BBCF/Mai Natsume/Combos: Difference between revisions

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! Combo !! Condition !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
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| | Under Construction
  | Anywhere
  | XXXX
  | -
  | Everyone
  | {{ComboDifficulty|Medium}}
  | Note
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Revision as of 13:40, 10 July 2023

Mai Natsume


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
X! = Tipper Hit
x = Whiff
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Λ-No.11-
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = ν-No.13-
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Combo Theory

Special Notation

Uppercase/Lowercase lettering (X/x): Uppercase lettering signifies attacks that hit the opponent and lowercase signify attacks that whiff or are blocked.

236X!: The exclamation point (!) signifies a just frame(Tipper) himeyuri hit

~: The ~ signifies a delayed button press

  • 236~X means Setsuna (236) and then press the attack button.
  • 214~X means to enhance Suzura dive
  • 66 is a micro dash and 6[6] is a little run during the combo instead.

Distance and the Combo Implications

Mai combos change a lot depending of the distance of the initial hit from the opponent (Mostly 5X and 2C) and the existing distance of the place where the hit connected and the corner. For this reason the combos listed bellow will posses an extra category indicator in the form of XSQ, that meaning amount of squares that you need to be hitting them at X squares from the corner or less to perform the combo.

You can check that the stages are divided by 8 Squares in Training mode, for example, the 5XXX BnB can be done up to a 3.5SQ distance with a Close 5X hit, a micro dash and 236~A, that being the Round Start Midscreen Distance.

Something similar happens with 2C gaining the ability to combo 8D if you hit the adversary at close and the inability to 236C! if too close to the corner (1.5~1SQ)

Stance and Fatal Loops

In BBCF2 to do the most damage as Mai you will need to do a lot of loops of the same 2 strings using different Drives and specials to link more loops of the same of the category other type.

5X[B]6A is the most common loop in Mai combos, can be done at max of 4 times in a combo, however; doing so is rare as specials and other normals/strings will prorate the combo making it impossible. As this is every important to practice you can train your speed by setting the dummy to block after the first hit and hit it with 5A/5B[B]6A. Additionally starting a corner combo with it jumping is another way to train it and hit all 4 loops.

5XCA is the other loop but this is the more limited one, being only loopable if you land a Fatal confirm. The max amount in this case is 3 and the same happens as before.

Is important to note that even on Airborne Fatal combos 5XCA and Stance Loops will limit each other so the dream of [CA]x3 > 5DD > [5B[B]6A]x4 > ender appear to be impossible.

The Puzzle to unlock Mai max damage comes from knowing how many 5C can you in a combo before doing the loops and then how many of these loops you can add before searching to end it.

Enders and Safe Jumps

The Goal of Mai combos is to end in the corner with one of the 5AX enders, in fact, a the best safe jump 236214214 is done after 5AAA. But for different reasons (Including dealing the most damage) the combos will utilize other ender.

Here's a list:

...5AAA > 236214214 > j6C~4 (Enjoy the DP punish and roll catch)

...5AXX > 236C > 214X

...5XA/B > jBC > jBC > 214X (Best in Jump Cancel Routes, not a good option in corner combos because will drop in optimized routes)

...236C > 214C (Want it or not, several anywhere combos are forced to use this)

...214D > 2C/5C/2BC > 236C > 214X (If you really wanna expend the meter for a little of extra damage and decent oki)


Core BnB Combos

5XXX BnB

5XXX BnBA whole string to hit confirm
Easy

c.5XXX > 236B > 66 > 5CC > 236~A > 5A[B]6A > 5AX ender
This is the grounded BnB provides excellent corner carry and gives plenty of time to confirm due to being able to use 5XAA, 5XC[C], 5CCA, 5xcA and whole bunch of other starter with minimum changes at around 3SQ with minimal changes to make it optimal, add super, double super, OD and EA. Additionally it will not need the micro dash or the delay at 3SQ or less. Is important to note to make like it in the video with other string starter a close hit is needed.

Stance Loops

Stance LoopsKick, kick, spear, kick, kcik, spear...
Medium

[5B[B]6A]x4 > 5AAA > 5AX ender
This is just an example of many. As already explained in the combo theory section, a lot of the damage in Mai combos comes from looping 5X[B]6A as much as possible. With time learning how much you can do in certain combos and how can you adjust it will be a second nature. A good way to practice the timing is doing 5X[B]6A with the dummy setting to block after first hit, if all 3 hits connect is an step in the right direction. In 99% of optimal combos near the corner a variation of this is gonna be needed, but don't worry, not all 4 repetitions.

2C BnB

2C BnBThe always present combo we never do
Tricky

c.2C > 8DD > 214 > 2DD > 214~C > [5B[B]6A]x2 > 5AX ender
Amazing corner carry, awesome damage, we love being able to link into this. By itself, doing this combo is extremely rare, but a lot of the highest damage combos will have this present in it with or without the 2C so is very important to learn it. In top of this the combo can be changed to add 236C! using 8D~D. Is important to remember that if you don't start with c.2C the amount of Stance Loops change. Can easily be turned in an Anywhere combo or work from 4SQ with good micro dashes, 5B[B]8A or the use of Tipper. This route also shares the meter and OD use potential of the 5XXX BnB.

Airborne 5XCA BnB

Airborne 5XCA BnBThey jump, they die
Medium

Airhit 5XCA > 5D~D > 236 > [5B[B]6A]x2-3 > 5AX ender
Great corner carry, damage and flexibility as the c.2C BnB, sharing the same potential to make it an anywhere route, add Tipper and not that rare to hit by itself. This route is a 3SQ one unless adjusted like done in the video. This is a very important combo to learn cause in a lot of optimal you will route into this.

FATAL Loops

FATAL Loops5C (Airborne) 5xaA (Airborne) and 5x[b]6A shared route.
Tricky

5CCA > 236 > 5CCA > 5D~D > 236 > 5CCA > 5DD > 214 > 2DD > 214~C > 5CC > ender
This route works basically the same for all 3 starters with minimum differences, some obvious like starting the loops directly in 5C starter or waiting a little in 5xaA starter. The biggest route changes are applicable in the case of 5x[b]6A when a 6[6] is needed at 3.5SQ-2.5SQ distance or having to start the loops with 5BCA at 1SQ or closer; besides having to cut the fist 5D~D to not break the route in non-5C starter. If you catch the oponent high enough with any of these doing 5CCB as the first Loop will greatly increase the damage (5xaA excels at this).

THE FATAL COMBO

FATAL Anywhere5C, 5xaA Brothers of Doom
Tricky

5C FATAL > 236 > 5CCA > 2D~D > 236 > 2C > 8DD > 214 > 2DD > 214~C > 66 > 5B[B]8A > 5BB ender.
Two of the highest Damage Starters we can get, combines the information learned previously and can be adapted for every from of the 3 Fatal Starters, dealing near 5K meterless in the dream situation, able to guaranteed full corner carry and apply really big 25 Meter combos, ODc or anything we could dream. In the case of 5x[b]6A starter you wanna do something similar to the Fatal Loops.

The Big Combo List

These are adapted from the Mai Combo Doc and the Mai Natsume Full Combo List, for all possible combos and variations check the latter.

5A Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5AAA > 236~C > j.214C None 1927 - Everyone [1] Very Easy Can start with 5AC[C](14) for extra damage. Video Example
5A[B]5A > 2ABC > 236~C > j.214C None 2281 - Everyone [2] Easy Slightly more complex version of her 5A starter. Video Example
5AAB > CT > 6[6] > 2C > jBC > jBC > j.214C 25 Heat 2352 - Everyone [2] Easy
5ACA > 5D~D > 236 > 5B[B]8A > 5B[B]6A > 5AAA > j.236C > j.214C 3.5SQ Airborne opponent 3113 - Everyone [3] Medium Can be adjusted to be an anywhere jump cancel combo or higher damage close the corner.
5AAA > 236B > 5CC > 236A > 5A[B]6A > 5AAA> j.236C > j.214C 3SQ 2939 - Everyone [2] Easy Can be midscreen using 66 > 5CC > 236~A and can start with 5AC[C](14) for extra damage.
5AB > ODc > 66 > 5C > 2DDD > 214C > [5B[B]6A]x2 > 5AAA> j.236C > j.214B 3.5SQ ODc 3875 - Everyone [3] Medium

5B Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5BC[C](8-12) > 236 > 5AAA > 236 > 236B > 5CC > 236A > 5AAA> j.236C > j.214C 3SQ Crouching opponent 3278 - Everyone [3] Medium 5B crouch confirm.
5BCA > 5D~D > 236 > [5B[B]6A]x3 > 5AAA > j.236C > j.214C 3SQ Airborne opponent 3921 - Everyone [3] Medium Can be adjusted to be an anywhere jump cancel combo or higher damage close the corner.
5BAA > 236B > 5CC[C](15) > 236A > 5A[B]6A > 5AAA > 236C > j.214C 3SQ 3437 - Everyone [2] Easy If close 5B can be midscreen using 66 > 5CC > 236~A. Can start with 5BC[C](14) for extra damage but will need to replace 5CC[C](15) with 5CC.
c.5BB > ODc > 66 > 5CC > 2DDD > 214C > [5B[B]6A]x2 > 5AAA> j.236C > j.214B 3.5SQ ODc 4401 - Everyone [3] Medium This combo is possible without a close hit starter with some adjustments.
5B[B]6A > RC > 6[6] > 5CCA > 5D~D > 236 > [5B[B]6A]x2 > 5AAA> j.236C > j.214C 3.5SQ 50 Meter 4280 - Everyone [3] Medium

5C Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5CC[C] > 236 > 2ABC > 236~C > j.214C 3356 - Everyone [3] Medium The number of [C] hits vary from the distance and can be up to 12.
5CCC(3) > 2D > 236 > 2C > 8D~D > 236C! > 214 > 2DD > j.214~C > 5C > j.BC > j.BC > j.214C Point Blank 5C 3464 - Everyone [4] Hard Requires cancelling into 2D ASAP. Can sideswap at 8D~D.
5C > 236B > 5CCA > 5DD > [5B[B]6A]x2 > 5AC[C] > 236C > j.214A 2.5SQ 4000~4100 - Everyone [3] Medium Corner 5C starter. Damage varies based on number of 5XX[C] hits. Video Example
5CC > 236B > 2C > 8DD > 214~C > 5B[B]8A > 5B[B]6A > 5AAA > 236C > 214A 22.SQ 3956 - Everyone [3] Medium Corner 5CC starter. Video Example
5C FATAL > 236 > 5C > 2D~D > 236 > 5CC > 236B > 5CCA > 5DD > 214 > 2DD > 214~C > 5CC > 236C > j214C 3.5SQ Fatal CH 4736 - Everyone [3] Medium

D Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5/2Ddl.D > 236 > 2C > 8DD > 214 > 2DD > 214~C > 5C > j.BC > j.BC > j.214C Anywhere 2841 - Everyone [3] Medium Grounded hit confirm of Drive, requeries to be at 236 to hit confirm into the full combo.

2A Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
2A > 5A[B]5A > 2ABC > 236~C > j.214C Anywhere 1767 - Everyone [3] Medium 2A anywhere full hit confirm. May need microdashes in order to properly combo.

2B Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
2BC > 236A > 5ACA > 5DD > [5B[B]6A]x2 > 5AC[C] > 236C > j.214C Corner 2800~2900 - Everyone [3] Medium 2SQ 2B starter. Damage varies based on number of 5XX[C] hits. Video Example

2C Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
2C > 236C > j.214~A > 5B[B]8A > 66 > 5BA > j.BC > j.BC > j.214C 2973 - Everyone 2C ground hit combo. Combos after simple jumpins such as j.C or AD j.BC. If the opponent is slightly further away, replace 236C with 236~C Video Example
2C > 8DD > 214 > j.2DD > 214~C > 66 > 5B[B]8A > 5BA > j.BC > j.BC > j.214C Point Blank 2C 3374 - Everyone The 2C BnB version with Jump Cancels when too far away from the corner. Video Example
2C AA > sj.BC > j.BC > j.214~6C > j.214C 1917 - Everyone 2C anti-air combo. Video Example

5xB Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

5xC Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

2xC Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

5xaA Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

Stance Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5x[b]8A > 5ACA > 236 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C Midscreen 2794 - Everyone Stance overhead starter.
5x[b]5A > 2ABC > 236~C > j.214C Midscreen 1924 - Everyone Far from corner stance low starter.
5x[b]5A > 2A > 5aAA > 236B > 66 > 2BC > 5ACC > 236C > j.214A Near corner 2500~2600 - Everyone Near corner stance low confirm. Opponent should be in the corner following 236B.

5xcA Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

5xcB Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

Air Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
j.C A2A CH > 5CCA > 236 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C Midscreen 3320 - Everyone Air to air j.C counter hit starter. Must connect j.C on Mai's way down to have enough time to link 5C after

236A Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

236B Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

214~X Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Under Construction Anywhere XXXX - Everyone [3] Medium Note

Throw Starters

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
Throw > 214~C > 66 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C Midscreen 3011 - Everyone Throw combo. Also works for Air Throws. Video Example
Throw > 214~C > [5B[B]6A]x2 > 5AA > j.BC > dj.BC > j.214A Corner 3212 - Everyone Corner throw combo. Video Example
Air Throw > [5B[B]6A]x3 > > 5ACC > 236C > j.214A Corner 3200~3300 - Everyone Corner throw combo.

Misc.

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
... > 236C > RC > j.2DD > 214~C > ... 50% Heat - Everyone RC extension from a midscreen combo. Most effective when used with a short starter such as 2B > 2C > 236~C. Can follow up with a 5B[B]8A combo if midscreen, or 5B[B]6A loops in the corner.

Unique Move Properties

The following is adapted from The Mai Combo Doc

Setsuna and Suzura Proration

SMP Properties

236X is considered to be a different move than 236~X. 236X deals more damage. You can use both versions in combos and still avoid SMP. 214X and 214~X are also seen as distinct special moves and can avoid triggering SMP during combos in and out of overdrive. During Overdrive both versions are enhanced and deal identical damage to each other.

5xaA Spin State

If a crouching opponent is hit with 5xaA into spin state, they will spin longer allowing for a link into 236 > 2A.

Character Specifics

Like most Blazblue characters, Mai has to deal with some character specifics when confirming combos. This section is useful for beginners wondering if a combo drops on a specific character, or intermediates seeking better knowledge for matchups.


2ABC > 236A!

Note: Characters in the Hard category need character specific adjustments or a microdash when hitting standing characters


Easy/Stable: Ragna, Rachel, Taokaka, Tager, Arakune, Carl, Hakumen, Tsubaki, Hazama, Makoto, Valkenhayn, Azrael, Kagura, Terumi, Celica, Nine, Izanami, Susanoo, Es, Mai, Jubei

Hard: Jin, Noel, Litchi, Bang, Nu-13, Mu-12, Platinum, Relius, Izayoi, Kokonoe, Lambda, Hibiki, Naoto

Impossible: Amane, Bullet


5XA > 2A

On Litchi, Nu, Lambda, Mu, Relius, or Izayoi while they are standing, you must always microdash into the 2A link, even at point blank range.


5B[B]6A > 66 5CC

Does not work on the following characters grounded at midscreen:

  • Ragna
  • Taokaka
  • Tsubaki
  • Hakumen
  • Valkenhayn
  • Kokonoe
  • Izanami

Tager and Susanoo require 5B[B]6A > 66 > 5BC[C] instead.

Distortion Enders

214D has 3 levels, but only levels 1 & 2 can actually be landed in a route. The minimum damage for 214D and 214[D] are 450 and 600. If you hold D for even a single frame after startup, you'll get 214[D] and its higher minimum damage. Will always combo into 236D in the corner.

The most common enders into 236D are:

  • 5XAA
  • 2B/2BC
  • 5C/5XC/5XC[C]
  • 2C > 236C > 214A
  • 5B[B]6A in the corner

The most common enders into 214D are:

  • 5XAA
  • 5BB(airborne opponent)
  • 2B/2BC
  • 5XC[C]

Video Examples

BBCF2 Mai Natsume combo collections


Navigation

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