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AtTheGates

Battle Fantasia: Combos, Strategy, Discussion

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Yes there is a PS3 version furix, it's what I'm playing.

Oh I see, sorry for the off-topicness again.. But.. do you know if the 40gb PS3 can read imports? I just got a 40gb PS3 and now I want to order this.

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Deathbringer is a bit tricky to use just because of his size and slowness of moves. I love the fact that his 2B is so good though that you can easily react to a hit and go into 623 from it. But for sure you've got to be REALLY good at parrying to be good with him.

BTW, any idea how to use his Heat Up ability?

Hit an enemy 3 times with normal attacks where he uses his sword while in heat up and it initiates a flaming spear attack.

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So I was thinking about the nature of that ashley infinite... and it seems that on multi-hit moves it's the first hit that tells the counter for the gachi juggle.... hey this move hit so be prepared to turn off after its done. But if you miss that hit the game gets confused... or something. So I was like hmmm who has a multi-hit move that could use this... Odile has 214 a or c... *tests* and it sorta works. Except the move is too slow to loop indefinitely. I can get two of them but then the third one always connects fully. I think if you had good timing though you might be able to get more.... but who knows. Anyway combo is 6+G J.d, st.d (gotta get the right height) 214+c(1 hit), 214+c(1 hit), 214+c(it always hits fully for me here but if your timing is better or maybe against certain characters.... who knows) Anyways just a little info for you. Maybe I'll get time to test it out more later with some other ideas I have. Also Freed is Gachi bait. ahah.

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deathbringer heat up combos:

6+G, jump HEAT + j.A,j.D, \/, j.A,j.D, \/, j.A,j.D -> auto super gets triggered. MASSIVE damage.

3+G, superjump, HEAT, j.C, \/, c.C,f.C,2C -> auto super. also massive damage. the tricky part is doing sj,heat,j.C,\/,.c.C. the rest can be mashed.

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Oh I see, sorry for the off-topicness again.. But.. do you know if the 40gb PS3 can read imports? I just got a 40gb PS3 and now I want to order this.

PS3 games are region free so it doesn't matter what one you get.

Anyways just a little info for you. Maybe I'll get time to test it out more later with some other ideas I have. Also Freed is Gachi bait. ahah.

Yeah he really is, almost all of his shit only hits once and is really easy to Gachi Drive. The good thing though is that he has a super good mixup and his heatup rapes so you just have to not be predictable with him.

Thanks for the DB combos, I'll work on them next time I get a chance to play.

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I just got done playing like 40 matches of Deathbringer v Cedric. It's a little harder for Cedric than I make it out to be, but it's still heavily in Cedric's favor IMO. I play like most of the characters in this game, and even in theory I can't think of anything Deathbringer has aside from HUGE range being a problem for Cedric.

Made a small edit about Cedric 4B. It's a lot better than it seemed when I started playing him.

Since I got the link for the exact number of frames Cedric 4B gets on block, I realized this MIGHT be worth posting here:

http://curryallergy.blogspot.com/2008/06/battle-fantasia-frame-data.html

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just got into this game... and somehow i still seem to pick the lowest tier charcter.. thanks for that guide on oliva necrosis.. NEED TO USE GACHI MORE!!!

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Addendum to his guide... In the corner at least and maybe other places you can do an extended combo off of either heat up overhead or command grab dash c.C(do B+d+C for heat up C) Im not really sure of the notation... or what the best strings would be but I imagine like off overhead, you do st.b, cr.d , A dash thing, and then maybe dp.... or if that doesn't work just like cr.d into another cr.d and depending on if the birds hit you may be able to keep juggling.... Off of Gatchi it looks like as long as your heat activated the bird hits will keep resenting the juggle. so doing like jump c, jump c, 5d, 236 A(maybe c), DP seems to be an optimal combo. If you take out the second jump C and the dp at the end the Same combo should be the regular gatchi.

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Unless they fixed it in the console version, Olivia (and everybody with a command grab) should be able to do "meaty" command grabs against Face all day until he has meter.

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Unless they fixed it in the console version, Olivia (and everybody with a command grab) should be able to do "meaty" command grabs against Face all day until he has meter.

they don't seem to have fixed it. But the timing is sort of tight.... I mean I've seen tons of matches and while it sounds like it would be aggresivly broken, its not soo bad, I mean in all the matches I've seen its not like don valve just raped everyone cause of that. It's just something to remember.

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Most characters can just DP versus a meaty command grab anyway. It's only a big deal for Face who doesn't have a throw invincible normal move. They might have changed that for the home version anyway, even if they didn't remove the lack of command grab invuln on wakeup. Anyway, I figured out this much nicer and easier Deathbringer heat-up combo: 3+G, 66, 66, c.C, f.C, 2C, D Don't have to worry about timing or spacing for the j.C, this one just works anywhere and is easy to do. Still working on an 'anywhere' combo for 6+G though. Also, anyone know why doing f.C, 623A will connect some of the time but then not the rest of the time? It will just go right through them on occasion. Also, Olivia has some sort of weird move where she flips over the person, any idea how it's done? Doesn't seem to be listed anywhere. And nice protip for Olivia vs Freed: Olivia's 6D will go right through all strait Magnums. You can even just hold it down and the charge up animation STILL goes through them.

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should have thought of simply dash forward after 3G with deathbringer, heh. then again, i didnt know you could cancel 2C into 5D. also, about meaty throws: i researched that a while ago because i had a disagreement with someone about it, but i forgot the outcome, haha. i think you can throw someone on their wakeup even before they can jump, but as i said, i'm not sure anymore. i think i just remembered: there is a very short throw invulnerabilty it seems, which is gone IMMEDIATELY if the waking up char does anything, for example, push a button. It does not carry over, and it must be only a handful of frames (2-3?)

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should have thought of simply dash forward after 3G with deathbringer, heh. then again, i didnt know you could cancel 2C into 5D.

also, about meaty throws: i researched that a while ago because i had a disagreement with someone about it, but i forgot the outcome, haha. i think you can throw someone on their wakeup even before they can jump, but as i said, i'm not sure anymore.

i think i just remembered:

there is a very short throw invulnerabilty it seems, which is gone IMMEDIATELY if the waking up char does anything, for example, push a button. It does not carry over, and it must be only a handful of frames (2-3?)

That is correct. Major complain about this when game came out in arcade.

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there is an embedded urs vid on the urs wiki page, no idea about other chars. i also don't know if there is a dedicated video section at all.

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should have thought of simply dash forward after 3G with deathbringer, heh. then again, i didnt know you could cancel 2C into 5D.

cancelling far C into 5C into 2C into 5D is only because this is after 3G, doesn't work otherwise.

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Need some help with Watson's heat combos... what do you guys do after a midscreen/corner 6/3+gachi? In the corner i'm doing something like this: 236B, mixup, 236B hits, Heat, [jC \/ 5A5A5B2C 236C 236B jC] 236B hits 214A, repeat brackets, 236B hits, 214A(x2) for the Heat Super. Is there any better variation?

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Most characters can just DP versus a meaty command grab anyway. It's only a big deal for Face who doesn't have a throw invincible normal move. They might have changed that for the home version anyway, even if they didn't remove the lack of command grab invuln on wakeup.

Anyway, I figured out this much nicer and easier Deathbringer heat-up combo:

3+G, 66, 66, c.C, f.C, 2C, D

Don't have to worry about timing or spacing for the j.C, this one just works anywhere and is easy to do. Still working on an 'anywhere' combo for 6+G though. Also, anyone know why doing f.C, 623A will connect some of the time but then not the rest of the time? It will just go right through them on occasion.

Also, Olivia has some sort of weird move where she flips over the person, any idea how it's done? Doesn't seem to be listed anywhere. And nice protip for Olivia vs Freed: Olivia's 6D will go right through all strait Magnums. You can even just hold it down and the charge up animation STILL goes through them.

that olivia move is 3 D.. stuns pretty fucking good on hit... and can lead to some massive shit...

also freed gots fucking good ass shit... i like em... HOOK PUNCHES FOR EVERYONE...

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Okay, even though I'm the only Watson player here, I'll post the other variation in the corner :v: 236B *mixup* 236B hits, 214A+B+D (activates heat while doing "Hitotsu") 2C 236A 236B walk a bit 5B (236B hits) 214A ("Futatsu") jC \/ 5A5B2C 5C 236A and do 214A once more to activate the kick-ass meteor super. Now I'm not sure about this part... after you do the super, they're still in the air but your Heat Rabbit Powerz are over. So, after the first hit, they recover in the air and your combo resets. BUT the almighty Meteor super is unblockable in the air and if they don't Gachi all the rest, they'll be hit by the super again :yaaay: ... and you can do the 236B so that the trap will catch them as they fall (warning: the timing is tricky), and start the loop again if you got another gauge, or just do 2C jC 5A5B2C etc, with no gauge. This one actually drains 50%~70% of their HP.:psyduck:

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A super cancel is when you cancel in to a super move. Generally referring to canceling special moves in to super moves, like how you cancel normal moves in to special moves.

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