Bang Shishigami: Unterschied zwischen den Versionen

Zeile 106: Zeile 106:
'''Beginner Combos & Chains:'''
'''Beginner Combos & Chains:'''


* 5A or 2A, 5B,2B,2C
* '''5A or 2A, 5B,2B,2C'''
you will use this chain a lot when playing Bang. 5A has less proration than 5B and is faster, so try and start your combos with this move.
you will use this chain a lot when playing Bang. 5A has less proration than 5B and is faster, so try and start your combos with this move.
* 5A or 2A,5B,2B,6C [only against standing opponents]
* '''5A or 2A,5B,2B,6C''' ''[only against standing opponents]''
This is an alternative to the chain above that can lead to some funky combos.
This is an alternative to the chain above that can lead to some funky combos.
* 5A or 2A, 5B,2B,2C,2363214C , [costs 50% heat, 3468/2479 damage]
* '''5A or 2A, 5B,2B,2C,2363214C''' ''[costs 50% heat, 3468/2479 damage]''
a ghetto way to combo into the super - works against everyone except noel and carl. keep in mind that there are much more damaging ways to land this super (like after an OTG 2B,623B), but if it kills your opponent and keeps him from bursting, why not go for it.
a ghetto way to combo into the super - works against everyone except noel and carl. keep in mind that there are much more damaging ways to land this super (like after an OTG 2B,623B), but if it kills your opponent and keeps him from bursting, why not go for it.
* jump over opponent, j.4C, \/, dash, 5A...
* '''jump over opponent, j.4C, \/, dash, 5A...'''
You actually have time to dash if you hit with j.4C (provided you didn't do instant air dash j.4C).
You actually have time to dash if you hit with j.4C (provided you didn't do instant air dash j.4C).
* j.A,j.B, dj.C
*''' j.A,j.B, dj.C'''
an example air combo. With Bang, air chains should be rather short - otherwise they might whiff. If you end your air combo with a j.C like in this example, the enemy will be knocked downwards. Now, while you fall, you can mix him up by air dashing at the very last moment, or simply land and do something else.
an example air combo. With Bang, air chains should be rather short - otherwise they might whiff. If you end your air combo with a j.C like in this example, the enemy will be knocked downwards. Now, while you fall, you can mix him up by air dashing at the very last moment, or simply land and do something else.
* j.A, j.B, dj.A,dj.B, 623B
* '''j.A, j.B, dj.A,dj.B, 623B'''
example air combo into palm thrust. Since it is quite character specific how many hits you need in the air, it is best to judge on the fly how much more hits you do before the 623B.
example air combo into palm thrust. Since it is quite character specific how many hits you need in the air, it is best to judge on the fly how much more hits you do before the 623B.


Zeile 123: Zeile 123:
'''Bread and Butter Combos'''
'''Bread and Butter Combos'''


*5A or 2A,5B,2B,2C,6D, 6239B [gives 1 Seal, 2212/1586 damage]
*'''5A or 2A,5B,2B,2C,6D, 6239B''' ''[gives 1 Seal, 2212/1586 damage]''
your Bread n Butter Combo which works against everyone. the Blazblue Mook suggests do dash after this combo, then neutral jump B or j.4C for a left/right mixup. About the input: after the 6D, wait a while before you do the 6239 motion. The button input after the 9 should come as early as possible. What you are doing is a Jump Cancel Cancel - you cancel your jump startup into the ground(!) double palm thrust. Leave the 2B away if you start the combo from really far away.
your Bread n Butter Combo which works against everyone. the Blazblue Mook suggests do dash after this combo, then neutral jump B or j.4C for a left/right mixup. About the input: after the 6D, wait a while before you do the 6239 motion. The button input after the 9 should come as early as possible. What you are doing is a Jump Cancel Cancel - you cancel your jump startup into the ground(!) double palm thrust. Leave the 2B away if you start the combo from really far away.
*5A or 2A,5B,2B, 2363214C [costs 50% Heat, 4157/2969 damage]
*5A or 2A,5B,2B, 2363214C [costs 50% Heat, 4157/2969 damage]
Standard Combo into super, only against crouching opponents. Note that you have to be really close AND cancel the 2B as early as possible for the super to connect. less damage reduction than if you combo the super off of the 2C.
Standard Combo into super, only against crouching opponents. Note that you have to be really close AND cancel the 2B as early as possible for the super to connect. less damage reduction than if you combo the super off of the 2C.


* 2D(counter hit), j.D, \/, 2B,623A, link 2363214C [costs 50% Heat, gives 2 Seals, 4587 damage]
* '''2D(counter hit), j.D, \/, 2B,623A, link 2363214C''' ''[costs 50% Heat, gives 2 Seals, 4587 damage]''
Standard Combo after 2D counter hit if you don't want to go for the 3- or 4 seal combo. Should work against everyone (need to test). The 2B, 623A, Super part is quite universal and can be used with other combos that knock down and leave you enough time for a 2B as well.
Standard Combo after 2D counter hit if you don't want to go for the 3- or 4 seal combo. Should work against everyone (need to test). The 2B, 623A, Super part is quite universal and can be used with other combos that knock down and leave you enough time for a 2B as well.
'''Character-specific Combos'''
*'''BnB against crouching Tager:5A,5B,2B,2C,j.D,j.2369C,\/, d.5C,5D, sj.C''' ''[2672 damage, 2 seals, needs 1 shuriken]''
[thx to MGear for that combo]




19.065

Bearbeitungen