BBTag/Blitztank/Combos: Difference between revisions

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(Added some solo combos and extensive testing on who they work on. Will add more later.)
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====Solo====
====Solo====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! ´Doesn't work on !! Difficulty !! Notes !! Video Example
|-
| 1
| 6AAA > 2B > 5BB > 2C > 66 || Any || 5536 || N/A || <span style="color:blue">Easy</span> || 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. || N/A
|-
| 2
| 6AAA > 2B > 5BB > 236C > 66 || Any || 5409 || N/A || <span style="color:blue">Easy</span> || 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 || N/A
|-
| 3
| j.B > j.C > 66 || Any || 3214 || N/A || <span style="color:lightblue">Very Easy</span> || 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. || N/A
|-
| 4
| j.B > delayed j.236A > 66 || Any || 3486 || N/A || <span style="color:red">Hard</span> || 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. || N/A
|-
| 5
| Throw > 6AAA 5BB 236C 66 || Any || 4758 || N/A || <span style="color:blue">Easy</span> || Universal Throw Combo. The timing 5A after throw is slightly difficult, but the rest is just a standard combo. || N/A
|-
| 6
| Throw > 6AAA sj j.[A] j.B j.C 66 || Any || 5281 || P4 Naoto* || <span style="color:green">Intermediate</span> || 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. *It works, but the first hit on 5A misses, making the timing much different || N/A
|-
| 7
| Throw > 6A sj j.[A] j.236C 5BB 236C 66 || Any || 5874 || Jubei, P4 Naoto, Labrys, Linne, Carmine, Orie, Vatista, Akatsuki *(Hazama, Platinum, Aegis, Adachi, Neo) || <span style="color:purple">Very Hard</span> || Optimal Throw Combo on medium sized characters and bigger. *Requires slightly different timing to work. || N/A
|}


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Revision as of 02:45, 9 December 2019

Combo Notation Guide
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.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

Midscreen

Solo

# Combo Position Damage ´Doesn't work on Difficulty Notes Video Example
1 6AAA > 2B > 5BB > 2C > 66 Any 5536 N/A 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. N/A
2 6AAA > 2B > 5BB > 236C > 66 Any 5409 N/A 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 N/A
3 j.B > j.C > 66 Any 3214 N/A 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. N/A
4 j.B > delayed j.236A > 66 Any 3486 N/A 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. N/A
5 Throw > 6AAA 5BB 236C 66 Any 4758 N/A Easy Universal Throw Combo. The timing 5A after throw is slightly difficult, but the rest is just a standard combo. N/A
6 Throw > 6AAA sj j.[A] j.B j.C 66 Any 5281 P4 Naoto* Intermediate 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. *It works, but the first hit on 5A misses, making the timing much different N/A
7 Throw > 6A sj j.[A] j.236C 5BB 236C 66 Any 5874 Jubei, P4 Naoto, Labrys, Linne, Carmine, Orie, Vatista, Akatsuki *(Hazama, Platinum, Aegis, Adachi, Neo) Very Hard Optimal Throw Combo on medium sized characters and bigger. *Requires slightly different timing to work. N/A


With Assists

Corner

Solo


With Assists


Combo Theory


Video Examples


External Documents and References


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