DrunkNinja Posted October 14, 2009 Posted October 14, 2009 When do you have to cancel 6D in order to get 623B right after? It seems like it should be simple, but it's a bitch for me to do for some reason. Or is there something I'm missing here?
ShoMeYaMoves Posted October 14, 2009 Posted October 14, 2009 Don't know how many of you already use this but lately I've been trying 623B after blocked 5D and 2D instead of the jump cancel everyone expects with nice results. If they're moving to punish the jump cancel they're going to eat a ton of damage from CH 623B unless they DP and if they block, the 623B makes you safe on block anyway.
faultydefense Posted October 14, 2009 Posted October 14, 2009 i suggest doing the 623B after a 2C as if you wait for 5D or 2D most people are conditioned to get out of the way by now, also its punishable on IB, i think some characters might be able to punish on normal block
ShoMeYaMoves Posted October 14, 2009 Posted October 14, 2009 i suggest doing the 623B after a 2C as if you wait for 5D or 2D most people are conditioned to get out of the way by now, also its punishable on IB, i think some characters might be able to punish on normal block Nah, I mean after a blocked autoguard teleport, not as part of a blockstring. It leaves you at frame disadvantage obviously but usually people don't expect it. Also, it's a good way to go into a guard crush combo if you have the heat. 5D teleport on block>623B>RC>d.5A into guard crush. I just think it's good to have an option separate from the jump cancel to keep them guessing.
JinSaotome Posted October 14, 2009 Posted October 14, 2009 That 623B sounds pretty awesome, but what do you get off of CH 623B?
ShoMeYaMoves Posted October 14, 2009 Posted October 14, 2009 That 623B sounds pretty awesome, but what do you get off of CH 623B? With 50 heat, 5k.
JinSaotome Posted October 15, 2009 Posted October 15, 2009 well yeah, but I meant what do you do. I'm presuming just 623B -> Daifunka?
faultydefense Posted October 15, 2009 Posted October 15, 2009 well yeah, but I meant what do you do. I'm presuming just 623B -> Daifunka? if im not mistaken, you can 623B CH > d.2B > 623B > 623B > daifunka on most of the cast
rei-Scarred Posted October 15, 2009 Posted October 15, 2009 http://www.youtube.com/watch?v=3jwQ0RnAVz0 1:10. cat1s or might be ragna only. probably not.
ShoMeYaMoves Posted October 15, 2009 Posted October 15, 2009 http://www.youtube.com/watch?v=3jwQ0RnAVz0 1:10. cat1s or might be ragna only. probably not. Haven't checked, to be honest. I'll get back to you on it. The two ones from later in the vid though... j.D(normal)>C nail>6C>j.D>6A>623B>daifunka/d.6C>623B>2C work on all cat1s though.
ShoMeYaMoves Posted October 15, 2009 Posted October 15, 2009 Shiiiiiiiiiiiiiit. Just remembered I forgot to put my new ground command throw RCs in the vid.... Basically, you can 623C>RC second hit>walk back>2B>623B>daifunka or d.2B>6C>j.C and that kind of thing. The 2B timing isn't even that strict and this does more damage than the old RC second hit>j.D stuff which, while flashy, didn't usually justify 50 heat for its' damage output.
rei-Scarred Posted October 16, 2009 Posted October 16, 2009 WHY DIDNT I THINK OF THIS BEFORE. Inspiration when I was practicing Ragna against the computer Bang (lol) 5D 9623B d.2B 623B d.6C 623B (2C) No more wishing I could do something better than j.B 623B of off those random 5Ds o-o edit: hmm its not on page 1... is this new? 5D 9623B Daifunka does 4398 edit2: more interesting stuff. the 2B doesn't have to be a dash or even a walk. you can literally stand in place and do it. also, by doing 9623B slow and and letting bang get a little bit off the ground, not only does it do more damage, but the next 2B doesn't have to be delayed. all this works off of 2D as well and does more damage then any of the 2D j.D BnBs but... you know... 1 seal =[ not on tager though 2D j.D 2B 623B d.2B 6C j.C does a tiny bit more unless you can get the 2c at the end. more ways to do triple crash is never a bad thing though and completely unrelated 2 seal ive been using lately: j.4C 2C 2D j.D 2B 6C j.B j.C 2900 damage. omit the j.B and they can't air tech. works on cat1s and 2s. If you do j.4C too early 2C wont be guaranteed but if you get a CH it will be. If they guard the cross up or you do it too early and they don't guard low you can end with 2B 623B daifunka instead. edit3: man I learn so much messing around in training. If you can somehow hit confirm a CH j.4C: j.4C CH d.6C j.D (jump cancel for cat2s) 2B 623B daifunka 4611 damage
ShoMeYaMoves Posted October 16, 2009 Posted October 16, 2009 WHY DIDNT I THINK OF THIS BEFORE. Inspiration when I was practicing Ragna against the computer Bang (lol) 5D 9623B d.2B 623B d.6C 623B (2C) No more wishing I could do something better than j.B 623B of off those random 5Ds o-o edit: hmm its not on page 1... is this new? 5D 9623B Daifunka does 4398 edit2: more interesting stuff. the 2B doesn't have to be a dash or even a walk. you can literally stand in place and do it. also, by doing 9623B slow and and letting bang get a little bit off the ground, not only does it do more damage, but the next 2B doesn't have to be delayed. all this works off of 2D as well and does more damage then any of the 2D j.D BnBs but... you know... 1 seal =[ not on tager though 2D j.D 2B 623B d.2B 6C j.C does a tiny bit more unless you can get the 2c at the end. more ways to do triple crash is never a bad thing though I did the first one you listed in my vid on Jin off a 2D...doing the 9623B actually in the air does more damage with the normal combo or the daifunka as opposed to doing the jump cancel cancel 623B.
faultydefense Posted October 16, 2009 Posted October 16, 2009 WHY DIDNT I THINK OF THIS BEFORE. Inspiration when I was practicing Ragna against the computer Bang (lol) 5D 9623B d.2B 623B d.6C 623B (2C) No more wishing I could do something better than j.B 623B of off those random 5Ds o-o edit: hmm its not on page 1... is this new? 5D 9623B Daifunka does 4398 that combo should just be posted as (any single hit) 623B > d.2B > 623B > 6C > 623B > 2C I've done it off 2D CH in matches, and done it off 2D plain in training, but I wouldn't really try to go for it after 5D because 80% of the time I hit em with it its knocking them out of the air and the 6239B followup wouldnt connect, but neat info nonetheless. that 2 seal you posted I actually use it against noel's/tagers that like to mash, as the 2D is right at a good point to frametrap impatient people
Tsuna Posted October 19, 2009 Posted October 19, 2009 Well, frankly, I'm new here, but not to BlazBlue. Ive got a FRKZ combo i'd like to share, that Im unaware is actually marked down. Mind you, it's not an easy one, but I've worked it on Ragna, thus I think it'll work on Tager and Hakumen alike. The rest I'm unsure of but: 1 Nail, FRKZ Activated. 6C > D > 6D > 4* > 236C > \ / > C > 6 > 2B > 6C > jB > 6D > 1* > 263C* [cancel and repeat for breakable j263C trio just before final hit.] * short aerial buffer movement, just to set up nail throw Without the 3 throws, and subbing out 263C for another jD [or 3jD..? Based on direction.] damage is 5121, with the 3 throws, 11750. *Pretty hard to do the jD into the 263C, make note that it IS possible however. Works best in corner, otherwise is pretty hard.
AtTheGates Posted October 20, 2009 Author Posted October 20, 2009 starting combos with 6c is pointless, unfortunately =(
Tsuna Posted October 20, 2009 Posted October 20, 2009 Well, if you really want to you could start it for 2B, for an extra hit. And a pretty funny counter run-in. Although, it's not so much meant to be as practical as it is fun to do.
xMizuchi Posted October 27, 2009 Posted October 27, 2009 I discovered this interesting combo while messing around in training today. its a corner only combo. note, CORNER ONLY! this combo does not work on Arakune, Ragna, Noel, or Taokaka and has been tested on ALL members of the cast. 5A, 5B, 2B, 2C, 2D, j.5B, dj.5B, dj.623C Damage - 4806 the 2D, j.5B, dj.5B and dj.623C must be executed quickly or else they will whiff. EDIT: i forgot to mention the combo may also be ended with dj.623B or dj.5C, if ended with dj.623B the damage will be 2573 and if ended with dj.5C the damage will be 2509, as you can see the difference in damage is very significant, so dj.623C if probably your best choice.
Mr. Camaro Posted October 27, 2009 Posted October 27, 2009 5A, 5B, 2B, 2C, 2D, j.5B, dj.5B, dj.623C Damage - 4806
Justice7541 Posted October 27, 2009 Posted October 27, 2009 I discovered this interesting combo while messing around in training today. its a corner only combo. note, CORNER ONLY! this combo does not work on Arakune, Ragna, Noel, or Taokaka and has been tested on ALL members of the cast. 5A, 5B, 2B, 2C, 2D, j.5B, dj.5B, dj.623C Damage - 4806 the 2D, j.5B, dj.5B and dj.623C must be executed quickly or else they will whiff. EDIT: i forgot to mention the combo may also be ended with dj.623B or dj.5C, if ended with dj.623B the damage will be 2573 and if ended with dj.5C the damage will be 2509, as you can see the difference in damage is very significant, so dj.623C if probably your best choice. If you're going to do that you can do it on anyone, anywhere for pretty much the same amount of damage. 5A 5B 2B 2C JC j.236C, land, 5D JC j.B j.B j.623C should do about the same amount of damage and works anywhere, on anyone. Of course I only ever use it on scrubs cause they don't know how to tech.
Lord Cruxis Posted October 27, 2009 Posted October 27, 2009 What Bang Camaro is trying to say is, people will tech out of the command grab making it not possible unless agaisnt a newb :X or lag.
Mr. Camaro Posted October 27, 2009 Posted October 27, 2009 goryus fell for 623c rc 623c approx. ∞ damage
Justice7541 Posted October 27, 2009 Posted October 27, 2009 What Bang Camaro is trying to say is, people will tech out of the command grab making it not possible unless agaisnt a newb :X or lag. If you actually do want to go for it in the corner, your best bet is to do a j.C and catch them while falling. They'll probably be mashing to recover, so you'll get a free throw reject. Again, still fairly useless.
rei-Scarred Posted October 27, 2009 Posted October 27, 2009 I don't think that "combo" is even new though. We've known about corner 2C -> 2D for a long time now and there's tons of ways to air combo into j.623C if you want to.
Lord Cruxis Posted October 27, 2009 Posted October 27, 2009 goryus fell for 623c rc 623c approx. ∞ damage It happens, gotta miss one once in awhile.
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