Hello everyone! It's Red (Olympia Valk) here and I happen to have my hands on BBCP 1.1 for Vita! I'd like to start things off with some combos/routes that we've all been curious about ever since the changes have been announced. Let's begin with the infamous brj.A/wj.A~
***Just a heads-up, this list of combos isn't, by any means, complete. It's a WIP and I'll be sure to update it when I get the chance!***
[brj.A/wj.A Midscreen~]
w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214A/B] (pick depending on which side you want to be on) [2220 DMG, 15 HG]
w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > 6/7D > j.D] > j.C [2179 DMG, 15 HG]
***Any other combos result in air tech or not hard knockdown, so they're not worth it in my opinion since the followup varies for each type of air tech. I have been messing around with this though:
w[j.A > 5B > 5C > 6D > j.A > 5B > j.B > dj.B (whiff)/airdash (delayed) > reset stuff...] [1804 DMG, 12 HG]
w[j.A > 5B > 5C > 6D > j.A > j.C > 5B > sj.B] [1585 DMG, 11 HG]
[brj.A/wj.A Corner~]
w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214A] [2220 DMG, 15 HG]
w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > 6/7D > j.D] > j.C [2179 DMG, 15 HG] (7D variant is probably doable but very airtight; aka I can't do it consistently atm...; gets better if you remove w5B) [2037 DMG, 14 HG]
w[j.A > 5B > 5C > 236A > land > j.B > j.5B (whiff)/airdash (delayed)/etc. > reset stuff...] (we actually get a hard knockdown so I think this is a worthy combo to know) [1473 DMG, 10 HG] ;~;
***There is NO WAY to get tk.214B > 6C > 3C from wj.A EVER! Yes I know, I've been crying every since I first witnessed this reality. Anyway, here's another option that doesn't give knockdown, but hey it combos...:
w[j.A > 5B > 5C > 236A > 5B > sj.B > dj.B (whiff)/airdash (delayed)/etc. > reset stuff [1674 DMG, 12 HG]
[brj.A/wj.A Back to Corner~]
w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214B] [2220 DMG, 15 HG] (not really back to corner, but side switch)
w[j.A > 5B > 5C > 236A > IAD > j.A > j.B] [1510 DMG, 15 HG]
[What about air hit wj.A?~]
(AH) w[j.A > j.B > 3D > j.A > 5B > j.A > j.C > dj.D] > j.C [1162 DMG, 8 HG] (can omit w3D if IAD > wj.A > wj.B (delayed) is performed and you land earlier to pick up with w5B > ender) [1225 DMG, 8 HG]
(AH) w[j.A > j.236A > j.236B > j.214A/B] [1510 DMG, 15 HG]
***If you're low on meter and tap your opponent with raw wj.A, I personally would just go straight to cannons for damage or wj.B if you're seriously low. If you hit with wj.AA, wj.B is your only option. At least it nets a knockdown.
Ok, so I think I've exhausted all/most of his brj.A/wj.A combos/options. I know most of these are low in damage and heat gain, but this starter is still a tool and knowing how to hit confirm with it can only make you a better player blah blah blah. Plus you can add more damage with OD Flug with any j.C enders, so it could seal a match if your opponent sucks at blocking brj.A. I will miss 3C > OD Sturm from brj.A/wj.A though. >___<'
So what about wj.B? Well, it's kind of the new wj.A in terms of combo time. However, now that we gain access to w5C > 236A/B (w236B? Wait what???), we get some new combos. :3
[wj.B Midscreen~]
w[j.B > 5B > 5C > 6D > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C [2178 DMG, 15 HG]
w[j.B > 5C > 6D > j.A > 5D] > 5B > 5C > tk.214B > 66 > 5C > sj.B > dj.B > j.C [2196 DMG, 15 HG]
w[j.B > 5C > 6D > j.A > 5B > 866 > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2079 DMG, 14 HG] (This is NOT an IAD. This is how Koge can get wj.B > j.A without using w3D. I input it with buffering/holding jump after I press w5B, wait half a second, then input 66 for airdash. It's weird but it works. Practice it since it can be a meterless way to corner carry! Oh and can we call it the Koge? Lol)
w[j.B > 5C > 6D > j.A > [5B > IAD > j.A > j.B] x3] [1950 DMG, 13 HG]
w[j.B > 5C > 6D > j.A > 5B > IAD > j.B > j.C > 5B > sj.A > j.A > j.C > dj.D] > j.C [2136 DMG, 15 HG] (check CP Vanilla compatibility list)
w[j.B > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214A/B] [2490 DMG, 17 HG]
w[j.B > 5B > 5C > 236A > 236B > j.236A > j.236B > 6/7D > j.D] > j.C [2449 DMG, 17 HG]
w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 1D > j.D] > 5B > 2C > j.B > dj.B > j.C [2376 DMG, 17 HG]
w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 1D > j.D] > 2C > sj.B > j.A > j.B > dj.B > j.C [2343 DMG, 16 HG]
w[j.B > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2363 DMG, 16 HG]
w[j.B > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.D > w[j.A > j.A > j.C > dj.D] > j.C > (j.C) [2443 DMG, 17 HG] (without falling j.C) [2364 DMG, 16 HG]
w[j.B > 5B > 5C > 236A > 4D > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [2739 DMG, 19 HG] (this is NOT the side switch variation; I'll list that in the “Back to Corner” section)
w[j.B > 5C > 236A > 236B > 2D > j.D] > 2C > 6B > 5B > 2C > sj.B > dj.B > j.C [2705 DMG, 19 HG] (Maybe my performance on Vita pad is not adequate, but this combo is very airtight! May omit one j.B to reduce drops... [2642 DMG, 18 HG]Also, are super jumps faster than normal jumps? I've only been able to land this combo with sj.B.)
###w[j.B > 5C > 236B > 1D > j.D] > 2C > tk. 214B > 66 > 5C > j.B > dj.B > j.C [2369 DMG, 17 HG]###
###w[j.B > 5C > 236B > 1D > j.D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [2635 DMG, 18 HG]###
###(w5C > 236B works on *Azrael, Mu-12, *Relius, Hakumen, *Kagura, Bullet, *Tager, *Arakune, *Tsubaki, Valkenhayn and Bang. * indicates including 5B before 5C > 236B works, but it eats up combo time, and smaller pool of characters to use on so may not be worth it; does NOT work on Ragna, Makoto, Taokaka, Hazama, Litchi, Terumi, Noel, Izayoi, Amane, Jin, Carl, Rachel, Kokonoe, Platinum and Nu-13; lastly, w5C > 236A > j.236B gets more damage and is guaranteed to work on everyone. Just wanted to show that w5C >236B works; it's potential is probably in the corner...)###
If the ### combo is hard to remember due to character specifics, just do the 236A > 4D one. It's not as easy, but does more damage and guaranteed to work on everyone (just remember when to delay or not delay 6B; aka fuxk you Amane).
[wj.B Midscreen to Corner~]
w[j.B > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2559 DMG, 18 HG]
w[j.B > 5C > 6D > j.A > 5D] > 5B > 2C > 6C > 66 > 236A > 3C [2075 DMG, 14 HG]
These are combos that allow Valk to get to the corner/wall and use it (i.e. 3C ender); any other combos that get him close to the corner/wall without using it will be placed in the midscreen section.
[wj. B Near Corner~]
w[j.B > 5B > 5C > 6D > j.A > 5D] > 5B > 236A > 2C > tk.214B > 6C > 3C > 236B [2373 DMG, 17 HG]
w[j.B > 5C > 6D > j.A > 5D] > 5B > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [2412 DMG, 17 HG]
w[j.B > 5C > 6D > j.A > 5D] > 5B > 2C > 6C > 5B > 2C > j.D > w[j.A > j.C] > dj. D > j.C [2378 DMG, 17 HG]
w[j.B > 5C > 6D > j.A > 5B > 866 > j.B > j.A > 5D > 5B > 5C > j.B > dj.B > j.C [2318 DMG, 16 HG] Do the Koge!
w[j.B > 5C > 236A > 236B > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2648 DMG, 19 HG]
###w[j.B > 5C > 236B > 1D > j.D] > 2C > 6B > 2C 236A > 2C > tk.214B > 6C > 3C [2821 DMG, 20 HG]### (again this only works on a portion of the cast; also, 3C by itself grants knockdown; for some reason, doing 236B will let the opponent air tech immediately. It does do more damage and I imagine it can be frighting if you RC > 5D > [wolf pressure] since it might catch them off guard) [2904 DMG, 20 HG]
[wj. B Corner~]
w[j.B > 5C > 236A > 5D] > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [2585 DMG, 18 HG]
w[j.B > 5B > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2677 DMG, 19 HG]
w[j.B > 5C > 236A > j.C > j.236B > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2752 DMG, 19 HG]
w[j.B > 5C > 236A > j.C > j.236B > 2D > j.D] > 2C > tk.214B > sj.B > dj.B > j.C [2507 DMG, 18 HG]
w[j.B > 5C > 236A > j.C > j.236B > 2D > j.D] > 2C > 236A > tk.214B > sj.C [2567 DMG, 18 HG]
w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2607 DMG, 18 HG] (236B allows instant air tech; damage without it →) [2535 DMG, 18 HG]
w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 2D > j.D] > 2C > 2C > tk.214B > sj.B > dj.B > j.C [2374 DMG, 17 HG]
###w[j.B > 5C > 236B > 2D > j.D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [2821 DMG, 20 HG]### (same as above; only difference is I put 2D so that you're as close as possible to land 2C > 6B; if 236B added) [2904 DMG, 20 HG]
[wj.B Back to Corner~]
w[j.B > 5C > 6D > j.A > 5D] > 5B > 2C > 236C > 9D > w[j.B > j.A] > 3C > 236A [2089 DMG, 15 HG] (this combo is sooo not worth it; damage/heat gain is poop and you use 3 wolf dashes, so it's a meter burner; I'm just showing it works; and yes, 3C > 236A is the only way to get a knockdown; 2C > 236A allows air tech; the Rozen side switch is probably only worth it with better start, aka w5C)
w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 6D > j.B > j.A > 5D] > 3C > 236A [2089 DMG, 15 HG] (we see 3C > 236A again...)
w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 1D > j.D] > 5B > 2C > j.B > dj.B > j.C [2376 DMG, 17 HG]
w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 2D > j.D] > 2C > sj.B > j.A > j.B > dj.B > j.C [2343 DMG, 16 HG]
w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 2D > j.D] > 3C > 236A [2089 DMG, 15 HG]
w[j.B > 5C > 236A > IAD > j.A > j.A (delayed) > 5D] > 2C > 236A > 5B > 2C > sj.B > dj.B > j.C [2411 DMG, 17 HG]
w[j.B > 5C > 236A > IAD > j.A > j.A (delayed) > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2347 DMG, 16 HG] (hard for me to get 236B on default training partner: Azrael; It blue beats but I'm sure it works...)
w[j.B > 5B > 5C > 236A > IAD > j.A > j.A (delayed) > 5B > j.A > j.A > j.A > j.C > dj.D] > j.C > (j.C) [2393 DMG, 16 HG] (without falling j.C) [2279 DMG, 16 HG]
w[j.B > 5C > 236A > 236B > 3D > j.D] > 2C > tk. 214B > 66 > 5C > j.B > dj.B > j.C [2497 DMG, 17 HG] (3D allows side switch!)
w[j.B > 5C > 236A > 236B > 3D > j.D] > 2C > 236A > 2C > tk. 214B > 6C > 3C > 236B [2648 DMG, 19 HG]
w[j.B > 5C > 236A > 236B > 3D > j.D] > 2C > 6B > 5B > 2C > sj.B > dj.B > j.C [2705 DMG, 19 HG] (with one j.B to reduce drops) [2642 DMG, 18 HG]
###w[j.B > 5C > 236B > 2D > j.D] > 2C > tk. 214B > 66 > 5C > j.B > dj.B > j.C [2369 DMG, 17 HG]###
###w[j.B > 5C > 236B > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2456 DMG, 17 HG]###
###w[j.B > 5C > 236B > 2D > j.D] > 2C > 6C > 66 > 5B > 2C > j.B > dj.B > j.C [2585 DMG, 18 HG]###
w[j.B > 5C > 236A > 4D > 5D (side switch)] > 2C > 6C > 66 > 5B > 2C > j.B > dj.B > j.C [2585 DMG, 18 HG]
w[j.B > 5C > 236A > 4D > 5D (side switch)] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [2821 DMG, 20 HG]
All side switch combos have been placed in “Back to Corner” section regardless if they don't use the corner/wall and can be done midscreen.
[wj.B Air Hit~]
Honestly I would instant go 3D > j.A from any wj.B hit confirm. Here's an example in the corner:
(AH) w[j.B > 3D > j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2342 DMG, 16 HG]
(Midscreen) w[j.B > 3D > j.A > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2174 DMG, 15 HG]
(Back to Corner) w[j.B > 3D > j.A > 5C > 236A > IAD > j.A > j.A (delayed) > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2291 DMG, 16 HG]
There are many more, but I think adding them would be redundant for now. (AH) wj.B is a weird air-to-air that I don't see often (since we mostly relied on wj.A before), but in general, w[j.B > 3D > j.A] > whatever you feel like is best based on position, wolf meter, etc. Just showing how the faster w236A can be used from w[j.B > 3D > j.A].
Yeah, so wj.B is interesting because you can still build pressure to land it in a number of ways: standard Rasen w[4/6D (2/3/7D if airborne) > j.B], w[j.C > brj.B], w[iAD > j.B (blocked/hit) > brj.B (delay if first wj.B hits to reset)], 5B > forward jc > j.D > w[3D > j.B], etc. Make sure to not mash C if coming from the air because you may get wj.C; wait till you land to get w5C. Speaking of w5C...
Since w5C didn't change at all, we can assume all of the w5C combos we've used before remain unchanged. However, we now have access to w[5C > 236A]. LEGGO~!!
[w[5C > 236A] Midscreen]
w[5C > 236A > 236B > j.236A > j.236B > j.214A/B] [2756 DMG, 19 HG]
w[5C > 236A > 4D > 5D (same side)] > 2C > 6B > 2C > tk.214B > 66 > 5C > j.B > dj.B > j.C [3288 DMG, 23 HG]
w[5C > 236A > 236B > 2D > j.D] > 2C > 6B > 2C > tk.214B > 66 > 5C > j.B > dj.B > j.C [3350 DMG, 23 HG]
[w[5C > 236A] Near Corner~]
w[5C > 236A > 236B > 6D > j.B > j.A > 5D] > 2C > 6C > 66 > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [3289 DMG, 23 HG]
[w[5C > 236A] Corner~]
w[5C > 236A > 5D] > 2C > 236C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [3415 DMG, 24 HG]
w[5C > 236A > 5D] > 2C > 6B > 2C > 6C > 2C > 236A > 2C > tk.214B > 6 (slightly) > 2C > sj.B > dj.B > j.C [3792 DMG, 27 HG] $$$$$(This is a very important combo route to consider!!! Not only is it one of his most damaging, but you can interchange whichever 2C > filler you want! I've tested it starting with 2C > 236A, 2C > 6C, 2C > 236C > 236A, 2C > tk. 214B > 6C, etc. It's really about as free form as you want for about the same damage all around. You also gain a bunch of wolf meter back. This example happens to be his most damaging. I label this with dollar signs cause if you master w[5C > 236A], you will win more tournaments and money matches! This combo route is MONEY!!!)$$$$$
***Yea, I got a little excited back there...There's more types of combos from w[5C > 236A] in the corner, but it's too much to handle with my current load. The second combo route is the real deal though so use your imagine on what to add. Just to note, if you added an additional w5C via loop, you have to do h[2C > sj.C] in order for the opponent to not tech. Nice output~ [3903 DMG, 28 HG]; if you add two w5C via loop. [4102 DMG, 29 HG]; three??? [4280 DMG, 30 HG]; I tried four, but they tech before h[2C > tk.214B] so I guess three is the cap!
[w[5C > 236A] Back to Corner~]
w[5C > 236A > 236B > 3D > j.D] > 2C > 6C > 66> 2C > 6B > 5B > 5C > j.B > dj.B > j.C [3658 DMG, 26 HG]
Barely touching the surface of w[5C > 236A]. I have a ton of schoolwork to do and NWM6 coming up, so I have to forget everything I've learned so far and revert back to Vanilla. >.<' With that said, I probably won't edit this until NWM6 is over. Please let me know if you have any questions or post up any thoughts and let's discuss! Below are some extra, random combos:
[w5C Near Corner~]
w[5C > 6D > j.A > 5B > IAD > j.B > j.C > sj.A > j.B > j.A (falling) > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2980 DMG, 21 HG] (not that great because it's character specific and low output, but it's interesting to test and see how the new w236A fits in combos)
[w5B Back to Corner Anti-air (AA)~] - Inspired from latest Suya video posted on Dustloop
w[5B (AA) > 236B > j.236A > j.236B > 6D > j.B > j.B (falling) > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [3184 DMG, 22 HG]
w[5B (AA) > 236B > j.236A > j.236B > 6D > j.B > j.B (falling) > 5D] > 5B > 236A > 2C > tk.214B > 6C > 3C [3020 DMG, 21 HG]
w[5B (AA) > 236B > j.236A > j.236B > 6D > j.B > j.B (falling) > 5D] > 2B > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [3064 DMG, 21 HG]
***NOTE: default training bag has and always will be Azzy until I suspect character specifics; will make adjustments should this occur.
Here's what we have left to explore:
w[j.C > 5B > 5C > 236A] combo route
w[5A > 5B > 5C > 236A] combo route (or omit 5B)
w[5B > 5C > 236A]
Probably a whole bunch of other stuff......
Thanks and forever biting!