BBTag/Es/Combos: Difference between revisions

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<center>{{Character Label|BBTag|Es|36px}}</center>
<center>{{Character Label|BBTag|Es|size=36px}}</center>
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| 5AAA > 2B > 2C > 214CC || Any || 5301 || <span style="color:lightblue">[1] Very Easy </span> || A basic Es Combo from 5A. Don't use 2B if 5A hit at max range, it will whiff.
| 5AAA > 2B > 2C > 214CC || Any || 5301 || {{ComboDifficulty|Very Easy}} || A basic Es Combo from 5A. Don't use 2B if 5A hit at max range, it will whiff.
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| 5AAA > 2C > 236C > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 6852 || <span style="color:Green">[3] Intermediate </span> || Standard corner combo that uses a single meter.
| 5AAA > 2C > 236C > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 6852 || {{ComboDifficulty|Medium}} || Standard corner combo that uses a single meter.
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| 5AAA > 2C > 236C > 6AAA > 5BB > jc > IAD > j.C > 5BB > 214BC|| Any || 8349 || <span style="color:red">[4] Hard</span> || A super finisher that uses IAD j.C midcombo.
| 5AAA > 2C > 236C > 6AAA > 5BB > jc > IAD > j.C > 5BB > 214BC|| Any || 8349 || {{ComboDifficulty|Hard}} || A super finisher that uses IAD j.C midcombo.
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| 5BB > 5C || Any || 7000+ || <span style="color:blue">[2] Easy</span> || An unburstable 7k+ damage combo that depends on spacing and certain characters.
| 5BB > 5C || Any || 7000+ || {{ComboDifficulty|Easy}} || An unburstable 7k+ damage combo that depends on spacing and certain characters.
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| 5BB > 214A > 2B > 5B > 214[B] > 5AA > 2B > 5BB > 214CC || Any || 7974 || <span style="color:Green">[3] Intermediate </span> || Whiffs on crouching opponents.
| 5BB > 214A > 2B > 5B > 214[B] > 5AA > 2B > 5BB > 214CC || Any || 7974 || {{ComboDifficulty|Medium}} || Whiffs on crouching opponents.
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| 5BB > 214A > 2B > 5B > 236B.A > 2B > 5BB > 214CC || Corner || 7947 || <span style="color:Green">[3] Intermediate </span> || Whiffs on crouching opponents. Try not to use the first 5A early, otherwise hitting 5B may sideswap.
| 5BB > 214A > 2B > 5B > 236B.A > 2B > 5BB > 214CC || Corner || 7947 || {{ComboDifficulty|Medium}} || Whiffs on crouching opponents. Try not to use the first 5A early, otherwise hitting 5B may sideswap.
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| 5BB > 214A > 2B > 5BB > dl.214C > 5AAA > 5BB > 214BC || Any || 9967 || <span style="color:Green">[3] Intermediate </span> || Advanced 5B combo ending with a super.
| 5BB > 214A > 2B > 5BB > dl.214C > 5AAA > 5BB > 214BC || Any || 9967 || {{ComboDifficulty|Medium}} || Advanced 5B combo ending with a super.
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| 2B > jc > j.AA > jc > j.AA > j.B > j.A+D~A/B/C || Any || 4537 || <span style="color:Green">[3] Intermediate </span> || A simple Anti-Air 2B combo.  
| 2B > jc > j.AA > jc > j.AA > j.B > j.A+D~A/B/C || Any || 4537 || {{ComboDifficulty|Medium}} || A simple Anti-Air 2B combo.  
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| CH AA 2B > (delay) 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C || Any || 7245 || <span style="color:Green">[3] Intermediate </span> || On Counter Hit, Anti-Air 2B has a lot more untech time, giving you enough time to connect 5B and go into Gawain loops. Depending on the height that you hit opponents at, you might need to delay 5B.
| CH AA 2B > (delay) 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C || Any || 7245 || {{ComboDifficulty|Medium}} || On Counter Hit, Anti-Air 2B has a lot more untech time, giving you enough time to connect 5B and go into Gawain loops. Depending on the height that you hit opponents at, you might need to delay 5B.
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| j.C > [5B > 214[B] > 5AAA > ]x2 > 5BB > jc j.B > j.C (w) || Any || 7083 || <span style="color:Green">[3] Intermediate </span> || For this combo to work, you need to hit the opponent low to the ground with j.C to give yourself enough time to land and link 5B. For certain characters, the combo route will have to be altered to this, j.C > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C , though some damage will have to be sacrificed.
| j.C > [5B > 214[B] > 5AAA > ]x2 > 5BB > jc j.B > j.C (w) || Any || 7083 || {{ComboDifficulty|Medium}} || For this combo to work, you need to hit the opponent low to the ground with j.C to give yourself enough time to land and link 5B. For certain characters, the combo route will have to be altered to this, j.C > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C , though some damage will have to be sacrificed.
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| IAD.jC > 5BB > 214CC > 5A > 2B > 5B > 214[B] > 5A > 2B > 5BB > 214CC || Corner || 7236 || <span style="color:Green">[3] Intermediate </span> || Combo starting with an instant air dash j.C. Allows pressure on opponents.
| IAD.jC > 5BB > 214CC > 5A > 2B > 5B > 214[B] > 5A > 2B > 5BB > 214CC || Corner || 7236 || {{ComboDifficulty|Medium}} || Combo starting with an instant air dash j.C. Allows pressure on opponents.
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| JC > 5B > 214[B] > 5AAA > 2B > 5BB > 214CC || Corner || 6314 || <span style="color:blue">[2] Easy</span> || A simple combo for when you hit someone with j.C.
| JC > 5B > 214[B] > 5AAA > 2B > 5BB > 214CC || Corner || 6314 || {{ComboDifficulty|Easy}} || A simple combo for when you hit someone with j.C.
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| 214A > (2B > 5B > 214[B])*2 > 5AA > 2B > 5BB > 214C~C || Any || 7220 || <span style="color:Green">[3] Intermediate </span> || A combo for when you open someone up with Erec.
| 214A > (2B > 5B > 214[B])*2 > 5AA > 2B > 5BB > 214C~C || Any || 7220 || {{ComboDifficulty|Medium}} || A combo for when you open someone up with Erec.
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| 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 7504 || <span style="color:Green">[3] Intermediate </span> || Similar to the previous combo, except it utilizes Mordred loops in the corner.  
| 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 7504 || {{ComboDifficulty|Medium}} || Similar to the previous combo, except it utilizes Mordred loops in the corner.  
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| 214[B] > 2B > 5B > 214[B] > 2B > 5BB > 214C > 5AAA > 5BB > 214C~C || Any || 6583 || <span style="color:Green">[3] Intermediate </span> || A combo for when you open someone up with Gawain.
| 214[B] > 2B > 5B > 214[B] > 2B > 5BB > 214C > 5AAA > 5BB > 214C~C || Any || 6583 || {{ComboDifficulty|Medium}} || A combo for when you open someone up with Gawain.
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| 214[B] > 2B > 5BB > 214C~C > 5AAA > 2B > 5BB > 214C~C || Corner || 6686 || <span style="color:Green">[3] Intermediate </span> || Similar to the previous combo, except it utilizes Mordred loops in the corner.
| 214[B] > 2B > 5BB > 214C~C > 5AAA > 2B > 5BB > 214C~C || Corner || 6686 || {{ComboDifficulty|Medium}} || Similar to the previous combo, except it utilizes Mordred loops in the corner.
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| Grab > (2B > 5B > 214[B])*2 > 5AAA > 5BB > 214C~C || Any || 5543 || <span style="color:Green">[3] Intermediate </span> || Standard throw combo.
| Grab > (2B > 5B > 214[B])*2 > 5AAA > 5BB > 214C~C || Any || 5543 || {{ComboDifficulty|Medium}} || Standard throw combo.
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| 4B+C > 214A > (2B > 5B > 214[B])*2 > 2B > 5BB > 214C~C || Any || 5649 || <span style="color:Green">[3] Intermediate </span> || You need to delay your 2B a little before 5B so you dont whiff it. Because 5BB and 5B > 214[B] doesn't work on some characters in the corner, you might have to adjust your route to make sure your combo doesn't drop.
| 4B+C > 214A > (2B > 5B > 214[B])*2 > 2B > 5BB > 214C~C || Any || 5649 || {{ComboDifficulty|Medium}} || You need to delay your 2B a little before 5B so you dont whiff it. Because 5BB and 5B > 214[B] doesn't work on some characters in the corner, you might have to adjust your route to make sure your combo doesn't drop.
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| 4B+C > 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 5807 || <span style="color:Green">[3] Intermediate </span> || Mordred loop combo starting with a backward throw.
| 4B+C > 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 5807 || {{ComboDifficulty|Medium}} || Mordred loop combo starting with a backward throw.
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| 5AAA > 2C > 214C~C > [Call Assist] > 5AAA > 5BB > rising j.B > j.C (whiffs) || Any || Upward Launch or Wallbounce || <span style="color:Green">[3] Intermediate </span> || Basic midscreen combo. Should work with most general extension assists. Generally has enough corner carry to bring them to the corner. after 5BB, jump back j.B if you want to catch forward tech. j.C does not connect but the second hit of j.C will meaty on opponent's wakeup.
| 5AAA > 2C > 214C~C > [Call Assist] > 5AAA > 5BB > rising j.B > j.C (whiffs) || Any || Upward Launch or Wallbounce || {{ComboDifficulty|Medium}} || Basic midscreen combo. Should work with most general extension assists. Generally has enough corner carry to bring them to the corner. after 5BB, jump back j.B if you want to catch forward tech. j.C does not connect but the second hit of j.C will meaty on opponent's wakeup.
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| 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 214C~C || Any || Wallbounce || <span style="color:Green">[3] Intermediate </span> || Higher damage combo. Assist call timing is dependent on the assist, and depending on the assist, you may only be able to do one hit of the first 214C. You can jump cancel the 5BB and do j.C for oki, while sacrificing a little bit of damage.
| 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 214C~C || Any || Wallbounce || {{ComboDifficulty|Medium}} || Higher damage combo. Assist call timing is dependent on the assist, and depending on the assist, you may only be able to do one hit of the first 214C. You can jump cancel the 5BB and do j.C for oki, while sacrificing a little bit of damage.
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| 214B > [Call Assist] > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C || Any || Upward Launch || <span style="color:Green">[3] Intermediate </span> || Does 7109 damage, use an assist to convert a Gawain overhead into a full combo. [https://youtu.be/trC33Dd9MA4?t=139 Video Example]
| 214B > [Call Assist] > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C || Any || Upward Launch || {{ComboDifficulty|Medium}} || Does 7109 damage, use an assist to convert a Gawain overhead into a full combo. [https://youtu.be/trC33Dd9MA4?t=139 Video Example]
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| 5AAA > 2C > 236C > 5AAA > 5B > 214[B] > 5AAA > 5BB > jc > j.B > j.C (w) || Corner || 6786 || <span style="color:Green">[3] Intermediate </span> || Spend 1 Skill Gauge to squeeze out more damage from a basic combo. 5B > 214[B] is character specific though and doesn't work on everyone in the corner because the 5B Crest Whiffs so keep this in mind.
| 5AAA > 2C > 236C > 5AAA > 5B > 214[B] > 5AAA > 5BB > jc > j.B > j.C (w) || Corner || 6786 || {{ComboDifficulty|Medium}} || Spend 1 Skill Gauge to squeeze out more damage from a basic combo. 5B > 214[B] is character specific though and doesn't work on everyone in the corner because the 5B Crest Whiffs so keep this in mind.
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| B+C > 214[B] > 5AAA > 5B > 214[B] > 5AAA > 2B > 8jc > j.B > j.C (w) || Corner || 5690 || <span style="color:Green">[3] Intermediate </span> || A corner specific throw combo that leads to more damage. However, it's character specific since 5B > 214[B] doesn't work on everyone in the corner because 5B's crest whiffs so keep this in mind. [https://youtu.be/trC33Dd9MA4?t=68 Video Example]
| B+C > 214[B] > 5AAA > 5B > 214[B] > 5AAA > 2B > 8jc > j.B > j.C (w) || Corner || 5690 || {{ComboDifficulty|Medium}} || A corner specific throw combo that leads to more damage. However, it's character specific since 5B > 214[B] doesn't work on everyone in the corner because 5B's crest whiffs so keep this in mind. [https://youtu.be/trC33Dd9MA4?t=68 Video Example]
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| 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 236C > 5BB > 214C~C || Corner/Midscreen || Upward Launch || <span style="color:Green">[3] Intermediate </span> || Launcher assist such as Makoto's 4P is highly preferred + requires character specific experimentation. 5B > 214[B] whiffs on certain characters in the corner, but not if done midscreen. Can't be done fullscreen since 236C pushes them back too far. Generally around 7k damage, but adding 214B+C at the end instead of 214C~C pushes the damage in the 9k range
| 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 236C > 5BB > 214C~C || Corner/Midscreen || Upward Launch || {{ComboDifficulty|Medium}} || Launcher assist such as Makoto's 4P is highly preferred + requires character specific experimentation. 5B > 214[B] whiffs on certain characters in the corner, but not if done midscreen. Can't be done fullscreen since 236C pushes them back too far. Generally around 7k damage, but adding 214B+C at the end instead of 214C~C pushes the damage in the 9k range
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==Navigation==
==Navigation==
<center>{{Character Label|BBTag|Es|36px}}</center>
<center>{{Character Label|BBTag|Es|size=36px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{BBTag/CharacterLinks}}
{{BBTag/Navigation}}
{{BBTag/Navigation}}

Latest revision as of 04:59, 13 December 2023

Es
Combo Notation Guide
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.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(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)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo
# Combo Position Damage Difficulty Notes
- 5AAA > 2B > 2C > 214CC Any 5301 [1] Very Easy A basic Es Combo from 5A. Don't use 2B if 5A hit at max range, it will whiff.
- 5AAA > 2C > 236C > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C Corner 6852 [3] Medium Standard corner combo that uses a single meter.
- 5AAA > 2C > 236C > 6AAA > 5BB > jc > IAD > j.C > 5BB > 214BC Any 8349 [4] Hard A super finisher that uses IAD j.C midcombo.
- 5BB > 5C Any 7000+ [2] Easy An unburstable 7k+ damage combo that depends on spacing and certain characters.
- 5BB > 214A > 2B > 5B > 214[B] > 5AA > 2B > 5BB > 214CC Any 7974 [3] Medium Whiffs on crouching opponents.
- 5BB > 214A > 2B > 5B > 236B.A > 2B > 5BB > 214CC Corner 7947 [3] Medium Whiffs on crouching opponents. Try not to use the first 5A early, otherwise hitting 5B may sideswap.
- 5BB > 214A > 2B > 5BB > dl.214C > 5AAA > 5BB > 214BC Any 9967 [3] Medium Advanced 5B combo ending with a super.
- 2B > jc > j.AA > jc > j.AA > j.B > j.A+D~A/B/C Any 4537 [3] Medium A simple Anti-Air 2B combo.
- CH AA 2B > (delay) 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C Any 7245 [3] Medium On Counter Hit, Anti-Air 2B has a lot more untech time, giving you enough time to connect 5B and go into Gawain loops. Depending on the height that you hit opponents at, you might need to delay 5B.
- j.C > [5B > 214[B] > 5AAA > ]x2 > 5BB > jc j.B > j.C (w) Any 7083 [3] Medium For this combo to work, you need to hit the opponent low to the ground with j.C to give yourself enough time to land and link 5B. For certain characters, the combo route will have to be altered to this, j.C > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C , though some damage will have to be sacrificed.
- IAD.jC > 5BB > 214CC > 5A > 2B > 5B > 214[B] > 5A > 2B > 5BB > 214CC Corner 7236 [3] Medium Combo starting with an instant air dash j.C. Allows pressure on opponents.
- JC > 5B > 214[B] > 5AAA > 2B > 5BB > 214CC Corner 6314 [2] Easy A simple combo for when you hit someone with j.C.
- 214A > (2B > 5B > 214[B])*2 > 5AA > 2B > 5BB > 214C~C Any 7220 [3] Medium A combo for when you open someone up with Erec.
- 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C Corner 7504 [3] Medium Similar to the previous combo, except it utilizes Mordred loops in the corner.
- 214[B] > 2B > 5B > 214[B] > 2B > 5BB > 214C > 5AAA > 5BB > 214C~C Any 6583 [3] Medium A combo for when you open someone up with Gawain.
- 214[B] > 2B > 5BB > 214C~C > 5AAA > 2B > 5BB > 214C~C Corner 6686 [3] Medium Similar to the previous combo, except it utilizes Mordred loops in the corner.
- Grab > (2B > 5B > 214[B])*2 > 5AAA > 5BB > 214C~C Any 5543 [3] Medium Standard throw combo.
- 4B+C > 214A > (2B > 5B > 214[B])*2 > 2B > 5BB > 214C~C Any 5649 [3] Medium You need to delay your 2B a little before 5B so you dont whiff it. Because 5BB and 5B > 214[B] doesn't work on some characters in the corner, you might have to adjust your route to make sure your combo doesn't drop.
- 4B+C > 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C Corner 5807 [3] Medium Mordred loop combo starting with a backward throw.


With Assists
# Combo Position Assist Type Difficulty Notes
1 5AAA > 2C > 214C~C > [Call Assist] > 5AAA > 5BB > rising j.B > j.C (whiffs) Any Upward Launch or Wallbounce [3] Medium Basic midscreen combo. Should work with most general extension assists. Generally has enough corner carry to bring them to the corner. after 5BB, jump back j.B if you want to catch forward tech. j.C does not connect but the second hit of j.C will meaty on opponent's wakeup.
2 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 214C~C Any Wallbounce [3] Medium Higher damage combo. Assist call timing is dependent on the assist, and depending on the assist, you may only be able to do one hit of the first 214C. You can jump cancel the 5BB and do j.C for oki, while sacrificing a little bit of damage.
3 214B > [Call Assist] > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C Any Upward Launch [3] Medium Does 7109 damage, use an assist to convert a Gawain overhead into a full combo. Video Example


Corner

Solo
# Combo Position Damage Difficulty Notes
1 5AAA > 2C > 236C > 5AAA > 5B > 214[B] > 5AAA > 5BB > jc > j.B > j.C (w) Corner 6786 [3] Medium Spend 1 Skill Gauge to squeeze out more damage from a basic combo. 5B > 214[B] is character specific though and doesn't work on everyone in the corner because the 5B Crest Whiffs so keep this in mind.
2 B+C > 214[B] > 5AAA > 5B > 214[B] > 5AAA > 2B > 8jc > j.B > j.C (w) Corner 5690 [3] Medium A corner specific throw combo that leads to more damage. However, it's character specific since 5B > 214[B] doesn't work on everyone in the corner because 5B's crest whiffs so keep this in mind. Video Example


With Assists
# Combo Position Assist Type Difficulty Notes
1 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 236C > 5BB > 214C~C Corner/Midscreen Upward Launch [3] Medium Launcher assist such as Makoto's 4P is highly preferred + requires character specific experimentation. 5B > 214[B] whiffs on certain characters in the corner, but not if done midscreen. Can't be done fullscreen since 236C pushes them back too far. Generally around 7k damage, but adding 214B+C at the end instead of 214C~C pushes the damage in the 9k range


Combo Theory


Video Examples

Es combos in version 2.0 by Meno


Es Combos


Es Punish Cross Combos using the Entire Existing Roster By Meno


External Documents and References


Navigation

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