Leonil_Requiem Posted November 6, 2009 Posted November 6, 2009 it really isn't that no one expects it, it's more along the line of, theres 13 frames to tech green grabs minus what ever amount of input lag there is. which also apply's to the purple grab. And there's always the factor of your opponents skill lv., go to a local tourney and see how well your grabbing fairs. 5/5 is my opinion on qwerty's air mix up tactics though, help me beat my bro in the tourney casuals. i also beat a really nice bang because of the J214B's complete safety.
Sophisticat Posted December 8, 2009 Posted December 8, 2009 Question regarding a certain combo I see JP users often use. Off 5a, they'll often go into j.a/b -> j.2c or something like it. Why? The proration is bound to be bad and you get no advantage other than possibly going into the corner. Is it because it's tensionless? Why do they even use 5a for that matter?
JackG Posted December 8, 2009 Author Posted December 8, 2009 on an aerial opponent 5a > j.a is all you get off of 5a. from j.a, you can actually late gatling into j.b, which of course is jump cancellable. So yeah, that's the most damage you get tensionless (technically j.C would be better at the end, but I guess it's only like 20 damage more or something for a better setup). 5a is used primarily as an anti air if you: a) are being crossed up, not sure which way to 5a b) if you think your 6a is being baited in the air (if they are to, say, IB, falling j.a punish or something) c) did not react fast enough to 6a, so 5a
MadRhetoric Posted December 8, 2009 Posted December 8, 2009 you can actually link to 5C from CH 5A AA but hit-confirming that is a bitch. edit: it only links on CH against an air opponent, I was a little unclear
Sophisticat Posted December 8, 2009 Posted December 8, 2009 I see, thanks a lot for the info. I guess I should use 5a more appropriately now.
Leonil_Requiem Posted December 23, 2009 Posted December 23, 2009 does haku even have crouch specifics be sides 236A 2A xn
Leonil_Requiem Posted December 28, 2009 Posted December 28, 2009 2A 236A 623AA jc falling JC land 2C hjc J2C airdash J2C back to corner back throw > 2C jc J2C JC land 2C jc J2C airdash J2C JC 6B CH > 214214B > 5C > 41236C > 236A > 623AA > tkj.214B > j214C > land > 5C > 41236C > 623AA > tkj.214C > land > repeat 5C----------------------------------------------------------^ when your running out of mugen you can 214B (1hit) shippu, 5C shippu, or 41236C shippu
Blade Posted January 1, 2010 Posted January 1, 2010 Guys I'm having a hard time starting and maintaining airdash combos that go to the corner. Example: 6B(CH), 5C, 236A-623A(dash), 2C, jc , j2C Airdash -- ??? I've seen people go straight into j2C loop with this, but I don't know how as they tech after airdash for me. In addition I'd like to know how many reps you can do and how to maintain the loop.
Slayer Alucard Posted January 1, 2010 Posted January 1, 2010 You're probably doing the second j.2C too slow, just advance input it. Also the j.2C can be repeated up to 3 times in the corner. If you started the loop in corner though, you can do it up to five times if you airdash after the second j.2C on your first jump.
mAc Chaos Posted January 1, 2010 Posted January 1, 2010 I can do [anything] > Gurren (236A) > Kishuu (623A) > 2C > j.2C > airdash > ??? But after the airdash they always tech out before I can do anything else. Also I'm not sure if you have to superjump those jumps or not.
Slayer Alucard Posted January 1, 2010 Posted January 1, 2010 Again, you're just doing the j.2C/j.C after the air dash too slow. Don't wait too long.
mAc Chaos Posted January 1, 2010 Posted January 1, 2010 Yes! I can actually do the corner loop for the first time ever. Not consistently but I can do it like 4/10 times. :0 The hardest part is just making the dash and the j.2C after it come out in time. Still stuck on the normal j.C > 5C > launcher > j.C > 2C deal, they always tech out before 2C... or if I actually hit with 2C, they're so high up that I can't even reach them anymore with my normal jump unless I jump absurdly high with my superjump and hit them before they tech out, which seems impossible...
Slayer Alucard Posted January 1, 2010 Posted January 1, 2010 You mean they tech out before the 2C? That means you're not doing the falling j.C correctly. HJC j.2C isn't that hard, either. Just practice it or something.
Sophisticat Posted January 1, 2010 Posted January 1, 2010 A tip for falling j.C: I time it so I tap C right after Haku's legs finish bending in his jump. You have a bit of wiggle room here, so find the one that fits you best. But for me, that's the one I like. In general, practice doing it as late as possible. Doing it too early lets them tech out. For IAD j.2c, just gotta do it fast. Takes practice is all I can say.
Blade Posted January 2, 2010 Posted January 2, 2010 Alright so, what is 'advanced input' anyway? And assuming I made it to the corner after the airdash and assuming I landed the 2nd j2C ( kishu, 2C hjc j2C airdash j2C then -- ?) what do I need to go into the loop?
JackG Posted January 2, 2010 Author Posted January 2, 2010 advanced input refers to BlazBlue's unique input system where an input can be held and registered for 5 frames in a row. This is useful for reversals and connecting links. To give a better understanding, do dashing j.214C and try to link a 2C afterwards. The timing is tight, but if you hold down+C at the end of you landing from the j.214C you will get a 2C to come out and connect. Just make sure you only hold for 5 frames (which isn't much, but it's nice)
Sophisticat Posted January 2, 2010 Posted January 2, 2010 And assuming I made it to the corner after the airdash and assuming I landed the 2nd j2C ( kishu, 2C hjc j2C airdash j2C then -- ?) what do I need to go into the loop? The loop in question is basically: [Launcher from the corner] -> j.2c -> j.C -> 2c -> sj.2c x2 -> AD j.2c x3. You can assume your combo is the "launcher" here... I'm also assuming the guy won't automatically tech out because you combo'd into it.
MisoSowee Posted January 2, 2010 Posted January 2, 2010 If your launcher is enma then you should skip the first j.2c for more damage. If it's 2c the j.2c is required :o
Leonil_Requiem Posted January 4, 2010 Posted January 4, 2010 Just to throw this out there, every character has a combo limit, for damage and for tech time. for hakumen outside of infinite it's around 12. trying to land certain staple transitions in combo like j.2C airdash j.2C and 623AA jc fall j.C land 2C becomes incredibly difficult if the moves you do before hand accumulate. i always link the falling j.C combo from different starts like 2A 236A 623AA (crouching) 2B 236A 623AA 5B 623A 6B 623A 5C 623A 3C CH mid range away 623AA 6C 236A 623AA j.C 5C 623AA and landing the last j.2C airdash j.2C is very tight, also shoot for j.C , puts you in a better position to tech trap.
mAc Chaos Posted January 6, 2010 Posted January 6, 2010 OK so, I can basically do: j.C > 5C (Or, 5C > launcher) > j.C > 2C > sj > j.2C > IAD > j.2C, and some more j.2Cs if they get in the corner. Now it's just a matter of doing it consistently and streamlessly making it part of my normal game. Thanks for the help guys. :D Slayer and Leonil both pushed me to learn them. It's not over yet though. Is there anything else you can do or tack onto that combo to make it better? My favorite is: (in the corner) grab > renka > 2C > j.2C > falling j.C > 2C > super jump > j.2C xN (although I usually get pushed too far to do it more than once, instead of the usual 2 and then IAD 3) Oh, can I do a j.C loop off grab? Right now if I'm not doing Shippu I do grab (not in the corner) > 236A > 623A > 2C > j.2C > IAD > j.2C.
A.X.I.S. Posted January 6, 2010 Posted January 6, 2010 you can also use 5B instead of 2C, easier to time and you can use it if they are too close to the ground, bad side it does 100 less damage...if its a bad thing anyways.
mAc Chaos Posted January 6, 2010 Posted January 6, 2010 Yeah, I noticed you doing that in our Haku mirror match a ways back. I tried it out. For some reason I like using C more though. It feels more satisfying to smack them with his giant sword than just kick them. CCCCC
Slayer Alucard Posted January 6, 2010 Posted January 6, 2010 OK so, I can basically do: j.C > 5C (Or, 5C > launcher) > j.C > 2C > sj > j.2C > IAD > j.2C, and some more j.2Cs if they get in the corner. What's up with the first part in the combo? j.C>5C>j.C? Wut? Now it's just a matter of doing it consistently and streamlessly making it part of my normal game. Thanks for the help guys. :D Slayer and Leonil both pushed me to learn them. It's not over yet though. Is there anything else you can do or tack onto that combo to make it better? You if you end the falling j.C combo with a j.C, you can do a j.214C into falling j.B (does falling j.C work too? i don't think I ever had enough time for that) into a 2C or 5C>combo. My favorite is: (in the corner) grab > renka > 2C > j.2C > falling j.C > 2C > super jump > j.2C xN (although I usually get pushed too far to do it more than once, instead of the usual 2 and then IAD 3) You could do a late gurren into the loop instead if you don't wanna waste meter... I think. There are times where people can tech during the loop if it's off of corner gurren, I dunno if this one does it. Can someone explain how that works to me? Oh, can I do a j.C loop off grab? Right now if I'm not doing Shippu I do grab (not in the corner) > 236A > 623A > 2C > j.2C > IAD > j.2C. You don't need that extra 623A Btw I do 5B instead of 2C too cause it looks cool
Leonil_Requiem Posted January 6, 2010 Posted January 6, 2010 it's because there's to many hits slayer, i think haku's grab counts as 2 and gurren is another 2, the corner loop gets really tight after 3 hit before teh first 2C in the combo or 5b if you will. but yea, slayer, your on the right track with end the combos with j.C, it puts you closer to your opponent and in a better position to tech trap. for combos like ~ 5C 623AA jc falling j.C land 2C hjc j.2C airdash j.2C everyone knows that when you airdash quick enough you can land j.C , doing this has to many benefits. 1 puts you close enough to your opponent to tech trap and continue to apply pressure 2 close enough to land and hyper jump for another grab 3 or my favorite, a jump installed hotaru. for instant 3500 dam add on combo. oh, and the only time you should j.214C, or the only time i do it is in combos like~ close sweep CH combo 3C CH > 2C > jc > j.B > jc > j.C > j.214C > j.C > land > 2C > hjc > j.2C 2C anti air hit > hjc > j.B > jc > j.C > j.214C > j.C > land > 2C > hjc > j.2C and my Air throw IAD hight air throw > j.C > j.214C > land > 2B or 6B > 236A > step forward > 5C > 236A > 6C or my favorite air throw > j.C > j.214B > jc > falling j.C > land > 2C > hjc > j.2C > air dash > j.C - tech trap step Edit: Slayer you can only land j.C after j.214C from hyper jump hight, other than that, just time the j.B
Blade Posted January 6, 2010 Posted January 6, 2010 So would this work in the corner? 6B (CH), 5C, Gurren, Kishuu, 2C, hjc. j2C x2 airdash j2C x3
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