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-Seo

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  1. A thing to note about [4]6B, is that the further it travels the more durability it will lose, at max it does 5 hits, but I've had it travel far enough to just do 1.
  2. Been trying to find some uses for OD, and I think I've come across something which could lead to decent combos, but as of now it'd just be for unburstable kills. (corner) 6A > 5B > 3C > 6D~C > 2D~C > 4[]6B > (raw)OD > 5BB > 5C > 5D~A > 6D~B > 2D~A > 6D~C > 4[]1236 (4949 DMG, 28 heat) *EDIT* You can do 28D super at the end for 5122 DMG. Ideally you want to let the 6D~C go through them first so it puts them back into the corner, but the timing can be a little tricky. Works with all OD% except 100-90 (the super won't be the OD version, but it's still 4K unburstable). Two tricks to this I suppose are doing OD ASAP after the B orb so you can get 5BB, the timing isn't too bad on it, and the last 6D~C into super. Because 6D~C goes through them in OD, you need to hold the 6 as you swap sides then link the super. They'll be real close to the ground, but it should hit. Works from 5BB > 3C starter but is a bit finicky with j.C jump ins (I could get j.C>3C>combo consistently, but j.C>5/2/6B>3C were real inconsistent). Again, damage isn't much, but it's unburstable so meh. I definitely think this could be optimized. *EDIT2* Seems you can do a similar route off a command grab in corner. 5D~B > 2D(4D) > (raw)OD > 5BB > 5C > 5D~A > 6D~B > 2D~A > 6D~B > 28D (4800 DMG). You need a microdash 5B after you land from the command grab, and you need to do 5C > 5D~A > 6D~B as quick as possible or 2D~A won't hit. You can replace 2D~A with 2D~C if you can't get the 2D~A to hit consistenly enough, does 4763 DMG, so it's no real loss.
  3. You're unsafe if you do it real early in your jump or airdash in with it, but if you do it deep enough into your jump, I think you may be plus (granted probably only +1 or 2). I've been in the habit of canceling j.C's into 5D(4or1)A to catch people trying to punish the landing recovery.
  4. Just checked something with these two combos, and it turns out they don't work on Makoto, Relius, Terumi, Hazama, Platinum and Valk. You can just take out the 5C > 4[]6A though and do 2C > 5C > 2D~A etc and only lose about 200 dmg.
  5. Anyone know how to unlock the icons for the D-Code? Specificaly the Bururaji ones.
  6. Yeah after trying stuff again, 5D~A is safe if you dash cancel it unless they IB, and 2D~B can be punished by things like Hakumen 3C. 2D~C does seem like the safest thing so far though, purely because of the pushback on it. Would've been nice if we could do orbs after a blocked D move ;_;
  7. Found out you can instant overhead with j.C on Hakumen, Relius, Tager, Carl, Jin, Platinum. Can lead to a pretty easy command grab or you can spend the meter and do j.C > rapid > j.C > 3C > stuff
  8. Oh woops, ment 6D~C, my bad haha.
  9. If from 6C you go 5D~C > 2D~C > 5D~28D you get 5502 DMG and keep them in the corner. You can do a delayed B orb too if you don't want to spend the meter :3
  10. Quick overhead combo in the corner 6A > 5B > 3C > 6D~C > 2D~C > 4[]6B > 2C > 5C > 4[]6A > 5C >2 2D~A > 6D~B > 5D~C (4397 DMG) The second 5C is a little difficult to hit, have to do it as early as possible. You can ommit that and the A orb to keep it simpler though.
  11. Pretty negative for the most part. Some things like 2D~B and 5D~A are safe, but the rest can be punished by either 2A mash or certain supers from what I've tested. Can't cancel into other D moves on whiff unfortunately.
  12. Some of the combos from this video: www.nicovideo.jp/watch/sm22113690 2A > 5BB > 3C > 2D~C > 5D~A > 6D~C (2025 DMG) 5BB > 3C > 2D~C > 4[]6A > 5BB > 5C > 6D~C > 2D~B (2680 DMG) (Corner) 5A > 5BB > 3C > 6D~C > 2D~C > 4[]6B > 3C > 6D~C > 2D~B (2990 DMG) (Corner) 5BB > 3C > 6D~C > 2D~C > 4[]6B > 2C > 5C > 4[]6A > 5C > 2D~A > 6D~B > 5D~C (3929 DMG) (Corner) 5BB > 3C > CT > 5C > 4[]6A > 5C > 2D~A > 4[]6B > 6C > 6D~B > 2D~C > 5D~C > j.C (4315 DMG) (While Cornered) 6D~B > 2D~C > 5D~A > 2C > CT > 5C > 4[]6A > 5C > 2D~A > 4[]6B > 6D~C > 28D (6721 DMG) CH6D~C ~ 2D~A > 4[]6B > 6C > 6D~B > 2D~C > 5D~C > 2C (4482 DMG)
  13. Kagura Combos by Sugi VS Basic Kagura Combos by Chuneko Kagura Combos by Uno (Some real nice stuff here)
  14. Just tested his health. Took 11 5C's and one 2B from Kagura to kill, so that's 11.5k health.
  15. 6D~C launches opponents upwards in OD 5D~C launches them upwards too, rather than behind you 2D~C cannot be emergency teched. That's about all the differences I've picked up on, but I've honestly not messed around with OD too much.
  16. Just 4 quick combos because I'm stupid and haven't been taking notes on all the things I've been trying out. Near Midscreen overhead 6A > 5B > 3C > 2D~A > 4[]6A > 5BB > 5C > 6D~C > 2D~B (B orb for oki) (3.1k DMG) Midscreen overhead 2D~A > 6D~A > 5BB > 5C > 6D~C > 2D~B (B orb for oki) (3.3k DMG) Corner FC 6D~B (50 meter used) 6D~B > 2D~A > 5D~C > 5C > 5D~A > dc > 5BB > 5C > 4[]6B > 6C > 6D~C > 2D~C > 5D~28D (6148 DMG) Corner overhead 2D~A > 6D~A > 5BB > 5C > 5D~A > dc > 5BB > 5C > 4[]6B > 6C > 6D~C > 2D~C > 5D~28D (5399 DMG)
  17. Damage/P2/P1 values for normals from jbbs. P1/2 values could be inaccurate, so take with a grain of salt. Combo rate: 65% 5A 300 77 100 5B 400 85 85 5C 1100 92 100 2A 300 77 100 2B 500 85 90 2C 1000 92 100 3C 700 89 90 6A 800 92 80 6B 600 89 100 6C 1300 84 100 SMP Has head invuln frames JA 300 85 90 JB 450 89 90 JC 750 92 90 aaand D moves. 5D A 700 89 80 SMP Bonus 110% proration. Can dash cancel on hit (backdash and forward dash) B 0.2000 60 100 C 750.750 94.94 90,90 2D A 1400 94 80 SMP B 500.800 89.89 90.90 C 400.1000 94.94 100.100  SMP 6D A 800 92 90 B 800 92 90 C 1200 94 80 Ryuubakusen A 450.450  85once 90 SMP B 400x5 85once   60 SMP
  18. Some combos picked up from jbbs/streams/arcsys event, it's a little messy, so excuse that and you could probably add things onto a good few of these combos. 2D~A>4charge6B>5C>5D~A>dc>5B>5B>5C>6D~C>2D~C>(5D)28D (5373 DMG) 2D~A>4charge6B>2C>5C>5D~A>dc>5B>5B>5C>6D~C>2D~C>(5D)28D (5619 DMG) CH6C > 5B > 3C > 2D~C > 4charge6A > 5A > 6B > sj.B > j.C > j.xD (Insert your mixup here) (3168 DMG) 5BC > 6C > 6D~B > 5D~C > 2C > 2D~B (3.4K) (Can go into 5D/6D moves for mixup or use 4charge6A/B for oki) 5BC > 6C > 6D~B > 2D~A > 5D~C > 2C > 2D~B (3.?k) 5B > 2B > 3C > 6D~C > 2D~C > 4charge6B > 5C > 6D~B(1 hit) > stuff (1st hit of 6D~B isn't emergency techable, so you may be able to do a little more at the end here) (Corner)6A > 5B > 3C > 2D~C > 5D~A > dc > 5BB > 5C > 4charge6B > 6C > 6D~B > 2D~A > 5D~C > 2C > 4charge1236C (4479 DMG) (Corner) 5D~B > 2D~A > 6D~A > 5B > 3C > 2D~C > 6D~A > 3C > D~28D (5158 DMG) 5Cch>CT>6DA>2DA>4charge6B>6C>6DB>2DC>5DC>2CcOD>5C>4charge1236C (7564 DMG) CHALLENGE MODE COMBOS #1 5D~C #2 2D~A #3 6D~B #4 JD~Adc #5 D>4D #6 4charge6AorB #7 2charge8C #8 D~28D #9 OD>4charge1236C #10 AH #11 2C>2DB #12 5BB>3C>6DC #13 6A>6B>5C>2DB #14 JB>5BB>3C>2DC #15 6BC>5BB>jc>JB>JC #16 Airthrow>5BB>5C>4charge1236C #17 5DB>J6DC #18 6DA>5B>3C>2DC>2charge8C #19 (Crouching)2DA>5DC>2charge8C #20 Combo into AH #21 (CH)2charge8C>5A>6Bjc>JBjc>JB>JC #22 (Corner)6A>6B>3C>6DC>2DC>5DC>2charge8C #23 (Jumping)5DC>6DA>5b>3C>6DC>2DB #24 (Corner)5DB>J2DA>6DA>5BBjc>JB>JC>JD28D #25 Do 3000 damage after guard crushing #26 CT>2DA>6DA>5BBjc>JA>JBjc>JB>JC>JD28D #27 2C>2DBrc>6C>6DB>5DC>5C>2DA>6DA>5D28D #28 5DA>6DA>2DA>4charge6B>6C>OD>6DA>2DC>4charge6A>4charge1236C #29 6DB>5DAdc>5BB>5C>2DA>4charge6B>6C>6DB>5DC>5B>3C>D28D #30 7000+ damage combo
  19. They've got system voices for pretty much all characters
  20. Search for "BlazBlue" or "ChronoPhantasma".
  21. It's up now. 8GB.
  22. DL version should be up around 12.
  23. It's only just the 24th in Japan, don't expect to see anything for a good few hours. Famitsu uploaded some short combos for new characters: https://www.youtube.com/watch?v=w8XnOZGika4 - Kagura https://www.youtube.com/watch?v=ziJFS-lZ0NI - Terumi https://www.youtube.com/watch?v=oULKEiLhubw - Kokonoe jbbs found out that Kagura has a combo rate of 65% too.
  24. Someone posted Kagura's challenge mode combos. Seems he has a 5BB and the sword punch (5D~A) can be dash cancelled. #1 DC #2 2DA #3 6DB #4 JDAdc #5 D>4D #6 4タメ6AorB #7 2タメ8C #8 D28D #9 OD>4タメ1236C #10 AH #11 2C>2DB #12 5BB>3C>6DC #13 6A>6B>5C>2DB #14 JB>5BB>3C>2DC #15 6BC>5BB>jc>JB>JC #16 Airthrow>5BB>5C>4タメ1236C #17 5DB>J6DC #18 6DA>5B>3C>2DC>2タメ8C #19 (On crouching)2DA>5DC>2タメ8C #20 Combo into Astral #21 2タメ8C>5A>6Bjc>JBjc>JB>JC #22 (Corner)6A>6B>3C>6DC>2DC>5DC>2タメ8C #23 (Jumping opponent)5DC>6DA>5b>3C>6DC>2DB #24 (Corner)5DB>J2DA>6DA>5BBjc>JB>JC>JD28D #25 Do 3000 damage from a CT #26 CT>2DA>6DA>5BBjc>JA>JBjc>JB>JC>JD28D #27 2C>2DBrc>6C>6DB>5DC>5C>2DA>6DA>5D28D #28 5DA>6DA>2DA>4タメ6B>6C>OD>6DA>2DC>4タメ6A>4タメ1236C #29 6DB>5DAdc>5BB>5C>2DA>4タメ6B>6C>6DB>5DC>5B>3C>D28D #30 7000 damage combo
  25. Oh shit I didn't notice that. Dat Moriya colour.
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