BBCF/Es/Combos

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 Es


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Bors

A special move enhanced by 214D Bors is notated with "en." (e.g. 623C enhanced by Bors is notated as en623C.)

Combo List

For more information and more confirms, check the Es Combo Document

Beginner Combos
Combo Position Damage Meter Gain Works on: Difficulty Notes
A Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
5A/2A > 2B > 5B > 5C > 3C > 214D or (214C > 214C) Midscreen 1300/1742 9/12 All [1] Very Easy Bors Ender Video Example, Mordred Ender Video Example. All combos ending in 3C can be ended with 214D for Bors or 214C~214C for damage. This is your go-to basic combo for when you can't convert into anything else.
5A/2A > 5B > 6B > jc > j.B > j.C > j.2BB, j.BB > jc > j.C > j.D Midscreen 1980 14 All [2] Easy Extended confirm into a j.CD(w) knockdown. Carries further than just doing 6B j.CD but is slightly more difficult.
5AA/2AA > 5B > 5C > en623C > falling j.D > microdash 2B > 5B > 2C > 8j.C > delay j.D > 6C > dash 6C > 214[B] > 3C > Ender Midscreen 2599 ? All [3] Medium 5A/2A mash combo with Bors that carries into the corner. Can be ended with 214D or 214C~214C. Teaches some important Es combo theory, like en623C > falling j.D as well as 6C pickups into dash 6C.
6A > 6B > 214B > 5B > 2C > jc > j.BB > jc > j.B > j.C > j.2BBB Midscreen 2516 18 All [2] Easy Basic overhead combo.
6A > 3C > en623C > falling j.D > microdash 2B > 5B > 2C > jc > j.C > j.D > 6C > dashing 6C > 214[B] > 3C > Ender Midscreen 3147 ? All [3] Medium Bors enhanced overhead combo that deals pretty respectable damage. Should start to look familiar. Can be ended with 214D or 214C~214C.
6A > 3C > delay en214C(1) > 6C > dash 6C > 2D > delay airdash j.B > delay j.C > 6D > delay jc > j.C > delay j.D > 6C > 214[B] > 3C > Ender Midscreen 3332 ? All [4] Hard Slightly harder overhead combo with more corner carry. Es is much stronger in the corner so optimize for corner carry whenever possible. Can be ended with 214D or 214C~214C.
5A > 5B > 5C > 3C > 214C > 214C > 5B > 5C > 2C > jc > j.C > j.D oki Corner 2163 ??? ??? ??? Video Example
B Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
5B > 5C > 6C > 5D > 214[B] > 5B > 2B > 5C > 3C > Ender Midscreen 3160 ? All [2] Easy Easy crouch confirm. Video Example
5B > 5C > 6C > 6D > j.236A > air dash j.C > j.2BBB > 5B > 2C > jc > j.C > j.D Midscreen 3225 ? All [2] Easy Crouching combo that ends with a j.D crest set. Air dash when 6D’s crest activates.
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 Close to corner ??? ??? ??? ??? Crouch Confirm Video Example
5B > 5C > 3C > 214C > 214C > 5B > 3C > 214C > 214C > 5B > 5C > 2C > jc > j.C > j.D oki Corner 2643 ??? ??? ??? Video Example
AA CH 6B > jc > delay j.D > delay 5B > [ 3C > 5D > 214[B] ] x3 > 3C > Ender Midscreen 3142 ? All [2] Easy 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.
C Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
CH 2C > 5D > 214A > 5B > [ 3C > 5D > 214[B] ] x2 > 3C > Ender ??? 3787 ? All [2] Easy 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. Video Example
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 Corner 3425 ??? ??? ??? Overhead combo for when you time the IOH j.C to hit just before a j.D Crest hits
D Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
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 Close to corner 2988 21 ??? ??? Video Example
Throw Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
Throw > 5B > [ 3C > 5D > 214[B] ] x3 > 3C > Ender Midscreen 2959 ? All but Litchi, Nu, and Lambda [2] Easy Throw into Gawain loops. Video Example
Throw > microdash 5B > 3C > 6D > delay j.C > delay j.D > microdash 2B > 5B > 2C > j.C > j.D > 6C > dash 6C > 214[B] > 3C > Ender Midscreen 3080 ? All [2] Easy Throw into midscreen 6D route.
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 Corner 3602 ??? ??? ??? 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 Video Example
Throw > 236B > 236A > dash [ 6C > 6D > delay jc > j.C > (6D Crest Hits) > j.D ]x2 > 6C > 214D Corner ??? ??? ??? ??? Gives meaty j.D Crest oki
Air Throw > 214D > 2C > en623C > falling j.D > 6C > 214[B] > 3C > 5D > 214[B] > 3C > Ender Midscreen 3142 ? All [3] Medium Standard Air Throw Combo. Please see the combo theory section for more information for special canceling Es' Air Throw.
Special Starter
Combo Position Damage Meter Gain Works on: Difficulty Notes
en214B/214[B] > 5B > 6B > 214C~delay 214C > microdash 5B > 3C > 5D > 214[B] > 3C > 5D > 214[B] > 3C > Ender Midscreen 3192 ? All [3] Medium Gawain starter combo.
623C > RC > j.D > 2C > sjc >j.B > j.C > j.2BBB Midscreen 2232 ? All [2] Easy Small combo to squeeze as much damage out of a reversal DP as possible and get followup pressure. Video Example
en623C > falling j.D > 3C > 5D > 214[B] > 3C > 5D > 214C > 214C Midscreen 2232 ? All [2] Easy Bors buff DP starter. Can be cut short at 3C to get Bors again.

Combo Theory

For more information, check the Es Combo Theory Document

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

Here are some examples from the Es Combo Document. To see the full list, check the link above.

N > 3C > 214C~214C > 5B > 5C > 3C > 6D/5D (Only in the Corner)

Easy way into the 6D “loop” in the corner.
Works on: Ragna, Jin, Noel, Rachel, Tager, Litchi, Nu, Makoto, Valkenhayn, Platinum, Relius, Izayoi, Amane, Kagura, Lambda, Nine, Naoto, Susanoo, Mai (Delay 5B, 5C, and 3C as you need to.)

Throw > 236B > 6C

Projectile into the 2D air dash route from throw.
Works on: Ragna, Tager, Nu, Tsubaki, Mu, Platinum, Relius, Izayoi, Azrael, Kagura, Lambda, Nine, Naoto, Izanami, Susanoo, Es, Mai, Jubei

Video Examples

BBCF2 ES combo collections


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