BBCF/Makoto Nanaya/Combos: Difference between revisions

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Revision as of 04:03, 12 March 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
RC = Rapid Cancel
CH = Counter Hit
IAD = Instant Air Dash
OD = Overdrive
EA = Exceed Accel
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

___ starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_


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