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A.X.I.S.

[CS1] Iron Tager Combo Thread

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Hello vets and newcomers this thread was made for the specific purpose of talking about, creating, and learning combo's...

soon I'm gonna have the zettaboards combo's listed here in order they are gonna be like this.

BnB(bread n butter): for the stuff you should learn ASAP.

Heavy damage: the combo's you do to net the most damage.

Hit confirms: if you get a random hit and you want to still combo then this will be for you.

What is a combo?

In Blazblue combo's are any sequence of attacks that is colored red so a basic idea for CS is: 5A>5B>3C.

this combo will "red beat" whereas something that combo's blue is not a real combo.

another general rule for a combo is: purple grabs...purple grabs in your combo doesn't make it legit, normally a grab will come up green when you do it but say someone is in hit or block stun and you grab them.

well they are gonna break that and you lost that combo...exceptions are tech traps.

now with that out of the way let this thread spread its combo's.

also I will make a FAQ(frequently asked questions) so the new players won't feel lost.

also please note when you add a combo post the damage and meter gain too, some combo's are there for meter gain even though all our combo's gives us good meter.

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FAQ goes here.

this will be filled with a few things when I go through the threads.

but for now it remains empty.

Hey Axis whats a ender?

A ender is generally a combo ender thats up to player preference or when the situation demands it, Ideally tagers enders are: 2D,6C>5D, 6C>j.D, j.2C>22D, 236B>22D, 236B>4D

How do you do 623C>whiff 623C? it won't work for the life of me! and sometimes when I do I can't combo!

first off to collider whiff's your opponent has to be magnetized, next after you hit with collider you input it during colliders recovery and hit C...keep in mind when you do collider whiff's you only need to tap the collider because the magnetism has such a strong pull.

What does xx means in the combo's?

xx is simply filler for preference or when the situation demands it.

for example after spark you can do 5C>6A before the collider or 2C hell 6B may work.

its just improvisation incase your looking for damage if the combo is too long.

How do you do a standing 360?

what you want to do to pull off a standing 360 is to spin the stick 270 degrees, not as hard as you think...think of it like this: if your holding back and you want to do a 360 then you start from 4 to 1 to 2 to 3 to 6 to 9 fast...remember to hit the button so your jump is canceled by the move coming out...or you can spin the whole 360, either way blazblue's buffering system will let it come out.

I can't combo after 360A/B what am I doing wrong?!

some combo's from 360A/B are character specific or your not buffering the input at the end of the 360A/B.

What does Bgadget Egadget mean?

B gadget means B sledge to gadget and E gadget means elbow drop to gadget.

This combo isn't working on xx character! why!?

hit boxes my friend, every character has a different hit box and thanks to CS tager has even more character specifics and some combo's won't work unless magnetized like certain combo's with 6A in it.

J.C>J.B and J.D>J.2C is not working! it comes out too late or not at all!

you have to do the J.C/J.D at the first possible frame you can or they will whiff, also j.D>j.2C works only on magnetized victims. special thanks to leo and maho for this one.

correct me if you would see any problems.

trying to make this the best guide possible.

also any suggested changes will work.

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BnB combo's go here.

Now with video references, special thanks to iOryan for taking the time to do this.

5A combo's.

5AxN>5B>3C>22D. [5XX] damage

5A>5B>3C>5B>4D. [742] damage

5A>5B>3C>2B>2C>623C>ender [1685] if you use Bgadget.

5A>5B>41236D>xx>623C

5A>5B>3C>5C>6A>623C>2D-rachel/tager specific.[1738]

5A>2B>3C>22D[585]

5A>2B>3C>5B>4D[814]

5A>2B>3C>2B>2C>623C>ender [1768]-bgadget.

5A>2B>3C>5C>6A>623C>2D-rachel/tager specific [1820]

2A combo's

air CH 2A>xx>623C>236B>22D[1990]

air CH 2A>xx>623C>j.C whiff>j.2C>22D[1990]

mag only: air CH 2A>xx>623C>623C>2B/6B>2C>623C>j.C whiff>j.2C>22D[1990]

air CH 2A>xx>623C>623C>236236B>236236B>xx>623C[4325]

crouch only combo's

5A>5B>5C>236A>2A>2B>3C>22D

2A>5C>6A>236Ax2>5A>5B>3C>22D

2A>2B>5B>5C>236A>2A>2B>3C

2A>5C>6A>236A>2A>2C>623C

spark bolt combo's

41236D>xx>623C>ender

41236D>xx>623>whiff 623C>2B/6B>2C>623C.

Normal Throw Combo

Normal Throw > 623C > JC (whiff) > J2C > 22D [2681]

normal throw>236B>5C>2D[1856]

normal throw>236B>xx>623C>236B>22D[2603]

normal throw 236B>xx>623C>j.C whiff>j.2C[2603]

Normal Throw > 236236B > 236236B > 2C > 623C

mag only: Normal Throw > 623C > 623C (whiff) > 6B > 2C > 623C [3269]

Normal Throw > 5C > 6A > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > J2C > 22D

Doesn't work on Arakune, Taokaka, Hakumen and Hazama, skip 5C on them.

Normal Throw > 623C > 623C (whiff) > 236236B > 236236B [5411]

collider combo's.

623C>j.C whiff>j.2C>22D[2202]

623C>236B>22D[2202]

623C>walk a step 6C>5D[2252]

623C>walk a step 6C>j.D[2262]

623C>2D[2234]

with mag: 623C>623C>236236B>236236B[6117]

623C>623C>6B>2C>623C>236B>22D[3043]

623C>623C>6B>2C>623C>j.C wiff j.2C>22D[3043]

623C>623C>6C>j.2C>2B>2C>623C>j.C wiff j.2C[3298]

360A combo's

360A>22D-tager, bang, carl[2700]

360A>3C[2840]

360A>5B>41236D>xx>colider-ragna, jin, carl, tsubaki, lambda, and tager[3693]

360A>2B>623C>j.C whiff>J.2C>22D[3781] tager only.

360A > 5B > 41236D > 2C > 623C [3693]

360A > 5B > 41236D > 236236B > 236236B [4700]

^100% Heat Gauge.

360A>22D

360B combo's.

360B>236A>236A[4028]

360B>3C[3843]

360B>22D-character specific.[3600]

360B>2B>41236D>xx>623C.[4562]

360B>5B>41236D>xx>623C.[4517]

360B>5C>5D-rachel specific.[4028]

360B>5B>4D[3907]

360B > slightly walk forward 2B > 2C > 623C

^ Works Tager (no need to walk), Noel, Ragna, litchi, bang, hazama tsubaki, and lambda. Work on all characters in the corner.

2C - 623C - 623C (whiff) - 6B - 236236B - 236236B - 22D

2C - 623C - 623C (whiff) - 6C - J2C - 2B - 2C - 623C - JC (whiff) - lowest J2C - 22D

fatal counter combo's.

Mike Z: CH 2C, j.2C, 2B xx ASledge, 5C->6C jc j.2C, 5B->5C->6A xx AC, BSledge, 3C

CH 2C, 2C/5C xx AC, walk BSledge, walk 5B->5C->6A xx AC, EGadget

Maho: 2C FC, 5C, collider, j.C whiff, lowest j.2C, 5B, 5C, 6A collider, Egadget

^must remove 6A for it to work on noel and haku-men.

2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4297]

^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.

2C FC > 5C > 6B > 2C > 623C > > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D

^ Done close to opponent in the corner, won't work on Rachel, Bang, Hakuman, Carl, Jin, Noel, Tager, Hazama, Lambda, Tsubaki, or Arakune.

Smurvis: 2C FC > 5C > 6A > 623C > slightly walk forward JC > lowest J2C > 5B > 5C > 6A > 623C >JC > lowest J2C > 22D [4124][45]

2C FC > 5C > 6A > 623C > JC > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC > lowest J2C > 22D [4220][49]

^ Works on everyone except Haku and Rachel. Must slightly walk forward after first 623C for it to work on Bang.

2C FC > 5C > 6A > 2C > 623C > JC > lowest J2C > 2B > 236A > 5C > 6A > 2C > 623C > JC > lowest J2C > 22D [4419][58]

^ Magnetized. Replace first JC with JD for Haku, Rachel, and Bang (or just slightly walk forward after first 623C to still hit Bang).

Leo:2C FC > 5C > 6B > 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 236A > 5C > 6A > 2C > 623C > 5D [4472] <-- with magnetism

JP wiki: 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D

[4297 / 53]

^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.

Axis: 2C FC>2C>collider>spark>5C>6C>j.2C>2B>2C>collider>B/Egadget

2C FC>2C>collider>collider whiff>5B>5C>6A>2C>collider>B/Egagdet [4117]

2C FC>2C>collider>collider whiff>6B>Asledge>5C>6A>2C>collider>B/Egadget

note: you can do a standard ender instead of gadget

OrionXElite:FC2C>AC>AC Whiff>6C>j.2C>2B>ASledge>5C>6A>2C>AC>Spark>2C>AC

[4311/62]

FC2C>AC>6C>Spark>j.2C>2B>ASledge>5C>6A>2C>AC [4252/51]

note: you can add a second 2C after the FC to get more heat and a bit more damage

360A magnetism posted by Mike Z.

How to get magnetism after un-magnetized 360A, from easy to hard:

22D: Tager, Bang

5B->4D: Ragna

Walk a few frames, 5B->4D: Litchi, Lambda, Jin, Bang (but use 22D instead)

262D: Noel (easy), Haku (HARD!), Ragna (but use 5B->4D instead)

Walk the most you can, 5B xx Spark: Carl

Not possible, use 3C: Hazama, Tsubaki, Arakune, Taokaka.

note 360A walk forward gadget works on carl too but the timing is tight.

next edit 360A>22D works on makoto.

JP tager combo tutorial

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combo's from here: http://blazblue.byethost13.com/bbcs/characters/tager/bbcs_tager_combo.html

credit goes to zetaboards for translating these from the jp wiki.

thanks leo for the info.

also it would be awesome if someone tested out these combo's on the cast to determine if its character specific or any other conditions.

SOMEONE PLEASE TEST THESE COMBO'S! SEE IF THEY ARE CHARACTER SPECIFIC OR WHATEVER! I KNOW YOU OWN THE GAME! SOMEBODY CONTRIBUTE DAMMIT!

2B / 6A Combo

Damage bases on 2B, 6A combos does about 200 points more damage.

2B / 6A > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D[3417 / 33]

^ Not magnetized, walk forward a bit after the first 623C.

Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka.

2B / 6A > 2C > 623C > 236B > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3411 / 37

^ Not magnetized, walk forward a bit after the first 623C & 236B

Works on: Ragna Noel, Taokaka, Litchi, Tsubaki, Tager

2B / 6A > 2C > 623C > 6C > 623C > JC (whiff) > lowest J2C > 22D [3268 / 30]

^ Not magnetized, walk forward a bit after both 623C.

Works on: Taokaka, Tager, Ragna, Jin, Noel, Lambda, Rachel, Hazama, Hakumen, Tsubaki, Arakune, Litchi

2B / 6A > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D[3452 / 33]

^ Magnetized.

2B / 6A > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3614 / 38]

^ Magnetized.

2B / 6A > 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D[3659 / 42]

^ Magnetized.

6C Combo

6C > J2C > 2B > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D[3651 / 42]

^ Not magnetized,

Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka.

6C > J2C > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3676 / 42]

^ Magnetized.

6C Counter Hit Combo

6C CH > JC > 5C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3656 / 38]

^ Not magnetized, delay jump cancel after 6C, then do jump C right before landing.

6C CH > JC > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3685 / 39]

^ Magnetized , delay jump cancel after 6C, then do jump C right before landing.

6C CH > JC > 5C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3818 / 43]

^ Magnetized, delay jump cancel after 6C, then do jump C right before landing.

5C Counter Hit Combo

5C CH > 6C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[3313 / 35]

^ Not magnetized.

5C CH > 6C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3470 / 39]

^ Magnetized.

5C CH > 6A > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[3576 / 38]

^ Not magnetized, also work with 5C air hit.

5C CH > 6A > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3606 / 38]

^ Magnetized.

5C CH > 6A > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3738 / 42]

^ Magnetized.

J2C Combo

J2C > RC > J2C > 2B > 2C > 623C > JD (whiff) > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4256 / 34]

^ 50% Heat Gauge, magnetized.

J2C > RC > J2C > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D[4121 / 34]

^ 50% Heat Gauge, magnetized.

J2C > RC > J2C > 2B > 2C > 623C > 6C > 623C > JC (whiff) > lowest J2C > 22D[3965 / 31]

^ 50% Heat Gauge.

5D Counter Hit Combo

5D CH > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3616 / 39]

5D CH > 5C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3675 / 39]

^ Distance specific.

5D CH > 5C > 6A > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D[3647 / 42]

^ Distance specific.

5D CH > 5C > 6A > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3523 / 38]

^ Distance specific.

360A Combo

360A > 2B > 623C > JC (whiff) > J2C > 22D [3781 / 25]

^ Works on Tager

360A > 5B > 41236D > 2C > 623C

[3693 / 29]

^ doesn't work on Hazama, Tsubaki [Mike Z edit]

360A > 5B > 41236D > 236236B > 236236B > 2C > 623C

[4700 / 17 before supers, 11 after]

^ 100% Heat Gauge.

360A > 22D

[2700 / 11]

^ Works on Tager & Bang & Makoto without magnetism, and everyone else except Arakune when Magnetized. [Mike Z edit]

360B Combo

360B > 5B > 41236D > 2C > 623C[4517 / 33]

360B > 5B > 41236D > 236236B > 236236B [5664 / ?? before supers, 11 after]

360B > 236A > 22D

[3878 / 19]

^ Doesn't work on Arakune

360B > slightly walk forward 2B > 623C > lowest J2C > 22D -- INVALID, techable after 623C, but for that much:

[4466 / 25]

^ Works on:bang, Tager, Noel, Lambda and Ragna.

360B > slightly walk forward 2B > 2C > 623C

[4556 / 29]

^ Works Tager (no need to walk), Noel, and Ragna. Work on all characters in the corner.

360B > 2B > 2C > 623C > 41236D > 236236B > 236236B > 2C > 623C

[6165 / 34 before super, 11 after]

^ Corner combo

2D Counter Hit Combo

2D CH > 5C > 41236D > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D[4101 / 44] with 2C

[4082 / 47] with 5C > 6A

2D CH > 5C > 41236D > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4226 / 48]

2C Combo

2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4052]

^ Magnetized.

2C > 623C > 623C (whiff) > 6B > 236236B > 236236B [6550]

^ Magnetized, 100% Heat Gauge

2C > 623C > 623C (whiff) > 236236B > 236236B > 2C > 623C > 41236D > 2C > 623C [6962]

^ Magnetized, 100% Heat Gauge

2C Combo

2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4052 / 39]

^ Magnetized.

2C > 623C > 623C (whiff) > 6B > 236236B > 236236B

[6550 / 15 before supers] - Might be able to follow with 2C > AC for 11 bonus heat but I wasn't able to.

^ Magnetized, 100% Heat Gauge

2C > 623C > 623C (whiff) > 236236B > 236236B > 2C > 623C > 41236D > 2C > 623C

[6962 / 12 before supers, 28 after]

[6871 / 12 before supers, 11 after] If you stop at 2C > 623C

^ Magnetized, 100% Heat Gauge

2C Fatal Counter Combo Note: Didn't actually retest any past the first one (which is the good one) since none of these are "new", I believe.

2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D

[4297 / 53]

^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.

2C FC > 5C > 6B > 2C > 623C > > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D

^ Done close to opponent in the corner.

2C FC > J2C > 2B > 2C > 623C > JC (whiff) > JB > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4150]

^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.

2C FC > 5C > 6B > 2C > 623C > JC (whiff) > JB > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D

^ Done close to opponent in the corner.

2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6C > J2C > 5B > 4D

^ Back to the wall, situational.

2C FC > 5C > 6B > 2C > 623C > JD (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 2C > 623C > JC (whiff) > lowest J2C > 22D [4479]

^ Magnetized.

Jump B Combo

JB > 5A > 5B > 3C > 22D

[1023 / 8]

JB > 2B > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[2876 / 36]

^ Not Magnetized, character specific.

JB > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[2900 / 36]

^ Magnetized.

Air Throw Combo

Air Throw > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > 236B > 22D[3884 / 38]

^ Magnetized, works on Arakune, Taokaka, Rachel and Hakumen

Air Throw > JC > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > 236B > 22D[3953 / 45]

^ Magnetized, works on all characters.

Air Throw > 2B > 2C > 623C > JC (whiff) > J2C > 22D [3332 / 25]

^ Works on all characters.

Air Throw > J2C > 2B > 2C > 623C > JC (whiff) > J2C > 22D [3504 / 30]

Air Throw > JC > 5C > 623C > JC (whiff) > J2C > 22D [3456 / 26]

Air Throw > 5C > 6B > 2C > 623C > JC (whiff) > J2C > 22D corner only and magnetized.

[3543 /31]

Jump D Air Counter Hit Combo

JD air CH > 623C > 623C (whiff) > 236236B > 236236B > 5C > 41236D > 2C > 623C [7030 / 12 before super, 20 after]

623C Combo

623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3298 / 39]

^ Magnetized.

41236D Combo

41236D > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3012 / 35]

41236D > 5C > 6A > 623C > 623C (whiff) > 2C > 623C > JC (whiff) > J2C > 22D

[2937 / 32] - Remove 6A. Techable after 2nd 623C otherwise. Just don't use this.

^ Works on Bang & Arakune.

4D Counter Hit Combo

4D CH > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[2712 / 34]

^ Mid screen combo.

Sledge Hammer Follow Up Counter Hit Combo

(236A/236B->) 236A CH > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4001 / 38]

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Astral combo's

CH 4D>astral:connects.

CH 2C>astral: 4K for murder or do this stupid setup and be a troll don't care if you can win with it then go for it, just be sure to buffer 1080 when you connect and time that grab right.

gold burst>astral: boring but eh a win's a win.

6C>astral: it works but they have to be magnetized or you have to be close to connect...guess its good if you don't have spark and they are magnetized, I need to test it more.

CH J.D>astral

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last one...thank god this place is practically dead.

2 times we are C tier. :)

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when I get my copy (sometime later this week) I'll record all the combos, so the newcomers have visual reference. (in 720p) <3

(permitting that I'm not lazy when I actually get it)

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6B > 6B > 6C > 623C > Egadget > RC > taunt > 720

Dude I'm so trying the RC>taunt>720 next time I get the chance.

Also 6B>6B>6C doesn't combo. You have to go CH 6B>6C in order for it to work.

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It gatlings on standing too. If I ever get a CH BSledge while I'm trolling, I like to just go walk up 6B>6B>5D and do stupid shit from there.

Does 6B>6C work on crouching opponents? I've never tried.

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well it gatlings, but the point is that 6b > 6b actually combos when the opponent crouches.

and yes 6b > 6c combos when the opponent is crouching. i'm surprised you weren't aware of this orion, it's one of your damaging overhead options.

anyways, i pm'd my thoughts to axis about what needs to worked on. i'm out.

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non-counterhit 5D, 236A, 236A RC 6C, Collider, followup works. Thought that might be worth mentioning since it doesn't need a CH on the 5D. At the edge of 5D's range, the 236A whiffs completely, though.

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tager's RC damage sucks.

I'd like to note that if its a non CH 5D then you have a reactionary mix up on your hands.

that and 5D prorates like your mother. "not actually saying your mother too you or anything like that but you get my point"

anyways non CH 5D A sledge seems like it wiff's or blackbeats.

can you post up the damage?

edit...your better off getting the crumble hit nevermind.

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So, apparently part of my execution was replaced with rabid monkeys between CT and CS. What's the best timing to finish AC AC whiff 6b 2c AC Bsledge Gadget (it's in challenge mode, looked at the CPU but still not quite sure)? Everything is going fine, and then they tech out right before they hit the ground so no gadget.

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You can start gadget finger earlier than you think. Pretty much do it as soon as the input is possible and hold D. You'll get that 5 frame input buffer so Gadget will come out as early as it can, and then you can hold till it nabs your opponent (but you really shouldn't even have to hold it for this one anyway).

edit: Sorry I assumed that you were playing -in- challenge mode. :v:

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Also, depending on what combo you've done up until that point, sometimes the untechable time becomes short enough that Bsledge to Gadget doesn't actually work and you have to use j.C whiff, lowest j.2C, gadget instead. Additionally, Bgadget just plain doesn't work against some characters, like Arakune and iirc Carl? For those guys you have to Egadget instead.

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Would it not be useful to list the challenge mode combos in this thread as well?

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unlike some characters challenge mode combo's those are somewhat viable.

if you do have them then post them up.

also would be hot sex if you guys can confirm those jp wiki combo's in the first page.

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Well there's this interesting one I found on youtube:

Challenge #10: 2C FC, 2C 623C, j.C whiff, lowest j.2C, 5B, 5C, 6C, 41236D, 2C, 623C Bgadget. (4378)

I'll edit this post some more when I'm not falling asleep

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