2B > jAA > jAA > j236C > j2C > 214214C > 2C > 5AAAAA > j2C > 214214D
|-
: Damage: 3640, SP: -50 (Awakening)
| 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. ||
|-
| 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. The microdash before the 5B is rather tight. ||
|-
| 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 timing to land the 2A is not that lenient and requires some practice to get used to. ||
|-  


;CH 2C Starter
|}
*2C CH > dash cancel > 5A > 5AA > 5C > 2C > 236B > j4C > j2C
: Damage: 2882, SP:
*2C CH > AoA > Max AoA D Finish > 236A > j236A~B > j4D > dl j2C
: Damage: 3694, SP:
*fc 2C > 2AB > 236B > j4D > dlj2C > 2A > 2B > jAB > j236B~A > j6B~B > j4D > dlj2C
: Damage: 4301, SP:


;5D Starter
===25 SP Combos (Note: Values in brackets represent combo damage or SP gain for Shadow Yosuke)===
*5D > 5DD > JAA > JAA > J236C > J2C
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
: Damage: 2077, SP:  
*5D CH > 5DD > dash to catch up 2A > 2B > 2C > JB > JAB > JB > J236C > J2C
: Damage: 2757, SP:
*5D CH > 5DD > dash to catch up 2A > 5C > shorthop JC > 2B > 2C > Superjump JB > JAB > J236AB > J6B~B > J4D > J6B~B > J236236D
: Damage: 4747, SP: -75
*5D CH > 5DD > dash to catch up 2A > 5C > 2C > 214214C > 5AAAAA > J236B~B > J4D > J6B~B > J214214D
: Damage: 4747, SP: -50 (Awakening)


;FC j.2C Starter
! Combo !! Position !! Damage !! Meter Gain !! Difficulty !! Notes !! Video
*fc J2C > 2C > 236B > J4D > dlJ2C > 2A > 2B > JAB > J236B~A > J6B~B > J4D > dlJ2C
|-
: Damage: 4560, SP:
| 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 ||
*fc J2C > 5C > 236B > J4D > dlJ2C > 2A > 2B > JAB > J236B~A > J6B~B > J4D > dlJ2C
|-
: Damage: 4585, SP:
| 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. Immediately chain 5C after 5B's hits and EX Dash Spring after 2C or your opponent will recover in time. If you are just starting out, don't let all 3 hits of 5B rip for consistency.||
*fc J2C > 2C > 236B > J4D > dlJ2C > 2A > 2B > JAB > J236B~A > J6B~B > J4D > J6B~B > J236236D
|-
: Damage: 5543, SP: -50
| 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.||
*fc J2C > 5C > 236B > J4D > dlJ2C > 2A > 2B > JAB > J236B~A > J6B~B > J4D > J6B~B > J236236D
|-
: Damage: 5568, SP: -50
| 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 || ||
|-
|-
| (5B >) 5C > 2C > 236AB > j.236B~B > j.4B~B > j.4D > (dl.) j.6B~A > 66 5B > 2B > 28 (superjump) > j.B > j.AB > j.236C > j.2C || Anywhere || 3663 (3320) || -15 (-12) || Medium || A more optimised version of the 25 SP EX Dash Spring extension. The superjump extension should be used for its consistency, unless you are near the corner because in midscreen, after 2B, ~j.B > j.AB > j.C > j.236C > j.2C will mess up the j.236C angle and the opponent will fall out. Alternatively, if you did not start this combo with 5B or 2B, you may go for ~j.B > j.AB > j.B > j.236C > j.2C after 66 5B > 2B due to no SMP (Same Move Proration) penalty.||
|}


;V Slash Starter
==Corner==
V Slash:
*J236C > J2C
: Damage: 1188, SP:
*J236D > dlJ2C
: Damage: 1638, SP:
*fc J236C > J2C > 2A > 236B > J4D > J2C > 2A > 2B > 2C > JB > J236C > J2C
: Damage: 3673, SP:
*J236C > J2C > 236236D
: Damage: 2980, SP: -50
*J236D > dlJ2C > 236236D
: Damage: 3430, SP: -50
*fc J236C > J2C > 2A > 236B > J4D > J2C > 2A > 2B > 2C > JB > J236C > J2C > 236236D
: Damage: 4633, SP: -50
*J236C > J2C > 214214C > 5AAAAA > J236B~B x4 > J214214D
: Damage: 4443, SP: -50 (Awakening)
*J236D > dlJ2C > 214214C > 5AAAAA > J236B~B x4 > J214214D
: Damage: 4893, SP: -50 (Awakening)


;Throw OMC Starter
===Corner Meterless===
*CD > OMC > 236B > J4C > J2C
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
: Damage: 1634 + Poison, SP: -50
*CD > OMC > 5C > 2C > 236B > J4C > J2C
: Damage: 2109 + Poison, SP: -50


;Garudyne OMB
! Combo !! Position !! Damage !! Meter Gain !! Difficulty !! Notes !! Video
*236236C > OMB Hit 30 > 236236D [4199 dmg]
|-
: Damage: 4199, SP: -50
| 5A > 5AA > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C || Corner || 1810 (1627) || 20 (25) || Easy || Easy 5A combo in the corner. ||
236236C > OMB Hit 30 > J236D > J236B~B > J236236D [5342 dmg]
|-
: Damage: 5342, SP: -50
| 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. ||
|-
| 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. ||
|-
| 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. ||
|-
| 5B > 5C > 2C > 2AB > 236A > j.2B > (land) 669 j.B > j.AB > j.BB > j.236C > j.2C || Corner || 2677 (2406) || 24 (31) || Medium || Immediately dash once you land because the link can be a bit tight. ||
|-
| 5B > 5C > 2C > 2AB > 236B > j.4C > j.2A > (land) 66 5C > (dl.) 2C > (dl.) j.B > j236C > j.2C || Corner || 3111 (2806) || 29 (38) || Very Hard || Alternate route by ZeBo. Incredibly demanding due to the very tight dash 5C link and the multiple delays after. ||
|-
| 5B > 5C > 2B > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C || Corner || 2524 (2273) || 22 (28) || Easy || Ideally you want to let all 3 hits of 5B hit. Does not work if you start the combo too far away from the corner as 2B will whiff. ||
|-
| CH 2C > dc 5B > 5C > 2B > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C || Corner || 3109 (2793) || 25 (32) || Easy || Ideally you want to let all 3 hits of 5B hit. Does not work if you start the combo too far away from the corner as 2B will whiff. ||
|-
| j.AB > j.2A > Land, Dash j.A > j.AA > jc j.B > j.AB > j.236C > j.2C || Corner || 2018 (1809) || 17 (23) || Medium || Notes: Very useful combo out of shorthop j.AB, which is actually an overhead. ||
|-
| j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2B > 669 jB > j.AB > j.C > j.236C > j.2C || Corner || 3175 (2834) || 27 (35) || Medium || Useful combo for corner Moonsault~B Crescent Slash crossups. Meterless 3k is nothing to scoff at. ||
|-
| CH 5D > 5DD > (dash in) 2A > 5C > IAD JC > 5C > dl 2C > j.B > j.AB > j.C > j.236C > j.2C || Corner || 3099 (2783) || 27 (35) || Medium || Can actually be used as a midscreen to corner confirm due to the huge corner carry of 5DD (and untech time of CH 5D). ||
|-
| CH 5D > (slight dl.) 5DD > 669 j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > j.2C~j.2B > 669 j.B > j.AB > j.C > j.236C > j.2C || Corner || 3659 (3283) || 30 (39) || Medium || Timing the B Moonsault into Crescent Slash can be tough but very worth it if you can land it. ||
|-
| FC 236C > 2B > 2C > (dl.) j.2A > 5C > IAD j.C > j.2B > (Land) j.AB > j.236B~A > j.4B~B > j.6B~B > j.4D > (dl.) j.2C > 2A > 5C > IAD j.C > j.236C > j.2C || Corner || 4714 (4227) || 45 (58) || Very Hard || Notes: Corner Fatal Route.  Can swap the jump cancel with a shorthop to make it easier. If you manage to do this combo please clip and upload it so we can shower you with praise. ||
|-
| FC j.2C > 2B > 2C > (dl.) j.2A > 5C > IAD j.C > j.2B > (Land) j.AB > j.236B~A > j.4B~B > j.6B~B > j.4D > (dl.) j.2C > 2A > 5B > 2C > j.236C > j.2C || Corner || 4673 (4190) || 47 (60) || Very Hard || Notes: Corner Fatal Route.  Can swap the jump cancel with a shorthop to make it easier. If you manage to do this combo please clip and upload it so we can shower you with praise. ||
|-


;Misc Awakening OMB routes
|}
*5AAA > OMB > J236D > dlJ2C > 214214C > 2C > 5AAAAA > J236B~B > J4D > J6B~B > J214214D [4674 dmg]
: Damage: 4674, SP: -50
*5AA > 5C > 236AB > J6D > dlJ2C > OMB > J236D > J2C > 214214C > 2C > 5AAAAA > J236B~B > J4D > J6B~B > J214214D [5486 dmg]
: Damage: 5486, SP: -75
*5AA > 236B > 236236C > OMB Hit 34 > J236D > J236B~B x3 > J236236D [5297 dmg]
: Damage: 5297, SP: -100
*5AA > 5C > 236B > 236236C > OMB Hit 35 > J236D > dlJ2C > 214214C > 2C > 5AAAAA > J236B~B > J4D > J6B~B > J214214D [6099 dmg]
: Damage: 6099, SP: -100
*5AA > 5C > 236AB > J6D > dlJ2C > 236236C > OMB Hit 38 > J236D > dlJ2C > 214214C > 2C > 5AAAAA > J236B~B x2 > J214214D [6294 dmg]
: Damage: 6294, SP: -125
*5AA > 5C > 236236C > OMB Hit 33 > J236D > dlJ2C > 214214C > 236AB > J6D > J6B~B x4 > J214214D [6715 dmg]
: Damage: 6715, SP: -125
*2C > 236236C > OMB Hit 31 > J236D > dlJ2C > 214214C > 236AB > J6D > J6B~B x4 > J214214D [8612 dmg]
: Damage: 8612, SP: -150
*fc 2C > 236236C > OMB Hit 31 > J236D > dlJ2C > 2A OR 2B > 236B > J4D > dlJ2C > 214214C > 236AB > J6D > J6B~B x4 > J214214CD [9]
: Damage: 150 dmg (2A is used) OR 9324  dmg (2B is used), SP: -150


==Midscreen to Corner==
===Corner 25 SP routes===
;5A Starter
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''5AA>5C>236236C>OMB>j.236D>j.2C>214214C>236AB>236B-Bx4>214214D
! Combo !! Position !! Damage !! Meter Gain !! Difficulty !! Notes !! Video
: Damage:6715 SP Gain:----
|-
: Requirements: Awakening, 125 SP, Burst
| 5A > 5AA > 5C > 2C > 2AB > 236A > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 2392 (2150) + 1 Kunai Poison Stack || -12 (-8) || Hard || Notes: To do Airdash Moonsault (both A and B version are fine), do 2366 for an easy time. The trick is to wait for the EX Flying Kunai recovery (30F) to end before doing a quick 2366B~B so that the Moonsault comes out as soon as the airdash ends. ||
: Notes: You have to move the Garudyne to the corner.
|-
| 5B > 5C > 2C > 2AB > 236A > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3209 (2884) + 1 Kunai Poison Stack || -12 (-8) || Hard || Same as above. To do Airdash Moonsault (both A and B version are fine), do 2366 for an easy time. ||
|-
| 5B > 5C > 2C > 2AB > 236A > j.2B > 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3422 (3079) + 1 Kunai Poison Stack || -8 (-3) || Hard || Optimized version of the above route that also works for 5C, jB and jC starters. Does around 300 damage more. ||
|-
| j.AB > j.2A > (land) 669 j.A > j.AA > j.2AB > (dl. jump cancel) j.236A~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 2895 (2594) + 1 Kunai Poison Stack || -15 (-9) || Hard || Notes : Useful combo from Shorthop j.AB, which is actually an overhead.  Do 2369 instead of 2366 for an easier time. ||
|-
| CH 5D > 5DD > 2A > 5C > dl 2C > j.C > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3619 (3245) + 1 Kunai Poison Stack || -10 (-6) || Medium || Notes: Can actually be used as a midscreen to corner combo. Easier version of the CH 5D route, but requires you to hit EX Flying Kunai at the right spot after j.C. ||
|-
| CH 5D > 5DD > 2A > 5C > IAD j.C > 5C > dl 2C > j.A > j.AA > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3640 (3266) + 1 Kunai Poison Stack || -6 (-1) || Medium || Notes: Can actually be used as a midscreen to corner combo. ||
|-
| j.236A~A (or j.236B~A) > j.4A~A > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3351 (2936) + 1 Kunai Poison Stack ||  || Medium || 25SP confirm off A Crescent Slash in the corner (facing the corner) ||
|-
| j.236A~A (or j.236B~A) > j.4A~A > j.6A~A > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3550 (3187) + 1 Kunai Poison Stack ||  || Medium || 25SP confirm off A Crescent Slash in the corner (facing away from the corner) ||
|-
| 5B > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2B > 669 jB > j.AB > j.C > j.236C > j.2C || Corner || 4020 (3580) || -15 (-12) || Hard || The trick to landing this is delay the final B Crescent slash. You want Yosuke to perform the move close to the ground - but not too close, otherwise B Flying Kunai will not come out.  


;2B Starter
Flying Kunai has a sour spot in the corner where the opponent can fall out of the wallstick as part of the kunai hits the ground AND the wall. Avoid this if possible. ||
*'''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
===Corner 50 SP routes===
j.2B>236236CD>OMB>5C>214214C>2C>214214CD
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
: Damage:5448 SP Gain:----
! Combo !! Position !! Damage !! Meter Gain !! Difficulty !! Notes !! Video
: Requirements: Awakening, 125 SP, Burst
|-
: Notes: You have to move the Garudyne to the corner.
| AA 2B > 5B > j.A > j.AA > j.2AB > dj j.B > j.AB > j.236AB > j.236B~B > j.4D > j.2C || Corner || 2926 (2668) + 1 Kunai Poison Stack ||  || Medium || Simple route to pick up at a beginner level. However there are far more efficient routes than this. ||
|-
| AA 2B > 5B > j.A > j.AA > j.2AB > j.D > Land, Super Jump j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3405 (3020) + 2 Kunai Poison Stacks ||  || Medium || Launch j.D almost immediately after Kunai, and you have enough time to superjump j.B.  Do 2366 for an easier time. Notes: The poison damage is lower than 2 whole stacks as the second EX kunai refreshes the old poison ailment before it produces the last tick. ||
|-
| AA 2B > j.A > j.AA > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2AB > 669 jB > j.AB > j.C > j.236C > j.2C || Corner || 3512 (3160) + 2 Kunai Poison Stacks ||  || Hard || My route for 50SP non-CH AA 2B. The time between the 2 EX Flying Kunai allows for 2 full poison stacks. If the opponent is too high up in the air after your 2B, use j.B instead of j.A ||
|-
| CH AA 2B > (dl.) 2C > (dl.) j.C > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > j.2AB > 669 jB > j.AB > j.236C > j.2C || Corner || 3884 (3539) + 2 Kunai Poison Stacks || -39 (-36) || Hard || My route for 50SP CH AA 2B. The time between the 2 EX Flying Kunai allows for 2 full poison stacks. Delay 2C and j.C accordingly to maximize damage by guaranteeing you connect with all j.C hits. You may superjump after the dash instead of normal jump to guarantee C Flying Flash Cut hits. ||
|-
| 5B > 5C > 2C > 2AB > 236A > j.2AB > j.D > (Land) 669 j.B > j.AB > Airdash  Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > j.2C || Corner || 3618 (3253) + 2 Kunai Poison Stacks ||  || Hard || Notes: The poison damage is lower than 2 whole stacks as the second EX kunai refreshes the old poison ailment before it produces the last tick. ||
|-
| j.236A~A (or j.236B~A) > j.4A~A > j.6A~AB > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3826 (3443) + 1 Kunai Poison Stack ||  || Hard || 50SP confirm off A Crescent Slash in the corner (facing the corner) ||
|-
| 5B > 5C > 2C > 2AB > 236AB > (dl.) j.6A~A > j.4A~A > j.6A~A > j.2C~j.2B > 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.2C || Corner || 4392 (3944) + 1 Kunai Poison Stack ||  || Hard || Your most optimal 50SP corner combo off 5B (works with any non A starter with some alterations). Really good damage but requires much practice to be consistent. ||
|-
| j.AB > j.2AB > j.D > (Land) 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C || Corner || 3061 (2853) + 2 Kunai Poison Stacks ||  || Medium || Shorthop j.AB confirm for 50 SP ||
|-


;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==
<br clear=all/>
;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


<br clear=all/>
==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Yosuke Hanamura|36px|P4AU_Yosuke_portrait.png}}</center>
<center>{{Character Label|P4U2R|Yosuke Hanamura|size=36px}}</center>
{{P4U2R/CharacterLinks}}
{{P4U2R/CharacterLinks}}
{{#lst:P4U2.5/Navigation}}
{{#lst:P4U2.5/Navigation}}

Latest revision as of 05:40, 13 December 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 > 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.
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. The microdash before the 5B is rather tight.
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 timing to land the 2A is not that lenient and requires some practice to get used to.

25 SP 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. Immediately chain 5C after 5B's hits and EX Dash Spring after 2C or your opponent will recover in time. If you are just starting out, don't let all 3 hits of 5B rip for consistency.
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
(5B >) 5C > 2C > 236AB > j.236B~B > j.4B~B > j.4D > (dl.) j.6B~A > 66 5B > 2B > 28 (superjump) > j.B > j.AB > j.236C > j.2C Anywhere 3663 (3320) -15 (-12) Medium A more optimised version of the 25 SP EX Dash Spring extension. The superjump extension should be used for its consistency, unless you are near the corner because in midscreen, after 2B, ~j.B > j.AB > j.C > j.236C > j.2C will mess up the j.236C angle and the opponent will fall out. Alternatively, if you did not start this combo with 5B or 2B, you may go for ~j.B > j.AB > j.B > j.236C > j.2C after 66 5B > 2B due to no SMP (Same Move Proration) penalty.

Corner

Corner Meterless

Combo Position Damage Meter Gain Difficulty Notes Video
5A > 5AA > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C Corner 1810 (1627) 20 (25) 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.
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.
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.
5B > 5C > 2C > 2AB > 236A > j.2B > (land) 669 j.B > j.AB > j.BB > j.236C > j.2C Corner 2677 (2406) 24 (31) Medium Immediately dash once you land because the link can be a bit tight.
5B > 5C > 2C > 2AB > 236B > j.4C > j.2A > (land) 66 5C > (dl.) 2C > (dl.) j.B > j236C > j.2C Corner 3111 (2806) 29 (38) Very Hard Alternate route by ZeBo. Incredibly demanding due to the very tight dash 5C link and the multiple delays after.
5B > 5C > 2B > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C Corner 2524 (2273) 22 (28) Easy Ideally you want to let all 3 hits of 5B hit. Does not work if you start the combo too far away from the corner as 2B will whiff.
CH 2C > dc 5B > 5C > 2B > 5B > 5C > 2C > 2AB > 236B > j.4C > j.2C Corner 3109 (2793) 25 (32) Easy Ideally you want to let all 3 hits of 5B hit. Does not work if you start the combo too far away from the corner as 2B will whiff.
j.AB > j.2A > Land, Dash j.A > j.AA > jc j.B > j.AB > j.236C > j.2C Corner 2018 (1809) 17 (23) Medium Notes: Very useful combo out of shorthop j.AB, which is actually an overhead.
j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2B > 669 jB > j.AB > j.C > j.236C > j.2C Corner 3175 (2834) 27 (35) Medium Useful combo for corner Moonsault~B Crescent Slash crossups. Meterless 3k is nothing to scoff at.
CH 5D > 5DD > (dash in) 2A > 5C > IAD JC > 5C > dl 2C > j.B > j.AB > j.C > j.236C > j.2C Corner 3099 (2783) 27 (35) Medium Can actually be used as a midscreen to corner confirm due to the huge corner carry of 5DD (and untech time of CH 5D).
CH 5D > (slight dl.) 5DD > 669 j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > j.2C~j.2B > 669 j.B > j.AB > j.C > j.236C > j.2C Corner 3659 (3283) 30 (39) Medium Timing the B Moonsault into Crescent Slash can be tough but very worth it if you can land it.
FC 236C > 2B > 2C > (dl.) j.2A > 5C > IAD j.C > j.2B > (Land) j.AB > j.236B~A > j.4B~B > j.6B~B > j.4D > (dl.) j.2C > 2A > 5C > IAD j.C > j.236C > j.2C Corner 4714 (4227) 45 (58) Very Hard Notes: Corner Fatal Route. Can swap the jump cancel with a shorthop to make it easier. If you manage to do this combo please clip and upload it so we can shower you with praise.
FC j.2C > 2B > 2C > (dl.) j.2A > 5C > IAD j.C > j.2B > (Land) j.AB > j.236B~A > j.4B~B > j.6B~B > j.4D > (dl.) j.2C > 2A > 5B > 2C > j.236C > j.2C Corner 4673 (4190) 47 (60) Very Hard Notes: Corner Fatal Route. Can swap the jump cancel with a shorthop to make it easier. If you manage to do this combo please clip and upload it so we can shower you with praise.

Corner 25 SP routes

Combo Position Damage Meter Gain Difficulty Notes Video
5A > 5AA > 5C > 2C > 2AB > 236A > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 2392 (2150) + 1 Kunai Poison Stack -12 (-8) Hard Notes: To do Airdash Moonsault (both A and B version are fine), do 2366 for an easy time. The trick is to wait for the EX Flying Kunai recovery (30F) to end before doing a quick 2366B~B so that the Moonsault comes out as soon as the airdash ends.
5B > 5C > 2C > 2AB > 236A > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3209 (2884) + 1 Kunai Poison Stack -12 (-8) Hard Same as above. To do Airdash Moonsault (both A and B version are fine), do 2366 for an easy time.
5B > 5C > 2C > 2AB > 236A > j.2B > 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3422 (3079) + 1 Kunai Poison Stack -8 (-3) Hard Optimized version of the above route that also works for 5C, jB and jC starters. Does around 300 damage more.
j.AB > j.2A > (land) 669 j.A > j.AA > j.2AB > (dl. jump cancel) j.236A~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 2895 (2594) + 1 Kunai Poison Stack -15 (-9) Hard Notes : Useful combo from Shorthop j.AB, which is actually an overhead. Do 2369 instead of 2366 for an easier time.
CH 5D > 5DD > 2A > 5C > dl 2C > j.C > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3619 (3245) + 1 Kunai Poison Stack -10 (-6) Medium Notes: Can actually be used as a midscreen to corner combo. Easier version of the CH 5D route, but requires you to hit EX Flying Kunai at the right spot after j.C.
CH 5D > 5DD > 2A > 5C > IAD j.C > 5C > dl 2C > j.A > j.AA > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3640 (3266) + 1 Kunai Poison Stack -6 (-1) Medium Notes: Can actually be used as a midscreen to corner combo.
j.236A~A (or j.236B~A) > j.4A~A > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3351 (2936) + 1 Kunai Poison Stack Medium 25SP confirm off A Crescent Slash in the corner (facing the corner)
j.236A~A (or j.236B~A) > j.4A~A > j.6A~A > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3550 (3187) + 1 Kunai Poison Stack Medium 25SP confirm off A Crescent Slash in the corner (facing away from the corner)
5B > 5C > 2C > 236AB > j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2B > 669 jB > j.AB > j.C > j.236C > j.2C Corner 4020 (3580) -15 (-12) Hard The trick to landing this is delay the final B Crescent slash. You want Yosuke to perform the move close to the ground - but not too close, otherwise B Flying Kunai will not come out.

Flying Kunai has a sour spot in the corner where the opponent can fall out of the wallstick as part of the kunai hits the ground AND the wall. Avoid this if possible. ||

Corner 50 SP routes

Combo Position Damage Meter Gain Difficulty Notes Video
AA 2B > 5B > j.A > j.AA > j.2AB > dj j.B > j.AB > j.236AB > j.236B~B > j.4D > j.2C Corner 2926 (2668) + 1 Kunai Poison Stack Medium Simple route to pick up at a beginner level. However there are far more efficient routes than this.
AA 2B > 5B > j.A > j.AA > j.2AB > j.D > Land, Super Jump j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3405 (3020) + 2 Kunai Poison Stacks Medium Launch j.D almost immediately after Kunai, and you have enough time to superjump j.B. Do 2366 for an easier time. Notes: The poison damage is lower than 2 whole stacks as the second EX kunai refreshes the old poison ailment before it produces the last tick.
AA 2B > j.A > j.AA > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > (j.2C~)j.2AB > 669 jB > j.AB > j.C > j.236C > j.2C Corner 3512 (3160) + 2 Kunai Poison Stacks Hard My route for 50SP non-CH AA 2B. The time between the 2 EX Flying Kunai allows for 2 full poison stacks. If the opponent is too high up in the air after your 2B, use j.B instead of j.A
CH AA 2B > (dl.) 2C > (dl.) j.C > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.4B~B > j.2AB > 669 jB > j.AB > j.236C > j.2C Corner 3884 (3539) + 2 Kunai Poison Stacks -39 (-36) Hard My route for 50SP CH AA 2B. The time between the 2 EX Flying Kunai allows for 2 full poison stacks. Delay 2C and j.C accordingly to maximize damage by guaranteeing you connect with all j.C hits. You may superjump after the dash instead of normal jump to guarantee C Flying Flash Cut hits.
5B > 5C > 2C > 2AB > 236A > j.2AB > j.D > (Land) 669 j.B > j.AB > Airdash Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > j.2C Corner 3618 (3253) + 2 Kunai Poison Stacks Hard Notes: The poison damage is lower than 2 whole stacks as the second EX kunai refreshes the old poison ailment before it produces the last tick.
j.236A~A (or j.236B~A) > j.4A~A > j.6A~AB > j.2C~j.2B > 669 jB > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3826 (3443) + 1 Kunai Poison Stack Hard 50SP confirm off A Crescent Slash in the corner (facing the corner)
5B > 5C > 2C > 2AB > 236AB > (dl.) j.6A~A > j.4A~A > j.6A~A > j.2C~j.2B > 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6D > (dl.) j.2C Corner 4392 (3944) + 1 Kunai Poison Stack Hard Your most optimal 50SP corner combo off 5B (works with any non A starter with some alterations). Really good damage but requires much practice to be consistent.
j.AB > j.2AB > j.D > (Land) 669 j.B > j.2AB > Airdash j.236B~B > j.4B~B > j.6B~B > j.4D > (dl.) j.2C Corner 3061 (2853) + 2 Kunai Poison Stacks Medium Shorthop j.AB confirm for 50 SP


Navigation

Yosuke Hanamura