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Posted (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 by A.X.I.S.
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Posted (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 > 5D
  • walk 6C > J.D
  • 2D
  • 4D whiff > 4D
  • 4D whiff > GF
  • Bsledge > GF
  • Elbow > 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 by A.X.I.S.
Posted (edited)

(5A)

  • 5A > 5B/2B > 3C> GF
  • 5A > 5B/2B > 3C > 5B > 4D
  • 5A > 5B/2B > 3C > 2B > 2C > AC > Ender
  • 5A > 5B > SB > 5C/2C > AC
  • 5A > 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 > Ender
    • air 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/2D
    • air 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 > GF
      • 5C > 6A > 2C > AC > B/Egadget
      • 5C > 6A > 3C > 2B > 2C > AC > B/Egadget
      • 5C > 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 > 2D
        • CH 5C > SB > 5C/2C > AC > B/Egadget
        • CH 5C > 6C > AC> B/Egadget
        • CH 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/Egadget
        • air CH 5C > B Sledge > 5C/2C > AC > B/Egadget
        • air CH 5C > delay 6A > AC > B/Egadget
        • air CH 5C > AC > AC whiff > 2B/6B > 2C > AC > B/Egadget (Magnetized Only)

          (Crouching Opponent)
          • 5A > 5B > 5C > A Sledge > 2A > 2B > 3C > GF
          • 2A > 5C > 6A > A Sledgex2 > 5A > 5B > 3C > GF
          • 2A > 2B > 5B > 5C > A Sledge > 2A > 2B > 3C
          • 2A > 5C > 6A > A Sledge > 2A > 2C > AC
          • 6B > 6C > AC > E/Bgadget


            2D 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)
Edited by A.X.I.S.
Posted (edited)

Special move combos go here now.

Sorry Ravage.

(Spark Bolt)

Edited by Osuna
Posted

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...

Posted

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.

  • 2 weeks later...
  • 1 month later...
Posted
"Combos" doesn't have an apostrophe. It's just a plural.

I just saw this post just now.

I am horrible.

Posted (edited)

Thanks Sans you helped me a ton.

Sans organised the combo thread for us so it doesn't look so messy.

Edited by A.X.I.S.
Posted (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 by TagerTime
made few small edits to the combo list
Posted (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 by the.G.man
Posted

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).

Posted

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.

Posted (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 by TagerTime
Posted

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?

Posted

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.

Posted

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.

Posted (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 by the.G.man
Posted
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.

Posted

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.

Posted

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.

Posted

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.

Posted
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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