Order Jeff Posted July 10, 2009 Posted July 10, 2009 My bad, I meant to write that you could do it anytime off an floating wall bounce, which I have never had trouble getting to work.
AtTheGates Posted July 10, 2009 Author Posted July 10, 2009 I'm seeing a lot of 623As... Perhaps you meant 623B? fixed, thx. i also updated the dora bang combos section: against Jin, midscreen: 5A,5B,2B,623B, d.2B,6C, dj.B,dj.C, optional A shuri 2868 Damageagainst Jin, midscreen: 5A,5B,2B,623B, d,5B,2B, sj.A,B,C, optional A shuri 2761 Damage easier variation. really hard timing for the d.2B. i would disencourage going for this combo online, otherwise, it's cool. found a variation against category 1 and 2 chars, except Ragna: BnB against crouching chars: combo in 2B,623B, d.5B,2B,6C, sj/j.C, j.623B 3180 damage that's your damage BnB against category 1 chars if you don't go for furinkazan seals.
AtTheGates Posted July 10, 2009 Author Posted July 10, 2009 updated basic combos on first post. added "blockstrings" subsection with some basic information on how to rush effectively.
Tachimawari Posted July 11, 2009 Posted July 11, 2009 And technically, you only need two seals for that combo since the 2D and j.D add seals. Probably also needs to initiate off CH. You are correct, I was in a hurry. I meant that in order to perform this entire "combo" you will require 4 seals... and "technically" you don't need 100% either as you gain some Heat while performing the combo. This doesn't need to be a Counter Hit (vs Ragna). When I performed it in a match it worked fine. Unfortunately, that was just Ragna so I haven't tested it on anyone else. @AtTheGates: Thank you for elaborating my quick post to Jeff.
MGear Posted July 11, 2009 Posted July 11, 2009 I'm not sure why Arcadia didn't mention it, but the 4 seal combo also works against Tao.
JOFan Posted July 11, 2009 Posted July 11, 2009 hi guys, what does \/ mean in combo? i went through the whole thread but didnt find a notation guide for this symbol...
specialist Posted July 12, 2009 Posted July 12, 2009 I'm having issues with the midscreen 5A > 5B > 2B > 623B > d. 5B etc... on jin Jin techs out of 623b before I can reach, am I just struggling with the timing of the dash after the 623B??
zeth07 Posted July 12, 2009 Posted July 12, 2009 Yea, you have more time then you think. ATG said you just need to learn when Bang is allowed to move again after he does it when we talked about it in the "Learning about the techniques" thread. I used the timing and visual cue of right when they hit the wall, but as ATG stated that's not always the case. Since you did say midscreen then yea, the visual cue of when they hit the wall will work. But if you tried it when Bang had his back to the corner you'd find out he can't reach them fast enough (I can't). That's why it's better to learn the timing in general.
nnickers Posted July 12, 2009 Posted July 12, 2009 This is going to sound really stupid, and I'm probably being too vague, but how do you actually get into a bnb, or any melee combo, really? Part of my difficulty may be that I'm coming from street fighter, where most combos begin with reactionary jump-ins, but everything in this game moves so quickly that I can never get myself close enough for the 5a5b2b2c6d (I think that's right, please correct me if not) without being countered as soon as I'm in range. If I try to simply dash up to them, they hit me and combo from there, if I just jump in, same thing, and I haven't yet reached a point where I can accurately air dash to someone, and even when it works j.B and j.C knock them down, at which point I'm at a loss. The video that came with the game was great about teaching the the combos against a target dummy, but I haven't been able to find any videos that teach you how to execute them in practice. So if anyone could link some helpful videos or try to answer my question, which I realize will probably seem obvious once I hear it, I'd really appreciate it. I'm really struggling not to give up on this game, it makes breaking into street fighter seem easy now. (Edit: found the video thread, but they're hard to learn from without instructions or even inputs) And sorry if this is the wrong place for this, there were so few threads it didn't look like you're supposed to start new ones here, this seemed like the most appropriate place.
zeth07 Posted July 12, 2009 Posted July 12, 2009 I'm just a beginner myself but I guess I could try giving some minor tips that might work: 1) Utilize your nails to put pressure on them. Whether it'd be on the ground and just doing something like 2369D or in the air. Or use the bumper nails which should give you more mobility to get around them / near them. 2) If you find an opportunity you can cross them up which should be really similar to you playing Street Fighter. That would be j.4C (as you are jumping over them), it sort of pulls them toward you so you can start a combo. 3) Your Drive moves provide some of the best ways to lead into combos, especially off counter hits. Although this part will be much harder to utilize correctly in my opinion because of the timing. 4) If you do manage to get in, try and vary the 5A and 2A starting combos to keep them guessing where to block. 5) You can probably bait them into stuff if they are predictable, then you can just punish with whatever combo opportunity presents itself. I guess those would be my general tips. Since i'm just starting out as well, i need to listen to my own advice. I'm still incredibly sloppy with execution of combos and using my nails correctly. But maybe even a little bit of that will help you. Then just wait for someone like 10stars, AtTheGates, or DaiandOh to give you an even better response.
Ayjis Posted July 12, 2009 Posted July 12, 2009 I have the same problem as nnickers here, but it's mostly my own fault. I frequently misjudge the range of 5/2A, and even 5B if I decide to try to land that. I usually whiff. I'm assuming this will come with time. My other problem is, when I dash in to start with 5/2A, half the time I don't let go of forward fast enough and end up doing 6A instead and getting me punished. This is true for everything I do. I also cannot do 2369(anything) to save my life on the PS3 d-pad. I'm sure someone has read me crying about this before. I just end up with a j.D. or 5D most of the time.
nnickers Posted July 12, 2009 Posted July 12, 2009 I have the same issue with accidentally inputting 6X instead of 5X after dashing, though I'm not sure if it's just me still adapting to a game more fast paced than street fighter or just the inadequacy (sic?) of the 360 joystick (yes, I use the standard controller, I paid $60 for the games themselves, refuse to pay more for a controller). And I'll definitely try the j.4C, crossovers may help me bridge the gap into this game, in terms of familiarity. I've been using nails, mostly the 2369D like you said, but following them with a dash or air dash, I still never seem to move in quick enough. And you said the drives can help set up combos, but don't they all knock down opponents? Or would 2B6C then pick them up and open for the combo? Thanks for help.
Ayjis Posted July 12, 2009 Posted July 12, 2009 I think he was mainly referring to 2D as far as the primary combo starter, as it knocks them straight up. There's possibilities with all of them though, check this page out for more: http://s1.zetaboards.com/blazblue/pages/bangcombolist/ Are you using the d-pad for 2369nails? Analog? I don't know why I have such a hard time with it. Maybe the 360 controller is better for that, since the d-pad rolls kinda. It's too bad we're on different platforms, I think we could help each other out a lot.
AtTheGates Posted July 12, 2009 Author Posted July 12, 2009 bang has some good ways of getting in on the opponent. the BB mook says: as bang, while your enemy is on the other side of the screen, jump & observe him. Since you have a lot of air movement options, you can really mix up your air movement and distract your opponent. While you jump around (including double jump, airdash back etc. to stay safe), you watch your opponent closely. If he does anything that guarantees you that he at least has to BLOCK a A/B or D shuriken, throw those out, then dash to him ASAP. mastering bang's air movement, and blazblues air movement in general is one of the things BB newcomers should focus on, next to defense, in my opinion. Everybody can learn offense, basic BnBs and some pressure are easy, but defense is where the good players shine. if you need ideas on how to break your opponents guard, check the blockstrings section in the first post. also, i don't suggest using bumpers if you are a beginner, wait until you feel really comfortable with bang before you start using them.
ChunkTug Posted July 12, 2009 Posted July 12, 2009 I've noticed that you can do 2D, sjc j.D, ... 4 seals without a countehit on the 2D. I don't know whether this applies to other characters or not.
AtTheGates Posted July 12, 2009 Author Posted July 12, 2009 I've noticed that you can do 2D, sjc j.D, ... 4 seals without a countehit on the 2D. I don't know whether this applies to other characters or not. other characters than... ?
10stars Posted July 12, 2009 Posted July 12, 2009 other characters than... ? off of memory it works on v-13 and ragna. I don't have a stick atm and i cant get low to the ground webnails out on a crummy sixaxis or i would sit around and confirm what characters can be hit by the 4 seal on non chs. hopefully i'll get a hrap3 in the next couple of weeks.
WUT Posted July 12, 2009 Posted July 12, 2009 Non-CH 2D, sj.D, into 4-seals works on everyone except for Rachel (might work on her, but that stupid huge OTG hitbox ruins my timing).
nnickers Posted July 12, 2009 Posted July 12, 2009 I think he was mainly referring to 2D as far as the primary combo starter, as it knocks them straight up. There's possibilities with all of them though, check this page out for more: http://s1.zetaboards.com/blazblue/pages/bangcombolist/ Are you using the d-pad for 2369nails? Analog? I don't know why I have such a hard time with it. Maybe the 360 controller is better for that, since the d-pad rolls kinda. It's too bad we're on different platforms, I think we could help each other out a lot. I use the analog for everything. Tried to force myself to get used to the d-pad when I got street fighter back in February, but finally decided analog was simply more precise 90% of the time. At this point, I prefer it over analog for virtually everything but Guile/Vega's horrifying 1232159 movements. As for the platform difference, I don't have a ps3, but the dualshock 3 looks exactly like the first two, which I can speak on. Though I've never played any fighters on my ps1/2, I would imagine the d-pad easier to use, if not just for the uncomfortable position the analog is in, but i can definitely see how it would be hard for 2369 or half-circle-type motions. is sj.X superjump or jump cancel?
zeth07 Posted July 12, 2009 Posted July 12, 2009 is sj.X superjump or jump cancel? It's super jump. Jump cancel would be like 2369nails or 6239B during one of the BnBs, cause of the 9 part.
TornAparT Posted July 12, 2009 Posted July 12, 2009 * [j.C or 5A,]5B,2B,6C,j.D,6-dash j.D,\/,2B,6C,9-dash j.B,j.D, 2-dash, \/, 2C, okizeme [damage: 4595/4481] works both midscreen and in the corner. taken from the dora section, slightly modified. In the corner against Ragna, use a j.236C before you land for the last time, then 2363214C - 50% heat, 5318 Damage. Thx @ TornAparT for this variation. the corner variation also works on Tager and Hakumen. The dmg is 5381, not 5318.
TornAparT Posted July 12, 2009 Posted July 12, 2009 BnB against crouching chars: combo in 2B,623B, d.5B,2B,6C, j.C, j.623B 3180 damage works against all cat1 & cat2 characters except Ragna.This is your damage BNB if you don't go for furinkazan. Note that for some characters, landing the last j.C requires stricter timing. this combo works if the opponent is standing as well.
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