< Advanced V.G. 2 | Yuka
No edit summary |
m (→Combos) |
||
Line 2: | Line 2: | ||
== Combos == | == Combos == | ||
Yuka's combos revolve primarily around landing | Yuka's combos revolve primarily around landing 4HK, a fairly fast command launcher that gives Yuka her strongest juggle follow ups. Utilising her open-ended air chains means she can get solid damage while giving her enough space to choose an ender based on what she needs at the time. | ||
=== Basic Combos === | === Basic Combos === |
Latest revision as of 10:24, 16 October 2022
Combos
Yuka's combos revolve primarily around landing 4HK, a fairly fast command launcher that gives Yuka her strongest juggle follow ups. Utilising her open-ended air chains means she can get solid damage while giving her enough space to choose an ender based on what she needs at the time.
Basic Combos
(2LK) 2LP 4HK sj.LK>j.HK>j.HP 66HP xx 214HK/623HP (xx 623623P) |
Basic midscreen combo. When performing the 2A 4D link, input 2A as 1A in order to prevent accidental 214HKs.
(2LK) 2LP 4HK sj.LK>j.HK>j.HP cl.HP xx 236LP 623HP (xx 623623P) |
Basic corner combo. Mostly the same as the midscreen combo, but with the 236LP extension after landing.
Throw, 2HK(1) xx 214HK/623HP (xx 623623P/641236K) |
Throw combo. If going for the uppercut ender, input the sequence as 623HK~HP
Situational Combos
j.LK>j.HK>j.HP 66HP xx 214HK/623HP |
Combo after j.LK air-to-air. Also works after air-to-air j.2HK>j.HP.
5LK/2LK xx 236LP xx 214214K/641236K |
For when you manage to catch someone with max range 5LK or 2LK.