BBTag/Es/Combos

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Combo Notation Guide
7 7.gif 8 8.gif 9 9.gif
4 4.gif 5 5.gif 6 6.gif
1 1.gif 2 2.gif 3 3.gif
Numbers represent direction on a keyboard numpad. For example 2.gif3.gif6.gifA 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[edit]

Midscreen[edit]

Solo[edit]
# Combo Position Damage Difficulty Notes
1 5AAA > 2C > 214C > C Any 5053 [1] Very Easy A basic Es Combo from a 5A poke. At max 5A range, the last hit of the 5AAA smart combo will whiff. At these ranges, you should do 5AA > 2C instead. Video Example
2 5AA > 2B > jc j.AA > djc j.AA > j.B > j.A+D > 5A Any 4537 [3] Intermediate A simple Anti-Air 2B combo. Video Example
3 CH AA 2B > (delay) 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C Any 7245 [3] Intermediate On Counter Hit, Anti-Air 2B has a lot more untech time, giving you enough time to connect 5B and go into Gawain loops. Depending on the height that you hit opponents at, you might need to delay 5B.
4 j.C > (microdash) 5AA > 2B > jc j.AA > djc j.AA > j.A+D > A Any 5236 [3] Intermediate A simple combo for when you hit someone with j.C. It does less damage than the Gawain loops but it also works from most heights.
5 j.C > [5B > 214[B] > 5AAA > ]x2 > 5BB > jc j.B > j.C (w) Any 7083 [3] Intermediate For this combo to work, you need to hit the opponent low to the ground with j.C to give yourself enough time to land and link 5B. For certain characters, the combo route will have to be altered to this, j.C > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C , though some damage will have to be sacrificed.
6 5BB > 214A > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C Any 7863 [3] Intermediate Whiffs on crouching opponents. A good punish combo for when the opponent is left standing after the move you're punishing. Video Example
7 B+C > 5AAA > 5B > 214[B] > 5AAA > 5BB > 214C > C Any 5342 [3] Intermediate
8 4B+C > 214A > delay 5AAA > 5B > 214[B] > 5AAA > 5BB > 214C > C Any 5501 [3] Intermediate You need to delay your 5A link after Erec to properly juggle the character so that 5AAA doesn't whiff. Also, keep in mind your distance from the corner. Because 5BB and 5B > 214[B] doesn't work on some characters in the corner, you might have to adjust your route to make sure your combo doesn't drop. Video Example
9 214A > 5AAA > 5B > 214[B] > 5AAA > 5BB > 214C > C Any 7013 [3] Intermediate A combo for when you open someone up with Erec.


With Assists[edit]
# Combo Position Assist Type Difficulty Notes
1 5AAA > 2C > 214C~C > [Call Assist] > 5AAA > 5BB > rising j.B > j.C (whiffs) Any Upward Launch or Wallbounce [3] Intermediate Basic midscreen combo. Should work with most general extension assists. Generally has enough corner carry to bring them to the corner. after 5BB, jump back j.B if you want to catch forward tech. j.C does not connect but the second hit of j.C will meaty on opponent's wakeup.
2 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 214C~C Any Wallbounce [3] Intermediate Higher damage combo. Assist call timing is dependent on the assist, and depending on the assist, you may only be able to do one hit of the first 214C. You can jump cancel the 5BB and do j.C for oki, while sacrificing a little bit of damage.
3 214B > [Call Assist] > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C Any Upward Launch [3] Intermediate Does 7109 damage, use an assist to convert a Gawain overhead into a full combo. Video Example


Corner[edit]

Solo[edit]
# Combo Position Damage Difficulty Notes
1 5AAA > 2C > 236C > 5AAA > 5B > 214[B] > 5AAA > 5BB > jc > j.B > j.C (w) Corner 6786 [3] Intermediate Spend 1 Skill Gauge to squeeze out more damage from a basic combo. 5B > 214[B] is character specific though and doesn't work on everyone in the corner because the 5B Crest Whiffs so keep this in mind.
2 B+C > 214[B] > 5AAA > 5B > 214[B] > 5AAA > 2B > 8jc > j.B > j.C (w) Corner 5690 [3] Intermediate A corner specific throw combo that leads to more damage. However, it's character specific since 5B > 214[B] doesn't work on everyone in the corner because 5B's crest whiffs so keep this in mind. Video Example


With Assists[edit]
# Combo Position Assist Type Difficulty Notes
1 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 236C > 5BB > 214C~C Corner/Midscreen Upward Launch [3] Intermediate Launcher assist such as Makoto's 4P is highly preferred + requires character specific experimentation. 5B > 214[B] whiffs on certain characters in the corner, but not if done midscreen. Can't be done fullscreen since 236C pushes them back too far. Generally around 7k damage, but adding 214B+C at the end instead of 214C~C pushes the damage in the 9k range


Combo Theory[edit]


Video Examples[edit]

Es Combos

Es Basic Combos By Meno

Es Punish Cross Combos using the Entire Existing Roster By Meno


External Documents and References[edit]


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