seyu Posted May 19, 2011 Posted May 19, 2011 So did anyone figure the 2A>6.6k combo out yet? Till now i could only find the 6.1K. What i do is: 2A>5B>PF1>2>66>2D>66>2C>214B~D>66>214A~D>5D>66>2C>214B~B>dj>j3D>2366A~D>214A~D>PF this does about 6.1K. I left out 6A after 214A~D to save some proration(its got 89% according to frame data) and 5CC or 5C>6C after 5B for the same reason. Any pointers?
Blubba_Pinecone Posted May 19, 2011 Posted May 19, 2011 ok, so i got premiere pro recently but hadn't had a chance yet to get familiar with the workflow/gui, so had some fun figuring that out while making a vid for anyone having trouble with 214a~d > 6a. http://www.youtube.com/watch?v=tNIgklqtiVM there ya go, miles.
OmniSScythe Posted May 19, 2011 Posted May 19, 2011 So did anyone figure the 2A>6.6k combo out yet? Till now i could only find the 6.1K. What i do is: 2A>5B>PF1>2>66>2D>66>2C>214B~D>66>214A~D>5D>66>2C>214B~B>dj>j3D>2366A~D>214A~D>PF this does about 6.1K. I left out 6A after 214A~D to save some proration(its got 89% according to frame data) and 5CC or 5C>6C after 5B for the same reason. Any pointers? Turns out the combo I did must had BBS 1 hit in there or something since the max regular is 6.1k. However, I wanted to make 2A hit that under the same conditions meaning no BBS and no gold burst. Now I've actually succeeded but you'll need the timing of the gods to pull it off. Seriously, near the end you'll have to time j.D at first possible frame for level 3, not THAT hard but right after you'll have to wave dash PF before he can tech then land level 3 and then land another frame 1 level 3 in order to make sure you break 6.6k.
Crosell Posted May 20, 2011 Posted May 20, 2011 What about option selects. I know they aren't a big deal in BB, but are they any for Makoto that I should be aware of?
OmniSScythe Posted May 20, 2011 Posted May 20, 2011 OS 2B >5B/block: which is 2B after 5D and if it whiffs you'll block and if hits you'll just do less damage lol. (sorry nini but parry doesn't work that well anymore) OS Parry: During a cross up input back then forward and you'll either parry or block the cross up. And of course, PF after any huge damage starter connecting like 2C or 5CC, baits any possible burst and if they don't... well they still die.
Exciel Posted May 20, 2011 Posted May 20, 2011 (edited) A couple simple ones. SF style OS footsie OS: 5B2C. If playing footsies and get CH 5B you'll cancel into 2C and can go for combo. If 5B whiffs, nothing comes out. Can substitute 2C for 6C if necessary too. Auto 6C hitconfirm OS: 5C6C. In the situation where a ...6C 214B etc. combo is necessary, when throwing out a 5CC instead input 5C6C. On block 5CC comes out, on hit 5C 6C comes out. example: an opponent is over anticipating overhead and not blocking low, 2AA 5B 2B (hits) 5C6C 214B etc. j.C -> j.B/j.CC OS: j.CB~C. I don't really have a use for this but it does exist. When throwing out j.C randomly, follow up with B~C. On hit/block you cancel into the better j.B but on whiff it cancels to j.CC. Ghetto air tech shenanigans? OS Tager Backstep PF punish: Dash in 5A 26265B~D. Does work on other characters but for what it's worth, should probably be only tried on a backdash happy Tager. Even then beware of IB 720. If he gets hit/blocks 5A then 5B will come out. If he backstepped, PF will come out and you can pretty much always get the punish if it's level 2 or the quickest level 3 possible. 3S style Parry OS: 46~BC. The old 3rd Strike parry tech OS. Pretty straightforward, can catch wake up dp's and tech throws for free. 5A Throw Trap OS: 5A B~C/C~B. This one's godlike. Other characters can do it too so long as you have a 5A that whiffs crouch so it also doesn't work against Hakumen or Tager. If 5A hits/blocked, 5A cancels into 5B or 5C depending on your input. If 5A whiffs (because your opponent is crouching), will instead kara throw. This beats stuff like wake up jump, wake up throw, wake up OS tech, wake up cat chair, etc. But of course loses to wake up dp qq And there's always the old Jayoku OS style PF OS. Should be well known by now but in any case, 214214ABD in corner after a correctly timed coroner upper or another downer. If they tech roll behind you, PF comes out, if they tech any other way, you barrier. This is also sort of an OS too. After a good timed corona upper, 2B2626D really fast. If they didn't tech then 2B should hit and cancel into PF but if they do tech then 2B whiffs if you did it fast enough. Edited May 20, 2011 by Exciel
RoK the Reaper Posted May 20, 2011 Posted May 20, 2011 Thanks for answering my fucking question forum, lots of help you guys are.
OmniSScythe Posted May 20, 2011 Posted May 20, 2011 Uhh, you're welcome! Seriously though, if no one responded to your post then either restate your question or move on. No need to get immature about it.
seyu Posted May 20, 2011 Posted May 20, 2011 Turns out the combo I did must had BBS 1 hit in there or something since the max regular is 6.1k. However, I wanted to make 2A hit that under the same conditions meaning no BBS and no gold burst. Now I've actually succeeded but you'll need the timing of the gods to pull it off. Seriously, near the end you'll have to time j.D at first possible frame for level 3, not THAT hard but right after you'll have to wave dash PF before he can tech then land level 3 and then land another frame 1 level 3 in order to make sure you break 6.6k. thanks for the info, but wavedash? Is that possible in BB? If so then i mustve completely missed it ._.
Blubba_Pinecone Posted May 20, 2011 Posted May 20, 2011 thanks for the info, but wavedash? Is that possible in BB? If so then i mustve completely missed it ._. I think he means like, 2362366d, or 66 236236d. Just getting the slide with PF.
seyu Posted May 20, 2011 Posted May 20, 2011 Okay thats doable:) I was worried there for a secXD Thanks
Crosell Posted May 20, 2011 Posted May 20, 2011 Thanks for answering my fucking question forum, lots of help you guys are. Read the earlier stuff, Omni has already stated he has gotten 6.6k off of a 2a.
OmniSScythe Posted May 20, 2011 Posted May 20, 2011 Okay thats doable:) I was worried there for a secXD Thanks Almost forgot to post the combo. lol 2A > PF(3)(3) > 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > delay 5CC > j.CB > jc j.D > 66 2362366D(3)(3)(3)
seyu Posted May 20, 2011 Posted May 20, 2011 God ill break my fingers trying to do this>_> still thanks for the full notation:D
Yukikaze Posted May 20, 2011 Posted May 20, 2011 (edited) Is it only after 214B-D and certain height DPs I can use 236A for oki? Is there any block string it can be used at the end of, or is it too slow now? Another thing im 90% sure Iv landed a counter hit 2C and it wasnt a Fatal. (IS that possible? bug? online bs?) Edited May 20, 2011 by Yukikaze
milesw Posted May 20, 2011 Posted May 20, 2011 Thanks for answering my fucking question forum, lots of help you guys are. Go to Blazblue.com then.
St1ckBuG Posted May 20, 2011 Posted May 20, 2011 Thanks for answering my fucking question forum, lots of help you guys are. Seriously? Didn't know I was required to answer every question posted on these forums... thanks for letting me know though, I didn't want to get in trouble for not helping out everyone! It's probably the same route as CS1: 2A > 5CC > 5D > full combo theory D route (maybe cutting out 214AD and a 2C) > air combo ender instead of oki. The reason a lot of people probably dodged/missed your question is because: 1). Max damage 2A combos usually require a harder hitconfirm (regardless if the combo needs meter or not), so a lot of people would rather do an easy hitconfirm > easy combo filler > oki, rather then try to squeeze out a couple hundred more points of damage. 2). Not many people go into training mode to figure out this kind of stuff, so there's probably only 1 or 2 people who could actually answer your question accurately. God forbid they missed your post. BTW, being a dick on these boards is a good way for people to just flat out ignore your posts in the future. Makoto boards are VERY helpful, so if not getting your question answered once was enough to piss you off, then you need to go over to the Lambda forum where they fight about combo notation. Next time instead of telling us 'thanks for the fucking help' you should just re-quote your question in a new post just incase people missed it.
seyu Posted May 20, 2011 Posted May 20, 2011 Okay i know its not going to help if i answer someone whos that childish about this stuff, but it may help others, too. The standart combo i do is: 2A>5B>5CC>6BC>5D>66>2C>214B~D>66>2C>2D>jD>66>236A~D>214A~D>5B>6A>sj>jCB>dj>jCB>623C~D this one goes for 3784 or a little more complicated (214B~B>dj>jD and 2D are interchangable in this combo): 2A>5CC>5D>66>2C>214B~D>66>2C>214B~B>dj>jD>66>2C>2D>236A~D>214A~D>5CC>sj>jCB>dj>jCB>623C~D this one does 3816 i usually do 214B~B>dj>jD first because i find it easier to catch them with 236A after 2D than to 2366A after 214B~B>jD, but thats just me. in the end its not really worth it imo, so i usually do the easier combo into oki.
HIGEKING42 Posted May 20, 2011 Posted May 20, 2011 thank you stickbug so i just delay jb then do 236 when falling the do 6-a
Rorshock520 Posted May 20, 2011 Posted May 20, 2011 Makoto boards are VERY helpful. This. Seriously. I've asked endless amounts of the noobiest questions and the people here always help me! @RoK perhaps people just missed your post?
St1ckBuG Posted May 20, 2011 Posted May 20, 2011 thank you stickbug so i just delay jb then do 236 when falling the do 6-a Yeah. Just start inputting all of it at a height so that it's one swift motion. There are no pauses with the 2366~A input. You want to be inputting the 6~A as soon as you hit the ground.
RoK the Reaper Posted May 20, 2011 Posted May 20, 2011 (edited) Thanks for answering! I've always find that if at first you don't succeed.. be a douche and you're nearly guaranteed to get attention. =D But if those do that much damage, then I prefer the combo that I've made then. Even though it does between 50-150 less damage than those two, it's supremely easier to pull off because you do not have to do the 2366 A in order to do that orb. Though, the only problem is that you have a possibility not to know which side they may land on because of the 214A~D (3). So, I'll try out that combo that does slightly more damage and see how that works for me. I just am still iffy on the timing required for the 2366A after the dj.D (3). Edited May 20, 2011 by RoK the Reaper
Yukikaze Posted May 20, 2011 Posted May 20, 2011 After the DP relaunch combos I can never get the JD to hit. Should it be 7 or 9D or does it need to start with a CH? Im doing 5B>5C>6C>214B-A-B> 9 wait JB> wait 623C-D>5B>6A>9B>8D
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