BBCF/Amane Nishiki/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+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
RC = Rapid Cancel
OD = Overdrive
EA = Exceed Accel
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[edit]

  • Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes.
  • To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. 5C = 5C(2) and j.B = j.B(3)).

5A/2A Starter[edit]

# Combo Position Damage Heat Works Difficulty Notes
_ 5A/2A (x3) > 2B > 6B > j.C > j.236A, delay j.B, (microdash)
5A(1) > 2B > 6B > j.C > j.236A, j.2C(n) > j.236C
Midscreen 2650 The basic 6B loop.
2060 damage with 2A x3.
_ 5A/2A (x3) > 2B > 6B > j.C > j.236A, delay j.B, 5A(1) > 2B > 214C Midscreen 2047 Ginga finisher for positioning priority.
1674 damage with 2A x3.
_ 2A/5A(1) > 5B(n) > 5C > 6C(1) > 236D~A, microdash 5B > 5C > 6C > 236A,
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3520 Damage priority from airhit 2A/5A.
_ 5A/2A (x3) > 2B > 5D > 214C, 5B(1) > 4C > 623C,
5B(n) > 1C > 4C > 6C(1) > 236D~B
Corner 2550 Replace first 4C with 1C (???) for Ragna & Makoto.
1980 damage with 2A x3.
_ 5A/2A (×3) > 2B > 5D > 214C, 6A > 623C, microdash 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Corner 3020 5D corner hitconfirm. Microdash can be done after or before the 6A > Gekiren.
2200 damage with 2A x3.
_ 5A/2A (x3) > 2B > 5D > 214C, microdash 2B > 2D > 623C,
5B > 6B > delay j.C(1) > j.6D > j.214A, j.6C > j.236C
Corner 4600 L3 Drill combo, but early parts can build enough drill meter from L2.
3300 damage with 2A x3.
_ 5A/2A > 5B(n) > 5C > 6C > 214A, j.B, 5B > 5C > 6C(1) > 236D~D,
2B > 5B(n) > 4C > 6C(1) > 236D~A, 236236D
Midscreen 4150 -50% Airhit 5A into Distortion finisher.
_ 5A/2A > 5B(n) > 5C > 6C > 214A, j.B, 5B > 5C > 6C(1) > ODC,
delay 5B > 4C > 6C(1) > 236D~A > 236236D, 214C
Midscreen 4460 -50% Airhit 5A into Distortion finisher.
Works with full life OD cancel time.
_

6A Starter[edit]

# Combo Position Damage Heat Works Difficulty Notes
_ CH 6A > 5B > 5C > 6C(1) > 236D~A, microdash 5B > 5C > 6C > 214A,
sideswap j.C > j.6C > j.2B > j.236A, j.2C > j.236C
Midscreen 3900 Counterhit 6A into j.C sideswap.
_ CH 6A > 5B > 5C > 6C > 214A, j.B, 5B > 5C > 6C > 236D~D,
2B > 5B(n) > 4C > 6C(1) > 236D~B
Midscreen ~3550 Counterhit 6A into Hariken knockdown.
Sideswap with about half-screen carry.
_ CH 6A > 6B > j.C(1) > j.6C > j.2B > j.236A, j.B, 5B > 5C > 6C(1) > 236D~D,
2B > 5B(n) > 4C > 6C(1) > 236D~A
Midscreen 4750 -50% 6B & Hariken-cancel loop into Distortion finisher.
_

5B/2B Starter[edit]

# Combo Position Damage Heat Works Difficulty Notes
_ (2B) > 5B > 6B > j.C > j.236A, delay j.B,
(microdash) 5A(1) > 2B > 5D > 214C
Midscreen 2733 Ginga knockdown for positioning.
2636 damage with 2B starter.
_ (2B) > 5B > 6B > j.C > j.236A, delay j.B,
microdash 5A(1) > 2B > 6B > j.C > j.236A, j.2C(n) > j.236C
Midscreen 3190 Basic 6B loop.
3009 damage with 2B starter.
_ 5B(n) > 5C > 6C(1) > 236D~A, microdash 5B > 5C > 6C(1) > 236D~D,
2B > 5B(n) > 4C > 6C > 236A, sideswap j.C(1) > j.6C > j.2B > j.236A, j.2C(n) > j.236C
Midscreen 4320 Sideswap j.C combo from airhit 5B for big damage.
Last j.C can be two-hit, but j.6C whiffs easily after it.
_ (2B) > 5B(n) > 5D > 214C, 6A > 623C, microdash 5B > 6B >
delay j.C > j.6C > j.2B > j.236A, j.2C > j.236C
Corner 3650 Corner combo from 5D confirm.
3370 with 2B starter.
_ 2B > 6B > j.C(1) > 236A, delay j.B, 5B > 3C > 236C, 2B > 6A > 623C,
5B > 6B > j.C > j.6C > j.2B > j.214A, j.2C > j.236C
Corner 3870 Good choice after whiffed j.2B for mixup.
Possible from point-blank 5B too, but still designed for 2B.
_ 5B > 4C/5C > 6C > 236D~D, sideswap 6B > airdash j.2B > j.236A, j.B,
6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A, j.2C > j.236C
Corner 4750 Airhit 5B into big sideswap combo.
Start with your back against the wall.
_ (2B) > 5B > 5D > ODC, 236236D, microdash 5B > 5C (or 1C > 4C) > 6C > 236A,
sideswap j.C > j.6C > j.2B > j.236A, j.2C > j.236C
Midscreen 4650 -50% Full life OD cancel finisher with L1 Drill.
4050 damage with 2B route, remember to replace 5C with 1C > 4C.
_ (2B) > 5B > 5D > 236236D, microdash 5B > 5C (or 1C > 4C) > 6C > 236A,
sideswap j.C > j.6C > j.2B > j.236A, j.2C > j.236C
Midscreen 6000 -50% Finisher for L3 Drill (works with L2 too; 1K less damage).
5150 damage with 2B starter (4400 on L2 Drill).
_

5C/4C/2C/1C Starter[edit]

# Combo Position Damage Heat Works Difficulty Notes
_ 5C > 1C > 4C > 5D > 236C Midscreen 1979 A compromise combo when you can't do anything better.
_ 5C/2C > 236A > j.B > 5A(1) > 2B > 6B > j.C > j.236A, delay j.B,
(microdash) 5A(1) > 2B > 6B > j.C > j236A, j.2C(n) > j.236C
Midscreen 2809 6B loop for damage.
2741 damage with 2C.
_ 4C/5C (airhit) > 6C(1) > 236D~A, microdash 5B > 5C > 6C > 214A, j.B3,
(microdash) 5B > 4C > 6C > 236A, sideswap j.C(*) > j.6C > j.2B > j.236A, j.2C > j.236C
Midscreen 4480 3380 damage with 5C into sideswap j.C(1), 4480 with 4C into sideswap j.C.
Second microdash adjusts the positioning of sideswap.
_ 4C > 6C > 214A, j.B, 5B > 5C > 6C(1) > 236D~D, 2B > 5B(n) > 4C > 6C(1) > 236D~D,
2B > 5B(n) > 4C > 6C(1) > 236D~A, 236236D
Midscreen 5000 -50% Airhit 4C into DD finisher.
_

Throw Starter[edit]

# Combo Position Damage Heat Works Difficulty Notes
_ Throw > 236B, j.C > j.236B, j.B, j.B > j.2C > j.236C Midscreen 2700 Easy throw combo with decent corner carry.
_ Throw > 236D~D, 5C > 6C(1) > 236D~A, microdash 5B > 5C > 6C > 236A,
sideswap j.C > j.6C > j.2B > j.236A, j.2C > j.236C
Midscreen 3500 Throw combo for damage priority.
_ Air Throw, 5B > 5C > 6C(1)> 236D~D, 2B > 5B(n) > 4C > 6C > 236A,
sideswap j.C(1) > j.6C > j.2B > j.236A, j.2C > j.236C
Midscreen 3300 Air throw combo with sideswap j.C(1).
Sideswap j.C(2) whiffs easily. Hard to connect on Arakune.
_ Throw > 236D~D, 5B > 4C > 5B(n) > 1C > 4C > 6C(1) > 236D~D,
2B > 5B > 4C > 6C(1) > 236D~B
Corner 3300 Corner throw into Hariken knockdown.
Leaves you at 2B range on knockdown.
_ Throw > 214A > small delay j.6D, 2D > 623C, (microdash) 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > (j.D) > j.236C
Corner 4750 Corner throw combo for L2/3 Drill.
The last j.D is optional.

Combo Theory[edit]

Video Examples[edit]

BBCF1.3 Amane combo collections

Huge thanks to Inagi, いなぎ (twitter ID:@inagi_J2B) for managing a great collection of combos.




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