BBCF/Mai Natsume/Combos: Difference between revisions

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==Combo List==
==Combo List==


These are adapted from the :[https://docs.google.com/document/d/1L8MgvJs-hmJbMjPvecOu6Pj0n49dOKnprt1vsa2ZenM/edit Mai Combo Doc]
These are adapted from the [https://docs.google.com/document/d/1L8MgvJs-hmJbMjPvecOu6Pj0n49dOKnprt1vsa2ZenM/edit Mai Combo Doc]
=== Midscreen ===
'''5AAA > 236~C > 214C'''
:Damage: 1927
:Requires:N/A
:[https://youtu.be/9HjzqNkeVPI Video Example]
:Notes:
:*


'''Special Notation'''
Uppercase/Lowercase lettering (A/a): Uppercase lettering signifies attacks that hit the opponent and lowercase signify attacks that whiff or are blocked.


'''5A:[B]A > 2ABC > 236~C > 214C'''
236X!: The exclamation point (!) signifies a just frame(Tipper) himeyuri hit
:Damage: 2281
:Requires:N/A
:[https://youtu.be/iH23ehCRPmA Video Example]
:Notes:
:*
 
 
'''5BA > 5BAA > 236:[2]ABC > 236~C > 214C'''
:Damage: 2818
:Requires:N/A
:[https://youtu.be/g-YosVX5ynY Video Example]
:Notes: On crouching opponents.
:*
 
 
'''5CCC(3) > 2D > 236 > 2C > 8D~D > 236C! > 214~C > 5C > jBC > jBC > 214C'''
:Damage: 3403
:Requires:N/A
:[https://youtu.be/ibdwdS0QpJQ Video Example]
:Notes:
:* Point blank 5C hit. Requires cancelling into 2D ASAP. 236C! Refers to tipper hit, can sideswap at 8D~D.
 
 
'''2C > jc > j.C > djc > j.C > 214A'''
:Damage: 1917
:Requires:N/A
:Notes:
:*Anti-air combo
 
 
'''2C > 236C > 214~A > 5B:[B]8A > 5BA > jBC > jBC > 214C'''
:Damage: 2973
:Requires:N/A
:[https://youtu.be/u_I2Dj41Q5s Video Example]
:Notes:
:*
 
 
'''6/4B+C > 214~C > 66 5B:[B]8A > 5BA > jBC jBC > 214C'''
:Damage: 3011
:Requires:N/A
:[https://youtu.be/aD356p0eMLM Video Example]
:Notes:
:* Throw Combo
 
 
'''5CC > 236B > 2C > 8DD > 214~C > 5B:[B]8A > 5B:[B]6A > 5AAA > 236C > 214A'''
:Damage: 3956
:Requires:N/A
:[https://youtu.be/YCY7b18xJK4 Video Example]
:Notes:
:*


~: The ~ signifies a delayed button press
*236~X means Setsuna (236) and then press the attack button.
*214~X means to enhance suzura dive


=== Midscreen ===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Condition !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
| | {{clr|4|5AAA}} > 236~{{clr|3|C}} > {{clr|3|j.214C}}
  |
  | 1927
  | -
  | Everyone
  | [1] {{clr|1|Very Easy}}
  | {{clr|4|5A}} starter.
  | [https://youtu.be/9HjzqNkeVPI Video Example]
|-
| | {{clr|4|5A}}{{clr|2|[B]}}{{clr|4|A}} > {{clr|4|2A}}{{clr|2|B}}{{clr|3|C}} > 236~{{clr|3|C}} > {{clr|3|j.214C}}
  |
  | 2281
  | -
  | Everyone
  |
  | Slightly more complex version of her {{clr|4|5A}} starter.
  |  [https://youtu.be/iH23ehCRPmA Video Example]
|-
| | {{clr|2|5B}}{{clr|4|A}} > {{clr|2|5B}}{{clr|4|AA}} > 236 > {{clr|4|2A}} > {{clr|2|2B}}{{clr|3|C}} > 236~{{clr|3|C}} > {{clr|3|j.214C}}
  | Crouching opponent
  | 2818
  | -
  | Everyone
  |
  | {{clr|2|5B}}{{clr|4|A}} crouch confirm.
  | [https://youtu.be/g-YosVX5ynY Video Example]
|-
| | {{clr|3|5CCC}}(3) > {{clr|5|2D}} > 236 > {{clr|3|2C}} > {{clr|5|8D}}~{{clr|5|D}} > {{clr|3|236C!}} > j.214~{{clr|3|C}} > {{clr|3|5C}} > j.{{clr|2|B}}{{clr|3|C}} > dj.{{clr|2|B}}{{clr|3|C}} > {{clr|3|j.214C}}
  |
  | 3403
  | -
  | Everyone
  |
  | Point blank {{clr|3|5C}} hit. Requires cancelling into {{clr|5|2D}} ASAP. Can sideswap at {{clr|5|8D}}~{{clr|5|D}}.
  | [https://youtu.be/ibdwdS0QpJQ Video Example]
|-
| | {{clr|3|2C}} AA > {{clr|3|j.C}} > {{clr|3|dj.C}} > {{clr|4|j.214A}}
  |
  | 1917
  | -
  | Everyone
  | [1] {{clr|1|Very Easy}}
  | {{clr|3|2C}} anti-air combo.
  |
|-
| | {{clr|3|2C}} > {{clr|3|236C}} > j.214~{{clr|4|A}} > {{clr|2|5B[B]}}{{clr|4|8A}} > {{clr|2|5B}}{{clr|4|A}} > j.{{clr|2|B}}{{clr|3|C}} > dj.{{clr|2|B}}{{clr|3|C}} > {{clr|3|j.214C}}
  |
  | 2973
  | -
  | Everyone
  |
  | {{clr|3|2C}} ground hit combo.
  | [https://youtu.be/u_I2Dj41Q5s Video Example]
|-
| | Throw > 214~{{clr|3|C}} > 66 > {{clr|2|5B[B]}}{{clr|4|8A}} > {{clr|2|5B}}{{clr|4|A}} > j.{{clr|2|B}}{{clr|3|C}} > dj.{{clr|2|B}}{{clr|3|C}} > {{clr|3|j.214C}}
  |
  | 3011
  | -
  | Everyone
  |
  | Throw combo
  | [https://youtu.be/aD356p0eMLM Video Example]
|}


=== Corner ===
=== Corner ===
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
'''5AAA > 236B > 5CC > 236A > 5A:[B]6A > 5AA > j.BC > j.BC > j.214A'''
|-
:Damage: 2971
! Combo !! Condition !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
:Requires:N/A
|-
:[https://youtu.be/ku2-IQHbr_8 Video Example]
| | {{clr|4|5AAA}} > {{clr|2|236B}} > {{clr|3|5CC}} > {{clr|2|236A}} > {{clr|4|5A}}{{clr|2|[B]}}{{clr|4|6A}} > {{clr|4|5AA}}> j.{{clr|2|B}}{{clr|3|C}} > dj.{{clr|2|B}}{{clr|3|C}} > {{clr|4|j.214A}}
:Notes:
  |
:*
  | 2791
 
  | -
 
  | Everyone
'''2BC > 236A > 5ACA > 5DD > 5B:[B]6A x 2 > 5AC:[C] > 236C > j.214A'''
  |
:Damage: 2800~2900
  | Corner {{clr|4|5A}} starter.
:Requires:N/A
  | [https://youtu.be/ku2-IQHbr_8 Video Example]
:[https://youtu.be/h6TZNhmHsIs Video Example]
|-
:Notes:
| | {{clr|2|5B}}{{clr|4|AA}} > {{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|236A}} > ({{clr|4|5A}}{{clr|2|[B]}}{{clr|4|6A}})x2 > {{clr|4|5AAA}} > {{clr|3|236C}} > {{clr|4|j.214A}}
:*
  |
 
  | 3360
 
  | -
'''5BAA > 236B > 5C > 236A > 5A:[B]6A > 5A:[B]6A > 5AAA > 236C > 214A'''
  | Everyone
:Damage: 3360
  |
:Requires:N/A
  | Corner {{clr|2|5B}} starter.
:[https://youtu.be/eL0mNIH5wz8 Video Example]
  | [https://youtu.be/eL0mNIH5wz8 Video Example]
:Notes:
|-
:*
| | {{clr|2|2B}}{{clr|3|C}} > {{clr|4|236A}} > {{clr|4|5A}}{{clr|3|C}}{{clr|4|A}} > {{clr|5|5DD}} > ({{clr|2|5B[B]}}{{clr|4|6A}})x2 > {{clr|4|5A}}{{clr|3|C[C]}} > {{clr|3|236C}} > {{clr|4|j.214A}}
 
  |
 
  | 2800~2900
'''5C > 236B > 5CCA > 5DD > 5B:[B]6A x 2 > 5AC:[C] > 236C > j.214A'''
  | -
:Damage:4000~4100
  | Everyone
:Requires:N/A
  |
:[https://youtu.be/ORpRgnJ7Nn8 Video Example]
  | Corner {{clr|2|2B}} starter. Damage varies based on number of 5XX{{clr|3|[C]}} hits.
:Notes:
  | [https://youtu.be/h6TZNhmHsIs Video Example]
:*
|-
 
| | {{clr|3|5C}} > {{clr|2|236B}} > {{clr|3|5CC}}{{clr|4|A}} > {{clr|5|5DD}} > ({{clr|2|5B[B]}}{{clr|4|6A}})x2 > {{clr|4|5A}}{{clr|3|C[C]}} > {{clr|3|236C}} > {{clr|4|j.214A}}
 
  |
'''B+C > 214~C > 5B:[B]6A > 5B:[B]6A >5AA > jBC > jBC > 214A'''
  | 4000~4100
:Damage: 3212
  | -
:Requires:N/A
  | Everyone
:[https://youtu.be/ajK4OdEijK4 Video Example]
  |
:Notes:
  | Corner {{clr|3|5C}} starter. Damage varies based on number of 5XX{{clr|3|[C]}} hits.
:*
  | [https://youtu.be/ORpRgnJ7Nn8 Video Example]
|-
| | {{clr|3|5CC}} > {{clr|2|236B}} > {{clr|3|2C}} > {{clr|5|8DD}} > 214~{{clr|3|C}} > {{clr|2|5B[B]}}{{clr|4|8A}} > {{clr|2|5B[B]}}{{clr|4|6A}} > {{clr|4|5AAA}} > {{clr|3|236C}} > {{clr|4|214A}}
  |
  | 3956
  | -
  | Everyone
  |
  | Corner {{clr|3|5CC}}/5x{{clr|3|C}} starter.
  | [https://youtu.be/YCY7b18xJK4 Video Example]
|-
| | Throw > 214~{{clr|3|C}} > ({{clr|2|5B[B]}}{{clr|4|6A}})x2 > {{clr|4|5AA}} > j.{{clr|2|B}}{{clr|3|C}} > dj.{{clr|2|B}}{{clr|3|C}} > {{clr|4|j.214A}}
  |
  | 3212
  | -
  | Everyone
  |
  | Corner throw combo.
  | [https://youtu.be/ajK4OdEijK4 Video Example]
|}


==Combo Theory==
==Combo Theory==

Revision as of 23:55, 15 January 2022


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 List

These are adapted from the Mai Combo Doc

Special Notation Uppercase/Lowercase lettering (A/a): 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

Midscreen

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5AAA > 236~C > j.214C 1927 - Everyone [1] Very Easy 5A starter. Video Example
5A[B]A > 2ABC > 236~C > j.214C 2281 - Everyone Slightly more complex version of her 5A starter. Video Example
5BA > 5BAA > 236 > 2A > 2BC > 236~C > j.214C Crouching opponent 2818 - Everyone 5BA crouch confirm. Video Example
5CCC(3) > 2D > 236 > 2C > 8D~D > 236C! > j.214~C > 5C > j.BC > dj.BC > j.214C 3403 - Everyone Point blank 5C hit. Requires cancelling into 2D ASAP. Can sideswap at 8D~D. Video Example
2C AA > j.C > dj.C > j.214A 1917 - Everyone [1] Very Easy 2C anti-air combo.
2C > 236C > j.214~A > 5B[B]8A > 5BA > j.BC > dj.BC > j.214C 2973 - Everyone 2C ground hit combo. Video Example
Throw > 214~C > 66 > 5B[B]8A > 5BA > j.BC > dj.BC > j.214C 3011 - Everyone Throw combo Video Example

Corner

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5AAA > 236B > 5CC > 236A > 5A[B]6A > 5AA> j.BC > dj.BC > j.214A 2791 - Everyone Corner 5A starter. Video Example
5BAA > 236B > 5C > 236A > (5A[B]6A)x2 > 5AAA > 236C > j.214A 3360 - Everyone Corner 5B starter. Video Example
2BC > 236A > 5ACA > 5DD > (5B[B]6A)x2 > 5AC[C] > 236C > j.214A 2800~2900 - Everyone Corner 2B starter. Damage varies based on number of 5XX[C] hits. Video Example
5C > 236B > 5CCA > 5DD > (5B[B]6A)x2 > 5AC[C] > 236C > j.214A 4000~4100 - Everyone 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 3956 - Everyone Corner 5CC/5xC starter. Video Example
Throw > 214~C > (5B[B]6A)x2 > 5AA > j.BC > dj.BC > j.214A 3212 - Everyone Corner throw combo. Video Example

Combo Theory

The following is adapted from The Mai Combo Doc

A universal way to force a combo extension with a rapid cancel for screen carry and/or to push more damage in routes is when you use 236C you can rapid into j2DD > 214~C >etc. This is great at extending 2ABC/2BC > 236C >214C midscreen routes. What options you have to finish the route are based on your starter and how long the combo has gone on for. This helps for adding damage with late overdrive activations into enders and corner to corner combing.

Due to the system changes on hitting someone into spin state from a crouching position the spin state will last for a slightly longer duration. For Mai this applies to the last hit of 5XAA and if you 236 after that hit, you can now link a 5A or 2A if you did this to a crouching opponent. For some characters 5A cannot work on them short of a fatal counter, but a 2A link will always work on everyone.

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. Forced untechable time always ensures 236D can follow up afterwards in the corner.

The most common enders into 236D are:

  • 5XAA
  • 5B[B]6A(corner only)
  • 2B/2BC
  • 5C/5XC/5XC[C]
  • 2C > 236C > 214A.

The most common enders into 214D are:

  • 5XAA
  • 5BB(on an airborne opponent)
  • 2B/2BC
  • 5xC[C].

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.


Some Notes on Notation

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

[#] / [X]: This notation means to hold the button.

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


5xaA Spin State

If you hit a crouching opponent with 5xaA into spin state, they will spin longer allowing for a longer combo route.


2A~B~C > 236A! Link

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

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


5B[B]6A/C > 66 5CC

Does not work on the following characters grounded at midscreen:

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

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

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.

Video Examples

BBCF2 Mai Natsume combo collections


Navigation

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