Strategies and BBTag/Yosuke Hanamura/Combos: Difference between pages

From Dustloop Wiki
(Difference between pages)
 
 
Line 1: Line 1:
The General Fighting Game Strategies section contain a list of general strategies that can be applied to any of the fighting games listed on this wiki (unless otherwise noted). This list is made under the assumption that the reader already has a basic knowledge of how the respective games work (i.e. knowledge of attack buttons, defensive options, etc.).
{{NavTabs|game=BBTag|chara=Yosuke Hanamura|active=combos}}


==Playstyles ==
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
{{Notation-BBTag|additional=
}}
<br style="clear:both;"/>
==Combo List==


===== Rushdown =====
===Midscreen===
An offensive playstyle. Basically a rushdown player tries to get up in their opponent's face and swing away until their opponent cracks from the pressure. Effective rushdown often utilizes quick normal attacks that are easily hit-confirmable into a combo and leave the attacker at a relatively safe frame advantage if blocked. Mixups come into play here as the rushdown player tries to open up their opponent with a mix of overheads, low attacks, throws, staggered strings, and even unblockables if available.


===== Turtling =====
=====Solo=====
A defensive playstyle. A turtling player usually will want their opponent to attack them until they make a mistake that leaves them vulnerable, which a turtling player will punish. Various defensive options such as Instant Blocking, Slashback, Barrier Guard/Faultless Defense, and Pushblocking can help a turtling player in creating opportunities to disrupt an attacking opponent.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| 4A/5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5606 / 6705 || <span style="color:lightblue">[1] Very Easy</span> || Both versions of Yosuke's BNB combo. 4A is faster but deals less damage.
|-
| 2
| 4AAA > 5A(3) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 5242 || <span style="color:blue">[2] Easy</span> || Yosuke's bread and butter from 4AAA. Unless you want to be stylish, there isn't much of a reason to go the low damage route.
|-
| -
| 2A > 5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5439 || <span style="color:lightblue">[1] Very Easy</span> || Yosuke's most basic combo from 2A.
|-
| _
| 2A > 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 5936 || <span style="color:blue">[2] Easy</span> || Yosuke's most basic damaging combo from 2A.
|-
| _
| 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > J.2A > j.236B.BB.BB.BB~A || Any || 7195 || <span style="color:green">[3] Intermediate</span> || Moderate damaging combo that ends with aerial Moonsault.
|-
| _
| 2B > (jc > j.AA)*2 > j.2A > 236BB.BB.BB~A || Any || 4873 || <span style="color:blue">[2] Easy</span> || Your go-to anti-air combo. You can also use 5A(3) as a decent anti-air and use this string for 520 more damage.
|-
| _
| j.C > 236B~BBBA || Any || 5082 || <span style="color:lightblue">[1] Very Easy</span> || Yosuke's basic mixup combo.
|-
| _
| j.C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A || Any || 5910 || <span style="color:green">[3] Intermediate</span> || An advanced version of the previous combo that requires delaying Moonsault.
|-
| _
| Throw > 5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5286 || <span style="color:lightblue">[1] Very Easy</span> || Basic throw combo.
|-
| _
| 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 7438 || <span style="color:green">[3] Intermediate</span> || Yosuke's meterless and moderate damage combo. Requires a delay for the 2nd Tentarafoo.
|-
| _
| 5A(3) > 5BBB > 236C > (land cancel) > 236B.dlBB > 5A(2) > 2C > 236B.BB.BB.BB~A || Any || 7579 / 7754 || <span style="color:red">[4] Hard</span> || Single meter combo that consists of land cancelling. For more damage, do not use 5A(2), and delay the Moonsault slightly more.
|-
| _
| 5A(3) > 5BBB > 236C > 6A(3) > 5BB.dlB > 236B.BB.BB.BB~A  || Any || 7946 || <span style="color:green">[3] Intermediate</span> || Moderate damage combo that uses Tentarafoo loops. Doing 6A(3) after 236C has strict timing.
|-
| _
| '''CH''' 2C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A || Any || 6607 || <span style="color:green">[3] Intermediate</span> || One of Yosuke's 2C starters without resources.
|-
| _
| '''CH''' 2C > (236B.dlBB > 2C)*3 > 236B.BB.BB.BB~A  || Any || 7291 || <span style="color:red">[4] Hard</span> || Starts the same as the previous combo, but it uses 2C Dash Spring loops. Reward is high, but so is the risk of dropping the combo.
|-
| _
| '''CH''' 2B > 5AA(4) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 6217 || <span style="color:green">[3] Intermediate</span> || Basic counter-hit anti-air combo.
|-
| _
| '''CH''' j.C > dl236B.dlBB > 2C > 236B.dlBB > 2C 236B.BB.BB.BB~A || Any || 6446 || <span style="color:red">[4] Hard</span> || Advanced counter-hit combo starting with Mirage Slash. You'll be able to hit 2C after 236B when the opponent hits the ground during delayed 236B.
|-
| _
| 5A(3) > 5BBB > 236B.dlBB > 5AA(4) > 2C > 214BC || Any || 8178 || <span style="color:green">[3] Intermediate</span> || Standard Moonsault delay combo with a super ender.
|-
| _
| 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > j.2A > j.214BC || Any || 8367 || <span style="color:green">[3] Intermediate</span> || Begins the same as the previous combo, but is used as an air super ender.
|-
|}


===== Zoning =====
=====With Assists=====
Zoning is when a player controls an area or space on the screen in order to limit an opponent's options while maximizing chances in creating their own. Old-school zoning incorporates long-ranged normal attacks and a projectile (think Dhalsim and Guile from Street Fighter 2), while new-school zoning can employ short-ranged normals with obscene hitboxes and quick recovery frames and numerous projectiles to make their opponents' lives a living hell (re: Venom from Guilty Gear, Lambda-11 and Arakune from BlazBlue).
<br style="clear:both;"/>


===== Runaway =====
===Corner===
A runaway playstyle is pretty self-explanatory; the player runs away and avoids as much contact with the opponent as they can. While it may seem "cowardly" to runaway, there are legit strategies to using this playstyle, such as using the clock to your advantage if you have a life lead or staying away from an obvious disadvantaged situation if your character is ill-equipped to deal with it. However, some games are starting to implement system mechanics designed to punish excessive running away (namely Guilty Gear and BlazBlue), so keep that in mind and do the minimum needed to avoid Negative Penalty.


==Offensive Techniques ==
=====Solo=====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| _
| 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 7438 || <span style="color:orange">[3] Normal </span> || Yosuke's most damaging solo corner combo. In order for the second 5B to land after 236B, Yosuke must cancel his landing lag from 236B [https://www.youtube.com/watch?v=safZosYI5iw using Moonsault(~B) before he lands to the ground]
|-
| _
| 4A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 6112 || <span style="color:orange">[3] Normal </span>  || Same variation to the combo above, with the only difference being it starts with 4A.
|-
| _
| 2A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 5932 || <span style="color:orange">[3] Normal </span>  || Same variation to the combo above, with the only difference being it starts with 2A.
|}
<br style="clear:both;"/>


===== Frame Traps =====
=====With Assists=====
Frame traps are a string of attacks designed to provoke a reaction from an opponent, and defeat the action the opponent chooses to take. Knowing frame data is essential in crafting a good frame trap that is essentially air-tight, yet leaves enough of a gap to make the opponent think they have an opening to take the initiative. Tick throws and staggers are used as part of frame traps.
<br style="clear:both;"/>


===== Offensive Kara Cancels =====
==Combo Theory==
Offensive kara cancels are special cancels used to extend or change a property of an offensive attack. Techniques such as kara-throwing and fast-falling with specific characters (namely BBCT/CS1/CS2 Carl and Litchi) are considered offensive kara cancels.
Big thanks to [https://twitter.com/Pssychh Pssychh] for finding out the double Tentarafoo in Yosuke's combos among other things. Also thanks to [https://twitter.com/Chandela_DFF Chandela] for finding the basic bread and butter combos Yosuke has.
<br style="clear:both;"/>


===== Attacking Option Selects =====
==Video Examples==
Attacking option selects are basically an attack sequence that can cover an opponent's multiple options while reducing the number of options to keep in mind. Attacking option selects are usually applied in okizeme as well as in mixup situations.
Yosuke combos in version 2.0 by Meno
{{#ev:youtube|3zWQnL_y3jM}}


===== Offensive Fuzzy Guard =====
[https://www.youtube.com/watch?v=safZosYI5iw Yosuke's Late Cancel Moonsault]
Offensive fuzzy guard is a mixup technique where an opponent is forced into a potentially nasty guessing game after blocking an attack that has to be blocked standing.
<br style="clear:both;"/>


===== Unblockable Attacks =====
==External Documents and References==
There are two types of unblockable attacks to keep in mind; the first one is special moves that are unblockable in design (such as GGXX#R Slayer's Undertow), and the second one is a string of moves that causes an unblockable due to the game engine itself even though the moves themselves are normally blockable if used separately. Famous examples of the latter include any iteration of Eddie from the Guilty Gear series and Carl from the BlazBlue series.
<br style="clear:both;"/>


===== Burst-Bait Combos =====
==Navigation==
Burst-bait combos are basically combos designed to bait an opponent into using a burst in order to punish them for even more damage. They sometimes do less damage than a normal combo, but if done right and the opponent bursts in the middle of them, their burst should whiff and you should be able to tag them on their burst recovery with a fresh combo.
{{#lst:BBTag/Yosuke Hanamura/Data|Links}}
 
{{Navbar-BBTag}}
===== Meaty Attacks =====
[[Category:BlazBlue Cross Tag Battle]]
An attack that is timed so that the active frames of the move hit a knocked down opponent as they are rising. This is generally done to prevent the opponent mashing when they are getting up, but you can also time overheads, lows and throws to be meaty as well.
[[Category:Yosuke Hanamura]]
 
===== Tech Catches =====
An attack/series of attacks/actions that can hit opponents during the vulnerable frames of their rolls or quick stands. The stronger tech catches not only catch these options, but can hit meaty as well.
 
===== Okizeme =====
Okizeme is the term for multiple attack options performed as the opponent is getting up after a knockdown. It differs slightly from meaties, as it emphasizes mixup rather than simply attacking the opponent.
 
=====Safe jump=====
One common okizeme tactic in pretty much any 2d fighter is the safe jump. Safe jumping is basically timing a jump-in attack on a downed opponent so that if the opponent attempts to block on wakeup, you will make contact and be able to maintain pressure, and if the opponent attempts a move with startup invulnerability such as a shoryuken, you will be able to safely block and hopefully punish the reversal move.
 
In guilty gear, it is also possible to accomplish the same thing with an FD option select. Instead of jumping in, you can run in, hold 1 and p, and press k.  Assuming you timed the p correctly, if your opponent blocks, the crouching p should make contact and cancel into a crouching k, but if they attempt a reversal move, the crouching p will whiff and you will FD. Here is a video example.
 
{{#ev:youtube|ae7l0vyBmVU}}
 
===== Mixups =====
Mixups are varying your attack options against a defending opponent. This includes highs, lows, throws, and frame traps as needed.
 
==Defensive Techniques ==
 
===== Defensive Kara Cancels =====
Filler.
 
===== Defending Option Selects =====
A series of inputs that, when defending, cover multiple options depending on what the opponent does. Things like OS Houtenjin with Hazama (214214A+B) would fall into this category.
 
===== Defensive Fuzzy Guard =====
Filler.
 
===== Chicken Blocking =====
Colloquially referred to as "up-backing", chicken blocking is when a defending opponent attempts to jump out, with the intent of blocking ground attacks in the air.
 
==Special Techniques ==
 
===== Jump Install =====
A technique for tricking the game into thinking you have more aerial options than you should have. The requirements and implications of a jump install can vary depending on the game's mechanics but typically it involves canceling a jump cancel then becoming airborne without normal jumping or recovering. Generally this won't allow you to exceed your character's aerial options (such as triple jumping when you can normally only double jump) but will allow you to bypass special limitations (such as double jumping after a super jump). Another way to rationalize it mentally is that you're tricking the game into treating a grounded move as an aerial move which lifts restrictions the grounded move would normally impose.
 
===== Attack Buffering =====
Primarily a footsie technique (though it has other uses), attack buffering is hitting another button/inputting a special move after an initial attack. For example, inputting a 2A > 5B - the 5B will only come out if the 2A connects.
 
===== Dash Splitting =====
Filler.
 
===== Special Guard Cancels =====
Filler.
 
==Metagame Strategies ==
 
===== Footsies =====
Footsies refer to a time where neither player has a distinct advantage over each other - as in, neither player is attacking or defending. Footsies is a neutral time where both players are trying to either approach, or keep the other player away, depending on the situation.
 
===== Abare =====
Abare is the Japanese term for attacking from disadvantage (eg. smashing 2P after blocking an attack to beat tick throws), but among US fighting game players, it refers to mashing, "being very random", or "being able to convert into combos from random hits".
 
===== Yomi =====
The Japanese word for "reading the mind of the opponent". Yomi refers to making a hard read on an opponent - as in, performing an action expecting an opponnet to do a specific action. A common example of an action based on yomi are psychic dp's.
 
===== Forced Choice Scenarios =====
A situation, usually a defensive one, where a player is forced to choose from a series of adverse/unfavorable options in order to escape. Usually, characters that have very strong okizeme games, like Valkenhayn, Rachel or Litchi, force players in these types of scenarios.
 
===== Risk vs. Reward =====
 
Essentially, gauging as towards whether a deed is worth what may happen if it would fail.
 
A common example of this would be using a DP upon waking up: If the opponent is within range and attempts to attack you after recovery, then activating a DP will probably lead to it landing, dealing it's damage, and placing the round back to neutral or allowing you to combo of it and/ or start your offensive game. However, if your opponent baits the action, and blocks/ FD or Barrier cancels, unless you have the meter to cancel it, this will probably give your opponent enough time within which you are recovering that they can freely hit you with a starter of their choice, perhaps leading towards large damage. There are also other factors to consider other than player action. If the opponent is low within health, perhaps towards the point that they would die from the DP, and you are within a far better state your - self, then the action becomes more advisable. Alternatively, if you your - self have a noticeably low amount of health, towards the point that another combo would probably equal death, then it is much more risky to perform. Another factor within this example would be whether you have enough meter to cancel the move or not. If so, then the risk becomes much less.
 
===== Trolling =====
 
Trolling basically means within the Fighting Game Community what it does inside the wider internet: Intentionally doing actions which are generally considered idiotic, or at least not optimal, within an attempt to irritate somebody else, usually, within this case, the other player. This can range from a taunt (Not common, but has some chance of happening within professional play, although it can be considered shoddy sportsmanship.), to intentionally doing something deliriously unsafe or dropping a combo (Almost never presents itself within higher levels of play, due towards being viewed as simply too risky, although it can happen.). Although you may find some enjoyment out of it, if you are playing within a non-casual match, it is probably not advisable, seeing as most methods of it have match losing potential.

Revision as of 00:58, 8 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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 Difficulty Notes
1 4A/5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5606 / 6705 [1] Very Easy Both versions of Yosuke's BNB combo. 4A is faster but deals less damage.
2 4AAA > 5A(3) > 5BB.dlB > 236B.BB.BB.BB~A Any 5242 [2] Easy Yosuke's bread and butter from 4AAA. Unless you want to be stylish, there isn't much of a reason to go the low damage route.
- 2A > 5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5439 [1] Very Easy Yosuke's most basic combo from 2A.
_ 2A > 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A Any 5936 [2] Easy Yosuke's most basic damaging combo from 2A.
_ 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > J.2A > j.236B.BB.BB.BB~A Any 7195 [3] Intermediate Moderate damaging combo that ends with aerial Moonsault.
_ 2B > (jc > j.AA)*2 > j.2A > 236BB.BB.BB~A Any 4873 [2] Easy Your go-to anti-air combo. You can also use 5A(3) as a decent anti-air and use this string for 520 more damage.
_ j.C > 236B~BBBA Any 5082 [1] Very Easy Yosuke's basic mixup combo.
_ j.C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A Any 5910 [3] Intermediate An advanced version of the previous combo that requires delaying Moonsault.
_ Throw > 5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5286 [1] Very Easy Basic throw combo.
_ 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A Any 7438 [3] Intermediate Yosuke's meterless and moderate damage combo. Requires a delay for the 2nd Tentarafoo.
_ 5A(3) > 5BBB > 236C > (land cancel) > 236B.dlBB > 5A(2) > 2C > 236B.BB.BB.BB~A Any 7579 / 7754 [4] Hard Single meter combo that consists of land cancelling. For more damage, do not use 5A(2), and delay the Moonsault slightly more.
_ 5A(3) > 5BBB > 236C > 6A(3) > 5BB.dlB > 236B.BB.BB.BB~A Any 7946 [3] Intermediate Moderate damage combo that uses Tentarafoo loops. Doing 6A(3) after 236C has strict timing.
_ CH 2C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A Any 6607 [3] Intermediate One of Yosuke's 2C starters without resources.
_ CH 2C > (236B.dlBB > 2C)*3 > 236B.BB.BB.BB~A Any 7291 [4] Hard Starts the same as the previous combo, but it uses 2C Dash Spring loops. Reward is high, but so is the risk of dropping the combo.
_ CH 2B > 5AA(4) > 5BB.dlB > 236B.BB.BB.BB~A Any 6217 [3] Intermediate Basic counter-hit anti-air combo.
_ CH j.C > dl236B.dlBB > 2C > 236B.dlBB > 2C 236B.BB.BB.BB~A Any 6446 [4] Hard Advanced counter-hit combo starting with Mirage Slash. You'll be able to hit 2C after 236B when the opponent hits the ground during delayed 236B.
_ 5A(3) > 5BBB > 236B.dlBB > 5AA(4) > 2C > 214BC Any 8178 [3] Intermediate Standard Moonsault delay combo with a super ender.
_ 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > j.2A > j.214BC Any 8367 [3] Intermediate Begins the same as the previous combo, but is used as an air super ender.
With Assists


Corner

Solo
# Combo Position Damage Difficulty Notes
_ 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 7438 [3] Normal Yosuke's most damaging solo corner combo. In order for the second 5B to land after 236B, Yosuke must cancel his landing lag from 236B using Moonsault(~B) before he lands to the ground
_ 4A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 6112 [3] Normal Same variation to the combo above, with the only difference being it starts with 4A.
_ 2A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 5932 [3] Normal Same variation to the combo above, with the only difference being it starts with 2A.


With Assists


Combo Theory

Big thanks to Pssychh for finding out the double Tentarafoo in Yosuke's combos among other things. Also thanks to Chandela for finding the basic bread and butter combos Yosuke has.

Video Examples

Yosuke combos in version 2.0 by Meno

Yosuke's Late Cancel Moonsault

External Documents and References


Navigation