BBTag/Kanji Tatsumi/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
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]

Midscreen[edit]

Solo[edit]
# Combo Position Damage Difficulty Notes
1 (2A) > 4AAA > j.214A~A/B/C Any 4410 (4528) [1] Very Easy 4A Smart Combo extension.
2 (2A) > 4AA > 5AAA > 2C~A/B/C Any 4560 (4636) [1] Very Easy 4A to 5A combo that drops after 5A at max range.
3 (2A) > 4AA > 5AAA > 2B > 214B~A/B/C Any 5183 (5087) [1] Very Easy Point-blank range 4A (or 2A) combo into 2B for better damage and corner carry.
4 AA 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 5973 [2] Easy Anti-air 4A combo. Used when catching opponents trying to jump out of pressure or throw mix-ups. If opponents are too high, 5A will whiff.
5 AA 4AA > 5AAA > 5BB > (delay) 2B > 236B~j.214B~A/B/C Any 6108 [3] Intermediate Variation of the previous combo that provides better damage and corner carry. At point-blank range, no delay should be needed but at most other distances 2B needs a small delay.
6 AA 4AA > sjc > j.AA > j.B > djc > j.AA > j.214A~A/B/C Any 5255 [2] Easy Anti-air 4A combo. Easier to execute, more consistent, and has higher corner carry than the previously listed versions but deals less damage.
7 CH 4AA > 5BB > 2B > 236B~j.214B~A/B/C Any 6986 [2] Easy Counter hit 4AA combo.
8 CH 4AA > 5BB > 5AAA > 2B > 214B~A/B/C Any 7635 [3] Intermediate Point-blank range counter hit 4AA combo.
9 5AAA > 2C~A/B/C Any 4736 [1] Very Easy Basic 5A Smart Combo extension. 5AA whiffs at max 5A range.
10 5AAA > 2B > 214B~A/B/C Any 5787 [1] Very Easy Point-blank 5A Smart Combo extension.
11 AA 5AAA > 5BB > 2B > 214B~A/B/C Any 7101 [2] Easy Anti-air 5A combo. Both 5AA and 5AAA may whiff if 5A wasn't done close enough to the opponent.
12 AA 5AAA > 5BB > (delay) 2B > 236B~j.214B~A/B/C Any 7319 [3] Intermediate Variation of the previous combo that provides better damage and corner carry. At close range, no delay should be needed but at most other distances 2B needs a small delay.
13 CH 5A or CH 5AA > 5BB > 2B > 236B~j.214B~A/B/C Any 6986 [2] Easy Counter hit 5A or 5AA combo.
14 CH 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8199 [2] Easy Counter hit 5AAA combo.
15 CH 5AAA > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 9276 [3] Intermediate Advanced counter hit 5AAA combo that only works at close range that isn't point-blank.
16 CH 5AAA > 236C > 4AA > 5AAA > 5BB > 2B > j.214A~A/B/C Any 8874 [2] Easy Variation of the previous combo that uses EX Cruel Attack, allowing this combo to work regardless of positioning.
17a 5BB > 2B > 214B~A/B/C Any 5741 [1] Very Easy Basic 5B combo.
17b [5B]([B]) > 2B > 214B~A/B/C Any 7219 (7867) [4] Hard Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. If 5B hit at max range, then 2B requires a slight delay.
18a 5BB > 5AAA > 2C~A/B/C Any 6024 [1] Very Easy Close range 5B combo. 5A whiffs if 5B hit at or near max range.
18b [5B]([B]) > 5AAA > 2C~A/B/C Any 7527 (8175) [4] Hard Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB.
19a 5BB > 5AAA > 2B > 214B~A/B/C Any 6705 [1] Very Easy Point-blank range 5B combo.
19b [5B]([B]) > (delay) 5AAA > 2B > 214B~A/B/C Any 8289 (8937) [4] Hard Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. If both 5B and 5BB are charged, then 5A requires a slight delay.
20a CH 5B > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 7847 [3] Intermediate 5B punish combo. Whiffs at close range and far range, requiring moderate spacing so that the B Cruel Attack connects properly.
20b CH [5B] or [5B] > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 9651 (9351) [4] Hard Variation of the previous combo which uses a charged 5B, with or without counter hit.
21a CH 5B > 236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 7532 [3] Intermediate 5B punish combo. This combo works regardless of positioning.
21b CH [5B] or [5B] > 236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 9311 (9071) [4] Hard Variation of the previous combo which uses a charged 5B, with or without counter hit.
22 2B > 214B~A/B/C Any 4084 [1] Very Easy Basic 2B combo.
23 2B > 236B~j.214B~A/B/C Any 4514 [2] Easy Close range 2B combo.
24 CH 2B > 5AA > sjc > j.AA > j.B > djc > j.AA > j.214A~A/B/C Any 6259 [2] Easy Simple counter hit 2B converted into an air combo.
25 CH 2B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7234 [3] Intermediate Simple counter hit 2B combo.
26 CH 2B > 236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8128 [3] Intermediate Counter hit 2B combo that works both at max 2B range and point-blank range.
27 CH 2C > 2A > 4AAA > j.214A~A/B/C Any 5360 [1] Very Easy Counter hit sweep combo.
28 CH 2C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 6280 [2] Easy Point-blank range counter hit sweep combo.
29 j.A or j.B > 5AAA > 2C~A/B/C Any 4337 (4715) [1] Very Easy Jump-in j.A or j.B combo.
30 j.A > 5AAA > 2B > 214B~A/B/C Any 5010 [1] Very Easy Jump-in j.A combo. Only works if Kanji lands at point-blank range.
31 CH j.A or CH j.B > 5BB > 5AAA > 2B > 214B~A/B/C Any 6432 (6952) [2] Easy Counter hit jump-in j.A or j.B combo. Opponent needs to be close or else 2B will whiff.
32 CH j.B > j.236B > 2A > 4AA > sjc > j.AA > j.B > djc > j.AA > j.214A~A/B/C Any 6414 [3] Intermediate Counter hit jump-in j.B combo. B Cruel Attack may whiff if the opponent is too far or too close.
33 CH j.C > dash 5BB > 5AAA > 2B > 214B~A/B/C Any 7586 [3] Intermediate Counter hit jump-in j.C combo. The closer to the ground Kanji is before using j.C, the more time he will have to dash in and close the distance.
34 CH 236A > 4AAA > j.214A Any 5064 [2] Easy Counter hit A Cruel Attack combo.
35 j.236A > 4A > 5AAA > 5BB > 2B > 214B~A/B/C Any 6007 [3] Intermediate Air A Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation.
36 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 6821 [2] Easy B Cruel Attack combo.
37 j.236B > 5AAA > 5BB > 2B > 214B~A/B/C Any 6933 [3] Intermediate Air B Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation.
38 (j)236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 6545 [2] Easy EX Cruel Attack combo.
39 AA CH A+D > 4A > 5AAA > 5BB > 2B > 214B~A/B/C Any 5245 [4] Hard Anti-air counter hit What a Pain. Must connect against an opponent with the last active frame against an opponent who is as high up as possible.
40 B+C > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 5923 [2] Easy Throw combo utilizing B Cruel Attack.
41 B+C > delay 236B > 2A > 5AAA > 5BB > delay 2B > 236B~j.214B~A/B/C Any 6000 [3] Intermediate Variation of the previous combo that provides better damage and corner carry. B Cruel Attack and 2B require a slight delay for the final move, Bet Ya Can't Take This, to connect.


With Assists[edit]
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 (2A) > 4AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C Any 6828 (6339) [2] Easy 4A Smart Combo extension via an assist.
2 (2A) > 4AAA > j.236A > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C Any 6679 (6238) [2] Easy Variant of the previous assist that replaces Air Primal Force with A Air Cruel Attack, making the combo more consistent.
3 (2A) > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8362 (7307) [2] Easy 5A Smart Combo extension via an assist.
4 (2A) > 5AAA > 2C > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7825 (6927) [2] Easy Variant of the previous assist that replaces Primal Force with sweep, making the combo more consistent.
5 CH 5A or CH > 5BB > 2C > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8970 [2] Easy Counter hit 5A or 5AA combo extension via an assist.
6 CH 5AAA > 5BB > 2C > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 10434 [2] Easy Counter hit 5AAA combo extension via an assist.
7 5BB > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8381 [2] Easy 5B Smart Combo extension via an assist.
8 [5B]([B]) > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 10103 (10751) [4] Hard Variant of the previous combo which uses a charged 5B and either a charged or uncharged 5BB.
9 CH 2B > 236B > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C Any 8767 [2] Easy Counter hit 2B combo extended with an assist.
10 [Call Assist] > 2C > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7268 [2] Easy 2C combo extended with a preemptive assist call.
11 [Call Assist] > 2C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C Any 8429 [3] Intermediate Variant of the previous combo that uses a second assist thanks to the fact that the first was called preemptively. May require slight delays during the first 5B and 5A Smart Combos to buy time for the assist to be available again.
12 j.A or j.B > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6663 (7188) [2] Easy j.A or j.B combo extended with an assist.
13 CH j.B > 5BB > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C Any 8381 [2] Easy Counter hit j.B combo extended with an assist.
14 j.C > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7245 [2] Easy j.C combo extended with an assist. Also works with preemptive assist calls depending on partner choice.
15 CH j.C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C Any 8763 [2] Easy Counter hit j.C combo extended with an assist.
16 [Call Assist] > 236A > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6848 [2] Easy A Cruel Attack combo extended with a preemptive assist call.
17 CH 236A > 4A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C Any 6886 [2] Easy Counter hit A Cruel Attack combo extended with a preemptive assist call.
18 236B > 2A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7529 [3] Intermediate B Cruel Attack combo extended with an assist.


Corner[edit]

Solo[edit]
# Combo Position Damage Difficulty Notes
1 (2A) > 4AAA > j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6769 (6234) [2] Easy 4A Smart Combo.
2 AA 4AAAA or AA 5AAAA > 4AAA > j.236B > 5AAA > 5BB > 2B > 214B~A/B/C Corner 8236 [4] Hard Anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
3 CH AA 4AAAA or CH AA 5AAAA > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 8960 [4] Hard Counter hit anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
4 CH 2C > 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 7082 [2] Easy Counter hit 2C combo.
5 j.A or j.B > 4AAA > j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 5714 (6179) [2] Easy j.A or j.B jump-in combo.
6 CH j.A or CH j.B > 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6769 (7310) [2] Easy Counter hit j.A or j.B jump-in combo.
7 CH 236A > 4AAA > j.236B > 5AAA > 5BB > 2B > 214B~A/B/C Corner 6631 [2] Easy Counter hit A Cruel Attack combo.
8 (j)236B or (j)236C > 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6945 (7253) [2] Easy B or EX Cruel Attack combo.
9 214A or 214C > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6605 (7005) [2] Easy This'll Hurt! converted into a combo.


With Assists[edit]
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 AA 4AAAA or AA 5AAAA > 4A > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 8572 [4] Hard Anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
2 CH AA 4AAAA or CH AA 5AAAA > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 9897 [4] Hard Counter hit anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
3 CH 2C > 2A > 5AAAA > [Call Assist] > 5AAAA > 5BB > 2B > 214B~A/B/C Corner 7698 [2] Easy Counter hit sweep combo extended with an assist.
4 214A or 214C > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C Corner 6850 (7250) [2] Easy This'll Hurt! combo extended with an assist.


Combo Theory[edit]


Video Examples[edit]

Kanji Combos


External Documents and References[edit]


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