BBTag/Blake Belladonna/Combos: Difference between revisions

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'''2A > 5AAAA > delay j.B > 5BB > 214A > B > 2A > 2C > 214A > B'''
'''2A > 5AAAA > delay j.B > 5BB > 214A > B > 2A > 2C > 214A > B'''
:[https://twitter.com/sugi_vs/status/1001884505647468544 Video Example]
:Notes:
:Notes:
:* Simple version of her bread and butter combo.  
:* Simple version of her bread and butter combo.  
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:[https://twitter.com/piyovarisa/status/1001904507058466819 236A Ender Example]
:[https://twitter.com/piyovarisa/status/1001904507058466819 236A Ender Example]
:[https://youtu.be/8t-5Z2b4fcM?t=211 Super Ender Example]
:[https://youtu.be/8t-5Z2b4fcM?t=211 Super Ender Example]
:Damage: 5857, 7341 for Distortion Skill ender
:Damage: 5857 for 236A Ender, 7341 for Distortion Skill ender




Line 98: Line 97:


'''Anti Air 214C > A > 5AAAA > delay j.B > 5B > sjc j.B > j.2A > j.A > djc j.AAA > j.214A > B'''
'''Anti Air 214C > A > 5AAAA > delay j.B > 5B > sjc j.B > j.2A > j.A > djc j.AAA > j.214A > B'''
:[https://twitter.com/sugi_vs/status/1001898981499158528 Video Example]
:Damage: 6315
:Damage: 6315
:Notes:
:Notes:

Revision as of 04:37, 23 June 2018

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:6A becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
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)
(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

Midscreen

Solo

2A > 5AAAA > delay j.B > 5BB > 214A > B > 2A > 2C > 214A > B

Notes:
  • Simple version of her bread and butter combo.


5AAAA > delay j.B > 5B > sjc j.B > j.2A > j.A > djc j.AAA > j.B > 5B > sjc j.B > j.C > 236A or 214B+C

236A Ender Example
Super Ender Example
Damage: 5857 for 236A Ender, 7341 for Distortion Skill ender


5BB > 214A > B

Damage: 3443
Notes:
  • Simplest combo from a 5B poke. Use this when you're first starting out with the character


5BB > 214A > B > 2A > 2C > 214A > B

Damage: 4549
Notes:
  • Slightly more difficult version of a 5B poke combo since it requires some timing on the OTG 2A. Make sure to get all hits of 5BB before canceling into 214A. The extra hits lift up the opponent high enough that you'll be able to OTG 2A after 214A > B.


5BB > 214A > B > 2A > 5AAA > jc j.AA > djc j.AAA > j.B > 214A > B

Damage: 4979
Notes:
  • The full 5B Poke Bread and Butter Combo. Squeezes out more damage and corner carry


5BB > 214A > B > 2A > 5A > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > 236A

Video Example
Damage: 5166


Air to Air j.AA > djc j.AAA

Damage: 2807
Notes:
  • Simplest combo from an Air to Air j.A starter. Use this combo when you're first starting out.


Air to Air j.AA > djc j.AAA > delay j.2A > land rejump j.AA > djc j.AAA > delay j.2A > land rejump j.AA > djc j.AAA

Video Example
Damage: 4035
Notes:
  • Slightly more difficult version of an Air to Air j.A combo since it requires some timing to do the delay j.2A right. However, the extension allows you to get more damage and much more corner carry.


Anti Air 214C > A > 5AAAAA

Notes:
  • Simplest combo from an Anti Air 214C starter. Use this combo when you're first starting out.


Anti Air 214C > A > 5AAAA > delay j.B > 5B > sjc j.B > j.2A > j.A > djc j.AAA > j.214A > B

Damage: 6315
Notes:
  • Slightly more difficult version of an Anti-Air 214C combo since it requires some timing for the delay j.B. T


Throw > 5AAA > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > j.236A or 214B+C

236A Ender Example
Super Ender Example
Damage: 4280 for 236A Ender, 5762 for Super Ender


With Assists


Corner

Solo

5AAAA > delay j.B > dash 5A > jc j.AA > 7djc j.AAA > j.B > land rejump j.AA > djc j.AAA > j.214B > A

Video Example
Damage: 5525


2A > 5AAA > delay j.B > dash 5A > jc j.AA > 8djc j.AAA > j.B > 5B > sjc j.B > j.C > j.236A

Video Example
Damage: 4704
Notes:
  • A combo for when you have your back to the corner


2A > 5AAA > 2C > 214A > C > 2B > 5B > sjc j.B > j.C > 236A

Video Example
Damage: 4570
Requires: Back to Corner, 1 Skill Gauge
Notes:
  • A side swap combo to put the opponent in the corner


5AAAA > j.B > 214B > C > 2B > 5B > sjc j.B > j.C > j.236A

Video Example
Damage: 6176
Requires: Back to Corner, 1 Skill Gauge
Notes:
  • An alternate side swap combo to put the opponent in the corner


5BB > 214A > B > 2A > 5AA > jc j.AA > 7djc j.AAA > j.B > 214B+C or land rejump j.AAA > j.214B > A

Video Example
Super Ender Example
Damage: 5108 for Shadow Pounce Ender, 6470 for Super Ender
Notes:
  • A 5B combo for when you hit the opponent with the tip of a 5B poke.


5B > 2B > IAD j.AAA > 5AAA > jc j.AA > 7djc j.AAA > j.B > 214B+C or land rejump j.AAA > j.214B > A

Shadow Pounce Ender Example
Super Ender Example
Damage: for Shadow Pounce Ender, 6891 for Super Ender
Notes:
  • An alternative 5B combo for when you hit the opponent with the tip of a 5B poke


Throw > 5AA > jc j.AA > 8djc j.AAA > j.B > dash 5A > jc j.AA > 8djc j.AAA > j.B > 214B > A

Shadow Pounce Example
Super Ender Example
Damage: 4343, 5866 for Super Ender
Notes:
  • A simple throw combo


Throw > 5AAA > jc j.AA > 8djc j.AAA > 5B > sjc j.B > j.C > 236A

Video Example
Damage: 4280
Notes:
  • A throw combo for when you have your back to the corner.


With Assists


Combo Theory

5AAAA > delay j.B > 5B

To make it easier to link 5B after hitting the opponent with j.B from 5AAAA, you'll want to delay hitting them with j.B a bit so that you can hit them lower to the ground as you're falling. This will allow you to land quicker and give you more time to link 5B comfortably. When you do this combo piece right, you'll hit the opponent with the bladed portion of the normal for both j.B and 5B.

214A > B > OTG 2A

This combo piece only works when the opponent is being juggled higher up in the air.

j.AAA > delay j.2A

An important combo piece that allows you to extend air to air confirms into longer combos. You need to delay j.2A so that it hits as low to the ground as possible. This will allow you to land quicker, making it easier to link your next move and keep the combo going.


Video Examples

Blake Combos

Blake Basic Combos By Meno


External Documents and References