pulsr Posted February 11, 2009 Posted February 11, 2009 The problem isn't blocking the super, it's the 2C that can't be air blocked. The swords from the super just keep them up in the air (even if they IB). They can try to instant block your dash up 2C, but because you can change up the timing of when you start it, it's pretty much a doomed endeavor. mind you they can FD and IB.... I don't know if this was posted, but you can land DD after her overhead on tager and rachel. 2147d that is throw, dash forward 2c, 2147d, dd 2dd, jump dd dj 2dd overhead. 3988~ works anywhere
Soniti Posted February 11, 2009 Posted February 11, 2009 Seems like she has different throw combos for different portions of the cast. Would anyone mind listing the most damaging throw combo for each opponent? To increase damage from a ranged swords combo: Uses 50% Heat Gauge: 5dd 4dd 236d RC 5dd 6dd 2dd sj back j.dd dj j.2dd j.214d ~4000 damage Goryus, you said that you cannot land a super after a throw -- I found this combo on a JP BBS, can you try it out? throw 5dd 6dd 2dd 632146d 2dd j.dd j.214d
Goryus Posted February 11, 2009 Posted February 11, 2009 mind you they can FD and IB.... I don't know if this was posted, but you can land DD after her overhead on tager and rachel. 2147d that is throw, dash forward 2c, 2147d, dd 2dd, jump dd dj 2dd overhead. 3988~ works anywhere They can't FD, that would be what the whole "previously burst" thing was. And I already explained why IB'ing it isn't a good solution. And even if you don't buy my previous logic or think that you'll get the IB by accident when mashing against the super, there's also the fact that you can cross under them and do it from the other side. That combo, however, is sweet! @ Soniti - I didn't actually mean it's impossible to combo into super after throw or 6C. It's just that, because of tech scaling, full combo into super doesn't work in those situations.
Soniti Posted February 12, 2009 Posted February 12, 2009 Here are some more fun combos for near corner opponents. If one or more of these have already been posted, then sorry. I'm getting ones that I don't recall seeing in this thread from my combo list Near corner 3c 214a dash forward 2c j.c j.2c j.214d land dash 3c 214b 6dd 4600 damage Near corner throw dash forward 2c j.c j.2c j.214d land 3c 214a 6a j.dd j.214d land 3c (oki w/ 214d) Near corner anti-air 2c j.c j.2c j.214d land 3c 214a 6a j.dd j.214d land 3c 236d (or oki w/ 214d) ~5500-5800 damage
Goryus Posted February 12, 2009 Posted February 12, 2009 Oooh, excellent. I'd been playing around with 3C > 214C loops, but couldn't find an ender that worked consistently. If you start that third combo off of 214D, it does 6200...with no meter spent. :8/:
Aurora Borealis Posted February 13, 2009 Posted February 13, 2009 I may be playing BB for the first time soon, and I'd like to use V13 since she seems to be the most Axl-like character in this game, so I'd like to know if anyone could compile a list of maybe 5 or so generic combos which could be considered her B&Bs. Like one for each given situation (i.e. off a throw, in corner, anti-air, when a sword randomly hits them while they're on the ground, etc.) that deals the most damage while avoiding character-specifics as much as possible. Sorry if this is asking for too much and if this much info isn't known yet, but I can't really choose among the combos from this thread since there are so many and I don't know how each individual move looks like yet, so I can't visualize it. Thanks.
Soniti Posted February 13, 2009 Posted February 13, 2009 I should be able to do that. Ground BNB: (starters) 5b 6b 5c (hits full) 3c 214dc For an easy throw combo that works on everyone (timing is changed for arakune though, mash 'dat 5d for him instead of delaying it), throw 5dd 6dd 2dd j.dd dj j.2dd j.214d [[if you'd like to get more advanced, throw dash forward 2c (hits fully) 6c (hits fully) 2dd j.dd dj j.2dd j.214d]] For when her overhead (4b) hits, or for counterhit 2c: j.c j.2c dj j.c j.2c j.214d Random sword (5d) hits: 5dd 4dd j.2dd (j.214d if in range, otherwise go from 4dd to 236dc) For when 3c hits (midscreen):3c 214a 2c j.c j.2c back dj j.2dd j.214d [[For a more difficult version, 3c 214a dash forward 6a tk.2147d land dash forward 2c (full) 6c (full) 2dd j.dd dj j.2dd j.214d]]
kosmos badgirl Posted February 13, 2009 Posted February 13, 2009 V-13 movelist from the official site. http://blazblue.jp/images/trailer/bb_pdf_no13.pdf
Aurora Borealis Posted February 13, 2009 Posted February 13, 2009 Thanks for the list Soniti. I'm sure to put it to use. Ground BNB: (starters) 5b 6b 5c (hits full) 3c 214dc I'm a bit unclear what you mean here. Do you mean I can start with 5b, 6b, or 5c and then continue on to 3c and then 214dc? I've been looking at some videos and though I see V13 throw out a gravity field every now and then, they really don't seem to do much. How useful are they? What moves can V13 teleport after? Much appreciated.
Soniti Posted February 13, 2009 Posted February 13, 2009 5c is a barrage. If you mash the button it does more hits. I'm saying you want to mash it for a little while then cancel to 3c and then 214d. On crouching opponents you can also combo immediately into 4b and it will connect and launch them for air combo (same combo as if you initially hit with 4b). Gravity fields are alright for zoning now and then, but kinda dangerous to put out randomly. Nu can teleport after the following moves either hit or are blocked: 5d/4d, 2c, 6c. Edit: Anyone know if there is there anything you can do (short of a rapid cancel) to make a blocked 4b safe?
Goryus Posted February 13, 2009 Posted February 13, 2009 I'm a bit unclear what you mean here. Do you mean I can start with 5b, 6b, or 5c and then continue on to 3c and then 214dc? No, he means you can start with <whatever> and then do 2B > 6B > 5C (mash for 8 hits) > 3C > 214D. Examples of <whatever> are (2A)xN, jump in attacks, 5DD > act pulsar, etc.
Neuro Chaos Posted February 13, 2009 Posted February 13, 2009 So, in case you're not watching the Videos thread, Gamechariot recently put up a ton of v-13 vs. Taokaka vids. If you can stomach watching the same matchup over and over, there are a bunch of things to learn.
Tage*Proto Posted February 17, 2009 Posted February 17, 2009 Some really interesting ideas from those videos. Theres also a really recent one against tager with some interesting combo variation. V-13 looks so tight!
Aurora Borealis Posted February 18, 2009 Posted February 18, 2009 So I finally played the game, and while V13's C and D moves are obviously extremely good, I'm not sure what to make of her A and B moves (besides 4B), as they seem to lack reach and don't seem particularly fast. I've only used each of those a couple times, so I may not remember well, but which of those moves would be considered useful and in which situations?
Discotheque Posted February 18, 2009 Posted February 18, 2009 Her 5A kinda sucks because it whiffs pretty much all crouching characters and kinda the same for her 6B. Her B has no range but comes out fast. 2A like everyone else, is good for buying small amount of time so you can judge how you want to set-up ur mix-up. 2B is just a ordinary low. 6A is situational, but still has its uses (kinda overshadowed by 2C as anti-air, but 6A has upper-body invincibility at some parts so its better at beating some specific jump-ins). V-13 maybe has the best mix-up game if you get her down. TK crescent is like a TK Ensenga that you can faint for more rush-down/throw mix-up. Her 2C is insanely good for crossing up, or going for a completely safe 3C low (which you can choose to go for another low with sickle storm), or TK crescent for a high.
Pervert_Q Posted February 28, 2009 Posted February 28, 2009 I've been playing quite a bit of v-13 lately and well... on normals the only normals worth using for poking are 3C, 1C < also a great anti air > also 6C followup after 1C can be good from time to time on D moves her ground D moves are VERY UNSAFE if not blocked or hit, whiffing a ground D could cost you half your life so caution should be used Air D moves don't suffer from as much recovery so they are very much safer to throw out for spacing basic pressure combo on block stand DD, 4DD, J.2D,2D, fall, 2D, land on the ground stand DD.... etc etc mixup they key is to link the j.2D close enough to the ground you still have them in hitstun to stand DD and mixup again also 214 D in the air when canceled with C can be used to mixup sword pressure even further, if you havent used your 2nd jump you can air dash after canceled 214D 214D TK'ed is also a great ground poke and on CH you setup some very nice things BNB combos off normals 3C < point blank> 214A, j.C,2C < only let a few hits hit> 214D, OTG 3C < only let one hit hit> 214A, 1C, then either do a sword combo or go for air throw CH J.D or J.2D if any of those CH on the first hit you can land and do a BNB sword combo like stand DD, 6DD, 2DD, j.DD, JC foward, j.2DD, 214D 3C, qcf D, RC, BNB sword combo from above 5D,D can be canceled into 326,326D super and you can follup super with 1C,6C < wall bounce> BNB sword combo thats all i have for now edit, had to make some corrections lol, i was so tired this morning.
Soniti Posted February 28, 2009 Posted February 28, 2009 By 1c you mean 2c, right? She doesn't actually have a 1c move afaik...
Pervert_Q Posted February 28, 2009 Posted February 28, 2009 yes it is actually 2c but you can do the same normal holding 1C, that's also a position you can hold to block too !!!!, im just notating on how I do things. had to correct that longer combo off of 3C, 214A lol, i had it as 1c for some reason....
Goryus Posted March 3, 2009 Posted March 3, 2009 2C (blocked) mixup is pretty strong. 2147D (high), RC, dash, 2B > 2C > J.C > 2C > DJ.C > DJ.2C > 214D 3C (low), 236D, RC, 5DD > 6DD > 2DD > J.DD > DJ. DD > 214D 6C (frame trap, counter hit), dash 2DD... Act pulsar backwards, 5DD... Act pulsar forwards, 5DD... 2147D~C, air dash, J.B... Etc.
pulsr Posted March 3, 2009 Posted March 3, 2009 I don't know if this was posted but you can do Air D's from her 2147dc. This just opens some safe poking options if you aren't totally sure what to do.
Master Chibi Posted March 8, 2009 Posted March 8, 2009 Is 5DD after throw character dependent, or just really hard to time? I was trying to do 5DD, 2DD, jdd, jdd, 214D as a throw combo yesterday and it didn't seem to land on many characters, leaving me to go 6dd, 2dd, or something akin to that. Also, how do you do the ground wheel towards you? Haven't really had enough time with this game yet to understand how to wield this chick, as I'm more or less just trying to keep them the fuck off of me and not trying to mix up them up in any form.
K2 Posted March 8, 2009 Posted March 8, 2009 do this combo instead throw>66>2c>6c>2dd>jdd>j.c>jdd>j214a has more dmg, and u look kool off noel or litich ( light characters) u don't want 2c on full hit else ur 6c won't connect to have the wheel towards u, simply do 236DC
TGS Posted March 10, 2009 Author Posted March 10, 2009 Zinac finally translated V-13's frame data. http://rclacas.googlepages.com/v13.html
Jet Set Dizzy Posted March 10, 2009 Posted March 10, 2009 If somebody gets between you and the swords for the multi hit super and you burst them can it combo into the super?
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