BBCF/Es/Combos: Difference between revisions

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:* Basic combo for one you can't convert into anything else
:* Basic combo for one you can't convert into anything else


'''j.C > 5B > 5C > 6C > 5D > 214[B] > 2B > 5C > 3C > 214D or 214C > 214C'''
'''j.C > 5B > 5C > 6C > 5D > 214[B] > 5B > 2B > 5C > 3C > 214D or 214C > 214C'''
:[https://youtu.be/2-J64gvR0lQ?t=85 Video Example]
:[https://youtu.be/2-J64gvR0lQ?t=85 Video Example]
:Damage: 2927
:Damage: 2927

Revision as of 03:57, 20 July 2017

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
RC = Rapid Cancel
CH = Counter Hit
IAD = Instant Air Dash
OD = Overdrive
EA = Exceed Accel
(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)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

___ starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_

Midscreen

2A > 2A > 2B > 5B > 5C > 3C > 214D or 214C > 214C

Bors Ender Video Example
Mordred Ender Video Example
Damage: 1147
Notes:
  • Basic combo for one you can't convert into anything else

j.C > 5B > 5C > 6C > 5D > 214[B] > 5B > 2B > 5C > 3C > 214D or 214C > 214C

Video Example
Damage: 2927
Notes:
  • Jump in Crouch Confirm

Throw > 5B > [ |> 3C > 5D > 214[B] ] x3 > 3C > 214D or 214C > 214C

Video Example
Damage: 2959
Notes:
  • Basic Throw combo

Air Throw > 214D > 2C > 623C > falling j.D > 6C > 214[B] > 3C > 5D > 214[B] > 3C > 214D

Video Example
Damage: 3142
Notes:
  • Standard Air Throw Combo. Please see the combo theory section for more information for special canceling Es' Air Throw

Air Throw > microdash 5B > 5C > 2C > jc j.B > j.C > j.2BB |> j.BB > djc j.B > j.C > j.D

Video Example
Damage: 2779
Notes:
  • Alternate air throw combo for those who are struggling with special canceling the air throw

AA CH 6B > jc delay j.D > delay 5B [> 3C > 5D > 214[B] ]x3 > 3C > 214D or 214C > 214C

Damage:
Notes:
  • You need to delay the j.D so you hit them while you're falling after the jump cancel and then delay the 5B so that you hit them at the right height to allow 3C to connect afterwards. There's a lot of untech time on both the initial 6B Counter Hit and the j.D juggle so don't worry about dropping the combo
  • Also note that you can change the jump cancel into an IAD to get a side swap if you need one

CH 2C > 5D > 214A |> 5B [> 3C > 5D > 214[B] ]x2 >3C > 214D or 3C > 214C > 214C

Video Example
Damage: 3787 for Bors ender, 3893 for Mordred ender
Notes:
  • Midscreen punish combo. Good because 2C forces standing on counter hit, allowing you to connect into Erec which adds a lot of damage to the combo

623C > RC > j.D > 2C > sjc j.B > j.C > j.2BBB

Video Example
Damage: 2232
Notes:
  • Small combo to squeeze as much damage out of a reversal DP as possible and get followup pressure

en623C > falling j.D > 3C > 5D > 214[B] > 3C > 5D > 214C > 214C

Damage:
Requires: Bors Buff

Close to Corner

5B > 5C > 6C > 5D > 236B > 236A > dash 6C > 2D > sjc j.2BB > (2D Hits) > j.D > 6C |> 6C > 236B > 236A > neutral jump j.D oki

Video Example
Damage:
Requires: Crouch Confirm

IAD j.D > 5B > 5C > 2C > jc J.C > (j.D Crest Hits) > j.D > 6C > 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D > 6C > 214D

Video Example
Damage:

Corner

5A > 5B > 5C > 3C > 214C > 214C > 5B > 5C > 2C > jc j.C > j.D oki

Video Example
Damage: 2163

5B > 5C > 3C > 214C > 214C > 5B > 3C > 214C > 214C > 5B > 5C > 2C > jc j.C > j.D oki

Video Example
Damage: 2643

IOH j.C > (j.D Crest Hits) > j.D > 5B > 5C > 2C > j.C > (j.D Crest) > j.D > 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D > 6C > 214B > 5A > (j.D Crest Hits) > 6C > 214[B] > 3C > 214C > 214C

Damage: 3425
Notes:
  • Overhead combo for when you time the IOH j.C to hit just before a j.D Crest hits

Throw > 236B > 236A > dash [ 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D ]x2 > 6C > 214D

Damage:
Notes:
  • Gives meaty j.D Crest oki. Easiest throw combo to do

Throw > 236B > 236A > dash 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D > 6C > 2D > sjc delay j.2BB > (2D Crest Hits) > falling j.D > 6C |> 6C > 214[B] > 3C > 214D

Video Example
Damage: 3602
Notes:
  • Same combo as above with slightly different ender to boost damage and leave the possibility to tack on Galahad for a round ender instead of going for a safe jump

Combo Theory

Helpful Tips and Information

6D > delay jc j.C > (6D Crest Hits) > j.D

A very common combo piece in current Es combo theory so lets go over all the gritty details on how to do it properly.

First, you need to delay your jump cancel from 6D for two reasons. The first is to give 6D's crest more time to activate. The second is to get the right jump arc for this part. Ideally, when you jump cancel, you should do a rising j.C and then do a slight delay cancel into j.D so that you have the whole falling portion of your jump to get j.D out.

The slight delay cancel into j.D also serves 2 purposes. The first is to make sure you don't accidentally erase 6D's crest as you're placing j.D's crest, which would prevent 6D's crest from activating and make the combo drop. The second is to make j.D hit lower to the ground. This will give you more time to link whatever you need to after landing.

Air Throw > 214D > 2C

The timing on special canceling air throw is somewhat awkward compared to most special cancel from most throws. You need to time your 214D just slightly after the third hit in the air throw.

Character Specific Lists

Video Examples