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Revision as of 04:03, 12 March 2018
Combo Notation Guide | |||||||||
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Combo List
# | Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
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_ |
Midscreen
2A > 5B > 2B > 214A~C~B |> 5A > 5B > 6A > jc j.C > j.B > djc j.C > j.B > j.623C~D
- Video Example
- Damage: 2389
- Notes:
- A basic combo from a 2A starter
- Character specific, works on: Rachel, Taokaka, Tager, Arakune, Bullet, Azrael, Kokonoe, Celica, Hibiki, Izanami (??? Es, Mai, and Susanoo untested ???)
2A > 2B > 5B > 5CC > 5D (lvl2) > 214A~CCCCCC
- Damage: 2011
- Notes:
- Universal 2A combo
j.C > 5B > 5CC > 2D (Lvl. 2) > 236A > 6A > 2D > dash 6B > 6A > jc j.C > j.B > djc j.C > j.B > j.623C~D
- Video Example
- Damage: 2677
- Notes:
- Jump in combo
6B > 5C > 2C > 214A~A |> 6A > 6B > 214A~C~B > 5CC > jc > j.C > j.B > djc j.C > j.B > j.623C~D
- Video Example
- Damage: 3305
- Notes:
- Standard combo from opening an opponent up with a 6B Overhead.
- Character specific: Whiffs on Murakumos, and various other characters
6B > 5C > 2C > 214A~A |> dash 5CC > 2C > 2D (lvl3) > dash 6B > 6A > jc > j.C > j.B > djc j.C > j.B > j.623C~D
- Damage: 3275
- Notes:
- Universal combo from opening an opponent up with a 6B Overhead.
6B(C) > 5D (lvl 2) > 214ACCCCCCCC
- Video Example
- Damage: 1979
- Notes:
- 6B combo for when you use it a bit too far for the above combo to work
214A~C~A > RC > 2B > 5CC > 2D (Lvl. 2) > 236A > 6A > 2D > dash 6B > 6A > jc jC > j.B > djc j.C > j.B > j.623C~D
- Video Example
- Damage: 3180
- Requires: 50 meter
- Notes:
- A combo for when you open up an opponent up with Mars Chopper and have the meter to convert it into a full combo
Throw > 214A~A > 5B > 6A > 2D > 6B > 214A~C~B
- Video Example
- Damage: 2510
- Notes:
- Standard throw combo.
Throw > 214A~A > 5B > 6A > 2D > 6B > 6A > jc j.C > j.B > djc j.C > j.B > j.623C~D
- Video Example
- Damage: 2936
- Notes:
- Slight variation of the above throw combo that maximizes damages at the cost of slightly looser oki
AA 6A > jc j.B > djc j.C > j.B > j.623C~D
- Video Example
- Damage: 2061
- Notes:
- Standard Anti-Air combo from 6A
Air to Air j.A > j.A > j.B > djc j.B > j.623C~D
- Video Example
- Damage: 1259
- Notes:
- Standard Air to Air j.A combo for stopping an air approach
Close to Corner
AA 6A > jc j.B > j.D > land dash jump j.B > djc j.B > > j.623C~D
- Video Example
- Damage: 2272
- Notes:
- Anti-Air combo for when you're close enough to the corner to make use of j.D's wall splat to extend your combo.
Corner
2B > 5C > 6C > 5D > dash 2B > 6A > 2D > 2C > 236A~D > microdash 6A > 5D > 236A oki
- Video Example
- Damage: 2322
- Notes:
- Standard combo for opening an opponent up low with 2B
6B > 5C > 2C > 214D |> 5CC > 2C > 236A~D > microdash 6A > 5D > 236A
- Video Example
- Damage: 3274
- Notes:
- Standard combo for when you open an opponent up with a 6B Overhead
214A~C~A> RC > 2B > 5C > 6C > 5D > dash 2B > 6A > 2D > 2C > 236A~D > microdash 6A > 5D > 236A oki
- Video Example
- Damage: 3228
- Requires: 50 meter
- Notes:
- A combo for when you open an opponent up with a Mars Chopper Overhead and have meter to convert it into a full combo
41236C > 6A > 6B > 2C > 236A > 6A > 5D |> 236A oki
- Video Example
- Damage: 3129
- Notes:
- A combo for when you open an opponent up with Sirius Jolt Standing Unblockable. This variation sacrifices a bit of damage to allow Comet Cannon oki
41236C > 6A > 6B > 2C > 236A > 6A > 5D |> dash 2B > 5CC > jc j.B > j.623C~D
- Video Example
- Damage: 3644
- Notes:
- Slight variation of the above Sirius Jolt combo that squeezes out more damage at the cost of being able to go for Comet Cannon oki
Throw > 214A~D > 5CC > 2C > 2D > 6B > 6A > 5D |> 236A oki
- Video Example
- Damage: 2968
- Notes:
- Standard Throw Combo
Combo Theory
Variations on combo enders
Air Combos
- During any combo that goes into the air, instead of ending with a j.623CD ender, you can use Overdrive (A+B+C+D) to tack on a 236236D to the end.
- Example - j.C > j.B > jc > j.C > j.B > A+B+C+D > OD j.623C~D > OD 236236D
- You usually only want to do this if it will kill your opponent.
Corner Combos
- In most corner combos that end with 6A > 5D > 236A oki, you can instead dash 2B the opponent to pick up more damage if your opponent is close to death.
- Example: Stuff > 6A > 5D > dash 2B > 5CC > j.B > jc > j.B > j.623CD
- You can also add a super to the end of the combo if you have 50 meter...
- Example: Stuff > 6A > 5D > dash 2B > 5CC > 236236D (lvl2 for first hit only)
Video Examples
Midscreen
Corner
Counter Hits
Midscreen crouching confirm
Corner crouching confirm
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •