JackG Posted July 9, 2009 Author Posted July 9, 2009 Bursts are weird in this game. If you use an offensive burst, and your opponent blocks, they get guard crushed and the person who bursted gets a free combo. If you use a defensive burst (aka while in hit or block stun) it has no such effect. Also, bursts are faster or slower depending on how much barrier gauge you have when you do it. When you burst with a full barrier gauge, it's only 8 frames, so good luck punishing that. So if for some reason your opponent bursts offensively and you see it coming, countering is your best bet so you don't get guard crushed. EDIT: All the info is here, in terms of what type of burst you get when and what it does. http://s1.zetaboards.com/blazblue/pages/05#barrierburst
Wolfy2032 Posted July 9, 2009 Posted July 9, 2009 If im not mistaken you can counter barrier so if you use the rapid cancel use your parry get a bar back and can punish with a pretty decent combo. I havent been able to test it much but i did a combo on accident last night. Counter > 5c> 41236 C> 236a >6c or Counter > 5c> 236A > 6c I dont know if its character specific but it took a ton of damage out even if you cant get zengetsu out the other 3 hits is sizable and should be doable even if you used all your bars in rapid cancel since you just countered. This is not tested i dont remember how close i was to the corner when it happened but it won me the match.
Luisthepanda Posted July 10, 2009 Posted July 10, 2009 When going for a corner combo, after 214b is it better to do a 5b or a 2c? whats the difference?
ryokoalways Posted July 10, 2009 Posted July 10, 2009 I don't think there is a difference. It's more like back in Feb everyone did 5b. Then they realized they can do 2c. The only difference is that 2c is slower, but that should not be a problem anyways.
Blade Posted July 11, 2009 Posted July 11, 2009 I'm not sure how many people know this or if it's old, but 236A is OTG-able into either 5B or 2C (lol I said 2H at first) in the corner. Jump cancel either for some nice corner stuff. 3C>...236A>2C> or throw>214B>2C> jc>jB>jc>jB>214B>jc>jC>214C This costs about 6 stars but the throw should help, also note 214B has jump install for one jump. If you run out of stars early, you can end it with: 214B>jc>j2C>jC Also since the rule of Haku's move chains is one move per chain, you can link 5B (and other normals) between specials to reset the rule and continue a combo.
4r5 Posted July 11, 2009 Posted July 11, 2009 Off-The-Ground, which isn't really something that BlazBlue has. Being on the ground isn't a separate state, like it was in Guilty Gear and other fighting games.
Kumlekar Posted July 11, 2009 Posted July 11, 2009 oh, ty. I guess all low hits fall under that category in this game.
Blade Posted July 11, 2009 Posted July 11, 2009 Off-The-Ground, which isn't really something that BlazBlue has. Being on the ground isn't a separate state, like it was in Guilty Gear and other fighting games. Didn't know that, um, so what do you call knockdown state in BB, you can relaunch from it and the longer the combo the easier the tech, but...there are a few untechable off-the-ground setups, or at least Haku's 6B has small floor bounce (counterhit), so what do you call it exactly?
ryokoalways Posted July 11, 2009 Posted July 11, 2009 It's still knockdown. It's just that all moves in the game have testaments ex-beast properties (ground relaunch). This isn't important. Call whatever you want, but most people refer to the end of the combo knockdown as "knockdown". In combo it's just continuation, I mean, you don't even need to mention it when typing out a combo or whatever. Nobody says zantetsu into knockdown then 5c. It's just zantetsu > 5c.
Blade Posted July 12, 2009 Posted July 12, 2009 A few things mix in to throws if your willing to take the risk and they don't expect it (just watch out for push-outs): 6A>step>Throw>whatever 5A>Throw>whatever Jump-in jB>Throw>whatever (in air) 214B>jc>Throw>jC as you land? Throws give almost a star and can give you some combo control and direction change if you need to get into a corner. Note that 6BC Throw is easier to combo with, but 4BC Throw gives more meter.
Kumlekar Posted July 12, 2009 Posted July 12, 2009 A few things mix in to throws if your willing to take the risk and they don't expect it (just watch out for push-outs): 6A>step>Throw>whatever 5A>Throw>whatever Jump-in jB>Throw>whatever (in air) 214B>jc>Throw>jC as you land? Throws give almost a star and can give you some combo control and direction change if you need to get into a corner. Note that 6BC Throw is easier to combo with, but 4BC Throw gives more meter. 6A>throw will be pushed out of by any halfway decent player, its just too easy to see coming. While Haku's ground throw does give a nice little 1 star combo, I'd much rather go for somethign bigger if I've got the stun from 6A.
Blade Posted July 12, 2009 Posted July 12, 2009 In any case not many people expect a throw mid-combo from Haku... I think I just found an interesting relauncher, it's situational but check it out: 2147B (TK Firefly) jc into Throw> jB on the way down>2C/5B>jc for relaunch> jB>jc>jB>214B>jc>j2C/jC ender Costs 2-4 stars to set up, 5-7 if you can fit Tsubaki in there somehow. It might be a good surprise combo. Works midscreen too.
Kumlekar Posted July 12, 2009 Posted July 12, 2009 yeah, but they usually catch it the second time. I'm pretty inept at combos, but I do 623AA->9 throw-> j.c->j214C. I know its innefficient, but I'm still trying to memorize other combos.
Admiral Crunch Posted July 12, 2009 Posted July 12, 2009 I really didn't want to ask but I have to. Anyone got any tips on super jump canceling the 2C after landing from delayed jump C. I can do everything else BUT this. Every time jump cancel I always get regular jump. I tried delaying it, it just is too slow then. Shit's pissing me off. Is there some trick to Super Jump Canceling because this combo seems way to easy for me to be struggling with this. It's like it wont let you buffer the d for the super jump after the delayed j.C. It's easy to do off of just 2C but as soon as you add it coming off of a j.C the timing and buffer completely changes. I'm having the same difficulties. Could someone be so kind as to help a newbie out, please?~
oda777 Posted July 12, 2009 Posted July 12, 2009 i find it easiest to after i tap 2c almost instantly tap 2 again and then 9. i find it easier to do on a stick than a pad though, but with practice it should work out alright.
4r5 Posted July 12, 2009 Posted July 12, 2009 Do the j.C late. Do the 2C the moment you touch the ground. Superjump the moment 2C hits. j.2C as soon as your superjump startup ends. It's done like it sounds. About the only trick there is is to take advantage of is advance input, to help time your 2C's and your j.2C's.
Kumlekar Posted July 12, 2009 Posted July 12, 2009 so the input when hitting the ground would e 2C282C? Also, is there any way to combo off of a TKed j.214C? I know I can hit with 3C or 2C afterwards, but I'm wondering about extending it.
Blade Posted July 13, 2009 Posted July 13, 2009 Okay so, situationally I'm having problems with D followups. 5D: I usually just used 6C after the throw but I know I can do better. 2D: Has a slight bounce to it I think but I'm not sure what to follow up with depending on my Star count. 6D: Does no damage obviously, but can punish air TK moves, so about all I do is 6C or sweep 3C. jD: Has zero followups, and even though it's special cancellable, none of the air followups can reach the popup this has. About all I've been able to do is 5B and hope the opponent is dumb enough to tech into it for a free combo. Yukikaze: Eats projectiles fine, and you can crossup with anything including Shippuu. Akumetsu: Obviously rare and hard to pull off (I usually use 2D to initiate it or roll tech), but just mentioning it since it is a counter, it's not immune to projectiles.
JackG Posted July 13, 2009 Author Posted July 13, 2009 Blade, consult the first post for counter combos (0) 6D > 9 > falling j.C > 2C > j.2C > ad > j.2C xN - NOTE: same as 6B counterhit (0) 2D > 66 > 5B > j.2C > ad j.2C xN (4) 2D > 6C > 632146C (4) 5D > 6C > 632146C 5D I was pretty sure nothing hit aside from 6C from midscreen. 2D is similar to 5D in hit properties, but you have a number of options as the untechable time is a bit higher on this as opposed to 5D. You can do 6C super for the unburstable large damage, or if you don't have the stars midscreen you can do dashing 5B into air combo. For either of these if you throw them into the corner next to you, I'm pretty sure you can just do "5D/2D > 2C > j.2C > falling j.C > 2C > sj j.2C > ad j.2C xN". As for 6D, you have tons of untechable time, so you should always be maximizing your damage with a jumpin j.C > 2C > j.2C > ad j.2C xN. You really do have THAT much time to jump in and get a falling j.C (it's basically like Rachel's counterhit 6B or 5C~C, which have tons of hitstun) And keep in mind it puts them in a groundslide state, so a jump in j.C > 2C will indeed pick them up for an air combo. I've never attemped to combo off of j.D, but it's still good for damage/baiting DPs and 6As. I'm finally getting a 360 tomorrow, so hopefully I'll be able to get a lot of training mode in and post more confirmed combos from yours truly.
Luisthepanda Posted July 13, 2009 Posted July 13, 2009 If I land a Tk'd 214c is any follow up possible?
Blade Posted July 13, 2009 Posted July 13, 2009 Depends on how high it is I think. If you TKed Tsubaki, it'll be fairly low, so mostly jB/jA would probably come out fastest on land. If it's blocked it might stay out longer possibly, though you can fit Hotaru in for a surprise DP since the two do link.
Kumlekar Posted July 13, 2009 Posted July 13, 2009 I just asked that luis, which I had a more comprehensive response though. I know that it combos into 2C or 3C, but I don't know if it can be continued from there (the 2C is ridiculously hard to time, 3C is a bit more managable)
Recommended Posts