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Old 11-18-2008, 02:26 PM
#1 Default [BB:CT] Shishigami combination arts FRKZ MERGED.
AtTheGates
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From now on, only post combo and okizeme related stuff here.
ninja!/shinobi!/ukemi!/torryah!,
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NOTATION
READ THIS OR DIE!

7 8 9
4 5 6
1 2 3

numbers represent your stick. 236 = quarter circle forward. 9 = up/forward. 8 = up and so on. look at your NUMBLOCK.

X(CH) = counter-hit
\/ = land, during air combos
d. = dashing
j. = jumping
dj. = double jumping
sj. = super jumping
iad. = instant air dash (9,6 or 7,4)
ad. = air dashing, rarely used.
9/6/3etc.-X or 9-dash X = during furinkazan, 8-way dash in the direction, then use the attack.




Bang Combos, Table of Contents:
[note: use CTRL+F for the search function, then enter the number + first 2,3 letters.]

AND DO NOT POST COMBOS WITH 623C IN THE MIDDLE, AS IT WILL ALWAYS BE TECHED AT HIGH LEVEL PLAY

The Basics:
1. Beginner Combos & Chains
1.a Blockstrings

2. Bread and Butter Combos


Character-specific & harder Combos
3.a Introduction (The 3 Categories)
3.b Comboing Carl
3.c Comboing Tager
3.d Comboing Arakune

4. Corner Combos & Corner 5C Combos

5. 2D & 2D Counterhit Combos

6. 5D & 5D Counterhit Combos

7. 6D Combos

8. Other character-specific combos
[end of first post]

9. Bumpers - how to, setups & combos

Combos from other Sources:
10. Combos from Japanese players

11. (old) Arcadia Magazine Combos
----------------------------------



1. Beginner Combos & Chains:
  • 5A or 2A, 5B,2B,2C
    you will use this chain a lot when playing Bang. 5A has less proration than 5B and is faster, so try and start your combos with this move. Note that some characters can duck under 5A if they aren't already in hitstun - Noel, Taokaka, Litchi and Rachel. Also, if you pressure certain chars, some of them can low profile under 5A - for example Noel, Taokaka, Jin (and probably a couple more). Make sure to either rush them with 5B or 2A in those situations - mix it up.

  • 5A or 2A, 5B,2B,2C,2363214C , [costs 50% heat, 3468/2479 damage]
    a ghetto way to combo into the super - works against everyone except noel and carl (use 2369C,land, super for those 2 characters). keep in mind that there are much more damaging ways to land this super (like after an OTG 2B,623B), but if it kills your opponent and keeps him from bursting, why not go for it.

  • jump over opponent, j.4C, \/, dash, 5A...
    You actually have time to dash if you hit with j.4C (provided you didn't do instant air dash j.4C). Important: if you do a jump-in and try to do any combo with juggles, try to connect with 5B,2B instead of 5A,5B,2B - if your chain is too long, some of the 2B,6C and 2B,623B combos will become techable (impossible).

  • 5A or 2A,5B,2B,6C [only against standing opponents, only against Ragna, Hakumen, Tager, Litchi, Arakune, V-13]
    This chain can lead to some highly damaging combos, with 2-3 seals. For details, see the character-specific combo section.

  • j.A,j.B, dj.C
    an example air combo. With Bang, air chains should be rather short - otherwise they might whiff. If you end your air combo with a j.C like in this example, the enemy will be knocked downwards. Now, while you fall, you can mix him up by air dashing at the very last moment, or simply land and do something else.

  • j.A, j.B, dj.A,dj.B, 623B
    example air combo into palm thrust. Since it is quite character specific how many hits you need in the air, it is best to judge on the fly how much more hits you do before the 623B.


1.a Blockstrings

Introduction:
since only a couple of Bang's moves are jump-cancelable on block (2B,5A), his pressure might seem unintuitive at first.
The key is to maximize your mixup off of 2B to keep up the pressure, mixing in 5C, 2A and throws to crack open your opponent's guard. If you go for 5A,5B,2B all the time, your opponent will learn to instant block and backdash it, so mix it up.
  • good places to use 2A:
    1. as a first hit
    2. after a blockstring that ends in 2369D, land, dash up, 2A
    3. after any jumpins, land, dash, 2A
  • situations when to use 5C:
    1. as a first hit (duh)
    2. after 2A/5A,5B
    3. after 2A/5A if opponent likes to barrier guard
    4. very rarely after a jumpin (nice ace up your sleeve)
  • situations when to use 623C throw or normal throw:
    1. as a first hit
    2. after a blockstring that ends with 2369D, land, dash up, 623C
    3. after a 2A/5A on block
    4. after a blocked jump in, land, dash up, 623C
  • situations when to use 6B overhead:
    1. as a first hit
    2. after a 5C as a chain (only if you are still close enough)
    3. dashing 6B when opponent is trapped in shuriken super (as if that's gonna happen more than 1 out of 30 matches ^^)
  • situations when to use 6A low hit:
    1. as a first hit
    2. after 5C as a chain (only if you are still close enough)
    3. during bang install, hold "6" and time A,A,A and so on. pretty nice rush.


here are practical examples for the above:
  • Blockstring: 5A,5B,2B, then:
    a.)2369D. land, continue pressure.
    b.) j.4C behind enemy. continue pressure or combo.
    c.) iad.j.4C behind enemy. Mostly useful against big chars like Tager, but a Counter Hit can net you a nice combo.
    d.)simple j.C. Can be OK once in a blue moon, and only against fat chars or if you have been pushed back a bit.
    e.) sweep. very risky, can not be jump canceled on block, but can be canceled into 623B to make it safe, or 5D/6D/2D if you feel lucky.

  • Blockstring: 5A or 2A,5B,5C (overhead), then:
    a.) 2363214C
    b.)2C, followup
    c.)6B (overhead, but no combo). Can Rapid cancel for followup, see further down.
    bang's 5C hits overhead and can be chained into either 2C or 6B for a ghetto 50/50. If your opponent uses barrier guard frequently, only use 2A/5A, then 5C, leave the 5B out - or you will be pushed back too much - the 5C will whiff.


2. Bread and Butter Combos
  • [5A/2A/j.C/j.4C],5B,2B,2C,6D, 6239B [gives 1 Seal, 2212/1586/xx/xx damage]
    your Bread n Butter Combo which works against everyone. About the input: after the 6D, wait a while before you do the 6239 motion. The button input after the 9 should come as early as possible. What you are doing is a Jump Cancel Cancel - you cancel your jump startup into the ground(!) double palm thrust. Leave the 2B away if you start the combo from really far away.<br/>
    The Blazblue Mook suggests to dash after this combo, then neutral jump B or j.4C for a left/right mixup, however, you have to be relatively close for this or it becomes unsafe (you will reach your opponent too late), so you should mostly stick to: dash, then j.4C, and mix up from there.

  • [5A/2A/j.C/j.4C],5B,2B,623B, d.5B,2B, sj.A,B,C, optional A-shuriken [midscreen only]
    2761 damage (2834 damage + poison with shuri)
    This is your Bread n Butter Combo if you don't care about Seals. Harder against small characters (Rachel, Taokaka, Carl). Against Rachel, you can use the variation with 2A instead, see char-specific combos.
    The A-Shuri does not hit every character.
    If you hit with it, your opponent can instantly recover. This leads to new okizeme options, such as, jump, j.623C air throw. However, since this isn't guaranteed, make sure to mix it up.

  • 5A or 2A,5B,2B, 2363214C [costs 50% Heat, only against crouch, 4157/2969 damage]
    Standard Combo into super, only against crouching opponents. Note that you have to be really close AND cancel the 2B as early as possible for the super to connect. less damage reduction than if you combo the super off of the 2C.

  • 2D(counter hit), j.D, \/, 2B,623B, link 2363214C [costs 50% Heat, gives 2 Seals, 4587 damage]
    Standard Combo after 2D counter hit if you don't want to go for the 3- or 4 seal combo. Works against everyone except Carl. The 2B, 623B, Super part is quite universal and can be used with other combos that knock down and leave you enough time for a 2B as well.
    There's a character specific variation for Hakumen/Rachel/Tager/Arakune/V-13/Litchi, scroll down to see more -the damage difference is only 100 points though.

  • FuRinKaZan BnB: 9-Dash j.C,3-Dash, land, 5A,5B,2B,2C,tap 6, hold D, j.D, 3-Dash j.D, OTG 2C.
    Inspired by the Arcadia Mook & Magazine Combos. Works against everyone except Carl, both midscreen and in the corner.

  • 6D,2369C, \/, very short dash+j.D, j.2369C, \/, 5D,j.B,[dj.B,C] [3 seals, 2 shuriken, 2577 damage, NOT against Rachel]
    example combo off of 6D. the first shuriken has to be rather high, except against Tager (combo is hard against him). This combo comes from the arcadia magazine.

  • 6B, rapid cancel, \/,2B,623B, (d.2B,),d.6C, air combo costs 50% heat
    d.2B is optional - might not work against everyone.
    Does not work against Carl.
    against Rachel, add a j.D after the rapid cancel for extra damage (3632 damage)
    same principle as above - short combos allow you to otg 2B into 623B without the opponent being able to tech. this is a nice way to combo after the 6B overhead, the damage is quite good.

  • 623C, RC the 2nd Hit, \/, walk back, j.D, \/,2B,6C, j.C. [50% Heat, 1 Seal]
    2681 damage. Taken from the Wiki (thx goryus)
    Simple followup to the Command Throw. You can also do 2D, j.D, j.2369C, \/ After the Rapid Cancel to get one more Seal - though the combo after that changes a bit.
  • 623C, RC the 2nd Hit, immediate air backdash, \/, 2363214C [100% Heat, unburstable]
    3959 damage
    10Stars says: Works on EVERYONE, and it's completely unburstable <- thx for the combo!


    j.623C RC combos <- thx to 10Stars for most of those!
  • j.623C, RC right before the third hit, 2D, j.D,\/,2B,6C, j.C [50% Heat, 2 Seals, not against Rachel]
    3775 Damage
    - does not work against Rachel. Alternative: delay the j.D after the jump cancel, and later, use a jump combo after the 2B.
    - against Taokaka, use a sj.D so Bang turns around (you'll see what i mean)
    - against Arakune, use j.B,j.C,j.623B at the end - 4240 Damage.

  • j.623C, RC right before the third hit, 2D,j.D,j.2369C, \/, 2363214C [i][100% Heat, 2 Seals, 1 Shuriken]
    5101 damage
    - hard against rachel. delay the j.D after the jump cancel to make it hit, and push "C" for the j.2369C a little late.

  • j.623C, RC right before the third hit, 2D, j.D,j.2369C,\/,j.D, j.2369C, d.5C,2C,623B [50% Heat, 2 Shuris, 3 Seals, only against Carl, Noel, V-13]
    3930 damage
    - only against Carl, Noel, V-13
    - see Tager section for an alternative.
    - against V-13: use d.6C,j.623B, \/,2C midscreen. 4201 Damage
    - againstCarl you can use d.5C,623B instead of 2C if you like. hit them late while they are webbed. 3952 Damage (only 22 more - but other okizeme options).

  • Throw, on Hit 623B, RC, air dash, j.D,\/, 2B,6C, j.B,j.C, optional A Shuri: [50% Heat, 0-1 Shuri, not against Carl]
    2837 Damage
    Taken from the Dora section. BnB off of a throw - since it's better to use the command throw in an offensive situation, you will probably only use this combo if you throw by accident when trying to tech.
    You can add a j.623B at the end against Arakune (anywhere) and Tager (corner only) for 3031 damage.



3. Character-specific & harder Combos

3.a Introduction
To make things easier to understand, first, let's divide all characters into 3 categories:

1. Tager, Ragna, Hakumen - can be hit with 6C,j.D while standing
2. Litchi, Arakune, V-13 - can be hit with 6C, jump cancel dj.D while standing
3. everybody else - can not be hit by 6C while standing at all.

characters in category 1 have a big hitbox and are easy to combo. you want to go for the 2+ seal combos here that do nice damage.
characters in category 2 are a little harder to get seals from, but nonentheless there are some very damaging combos against them.
characters in category 3 are a pain in the ass to combo, most of the time. since there are no specific combos against them while standing, you might as well go for a combo into 2C -> whatever.

Both Category 1 & Category 2
  • BnB without Nails & Seals against standing chars: 5A,5B,2B,6C, delayed j.623B, \/, 2B,6C,dj.B, dj.C (dj.623B*) [not in corner]
    3211 damage
    *=You can add on a j.623B against Arakune(anywhere), Hakumen (need to delay the last doublejump after 6C) and Tager (corner) for 3460 damage.
    this is a damage BnB if you don't go for seals.

  • BnB against crouching chars: combo in 2B,623B, d.5B,2B,6C, j.C, j.623B
    3180 damage [not in corner]
    works against all cat1 & cat2 characters.
    - Ragna: leave away the last j.623B
    like the first combo, this is another damage BNB if you don't go for furinkazan. Note that for some characters, landing the last j.C requires stricter timing.
    Note: you could go for a d.2B, 623B, d.6C combo, see further down below - more damage, but a lot harder.

  • BnB into Super: [5A/2A/j.C/j.4C],5B,2B,6C,j.D/dj.D*,\/,2B**,623B, 2363214C [50% Heat, 1 Seal]
    4454+ Damage
    *= use dj.D for Category2 Characters.
    **==You can use 6A for Category1 characters for more damage.

Category 1
  • BnB against standing chars: (5A/j.4B/j.C), 5B,2B,6C,j.D,j.2369, wait a split second, C, \/,d.6C,j.D,j.2369C, \/, then:
    a.) against Tager: d.5C,5D, sj.C [3 Seals, 2 Shuris, 3500-3600 Damage]
    b.) against Ragna & Hakumen: d.5C, then [623B or 2C] [2 Seals, 2 Shuris, 3400-3500 Damage]
    c.) Variation against Hakumen & Ragna: in the end d.6C,j.623B,\/,OTG 2C[/b] [2 Seals, 2 Shuris, only midscreen] - more damage than the b.) combo.

Furinkazan Combos, Category 1
  • [j.C or 5A,]5B,2B,6C,j.D,6-dash j.D,\/,2B,6C,9-dash j.B,1-frame 6-dash j.D, 2-dash, \/, 2C, okizeme
    [damage: 4595/4481]
    works both midscreen and in the corner. taken from the dora section, slightly modified. In the corner against Ragna/Hakumen/Tager, use a j.236C before you land for the last time, then 2363214C - 50% heat, 5183 Damage. Thx @ TornAparT for this variation.


2. Category 2
  • (5A/j.4B/j.C), 5B,2B,6C, dj.D, \/, 2B, then:
    a.) against all:2363214C [1 Seal, 50% Heat, 4454+ damage]
    b.) against all: 6C, j.B,j.C [1 Seal, 3176+ damage]
    c.) against Arakune only: 6C, j.B,j.C,j.623B [1 Seal, 3431+ damage]


3. 3.b Comboing Carl
since Carl can't be hit by 2B,623B as an OTG or even 2C,2363214C, he is quite hard to combo - lots of BnBs whiff against him. So here is a section with combos that offer alternatives. There is no general solution, but OTG Shuriken is definitely your friend against him - especially since his health is low - so what if the damage is reduced a bit?
  • 2D(optional CH),j.D,j.2369C,\/,[j.D,j.2369C,\/, j.D,j.2369C,\/,]* 2363214C [2-4 Seals, 1-3 Shuris, 50% Heat]
    4663/4146/4086 Damage
    *= optional, 100-200 damage less, 1-2 shuri & 1-2 seal more
  • j.D CH,j.2369C,\/,[j.D,j.2369C,\/,j.D,j.2369C,\/]* 2363214C [1-3 Seals, 1-3 Shuris, 50% Heat]
    4663/4584/4465 Damage
    *=optional, you can go for 1 or 2 repetitions if you like. less damage, more seals.


    Furinkazan vs. Carl:
  • 6D, 6-dash,2D, 8-dash j.D, 2-dash, \/, 6A dash cancel, 6C, 7-dash j.B, 9-dash j.C <- thx to 10stars for this one, more coming soon
    3775 Damage.
[more carl stuff coming soon]


4. 3.c Comboing Tager
Tager has such a unique hitbox that Bang has some very nice Tager-specific combos that you MUST abuse. NOTE: there are more specific combos for Tager under the other sections, this is just a primer.
  • the Tager ender: any combo into C-shuriken, d.5C, 5D, sj.C, then mixup while you land.
    This is the typical Tager ender that you can do off of lots of setups, for example the category 1 BnB against standing characters.


    other combos: (unsorted)
  • BnB against crouching Tager:5A,5B,2B,2C,j.D,j.2369C,\/, d.5C,5D, sj.C. [2 seals, 1 shuri]
    2672 damage. [thx to MGear for that combo!]
  • BnB against Tager after 6B midscreen: 6B,rapid cancel, \/,2B,623B, d.6C,j.D,j.2369C (late), \/, d.5C,5D, sj.C. [50% heat, 1 shuri, 2 seals]
    3987 damage
  • j.623C RC BnB against Tager: j.623C, RC right before the 3rd hit, 2D,j.D,j.2369C,\/,d.5C,5D, sj.C [50% Heat, 3 Seals, 1 Shuri]
    3890 Damage


5. 3.d Comboing Arakune
Just like Tager, Arakune has a pretty unique hitbox - he is execptionally tall when he is juggled. This means that you can very often tack on a j.623B after a j.C in air combos, which doesn't work against any other char.

the Arakune ender: any combo into j.B,j.C,j.623B.
  • -->example combo: 5A,5B,2B,623B, d.5B,2B,6C,dj.C,j.623B.
    3180 damage. this is the no-seal BnB against crouching Arakune midscreen.




4. Corner Combos & Corner 5C Combos:
in the corner, you can do 2C,2D against most characters in the game (except noel, arakune* and Taokaka). The more hits you did before the 2C, the more unlikely it will get that you can go for longer combos after the 2D. The first combos here are for longer combos, the latter off of a 5C.
  • Corner: any combo into 2C,2D,j.D,\/,2C, okizeme [2 Seals, corner only, not against tao,noel,ara]
    ~2543 Damage
    Your Corner BNB against most chars. you end with a sweep because a 2B,6C loop isn't possible because of the number of hits. The 2C can be canceled into a jump -> mixup as you like.
  • corner 5C,2C,2D,j.D,\/,2B,6C,j.B,j.C [2 Seals, not against Tao, Noel]
    2874 Damage
    - Carl: no jumping B.
    - Rachel: sj.D and no jumping B.
    - Arakune: has to be a point blank dashing 5C, his OTG horizontal hitbox is tiny (makes this combo less practical). Add the usual j.623B at the end. 3046 damage.
    - Tager: just like with Arakune, you can add a j.623B at the end. 3046 Damage.

  • Corner 5C,2C,2D,j.D,j.2369D,\/,5D,sj.C [3 Seals, 1 Shuriken]
    2679 Damage. Taken from the Dora-section.
    works only against Tager*,Hakumen, Litchi, Jin, Ragna**
    *= end with 5C,5D,sj.C instead of 5D... for 2884 Damage
    **= end with 2D, sj.C instead of 5D... for more damage

  • Alternative: Ragna, Hakumen, Litchi, Arakune*, Jin: 5C,2C,2D,j.D,j.2369C,\/,2D, sj.C [1 Shuri, 3 Seals]
    2696 Damage
    *Arakune: has to be a dashing 5C



5. 2D & 2D Counterhit Combos:
2D & 2D CH can lead to 3-4 Seal Combos, or simply an easy combo into super with lots of damage. On the downside, 2D has almost no horizontal hitbox, so it might not be easy to hit with it.
Also, keep in mind that normal (non- counter hit) 2D hits are often harder to combo into j.D. Rachel is an extreme example, you need a superjump with a perfectly timed j.D (slightly delayed) to hit her.
Other characters that require superjump if you normal hit 2D'd them are:
Jin, Tager, xx, xx

  • the most universal combo is:
  • 2D/2D(CH), j.D,\/, 2B,6C, dj.B,dj.C [anywhere, 2 Seals]
    2967 damage.
    against Taokaka, Rachel & Carl, leave out the dj.B.
    hard without counter-hit against rachel, jin, has to be superjumping D, then.
    against Arakune(anywhere) & Tager (corner), add a dj.623B at the end for 3290 damage.


    more damaging, but character- and spacing specific combos:
  • 2D/2D(CH), j.D,\/, 2B,623B, d.6C, j.623B, \/, OTG 2C, okizeme [not in corner, 2 Seals]
    35xx damage
    works against Jin, Ragna, Hakumen

  • 2D/2D(CH), j.D,\/, 2B,623B, d.2B,6C, dj.B, dj.C [not in corner, 2 Seals]
    3437 damage
    works against V-13, Bang, Litchi, Noel*, Taokaka*
    *= leave out the dj.B, 3303 damage.

  • 2D/2D(CH), j.D,\/, 2B,623B, d.6C, dj.B, dj.C [not in corner, 2 Seals]
    3295 damage
    alternative against Rachel (also works against Tao, Noel, Bang, Litchi) since d.6C>623B doesn't work on them. <- thx to SMYM for this one


    against Tager & Arakune:
  • 2D/2D(CH), j.D,\/, 2B,623B, d.2B,6C, dj.B,dj.C,dj.623B][/b] [anywhere but can't start point blank in corner, 2 Seals]
    3676 damage
    nice variation with the usual j.623B ender.

  • 2D/2D(CH), j.D,\/,2B,623B, 2363214C [50% Heat, 2 Seals, not in corner, not against Carl]
    4587 damage.
    use 6A instead of 2B for category 1 characters, but make sure the first hit is a 2D counter-hit, or you won't have enough time.
    4819 damage.

  • the 4-Seal Combo: 2D/2D(CH), j.D,j.2369C,\/, j.D,j.2369C,\/, 5D, j.B,dj.B,dj.C [4 Seals, 2 Shuris, only against Ragna, Jin, Noel, Litchi, Carl, Hakumen, V-13, Taokaka]
    3203 damage.
    delay the first shuriken as long as possible, before you almost touch the ground. This will make the next j.D much easier.
    video here.

  • 4-Seal against Tager: 2D/2D(CH),j.D,j.2369C,\/, d.6C,j.D.,j.2369C, \/, d.5C,5D, sj.C [4 Seals, 2 Shuris]
    3418 damage
    if the 2D is no counter-hit, the j.D has to be a superjumping D. Also, since Tager is fat, make sure to delay the D-Button press for the Shuri, so bang jumps a little. That way, you will hit Tager later.

  • 3-Seal against Arakune: 2D/2D(CH),j.D,j.2369C,\/, d.6C,dj.D,\/,2B,6C, dj.B,dj.C,dj.623B [3 Seals, 1 Shuri]
    3655 damage.

  • 2D/2D(CH) BnB against Hakumen/Rachel/Tager/Arakune/V-13*/Litchi*: 2D(CH), wait, late 6C,j.D,\/,2B, then:
    A.) 6C,j.C [2 Seals, 3125 Damage]
    B.) 623B, 2363214C [2 Seals, 50% Heat, 4654 Damage]
    For Rachel, it has to be a dashing 6C at the last moment before she techs.
    *= for V-13 and Litchi, only good in the corner. The better combo midscreen is CH 2D, j.D,\/, 2B,623B, d.2B,6C, dj.B,dj.C = 3437 damage.
    For Arakune, V-13, Litchi, time it like for Rachel, but jump cancel the 6C into j.D.
    in case you end up without shuriken, this is a nice way to still deal some damage after a 2D counterhit. inspired by the arcadia magazine combos below.


6. 5D & 5D Counterhit Combos:
inspired by WUT's list of which chars can be hit by 5D,j.D:

Quote:
nu (needs ch)
tager (needs ch)
litchi
taokaka
Noel
ragna (have to do sj.d on ch)
Arakune (have to do sj.d on normal hit or just delay j.d)
bang (not on ch)
Hakumen
  • against everyone in the list:
  • 5D, j.D, \/, 2B, 623B, 2363214C [50% Heat, 2 Seals]
    4517 damage

  • 5D, j.D, \/, 2B,6C, dj.B,dj.C [2 Seals]
    2897 damage
    - Taokaka: do dj.B,dj.623B at the end, 2995 damage
    - Arakune, Bang (corner), Tager (corner): add a dj.623B at the end, 3220 damage


    against LITCHI, NOEL, BANG, RAGNA, HAKUMEN, V-13*:
    *= CH only, delay j.D after the first jump.
  • 5D, [jD, j.2369C, \/,]x2, 5D, j.B, dj.B,dj.C [4 Seals, 3 Shuris]
    3133 damage
  • 5D, [j.D, j.2369C, \/,]x3, 5C,2C, 623B [4 Seals, 4 Shuris]
    3277 damage
    the last j.D is very hard against some chars. to make it hit against eg. Ragna, make sure that the first shuri is tigerkneed rather high. after that,the 2nd j.D in the combo can be input a bit late after the jump, but the shuri after that has to be as close to the ground as possible.
  • 5D, [j.D, j.2369C, \/,]x3, 2363214C [50% Heat, 4 Seals, 4 Shuris]
    4016 damage


    against TAGER:
  • 5D(CH), j.D,j.2369C, \/, d.6C,j.D,j.2369C, \/, d.5C,5D, sj.C [4 Seals, 2 Shuris]
    3348 damage
  • 5D(CH), j.D,j.2369C, \/, d.6C,j.D,j.2369C, \/, 2363214C [50% Heat, 3 Seals, 2 Shuris]
    4165 damage


    against TAOKAKA:
    3x j.D loop possible but too hard.
  • 5D, [j.D, j.2369C, \/]x2, 5D, sj.B, dj.B, dj.C [4 Seals, 2 Shuris]
    3133 damage


    against ARAKUNE:
  • 5D(CH), [j.D,j.2369C, \/,]x2, 5D, j.B, dj.B,dj.C, dj.623B [4 Seals, 2 Shuris]
    3336 damage


    MISC:
    category 1 and category 2 (except V-13 & Litchi) & Jin:
  • 5D/5D(CH), j.B,j.623B, \/, 5B,2B,6C, j.C (j.623B*) [Category 1 & 2 & Jin only, fullscreen]
    3054 /3329 Damage
    *= Hakumen, Jin, Tager, Arakune, XX only

    this combo works after the same principle than the combos against the category 1 and category 2 characters - juggle with 5B,2B,6C. I was skeptic at first whether it is ok to end a combo with j.C that high, but since dora does it, it must be ok i guess.

    Alternative for V-13 & Litchi*:
  • 5D/5D(CH), j.B,j.623B,\/, 5B,2B, j.B, dj.B,dj.C
    3057 damage
    *= have to juggle Litchi with 5B,2B a little earlier than V-13, or the dj.B will whiff.


    against almost everyone:
  • 5D CH, wait until after hit stop, iad, late j.B,j.623B, \/, 2B,623B, 2363214C[/b] [i][fullscreen, 50% Heat, 1 Seal, not against Carl, Taokaka, hard against Arakune, Bang]
    4411 damage


    SETUPS:
    since hit confirming a 5D (and landing it in the first place) is not that easy, here are some realistic setups:
  • against BANG:
    Setup: normal blocked 5A,5B, instant block 2B or instant block TK shuris, -> 5D, A teleport.

    [more coming soon]


7. 6D Combos:
  • 6D, 2369C, \/, d.6C, dj.D*, \/, 2B,6C, dj.B,dj.C:
    2825 damage, 2 seals, 1 shuri.
    leave the j.B away for Carl and Taokaka: 2714 damage.
    *= you can leave the doublejump away for all category 1 chars as well as litchi.

  • 6D,2369C, \/, d.6C, dj.D, \/, 2B*, 623B, 2363214C:
    3820 damage, 2 seals, 1 shuri, 50% heat.
    does not work against Taokaka and Carl.
    *= exchange the 2B with a 6A against category 1 chars. 3964 damage.


    category 1:
  • 6D, 2369C, \/, d.6C,j.D, j.2369C, \/, d.6C,j.623B,\/, OTG 2C -> jump cancel, okizeme.
    2844 damage, 2 seals, 2 shuri.
    needs a lot of room to the corner for the OTG 2C to hit.

  • 6D, 2369C, \/, d.6C,j.D, j.2369C, \/, 5D, j.B, dj.B,dj.C:
    2806 damage, 3 seals, 2 shuri
    also works against Taokaka, but omit the dj.B.

  • against Tager: 6D, 2369C, \/, d.6C,j.D, j.2369C, \/, then the usual d.5C,5D, sj.B,C.
    2888 damage, 3 seals, 2 shuri.

  • 4-Seal against Tager: 6D, j.D, j.2369C, \/, d.6C,j.D, j.2369C, \/, d.5C,5D. sj.C:
    3090 damage, 4 seals, 2 shuri.


    category 2:
  • against Arakune: 6D, 2369C, \/, d.6C, dj.D, \/, 2B,6C, dj.B,dj.C,dj.623B.
    3024 damage, 2 seals, 1 shuri.


    category 3:
  • against Rachel: 6D, j.D, j.2369C, \/, d.6C, dj.D, \/, 2B,6C, dj.C:
    3025 damage, 3 seals, 2 shuri.


8. Other character-specific combos:
  • 3-4 Seal 6D & 2D(ch) Combos against Tager, Rachel, Hakumen: 6D or [2D counterhit], jump cancel j.D, j.2369C, \/, dash [6C,j.D], then:
    against Tager: [...]j.2369C, \/, 5C,5D,j.C [2 Shuris, 4 Seals]
    3090 or 3418 damage.
    - if you start the combo from 2D counterhit, both shuris must be a little higher than usual (since Tager is so fat and you want to hit him late).
    - if you start off of 6D, do the first shuri ASAP. the 2nd one needs to be a little higher than usual.
    against Rachel: [...]j.2369C, \/, 5D, j.B, j.623B [2 Shuris, 4 Seals]
    2865 or 3155 damage
    against Hakumen: [...], \/, [2B,6C], dj.C [1 Shuri, 3 Seals]
    3024 or 3342 damage
    those combos are quite nice, since you can start them off of a normal 6D hit, even midscreen. Same Combo as below (Arcadia magazine vol. 5)

  • 5C or [2A/5A,5B,2B,]623B, d.2B,623B, d.6C,j.623B [i][midscreen, not against Taokaka, Rachel, Carl][i] <- thx to WUT!
    xx / xx / 3113 Damage

  • 5C or [2A/5A,5B,2B,] 623B, d.2B,623B, 2363214C [50% Heat, midscreen, not against Carl]
    4422 / xx / xx Damage
    quote 10Stars: hit confirmable. Much better than just doing 5c > distortion. 199 more damage, hit confirmable, more heat gain etc. <- ATG says: but also hard as hell. don't bother with this combo online, imo.
    Video here! <- thx!

  • midscreen BnB against Jin: Combo in 623B, d.5B,2B,6C, j.C. [midscreen]
    2886 damage.
    thx to showmeyamoves for this one.
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Old 11-18-2008, 02:28 PM
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[*]j.4C 4-Seal Combo vs. Carl & V-13: J.4C, \/, 2C, 2D, j.D, 2369C,\/, j.D, 2369C, \/, 2D, sj.C [2 Shuris, 4 Seals]
2900 damage.
thx to WUT for this combo.



9. The Bumper Section
Introduction:
Rule 1: using 2147A/C (= very low jumping placement) will place those bumpers closer to the ground than if you would do 214A/C.
Rule 2: B and D Bumper are placed close to the ground to begin with, if you want to place them higher, you need to 2147, delay(!) B/D.


typical Bumper patterns
  • far away, 2147,delay D, \/, 2147C, \/, 2147A.
    row of 3 bumpers. The D-Bumper is optional. Dora uses those eg. against Carl or Rachel (mainly C and A), Nezu against Tager.
  • BnB in OTG2C [or standard BnB into 6D] ,2147, delay C
    a relatively safe way to set up a bumper, you have to be quick after it and react to your opponent's tech roll, though.
  • anywhere: BnB into 2C,2369C, j.D, 2147X, \/, mixup[/b]
    Thx to WUT for this one. it's reminiscent of the above combo, uses one more shuriken, but offers different setups (you should be a little closer to your opponent).
  • BnB a litte outside of the corner, 214B:
    If you are a bit outside of the corner, you can do 214B and it will place a bumper very close to the screen's edge and relatively low. Good for iad.j.C, then bumper dash mixup.


Bumper Mixup
  • after BnB into palm thrust in the corner: place a B-bumper right inside of the corner (don't use the C-Bumper - it won't work). If the opponent recovers into the corner, continue pressure into 2B, iad.j.C, then:
    a.) iad.j.C, then link a 6-bumper-dash j.C (hits overhead) or land and go for a low. Saw this used by DORA BANG vs. Souji Arakune a couple of times.
    b.) jump, 2 or 3-bumper-dash, land, 2A, combo. you can also use this setup without the iad.j.C before it. If you use this setup outside of the corner with a 3-bumper-dash, you will cross your opponent up if you are close enough.
    c.) jump, 2 or 3-bumper-dash, land, 5A, continue pressure.

    you can also use this setup without the iad.j.C before it. If you use this setup outside of the corner with a 3-bumper-dash, you will cross your opponent up if you are close enough, see below.


  • midscreen Blockstring into 2B, jump, then:

    a.) 3-Dash, \/, 2A into combo behind opponent

    Bumpers to use: midscreen: any TKd A,C,D Bumper, Corner: TKd C-Bumper (no crossup except Tager or after 623B wallbounce)
    A very nice setup - it's an almost instant low crossup. There's a gap of course, so use it with caution.
    b.) 6-dash, j.C crossup, \/, d.5A or B, combo
    Bumpers to use: see above
    The overhead crossup option for this 2-way mixup. As with the 2A setup, there's a gap, also it is quite spacing dependant - if you start from too close, your j.C will whiff. Best used when opponent is barrier guarding or you started your pressure string from a little further away.
    c.) 2-Dash, land, 5A (repeat pressure from beginning)
    Basically a way to keep up the pressure until your opponent's guard breaks or he finds a way to escape.


Bumper Combos
  • 5A,5B,2B, [instant 9-j.C, [3-Dash, \/, 5A,5B,2B] x2, 2C,6D,6239B [standing opp. only] <-- thx to Boss Bang for this one!
    2891/3300 damage
    Bumpers to use: midscreen: standard A,C bumper or j.B/D bumper. Corner: C-Bumper.
    Pretty damaging combo compared to the standard BnB. Especially useful against chars that are hard to combo otherwise (eg. Noel).

  • Chain into 2C, Jump, 2-dash or 3-dash, \/, 2B,623B, 2363214C: [i][50% Heat]
    does a laughable amount of bonus damage compared to 2C into super (only 40), but gives you more heat gauge, 15% instead of 11%.
    Slightly more useful against Noel, since the 2C, Shuriken into Super combo does 3278, the bumper combo 3508 Damage = 230 more and no shuriken needed (not counting the bumper).


    against (crouching) Arakune:
  • any 3-hit combo into 2C, jump, 2-dash or 3-dash, \/, 2B,6C, dj.B, dj.C,dj.623B [needs bumper right above you]
    2679 damage (off of 5A,5B,2B)
    Only useful against crouching Arakune, standing bnb does more damage
    only useful when you are too close to the corner for the normal crouch BnB.
    seen in this vid.



10. Combos from Japanese Players

DORA BANG (ドラ バング) Combos
  • VS ARAKUNE: throw, on hit j.623B, RC, air dash j.D, \/, 2B,6C, j.B,j.C, j.623B [50% Heat, 3031 Damage] nice option to deal some damage off of a throw without using any shurikens. make sure to to the j.D ASAP after the air dash, that way the [2B,6C] part will combo as well as j.B,j.C.

  • during FURINKAZAN (bang install), VS RAGNA:5A,5B,2B,6C,j.D,j.D,\/,2B,6C,9-dash j.B,turn around j.6-dash j.D, j.2-dash, \/, 5C, okizeme [damage: 4481]

  • against Jin, midscreen: 5A,5B,2B,623B, d.2B,6C, dj.B,dj.C, optional A shuri
    2868 Damage
    really hard timing for the d.2B. i would disencourage going for this combo online, otherwise, it's cool.
  • against Jin, midscreen: 5A,5B,2B,623B, d,5B,2B, sj.A,B,C, optional A shuri[/b]
    2761 Damage
    easier variation.

  • Corner: 5C,2C,2D,j.D,\/,2B,6C, dj.B,dj.C (optional: air throw)
    2874 Damage
    nice corner combo if you hit with 5C as a first hit only. works against several chars.
  • Corner: 5C,2C,2D,j.D,j.2369C,\/,5D, sj.C [i][3 Seals, 1 Shuri]
    xx Damage.
    3 Seals against Jin in the corner after 5C as a first hit, probably works against other chars as well.


NEZU BANG (ねづ) Combos
  • vs. crouching opponent, in the corner: place a B-Bumper in the corner, short combo into 2B, [jump (9-jump is better than 8-jump), 2-dash, land, 5A,2B] x N.
    an example combo is: d.5A,5B,2B, [9,2, land, 5A,2B] x2, 2C, 6D, 6239B. 2691 damage.
  • BnB into 2C,6239B, Rapid Cancel, dashing 2D, j.C. [costs 50% heat, gives one extra seal] probably not worth the damage, but definitely an option if you really want to go for furinkazan.


DAIOUCHIO(?) BANG (??) Combos
[video here.]

Against Ragna:
  • j.D CH, \/,2B,623B, d.2B,623B, d.6C,j.623B, \/,OTG 2C, jump cancel, okizeme. [1 Seal, 4101 Damage]

  • Combo in 6C,j.D,j.2369C,\/,d.6C,j.D,j.2369C, d.5C,623B [beginning must not be in corner, 2 Seals, 3564/xx Damage (5A or j.4C as starter for chain)]
    nice ender for the BnB off of 6C.
  • Combo in 6C,j.D,j.2369C,\/,d.6C,j.D,j.2369C,\/,5C,2C, jump cancel for okizeme if you like [corner, standing Opp., 2 Seals, 3379/3550 damage (5A or j.4C as starter for chain)]

  • Combo in 2C,623B, d.5B,2B, j.B,j.C [2742 Damage off of 5A]

  • Combo in 6C,jD,\/,6A(!),623B, link Super [Standing Opponent, 1 Seal, 50% Heat,4638 Damage off of 5A]
    does about 200 more damage than if you would use a 2B.


Against Rachel:
  • combo in 2B,623B, 2A,5B,j.A,j.B,j.623B [midscreen, 2610 damage off of 5A]
    funky looking combo.



11. (old) Combos from Arcadia Magazine

Bang Combos, arcadia 2009 3:
  • 1. 4 seals
    2D (counterhit), j.D, j.2369C, land, j.D,j.2369C, land, 5D,j.B,dj.B,C
    3203 damage (only against Ragna, Jin, Noel, Litchi, Carl, Hakumen, V-13, Taokaka)

    Video here. delay the first shuriken as long as possible, before you almost touch the ground. This will make the next j.D much easier. Thx @ Mgear for pointing out that the combo is also possible against Taokaka.

    easy
    against Ragna, Hakumen
    intermediate against Jin, Carl, Litchi
    hard against Noel, V-13 (has to be tested further).

  • 2. 3 seals
    2D (counterhit), j.D,dj.236C, 5D,j.B,dj.[B,C]
    2935 damage. This combo is an alternative against Tager, Taokaka, Arakune, Bang, since they can not be hit by the 4-seal combo. Note: Tager is the exception, there's a better 4-Seal combo for him in the char specific section.

  • 3. 3 seals
    j.D (CH), dj.236C, [j.D,dj.236C ]x2, 623B
    2975 damage ( NOT possible against Rachel & Tager)

  • 4. 3 seals
    6D,j.236C, dash jump j.D, dj.236C, 5D,j.B,[dj.B,C]
    2577 damage ( NOT against Rachel)

  • 5. 2 seals
    j.D (CH), j.236C, 5D,j.B, [dj.B,C]
    2810 damage ( NOT against Rachel)

  • 6. 1 seal
    2A,5B,2B,2C,6D, jump cancel cancel 6239B
    this is bang's bnb combo.
    1586 damage


Furinkazan Combos from Arcadia Magazine
  • j.C, [5B,2B,2C], dash cancel 2B,623B, 9-dashcancel j.C or 2363214C
    3289 or 4498 damage

  • j.C, 3-dashcancel, [5B,2B,2C],dash cancel 5D, 9-dashcancel j.D,2-dashcancel 2C [does NOT work against Carl]
    3450 damage
    note by ATG: this combo is obsolete, look under BnB combos for a better version.

  • throw, 3-dashcancel before the hit, [5B,2B,2C], 2363214C
    3767 damage
  • 2C, dash cancel 5D, 9-dashcancel j.D, 2-dashcancel 2B, 623B, 9-dash jump C or 2363214C
    3319 or 4920 damage


    [lots of notes for those combos, something with V-13 and corner of the stage, 2C,6D, jump cancel. Bang, Carl... 2C, hitstop, push 6. 5D. Combo 4: Bang, Carl, 2C,6D, 2363214C. damage 3821.)


Bang Combos, Arcadia 2009 Issue 5:
  • 6D & 2D(ch) Combos against Tager, Rachel, Hakumen: 6D or [2D counterhit], jump cancel j.D, j.2369C, \/, dash [6C,j.D], then:
    against Tager: [...]j.2369C, \/, 5C,5D,j.C [2 Shuris, 4 Seals]
    3090 or 3418 damage.
    against Rachel: [...]j.2369C, \/, 5D, j.B, j.623B [2 Shuris, 4 Seals]
    2865 or 3155 damage
    against Hakumen: [...], \/, [2B,6C], dj.C [1 Shuri, 3 Seals]
    3024 or 3342 damage
    those combos are quite nice, since you can start them off of a normal 6D hit, even midscreen.

  • 3 seals, standing, Tager
    j.C or j.4C or 5A or 2A, [5B,2B,6C,j.D],jump cancel j.236C, dash, [6C,j.D],jump cancel j.236C, dash [5C,5D], jump cancel j.C
    3766 or 3681 or 2524 damage
    note by ATG: a maximum of 3 hits before you do the first 6C, or the second j.D will whiff.
    Ragna, Hakumen: 2 repetitions jump D, something with crouch C, no idea
  • 1 seal, midscreen, standing, Litchi, Arakune, V-13
    j.4C, [5B,2B,6C], jump cancel j.D, land, 2B, 623B, dashing 6C, jump cancel, j.623B
    3560 damage. note by ATG: jump cancel before the last j.623B is optional. you can also end the combo with a super instead of the dashing 6C.
  • 2 seals, Noel, Carl, V-13
    j.C or j.4C, [5B,2B,2C], 2369C, \/, j.D, max delay j.2369C, \/, 5D, superjumping C
    2827 or 2774 damage
  • 2 Seals, corner only, Ragna, Jin, Tager, Rachel, Litchi, Bang, Carl, Hakumen
    [2A,5B,2B,2C,2D], jump cancel j.D, 2C
    1822 damage
--------------------------------------------------------



Dai's Edit: Remember, if you have questions on how to do combos or why they don't work, take it to the questions thread, this is for listing and discussion about combos themselves, and theory. Also note that the command grab is not listed as something to combo into, due to the fact that !! tech opportunities are always done at higher level play.
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Old 11-25-2008, 04:22 AM
#3 Default
TornAparT
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Quote:
Originally Posted by JinSaotome View Post
has anyone been using shuriken for combo enders? I imagine in some matchups (like Tager), poison would be very handy, especially with Bangs semi decent run away/keep away
the only one i use for enders is the poison (j236A). To me the nails are used like this, the poison (j236A) and web(j236C) are used for combos while the bomb(j236B) and triple nails(j236C) have better use outside of combos.
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Old 12-06-2008, 01:16 PM
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Mike Z
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Bang can RC his ground or air throws before he disappears. If you do this for the airthrow, they fall slowly to the ground and you can do dash 5D j.D.
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Old 12-14-2008, 12:14 AM
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TornAparT
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Quote:
Originally Posted by GaijinMo View Post
Also, does ending an air combo with j.C make comboing into an air command grab impossible because of the downward plummet? I couldn't combo into it unless I stopped at j.B but I would rather land as many hits as possible if it can be done. Sorry if these questions are a couple weeks behind, haven't been able to play that much.
yes, ending an aircombo with j.C makes comboing into an air grab not possible. You can however A.) combo into 236A after j.C or B.) just end with j.C for a knockdown (which command grab and 236A don't give you).
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Old 02-17-2009, 07:09 PM
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On this vid
http://www.youtube.com/watch?v=_-Vn5...eature=channel
at 2:35.

On that combo
CH j.C, 5B, 2B, 2C, 6C, (bumper), dash, 2B(blocked), 8, bounce right off bumper, j.C, 5B, 2B, 2C, 6C
Took like 40-45% on Jin

Which bumper was that? like which button?
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Old 05-26-2009, 05:44 AM
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Brent-quest
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Dunno if this has been posted yet but recent match vid with Dora:

Bang Install: (vs. Ragna)

5A 5B 2B 6C j.D jc.D 2B 6C 9 j.B j.D 5C - 4410 damage

awesome
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Old 07-06-2009, 06:51 PM
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WUT
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Furinkazan:

6A, 6-dash, 6C xx j.263B, V, 2B, 6C, 9-dash, j.B, 6-dash, j.D. Damage is ~4100.

5C, 2C, 6-Dash, 2D, 9-dash, j.D, 3-dash, V, 2B, 6C, 9-dash, j.B, 6-dash, j.D. Damage is ~3700.

- You can switch the 6-dash with a 4-dash if you cross them up with the j.B.

You can replace 5D with 2D on quite a few people. I know it doesn't work on Ragna though.
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Old 07-06-2009, 07:25 PM
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hm, combos off of 5C seem kinda useless since 8 or 9-dash j.C is so quick and easy to combo, and it's way easier to mix up again after it.

the 6A combo could be useful though, i saw some nice 6A-6dash 6A pressure in that dora vs. souji arakune vid.
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Old 07-06-2009, 07:38 PM
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WUT
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8/9-dash j.C is slower than 5C (28F vs. 24 on crouching hit), and you get the same mix-up options off of both on guard. J.C being able to cross-up does have its merits, however.
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