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chzchan

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  1. I also do this but only with the good ol BBCC bnb and any air special. When I am doing one of those combos where I know the hitsun decay is at is peak and I am trying to end with j.236A > j.214A I am probably doing 100 inputs/second at that point.
  2. Oh boy oh boy oh boy. Thanks for these man. 3CC > RC > 6C > 22B(max) is definitely better. [Corner + 50%] 3CC > RC > 6C(delay) > 22B(max) > 5C > 2CC > 236C > 214B > 22B(max) [3697 DM] [14% HG] [Corner + 50%] 3CC > RC > 6C(delay) > 22B(max) > 5C > 2CC > 236C > 5A > 5C > 2CC > j.C > j.CC > j.214B [4107 DM] [17% HG] [Corner + 50%] 3CC > RC > 6C(delay) > 22B(max) > 5C > 2CC > 236C > 5A > 5C > 2CC > j.C > j.CC > j.236A > j.214A [4177 DM] [18% HG] For some reason if you go into 236C > 5A > 5C > 2C > 236B/A it whiffs so ground ender isn't happening. Probably would not be worth due to SMP anyways. Hardest part of this combo is definitely landing all 6 hits of 6C then going into a max charge 22B. [Corner + 50%] 3CC > RC > 6C(delay) > 22B(max) > 5C > 2CC > 236C > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A [4265 DM] [18% HG] Experimenting with this route made me realize that you can replace any instance of 236C > 5A > 5C > 2CC with 236C > 214B > 22B(w) > 5C > 2CC and get more damage by completely sacrificing the ground ender option. This one is probably more worth doing because the ground ender does not exist anyway and this route is much easier to pull off. [1 Charge Corner + 50%] 3CC > RC > 6C(delay) > 22D(max) > 6CC > 623C >j.236A > j.214X [4482 DM] [17% HG] Maybe worth it but not really because it only deals ~200 more damage. All of the 6A corner combos I tried out ended up dealing much much less damage than the 6C > 22B(max) combos so I do not think they are worth it at all. I guess they are easier to pull off because 6C > 22B(max) is pretty tricky to get maximum efficiency from in real time, but overall they are just not worth it. For example: [Corner + 50%] 3CC > RC > 6A(delay) > 5C > 2CC > 236C > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A [3558 DM] [15% HG] That's like 600 less damage than the 6C > 22B(max) combo of the same ender type. [50%] 3CC > RC > 6A(delay) > 5C > 2CC > 236A(delay) > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A [3338 DM] [15% HG] This one does not require the corner and looks pretty cool. It is sort of difficult because of the timing and spacing required to land 6A after the rapid. It is nearly as efficient as the 3C > RC > 6CC chargeless combo, though which is pretty neat.
  3. Some more corner fun because the corner is a resource. [Corner + 50%] 3CC > RC > 6CC(delay) > 236C > 214B > 22B(max) > 5C > 2CC > j.C > j.CC > j.214B [3944 DM] [17% HG] [Corner + 50%] 3CC > RC > 6CC(delay) > 236C > 214B > 22B(max) > 5C > 2CC > j.CC > j.236A > j.214X [4015 DM] [18% HG] Couldn't really get creative with charge here because everything I could think of only added on about 200 or so damage or didn't require the corner in the first place. [Corner + 50%] 22B > RC > 6C > 623C > 214A(delay) > 5C > 2CC > j.C > j.CC > j.214C [3498 DM] [11% HG] [Corner + 50%] 22B > RC > 6C > 623C > 214A(delay) > 5C > 2CC > j.C > j.CC > j.236A > j.214A [3637 DM] [12% HG] [3 Charge + Corner + 50%] 22B > RC > 6CC > 623C > 214D > 6BB > 421D > 236D > 5C(dash) > 2C > 236B > 214B > 22B(max) [4414 DM] [18% HG] [3 Charge + Corner + 50%] 22B > RC > 6CC > 623C > 214D > 6BB > 421D > 236D > 5C(dash) > 2CC > j.C > j.CC > j.214A [4521 DM] [18% HG] [3 Charge + Corner + 50%] 22B > RC > 6CC > 623C > 214D > 6BB > 421D > 236D > 5C(dash) > 2CC > j.CC > j.236A > j.214A [4629 DM] [19% HG] 3 charges but it works.
  4. Haha, I know. I just feel probably the least comfortable with this one. Personally I would place Hazama right under Kokonoe in terms of difficulty to fight. See, in most other matchups, the opponent's domain created by either superior normals or some other gimmick probably extends to around the middle of the screen if it does not have gaps between close and close-mid range. For example, zoners Nu-13 and Amane have a sort of dead zone at close range, but have domains that extend to around 3/4 of the screen. Hazama has control over you at the press of a button unless you are in that last 1/4 of the screen and still maintains superiority at close and mid-close range. He does not have this dead zone. You probably feel different, but I just really really hate this matchup relatively speaking.
  5. But if you don't or can't, then you lose. That's how I have been feeling about this. They have full control over the screen and the match. It is 100% them messing up or overextending that leads to their downfall. If they are patient, calculating, and lame then there is no way in hell they will lose the matchup.
  6. I have been doing that for a while, though. Just inputting 632147C after 6C for the was one of my favorite things to do. It really did not need to be made special cancelable because we already had ways of making it special cancelable.
  7. Here have some more not exactly that efficient Rapid combos. [50%] 5CC > 22B > RC > 6CC > 214B > 22B(w) > 5C > 2C > 236C >214B > 22B [3290 DM] [13% HG] [50%] 5CC > 22B > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214C [3423 DM] [14% HG] [50%] 5CC > 22B > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214X [3494 DM] [15% HG] [50%] 6BB > 22B > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214C [3167 DM] [12% HG] [50%] 6BB > 22B > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214X [3236 DM] [13% HG] [2 Charge + 50%] 6BB(max range) > 22B > RC > 6C > 421D > 236D > 6C > Command Grab Reset [3297 + 960 DM] [17% HG + 2 Charge] Very effective if you happen to tag your opponent with 6B at its absolute max range. You can't use mugen here and any D specials that aren't 22D will whiff or get blocked. Even with 22D, you can only followup with 236D and a wallbounce will not occur due to range constraints unless you are near the corner. At this range, the followup to 6C will whiff as well, so 421D > 236D out of 6C is a pretty fun option with the loss of damage from 6CC. [50%] 22B > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214C [3281 DM] [11% HG] [50%] 22B > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214X [3371 DM] [13% HG] [50%] 22B > RC > 6CC > 214B > 22B(w) > 5C > 2C > 236C >214B > 22B [3389 DM] [10% HG] [1 Charge + 50%] 22B > RC > 6CC > 214D > 22B(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214B [3686 DM] [13% HG] [1 Charge + 50%] 22B > RC > 6CC > 236D > 6CC > 236B > 214B > 22B [3836 DM] [11% HG] [1 Charge + 50%] 22B > RC > 6CC > 236D > 6CC > 623C > j.236A > j.214X [3997 DM] [12% HG] [50%] 5B > 22B > RC > 6CC > 214B > 22B(w) > 5C > 2C > 236C >214B > 22B [2976 DM] [10% HG] [50%] 5B > 22B > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214C [3121 DM] [11% HG] [50%] 5B > 22B > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214X [3198 DM] [13% HG] [1 Charge + 50%] 5B > 22B > RC > 6CC > 214D > 22B(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214B [3566 DM] [14% HG] [1 Charge + 50%] 5B > 22B > RC > 6CC > 236D > 6CC > 236B > 214B > 22B [3589 DM] [12% HG] [1 Charge + 50%] 5B > 22B > RC > 6CC > 236D > 6CC > 623C > j.236A > j.214X [3724 DM] [13% HG] The 5B confirm while doing the least damage is probably the most useful because you can get the combo going even at the range where 5C/5BB will usually whiff. No point in listing combos that require charge for the other confirms because going into Mugen is more efficient. [Corner + 50%] 5CC > 623C > j.214A(delay) > RC > 6CC > 236C > 214B > 22B > 5C > 2CC > j.C > j.CC > j.214B [3652 DM] [18% HG] [Corner + 50%] 5CC > 623C > j.214A(delay) > RC > 6CC > 236C > 214B > 22B > 5C > 2CC > j.CC > j.236A > j.214X [3732 DM] [19% HG] Damage and heat gain will definitely vary here depending on how many hits of 6C you land after the rapid. On average I land 5 out of the 6 possible, so that is what is listed. You can even go into j.236A oki if you want just like the regular 623C > j.214A(delay) corner combos. Probably not worth it when you can go into the 236C > 5A > 5C > 2C > etc. combo normally which only does around 400-500 less damage.
  8. I'm able to get by with 6C > jc > j.B > j.B(delay) > 5A/C especially against barrier, but only if they are standing which sort of defeats the whole purpose.
  9. Yeah, if it does end up being a FC then it will be a huge waste. It is only a FC about 1/4 times for me so it is worth autopiloting 3C > RC > 6C for it to work if I am going for damage/the kill. I can even use this as a pressure string and go for a command grab if they don't barrier because of the step forward from 6C. The entire purpose of the RC is to act as a replacement for a FC, though so I dunno.
  10. Oh also you can go straight into 6C if you RC out of 3C instead of 3CC. I think the results are okay. [50%] 3C > RC > 6CC > 214B > 22B(w) > 5C > 2C > 236C >214B > 22B [3458 DM] [10% HG] [50%] 3C > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214C [3572 DM] [12% HG] [50%] 3C > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214X [3670 DM] [12% HG] [1 Charge + 50%] 3C > RC > 6CC > 214D > 22B(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214C [4148 DM] [15% HG] [1 Charge + 50%] 3C > RC > 6CC > 236D > 6CC > 236C > 214B > 22B [4245 DM] [14% HG] [1 Charge + 50%] 3C > RC > 6CC > 236D > 6CC > 623C > j.236A > j.214X [4333 DM] [14% HG] [2 Charge + 50%] 3C > RC > 6CC > j.C > j.236D > j.214D > 6CC(delay) > 623C > j.236A > j.214A [4909 DM] [20% HG] [2 Charge + 50%] 3C > RC > 6C > 421D > 236D > 6CC(delay) > 623C > j.236A > j.214A [5126 DM] [16% HG] Gotta delay the second 6C because if they are too far off the ground they will tech before the followup hits.
  11. I saw that there wasn't a 2 charge 3CC Rapid combo in the compilation, so I tried. [2 Charge + 50%] 3CC > RC > j.236D > j.214D > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214B [4950 DM] [21% HG] [2 Charge + 50%] 3CC > RC > j.236D > j.214D > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214X [5035 DM] [22% HG] Land the j.236D as early as possible so all the air aura hits land. Damage may vary depending on if you hit the enemy with the j.236D projectile before the air aura or not. [2 Charge + 50%] 3CC > RC > 421D(delay) > 236D > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214B [4768 DM] [21% HG] [2 Charge + 50%] 3CC > RC > 421D(delay) > 236D > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214X [4862 DM] [22% HG] Land the 421D as late as possible so all the ground aura hits land. I usually see him do this when he's going in for the kill or is pretty close to the corner. Would a point blank 6BB confirm into mugen be worth it? I'm trying to think of all of these non-CH combos because of how infrequent they are for me. [1 Charge + 50%] 6BB > Mugen > 421D > 236D > 214D > 22D(max) > 6CC > 623C > j.236A > j.214X [5061 DM] [29% HG]
  12. Would it be better to go into Mugen after a 5CC confirm with 1 charge instead?
  13. Aside from 3CC and the command grab as mentioned in the combo compilation, are there any other instances where a Rapid is worth it for combos? Outside all of those, I have only really found 236D ground hit to sort of get somewhere because of the 38 frames of stagger state hitstun. Not really sure if it is worth it, but it works. [1 Charge + 50%] 5BB > 5CC > 236D > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214X [3186 DM] [15% HG] [1 Charge + 50%] 6A > 5CC > 6BB > 236D > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214A/B [3248 DM] [17% HG] [1 Charge + 50%] 236D > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214X [3371 DM] [12% HG] [1 Charge + 50%] 5B > 5CC > 236D > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214X [3473 DM] [16% HG] [1 Charge + 50%] 6BB > 236D > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214X [3555 DM] [15% HG] [1 Charge + 50%] 5CC > 236D > RC > 6CC > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214X [3816 DM] [16% HG] 5C confirm seems to be the best as usual.
  14. Jesus you must be really lucky. I have not seen any for the last few weeks in any of the online modes, and the only time I encountered one before that was multiple months before those few weeks. I should make sure to add the next however many Carls I meet next as friends to secure matchup experience.
  15. There are so very little Carls that currently exist on this planet that it is actually difficult to give concrete information on this matchup. Most discussions about Carl I have had with other people just lead to theorycrafting. I have fought a total of 5 Carls since I started playing the Blazblue series of games.
  16. I do a lot of combos involving 214D and 214B repeating when I'm online to take the place of the IAD combos because I can't do IAD with lag, so I thought it would be confusing enough. I understand what you mean, though. Oh well. I'll see what else I can come up with.
  17. I have been trying to come up with some ultra ghetto resets. I am not exactly sure if they are practical, but I have been able to catch people off guard with a few of these. 6A > 5CC > 6BB > 214B > 5C > 2C > 214B > 5C > 623C > etc. The tech should happen after 5C hits and 623C should catch them regardless of which direction they air tech. You will only be able to combo off of a forward or neutral air tech, though. Very handy if you have 1 charge when near a corner or two charges anywhere on the screen. This takes advantage of 623C's air unblockable attribute along with its massive amount of active frames that extend on to the top of the screen and beyond. It only works if your opponent doesn't immediately air barrier guard out of the tech, but that has rarely happened. 5BB > 5CC > 236B > 214D > 5A/B/C > 623C(delay) > etc. Same over here as well with the air unblockable and whatnot. Just need to delay 623C a bit so that it doesn't become a combo. 5A > 5BB > 5CC > 236B > 214D > 5A > 623C > etc. Similar to above, but without the need to delay 623C because of 5A being an S starter. 6A > 5CC > 6BB > 214B > 5C > 2C > 214B > 6C > etc. This time you would not go for the 5C and let the tech happen after the second 214B which should incur SMP. Regardless of which direction they decide to tech, if they decide to go for the earliest possible window while in the air, you will be able to catch them and go into a full combo off a 6C starter because of huge step forward that is made. This takes advantage of 6C's air unblockable attribute and active frames as well and just like the 623C version, does not work if you opponent air barriers out of the tech. There is a sort of sweet spot that you have to land the 5C after the initial 214B when your opponent near the middle of the window you have to land 5C. Too low allows neutral techs to leave your opponent on the ground before 6C hits. Too high and your opponent will cross over you. 6A > 5CC > 6B > CT > etc. Not sure about how safe this is. 6A > 5CC > 6B{B} > 421D > 236D > 6C > CT > etc. Same with this one. Follow up to 6B is better left out due to range constraints of 421D projectile in a combo. Anyone else feeling creative? I know these are pretty terrible, so I am hoping that others out there might have some ideas as well.
  18. Is there a reason why we are able to cancel 236D into 214B or 22B on whiff? Is it just there for fun? Are there any practical uses for either besides autocorrecting if your opponent jumps out of the way of 236D?
  19. 214D does switch sides when you do it because of how far forward Tsubaki is moved when it is used, so you have to do the rest of the combo facing the other direction. I'm pretty sure it does that regardless of character, but I really have not tested this out on too many characters.
  20. Just something I was trying out. Not sure if it is the most optimized. [2 Charge + 50%]5C CH > 6CC > Mugen > 214D > 421D(delay) > 236D > 623D > j.236D > j.214D > 623C > j.236A > j.214X [5822 DM] [29% HG] [2 Charge + 50%]5B CH > 6CC > Mugen > 214D > 421D(delay) > 236D > 623D > j.236D > j.214D > 623C > j.236A > j.214X [5324 DM] [29% HG] I really would consider this more of a crutch combo route if you don't input Mugen fast enough after 6C.
  21. How in the hell does this part work? I have been trying to link it for hours. I can get 236A to work, but not 236B or 236D. I can actually get 421D > 236D to work here, though which I find fun.
  22. I'd think reacting to sound would be faster than reacting to visuals. I actually do the same thing against characters with ambiguous mixups like Azrael's 6D and 3D.
  23. The people I fight can distinguish it from the sound. She makes the same sound with 6A as she does with 6C. Then she makes the same sound with 6B that she does with 3C.
  24. Wait is it 3C, not 3CC? Also, do you already have to be in OD or is there some OD cancel that happens somewhere? Also would ending it with 214B > 22B work instead of 3C? Hitting a falling target with 3C is pretty hard man.
  25. That Relius got hit by the plushy at a distance farther than point blank range, so Daiwa's recovery finished with enough time to throw in a 2B before the 100 frames of hard knockdown inflicted by Happy Magicka were up.
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