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Posted

How often does j.C land 5B 2147C work? I'd imagine the 5B just whiffing or be too far if they crouch (although you could just go straight into overhead if they're turtley after j.C). I could see it working on big guys though.

it hit's crouch people alot, and if there couching then you must have hit with j.C

miso your combo selection is not that great either. like staircase comboing into hotaru, not good,

if you stair case ( j.B jc j.C) try this

j.B >jc >j.C >j.214C >j.B >land >2C >hjc >j.2C

Posted

On the subject of guard crush, you can do:

j.C -> 2c -> gurren -> enma -> renka (2) -> enma -> j.C

For a near guaranteed crush from even libra. It's really surprising how much enma/renka push the bar.

@Miso: Haha, sure. I'm only on during fridays/weekends and maybe thursdays, though. But I'll take you up on it since I could learn from you.

And, ahhh... whatever, here are most of the combos I use. I keep my own file, so it's not something I have to type up anyway. :P

Off Normals

1) 2a x2 -> renka (2) -> Gurren -> 6c

2) 6a CH (on grounded opp.) -> falling.C combo

3) 6a CH (AA) -> 5c -> Gurren -> [6c] or [Kishuu -> 2c -> j.2c -> IAD j.C/2c]. Second to push into corner.

4) 6b CH -> 2c -> j.2c -> j.C/2c. I dislike using mag on 6b.

5) 3c CH -> 2c -> j.2c -> j.C (I'll be phasing this one out)

6) 2/5 b/c CH -> falling.C combo

7) 6c CH -> Shippu

Counters

8) 6c -> shippu or 6c alone.

Specials

9) Renka (1) -> Zan -> Gurren -> 6c or corner variant.

10) Renka (2) -> Gurren -> 6c

11) Hop Hotaru -> [5c -> Gurren -> 6c] or [falling.C]

12) Hop Tsubaki -> 2c -> j.2c -> j.C

13) (Close to the kill or in need of big dmg) [Whatever] -> Shippu -> Kishuu -> [push into corner for loop if possible].

14) (Same as above) Yukikaze -> Kishuu -> [corner loop]

That's most of them, though j.a CH -> 5c -> 2c -> etc. is the only one off my head I haven't listed.

Posted

it hit's crouch people alot, and if there couching then you must have hit with j.C

miso your combo selection is not that great either. like staircase comboing into hotaru, not good,

if you stair case ( j.B jc j.C) try this

j.B >jc >j.C >j.214C >j.B >land >2C >hjc >j.2C

What's wrong with that combo? :x

Posted

here's your revised combo selection

moves you really don't want to combo off of

6A

5A

2A

these move are most commonly better to use for stopping pressure and gaining distance.

5B 623AA jc falling j.C combo

6B 623AA jc falling j.C combo

2B 236A 623AA falling j.C combo

5C 623AA jc falling j.C combo

6C shippu (to mantain pressure 623A cancel)

6C CH 236A 623AA combo

2C air hit hjc j.B jc j.C j.214C j.C land 2C hjc j.2C

3C CH 6B 623AA falling j.C combo

Grab > 236A haku-hop 5B 236A step forward 5C 236A 6C

Back throw same

Back throw close to a corner > 2C loop

Air throw j.C land 2C hjc j.2C airdash j.C

imprav is cool if you land a special but your staple combo is landing a j.C close to the ground

j.C 5C 623AA jc falling j.C combo

hope this helps. check out the zeta broad combo list for combos off of specials.

http://s1.zetaboards.com/blazblue/pages/hakumencombo/

Posted

What's wrong with that combo? :x

hotaru is kinda not a good move to throw late in combo, it's main purpose it to start combos and re positions combos like from air throw

airthrow j.C j.214B jc falling j.C combo

and from a high height, j.214C can be combo-ed so use that instead.

Posted

how the heck is hotaru late in that combo? It was the second move! o_o and 6a-CH-623a~a-loop is pretty good, especially considering you get corner herding and meter gain off of it.

Posted

6A prorates a lot, see what happens if you 6A haku hop grab when they tech and combo, the compare the damage. i'm going to bed, nighty night.

Posted

How the heck would anyone not tech that....

and 6a-623a~a-loop still deals a little over 3k iirc.

i think i know what he's getting at, i'm pretty sure from 6A CH you can do some meterless stuff from it, on CH i use 5C>236A>6C but thats like 2k i think for one meter.

and in the corner loops don't work well, i'll check it out tomorrow.

Posted

yeah I understand. Before I thought comboing off of A/B was taboo with meter, and just did 6a CH - 2c - j.2c - j.2c. However I ended up with too little damage and too many magatamas. (and using high-magatama inefficient combos) Now though, I'll (mildly) capitalize on anything that isn't two pokes in a row, so I'm pretty good with hit confirming off of the first poke, thankfully. and 6a CH - 5c - 623a~a should work normally as if you just did 623a~a, since the 5c stabilizes the position of your opponent into OTG state.

Posted

→A CH > ↓C > hjc > J↓C > air dash > JC > J↓↙←C > landing JB > land > ↓C > hjc > J↓C > air dash > JC / J↓C and on people like Tager and Rachel, if there hyper jumping and setting stuff. ↓C anti air > hjc > J↓C > air dash > JC > J↓↙←B > jc > J↓C 2800 Cause there on the high end of the mag they use. But if I land 6A on a ground opponent, which I kinda do a lot since I pressure with j.C 6A 6B 623AA, I just get closer to my opponent and when they tech I do a green grab or a overhead or a low. Oh, i might do 2A 214B 5A, so i can tech trap if i'm in a corner, with 2C being the first hit of the 2C loop. Btw, i don't think i responded to you slayer, no j.C > 5B > j.2147C doesn't mis because all of it is ground to air cancelling which would look like someone gattling combo-ing. also the benefit is that it's quick, and it leaves you opponent in block stun so if he stops block he'll get hit. It's better than j.C land 41236C because people know thats coming now a days (kinda my fault xD) and it has you in a very vulnerable state due to the start-up. Like in haku fighting stance, chest facing your opponent. (nuts exposed)

Posted

I'm sure it's already known, but there's a tensionless combo you can do off a forward throw in the corner. You guys will probably never use it since its so situational, given: - When you throw, you gain 2/3 of a magatama, so its unlikely you'll be out of them - It only works when your opponent is in the corner - It only works on Jin/Ragna/Noel/Tager Anyway, here it is, B+C - 5A - jump cancel - j.A - j.B - double jump - j.2C - j.C [3128] more useless information -> for Bang/Litchie/V-13, you can pull off a 2a instead of 5A. The most you can get out of it is a tech trap, but since you can't super jump hotaru, you don't have many options. Also Leonil, I started incorporating 5B - tk. Tsubaki into my games lately thanks to you. Dunno why I never used it, its basically the same as Jo's 5K into tk. ensenga :3 Edit: Added the total damage info

Posted

No because 2B is not jump cancel able. Also it's not about making the block low before you JUMP INSTALL the tsubaki it's about do tsubaki safely. also it is peoples natural reaction to block low when you on the ground and react to you being in the air and overheads. So it's a good tool.

Posted

2b will work if you're dash canceling it though, which is best if you don't want to spend additional meter. Which is faster I can't say, though. Probably the 5b - jump cancel

Posted

What meter are you spending out side of the move? And offline you will, quite often be kick out of hop, believe me.

Posted

Stop playing in terribad connections then. off of TK tsubaki you only get 3c. dash cancel gets you 2c, which is good for corner herding. If you have the fortune of already being in the corner you'll get a really good j.2c loop. it was 4.5k last time i checked, but my memory is spotty. Maybe less.

Posted

lol no, you can (3) J↓↙←C > ↘C (4) J↓↙←C > C > ↓↘→A > →C (5) J↓↙←C > C > →↓↘A,A > jc > JC > land > ↓C > hjc > JB > jc > JC (5) J↓↙←C > C > →↓↘A,A > hjc > J↓C > JC > land > ↓C > hjc > J↓C > J↓C > air dash > J↓C > J↓C > J↓C ^ corner combo, skip a J↓C before air dash on Carl, Taokaka and Arakune (5) J↓↙←C > ↓↙←B > ↓C > hjc > J↓C > JC > land > ↓C > hjc > J↓C > J↓C > air dash > J↓C > J↓C > J↓C ^ corner combo, skip a J↓C before air dash on Carl, Taokaka and Arakune (6) J↓↙←C > ↓↙←B > ↓↘→A > ↓C > jc > JB > jc > JC (8) J↓↙←C > C > ↓↘→A > →C > →↘↓↙←→C (8) J↓↙←C > C > →↓↘A,A > jc > JC > land > ↓C > hjc > JB > jc > JC > J↓↙←C or my favorite j.2147C > 2B > 236A > step forward > 5C > 236A > 6C or if your in the corner you can j.2147C 6B 236A 2C variant. EDIT: there also the possibility that you are no tking close enough to the ground.

Posted

Oh. I do the latter except it's air dash j.2c, but sometimes it whiffs, i think it's because launching off of OTG is too low... :o and it has to be dash cancel just throwing that out :P

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