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Anyone have a list of full dizzy combos to practice?
AtrixWolfe replied to AtrixWolfe's topic in Dizzy
Anyone reading this I just suggest using the discord it's got a ton of pinned posts that are really useful and if you still need help there's a lot of friendly helpful people on there. -
Anyone have a list of full dizzy combos to practice?
AtrixWolfe replied to AtrixWolfe's topic in Dizzy
Ok well, the discord server had some lists for combos at least via this link: https://docs.google.com/document/d/1KayJF79pqfacZtx0wYbS4MJfmMOphSBssNZdcNb7mUc/edit#heading=h.grfi1uje8jjx They don't really list damage or number of hits but it's still a good resource. If you're like me and don't use discord then maybe that can help. Someone also made this chart to help you know what moves cancel to each other: There's also videos of combos compiled here: https://docs.google.com/document/d/1y4F0Wka-IKkhScaiNvqOv5uEdrhtaA0CH1TagAUc2jo/edit and here: -
The game has quite a few but I was hoping for something like there used to be in many gamefaq guides for dizzy and other characters in older Guilty Gear titles such as: https://www.gamefaqs.com/ps2/562111-guilty-gear-x2/faqs/21249 (Search 6. Combos to see it qucikly). That one had 41 faqs unfortunately a lot of Guilty Gear titles don't have nearly that many faqs and they aren't nearly as in depth. Basically what I'm looking for is a list of combos like that I can practice I like how it says the number of hits, the total damage, as well as how much tension you need to perform them and groups them based on that, thanks for any and all help I'll edit with combos I found that seem to have high damage but I'm sure there's room for improvement cuz I'm not that good so if anyone knows better please let me know: 0% Tension ----------- Throw, dash, , , (4 hits, 85 damage) Credit: https://www.youtube.com/watch?v=muKsdGst8rc Throw, dash, , , (8 hits, 105 damage) Credit: http://www.dustloop.com/wiki/index.php/GGXRD-R2/Dizzy IAD, j., j., j., c., , , (7 hits, 121 damage) Credit: https://www.youtube.com/watch?v=muKsdGst8rc , dash, , c., , , , (possible to add after for more damage) (7 hits, 175 damage) , dash, , c., , , (10 hits, 173 damage) 25% Tension ----------- (WIP, best moves to YRC seem to be , , and 236H) 421H, 236H, YRC, 236H, 236H (5 hits, 136 damage) 50% Tension ----------- 5K, 5S, 5S, 2D, 236S, RC, 214S, 5S, 236H, 5S, 236S (10 hits, 204 damage) Credit: https://www.youtube.com/watch?v=muKsdGst8rc 5K, 5S, 5S, 2D, 236S, RC, 214H, 236H, 236H, 236S (9 hits, 204 damage) Credit: https://www.youtube.com/watch?v=muKsdGst8rc K, S, S, 2D, 236S, RC, j.236K, j.H, 6H (H), 421H, j.H, j.236P, j.H, 6H, 214P (requires corner) (15 hits, 233 damage) Credit: https://www.youtube.com/watch?v=1xl5hpACZ3U 214H [Charge to 3 Knives], dash, hcb, 6S (Charging longer than having 3 knives out provides no extra damage) (13 hits, 222 damage) 100% Tenion -------- (Seems you can't do YRC of 2H with itself 4 times, or even once anymore, also YRC of 236H 4 times might still be possible but I've got the combo up to 4 times and it wasn't nearly the damage it used to be so not sure if it's worth it) I'll edit more as I find them any help appreciated :< Edit History: changed openers from K to 6P as 6P does more damage. If you want a safe opener try 2K though damage of 2K started combos does face an overall damage penalty. I also think there's a limit to images in a post because I can't use the icons for directions/buttons after a certain point.
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Meh, I'm done. Sequence of events: Try to do something good for the community Community goes noooo don't do it, we have something similar that is not quite the same! Don't you don't know the power! Me: actually it's quite useful, especially for people that can't do taunt loops yet. Community goes no my ego and pride and honor are at stake, groupies, ATTACK! Fuck off dustloop
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To all this: Anoymous: "http://www.dustloop.com/forums/showt...and-BnB-Thread Any question you would have I think would be answered in there. And just do taunt loops, non taunt combos are for CT. " I reply: Yes the thread in question, is great. And yes, it fulfills it's purpose. But while it is GREAT for stitching together your own combos, it is hard to wade through at first glance. Even 30 minutes of reading it and you're still not completely sure what is going on. So while it is awesome for understanding meta game and putting together situational combos, it is not the solid resource I am looking for. Again, it's awesome if you have an understanding of Tao, and probably don't need the post anyway. But it doesn't have set combos people can learn, and know to be the most damaging from any starter. Sorry. And that is the position and purpose of this thread. Honestly I've never met a more resistant group of people in my life. Alrighty then.. so after being segway'd into infinity can we get back on topic please? :3 Do I really need to post a mission statement for every post I do to get the cooperation of this community? ~ Irked. Argh. Really? Remember the CT Taokaka list? You know, THIS ONE: http://www.destructive-nature.com/forums/taokaka/1246-taokaka-combo-list-w-dmg.html Why isn't there a list like that for CS? It's simple, easy to understand and standard, even if bloated. I want to do here just a very minimal list for each starter, listing the highest dmg output combos only. Both threads are useful. For different reasons. Get off thy horse and stop being resistant to new ways of presenting information, and putting up new information. It's not like I'm raping children.
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So for all thoughts and appearances, it appears, yes people do this. And yes having a tool that has THE timing down so you can listen to it would enable people to learn faster. Now the question is finding time to do it. I planned on doing it in C, but the mention of a program that already does something similar (stepmania) got me thinking I might be able to just throw together partial programs out there and get one working. Integration > programming from scratch. Also, I third the notion of having vocaloids sing combos
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My thanks. I mispelled rhythm too :P If you could fix that I will bow to the mighty frog :D Now... since this got derailed, I'm going to set us on track again. I'll update the main thread for clarity.
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While I agree, I'm not talking audio cues in the traditional sense, but your own personal sense of rhythm. Like. You are singing a song to yourself in your head when you do the combo kind of thing. Like my example above in the parry loop.
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I can explain it better if you need xD But basically, every combo in BlazBlue has a timing, or rhythm to it. If we standardized a way to record movement inputs, and turn them into sound files that would emulate the clicking you hear when someone is performing a combo, it would be a great learning tool for all tiers of game play, but especially beginner and intermediate players. Stuff ~ Never heard of it o.O wiki'd it, might be an interesting movie. I agree it's about remembering the motions. But muscle memory isn't always going to get you there and muscle memory is developed in the first place through SUCCESSFUL repetition. It isn't so much the audio cue's in the game, but the rhythm in which you enter in the inputs. Like, for the parry loop I think, dun, du-du (98746) dun, du-du and so I am hitting b, c, c at that tempo and I can hear the buttons being pressed at that tempo and s helping a ton. Thanks man :D If made might you use it? I already have an idea for the tones I could use: Key of C Taunt: Octave above middle C A: flat 7th above middle C B: the third above middle C C: middle C D: fifth below middle C Directional input: 1 octave below middle C In addition the start of each keypress would be accompanied with a clack or a drum. Perhaps as following: Taunt: Closed High Hat A: Small Tom B: Medium Tom C: Snare D: Floor Tom or Bass Directional: cymbal? All that might get too confusing though, so a generic clack could be used.
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Cool, does it list the inputs for it? If so I'll add it to my thread. I'm guessing it would beeee for taunt: 5B -> 6A -> JC -> j.2D~B -> Taunt Loop x 6 -> 214D -> j.2D~B -> 5C -> 2D~5 -> j.D~A -> 9D~5 -> 9D~9 -> j.236Bx5 [4235]? I thought all taunt loop combos were 6k+ though? For the non taunt there is: 5C -> 2D~6 -> j.C -> 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236Bx5/cat2loop [~3500 tauntless, ~3650 with 2 taunts and 236CC] where you list the .. is that either taunt loop, or do more 9D~9 -> j.C ?
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rhythm, the more I practice and I understand of the game, the more I understand how important remembering beats are, not just combinations of keys input at rapid succession. On that end, I think my ability to comprehend new combos is greatly increased if I can view the entire combo and hear the audio cues, and even more so, if I can see a video with the player doing the combo and hear the clack clack of their inputs being registered. Then I turn this into my own little song of comboing :D Sooo I play guitar, piano, and a few other things, and I have a drum set I'm in the process of learning on. But my idea is thus, what if hard combo strings, like the parry loop and taunt loop, had little mp3 files with them in guides. We could even give each beat a different tone for each key being pressed. For instance, a would be a higher more trill note, while d would be more bass. I'm unsure what to do with the directional input at this moment. But maybe some kind of constant sound for when directional input is being done, and you'll just know what it is. Then when learning a combo, someone could make the mp3 file for you to hear their timing. I'm a computer programmer too, so I might even make some kind of program that can facilitate move entering and turn it into this sound file. Which you could then loop, listen to on the subway and learn combos all day hehe. Anyway, does anyone consider the idea to have merit? If it existed, might you use it? I find audio queues MUCH easier and more consistent than visual ones. Maybe that is just me? Re-clarifying the thread which was derailed The Idea: A software that will take user input from complex combo strings (Like Tao's taunt loop or the parry loop), from people who do it with 100% efficiency and rendering a sound file from this. This sound file can then be used to help train players. The Implementation: It will use clacks or drum sounds for each input, as well as pitches/tones for each key. (For non music theory in know: middle C is the key in the middle of a piano and third, fifth etc are in reference to the major C Scale) A: Flat seventh above middle C B: 3rd above middle C C: middle C D: fifth below middle C Taunt: Octave above middle C Directional input: octave below middle C Drum Sounds or clacks will be played at the start of each input. Difference to tones may be made to make differentiating easier. But the main aspect is and always will be the drum. The tones are merely to help remind you what is being pressed at any given time. The Question to You: Would you use such a tool? And if so would you use it in training? Or simply out of curiosity? I was thinking of making a standard preset. But too I could alter the scale and drum sounds to make Blazblue combos sound like various genres of music. Using the classic scale I could make it sound normal. I could use the jazz scale and jazz drum usual for a jazz version, and the pentatonic and blues scales for rock and blues versions. A problem might be too many sounds going on too quickly to recognize, in which case I would set drum sounds to just metronome sounding ticks.
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What in general is the best combo for NTL for 5b? Anyone know? I can land that, but I can't yet do taunt loops. Does anyone know a bigger finisher/longer combo for 5b WITH taunt loops? 5b is a favorite tao starter, and will set the staple for either her 6a -> and on string or 3c -> and on string depending which inflicts more damage from her 6a most damaging string, we can define the string for a lot of other combos. 236c, c for example which would also define the string for move sets going off of 4a+b. I need some help :3