Celerity Posted November 8, 2013 Posted November 8, 2013 Air Route: (nothing works on Noel midscreen) j.BAC - Universally applicable. Works midscreen on everyone who isn't named Noel. Hardest timing. Works at further range than any other route. I'm not sure about everything else, but j.BAC does work on Noel midscreen and corner. She's the character who I practice on because she's the most difficult.
Tari Posted November 8, 2013 Posted November 8, 2013 (edited) I'm not sure about everything else, but j.BAC does work on Noel midscreen and corner. She's the character who I practice on because she's the most difficult. It works midscreen? I haven't had any luck midscreen, I'll have to test it again. It does work in the corner, though. Edit: I'll edit the previous post in the meantime, though. I was pretty unsure about the Noel thing, so I asked about it earlier but got no responses. ...aaaaand, tested. Got it to work. Noel just catches really low to the ground. Looks pretty weird. It may only work on her off of a 2B > 5C launcher, didn't test 2A > 5C, but that launches a little lower. Edited November 8, 2013 by Tari
crimsonstardust Posted November 9, 2013 Posted November 9, 2013 Ok for the life of me, I can not do the j.BAC loop, is this done off of a super jump of a regular jump? I've tried both but I haven't gotten much luck with it. Cause I've tried delaying jB and they tech out, tried delaying jA and jC but they tech out before jC or I'm still to high in the air to hit 5A, anyone tips on this and whose a good character to start practicing on?
Celerity Posted November 9, 2013 Posted November 9, 2013 Ok for the life of me, I can not do the j.BAC loop, is this done off of a super jump of a regular jump? I've tried both but I haven't gotten much luck with it. Cause I've tried delaying jB and they tech out, tried delaying jA and jC but they tech out before jC or I'm still to high in the air to hit 5A, anyone tips on this and whose a good character to start practicing on? It's 5C > sj > instant j.B > (delay) j.A > (slightly shorter delay) j.C. The most important thing is that the super jump and j.B must be instantaneous, otherwise the rest of the combo has no chance of working. As far as practicing it, I recommend Noel, since she's the most difficult and her timing works for the entire cast I think, Carl and Rachel might be little different. After practicing on Noel I can hit it on other characters no problem.
crimsonstardust Posted November 9, 2013 Posted November 9, 2013 Ok still having problems with it but I'm getting there, I figured other people are gonna have trouble with jBAC also, took awhile to record but I thought a reference video could be helpful to anyone trying to do it too, sorry for the low quality. ^^; http://www.youtube.com/watch?v=PPpDk8_j27A
Tari Posted November 9, 2013 Posted November 9, 2013 Edited the combo route post to mention super jumping, sorry about that. There are occasions where you won't have to super jump, but off of the 236B > 214A > 2B/2A > 5C route, it's always a super jump.
Flubsy Posted November 9, 2013 Author Posted November 9, 2013 Great contributions everyone so far! @Tari: I added your relaunch post into the combos in the first post so people don't need to scrounge through the thread now that we're a page past the post.
Tari Posted November 10, 2013 Posted November 10, 2013 (edited) Great contributions everyone so far! @Tari: I added your relaunch post into the combos in the first post so people don't need to scrounge through the thread now that we're a page past the post. Might wanna mention somewhere in that post that the relaunch info follows (N Starter) > C move > 236B > 214A > launcher > air route > ender. Also, just want to point out that the double relaunch is possible from (N Starter) > 5C > 236B or just (C Move) > 236B as well, it's just harder to do and you have to end with sj.C instead of sj.B > jc j.C etc. Here's some random other character-specific excerpts from my notes: (GA Mode) ...236C > 6D > 214B > 5C > 236B > 214A > 2C > 6C > sj.B > j.C > jc j.B > j.C > j.236C > j.D - character specific combo route that adds midscreen damage, but loses a little corner carry. Only works on Platinum, Relius, and Nu. Untested on Kagura and Kokonoe, because I don't have them. (GA Mode, Overdrive) 236236C > 214D > 236B > 214A > 2C > (delay) 236C > etc. - 2C pickup works on all but 7 characters. It doesn't work on Azrael, Izayoi, Amane, Arakune, Carl, Valkenhayn, and Bang. Unsure about Kagura and Kokonoe, again. Does anyone have a high damage fatal combo for GA mode 3C? Wondering if my combos are close to optimal damage or not. :/ I'm getting a little over 5k in the corner and nearly 4.9k midscreen without supers. Edited November 10, 2013 by Tari
Celerity Posted November 10, 2013 Posted November 10, 2013 Does anyone have a high damage fatal combo for GA mode 3C? Wondering if my combos are close to optimal damage or not. :/ I'm getting a little over 5k in the corner and nearly 4.9k midscreen without supers. Corner: 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > jc > j.C > j.236C~D - 5133 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D > 236236C - 5709 What are you using midscreen, assuming you can't push them all the way to the corner? I was thinking something like 3C (FC) > 2C > 5C > 2C(1) > 236B > 214A > 2C > 236C~6D > 5C > 623B would offer the most corner carry, but 214D puts you behind them, so you either have to end the combo there or spend a lot of stars. Usually in these spots I just blow Phorizer after 236C~6D and follow up from there.
Adam0812 Posted November 10, 2013 Posted November 10, 2013 Could someone post some RC combos? Presumably it's you just have 6a > RC > standard combo. But can't you do stuff > strike fall > RC > stuff, in this case, what is stuff ?
Tari Posted November 10, 2013 Posted November 10, 2013 (edited) Corner: 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > jc > j.C > j.236C~D - 5133 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D > 236236C - 5709 What are you using midscreen, assuming you can't push them all the way to the corner? I was thinking something like 3C (FC) > 2C > 5C > 2C(1) > 236B > 214A > 2C > 236C~6D > 5C > 623B would offer the most corner carry, but 214D puts you behind them, so you either have to end the combo there or spend a lot of stars. Usually in these spots I just blow Phorizer after 236C~6D and follow up from there. Well, off of a midscreen fatal 3C, you only need to be able to carry about a midscreen distance, anyway. If you're any further from the corner, you can just sideswap in the combo. This is my normal midscreen fatal combo. It's pretty much good enough for carry: 3C (FC) > 2C > 5C > 2C(1) > 236B > 214A > 2C > 236C > 6D > 214B > 5B > 5C > sj.B > j.C > jc j.B > j.C > j.236C > j.D - 4870 dmg ...and if you need to go the other way, you just trade a little damage and turn the combo around... 3C (FC) > 2C > 5C > 2C(1) > 236B > 214B > 2B > 236C > 6D > 214B > 5B > 5C > sj.B > j.C > jc j.B > j.C > j.236C > j.D - 4508 dmg ...and if your back is to the corner when you start, you can just reverse it into a corner combo... 3C (FC) > 2C > 5C > 2C(1) > 236B > 214B > 2B > 236C > 6D > 214B > 5C > 2C(1) > 623C > sj.C > jc j.B > j.C > j.236C > j.D - 4654 dmg Probably not optimal combos, but eh. They're fairly easy. Edit: I think this variation on your combo is the best so far: 3C (FC) > 2C > 5C > 2C(1) > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > jc j.B > j.C > j.236C > j.D - 5105 damage, 5765 with super Can also change the end from '5C > 2C(1) > etc.' to '2C > 5C > j.B > j.C > jc j.C > j.236C > j.D', but you can't super. That path does 5198 damage, though. Could someone post some RC combos? Presumably it's you just have 6a > RC > standard combo. But can't you do stuff > strike fall > RC > stuff, in this case, what is stuff ? Strike Fall tends to RC into 2C into a normal ground combo, assuming your starting hit was 623B/C. Not sure about 6A combos, but I imagine you'd do something like 6A RC > 623B > 214D > j.B > jc j.B > j.C > j.236C > j.D > relaunch, etc. Edited November 10, 2013 by Tari
Celerity Posted November 10, 2013 Posted November 10, 2013 Stuff Thanks for the side swap combo, I forgot you can get them high enough to 236B > 214B and pick them up. There were a couple corner variations I tried that were really close to working: 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 6C > j.C > jc > j.B > j.C > j.236C~D 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D In both cases, they tech right before the second j.C, whether the 236C is whiffed or not. Maybe switching some stuff around would let it connect? Could someone post some RC combos? Presumably it's you just have 6a > RC > standard combo. But can't you do stuff > strike fall > RC > stuff, in this case, what is stuff ? Izayoi doesn't use RC very much for combo purposes, since she has natural cancels from her special moves, and relaunches for combo extension even in normal mode. The most common situation is what you described: random air confirms or non-CH 623B/C's when you're low on stars and want to turn it into a ground combo. In that case, you can Strike Fall > RC > 2C/5C and just proceed as normal. Some other situations where I think RC can be useful: -GA mode Strike Fall > RC > j.D, you'll land in normal mode and can grab 4 stars before switching back with j.C > j.D. This is my favorite, it's very confusing for the opponent. -6A > RC > 623B midscreen, 6A > RC > j.B in the corner -Normal mode TK j.236C RC > j.B -OD Phorizer when they're in the corner, RC > 236C~6D is the only way to follow up from max range. -Normal mode max range 5B when they're in the corner, 236C > RC > 6C > 623B > j.B
Celerity Posted November 10, 2013 Posted November 10, 2013 2A > 5B > 5C > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D midscreen 2A > 5B > 5C > 236C(w)~6D > 2C(2) > 236B > 214A > 5C > j.B > j.C > jc > j.C > j.236C~D corner
Adam0812 Posted November 10, 2013 Posted November 10, 2013 2A > 5B > 5C > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D midscreen 2A > 5B > 5C > 236C(w)~6D > 2C(2) > 236B > 214A > 5C > j.B > j.C > jc > j.C > j.236C~D corner Oh. I didn't think all that would work from 2a cause of the timing combo system. I've been away from home all weekend but on the way home now. Only just started training izzy and can't wait to grind all this stuff out
Tari Posted November 10, 2013 Posted November 10, 2013 Oh. I didn't think all that would work from 2a cause of the timing combo system. I've been away from home all weekend but on the way home now. Only just started training izzy and can't wait to grind all this stuff out If you start from 2A/5A, you'll be doing combos that don't do 2C loops in the corner and don't do relaunch loops midscreen, pretty much.
-Kef- Posted November 12, 2013 Posted November 12, 2013 I am guessing this is a question that could go here. I am having trouble doing Izayoi's combos because of the constant DPs I have to input. For some reason, I keep getting 6Bs and in some cases no move at all (canceling after a normal). This has left me really surprised, seeing how I am pretty confident about my execution in all other fighting games I've played. Constantly teleporting with Strider in MVC2, Lightning Loops with Zero in MVC3, or just quick reaction DPs in CVS2 were never difficult to me. Is it possible that my non-perfect DP motions (I usually aim for 6236) are hurting me in BlazBlue? Is there a difference in this game than in others?
crimsonstardust Posted November 12, 2013 Posted November 12, 2013 Yeah I've been hearing a similar problem with a friend of mine that's using the same input for DP, I don't run into this issue cause I do 623 for my DP inputs. I've heard others have similar issues so your not alone with the whole 6236 thing, it seems to happen when there is a 236 input that can be done and that overlaps with some characters.
-Kef- Posted November 12, 2013 Posted November 12, 2013 Yeah I've been hearing a similar problem with a friend of mine that's using the same input for DP, I don't run into this issue cause I do 623 for my DP inputs. I've heard others have similar issues so your not alone with the whole 6236 thing, it seems to happen when there is a 236 input that can be done and that overlaps with some characters. I've asked about this overlapping problem, but I am getting 6Bs and just a regular normal when cancelling from other normals (ex: 2b>5b instead of 2b>632b) instead of 236b (which is what I am supposed to get with the input priority problem). Guess I'll have to keep practicing.
Tari Posted November 12, 2013 Posted November 12, 2013 If you hold the final position of an input (6 for 236 or 3 for 623) before you hit the button, you'll get the input you want. If you don't hold that direction, the game will choose a special based on what I'm assuming is move priority. DPs appear to have priority over 236 motions, so I assume the people who are getting 236 when they want DPs are holding that final 6 input. Not sure how you're getting plain normals in this game, though, unless you're missing the corner input? If you whiff the 3 directional input, the moves just won't happen, and you'll get a move that correlates to one of the other possible inputs (2/5/6). Might want to just check your inputs in training mode if you're running into that problem to see if you're whiffing anything.
-Kef- Posted November 12, 2013 Posted November 12, 2013 Thank you for the quick responses guys. Hopefully I can get everything running so I can share some Izayoi tech >
mkayyy Posted November 12, 2013 Posted November 12, 2013 (edited) Hey guyse, been lurking for a while, but now, with the release of BBCP, I really want to get involved with the scene. So here's my first contribution: I've been in the lab and found some interesting mixup stuff, which, on my watch, nobody has used so far(Enlighten me if im wrong). I see some potential in it so i'll just share it with you guys and maybe someone can come up with something more viable. GA Mode stuff: Quadra Overhead: (Strings/Stuff) > 66jC >(land)9jC >RC >jC > 236jC (Stuff) This string is fully comboable and has heaps of mixup opportunity, but at a very high cost though. It seems though, that it doesnt work on all of the cast. I only tested it in the corner, also. Normal Mode: The spacing and timing is quite hard on this one and ive tested it also only in the corner so far, but could also work midscreen. (Blockstring) > 236A > 9jC > jA > 2A > (Stuff) Basically this is an instant overhead into another delayed, very close to the ground overhead, which can be comboed afterwards. Although Im mostly certain you can DP between jC and jA. So, this is the stuff i found out have fun with it and let me know if its something viable or not. I hope I contributed something that has potential Edited November 12, 2013 by mkayyy
Celerity Posted November 12, 2013 Posted November 12, 2013 Unless I'm mistaken, normal mode j.9C doesn't hit any characters crouching, so it doesn't really have any use as an instant overhead outside of fuzzy guard setups. Also in GA mode, you can do 66 j.C >land j.9B > j.C > [j.236C or land 2B] mixup, no need for an RC, although the RC does make it airtight. This fuzzy doesn't work on shorter characters.
mkayyy Posted November 12, 2013 Posted November 12, 2013 Unless I'm mistaken, normal mode j.9C doesn't hit any characters crouching, so it doesn't really have any use as an instant overhead outside of fuzzy guard setups. Also in GA mode, you can do 66 j.C >land j.9B > j.C > [j.236C or land 2B] mixup, no need for an RC, although the RC does make it airtight. This fuzzy doesn't work on shorter characters. Ah yeah, didnt think of crouching characters, you're right. Guess it wasnt that viable after all. Had to much mitsuru-esque stuff in my head
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