FormerlyUnknown Posted July 25, 2014 Posted July 25, 2014 Found a weird little mixup in the corner using his 623C super. If you land it in the corner (after a corner 236 series for example), you will of course end up being in the corner. However, if you do 5b 2b 5c 2c 236x, the 236x will become a 214x on the other side of the opponent and you will end up outside of the corner again with a web on the opponent in the corner. I haven't been able to replicate it with anything other than 5b 2b ect. or 2b 5b ect. Works on: Gordeau, Carmine Hyde*, Waldstein, Orie**, Seth, Nanase, Akatsuki, Byakuya, Chaos, Yuzuriha, Vatista Whiffs on: Linne, Merkava, Hilda***, Eltnum *Tests on Hyde have Byakuya changing directions in the corner on every other hit, but doing 2a 2b 2c 5c 236x makes it work ** 5a 2a 5c 2c 236x required ***fails normally, performing the Hyde variation gives 214x but Byakuya stays in the corner. weird little bug.
kwanzai Posted July 25, 2014 Posted July 25, 2014 Apparently you can do: stuff > 236A > 4A instead of 214A. Source from this video http://www.nicovideo.jp/watch/sm24085214 Same thing for rekkas, 236a 6a 6a works. Makes stuff like 236a 6a 4a much easier. 2A 2B 2C 5C XX 214B~A~C, 214C~C~B (whiff j.A), 2C XX Rekkas [2700 / 3208 with 236C]Note: You have to cancel the last rekka before the final hit in this combo because the bar turns orange on the final slam down, unlike other combos posted previously. Awesome, thanks, looks like I was hitting it too early. Also, I'm pretty sure the jump arc is completely dependant on the first button of the web series, and the second button doesn't matter at all.
someonewhodied Posted July 26, 2014 Posted July 26, 2014 Byakuya Corner Oki: 2C Ender>214C (Overhead) ~A~A>2C>]214C[+5C>j.2C>j.C>5C>214B~B~A>2C>214C>Repeat (Low (DP Safe)) 2B>2C>]214C[>j.2[C]>5C>214B~B~A>2C>214C>Repeat (Grab) (CHARACTER SPECIFIC web catch after grab) ~A>AD>]214C[>j.2C>j.C>5C>214B~B~A>2C>214C>Repeat (Throw Reject Bait / Command Dash Bait) ~A~B>]214C[>5C>j.2C>j.C>5C>214B~B~A>2C>214C>Repeat (Mash Callout) ~A~C>]214C[>5C>j.2C>j.C>5C>214B~B~A>2C>214C>Repeat The web is only there to catch jumpouts. It is by no means required for any combo except the grab, throw reject bait, and mash callout which are pointless if they jump. For the low route, just add a 5C after the 2C Example: https://www.youtube.com/watch?v=jEDkpKXX8Fg Replace 236C with 236B against Linne
Shadow Ninja 64 Posted July 26, 2014 Posted July 26, 2014 In case anyone cares about this sort of thing, I managed to get the Byakuya 90 hits trophy with a dumb combo: Done at corner against Eltnum, probably doable midscreen against some characters: j.C 5A 5B 2C 5C jc [Charged j.2C], land, j.B j.A j.C, 2C XX 236A~4A~A~B (whiff j.A), 2C XX 236A~6A~6A XX 236C CS 236C for about 92 hits You have to Chain Shift before the last hit of the first 236C because that knocks down for a second time in the combo. This isn't a super clever way to do it but it was pretty easy to come up with at least. Also, in case you're wondering, I've tried to work jump cancel portion of the combo into his other combos but it ends up being less damage.
xtanukix Posted July 26, 2014 Posted July 26, 2014 So what are his options after landing a hard knockdown is 6d, j2c best option or are there others? Edit:misspelling
psycofang2 Posted July 26, 2014 Posted July 26, 2014 depends on where you did the hard knock down and how far into the combo. mid combo off 214X>X>B then usually whiff jA land 2C>combo into ender. if you ended a combo into the corner then off knock down you can 214A for eye level web into mixup if they really respect you, you can 214A then j214B for floor web and a web right above their head to lock them down, can be done off chain shift after j214B you can >6a/B>A/B if B version is blocked whiff ja>j2C charged eats most mashing (use with discretion) if none of the above then 2A>66>623C on their wake up will cross them up putting you into the corner then 2C>5C>3C> 214A>hop over them (putting them back into the corner) while having a web out to crap on some of their options, mix around with poking with 5C, 2C and 236A>4A>6A and raw 214A>6A/B of course theres back throw then hold 4 to slam them outside of the corner then throw them back in. assault jB/C are also decent options. also you can have 3 webs out\\a ground 214x 1 j214x and a ground 623a/B all at once to make them shifty.
xtanukix Posted July 26, 2014 Posted July 26, 2014 Thanks so much for the explanation and routes. I'm mostly having problems with aka, gord and nanase(to a lesser extent) who are really dp happy and don't respect much.
LitchiFayeBling Posted July 26, 2014 Posted July 26, 2014 i think this char is aight, very big windows to late chain normals, decent range on Bs and Cs, and his amazing 2B make his pressure game pretty good b+c is overhead. takes grd to use and chain shift to combo. has 2 ranges, charged and uncharged. due to the longer time to react to charged (longer range) i think uncharged is better. it has shorter range, but can me done after A normals/5b instead of 2b to bait them into blocking low. 3c charged is an overhead. also a slow anti air. don't have a use for this in mixups yet, but i'm sure it can be worked in post 2b after the opponent is scared to press buttons post 2b due to 2c/5c frame trap. 623A/B seems to be a command grab before it lays a trap. it's slow and leads to only 2200ish damage but it is another threat when the opponent decides to stay blocking. no reversal at all besides veil off as far as i've seen. oki setups will be important. the traps seem pretty useless outside of potential oki setups and combos. neutrally, not gonna do a whole lot i uh... didn't know he had a D followup to trap lay-teleport. so i will play around with that when i can. i am pretty sure the blade followups are unsafe on block.
LitchiFayeBling Posted July 26, 2014 Posted July 26, 2014 http://in-birth.wikia.com/wiki/Byakuya_(Gameplay) - /// (during It's useless to run) (which is the teleport followup to 214x) Followup to his 214 airdash. It can be cancelled into air normals. The A version is equivalent to his j.C. The B version is a fullscreen downward spike thrust that slams the opponent to the ground (with all of Byakuya's blades at once stretched). The C version sticks all his blades to different directions. The D version lets you set a ground trap from the air. i don't know what this move is, i never did it and i haven't seen it lol. one of the first things i'll try today.
xtanukix Posted July 26, 2014 Posted July 26, 2014 Speaking of its useless to run, I was just checking somethings in training mode and it seemed that how far you dash is dependent on which trap you lay not what button you press for the actual dash . 214A X<214B X 214C X in terms of distance moved. It seemed like you land around 3-4 character spaces in front of your the trap you just set if nothing impedes you. I don't know if this was already know or how useful it actually is but I don't remember seeing this else where. What are people thoughts on 66B? It seems to low profile alot of things. I have only been able combo after a CS though.
Shadow Ninja 64 Posted July 26, 2014 Posted July 26, 2014 What are people thoughts on 66B? It seems to low profile alot of things. I have only been able combo after a CS though. I think I posted a Dash B combo on the first page, but it's special cancelable, so you can do something like: Dash B XX 236B~4A~A~B (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas i don't know what this move is, i never did it and i haven't seen it lol. one of the first things i'll try today. 214X~X~D leaves a ground trap like his 623A or B moves do, but I think it leaves the trap near where he starts his movement, not near the end, so I don't know exactly how useful this might be for him.
Jetm Posted July 26, 2014 Posted July 26, 2014 Not sure if this is the highest you can go, but I've found some pretty respectable damage off of 5A and 2A. 5A 5B 2C 5C 214B~B~B (JA/B/C whiff) 2C 5C 214A~A~A 2B 236A~6A~6A optional 236C Damage: 2827 (3367) Note: Strangely enough, using 2C at the end instead of 2B lowers the meterless damage of the combo 2A 5B 2C 5C 214B~B~B (JA/B/C whiff) 2B 214A~A~A 2C 236B~B~B optional 236C Damage: 2795 (3335) @ShadowNinja From what I was testing, the D followup leaves the trap directly under where he his when you press it, though you can't seem to do it until you've reached at least the point where the air trap is lain. You have a little wiggle room on where you put it, but it doesn't go much farther than either just under the air web or a little bit beyond.
LitchiFayeBling Posted July 26, 2014 Posted July 26, 2014 nice! that makes things much easier and better.
Naoyaats Posted July 26, 2014 Posted July 26, 2014 Found two combo videos...so here you go. By Tomi : https://www.youtube.com/watch?v=0tKUWGt2Lnk (Day 1) By photonman: https://www.youtube.com/watch?v=uTIfq1erNg0
Chickzama Posted July 26, 2014 Posted July 26, 2014 Byakuya frame data via @bhd_MAVEN’s twitter: 【ビャクヤ_フレーム表_1】 5A…7F(-4) 5B…11F(-9) 5C…13F(-8) 2A…7F(-3) 2B…10F(-6) 2C…12F(-12) 2C>5Aスカで-4 2C>2Aスカで-3 【ビャクヤ_フレーム表_2】 3C…14F(-7) ※下段! タメ 3C…31F(-7) ※中段! jA…9F jB…11F jC…13F j2C…13F タメ j2C…20F(+4くらい) ※タメj2Cの計測は頂点あたりから最終段までガードさせながら着地 【ビャクヤ_フレーム表_3】 FF...29F(-26) FFタメ...38F(-25) ※FFは中段攻撃 着地あたりでチェインシフト可能 投げ...5F 【ビャクヤ_フレーム表_4】 どう料理しよう? A...13F(-6) B...13F(-7) C...暗転後8F(-21) 微塵切りがいいかな? A...17F(-8) B...17F(-8) C...17F(-8) 【ビャクヤ_フレーム表_5】 それとも八つ裂き? A...10F(-21) B...10F(-21) C...10F(-21) ※微塵切り>八つ裂きは非連ガ 隙間は1F 【ビャクヤ_フレーム表_6】 この辺に仕掛けておこうかな? A...48F B...50F C...52F ※ボタンを押してから、設置が最速で当たるまで 逃げてもムダさ(移動技) この辺>逃げても最速派生...16F 【ビャクヤ_フレーム表_7】 ほーら捕まえた A...10F※上段 B...10F※中段、空中通常技に派生可能 C...11F※上段 D...37F※設置された罠の真上に立って判定の出る最速F 【ビャクヤ_フレーム表_8】 そろそろ食べごろかな?(移動コマ投げ・ガー不) A...34F B...34F C...暗転後14F※打撃無敵なし・投げ無敵あり IW『僕の一部になりなよ』 ...8F ※投げ・ガー不・コンボに組み込み可 IWE『終わらない悪夢』 ...15F 【ビャクヤ_捕捉】 非連ガチェーン 2A>2B 5B>2B 5B>2C 2B>2C 5C>2C 【ビャクヤ_補足_2】 『この辺に仕掛けておこうかな?』の罠 A攻撃では消せない。 B以上で消せる。 ※一部キャラで確認 罠は飛び道具では消せない。 打撃判定を当てる事で消せる。 罠は時間で消滅しない。 消えるまで・消されるまで永続で設置され続ける。 Also: 100 hit Byakuya combo for that trophy http://sp.nicovideo.jp/watch/sm24092696
TD Posted July 26, 2014 Posted July 26, 2014 How is his pressure? I see a lot of minuses. Also how does his oki work. Having tried it myself with the 623c, it looks super punishable. Ex webs catch the foe too. I'm just not understanding these scenarios and what to even do after.
Kirnupiima Posted July 26, 2014 Posted July 26, 2014 Lich had some really good rounds on TSB stream just now. Pretty good stuff for day 3! I will definitely try him tomorrow, looks so fun
bakahyl Posted July 26, 2014 Posted July 26, 2014 How is his pressure? I see a lot of minuses. Also how does his oki work. Having tried it myself with the 623c, it looks super punishable. Ex webs catch the foe too. I'm just not understanding these scenarios and what to even do after. Everything is minus because of the reverse beat nature of the normals in this game
TD Posted July 26, 2014 Posted July 26, 2014 Everything is minus because of the reverse beat nature of the normals in this game ... I knew that Also saw the vid posted above for some combos and another for oki setups so I believe my questions have been answered minus the mixup one that I didn't ask yet. Thanks
Jetm Posted July 26, 2014 Posted July 26, 2014 How is his pressure? I see a lot of minuses. Also how does his oki work. Having tried it myself with the 623c, it looks super punishable. Ex webs catch the foe too. I'm just not understanding these scenarios and what to even do after. His pressure is decent due to the reach of his normals. Oki is about having webs near or on top of the opponent to prevent them from moving around. His 623X seems to have an unblockable catch at the start, and failing that it will simply drop a web.
Shadow Ninja 64 Posted July 27, 2014 Posted July 27, 2014 More optimizations of the 5A starter for midscreen, most likely applicable to other starters. All of these were tested and work on Hyde, Linne, and Waldstein, although a couple of them are incredibly tough on Linne because of her size. 5A 5B 5C XX 236A~4A~A~C, Dash C(8 hits) XX 214B~A~A, 2B XX Rekkas [2835 / 3375] 5A 5B 5C XX 236A~4A~A~C, Dash C(8 hits) XX 214B~B~B (whiff j.A), 2B XX Rekkas [2833 / 3373] 5A 5B 5C 2C XX 236A~4A~A~C, 214C~C~B (whiff j.A), 2B XX Rekkas [2857 / 3397] 5A 5B 5C 2C XX 236A~(slight delay)4A~A~C, Dash C(8 hits) XX 214B~B~A, 2B XX Rekkas [2915 /3455] A couple of these can swap 2C in for the 2B at the end for slightly more damage, but you lose the ability to combo into the 236C super if you do that because they're not knocked as high by the rekkas. Cracking 2900 off 5A starter with the last combo made me happy, especially since it keeps in the cool Dash C move. Edit: I forgot to mention this, but I'm pretty sure none of these can combo into 623C, so if you want to end in that to set up webs on them, you'll want to go with one of the older combos instead.
Jetm Posted July 27, 2014 Posted July 27, 2014 More optimizations of the 5A starter for midscreen, most likely applicable to other starters. All of these were tested and work on Hyde, Linne, and Waldstein, although a couple of them are incredibly tough on Linne because of her size. Nice on the 2.9K. That starter also helps me get a more consistent 3.14k off of an any-range 5B confirm. Here are some more combos: 66B 236A delay 4A~A~A 2C 5C 214A~A~B (JA/B/C whiff) 2C 236B~6B~6B [3055/3595] 66C 214B~B~A 2C 5C 214A~A~B (JA/B/C whiff) 2C 236B~6B~6B [3062/3602] Also managed to get 5 more damage of of a 5A starter midscreen: 5A 5B 2C 5C 214B~delay B~A 2B 214A~A~C j.2[C] 236A~6A~6A [2920/3460] Notes: Works in corner, but you have to jump backwards for the j.2[C]. Only works if you carry to near corner/corner.
someonewhodied Posted July 27, 2014 Posted July 27, 2014 https://www.youtube.com/watch?v=shMnaScA4pY Combos off of 2C>214C~X ender in the corner.
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