Just a general thing I noticed for adding a CS at the end of combos for the extra damage kill. It seems like now you can do CU 3C > CS from most combos, doesn't have to be fatal combos. Does more damage than 5D(2) > CS. Correct me if I'm wrong but I remember the 2nd hit whiffing in CS2 when you did CU 3C > CS outside of fatal combos.
Also, the old unburstable throw to CS combos are back. 4B+C one is no longer character specific, yay.
5B+C (slight delay) > CS = 2633 dmg
4B+C (immediately) > CS = 2633 dmg
Mostly just that, it'd be nice if all the combos that get posted are evaluated then put into the first post in their proper categories if they're worth noting. No rush though
Yup I'm planning to go to that with some people from Blacksburg.
Hi Lichling, there are 3 "dedicated" Blazblue players here in Blacksburg, but sadly we're pretty far from your area.
Ok I can't resist anymore, I'm importing this.
Question, does it matter if it's the Japan or Asia version of the game if I want it to work on my US PS3? Sorry if this already been answered and I missed it.
I never did either until they announced this. Just beat P4 recently and now I'm even more hype for this game.
Gameplay related question, am I correct in assuming that little bar under the hit count during combos indicates the untechable time after each hit? That's something I've been wanting in fighters for a long time.
You can start it with both j.B and j.C. The Tager only part is doing a j.C after jump canceling the first move, instead of j.A. I expect the hitbox buff may make this universal though. Or if not, it might let you combo j.A to j.C so you could do a decent combo instead of having to go straight into ID from the j.A.
Let us know how it goes KayEff
Oh...and make the minor corrections to the cross under section. 2D cross under can work from anywhere but max range or very close to it, and cross under after ID wallbounce works on Tager, only the other 2 ways don't.
Ok thanks, I'll try that.
I think another problem I've been having with the match is I play it way too defensively, but part of that probably comes from my lack of understanding the match in general.
The order should matter since whatever you pressed first is going to come out if they teched, and the idea is to have it be 2A instead of 2C for the quicker recovery.
Calm down, it's not like anyone did 6C > 6B before now, why couldn't it just be unfamiliarity with the timing of that combo that people are missing it? I still think it's the same. For all our sakes I hope it is the same.
As Lumin said, omitting the last j.D and going for ID(D) 2 hits does slightly more damage. In that combo it does 7 more damage, same meter gain. Sometimes you can get away with doing the last j.D and still get both hits of ID(D), like after a DS > 5C HJC if you got them low enough, but it doesn't seem possible from 4B+C.