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Posted

1: can you use her b+c to command jump in a combo you already used your jump cancel in?

 

2: is her air b+c as cool as it seems for mixup?

 

3: do all of her dp's have invul?

 

thanks lovely ladies.

Posted

I could do 236B>6B>5A>5C>j.[C]>j.B>j.A>j.2C for 2.2k. I couldn't continue past there though.

And you can use BC after your jump cancel (could BC j.2C ender), but I'm srub and dont see how this could give us combo potential

Posted

j.b, j.2c, j.a combos most standing characters whether used as a starter or in the middle of combos, it can be used to preserve your knockdown in the middle of combos and thanks to her command jump, you can get more jump cancels in your combo.

j.2c, j.a has worked as a good air to ground conversion for me in matches.

Posted

1:

 

2: is her air b+c as cool as it seems for mixup?.

Her B+C is one of her defining features, IMO, that and her fireball. Those 2 things are what stop her from being a run of the mill character and give her the options she needs to create better mixup and pressure. It takes a little bit of work to apply but the more I play, the more ways I discover how to use them. I'll try to put match vids up later.

Posted

*cracks knuckles*

 

Let's start with her Force Function. Let's call it her "Float" from here on out.

 

- Assault (6D on the ground, or air) can be cancelled into her Float. Why is this important? SO many reasons.

You can't guard in the middle of ground assault. You can only use one attack during ground assault. Cancel her 6D into Float, and you can now safely block if someone calls you out for doing it, and if you were going for an offensive assault, you can now do more than just one attack. Perhaps you want to be a bit tricky? Assault>Float backwards>throw projectile. Or, Assault>Float Forward>j.BB (this one crosses up, and on bigger characters you can cancel the j.BB into your projectile). 

 

-That also works the other way around. You can cancel your Float into air assault. Press B+C on the ground, follow it with 6D IMMEDIATELY. This helped me combo some of the more difficult to connect things, especially when you've already used your jump cancel in a combo. Edit: This method of approach ALSO takes away the negatives of Assault (you can do more than one attack, cancel attacks into specials, etc etc). This is EXTREMELY important.

 

-You can also use it, if you know your opponent is being defensive, to do some awkward guessing games. Throw out your j.236B (the projectile that glides across the ground), rush down (if it's safe), Assault>Float and you can float on either side of the opponent to make them turn around and force all kinds of weird mind games.

 

Some (not so hidden) tech, outside of her Float.

 

-You can cancel her 236 (ground) into her followup before she starts the dashing animation (the trail of wind following her sword shouldn't come out if you do this correctly). If you do this, it gives the followups different properties.

-TK her air projectile (A version), and you can actually do some relatively high damage, no meter combos.

-Like previous posters said, you can use her Float to gain extra jump cancels in a combo. This helps when you try to OTG, but you can't follow up. (Remember to use Float>Assault if you need to cover space for the combo to work).

 

Some setups I've found? (Note: these aren't purely for crossup, just to make your opponent think, and respect you, and to be less straight forward)

 

- j.236B>Land>236B~C followup>your choice of mixup/trickery. You can do a lot with this, mess around with it.

- j.236B>Land>rushdown>TK j.236A>Land>mixup

- I know there's a lot of tricky stuff involving her 214A/B, so I'll test out stuff with that.

 

Highest damage, raw, no resource usage?

3.2k. Corner, and mid-screen (mid-screen is a bit trickier on the TK timing, can be fixed by just jumping and quickly doing her A projectile)

 

3C>TK j.236A>Land>j.8C>j.2C>Land>2C>236A~6C followup>microdash>j.BB>j2C>Land>2C>214A~A/B followup. You can also end with 236A~A followup to put them full screen again.

 

The key to her damage is using her air projectiles (sometimes), 236A~C followup is big damage and can be followed with a dash cancel> j.B>j.2C, and her 214's.

Posted

So, while it wasn't smart for me to stay up until 7 in training mode, I came up with a lot of stuff

 

First off her oki is legit in the corner. You cant avoid it or late tech or any of the sort. I mean you CAN but your going to get hit unless you do an invul move. But Nanase recovers by then so you can always block whatever reversal attempt. I mostly tried stuff in the corner, not so much midscreen. I tried out oki routes and damaging routes. Today I'll try to see if I can combine both oki and damage because oki routes are 400-500 less damage. Anyway here are some combos I came up with

 

Midscreen

• 5A > 5B > 2C > 5C > j.[C] j.BB j.2C > 2C > 214A~A [2481 DMG]

 

• 5B > 2B > 5C > 236A~A > CS > dash 3C > Rising j.8C j.2C > 2B > 214A~A [3036 DMG]

 

You have to Chain Shift the 236A~A as soon as possible. Dash 3C can be a little strict sometimes

 

 

• J.236A Hit > j.B j.C j.2C > 2C > 5C > j.[C] j.BB j.2C > 2C > 214A~A [2892 DMG]

 

 

Corner

• 5A > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C j.2C > 2B > 214A~A [2641 DMG]

 

• 5A > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C j.2C > j.236B oki [2149 DMG]

 

First ones the damage route, seconds the oki route. There's a big damage difference so today I'm going to work on trying to increase the oki routes damage somehow, but I couldn't find a way last night.

 

• 5B > 2B > 5C > 236A~A > 5A > 3C > delay j.C j.8C jB j.2C (delay j.236B oki) > 2C > 214A~A [2575/3023 DMG]

 

First damage amount is for the oki route, second is for damage. The best way to land the j.C after the 3C is to delay your jump. If you go for oki delay the j.236B like the notation says. Doing it immediately also the opponent to no tech and avoid it somehow

 

• 2C > 5C > j.[C] j.BB j.2C > 236A~C > j.8C j.2C > j.236B oki [2658 DMG]

 

• d.C > 2C > 236A~C > Rising j.8C j.C j.2C > 2C > 214A~A [2106 DMG]

 

d.C's P1 is freaking terrible. I got no damage off this move no matter what I did it seemed. But it makes sense because of it's overhead attribute

 

Assault j.2C > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C > j.2C > 2B > 214A~A [2561 DMG]

 

• j.236B hit > 2B > 5C > j.B j.C j.2C > 236A~B > j.8C j.2C > j.236B oki [2770 DMG]

• j.236B~d.C hit > 2C > 236A~C > j.[C] j.BB j.2C > j.236B oki [2773 DMG]

• 5B~j.236B Hit > 5C > j.C j.2C > 2C > 236A~C > j.8C j.2C > j.236B oki [2654 DMG]

 

These combos were just if 236B oki hit the opponent on their wakeup. It's nice the d.C one combos even if they block the j.236B or if they're hit by it. 

 

 

@Tigre I found that you can Assault j.2C safejump after throw in the corner. And delay tkj.236A would hit them meaty midscreen. For the corner safejump you have to time it just as you see the character flash green from the tech. The midscreen tkj.236A I need to experiment with some more.

 

@Necro I was experimenting with B+C inclusion in corner combos but I'm not sure about spending 1 GRD with every corner confirm. Especially since the damage difference wasn't that great from what I came up with. But I may experiment with it more today

 

 

Other than that I noticed some other things. Air normals from Assault not only procures a less damaging combo, but they also become S starters. Meaning like CP you be limited to a route you can only do with A starters. Assault j.2C's combo is 5/2A's route while just normal jump j.2C's route is 5B's route and the damage difference is about 900+ because of the P1 and starter difference. So keep that in mind when hitting with Assault j.2C or the like

 

Also looks like the optimal route midscreen might be 2C > 5C > j.[C] route. But the corner route I came up with drops if you happen to autopilot into 2C > 5C > 236A~A  because the 2C > 5C puts them airborne and 236A~A causes them to bounce over your head. Once you hit the opponent be careful of that. I might make a better route that's more universal with both midscreen and corner.

 

These probably aren't the best combos but they're the best I came up with. If I come up with something better today I'll say so

 

Edit: Oh yea supers. j.236C adds like 200-300 damage at the end of combos which is crap. I found the most damaging once in the corner is 236C. Didnt test which one does the most damage midscreen. She can combo into her IW extremely easily so theres nothing really specific about it. All damage amount are without GRD bonus except the CS combo

Posted

Well the problem with just doing B+C is she's floaty as hell. Your either going to be anti air'd or the air normal will hit the opponent fairly high. Resulting in not much frame advantage if at all any upon your landing. No normals in this game are jump canceable on block annoyingly, so doing B+C~6D acts as a psuedo iad on block for all her normals. B+C cost 1 GRD and Assault gives GRD upon use so you pretty much make the GRD back. She keeps good frame advantage if you assault in that way. But if the opponent just stands and Shields the air normal they're pretty free to punish because shielding air normals lessens block stun for them, negates your ability to cancel into anything, gives you landing recovery, and pushes you back. So idk how I feel about using it

 

More combos:

 

Corner

• d.B > 236A~C > j.[C] j.BB j.2C > 2C > 5C > j.C j.2C > j.236B oki [2484 DMG]

 

•  d.B > 236A~delayA > 2A > 3C > delay j.C j.8C j.B delay j.2C > 2C > 214A~A [2985 DMG]

 

It's somewhat hard to delay the j.2C to have the 2C connect for some reason. You can always use 2B instead to make it a little less strict

Posted

I've been experiencing mixed results with air strings depending on the character. just doing J.C, J.2C seems the most consistent across the cast, so I recommend you guys test your elaborate air strings on multiple characters.

Posted

Yea I was going to do the same. The first character I tested my combos on was Nanase herself. But when I switched to Hyde as a dummy the second j.B in certain j.BB strings would whiff on him

 

Got a new Midscreen route from that video though

 

• 2B > 2C > 5C > j.BB j.[C] > j.236A > j.A j.B j.2C > 2C > 214A~A [2722 DMG]

 

9 more meter, 100 more damage, and more corner carry than the standard one. 

 

• d.C > dash 3C > j.BB j.[C] > j.236A > j.A j.B j.2C > 2C > 214A~A [2158 DMG]

 

Route works on everyone. Can't do it with an A starter

 

 

I've been attempting to come up with a punish combo in the corner for the past hour and I'm stumped. I cant go over 3.1k meterless right now. She gets pretty much the same damage off her C normals that she gets from her B normals. It's extremely odd

Posted

Practiced on Hyde, managed to use BC for some good damage

5B>3C>BC>236A>j.BB>j.2C>2C>5C>j.[C]>j.BB>j.2C>2C>214AA 2878 damage

3C as a launching AA move is really killing my ability to do things. So use to sweeps man Dx

Posted

Probably might be the go to midscreen punish combo for now. With 5C starter it reaches 3k. With 236C super ender 3.4k. With super ender and GRD Bonus 3.7k. WIth IW ender its 3.9k and with GRD bonus it reaches 4.3k

 

*Credits to HiroGuy

Corner Punish Combo

 

• 5C > 3C > B+C~j.236A > Rising j.8C j.2C > 2C > 236A~6C > microdash j.BB j.2C > 2C > 214A~A [3220 DMG]

 

3.6k with 236C ender, 4.2k with IW.

Posted

• 2B > 2C > 5C > j.BB j.[C] > j.236A > j.A j.B j.2C > 2C > 214A~A [2722 DMG]

 

9 more meter, 100 more damage, and more corner carry than the standard one.

 

i might be dumb but i'm not sure how you're getting 2722 out of this - is that with vorpal bonus? because when i do it i'm only getting 2656

 

edit: no that can't be it either, i just tested it with vorpal and got 2915. how did you get 2722? i'm so confused!

Posted

Thats weird. I just did it like 20 times and got 2722 damage. I've had GRD bonus off every time i posted damage calcs. I even tried other starters and never got the 2656 your getting. I just did it with Vorpal and got 2986

Posted

i figured it out - i was doing the wrong ender the entire time @___@ that's what i get for practicing combos on 2 hours of sleep

Posted

So, during pressure, what moves are the ones to avoid? Blazblue made me too linear when stuck in this game

Edit: this just in, 236x(w)>6A is a STUPID good starter. 3.1k midscreen from the j.BB>j.[C]>j.236A path. If there's anything with enough recovery to get this out, I'd do it lol

Posted

Not sure. Been doing combos all this time. Havnt gone into her pressure extensively. Only thing I can say is mind B+C usage because it uses up 1 GRD each time

 

Her lows are 2B, 2C, d.B

 

Her grounded highs are d.C, 236x~6B

 

Her air unblock moves are 5B, 5C, 3C, All 3 versions of her DP, 236x series and it's follwups, her IW. You cant block these in the air at all, if you try to with shield up you'll be GRD broken

Posted

For pressure, just do reverse beats. Like cancel random shit into 2A whiff and start another string before they can react. You can do like 5C 2A and you can even beat stuff out if they mash.

Posted

Also, smart steer normals actually don't count as the normal they animate as if you used the normal before the smart steer version. Like how 5AA is 5B. You can do 2A > 5B > 5AA but you cant do 2A > 5B > 5A > 5B. But you have to do the individual normal first. 2A > 5B > 5C > 5AAA works but you cant do 2A > 5AA > 2B > 5B

Posted

Reverse gatlings gonna kill me lol. I havnt actually played online, mostly just hitting survival mode over and over till I get use to everything. Is 214A plus on block? AI likes to mash and 5A would get CHs after 214A

Posted

How you getting that punish combo? i'm doing 5C, 3C, B+C,236A. now i get the rising J.8C, but miss the J.2C. Is it where I place the 236A? Is this character specific? I tried on Carmine.

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