Pirateyoshi Posted August 4, 2009 Posted August 4, 2009 I feel you there. I don't mind when the occasional combo drops on Carl because his health is so pathetic, but when Bang gets out I feel frustrated because he has like 12000 I think. Not that it matters, both matchups are easy. ;P
Glide Posted August 5, 2009 Posted August 5, 2009 And also, do you personally have any issue with Bang during your 236CC combos? If he has a normal hitbox, I don't see why he should be any different then other characters during this easy combo. I'll second that bang is a little bit harder to vert. drive loop than a few others. Not impossibly hard, but you really gotta be on the game; can't just auto pilot it like you can with rachel or noel.
Sileh Posted August 5, 2009 Posted August 5, 2009 The characters I would play against in training mode would be: Carl: (because of character specific combos) Noel: (Slight bit smaller than Jin so combos that work on her work on Jin/Rachel too, but timing with Noel is tighter. All combos that work on Noel should work with her and any hitbox larger (except some with tager) Any normal character: Bang would be a good choice since people seem to have problems with him. Same combos as with Noel/Jin/Rachel but you can add another drive loop. Tager: Some corner combos go through him. He is so frickin' easy to hit. Turn air tech on, ground tech on, block after first hit.... Go!
Pirateyoshi Posted August 6, 2009 Posted August 6, 2009 I have my combos down pat enough for my 1st ranbat on sunday, I just hope I don't scrub out to opposing pressure.
Nbr44 Posted August 6, 2009 Posted August 6, 2009 Maybe those combos are already known, but I haven't seen them on this topic and never in videos nor battles online, so I'll share what I "discovered". I've been training mostly with throws these last few days and came up with fragile but highly damaging combos. In fact, there is even a way to infinite grab your opponent to death (except that your opponent will most probably break free quickly enough) when you succeed in landing an air throw. Here's what I like to do: 5C CH -> 6C -> 236CC -> 2d~6 -> j.C -> 8d~6 -> j.C -> 8d~6 -> 236BB -> B+C -> 214D -> 44 -> B+C Basically, when you fall from your first air grab, you have to bufferize the 214D which will make you jump immediatly. On most of the cast, you will go past them, hence the 44. Once you're really close, you can grab again. Oh, and it's an air grab too. Therefore, starting from this point, you can rinse and repeat 214D -> 44 -> B+C to grab your opponent until he escapes. The odds of killing him with this combo are pretty low, but you can land a few grabs until he realizes what is happening to him. For example, the combo that I wrote above inflicts more than 6k damage and is quite easily done. You can add much more if your opponent doesn't escape. You can also grab after the 2d~6 in any drive loop, and send another drive loop once your opponent falls back on the ground. There are a lot of possibilities. (FYI, I've tested the 214D->44->B+C on all the characters, and it works well on everyone except Tao, Arakune, Rachel and Carl. For Nu, you have to replace 44 by 66 and it should work well.) My bad for the probably bad english, It's been some time since I last wrote a lot in Englsish. Hope my little contribution will be usefull to someone (and I still hope something like that wasn't already written in this thread, if this is the case then accept my deepest apologies... :p ).
Ronove Posted August 6, 2009 Posted August 6, 2009 Did you test this with the characters' tech activated? I doubt they wouldn't tech away after the first aerial grab...
Nbr44 Posted August 6, 2009 Posted August 6, 2009 Techs were activated (I've always practiced with everything on on this side). I've also tried it online, and my opponent didn't tech but stopped me in one of my grabs. But on this point you are kind of right, this is one "weakness" of this type of combo: you can't do anything else than continue this grab loop because your opponent will tech out of everything else. Meaning once you've begun you can't decide to stop in the middle and start doing a drive loop to snare your opponent longer... Maybe I did something wrong, but I think I did put every defensive options on. I'll check eveyrhting again tonight when I'm back from work.
Sileh Posted August 7, 2009 Posted August 7, 2009 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236a > 2d~8 -> j.d~a -> 8d~6 -> 8d~6 -> j.c -> j.236b -> j.236bbbb This combo is nuts. Just practicing the first part up to the second taunt is a good way to hone your skills with j.2d~b and taunting in combos.
Sileh Posted August 7, 2009 Posted August 7, 2009 Dunno haven't been able to do it yet. Edit: It's on the Combo Bnb thread with this note to it? (not sure ) (4k combo; air combo portion depends on character; do j.d~a -> j.8d -> j.8D~6 -> j.236bb -> j.236bbbb for stability)
RinHara5aki Posted August 7, 2009 Posted August 7, 2009 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236a > 2d~8 -> j.d~a -> 8d~6 -> 8d~6 -> j.c -> j.236b -> j.236bbbb This combo is nuts. Just practicing the first part up to the second taunt is a good way to hone your skills with j.2d~b and taunting in combos. I cringe just looking at it -_0;;
klbklbklb Posted August 7, 2009 Posted August 7, 2009 I'm having trouble doing 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb. I get all the way to the second j.c but when I do 8d~6 Tao always goes over the comp and they tech. I tried delaying the j.c but then they tech and we hit the ground. Help?
RinHara5aki Posted August 7, 2009 Posted August 7, 2009 I'm having trouble doing 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb. I get all the way to the second j.c but when I do 8d~6 Tao always goes over the comp and they tech. I tried delaying the j.c but then they tech and we hit the ground. Help? .....? You're confusing even me XD first of all, you shouldn't be hitting 8d~6, 9d~6 is the way to go. Remember, general rule of thumb with tao drive loops is as she flips, you push j.c. j.d in succession, and you HOLD 9 the ENTIRE TIME.. until 236bb of course XD. Another general rule of thumb is that at a certain height, you CAN'T do 236bb -> j.c -> 9d~6 -> 236bbb~, you'll do 236bb -> j.c -> 6d~6 instead, and it whiffs. You might wanna check out some other combo's. If anything, also, just do this one. (CH) 5b OR 5c -> 6c -> 236cc -> 2d~9 -> j.c -> 9d -> j.c -> 9d -> 236bbbb -> 3d (If you know how to, do 236bb -> 236bbbb instead) Its SIMPLE, its UNIVERSAL (Works on almost ALL characters), and it does craptons of damage (4300~). You might wanna start here. PS:Btw nice avy :3 k-on rawks! >:D
klbklbklb Posted August 7, 2009 Posted August 7, 2009 Yeah I was holding 9d~9, I just copied the combo from the OP since I was too lazy to type it myself haha. But what I meant was that after the second j.c when I do 9d~9 Tao goes over the opponent and completely misses... dunno what I'm doing wrong, was able to do it early this morning.
RinHara5aki Posted August 7, 2009 Posted August 7, 2009 Yeah I was holding 9d~9, I just copied the combo from the OP since I was too lazy to type it myself haha. But what I meant was that after the second j.c when I do 9d~9 Tao goes over the opponent and completely misses... dunno what I'm doing wrong, was able to do it early this morning. Its ok, i get into those whiffs too :P, I was able to do it perfectly the first time, then I keep practicing it and I completely fail XD Sometimes I fail the 9d~6 too. I dont really suggest this, but I mash a little to complete loop combo's. Unless you practice like crazy, You gotta learn the timing, and get used to it. I suggest you check out my thread :P Visual cues help alot, go here and try it yourself :3 http://www.dustloop.com/forums/showthread.php?t=6759
Ronove Posted August 7, 2009 Posted August 7, 2009 Yeah I was holding 9d~9, I just copied the combo from the OP since I was too lazy to type it myself haha. But what I meant was that after the second j.c when I do 9d~9 Tao goes over the opponent and completely misses... dunno what I'm doing wrong, was able to do it early this morning. What character are you trying this on? That could also be a reason. Characters with small hitboxes have a tricky timing when landing the j.c during a drive loop. Anyway, you should be able to get to that second j.c with all of the characters. Just make you sure do the j.c right as Tao's spinning animation has completed, input the j.c and then you can calmly input the following drive move since the j.c does leave the opponent in stun animation for enough time for you to pull off your next move without having to rush the execution.
Tipzntrix Posted August 7, 2009 Posted August 7, 2009 I'm having trouble doing 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb. I get all the way to the second j.c but when I do 8d~6 Tao always goes over the comp and they tech. I tried delaying the j.c but then they tech and we hit the ground. Help? I was wondering how you get: ...2d~6 ->...8d~6 ->...8d~6 ->...8d~6->... I know it's in the original combo, but on the third 8d~6, Taokaka drives forwards instead of up. I thought it was because of the 3 updrive limit?
.otter. Posted August 7, 2009 Posted August 7, 2009 Taokaka drives forwards instead of up. I thought it was because of the 3 updrive limit? This is correct. You can omit one drive and do: 2D~9, j.5C, 9D~9, 236BB, j.5C, 9D~9, 236BBBB
Tipzntrix Posted August 7, 2009 Posted August 7, 2009 I noticed after 214214C (super), as they fall you can follow up with: 6A (2 hits) > 2D. I personally haven't been able to pull out anything past this, but I'm not the be-all end-all of combos. I'm wondering if any of you could possible have success (maybe turn the 2D into 2D~6 and run from there?), or maybe even try 6A (1 hit) > JC > ???
XDest Posted August 7, 2009 Posted August 7, 2009 If you time the 6A (2 hits) correctly, you can do 2D~6 j.C 9D~9 236BBBB I'm pretty sure. But the timing is really strict.
RinHara5aki Posted August 7, 2009 Posted August 7, 2009 I actually got a quick question for Tao players out there. 236bbb~ is a standard among Tao combo's, and sometimes, depending on the combo, it doesn't come out properly, more than often I'll accidentally hit j.b instead. So I went to training and put it on inputs to see what I was doing wrong. to my surprise, my input was PERFECT, it was a perfectly put in 236bbb, but it still came out j.b instead. It must be timing, and its pretty annoying. I've also seen some tao players use a strange 41236bbb~. It seems to cancel out other commands and make the 236bb clear at the end of the combo. True or false?
Sileh Posted August 7, 2009 Posted August 7, 2009 I actually got a quick question for Tao players out there. 236bbb~ is a standard among Tao combo's, and sometimes, depending on the combo, it doesn't come out properly, more than often I'll accidentally hit j.b instead. So I went to training and put it on inputs to see what I was doing wrong. to my surprise, my input was PERFECT, it was a perfectly put in 236bbb, but it still came out j.b instead. It must be timing, and its pretty annoying. I've also seen some tao players use a strange 41236bbb~. It seems to cancel out other commands and make the 236bb clear at the end of the combo. True or false? To Mr. Rin : It's the same thing with timing your j.c after a d~6 drive; if you do it too soon, the input is not recognized because it is so close to the previous input. Too late, and you drop the opponent. But time it right, and you get results. J.2D~B could look perfect on the input, but since the timing is so touchy, it doesn't mean that the correct input is correctly timed. 41236bb; seeing a pattern here? The 41 added on to the 236 is a way for players to get that timing on the 236 down. For these guys, it's easier to time the 236bb by making a half circle rather than doing a direct input for the move. My guess is these guys come from games that require ultra fast input speed to complete moves, so by doin the 41 before 236, it slows their crazy fast combo addled brain down to Blazblue level. In my humble opinion, of course
Shinobi! Posted August 7, 2009 Posted August 7, 2009 Going inbetween 236bb and 236bbb on the way down, I sometimes get j.B too. I followed through with the second 236bbb by actually inputting it slower than before. I actually started doing 236bb j.C 9d 236bbb combos to end it so its not that big a deal to me now.
klbklbklb Posted August 8, 2009 Posted August 8, 2009 I actually got a quick question for Tao players out there. 236bbb~ is a standard among Tao combo's, and sometimes, depending on the combo, it doesn't come out properly, more than often I'll accidentally hit j.b instead. So I went to training and put it on inputs to see what I was doing wrong. to my surprise, my input was PERFECT, it was a perfectly put in 236bbb, but it still came out j.b instead. It must be timing, and its pretty annoying. I've also seen some tao players use a strange 41236bbb~. It seems to cancel out other commands and make the 236bb clear at the end of the combo. True or false? I dunno why but all of a sudden I can do 236bb j.C 9d~9 236bbbb now I can get it 100% on the "big" characters and maybe 1/4th of the time on "small" characters. Good video thread man, helps a lot when doing combos and knowing what they're supposed to look like And for the 236bbb I have a weird habit of spinning the lollipop on the stick when I do 236 motions and somehow my 236bs come out fine. I've never really had a problem with it.
Pirateyoshi Posted August 8, 2009 Posted August 8, 2009 41236BBB is actually what I do for all normal weights to keep the timing just right, Sileh got it exactly right there. However, I find it doesn't help me with any lightweights. :I
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