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Posted

Well 6a floats a lot on air hit, so you have more time than you think for the 236a to hit, even if you cancel it later.

 

Off a air hit like j.b, j.c, assuming you have all your options, I usually just do j.b, j.c, 2d, jc, j.c, j2c, 6a, 4b, 5cc; this was also the combo I used when i first started confirming air hits.  But that's not max damage.  There's a bunch of options off an air hit, j.b, j.c, jc, j.c, j.236a with no wind for example, but gotta be wary of how high they are in the air.  j.c counter hit on the other hand, is the most godly air starter i can think of.  You have like 5 seconds to land, jump confirm, and start your air combo stuff like, j.c ch, land, j.c, j.2d, jc, j.c, j.2d, 6a, 4b, 5cc or whatever better combo you have.  

 

Of of 6a ch, you can go into:

1. 5b, j.c, j.2d, jc, j.c, j.2d, 6a, 4b, 5cc.

2.5b, j.c, j.2d, 5b, 6a, 236a, 3c, 214c, 6a, 4b, 5cc (character specific) 

3. 5b, 6a, 236a, 3c, 214c, 6a, 4b, 6cc (character specific, and also height dependant)

 

So microdashing, as far as I know, is just inputing a dash and cancelling it early into a normal.  Since if you dash and don't cancel it, the dash will go a fixed distance, so microdashing is just using the forward momentum of the dash, but cancelling it before the dash ends naturally.  If the 3c is whiffing, you're either doing it to late, or the character is just funky.  I've had a lot of situations where I would try and microdash 3c combo Taokaka and either 3c wouldn't hit, or 214c would whiff.  

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Posted

My method for the corner 5b 5c iris route is to delay the 236a a lot then let them fall as low as possible before doing 5b. It's worth noting that you can use this route from j.b fuzzy starter if you have a pole out.

The actual reason for using this combo is to get double oki (pumpkin+frog).

 

You can also do some midscreen combos from iris starter, or using an iris if a pole is set and you land a normal starter move:

(5b 5c) iris 5b 6a (max delay) 236a 3c 214c 6a 4b 5cc

 

For air to ground combos:

 

At low heights you can just do (j.b) j.c 2d 5b 6a 236a 3c 214c 6a 4b 5cc for a normal anti-air style combo

 

At medium heights you can do j.b j.[c] j.c (slight delay) 2d 6a 4b 6a delay 236a 3c 214c 5cc

 

At heights up to superjump you can do j.b j.c 2d JC j.c (delay depending on how high you are. the more delay the further it brings them towards the ground) 2d 6a 4b 5b 6a 236a 3c 214c 5cc

^If you mess up and they are too high after 4b, omit 5b and just go directly into 6a delay 236a.

 

For the microdash combo, it just takes a lot of practice. It's pretty strict but you can make it muscle memory with enough repetition.

Posted

if you always want double oki in the corner outside of s starter, you can always get it. it requires the pole, OR you can have another wind and go the 5b 6ad 5b route in the corner. it's a little more difficult and not entirely necessary because lol pumpkin oki, but if you really want that double oki for whatever reason...

 

I would help but it seems you guys have everything covered here. oh well, until next time.. *disappears*

Posted

I've also seen N-O do

j.a j.b 5b 5cc 214b 5b 6a 236a 3c 214a,

but by that time pumpkin has floated a ways forward and up, and you don't have time to move forward or back at all before the 5b.

  • 2 weeks later...
Posted

I'm sure this is covered but what combos are people doing for bang? its so frustrating trying to combo him into a knock down in the corner

Posted

Just to clarify, the path TD lists works from short starters, whereas the path Ame lists is better, but only works from normal or better starters.

Posted

thanks fellow players comboing this character who already is super strong in this match-up has not been kool, Also mid screen im simply doing cse combos on him because they still work on him but are there other combos people suggest midscreen off 6a counter or frog starter?

Posted

6a anti-air counter:

6a dash 5b 6a 236a dash 3c 214c dash 6a 4b dash 5cc

 

frog starter:

(frog hits) (dash) 5b 6a 236a dash 3c 214c dash 6a 4b dash 5cc

 

 

edit: realized you meant for bang

 

midscreen frog starter on Bang:

(frog hits) 5b 6a 4b dash 5b 6a delay 236a 3c 214c 5cc

Posted

sorry but whats a cse combo?

 

question about the corner rod setup combo for BBL.

 

i see people do things like

 

frog hit, 5cc > 5b? (sometimes i see it omitted?) > jc > j236a > 3d > 5b > jc > j236a > 2d > then i forget what comes after but i think its 5b 6a 4b 6a BBL? or i think you can maybe get away with a third rod by doing 5b 6a 236a 6a 4b 6a BBL? that might be too many moves...

but my question is, is that the correct combo? AND does it require the frog to counter hit? I keep trying this and after the first j236a 3d my training dummy always techs out...

same thing for version where you don't jump but setup rods:

frog hit, 5cc > 5b > 6a > 236b > wind (i forget the direction but i think its 2) > 5b > 6a > 236a > 6a > 4b > 6a > BBL

after the 236b wind my training dummy techs out.

 

also how do you know which one to do? is there some kind of condition or do both the standing version and the version where you jump twice work fine?

 

also the 6a anti-air counter combo soniti mentioned you can do the samething off a jc counter right? just do the 5b when you land?

if the jc doesn't counter i noticed players having to use like 2 wind meter just bring the oponent down to combo. like jc 2d jc jc 2d 5a/6b etc... is that all we can do is burn 2 wind meter to get a full combo off?

 

Thank you for your help and advice

Posted

oh sorry one more question about the combo/blockstring:

 

5b/5a 9 2ad jb 5b 5cc

and

5b/5a 9 2ad jb jb ja jc 5b 5cc

 

when I do this both in the corner and mid screen, the second hit on my 5cc whiffs unless i use wind again. but when high level players do it, it hits without them using a second wind meter. are they sneaking a dash in when they land? are they doing 2ad jb dash 5b 5cc? or is my technique just bad?

Posted

I can answer your cse question, continumm shift extend normal combos that involve j.2c spike combos. Technically her old combos from cs2 to extend still work on bang every single time which is what I been doing midscreen. Or I can just do 5b>6a>4b>dash>5cc. The normal combos that you do on other characters involving 5b>6a>236+a do not work on bang midscreen, and they only work off him on great starters in the corner.

 

 

Edit: for some reason today they are working but I swear that combo use to hit him very oddly but for some reason it is actually working off him on 6a counter hits.

Posted

oh sorry one more question about the combo/blockstring:

 

5b/5a 9 2ad jb 5b 5cc

and

5b/5a 9 2ad jb jb ja jc 5b 5cc

 

when I do this both in the corner and mid screen, the second hit on my 5cc whiffs unless i use wind again. but when high level players do it, it hits without them using a second wind meter. are they sneaking a dash in when they land? are they doing 2ad jb dash 5b 5cc? or is my technique just bad?

 

Yes. That combo route uses microdash 5B on landing. It's a good practice to use dash 5B after landing from any air normal that combos into 5B, because, as you surmised, it allows 5CC to combo without wind.

Posted

thank you! yeah definitely seems to be the case. Easier said than done though out of an endless amount of tries i was able to do it a very small percentage successfully. Any tips on the timing? I tried several things:

 

pianoing the 2ad b part so that i have as much time as possible before i land to sneak the 66 in.

trying to do the 66 input really fast after the 5b but this ends up making me do a 6b more often than not or just messes up my input more than anything.

 

i have a bad feeling that this has more to do with my misunderstanding of inputs and/or micro dashing. my midscreen 5b 6a 236a dash 3c iris success rate suffers too.

Posted

does anyone have any tips for the BBL rod setup in the corner?

 

i usually see

 

(5b) jc j236a 2/3d (repeat a second time)

(5b) jc j236a 2/3d 5b 6a 236a

5b 6a 236b 2/3d 5b 6a 236a

 

im not even getting passed the first lobelia before my training dummy techs out. Anyone know some common mistakes that people make when trying to execute this? other players make this look so easy

Posted

For the blockstring 5a/5b jump cancel(9) j.2a+d, I don't piano it or anything special. I just practiced it until it became muscle memory. Jumping in BlazBlue has startup so you don't have to make it to the 2 position instantly. I don't have any tricks for the microdash after, but try to make it muscle memory on hitconfirm of j.a. If you fail it, you have to spend wind vs some characters to fix it.

 

 

This is about your first two routes, as I don't really use the 3rd one.

 

Regarding using 2d/3d, on some characters (Litchi comes to mind) you cannot use 3d and must use 2d both times. On most of the cast, you can use 3d for the first rep and 2d for the second one. The purpose of using 3d is to position the pole closer to the corner so it hits fully during your BBL for more damage. The 3d route is generally considered harder and needs delay on the wind, so I'd recommend learning how to do the combo with 2d x 2 first.

 

 

As far as tips to do the actual combo, after the j.236a, delaying the wind will bring the opponent down further, so if you happen to be high in the air (say, from an air-to-air starter) you will need to delay it a decent amount. You almost always want to delay it at least a little bit.

For getting the 5b to combo after the lobelia, you need to do it ASAP after landing. I hold 5b after landing to use BlazBlue's 3 frame input repeat mechanic, making it a 3 frame link.

Posted

thank you thats exactly the kind of advice i was looking for, i wasnt sure what the difference was between 2d and 3d so thank you for clarifying that.

ive been trying to use the wind IMMEDIATELY after the j236a thinking that any kind of delay would mess it up but looks like my thinking was backwards. I will try delaying it a bit when i try next time.

 

I see, i honestly didnt know you could hold the input down like that? are there any other times you use the holding method for your inputs? ill have to try that.

Posted

For the 3rd route, you 2d after the 236b hits.  I used to practice a route similar to this, but i don't use it much.  If you wind to early, they hit the ground before you recover, and if you do it too late they tech before you recover.  So just wait for the lobelia to hit, and then wind.  IF that was your problem, not sure what else could be the issue.

Posted

thanks for your help ive been practicing the rod setup mentioned previously and have some followup comments/questions

 

is it always possible to get all 3 rods if you are starting from scratch? or do you have to settle for 2 sometimes?

 

what is the point of doing the 5b jc j236a 2d on the second go-through, because its not 3d the lobel seems to land too far away from the corner for it to do damage during BBL or iris for that matter.

 

I noticed that N-O often skips the initial 5b, i see him do frog-hit 5cc then goes straight into jc, how is he doing that and why? when I try it the jc goes right over the oponent

 

for this setups using 5b 6a j236b 2d, since  apparently people don't use it, does it mean you can take whatever route you want (like the jc j236a 2x route) as long as you do it right? or does it depend on the character your facing? does anyone have a list on which routes work on which chars?

Posted

The 2nd 5b, j.c, j.236a, 2d, makes it so the character your comboing is low enough to the ground that you can finish the combo.  If you keep doing 3d, the character will end up being to high to continue comboing reliably.  

 

Well if you delay the 5cc enough after the frog, the opponent should get wall splatted pretty high allowing you to hit them with j.c.  This could make it easier to land combos on certain characters than on others, Kokonoe being the first to come to mind.  5b, 5cc, into 5b, j.c, j.236a doesn't work on Koko, cause she's pretty small so the j.c whiffs, and she techs out.  I don't know of any list of what combo routes work on what characters and what not, but that's something you can find out on your own in training mode.

  • 4 weeks later...
Posted

Can you break throws if you're grabbed at the tail end of a wind tech, or does that fact that you pressed/ are holding D get you throw countered?

Posted

Wind is a free action during neutral and recovery of both the "just did a move" and "waking up" kind (but not hitstun/blockstun). It never puts you in counterhit state.

You can still tech throws after a wind tech.

Posted

How exactly does the vortexing on Rachel's 3c work now?  Is it something like the more times 3c hit the move vortexes in?  Cause in this video ( http://www.youtube.com/watch?v=Cr-jAMN589s&t=4m40s )at time 4:40, Zero does 1 hit of 3c then cancels into frog and Amane doesn't seem to get pulled in.  Bug?  One time thing?  IDK so any answers would be pretty sweet I guess.  

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