A.X.I.S. Posted March 3, 2011 Posted March 3, 2011 (edited) This is for CS2 combo's only which are pretty much CS1 combo's for the most part. Hello vets and newcomers this thread was made for the specific purpose of talking about, creating, and learning combo's... soon I'm gonna have the zettaboards combo's listed here in order they are gonna be like this. BnB(bread n butter): for the stuff you should learn ASAP. Heavy damage: the combo's you do to net the most damage. Hit confirms: if you get a random hit and you want to still combo then this will be for you. What is a combo? In Blazblue combo's are any sequence of attacks that is colored red so a basic idea for CS is: 5A>5B>3C. this combo will "red beat" whereas something that combo's blue is not a real combo. another general rule for a combo is: purple grabs...purple grabs in your combo doesn't make it legit, normally a grab will come up green when you do it but say someone is in hit or block stun and you grab them. well they are gonna break that and you lost that combo...exceptions are tech traps. now with that out of the way let this thread spread its combo's. also I will make a FAQ(frequently asked questions) so the new players won't feel lost. also please note when you add a combo post the damage and meter gain too, some combo's are there for meter gain even though all our combo's gives us good meter. This is a more detailed combo list from TagerTime a bro amongst bros. http://www.mediafire.com/?939a4qooh4amnrn Edited August 26, 2011 by A.X.I.S.
A.X.I.S. Posted March 3, 2011 Author Posted March 3, 2011 (edited) FAQ goes here. this will be filled with a few things when I go through the threads. but for now it remains empty. What is a ender A.X.I.S.? Its the attacks you use to end your combo which are:walk 6C > 5Dwalk 6C > J.D2D4D whiff > 4D4D whiff > GFBsledge > GFElbow > GF Any combo that ends with B/Egadget can be replaced with 2D. Axis why use 2D instead of 5D? 2D moves your position and pushes your opponent closer to the corner and when you are doing corner combos with your opponent you should use 2D instead of gadget since you get knock down which is better than gadget. How do you do 623C>whiff 623C? it won't work for the life of me! and sometimes when I do I can't combo! first off to collider whiff your opponent has to be magnetized, next after you hit with collider you input it during colliders recovery and hit C...keep in mind when you do collider whiffs you only need to tap the collider because the magnetism has such a strong pull. How do you do a standing 360? what you want to do to pull off a standing 360 is to spin the stick 270 degrees, not as hard as you think...think of it like this: if your holding back and you want to do a 360 then you start from 4 to 1 to 2 to 3 to 6 to 9 fast...remember to hit the button so your jump is canceled by the move coming out...or you can spin the whole 360, either way blazblue's buffering system will let it come out. I can't combo after 360A/B what am I doing wrong?! Buffer your inputs at the end of the move so it comes out immediately. What does Bgadget Egadget mean? B gadget means B sledge to gadget and E gadget means elbow drop to gadget. This combo isn't working on xx character! why!? hit boxes my friend, every character has a different hit box and thanks to CS Tager has even more character specifics and some combo's won't work unless magnetized like certain combo's with 6A in it. J.C>J.B and J.D>J.2C is not working! it comes out too late or not at all! you have to do the J.C/J.D at the first possible frame you can or they will whiff, also j.D>j.2C works only on magnetized victims. special thanks to leo and maho for this one. correct me if you would see any problems. trying to make this the best guide possible. also any suggested changes will work. Notes: Back throws sends opponent straight up allowing you to combo with 5C/2C etc etc into collider while normal throw sends people sailing through the air. Gadget gives 5 heats...abuse this. 360A leaves your opponent a closer to you now. Special move Key: AC=Atomic Collider SB=Spark Bolt MTW=Magna Tech Wheel TB=Terra Break (follow up to Magna Tech Wheel.) GF=Gadget Finger Edited August 3, 2011 by A.X.I.S.
A.X.I.S. Posted March 3, 2011 Author Posted March 3, 2011 (edited) (5A) 5A > 5B/2B > 3C> GF 5A > 5B/2B > 3C > 5B > 4D5A > 5B/2B > 3C > 2B > 2C > AC > Ender5A > 5B > SB > 5C/2C > AC5A > 5B/2B > 3C > 5C > 6A > AC > 2D (RC/TG only)5A > 5B/2B > 2C > AC > AC whiff > 2B > 6B > 2C > B/Egadget(2A)air CH 2A > 5C/2C > AC > Enderair CH 2A > 5C/2C > AC > 6C > j.2C > 5B > 4D (Near but Facing Away from Corner)air CH 2A > 5C/2C > AC > AC whiff > 2B/6B > 2C > AC > j.C whiff > j.2C > GF/2Dair CH 2A > 5C/2C > AC > AC whiff > MTW > TB > 5C/2C > AC (Can add 5C/2C>AC at the end with proper timing on TB)(5C)5C > 3C > GF5C > 6A > 2C > AC > B/Egadget5C > 6A > 3C > 2B > 2C > AC > B/Egadget5C > 6A > 3C > 5C > 6A > AC > B/Egadget (RC/TG only)5C > 6A > 2C > AC > AC whiff > 2B/6B > 2C > AC > B/Egadget (Magnetized only)(CH 5C)CH 5C > 2DCH 5C > SB > 5C/2C > AC > B/EgadgetCH 5C > 6C > AC> B/EgadgetCH 5C > 6C > AC> j.C whiff > j.B > 5C > AC > B/Egadget/2D (BA, RG, JI [Hard], LI, TG, RC, AR, HK only)CH 5C > 6C > AC> Walk B Sledge > 2B© > AC > B/Egadget/2D (LI, NO, TS[Hard] only)air CH 5C > AC > B/Egadgetair CH 5C > B Sledge > 5C/2C > AC > B/Egadgetair CH 5C > delay 6A > AC > B/Egadgetair CH 5C > AC > AC whiff > 2B/6B > 2C > AC > B/Egadget (Magnetized Only)(Crouching Opponent)5A > 5B > 5C > A Sledge > 2A > 2B > 3C > GF2A > 5C > 6A > A Sledgex2 > 5A > 5B > 3C > GF2A > 2B > 5B > 5C > A Sledge > 2A > 2B > 3C2A > 5C > 6A > A Sledge > 2A > 2C > AC6B > 6C > AC > E/Bgadget2D Combos CH 2D>5C>spark bolt>5C/2C>AC>AC whiff>6B>2C>AC>ender 2D>RC 6A>2C>AC>AC whiff>6B>2C>AC>ender (Bgadget gives exactly 4,000 damage) 2D>RC 6A>2C>AC>AC>AC>MTW for exactly 5,000 damage ^for the 2D RC combo's you do not need meter if you land it on the last active frames on CH 2D>RC 6C>j.2C>2B>2C>AC>AC whiff>6B>2C>AC corner ender. ^Gives 100 or so less damage than the above, but more heat.(Normal Throw)B+C > SB > AC > EnderB+C > SB > 6B > 2C > AC > 4D whiff > GFB+C > 2D > 2B > 2C > AC > AC whiff > 6B > 2C > AC (Corner)B+C > AC > AC whiff > 6B > 2C > AC > 4D > 22D(Back Throw)4B+C > j.2C > 2B > 2C > AC > Ender (RG, NO, TK, TG, AR, BA, LA, HZ, MU, PL, JI, VK only)4B+C > 6B > 2C > AC > Ender (JI, TS, PL, VK [walk a step after throw] only)4B+C > *5C > 6A > 2C > AC > Ender (*5C only for LI, MK, HK)4B+C > j.2C > 5C > 6A > 2C > AC > Ender (RC only)4B+C > 6C > j.2C > 4D (Corner)4B+C > 5C > 2D (Corner)4B+C > j.2C > 5C > 2D (Corner, RC Only)4B+C > AC > AC whiff > 6B > 2C > AC > 4D whiff > *GF (Magnetized Only; *Can replace with Ender)4B+C > 2C > AC > AC whiff > *(6B)2C > AC > 4D whiff > 4D (*6B not needed with VK, RC, AR, BA, TG)(Air Throw)j.B+C > j.2C > 2B > 2C > AC > Enderj.B+C > j.C > 5C > 6A > AC > Enderj.B+C > 2C > AC > AC whiff > 6B > 2C > AC > 4D whiff > GFj.B+C > j.C > 2C > AC > AC whiff > 6B> AC > 4D whiff > GF(Fatal Counter)(Non-Magnetized Fatal Combos) ***NOTE: for 360A/360B combos use 4D whiff>gadget if you used 360A as the starter.FC 6B>5Dxx236A,2A>5C>6A>2Cxx623C,J.D,J2C,2B>2Cxx623C, SB,MTW,22DFC 2C > 5C > 6B > AC > step fwd > j.C > j.2C > 2B > A Sledge > 5C > 6A > AC > Choice of:B/EGadget [3872]6C > 5D [3807]6C > Spark > MTW > TB > GF [5340]SB > MTW > TB > GF [5302] [*]FC 2C > 6B > 2C > AC > step fwd > j.C > j.2C > 2B > A Sledge > 5C > 6A > AC > Choice of: [*]B/EGadget [3906] [*]6C > 5D [3841] [*]6C > Spark > MTW > TB > GF [5374] [*]SB > MTW > TB > GF [5336] [*]FC 2C > 6B > 2C > AC > step fwd > 6B > A Sledge > 5C > 6B > 2C > AC > Choice of: [*]B/EGadget [4003] [*]B Sledge > 4D [3928] [*]6C > 5D [3941] [*]B Sledge > Hammer [3941] [*]SB > 2C > AC [4001] [*]6C > SB > MTW >TB > GF [5433] (Must start combo with back to corner) [*]FC 2C > 5C > 6B > 2C > AC > step fwd > 6B > A Sledge > 5C > 6C > j.2C > 2B > 2C > AC > SB > MTW > TB > GF [5592] (Must start combo with back to corner) [*]FC 2C > 5C > 6B > 2C > AC > step fwd > 6B > A Sledge > 5C > 6B > 2C > AC > Choice of: [*]B/EGadget [4071] [*]B Sledge > 4D [3994] [*]B Sledge > Hammer [4006] [*]6C > 5D [4006] [*]SB > 2C > AC [4061] [*]6C > SB > MTW > TB > GF [5538] (Must start combo with back to corner) (Magnetized Fatal Combos) [*]FC 2C > step fwd > 5C > 6B > 2C > AC > AC whiff > 6B > A Sledge > 5C > 6A > 2C > AC > Choice of: [*]B/EGadget [4022] [*]6C > SB > 2C > AC [*]6C > SB > MTW > TB > GF (Works on all characters except MK) [*]FC 2C > step fwd > 5C > 6B > 2C > AC > j.D > j.2C > 2B > A Sledge > 5C > 6A > 2C > AC > Choice of: [*]4D > GF [4035] [*]SB > 2C > AC [4052] [*]SB > MTW > TB > GF [5505] (Works on all characters except MK) [*]FC 2C > 5C > 6B > 2C > AC > AC whiff > 6B > A Sledge > 5C > 6B > 2C > AC > Choice of: [*]B/EGadget [4071] [*]B Sledge > 4D [3994] [*]B Sledge > Hammer [4006] [*]6C > 5D [4006] [*]SB > 2C > AC [4061] [*]6C > SB > MTW > TB > GF [5538] (RG, HZ, TB, LI Only) [*]FC 2C > step fwd > 6B > 2C > AC > j.D > j.2C > 2B > A Sledge > 5C > 6A > 2C > AC > Choice of: [*]B/EGadget [4006] [*]6C > SB > 2C > AC [*]6C > Spark > MTW > TB > GF [5470] (MK Only) Note: As of CS2 the damage values to these combo's are wrong, will update when CS2 hits console. Edited August 23, 2011 by A.X.I.S.
A.X.I.S. Posted March 3, 2011 Author Posted March 3, 2011 (edited) Special move combos go here now. Sorry Ravage. (Spark Bolt) SB > AC > J.D > J.2C > 2B > 2C > AC > 4D 22D [2896] 34 heatSB > 5C > 6B > 2C > AC > J.D > J.2C > 2B > 2C > AC [3054] 40 heat (no ender)50heat SB > 2C > ACx2 > MTW > GF [3722] (+15 heat before super, GF adds 5)100heat SB > ACx2 > 6B > MTW > Terra > GF [4706] (+15 heat before MTW, GF adds 5) 100/50heat SB > 5C > 6B > 2C > ACx2 > MTW > Terra > GF [4572] (+23 heat before MTW, GF adds 5) [3767] for MTW > GFBsledge combos 236B>5C>6A>2C>AC>ender 236B>5C>6A>3C>22D CH 236B>6A>2C>AC>ender(Atomic Collider)AC > j.C whiff > j.2C > GF [2202]AC > B Sledge > GF [2202]AC > Walk 6C > 5D [2252]AC > Walk 6C > j.D [2262]AC > 2D [2234]AC > AC whiff > MTW > TB (Magnetized only) [6117]AC > AC whiff > 6B > 2C > AC > B/Egadget [3043]AC > AC whiff > 6B > 2C > AC > j.C whiff > j.2C > B/Egadget [3043]AC > AC whiff > 6C > j.2C > 2B > 2C > AC > j.C whiff > j.2C [3298] (360A/B) [*]360B > A Sledge > GF (CA, BA, PL, HK, AR only) [*]360B > 2B > SB > 2C > AC > 4D whiff > GF [*]360B > 2B > 2C > AC > Ender (NO, TK, LI, LA, TG; Works on magnetized VK, TS, HZ) [*]360B > 2B > AC > Ender (RG, JI, MU, LI, MK only) [*]360B > 5B > 2B > AC > Ender (TS and HZ only) [*]360B > 6A > 2C > AC > Ender (RC only) [*]360A/B > 2B > GF (JI and TG only) [*]360A > 5C > RC 5C > AC > 4D whiff > GF (Magnetized RC only) [*]360A/B > 2B > AC > 4D whiff > 4D (Magnetized only) [*]360A/B > A Sledge > 5B > 4D [*]360A/B > *2B > 2C > AC > AC whiff > 6B > 2C > AC > 4D whiff > 4D (*2B not needed after 360B with TG, RC, VK) [*]360A/B > 2C > MTW > 2C > MTW (RC, VK, TG only) [*]360A/B > 2C > MTW > 2C > AC > SB > 5C > MTW > 5C > 4D (RC, VK, TG only) [*]360B > 2B > AC > AC whiff > 6B > 2C > AC > 5C > SB > MTW > TB (Magnetized RG, RC, TK, LI, BA, CA, HK, PL with opponent in corner only) [*]360B > 2B > 2C > AC > AC whiff > 6B > 2C > AC > SB > MTW > TB (Magnetized JI, NO, TG, LA, TS, HZ, MU, MK, VK only) [*]360B > 2B > AC > j.D whiff > j.2C > 2B > 2C > AC > SB > MTW > TB (Magnetized AR only) [*]360B > 2C > AC > AC whiff > 2C > AC > 5C > SB > MTW > TB Hammer combos Mag: 236A>5C>AC>AC whiff>6B>2C>AC>Ender 236A>(wait)5C>6A>AC>AC whiff>6B>2C>AC>Ender (The wait is to let them drop far enough so that 6A doesn't hook them over your head) Unmag: 236A>5C>AC Ender (Can you do a j.B pickup here? Not tested) 236A>5C>6A>AC>Ender And copying from a few pages back, the Hammer CH followps Extreme closeup: -> 236A CH, 6B > 2C > AC, stuff Close and magged:-> 236A CH, 2C > AC, Stuff Close and not magged:-> 236A CH 6C, j.2C, 2B > 2C > AC ender Medium:-> 236A CH 6A > AC, Stuff Far:-> 236A CH 6C > AC, stuff EXTREEEEEME:-> 236A CH, 236B > 5C > 6A > AC, ender (Sorry, no stuff here, proration goes to hell on Bsledge). ^notes. Edited August 27, 2011 by Osuna
shindavid07 Posted March 9, 2011 Posted March 9, 2011 need some help? i was able to play cs2 over at planet zero and was able to get a few stuff on Iron Tager here...he's not bad than i thought he would be...
A.X.I.S. Posted March 14, 2011 Author Posted March 14, 2011 Ok guys the damage values to for these combo's are wrong, notice that the 360A/B combo's are no longer separate? It seems like 360B and A leaves you closer to your opponent than ever before and the hitbox buff to Tagers 2B really shows. I didn't even know 2B and collider was buffed before this video came out. Anyway I am done for now until part 2 comes out.
Manta Posted March 25, 2011 Posted March 25, 2011 "Combos" doesn't have an apostrophe. It's just a plural.
A.X.I.S. Posted May 4, 2011 Author Posted May 4, 2011 "Combos" doesn't have an apostrophe. It's just a plural. I just saw this post just now. I am horrible.
A.X.I.S. Posted May 5, 2011 Author Posted May 5, 2011 (edited) Thanks Sans you helped me a ton. Sans organised the combo thread for us so it doesn't look so messy. Edited May 5, 2011 by A.X.I.S.
TagerTime Posted May 7, 2011 Posted May 7, 2011 (edited) Here is a wordpad document i created with all of CS2 Tagers new and most damaging combos i could come up with in the past few weeks since getting the game. Many CS1 combos do not work the same and needed to be modified. All combos practiced by me on CS2 for the PSP. All combos are listed in the format of main combo followed by a few optional combo enders with corresponding total damage of each combo. i only did main combos that i did not see listed in the Japanese tager combo video and tried not to do any already listed in this thread. Maybe someone else can post and format them for this board. Let me know if you spot a typo or error that i missed or have any questions. Types of combos included: Non Mag Combos Non Mag Spark Combos Non Mag Fatal Combos Non Mag Rapid Combos Counter Hit Combos Magnetized Combos Magnetized Fatal Combos Iron Tager CS2 combos v6.doc updated: made addition to 2D CH combo that was accidentally omitted. Now that CS2 is out for 360 many of you can finally try these combos out. Edited May 17, 2011 by TagerTime made few small edits to the combo list
the.G.man Posted May 11, 2011 Posted May 11, 2011 (edited) Had some free time today, so I thought I'd test out some of the combos listed on the front page. I have the majority done, but I had some problems with a few (changes or problems are noted). http://pastebin.com/N3K9RiY8 I'll keep on 'em and should have the rest (Atomic Collider - Fatal Counter) done by tomorrow. Edited May 11, 2011 by the.G.man
DJ Koopa Posted May 11, 2011 Posted May 11, 2011 Dunno if anyone's noticed this yet, but with a back throw, you can walk and 2B > 2C > AC xx. Haven't tested it thoroughly (only done it on Plat and Jin so far), but I believe it'll work on everyone (possibly not Arakune).
Isorropia Posted May 11, 2011 Posted May 11, 2011 From japanese combo vids it looks like it's better to do backthrow > 6B > 2C > collider. Just better proration, probably helps further down the line too.
TagerTime Posted May 11, 2011 Posted May 11, 2011 (edited) I like Backthrow > j.C > j.D > AC best. if they tech after j.D you get a great reset, if they don't tech you just continue the combo for good damage. plus i'm pretty sure it works on all chars too. Edited May 11, 2011 by TagerTime
Pachbel Posted May 12, 2011 Posted May 12, 2011 Didn't see this under the general tager changes guide, but I haven't been able to cancel 5a into buster all day. Something left out? No more 5a > buster?
the.G.man Posted May 12, 2011 Posted May 12, 2011 I've noticed that too Pachbel. Also, we can't A Sledge > GF after 360B anymore? I haven't been able to pull that off yet. Can you walk forward 2B after 360B now, or am I misreading something in Tager General? I'll finish compiling the damage/heat for the combos from the front page some time today and post it all in a cut-and-paste-friendly format.
lardbucket Posted May 12, 2011 Posted May 12, 2011 I've seen both 5A > buster tick throws as well as 360 A-sledge being pulled off successfully, so I think it's just you guys. Micro-walk 2B is possible, but hard as fuck.
the.G.man Posted May 12, 2011 Posted May 12, 2011 (edited) I've seen both 5A > buster tick throws as well as 360 A-sledge being pulled off successfully, so I think it's just you guys. Yep, bad execution. Got it now. Edited May 12, 2011 by the.G.man
TagerTime Posted May 12, 2011 Posted May 12, 2011 Micro-walk 2B is possible, but hard as fuck. From my experiacne on the psp only: its effortless on makoto and valk(it should have been this easy on everyone ) , easy on mu, lamba, noel, not too hard on hazama and tusbaki, hard with ragna, but extremely hard with jin, litchi and tao:vbang:. i never tried on tager but im guessing its easy as makoto and valk lol. i was hoping this would be alot easier to do on console but sadly it seems like its not.
A.X.I.S. Posted May 12, 2011 Author Posted May 12, 2011 For Jin just do 360>5B>gadget it works only on him. For Litch its not hard at all, haven't tried tao yet. Also the hit stop on moves have been decreased so you may have some problems doing 360s.
Rawr. Posted May 13, 2011 Posted May 13, 2011 I've noticed in CS2 that Jin eats 360A > Gadget Finger with zero effort. I'm still in the lab, but I've found some interesting stuff with 6A. It seems useful to have combos we can do off of a super armor move, I guess I'll start it off. So far all I've gotten is 6A, 3C, 2B, 2C, AC, 236B Gadget Finger. On a side note, what's up with his new forward throw? It blasts them across the whole damn screen.
Fafy Posted May 13, 2011 Posted May 13, 2011 Yeah, it blasts them all the way across the screen, and is practically only comboable if they're already magnetized or you have a spark bolt.
blk_mage Posted May 13, 2011 Posted May 13, 2011 Yeah, it blasts them all the way across the screen, and is practically only comboable if they're already magnetized or you have a spark bolt. Or if they're in a corner.
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