pochp Posted May 27, 2012 Posted May 27, 2012 old 2a RC combo : 2a 2b 3c RC 6a 5c 6c habacan 6a 6b 5c 6c (2571, builds back 8) new 2a RC combo : 2a 2b 3c RC 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6a 6c (2900, builds back 18) needs to be farther from corner than starting positions though, it carries a lot. doesn't work on bang, mu, carl, and skip the last 6a on arakune. now the fun thing is you get new oki possibilities after this one. you can end with 6c 5d 214d and if they neutral tech in the air they'll be forced to air block the explosion or get reset. No tech gives you a bluebeat combo and free meter, then you go into normal 6c oki. Back aerial tech makes it whiff though. So, instead you can do stuff like 6c 5[d] SoD(4), if they back air tech, you're breaking 2 primers and getting a free approach because of the combined blockstun, neutral tech you might want to release it at level 3, but you still get an opening with laser backup. This combo is imo the new go-to combo for farther than starting positions into 3c RC from a starter that isn't 5b, 5c or 3c.
C0R Posted June 1, 2012 Author Posted June 1, 2012 (edited) Going to start spam posting combos as I test them for optimization. 214d gc > j.c > 5c > 2c > highloop > lowloop > omo > 5199 = 50-50 (new varient) 214d gc > 5c > 6c > SoD~ > 6b > highloop> 2c.otg > SoD > omo = 5976 = 53-50 (most reliable) 214d gc > :2c > 5c > 6c > SoD~ > 6b > highloop > 2cOmo > 5991 = 52-50 (Gold Medal Combo) zzz 5b ch 6b sod 6a triloop (2c.vlow) 2c omo = 6613 53-50 bbb 5c ch sod 6a 6b triloop (2c.vlow) 2c omo = 6611 53-50 j.c ch 6a j.2c 2c otg 5c 6c 6a 6b 5c sod 6a j.2c midloop 2c omo = 6106 50-50 j.c ch 5c 2c 6c 6a 6b 5c sod highloop midloop 2c omo = 6668 54-50 6a(/2c) AA 5c 6c 6a 6b 5c sod highloop midloop 2c omo = 6009(6109) 50-50 midscreen throw 6a > 5c > 6c > habacan > 66a > :6b > (66~) 5c > SoD > 6c > xd > j.2c = 2959 34 Midscreen crouching GC (also works off no-hit crush 214d) - 66~5c 2c 6c sod 6b triloop 2c omo = 6809 53-50 Edited June 7, 2012 by C0R
Zeromus_X Posted June 3, 2012 Posted June 3, 2012 (edited) ^I'm liking that new throw combo, may be best corner carry of a throw so far, plus the low j2C gives some great oki. Btw, double bomb combo also works after a throw; pretty lenient on every character except Carl. Might be a good option for behind the midscreen starting position: Throw > dash 6A > 5C > (: )6C > 5D > 214D > walk (explosion finishes) 6A > 6C > 5D > 214D > 6C > ender (2670, 37 MG, 40 MG w/SoD/j2C enders) Builds a little more meter than just throw > 6A > 6B > dash 6A > j2C > dash 2B > 6A > 6C > 5D > bomb > etc, and looks totally baller. 236D setups will give you even more heat on block, plus you can use the oki options pochp mentioned. Edit: Okay after testing more it looks like the previous behind-midscreen bomb combo off of throw actually gives a bit more damage overall. So only use this combo on chars the other bomb combo is iffy on (or you want to style/use specific oki). Edit edit: Wow so double bomb also works off of...bomb. So you can 214D while you 214D for a mini bomb loop . Just what I wanted since CS2! All midscreen. 214D > (dash/barrier depending on distance) > 6A > 6C > 5D > 214D > walk 6A > 6C > 5D > 214D > 6C... (2804/37 MG) A more optimal, but less practical confirm for neutral would be: 214D > 5C > 2C > 6C > 5D > 214D > walk 6A > 6C > 5D > 214D > 6C... (3052/41 MG). Spacing dependant and you have to hit early enough during the explosion so they don't float too high, making the 6C whiff. 2C > 5C > 6C rebeat also works to confirm with identical damage/heat but you have to hit them even lower to work. 214D guard crush > dash 2C > 5C > 6C > 5D > 214D > walk 6A > 6C > 5D > 214D > 6C ...(3270/39 MG) SoD guard crush: dash 5D 214D > dash 2C > 5C > 6C > 5D > 214D > 6A > 6C > 5D > 214D > 6C...(3288/43 MG) Off a guard crush 2C > 5C >6C is much more stable so you can get a little more damage; dashing 2C 5C 6C after the explosion goes off seems to get the right height every time. Trying to see if I can eke out some more damage with better normals after an SoD crush while still preserving the loop. Combo video material: SoD GC > 4[D] > JCC Gold Burst > walk 6C > 214[D] until they bounce back > dash 5C 6C > 5D > 214D > 6A > 6C > 5D > 214D > 6C... SoD GC > 5[D] > JCC Gold Burst > 214D > dash 2C > 5C > 6C > 5D > 214D > 6A > 6C > 5D > 214D > 6C... Edited June 3, 2012 by Zeromus_X
Zeromus_X Posted June 5, 2012 Posted June 5, 2012 Midscreen crouching GC (also works off no-hit crush 214d) - 66~5c 2c 6c sod 6b triloop 2c omo = 6809 53-50 "Just add Gold Burst" or two for 1-2k more damage (I think this is on the front page?) HAHAHAHAHAHA HAHAHAH. OMG. HAh
Zeromus_X Posted June 12, 2012 Posted June 12, 2012 Easier FC into Gold Burst combo midscreen, starting position to corner: 6C FC > 5[D] > Gold Burst > dash 5C > 5[D] (]D[ hits) > jc jC > j2C > dash 3C (]D[ hits) > SoD > dash 6A > 5C > 2C > jC > j2C > j6D > mid loop > (dash 2B) low loop > ... ...dash 2C > (5C) Omoikane (~8500, 71-74 MG before Omoi) ...2C Yata > (wait for last laser hit) j2C > dash 2C (>5C) or 2C/3C > Omoikane (~9.6k, 80-84 MG before Omoi) Much less execution but doesn't build as much meter due to less charge lasers; need at least 20-24 meter to double super all characters. Omoikane will always be possible for ~8.5k though, so no complaints here. If you want to style you can still do 2D > 214D > j2C > otg Omoikane or 5[D] > j2C > 3C > 214D > j2C > Omoikane as enders after Yata, but the timing is tighter compared to the regular FC combos with charged lasers.
Zeromus_X Posted June 13, 2012 Posted June 13, 2012 (edited) j.c ch 6a j.2c 2c otg 5c 6c 6a 6b 5c sod 6a j.2c midloop 2c omo = 6106 50-50 j.c ch 5c 2c 6c 6a 6b 5c sod highloop midloop 2c omo = 6668 54-50 6a(/2c) AA 5c 6c 6a 6b 5c sod highloop midloop 2c omo = 6009(6109) 50-50 Should there be Habacan after the 6C? Otherwise, I can get these to work great except I have to use low loop at the end of the first jC CH combo. Midscreen airthrow into double bomb, dunno why I didn't think of it before. Airthrow > RC > 2C > 5C > 6C > 5D > 214D > walk 6A > 6C > 5D > 214D > 6C > xD > SoD/j2C (3.9k, builds back 29 meter) compare to airthrow RC 2C 5C 6C 214D(w) dash 6A :6B 5C 6C xD SoD/j2C for 4k but only 20 meter back. jC CH, corner-to-corner (behind start position): jC CH > (dash) 6A > j2C > dash 2C otg > 5C > 6C > 214D (w) > dash 6A > :6B > dash 6A > j2C > dash 2B > 6A > 6C > 5D > 214D > 6C > (xD super) (5622/50 MG) Always builds enough meter for super, derping all day every day. You can use dash ...2B 2C 6C 214D(w)... to do the old CS2 combo on Bang, Noel, and others that 2C otg can be troublesome on. Edited June 13, 2012 by Zeromus_X
Critical-Limit Posted June 17, 2012 Posted June 17, 2012 Is the OP updated to the last version? or should I start reading from a certain page to get up to date combos?
Zeromus_X Posted June 17, 2012 Posted June 17, 2012 Just read from page 33 or so for the newer combos. Most of the ones on the front page are pretty optimal though. If you need any help don't hesitate to ask.
pochp Posted June 19, 2012 Posted June 19, 2012 whee new combos, was kinda due to having update to my previous combo compilation with all the new tech that has come out since. Took some stuff and ideas from this thread and gave credit, but there's some actual new stuff as well. Won't spoil it with notations yet, hope you enjoy : http://www.youtube.com/watch?v=9omQR9fN_iE
Lord Pwnge18 Posted June 19, 2012 Posted June 19, 2012 (edited) whee new combos, was kinda due to having update to my previous combo compilation with all the new tech that has come out since. Took some stuff and ideas from this thread and gave credit, but there's some actual new stuff as well. Won't spoil it with notations yet, hope you enjoy : http://www.youtube.com/watch?v=9omQR9fN_iE > Combos: pochp, C0R, Zeromus_x You guys need to get out of your secret club and start whipping us "commoners" into shape. Oh, but uh, good shit as usual, I'll be grinding these out in training in just a moment. Edited June 19, 2012 by Lord Pwnge18
pochp Posted June 19, 2012 Posted June 19, 2012 I just took the newer combos from this thread and japanese videos, optimized a bit, and added 6b 2c 6c 5d 214d where it worked. So... you're already part of the club, just haven't contributed yet :P If you want to know how to "get into shape", well, I spend a lot of time every week experimenting with various ideas to see what I can find. It doesn't always work though. For example, last week I was trying to find a setup where you place steins, crossup a DP and make it safe. Instead though, I learned that stein wait stein wait DP usually hits opponents who try to punish. Gimmicks!
Zeromus_X Posted June 21, 2012 Posted June 21, 2012 (edited) Been working on my easier execution FC 6C 5[D] Gold Burst combo. Here's one that sacrifices about 400 damage, but can carry nearly corner to corner: 6C FC > 5[D] > Gold Burst > dash 5C ([D] hits) > 5[D] > jc jC > j2C > dash 3C ([D] hits) > IAD jC > j2C > dash 2C > 5C > SoD > (dash) 6A > j2C > j6D > 2B > 5C > 2C > j2C > (2C > super) (~8.1-8.2k, 62 MG) For Bang and Noel, you can use 2B > 5C > SOD > 6A > j2C after the IAD jC > j2C for only about a 100 less damage. If you end up close enough to the corner where you can do a non-dashing 2C > 5C > SoD, instead you can just use 2C > SoD > 6A > 5C > 2C > jC > j2C > j6D... for the high loop for a little more damage. It seems like you have to do the IAD jC pretty early to get on every character (having some trouble getting it consistent against Rachel for example). You also have to be close enough to get the dash 3C to connect. Other than that this can carry from a fair bit behind the player starting position and looks flashy enough. Edited June 21, 2012 by Zeromus_X
Zeromus_X Posted June 23, 2012 Posted June 23, 2012 Bomb combo in corner with same route as the new throw combo, only need 2 meter at start to super: 214D (hit) > 6B > 5C > 2C > :7jC > j2C > 2C otg > 6C > 6D > SoD > walk 6A > j2C > 3C > SoD > Omoikane (4955, 48 MG, use 2C otg > 5C for ender on applicable characters for 5042 dmg) Double super version, requires at least 49 meter: 214D > ... > j2C > 2C otg > 5C > 632146D > j2C > 2C otg > 5C > Omoikane (5631, 51 MG) Won't work on Bang, Noel, Jin, or Arakune it seems. Need to test more, but 5k and practically building the meter for super is almost back to CS2-level bomb damage. Another note about this route for those practicing it, you need to somewhat delay the 7jC. This prevents the problem of them wallbouncing behind you before your SoD connects. However, doing this prevents you from 2C otg-ing some characters it would normally work on like Arakune. Back to the lab.
Critical-Limit Posted June 23, 2012 Posted June 23, 2012 Just read from page 33 or so for the newer combos. Most of the ones on the front page are pretty optimal though. If you need any help don't hesitate to ask. Thanks after my Starcraft 2 practice with my team I'm gonna practice some of these combos. If I'm having huge problems I'll be back, maybe with a video example since it's easier to spot my mistakes that way.
Cryingvoid Posted June 24, 2012 Posted June 24, 2012 Hey guys! Hope you are well! Got my hands on BlazBlue again lately, and just felt like showing you a flashy GC combo I've come up with before: http://www.youtube.com/watch?v=Ovo8x11cIOw&feature=youtu.be FYI: [midscreen, 50% meter required] SOD(lv4)GC > RC > 5[D] > tiny delay > (66) > 6C > 5[D] > forward normal jump cancel (9) > ]D[ > j.C (late) > j.2C (late) > land > 66~ > ]D[ > 6B > (66) > 5C > SOD > 5C > high loop > mid loop > omohi (7157 dmg, heat gain precisely 50%) / (with 100% meter at start) yata > omohi (8271) (dash before 2C > yata required for all steins to hit)
Zeromus_X Posted June 24, 2012 Posted June 24, 2012 (edited) Welcome back void! Sick GC combo. Practicing it, I found you can do double super starting with 82 meter if you do "...mid loop > 2C > 5C > yata > 2D > 214D > j2C > 3C > Omoikane", but not sure if it's universal yet. One thing I like about this route is that even though it uses meter, the 5[D] you set out will let you continue pressure and further harrass their primers even if they barrier the SoD. THERE IS NO ESCAPE Edited June 24, 2012 by Zeromus_X
Cryingvoid Posted June 24, 2012 Posted June 24, 2012 Nice point about 5[D]! They would actually frame trap themselves if they barrier, letting you do another lv4SOD or some sick stuff. About Yata > bomb, I've tried do j.2C > 3C > ]D[ > 214D > omohi, like H.H and yourself did in your videos back then, but I ACCIDENTALLY looked at the damage they add and lost interest. Though, as you rightfully say, it may have meaning in terms of heat gaining.
Zeromus_X Posted July 3, 2012 Posted July 3, 2012 (edited) http://www.youtube.com/watch?v=EJqF_eJK9yc&feature=relmfu I wonder if there's a way to bypass the SMP with our beloved cowgirl. Looking at frame data, she only has 3 moves with repeat prorate (6B, 6C, and SoD). If all four levels of SoD count as separate moves, than that's still only 6. Not like we don't do well more than enough damage as it is anyway. Edited July 3, 2012 by Zeromus_X
bakahyl Posted July 3, 2012 Posted July 3, 2012 I have my doubts that she has any combo's that takes advantage of the 10+ same move proration discovery that was made earlier, because her 6c and SoD's SMP's are very harsh (unlike litchi, noel and hazama, which are mostly around 60 and 70%) and all of her SoD's count as the same move.
someonewhodied Posted November 1, 2012 Posted November 1, 2012 (edited) Random Combo Idea: Midscreen: 3C(CH)>5D>j.2C (Barely works) I have no idea what to do after it or how to use the stein. Any flashy combo ideas with mid-combo laser hits? Here is a mid combo lv2 laser hit: 6C(FC)>5D(2)>j.2C>662B>2C>IAD>j.5C>j.2C>662B>5C>6C>236A>Airgrab Tech Trap or 6C(FC)>5D(2)>j.2C>662B>2C>IAD>j.5C>j.2C>662C>5C>63214C>665C>2C>j.5C>j.2C>2C>632146C Edited November 27, 2012 by someonewhodied
C0R Posted December 17, 2012 Author Posted December 17, 2012 (edited) Random Combo Idea: Midscreen: 3C(CH)>5D>j.2C (Barely works) I have no idea what to do after it or how to use the stein. Any flashy combo ideas with mid-combo laser hits? This corner varient has been around for a while: 3c CH > 6d > SoD > 6a > 2c > }{ > j.2c > j.5d > 2b > 5c > 2c > j.2c Though keep in mind that summoning steins off big CH's, especially in extend, is a huge loss of damage. Here's the optimal combo off 3c midscreen with no meter or stein prerequisites. [TABLE=CLASS: GRID, ALIGN:LEFT] Combo Condition Notation Damage Heat Stein Change Midscreen CH 3c > 2c > 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~2c > 9j.c > j.2c > j.6d > 66~2b > 5c > }{ > j.2c > 66~2c > 5c > Omohikane 6387 +52-50 [x]+1 [/table] Oh, and let me know what you guys think of the new combo tables I'm testing out. = 6846(7746)/56-50(61-100) 2(0) Steins Edited December 17, 2012 by C0R
Critical-Limit Posted February 23, 2013 Posted February 23, 2013 I'm a bit new at trying to get good at this game and the lingo. I know the numbers are numpad related. So 66=Dash right? what is the colon for on :6b j. = jump? what would be the lingo for the down-up super jump then? again sorry if I'm asking a dumb question.
pochp Posted March 4, 2013 Posted March 4, 2013 66 = Dash colon means delay before inputting. it's not a common notation though j.* just means "in the air", generally you can figure out when to jump based on the context, but usually the first "j.*" after some ground normals indicates that you're supposed to jump. super jump is notated as "sj.*" (* can be replaced by any move) Some notations are explained in the first post of this thread, others are considered more general and are explained in the wiki, but if you have any other questions don't be afraid to ask.
Critical-Limit Posted March 7, 2013 Posted March 7, 2013 (edited) 66 = Dash colon means delay before inputting. it's not a common notation though j.* just means "in the air", generally you can figure out when to jump based on the context, but usually the first "j.*" after some ground normals indicates that you're supposed to jump. super jump is notated as "sj.*" (* can be replaced by any move) Some notations are explained in the first post of this thread, others are considered more general and are explained in the wiki, but if you have any other questions don't be afraid to ask. Thanks that explains a lot. I got some pretty decent corner combos. but i'm lacking in midscreen combos. Need to know max damage off of low and her overheads. The only combo's I've been landing is combos off of 6A, 1C, 6C, and her grab. I can combo off a raw j.2C I know once Chrono phantasma comes out, things will be changed. But I think trying to practice pretty hard in this game will carry over atleast a little. EDIt what's CH mean? Edited March 7, 2013 by Critical-Limit
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now