Halcyone3 Posted July 10, 2015 Posted July 10, 2015 I seem to be starting to get the gist of it now, thanks . While doing a full roster-wide test to see which characters this was mandatory on I ran into some character-specific niche stuff like that. I thought I'd share in case any of it is useful for the character-specific section: 1- Characters that require a super jump in combos like that previous one: Izayoi, Carl, Valk, Amane, Hakumen, Arakune, Bang, Azrael, and Kagura (Kagura in particular seemed to have the roughest hitbox for this, even a raw 6A > j.2C whiffed in the corner when auto-piloted) 2- Characters that j.4D > d.5C > d.6A > d.5C > 22B whiffs on in the corner (only this particular string, anything else into 22B seems to work fine) Lambda, Tsubaki, Nu 6B > 5D > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.4D > 214D > 66C[2] > 6B > 22 works for 300-400 less damage, but you get to keep 22 oki. The other combo using this in corner is the 5D starter, but it's almost identical, so it's the same concept. 3- Characters that [CH] 5C > 214A > 2B > 6C > 4D > d.214D whiffs on: Terumi, Hazama, Azrael, Noel, Taokaka, Kagura, Bang, and Tager (surprisingly) The best alternate combo I've come up with is [CH] 5C > 5D > d.6B > d.5C > d.6C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.4k/33%] Unless there's another way to still do 214A and change sides again other than that. As an aside, [CR][CH] 5C > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.6k/35%] is more damaging and generates more heat than the combo shown in the OP as a punish on reversal that leave opponent crouching in corner. Though it uses the string that whiffs on group 2 above, so it's not universally better. Hopefully this is useful for someone, if not, well If someone finds something in that list wrong, let me know pls EDIT: added group 3, an actual alternate combo for group 2, and a new [CR][CH] corner combo
Litherain-XIII Posted July 11, 2015 Posted July 11, 2015 2- Characters that j.4D > d.5C > d.6A > d.5C > 22B whiffs on in the corner (only this particular string, anything else into 22B seems to work fine) Lambda, Tsubaki, Nu 6B > 5D > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.4D > 214D > 66C[2] > 6B > 22 works for 300-400 less damage, but you get to keep 22 oki. The other combo using this in corner is the 5D starter, but it's almost identical, so it's the same concept. 3- Characters that [CH] 5C > 214A > 2B > 6C > 4D > d.214D whiffs on: Terumi, Hazama, Azrael, Noel, Taokaka, Kagura, Bang, and Tager (surprisingly) The best alternate combo I've come up with is [CH] 5C > 5D > d.6B > d.5C > d.6C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.4k/33%] Unless there's another way to still do 214A and change sides again other than that. for #2 - a simple solution to this problem against those 3 when comboing in the corner is by adding d.5A at the end of that string before you do 22B ( j.4D > d.5C > d.6A > d.5C ) and it will allow the 22b to connect on them easily. another alternative is to use d.6A to then immediately go into 22B however this method is more so for quick 22B transitions in certain kind of combos that you run into that calls for it. for #3 - assault through works on all said characters you just need to delay the 214D itself in general. some may vary on further delay time like noel for example but it still works on her and tager as well. just practice delaying 214D and you should get the same results without having to completely change the nature of the combo in the corner.
Halcyone3 Posted July 11, 2015 Posted July 11, 2015 for #2 - a simple solution to this problem against those 3 when comboing in the corner is by adding d.5A at the end of that string before you do 22B ( j.4D > d.5C > d.6A > d.5C ) and it will allow the 22b to connect on them easily. another alternative is to use d.6A to then immediately go into 22B however this method is more so for quick 22B transitions in certain kind of combos that you run into that calls for it. for #3 - assault through works on all said characters you just need to delay the 214D itself in general. some may vary on further delay time like noel for example but it still works on her and tager as well. just practice delaying 214D and you should get the same results without having to completely change the nature of the combo in the corner. #2: testing this on the 6B corner combo mentioned in the OP, 22B does indeed connect, but the opponent seems to tech immediately after the first hit of 22B, ignoring the rest of the shots, which makes me miss oki. Am I missing something else here? Maybe my d.5A > 22B transition is not as fast as it should be? #3: With that in mind, i got the hang of it pretty quick, I could do it 9/10 times on those guys right away. Except Tager. I've spent the last 20 minutes or so doing nothing but 5C > 214A > 2B > 6C > 4D > 214D on him with all kinds of delays and I'm still whiffing it. This is driving me up the wall. I'm gonna try and find a vid of it working, maybe seeing the timing will help. Thanks for the info.
dualseeker Posted July 11, 2015 Posted July 11, 2015 #2: testing this on the 6B corner combo mentioned in the OP, 22B does indeed connect, but the opponent seems to tech immediately after the first hit of 22B, ignoring the rest of the shots, which makes me miss oki. Am I missing something else here? Maybe my d.5A > 22B transition is not as fast as it should be? It's probably BB's combo timer telling you "This combo needs to end" as soon as the first 22B hits. I'll test this out myself later today, though.
Litherain-XIII Posted July 11, 2015 Posted July 11, 2015 #2: testing this on the 6B corner combo mentioned in the OP, 22B does indeed connect, but the opponent seems to tech immediately after the first hit of 22B, ignoring the rest of the shots, which makes me miss oki. Am I missing something else here? Maybe my d.5A > 22B transition is not as fast as it should be? #3: With that in mind, i got the hang of it pretty quick, I could do it 9/10 times on those guys right away. Except Tager. I've spent the last 20 minutes or so doing nothing but 5C > 214A > 2B > 6C > 4D > 214D on him with all kinds of delays and I'm still whiffing it. This is driving me up the wall. I'm gonna try and find a vid of it working, maybe seeing the timing will help. Thanks for the info. on #2 - ok here's basically how you can fix it on Nu-13 , lambda , and tsubaki using Luna's combo on them with a slight adjustment : Original - 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 Adjustment version - 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > 22C > 6C(2) > 6B > 22 3.6k / 27 Heat - 3.7k if you max out the 22Bs (dash cancel off the 22C is optional but not required) on #3 - here's an alternative for tager does 5.3k if you want : 5C > 214A > 2B > 6C > 6B > 6D > d.6B > 214D > 665C > 236C > 66C(2) > 6B > 22 EDIT : theres a way to get 5.4k instead with said combo : 5C > 214A > 2B > 6C > delayed 6D > d.6B > 214D > 665C > 236C > 66C > 6B > 4D > 236D > 66C(2) > 6B > 22 EDIT #2 : here's a 5.6k version as well: 5C > 214A > 2B > 5C > sj.C(3) > j.D > d.2D > d.6A > d.5C > d.5B > 236C > 66C > 4D > 214D / 236D > 66C(2) > 6B > 22
Halcyone3 Posted July 12, 2015 Posted July 12, 2015 on #2 - ok here's basically how you can fix it on Nu-13 , lambda , and tsubaki using Luna's combo on them with a slight adjustment : Original - 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 Adjustment version - 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > 22C > 6C(2) > 6B > 22 3.6k / 27 Heat - 3.7k if you max out the 22Bs (dash cancel off the 22C is optional but not required) on #3 - here's an alternative for tager does 5.3k if you want : 5C > 214A > 2B > 6C > 6B > 6D > d.6B > 214D > 665C > 236C > 66C(2) > 6B > 22 EDIT : theres a way to get 5.4k instead with said combo : 5C > 214A > 2B > 6C > delayed 6D > d.6B > 214D > 665C > 236C > 66C > 6B > 4D > 236D > 66C(2) > 6B > 22 EDIT #2 : here's a 5.6k version as well: 5C > 214A > 2B > 5C > sj.C(3) > j.D > d.2D > d.6A > d.5C > d.5B > 236C > 66C > 4D > 214D / 236D > 66C(2) > 6B > 22 j.4D > 22C and d.6B > 214D? Holy crud. I don't know where I got the assumption these weren't a thing. Quite embarrassed actually Thanks for the help
kactaplb Posted July 20, 2015 Posted July 20, 2015 Not sure if this is the right place to ask but new noeler here hoping to get some tips. I can't seem to follow up on pokes so her bnb starters listed above get blocked, ie. 6B, 5D, etc. Also what do I do when her drive combos are blocked? Obviously Im committed, and I try to mixup with 214A or 6D, but it feels too risky for the payoff.
LunaKage Posted July 20, 2015 Author Posted July 20, 2015 Sadly, you hit the nail on the head there. Noel's risk in general is way too high for her payoff. As far as her pokes getting blocked, that's going to happen as well, her 6B is an overhead, and it's pretty slow, so it's easy to react to, and her 5D only combos from 6B or a Counter Hit 5B or 5C. You probably want to start with her grab combos, they are consistent, and also a good place to start with forming a mixup plan with Noel.
Finuve Posted July 23, 2015 Posted July 23, 2015 well, now that evo is over and I'm off persona its back to trying to get these damn extend combos down.
LunaKage Posted August 5, 2015 Author Posted August 5, 2015 Keep the corner after 214A combos:(5C CH) > 214A > 5B > 5C > sj.2C > j.4D > d.6C > d.6A(Whiff) > d.5A(Side swap happens here) > d.5B(Delayed) > d.214D > 5C > 236C > 66C(2) > 6B > 22B, or 6D > Fenrir, or 4D oki. Does 5.8k off of 5C.Against Tager and Izayoi, you need to use 2B > 5C instead of 5B > 5C. Does 5.6k
robot_house Posted August 10, 2015 Posted August 10, 2015 For this normal midscreen combo5B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236Dit seems like some characters get launched too far and/or high by the 66C(2) for the 2D or the following d.6B to hit them. Is this combo supposed to work on everyone and I just mess up the timing? I guess this question also applies to other midscreen combos that have 66C(2) > 2D in them (like the midscreen 5C counter hit combo)
LunaKage Posted August 10, 2015 Author Posted August 10, 2015 It's not a character specific problem, it's a positioning problem. if you hit a max range 5B > 6A into that combo, then everything from 66C on wont connect on a lot of characters. Likewise, if you didn't jump forward before the j.2C, it might be hard to connect the final parts of the combo as well. In order to make sure you land the whole combo, you should always microdash before you 5B, as that will help a lot in putting Noel in the optimum position for the combo.Now, as far as a replacement combo, you can get similar damage, and similar corner carry by doing:5B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236DIn combos that aren't heavily prorated, you can replace the d.236D with d.214D for extra corner carry, and better positioning to capitalize on said corner carry.
robot_house Posted August 11, 2015 Posted August 11, 2015 Ah I figured out what my problem was. I was not doing another short dash after dash cancelling 22BC so I was just going straight into 6C without it. That made me too far away for 2D to hit most of the time. In previous versions of blazblue I've just been so used to doing 3C > 22C~66 > 6C > etc I kinda glossed over that detail in my mind.Btw lunakage that side switch 214A off 5C CH combo is pretty awesome
LunaKage Posted August 11, 2015 Author Posted August 11, 2015 Thanks man.And yeah, the microdash is a must for all of her d.5C > 22BC routes. I always notate a microdash 6C as 66C, since it's much easier on the eyes, and easier to type.
Jimmy_The_Panda Posted August 29, 2015 Posted August 29, 2015 I've been trying to toy with a corner combo I came up with, trying to get the most damage for each situation, but I don't think I'm getting the most. I want the route to be this:[Opponent in Corner]2B > 6A > j2C > j4dAnd what I have so far, to the best of my memory is this:2B > 6A > j2C > j4D > d6B > d5C > d6B > d5C > 236C > 6C (2 hits) > 6C > 4D > d2D > Spring Raid or Fenrir[At 50% health, I believe]2B > 6A > j2C > j4D > d6B > d5C > d6B > d5C > 236C > 6C (2 hits) > ODC > 6C > 6B > 6D > d6B > d5C > d6B > d236D > od Fenrir[At 10% Health]2B > 6A > j2C > j4D > d6B > d5C > d6B > d5C > 236C > 6C (2 hits) > ODC > 6C > 6B > 6D > d6B > d5C > d6B > d236D > 6C > tk od Thor > air dash > FenrirAnd when I first started trying this, I was playing around with this route:2B > 6A > j2C > j4D > 22C > 6C shenanigans... Can any of you help me get more damage, or optimizing this? I want to get enough damage to feel like this combo is actually worth it, because I don't think I'm getting 5k with the overdrive routes. I want to get enough damage to feel like this is worth it both without using heat and with 50% heat. Any help is appreciated, guys!
LunaKage Posted August 29, 2015 Author Posted August 29, 2015 Your combo off of that string in the corner is this:2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C > 5D > d.6A > d.6B > 236C > 6C(2) > 6B > 22or2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C > 5D > d.6A > d.6B > 236C > 6C(2) > 6B > 6D > FenrirFor OD enders you have these:2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C > 5D > d.6A > d.6B > 236C > 6C(2) > OD > OD Fenriror2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C > 5D > d.6A > d.6B > 236C > 6C(2) > OD > OD Thor > 66 > OD Fenrir
LiveWireX Posted September 1, 2015 Posted September 1, 2015 So, I'm having a bit of an issue with some stuff here. After messing around a bit and noticing that B+C>214A>5B/2B>5C>j.2C>j.4D doesn't work on Azrael/Bang/Kagura (even with doing the whole "use 2B if the hitbox is different" thing that I tend to use with some other characters. I tested it on Ragna and Jin to see if it was actually "just me" having input errors, or if it was the hitboxes and had both the 5B and 2B variants work fine on them. With Kagura, I seem to be able to make it work with I believe 2B>6A, but I can't seem to find a variant for Azrael or Bang as trying to do j.B or j.C before the j.2C makes it drop, an sj.2C seems to have Azrael drop out of it. I was wondering if there were some suggested alternatives.Also, when trying to do the "B+C > 2C > 236C > 66C > 4D > d.214D > 66C(2) > 6B > 22" combo (using Ragna as dummy) in the corner, the 4D tends to drop too, and I'm not entirely sure what to do to remedy it.Sure there's other stuff like still adjusting to the dash cancel window after the 22BC since I tend to drop that a bunch, but I'm pretty sure that it's just the sort of thing I'll get a feel for and figure out on my own, since dash cancel 5A after 236A was something I had to get a feel for at first.
Litherain-XIII Posted September 1, 2015 Posted September 1, 2015 (edited) ok Mr. LiveWire. i believe you're having an execution problem in general with all said problems. with the throw combo regarding azrael, kagura and bang all provided ways to do the combo does work on them as i tested them myself. i think the key issue is your execution on doing the super jump j.2C part in general as i find it help full to always input that rather on the fast side of things after 5c on the earliest frame possible. any kind of delay will offset them usually. causing the j.4D to whiff if j.2C hits moderately fast enough or causing j.2C to whiff if done too slow. id say practice on the executing the sj.2C part and that should kill the issue you're having with those 3 characters. i have a little exercise you can use to help practice your execution on that specifically. pick rags as your dummy in training mode and do the following upclose on rags midscreen: 5A > 5A > 5B > 6A > sj.2C > j.4D > 22C > dash cancel > 6C (no microdashing on executing 6C just the dash cancel after 22C) now assuming you do this right, 2 things will happen to indicate you are doing the correct form of sj.2C or you're doing it wrong. if done right then when you get to the 22C part and dash cancel into 6C it should hit the opponent without you having to microdash into the 6C to make up distance because the sj.2C > j.4D part will already put you close enough to not have to microdash 6C. if you did the sj.2C part wrong then once you get to 22C > dash cancel into 6C part it will drop and 6C will whiff because you're not in range which will indicate you didnt execute the sj.2C part fast enough. also when doing sj.2C you wanna always try to do it jumping forward and not just straight up like for example this would be the idealistic input for you to do it consistently imo ~ 23692C~ ( if you're doing 23682C then that may cause some problems with spacing so try adjusting to the 9 direction if you havent yet).ok now for the 2nd part on the corner throw combo with rags, this is also an execution problem on you midcrodashing i think youre not microdashing the 66C > 4D part right. as that usually is wat causes it to drop from what i know. either you didnt microdash the 6C before the 4D or you did 4D too slow. the microdashing takes some time to get down double tapping forward as fast as possible after 236C will help you save height off the ground causing the 4D part to hit more consistently. learning the recovery frame window is helpful so watch out for cues when doing combos it gets some ppl by. now for some alternatives for both situations i addressed:azrael , kagura , bang midscreen alternative - B+C > 214A > 2B > 6C > 5D > d.5C > d.6A > d.5C > d.5B > d.236D 3052 damage / 21 heat gaincorner throw combo on rags - B+C > 2B > 6C > 6B > 4D > 214D > 5C > 236C > 6C(2) > 6B 22BBBBBBBB~ 3.1k ~ 3.2k(max 22B bullets) / 23 heat gain Edited September 1, 2015 by Litherain-XIII
Jimmy_The_Panda Posted September 3, 2015 Posted September 3, 2015 So, after messing around a bit more in training mode (thx for the combos, btw!) I found something nice and thought I'd share it. I'm not sure about the heat gain from this combo, though.[FC] d.6C > d.5C > d.6C > 214A > 5C > j.2C > j.4D > d.6C > d.2D > d.5A > d.5C > 22BC > microdash 6C (2 Hits) > 2D > OD cancel > (slight delay) OD Fenrir[7.2k]I tested it on Jin, since I'm always wailing on him when in training mode.
LiveWireX Posted September 3, 2015 Posted September 3, 2015 Thanks Litherain. You might be right on parts of it, but I do normally do a forward jump afterwards, so I should probably try to TK the jump more as Azrael being above me, backs up what you said. One thing I've always found with Noel ever since original CS is that it's sometimes difficult not to get mashy in trying to get newer Noel stuff you're not used to working, and CPX Noel comes across to me as a version that you have to be a lot more deliberate on with your inputs than even CP/1.1 did. I'll make sure to pay more attention to whether I'm microdashing or not when I go back and check, since that'll let me know if it's just me trying to do it while Chamber Shot's still considered active. Also, I'll try checking on if having 1 or both hits of 2C connect changes anything for the corner combo too, since I wasn't sure and didn't normally do normal throw combos in the corner before trying that one.
Canine Posted September 4, 2015 Posted September 4, 2015 (edited) Some shenanigans off the starter one shouldn't get often at all with the piddly amount of health needed to do it and the scenario in the first one. These can both be started with 49 heat or more.Transcripts and Notes8908-8895 damage, 100 Heat, 10% OD, back to corner, standing opponent - d6C FC>214A>5C>TK j236C~j2C>RC>66>jD>cOD>landing d6D>d623D>5C>5D>d5C>d5D>d6B>d5C>d236D>OD Fenrir.Does not work on anyone who doesn't get hit by 5C after 214A in a fatal combo (off the top of my head, Izayoi, Amane, Tager). Amane and Tager can both be hit with 5B>TK j236C~2C to maintain an ample amount of damage, currently I have no work around for Izayoi too lazy. Does the most damage (8908) with a 7 hit d6C starter, the least (8895 or less) with a 9 or fewer than 6 hit starter respectively.Fenrir must be microdashed for possibly multiple characters (the only one that I'm currently aware of that requires it is Ragna for whatever reason).Will do substantially less damage if regular 6D is inputted instead of d6D upon landing after cOD'd jD.Can do 12 more damage by substituting landing d6D for landing d5D, Rachel (and possibly Tager) Specific.8721-8707 Damage, 100 heat, 10% OD, midscreen to corner, standing opponent - d6C FC>214A>5C>TK j236C~j2C>RC>j4D>cOD>665C>5D>d623D>6C(1)>2D>d5D>d6B>d5C>d236D>OD Fenrir.Still does not work on those who cannot be hit by 5C after 214A in a fatal combo.Does the most damage (8721) off an 8 hit d6C starter, 9 hit is still the least damage.Fenrir must still be microdashed for Ragna and potentially some others.This one I'm not confident in being completely optimal but ideas I have aren't panning out.okay back to lurking as the labdoge I am at times. Edited September 4, 2015 by Canine
MLSTRM Posted October 3, 2015 Posted October 3, 2015 Hey guys, quick question about this combo from the original post:[100%] 6B > 5D > d.5C > d.6C > d.5C > d.6C > d.236D(1) > RC > 214A > 2B > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > Fenrir I'm having issues connecting the last d.6B on some of the cast, it seems to whiff on Jin and Nu, but not on Bang. Is there a good alternate combo route for these characters? I feel like dropping the 6B and going straight into Fenrir works pretty well, but not sure if there's a possible alternative route that gives you more damage than just dropping the 2 moves?
MelodyEmeraldCross Posted October 3, 2015 Posted October 3, 2015 Hey guys, quick question about this combo from the original post:[100%] 6B > 5D > d.5C > d.6C > d.5C > d.6C > d.236D(1) > RC > 214A > 2B > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > Fenrir I'm having issues connecting the last d.6B on some of the cast, it seems to whiff on Jin and Nu, but not on Bang. Is there a good alternate combo route for these characters? I feel like dropping the 6B and going straight into Fenrir works pretty well, but not sure if there's a possible alternative route that gives you more damage than just dropping the 2 moves?What I usually do is ... 6B > 6D > d.6B > d.5C > d.6B > d.5A > Fenrir.Works on Nu and Lambda, Jin, Bang (if you take out the final d.5A for just 50 less damage), Carl (same, take out d.5A), Ragna, Celica, and Izayoi (take out etc).
JDE Posted December 22, 2015 Posted December 22, 2015 I'm having a hard time actually getting down a few combos that will break past 2K. I've been trying the ones with 236A as an extender with a dash in for a follow up, but I'm unable to hit it. When she dashes, is she supposed to be running? Also, the combos that start with any starter going into her 5C > 236C for a run-in combo, I'm unable to hit, too. Is there strict timing? Or does these combos not work anymore>?
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