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Posted

Hello again guys, I'm coming from 3D fighters and I don't know how to combo properly, in 3D you learn the starter the juggle and the ender to finish it, and you always look for the most damaging depending on position, meter, character, etc

The problem is that I don't know how to combo properly, there are to many starters (well, being a 2D almost everything is a starter)

Is there any place where I can see the most damaging combos for each character? I'm using Jin at the moment and in the character section there is a thread with a ton of combos, is there any guide for each character on how to combo properly, explaining when to use the heat, the follow ups, etc?

Not only for Jin, for many characters, I'm still looking for a main, and I will only use Jin if he isn't very overused lol

Thanks ^^

Posted (edited)

http://www.dustloop.com/wiki/index.php?title=Jin_Kisaragi_(BBCSE)

^

This is pretty much the best guide on Jin. Covers near enough everything about the character. Right at the bottom the combo list is colour coded with the gold combos being the most ideal. Have fun! If you need anymore help with the game, picking a character or just wanna bomb some questions. Post back here and I'll get back to you asap.

(I actually just read Jin's Wiki. It's damn good)

Edited by YukiBlue
Posted

That is the same combos that are on the character section xD

I was speaking of some kind of rule to do them, like always wanting to finish with some attack or when to use the meter, etc...

Posted

In general. You would want to end combos with strong Okizeme. You want to be in a better position than your opponent when they are getting up. The Wiki covers this.

I'd personally use meter in a punish combo. Or to make something safe with an RC. But that's just me. Use meter however you see fit.

Posted (edited)

This is quite difficult to explain in BB.

Starters have different proration. Starters like 2A/5A have low proration and you are forced to use a weaker combo (Smaller juggle) instead. High proration moves are usually slow, like for Jin, 6C (Which he can get good damage off).

There are Counter hit combos, just like in 3D fighters - Some moves can only be combo'd from Counter hit. Jin's 6A is an example

Some combos can only be done on Rapid Cancel, or you can use the Rapid Cancel to gain more damage from the combo. A big example is once again Jin's 6A.

There are generally Midscreen combos and Corner combos. The "juggles" in BB vary alot depending on the starters proration and whether it was an air hit, etc. For Jin, it also depends if the opponent is standing or couching.

This is what you should be thinking about at all times during a combo and how you want to end it , etc:

Damage - Usually if you believe you can kill, etc. Trading everything (Meter and Oki) for damage. (Going for double Ice Arrows at the end of the combo, etc [idk if this still works in Extend])

Oki - Oki is important in Blazblue, much more then 3D fighters. Most tend to go for oki in the corner so they can keep their opponent locked down (Example would be ending with a ground Ice Car instead of spending the meter for Ice Arrows or ending in a air combo)

Corner Carry - The corner is important and most matches are decided this way. It can be good to use the best possible combo to get your opponent to the corner. (Jin generally gets good corner carry. Trading jD IAD stuff for 6C Ice Car, etc). This also includes combos that switch sides when your in the corner.

Meter Gain - Not really used that much, but you can use a different combo to gain more meter (Not sure of a Jin example).

Resets - Gimmicky. Jin has a bunch of resets after jD IAD during combos. This involves usually dropping the combo early.

(Burst) Safe - Using a combo that is safe from enemy green burst (I believe Jin's DP loop is somewhat safe against them), using supers and even purple grabs work here.

Everything is very character specific. For instance, Plat has different enders depending on what items she has. She also may try to use a different combo for more item recycling, etc. Tsubaki might change her combo dependent on her charges, Rachel is the same with wind, etc.

This is all I can say since I don't fully understand the question, but yeah - I hope this helps!

Edited by Kujikawa
Posted

I know the combo thread can be intimidating as it covers pretty much every single starter. The problem with the thread is that most combos are essentially the same, just done with different starters. For example, mid-screen, most combos that starts with a freeze are going to look like Freeze starter > [6B/j.2C > j.C] > 66 5B > Sekkajin > 6C > 214C. So for the next iteration, I'll just mention the combo paths instead of listing every single combo possible.

Symm has pretty much covered everything when it comes to combo "rules". The thing about CSE is that there are a ridiculous amount of combos that depend on the starter, positioning, screen positioning, your opponent's stance (standing, crouching, air, CH), and even your opponent's hurt-box. So if we're to cover them all, we'd end with a thread as ridiculously huge as mine lol.

Posted

Thanks a lot for the replys guys ^^

This may be a bit off topic but isn't this game way too offensive? I mean, from small hits you can get huge damage, combined with barrier to avoid anti airs, negative penalty, etc, isn't this game very rushdown?

I like to be ofensive but wow, there is a lot of emphasis on footsies and very little on spacing and blocking, even the reversals are very weak in general andthere is a lot of blockstun, very good frames on block...

Am I mistaken or this is only because I have no idea?

Thanks again xD

Posted

Nope, you're right, this game is very offense based. That's why there are things like Negative Penalty if you run away too much or if you try to push your opponent out all the time with Barrier. However, spacing and blocking are still important aspects of the game. Knowing how to IB > Barrier to push your opponent out, how to look for an escape route through jumps, back dashes, reversals and how to get around your opponents' pokes is essential knowledge. Otherwise you'll just get pressured to death.

Posted
Thanks a lot for the replys guys ^^

This may be a bit off topic but isn't this game way too offensive? I mean, from small hits you can get huge damage, combined with barrier to avoid anti airs, negative penalty, etc, isn't this game very rushdown?

I like to be ofensive but wow, there is a lot of emphasis on footsies and very little on spacing and blocking, even the reversals are very weak in general andthere is a lot of blockstun, very good frames on block...

Am I mistaken or this is only because I have no idea?

Thanks again xD

Np ^^

I am a person that stated with BB and has recently moved onto Tekken. The transition is very strange, everything is thee but works differently.

BB is a fast game and I guess you can call it very offensive. Blocking plays a big part in the game, it saves you from the masses of pressure your opponent imposes on you.

Yeah I believe you have a lot less time to think compared to Tekken, as everyone is flying around the screen doing stuff, I can admit that my footies are not very good in this game.

A lot of this is very character specific. Every character is very different in style, compared to something like Tekken, SC and MK. I can't help you too much on the question though since I'm at the other end (Going 2D to 3D). I'm sure there are some 3D fighter players here that can help you transition into the game more fluently.

Posted (edited)
Thanks a lot for the replys guys ^^

This may be a bit off topic but isn't this game way too offensive? I mean, from small hits you can get huge damage, combined with barrier to avoid anti airs, negative penalty, etc, isn't this game very rushdown?

I like to be ofensive but wow, there is a lot of emphasis on footsies and very little on spacing and blocking, even the reversals are very weak in general andthere is a lot of blockstun, very good frames on block...

Am I mistaken or this is only because I have no idea?

Thanks again xD

You get average damage from small hits. You get big damage by doing the most optimal and most resource spending combo for that starter. It's a pretty good tradeoff.

This game emphasizes the corner, with huge reward for corner carrying. Very few characters can do much mid screen without spending vast resources or getting a counter hit. Getting the foe to block is great and all but forcing or scaring them to the corner is the way to go.

Trust me in the corner you will be blocking a lot.

And, this game is very spacing oriented. That is one of the most important tools in any game. Jin is one of those characters who, in fact, require it. So do litchi, lambda, mu, pretty much everyone except arakune

also, you're on the right path looking at the wiki. Everyone's wiki should be fleshed out by now. If not, characters have their own guides, top player videos, combos, and more in their respective subforums.

Edited by TD
Posted
Np ^^

I am a person that stated with BB and has recently moved onto Tekken. The transition is very strange, everything is thee but works differently.

BB is a fast game and I guess you can call it very offensive. Blocking plays a big part in the game, it saves you from the masses of pressure your opponent imposes on you.

Yeah I believe you have a lot less time to think compared to Tekken, as everyone is flying around the screen doing stuff, I can admit that my footies are not very good in this game.

A lot of this is very character specific. Every character is very different in style, compared to something like Tekken, SC and MK. I can't help you too much on the question though since I'm at the other end (Going 2D to 3D). I'm sure there are some 3D fighter players here that can help you transition into the game more fluently.

I've played Tekken in high level, and the game is awful, I don't recommend you playing it specially if you are good at BB.

After trying some things and looking for info about CP am I mistaken if I say that CP is going to reward more the defensive play?

I like to play offensively but I want variety of playstyles in a game, and I find BB very rush in every char, even Hakumen with magatamas is rushdown lol

I guess that maybe the game doesn't fits me :/

Posted
I've played Tekken in high level, and the game is awful, I don't recommend you playing it specially if you are good at BB.

After trying some things and looking for info about CP am I mistaken if I say that CP is going to reward more the defensive play?

I like to play offensively but I want variety of playstyles in a game, and I find BB very rush in every char, even Hakumen with magatamas is rushdown lol

I guess that maybe the game doesn't fits me :/

Play Bang.

Posted (edited)
I've played Tekken in high level, and the game is awful, I don't recommend you playing it specially if you are good at BB.

After trying some things and looking for info about CP am I mistaken if I say that CP is going to reward more the defensive play?

I like to play offensively but I want variety of playstyles in a game, and I find BB very rush in every char, even Hakumen with magatamas is rushdown lol

I guess that maybe the game doesn't fits me :/

You can do stuff besides just aggressively rushing in all the time. You can definitely play lame, although it depends a lot on the matchup. Mess with carl/litchi/lambda.

I would not recommend bang.

Also, things like spacing and playing defensively properly are still very important and rewarding, but it is just different than in Tekken/other games. You'll understand over time. Also, when fighting players with good reactions who don't panic, the game won't seem drastically in favor of offense in most matchups. Mixup and reward for mixup is just sort of differently designed than in Tekken.

Edited by Mightfo
Posted
I've played Tekken in high level, and the game is awful, I don't recommend you playing it specially if you are good at BB.

After trying some things and looking for info about CP am I mistaken if I say that CP is going to reward more the defensive play?

I like to play offensively but I want variety of playstyles in a game, and I find BB very rush in every char, even Hakumen with magatamas is rushdown lol

I guess that maybe the game doesn't fits me :/

If anything, CP is going to be more fast-paced with the shortened hit-stop on moves and Overdrive. Hakumen can destroy you in a matter of seconds if he has enough Magatamas and his OD. You really don't want to be blocking in these games unless you absolutely have to (you whiffed a move, you're minus on block, you're getting up after getting knocked down, your opponent has better pokes, etc).

Posted
I've played Tekken in high level, and the game is awful, I don't recommend you playing it specially if you are good at BB.

Hmm, I love everything about the game though, so I probably will. I dislike MK and I think competitve Soul Calibur is stupid and I don't know any other 3D Fighters.

Posted
You're probably just awful at the game, just saying

It is possible to be good at a game and think it's awful.

Posted
You're probably just awful at the game, just saying

While I have a positive opinion of Tekken from my little experience with it:

Souji: "BB is a kusoge." I'm not sure of the exact quote but I do believe that he has said some - thing of the sort seriously at some - time.

Posted

I seem to recall Souji hating on BB while he was at NEC, though I couldn't say how serious he was. It's possible to have a low opinion of a game you're good at, but that's really not relevant to the thread.

Posted
I've played Tekken in high level, and the game is awful./

lawl I really doubt you play Tekken at a high level. Online Warriors don't count.

Posted

There isn't really ever "evidence" for the quality of something, or at least not hard evidence. That was just one player's opinion, despite their experience

However, to get this back on topic, if you're still looking for combo's, I'd recommend that you view the wiki's "combo and damage" page and Jin's frame data. That has pretty much the exact workings of the system detailed to read.

One more tip: It's a fine idea to look at different confirming "situations": For instance, if you decide to start offense with 5A, and then another 5A, expecting them to block. If they don't, though, the combo that would usually originate from 5A may simply be too prorated from the fact that the attack is duplicated that the opponent may tech before the combo becomes finished. Therefore, it would be effective to make a different, shorter combo for that occasion.

  • 3 weeks later...
Posted

If you are a newcomer trying to get into the game, then I suggest you only learn three combos starting out:

1.) A midscreen combo you can consistently do that works on standing and crouching characters.

2.) An anti-air/ air confirm combo.

3.) A grab combo.

(You should also learn how to tack on a distortion if you need to kill your opponent.)

Most attacks you land will be able to lead down the same combo path, so you can focus on playing the game instead of worrying about what combo you should be doing whenever you get a hit. As you start to get more skill or become familiar with the game then you can install a corner combo, a Rapid Cancel combo, counter and fatal punish combos, etc. because then you will be fluid enough in your mechanics that you can use more optimal and damaging combos without dropping everything and getting your ass kicked.

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