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Posted
No, not if it resets.

I know it does, because hit stun on 3D is very short.

You can combo it if you rush it though.

Just thoughts on it being a decent high/low based on playing real matches not against the CPU lol.

Gotcha, I'll try it out. Feels good in training though.

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Posted
Was this against people who actually block the late airdash j.B?

If they blocked the 2A, my guess is they'd get hit by the j.B version instead. lol.

three out of the four are very familiar with the Carl matchup and block the late airdash j.B

I like the mixup though. Will have to play with it more.

Posted

I do this off 6]D[, 8-Jump.

Depending on the height of the airdash ou can cross-up J.2C, First side J.B or GlideToss 2A for the low.

Posted

For the timing of the 3D, late air dash rest. Is it 2B, 5C, ]3D[.......or 2B, ]3D[, 5C? I've been doing the latter, I think maybe I've been doing the 3]D[ to early.

Posted

I think the same here.. still 15 hits and then be able to perfomr a UB.... nice.

Posted

What do you guys think about stuff like......

5A, 2A, 5B, 6B, 6D, 5A, 5B, 6B, combo ends, JB, 3D, JC, JB....stuff.

5A, 2A, 5B, 6B, 6D, 5A, 5B, 6B, combo ends, JB, 4D, jump to other side, B vivace, combo.

Anyone use strings like this?

EDIT: There's also an UB in there with, JB, JC, 2D, JB, 2B.

Posted

Yeah, they're great and everything, but char specific, so just be careful.

Also, crouching combos ruin this.

Posted

If you ever find yourself doing a blockstring on an aerial opponent close to the ground, letting them land during blockstun gives you a fuzzy guard setup (example: do 5B, opponent regular or barrier blocks in the air, do j.B as opponent lands. They'll be in standing position). Obviously this isn't something you would generally aim to get, but if the situation arises, it's nice to know.

What do you guys think about stuff like......

5A, 2A, 5B, 6B, 6D, 5A, 5B, 6B, combo ends, JB, 3D, JC, JB....stuff.

5A, 2A, 5B, 6B, 6D, 5A, 5B, 6B, combo ends, JB, 4D, jump to other side, B vivace, combo.

Anyone use strings like this?

EDIT: There's also an UB in there with, JB, JC, 2D, JB, 2B.

Does not work. Crouching causes the j.B to whiff in every situation.

Posted

And there's no reason for them not to be crouching. There is absolutely no reason for the j.B to connect against an opponent who is trying to block, which makes this useless.

  • 1 month later...
Posted

Okay guys I'm almost done. Most of the stuff I have isn't new. They're from the combo/reset vids that we've seen. I've come up with like 4 new resets after examining some of the resets that I'm currently transcribing from the vids. Hopefully I can find more. I'll will post the finished version tonight, or early tomorrow morning. Thanks to Kyle for getting me back on track, haha.

Posted (edited)

PART 1

PART 2

PART 3

PART 4

RESETS

- NOC

5B 3B]D[ 6B jump(9) 44 j.2C Allecan > combo

VID

- NOC

2A 5A 5B 6B (late)6D (late)6C j.2C]D[ j.C land 66

VID (starts at 1m27s)

- Rhapsody Reset NOC

Get the combo count to 9, input rhapsody of memories, walk up and do 3 j.2C allecans, vivace A/B

VID

- NOC

5B 6B j.B 3]D[ j.C j.B 8(jump) j.C > combo

VID (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto)

- NOC

5B 2B 6B 3D vivaceA IAD j.2C allecan > combo

VID

Resets taken from BBCS Carl/Arakune combo movie – Shuffle

RESETS

- NOC, 50 heat required

5B 6B j.B j.C j.2C Rhapsody 7(jump) > combo

VID (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto) Reset is ambiguous cause since carl is right on top his opponents head it can be hard to know exactly what side he’s on.

- NOC

5B 6B 6D 8(jump) j.C > combo

VID

- NOC

5B 6B 6D 8(jump) j.44 j.2C allecan > combo

VID

Resets and Strategies taken from BBCS Carl Combo Video Ambivalent World

RESETS

- NOC, 50 heat required

5B 2B 5C 6D j.C RC j.66 j.B j.C > combo

VID (Only works on characters with a tall crouching vertical hitbox. Bang, tager, hakumen, and a couple others I can’t remember. Will have to test and correct later.)

- NOC, Rhapsody reset, 50 heat required

Get the combo count to 9 hits and input rhapsody. Get close and start charging 6C at a hit count of 13. You want the fully charged 6C to be the 17th hit. After it hits, get another fully charged 6C. Your opponent will recover in time to block the last hit of rhapsody, but they won’t be able to block the fully charged 6C

VID

- NOC

5B 6B j.B j.A (using nirvana to push opp towards you) j.B 5B 6B 6D vivaceA > combo

VID

(This only works on certain characters because of hit box problems. I found a universal version that is posted below)

- NOC

5B 6B (j.B + 3]D[) {slight delay} j.C > combo

VID (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto)

(This is easier to do on jin, hakumen, tager, and hazama. (j.B + 3]D[) means right after j.B you have to release 3D so that they are, in theory, almost done at the same time. For those who might have trouble, the way I do it is after j(9).B I immediately put my analog at 3 and release D)

For characters that need a wall to do the 5B 6B j.B loop (litchi, lambda, noel, mu):

5B 6B (j.4B + 3]D[) slight delay j.C > combo

(The j.4B is so that nirvana pushes them back, and you’ll need to release 3D immediately after that. Be careful you can break your stick while doing this version cause of the quick shift from 4 to 3)

- NOC

5B 6B j.B j.C 2D j.B 3C > combo

VID (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto)

CORNER RESETS

- Wall-ONC

5B 2B 41236D 5C IAD kara-fall j.A (slight delay) j.B > combo

VID

- Wall-ONC

5B (2B 6B)/6B j.3C]D[ (slight delay) j.C > combo

VID

Different vairiation

5B (2B 6B)/6B j.3C]D[ (slight delay) j.66 j.B j.C > combo

VID

- Wall-ONC, 100 heat required

End a corner combo with 2D – Gear super – RC – j.B+C (if throw is teched) – j.66 – j.A mash – 8D

VID

STRATEGIES

- Hazama specific, nirvana needs to be close to hazama, must have access to a burst

When caught in a hazama bnb, wait until he does 623D, which is the ouroboros that pulls you in from the air and slams you on the wall. When it connects, burst and input anima, 63214D. If nirvana is close enough she’ll grab him and you’ll recover in time to combo. It’s a throw counter, so it’s untechable.

VID

- Jin specific, nirvana needs to be close to jin, must have access to a burst

If you get hit by jin’s D DP, burst and input anima, 63214D. If nirvana is close enough she’ll grab him before the second hit connects, and you’ll recover in time to combo. It’s a throw counter, so it’s untechable.

VID

- Litchi specific, nirvana must be close to litchi, must have access to a burs.

When caught in a litchi bnb, wait until you see itsuu (any version of itsuu), and depending on how close she is to nirvana you can use either fuoco (41236D) or anima (63214D)

VID

Itsuu is a burst bait move, so be careful.

Resets I came up with after examining the ones above. Unfortunately I don’t have a capture device so no video demonstration

1.

- NOC

5B 6B j.B j.A (using nirvana to push opp towards you) j.B 5B 6B 6D vivaceA > combo

VID

(This only works on certain characters because of hit box problems. I found a universal version that is posted below)

Universal version:

- NOC

5B 6B (using nirvana to push your opp. closer to you) j.B (slight delay) j.C 5B 6B 6D vivaceA > combo

With nirvana pressing heavily on your opponent, after the j.B and during the slight delay, she’ll push them a little bit forward. The j.C won’t combo because of the slight delay, and your opponent will be crossed up with j.C. (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto)

2. NOC

5B 6B j.B j.C 2]D[ j.2C (2D hits) 66/vivaceA > combo

After j.2C carl will bounce to the other side, and if your opponent doesn’t change their direction of block then….If you land in front of nirvana all you have to do is dash, 66. Behind her, then use vivace A. (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto)

- Ambiguous version

5B 6B j.B j.C 2]D[ j.2C (wait till carl is right above opp. head) j.allegretto > combo

Similar to the first one, but with allegretto. When you do j.allegretto right on top your opponents head it can be hard to know exactly which side carl is on, the left or right. Sometimes they get crossed up and have to change their direction of block, and sometimes they don’t. Hence why it’s ambiguous. (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto)

3. NOC

5B 6B j.4B]D[ (slight delay) j.C > combo

This acts as an unblockable. A quick low, first hit of 4D, and a high, j.C, in succession. If they attempt to block j.C you’ll get a combo starter with 4D and a basic 4D walk back a bit 66 5C sjc j.B dj.2C…2 hit 8D fermata is 5.3K, or you could do the 5C j.2B]D[ combo if you like. If they want to block the first hit of 4D, they'll get hit by j.C, be crouching, the 2nd hit of 4D will whiff and they'll still be in sandwich. It can be hard to tell which one to block cause they hit so close to each other.

COMBO VIDS

BBCS Carl Tutorial

BBCS Carl/Arakune combo movie – Shuffle

BBCS Carl Combo Video Ambivalent World

Blazblue CS High-fired Combo Carl Course

Edited by soujiro seta
Posted (edited)

Made an edit

3. NOC

5B 6B j.4B]D[ (slight delay) j.C > combo

This acts as an unblockable. A quick low, first hit of 4D, and a high, j.C, in succession. If they attempt to block j.C you’ll get a combo starter with 4D and a basic 4D walk back a bit 66 5C sjc j.B dj.2C…2 hit 8D fermata is 5.3K, or you could do the 5C j.2B]D[ combo if you like. If they want to block the first hit of 4D, they'll get hit by j.C, be crouching, the 2nd hit of 4D will whiff and they'll still be in sandwich.. It can be hard to tell which one to block cause they hit so close to each other.

Also took out the "j.C hits first part", they hit so close to each other it can be hard to tell which one actually connects first at times.

Edited by soujiro seta
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