Loryuo Report post Posted February 14, 2014 Thanks for these variations of her throw combos! I actually land those combos way more consistently than the one i was trying. thanks alot! Share this post Link to post Share on other sites
pochp Report post Posted February 14, 2014 The ground version is still imo very easy with 5b and it can be even done with 6a as well I feel like the difficulty of this combo varies depending on the other character. You can even do throw 5c 2c j.2c 2b 6a 6b 6c on some (Jin at least), but I usually stick to 2b since it works on everyone iirc. Share this post Link to post Share on other sites
Loryuo Report post Posted February 15, 2014 yeah now that i use 2b, i get it almost 100% of the time now! that really helps alot. I spent most of the past 2 days just practicing throw combos. Never had to do so much execution in my whole life. Blazblue is very tough to learn for me, since i'm use to only playing 3D games. Share this post Link to post Share on other sites
C0R Report post Posted February 24, 2014 Yo C0R, what does "HCA" mean in the first post of the combo thread? I'm guessing it means you can't use a certain number of normals after the starter for the combo to work, but I don't see an explanation in the OP. Hitconfirm Available, it means you can use an extra move before the rest of the combo. Share this post Link to post Share on other sites
someonewhodied Report post Posted March 7, 2014 2CCH corner Need 11 heat to start it. 2CCH>[5D]>SoD>662C>[5D]+]5D[>delay j.2C>delay 2C>[5D]+]5D[>j.2C>2C>5C>5d+]5D[>delay j.2C>3C>]5d[+j.2C>632146C 6296 damage, builds 39 heat pre-super, spends 50 heat. Share this post Link to post Share on other sites
Runis Report post Posted March 10, 2014 (edited) Not sure how useful this is but on crouching you can do 5C OD 5C 6C Tachi j.2D abdc j.C land ]D[ j.b j.c j.2c j.214D 66 OD.Omo only really works at around 10% though. Still might be something to clutch out a round with burst prevention. Also going in towards corner - SOD CH dash CT 6a 6b 5c 6c Tachi j2.d abdc j.c j.2c 66 3c j.2C 3C SOD does 5.2k potential 5.9K with omo instead of sod - vid Edited March 13, 2014 by Runis Share this post Link to post Share on other sites
Runis Report post Posted March 13, 2014 (edited) Not sure how useful this is but on crouching you can do 5C OD 5C 6C Tachi j.2D abdc j.C land ]D[ j.b j.c j.2c j.214D 66 OD.Omo only really works at around 10% though. Still might be something to clutch out a round with burst prevention. Also going in towards corner - SOD CH dash CT 6a 6b 5c 6c Tachi j2.d abdc j.c j.2c 66 3c j.2C 3C SOD does 5.2k potential 5.9K with omo instead of sod Swag For the totsuka version if you want to make it more stable, use instant j2C after landing from totsuka, it knocks them behind you and you don't need a corner to close the distance for 3C Edited March 13, 2014 by Runis Share this post Link to post Share on other sites
bakahyl Report post Posted April 24, 2014 These 2 combo's in this video look rather interesting but don't seem practical https://www.youtube.com/watch?v=znNcmcSGHNU&t=2m24s Share this post Link to post Share on other sites
someonewhodied Report post Posted April 26, 2014 Thats my DP combo !!! That fatal iad loop was cool though. Share this post Link to post Share on other sites
C0R Report post Posted April 26, 2014 https://www.youtube.com/watch?v=uwy7fmXhGCc :O Share this post Link to post Share on other sites
Zeromus_X Report post Posted May 15, 2014 So I was in training mode seeing what I could get off a bomb hit, because people often just choose to get hit on bomb oki and a weak air combo just isn't cutting it. Then I thought, "what if C0R's throw combo works off a bomb hit? They're both short starters right?" And sure enough, the exact combo for a throw works off any bomb hit near the corner. (5B/2B/6A/5C) > 2C > sj2C > j6D > 2B > 6A > 6C > 5D > j2C > 3C > j2C does 3k-5.7k depending on how many bombs hit and how long you charge them. Shoutouts to 6C and j2C not caring about silly things like "combo timers". Share this post Link to post Share on other sites
Monarch Report post Posted May 15, 2014 Is there a new corner combo route, or at least variation for 1.1? Referring to something I saw Keba do, I believe it was the standard Sj j.2C route, but it involved 6A? Share this post Link to post Share on other sites
Zeromus_X Report post Posted May 16, 2014 Was it something like this?: https://www.youtube.com/watch?v=Xo2QypHiwes&t=2m30s I want to say you could do that in 1.0, but no way to go back to the previous version to check. Share this post Link to post Share on other sites
Monarch Report post Posted May 16, 2014 Yes, at 2:33 Share this post Link to post Share on other sites
C0R Report post Posted May 16, 2014 Been around, far inferior to the charged stein route. Share this post Link to post Share on other sites
Siefer Report post Posted May 19, 2014 I have a question concerning this combo route: ...6C>Tachi>j.2D>aBDC>j.C>j.2C>3C>j.2C My 3C is whiffing, and I'm not sure why. Does anyone have any insight? Thanks in advance! Share this post Link to post Share on other sites
Runis Report post Posted May 19, 2014 you need to dash 3C, and the dash needs to be done the moment you land. Share this post Link to post Share on other sites
bakahyl Report post Posted May 19, 2014 It also (or used to) depends on how you timed ikutachi, because if you did it a bit late then you will end up too far. Although this issue should be less common with the new change in ikutachi Share this post Link to post Share on other sites
Zeromus_X Report post Posted June 2, 2014 So C0R posted a cool throw > jump cancel cancel OD combo route on twitter: Corner throw 6a jcc OD(70%) 5a 6a 6b 4d j.b j.214d :5d j.b j.2c j.214d omo = 4894 (+25-50) It also works off any N starter for less damage, ex: blahblah SoD > 6A jcc OD or 2B > 6A jcc OD. Being able to pop an OD early on for unburstable 4-5k is pretty nice and gives the opponent something else to be aware of when considering to use their burst. Share this post Link to post Share on other sites
Runis Report post Posted June 13, 2014 Very sub-optimal but cool looking. Ch 2C 6D 966 jc j2C ]6D[ 214D 5C 6C iku 6D badc jc j2C sod does about 3.1k Share this post Link to post Share on other sites
Runis Report post Posted June 17, 2014 Why isn't it explained that super jump into IAD can be cancelled sooner than regular iad? Some of these combos were driving me nuts. Share this post Link to post Share on other sites
pochp Report post Posted June 19, 2014 Which combo is that useful for? I can't think of any that uses sj iad. Share this post Link to post Share on other sites
Runis Report post Posted June 19, 2014 most of the air hit 6A iad j.B combos for corner swapping without using 6C>iku. every time I do an IAD the j.B whiffs, but if I sj iad, it hits fine. 6C 2D iad j.b is another case. But mostly I was trying to do FC 6C 2D iad jc 6A 2D iad jc 6A, jc whiffs after two reps for me. its also somewhat useful to know for punishing/yomi. having your move out like 3 frames sooner after airdashing over a grounded move probably helps. Share this post Link to post Share on other sites
pochp Report post Posted June 21, 2014 iirc I'd tried those combos with jump back or neutral jump airdash forward, but they seemed pretty unstable and hard. Maybe they'll be more consistent with that. Dunno if anyone's posted this one before, but alternate simple corner combo : throw 6a 6b 6d SoD 5c 2c sj.2c 3318 dmg Really like the spacing it leaves you at after, perfect for catching rolls. Share this post Link to post Share on other sites
Runis Report post Posted June 22, 2014 swag 6C fatal http://youtu.be/lhpJwd5yACA Share this post Link to post Share on other sites