BBTag/Blitztank/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]

Combo Enders[edit]

Due to the VERY generous hitstun of Blitztank's moves, he can end even the longest of corner combos in a few different ways, depending on what knockdown you want. 5BB and 236C in particular has incredible amount of hitstun. There are two in particular to know about, due to the knockdown they give.

# Ender Position Difficulty Notes Video Example
1 5BB > 5C Corner [2]Easy You will sacrifice at most one loop or about 100 damage at then end of combos to get this knockdown. The only real limiter is the height, as 5C won't connect on opponents high in the air. N/A
2 5BB > 236C > j.B Corner [3]Medium Doesn't work in extremely long combos, but certainly enough to get it reliably in most combos. j.B offers a few different options, most famously letting Blitz place a meaty Mine and get solo unblockable setup. N/A

Solo[edit]

# Combo Position Damage Doesn't work on Difficulty Notes Video Example
1 6AAA > 2B > 5BB > 2C > 66 Any 5536 N/A [2]Easy Works from all starters. Sends the opponent flying a good distance away towards the corner. End with 236A to make them stay relative close, or with 214A to place a mine on their wake-up in case they don't forward or backward tech. Also, do remember to hold forward during 5A to make sure all hits connect. YouTube
2 6AAA > 2B > 5BB > 236C, 66 Any 5409 N/A [2]Easy Basically the same as above, but instead doing 236C into Ansturm for a bit more corner carry at the cost of small amount of damage YouTube
3 j.B > j.C > 66 Any 3214 N/A [1]Very Easy Basic Mid Screen j.B overhead combo. As with the first combo, Ansturm can be switched out for 236A and 214A for the same reasons. YouTube
4 j.B > delayed j.236A ▷ 66 Any 3486 N/A [4]Hard Almost the same combo as above for slightly more damage, but key difference is in the corner it allows for 5B pick-up straight into corner loops. This will be expanded upon in later combos. Do note that if you decide to do a Super instead of Ansturm in both combos, this combo will do less damage due to the higher proration from the Laser. YouTube
5 Throw > 6AAA > 5BB > 236C, 66 Any 4758 N/A [2]Easy Universal Throw Combo. The timing 5A after throw is slightly difficult, but the rest is just a standard combo. YouTube
6 Throw > 6AAA > sjc j.[A] > j.B > j.C > 66 Any 5281 P4 Naoto* [3]Medium Optimal Throw Combo. Damage changes slightly depending on the number of hits with j.A, but the optimal amount is 9 hits, 10 on bigger characters. Keep in mind that the combo requires a super jump forward for it to work. *It works, but the first hit on 5A misses, making the timing much different YouTube
7 Throw > 6A > sjc j.[A] > j.236C ▷ 5BB > 236C, 66 Any 5874 Jubei, P4 Naoto, Labrys, Linne, Carmine, Orie, Vatista, Akatsuki (Hazama, Platinum, Aegis, Adachi, Hyde, Neo)* [5]Very Hard Optimal Throw Combo on medium sized characters and bigger. Keep in mind that the combo requires a super jump forward for it to work. *Works, but inconsistent amount of hits. Recommend previous combo for these. YouTube
8 (5BB > 236C)x6, 5BB > 5C Corner 7567 N/A [2]Easy Yes, you read that right. 6 5BB 236C loops. The only hard part is getting them low enough for 5C to connect. 5BB 5C can be switched out for 236C 66 for slightly more damage while still getting a knockdown altho slightly worse compared to 5C knockdown. Do keep in mind that with different starters, such as 5A or 2B, you have to cut the loops down to 5 to still get a knockdown. YouTube
9 (5BB > 236C)x4, j.B Corner 7050 N/A [3]Medium Variation of the above combo to instead get a j.B knockdown. You are free to do j.214A to get a Mine out and recover before they do, allowing you to keep some oki going. With different starts, you have to cut the loops down to 3 to still have enough hitstun for j.B to connect. YouTube
10 5BB > 236C, 5BB > 236C, sj j.[A] > j.236B ▷ sj j.[A] > j.236B ▷ 5BB > 236C, 5BB > 5C Corner 8471 N/A [4]Hard Optimal Universal Corner Combo. This combo requires 2 super jumps for it to work. The optimal amount of j.A hits is 10. YouTube
11 5BB > 236C, sj j.[A] > j.236B ▷ sj j.[A] > j.236B ▷ sj j.[A] > j.236B ▷ 5BB > 236C, 5BB > 5C Corner 9755 Jubei, Linne, Carmine, Vatista (Hazama, Platinum, Labrys, Hyde, Orie, Neo)* [4]Hard Optimal Corner Combo. This combo requires 3 super jumps for it to work. The optimal amount of j.A hits is 10. *Works but inconsistent amount of hits. Recommend previous combo for these. YouTube
12 Throw > (5BB > 236C)x5, 5BB > 5C Corner 5908 N/A [2]Easy Universal Corner Combo. The only hard part is 5B after throw, but the rest is a standard 5BB loop. To combo into j.B end at the 3rd loop and go straight into j.B. YouTube
13 Throw > 236C, sj j.[A] > j.236B ▷ sj j.[A] > j.236B ▷ j j.[A](6) > j.236B ▷ 5BB > 236C, 5BB > 5C Corner 7134 N/A [4]Hard Optimal Universal Corner Combo. **VERY IMPORTANT TO NOTE:** The last jump has to be a regular jump AND you must cancel into laser on the 6th hit. If it's to difficult to pull off even with practice, it's recommend to skip the last loop and straight into 2 5BB > 236C loops and then end with 5BB > 5C for slightly less but similar damage. YouTube
14 j.B > delayed j.236A ▷ (5BB > 236C)x5, 5B > 236C, 66 Corner 6973 N/A [4]Hard Universal j.B Corner Combo. The hardest part is getting the delayed laser after j.B, and the rather unique ender. YouTube
15 j.B > delayed j.236A ▷ 5BB > 236C, sj. j.[A] > j.236B ▷ sj j.[A] > j.236B ▷ 5BB > 236C, 5BB > 236C, 5BB > 5C Corner 7984 N/A [5]Very Hard Optimal Universal j.B Corner Combo. The 5B link after j.236A needs to be perfect for this combo to work on smaller characters, such as Linne and Jubei. YouTube


With Assists[edit]

Combos with Assists will often change depending on your team. Therefor, the following combos will be more like examples of what you can do with various Assists, rather than what's the easiest or optimal. For these examples, unless specified otherwise, Ragna the Bloodedge will be the Partner. For the sake of clarity, Damage Display will be activated.

# Combo Position Damage Doesn't work on Difficulty Notes Video Example
1 5BB > 2C > 236A/66 > 5P, (66), 5BB > 236C, 66 Any 6.9k~7.4k N/A [5]Easy Mid screen, works from all starters. Various Assists will offer Blitztank different conversion, as those with greater lockdown and number of hits will often allow for leniency in execution and better damage. Even tho it scales the combo, 236A will often be the easiest special to cancel into assist as it lets Blitztank recover relatively quickly and puts the opponent in a good spot for an Assist to hit. On top of that, some assists will allow you to squeeze in an extra hit before you go into the rest of the combo. Please take note of the multiple combos in the Video Example. YouTube
2 5BB > (6P)2C > 4P, sj j.[A] > j.236C ▷ 5BB > 236C, 66 Any 8~8.6k N/A [5]Medium Mid screen, works from all starters. Some Assists, most often 4P, will allow Blitz to get a mid screen j.[A] for a large amount of damage. If the j.[A] is done sufficiently close to the opponent, it's universal as it works even on the smallest of hurtboxes. Please take note of the Video Example. YouTube
3 j.B > j.C > 236A/66 > 5P, (66), 5BB > 236C, 66 Any 5.7~6.8k N/A [5]Easy Mid screen Overhead Combo. As with combo #1, damage and follow-ups are dependent on Assist and Execution. YouTube
4 j.B > (6P)j.C > 4P, sj j.[A] > j.236C ▷ 5BB > 236C, 66 Any 7.2~7.6k N/A [5]Medium Mid screen Overhead Combo. Example of using 4P and 6P to get a similar combo as combo #2. YouTube


Combo Theory[edit]


6Video Examples[edit]


External Documents and References[edit]


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