Yea, after messing around for a bit it becomes easier to decipher.
when i get home i’ll edit the post to add the new info people are posting
WTF is “FD?” I don’t see that in any jargon list on the zetaboards link, and I can’t think of what it is. I keep thinking “focus dash” or something, but that’s street fighter. Do you mean a forward dash-cancel?
Also, you should talk about the negative penality.
This is Guilty Gear jargon, Faultless Defense. The BlazBlue equivalent is Barrier Block.
Oh ok, 4AB, now I see. Thanks
To get some new games on
a im new to the fighting games but im trying to find some new people to play so i can get better.:smokin:
I’d like to know what these mean:
sj.B (the s before jump)
dj.B (the d before jump).
super jump
double jump
i guess
But then this combo would make no sense…
?A > B > j.B > j.C > dj.B > dj.C > j.???A usually it says land when you need to jump again after.
Like this one:
?A > B > j.B > j.C > dj.?C + ?D > j.C land > B > sj.B > sj.C > dj.B > dj.C > j.???A
I’m starting to think that dj.C means Dash jump C…
at the “j.C>dj.B” a jump cancel is implied.
same between the “j.C > dj.2C”
or atleast, I would assume. I dunno what character these combos are suppose to be for. Just go in to training mode and hack it out. There aren’t too many things it could possible be.
You’re going to have to get use to other people’s notation quirks or inconsistencies soon or latter.
Looks like a Rachel combo to me, I don’t play her it should be it…Anyways it means:
First combo
Forward A is her cat upper cut, which combos to B, her standing wind attack that launches after ->A. Now your opponent is in the air, follow it by jumping yourself which goes to j.b.j.c., after that you do a double jump and do dj.b, dj.c finish the combo with a 236a.
2nd combo
After the first j.C you do a dj. (double jump)?C + ?D (the down D is Rachel’s wind which makes both characters drops faster, make the next part possible)> j.Cland, now Rachel is in position to do a 2nd standing B to relaunch, sj.B (super jump), sj.C, dj.B (double jump), dj.C, you finish the combo with 236a.
but after j.B>J.C how am I supose to double jump? after j.C I land then double jump?
basicly this combo:
?A > B > j.B > j.C > dj.B > dj.C > j.???A
Should be:
?A > B > j.B > C > j.B > C > 236A
is that a combo for tao ro rachel?
if is for tao, remember that she can do 3 jumps
if is for rachel it makes more sense like you posted it
it looks like a rachel combo. forward A, standing B, jump (press up), B button, C button, jump again (press up in the air), B button, C button, qcf A. should be no confusion after that.
sometimes people use j.whatever to indicate “this move is done in the air”.
basically what 4r5 said, you have to get used to peoples’ notation quirks
One question about dashing? If you dash forward then instantly stop are you vulnerable for an attack? A lot of times i run then stop to block but I get hit anyway. In Guilty Gear this did not happen often.
There is recovery for dashing, so after dashing you are vulnerable for an attacke; but you can ‘brake’ with barrier block. Do your dash and hit 4 AB, your character will stop the dash and goes into barrier block with no recovery.
ok thanks. I will remember that for now on.
I would also second the motion on throwing negative penalty on that first post there.
This should really be updated in the original post.
I’m bored at work so posting a reply for some thoroughness. . .
Just Defend is generally reffered to as “Instant Blocking” or IB in this game. The window is about 5F (don’t quote me on that one), you gain 3 meter per IB and it is VERY useful to learn. Completely changes how you deal with some characters.
Air tech - 3 types, Neutral, forward and back air techs. The “safest” tech is a bit hard to define and is sort of situational (sorry, I don’t know the speeds). Generally if you have an aerial option (you don’t get them back after air techs) you want to go away. Neutral teching close to the ground is also pretty safe, but it’s weak to command grabs on landing (See Noel ending her BNB in 2D instead of bloom trigger, then following up with 214A).
Ground tech - 4 types, Neutral, Forward, Back, and Quick. Neutral is just like a normal getup in any other game, you’re invincible but have to deal with oki. Quick getup is the absolute fastest tech, but you have no invul on it. The rolls are both slow, you start with invul but don’t have any at the end. However, you can cancel the rolls into special moves (the usefulness of this varies by character, Noel is relatively useless, and Litchi is extremely dangerous on a roll). This roll cancel has been removed in BBCS.
Roll Cancels, from best to worst (imo):
Litchi, Jin = Hakumen, Ragna, Tager, Rachel, Bang, Everyone elses is near useless
Throw tech - This kinda ties in with OS throw, but if you OS throw too early you’ll get throw reject miss, guranteed.
Combo damage: A couple of notes about damage calculation. Although damage does indeed eventually scale to zero, that sort of doesn’t happen for a while. Little things you might not have known about damage calculation:
Characters have an inherent proration on their combos, this ranges from Taokaka (115%) to Litchi/Hakumen (80%).
Some moves have “positive proration”. This means that if you were to do this move over and over again, it would add more damage to the combo rather than subtract from it. The only moves with this property are Tao’s taunt and Noel’s 22B and 22C.
Also, although damage does scale to zero, the game rewards you for doing big hit combos. Starting from hit 21 until hit 60, the game gradually adds damage to the end combo. This is one of the reasons why Arakune/Nu deal so much damage. With this rule in mind, someone like Litchi would actually do more damage if it wasn’t for her character combo rate.
Advance input - not neg edge, but just as useful (especially for netplay!). Basically you can hold a button and the game will read the input for 5 extra frames. This makes hard links way easier and more practical. For example take Litchi’s midscreen BNB (I’ve been using her as an example too much). After j236C, the normal follow up is 2C. This would be hard, but if you just hold 2[C] when you land, it will come out on the first possible frame. This helps a lot with stuff like Jin 3C > 2B or Ragna 22C > 5B.
Other Kara cancels you might not have known about - Carl and Litchi’s kara fast fall, done with Carl by airdash j2C~B+C and by Litchi j2D~B+C. If you already knew about that, here’s some more stuff - they can both be done by airdashing backwards as well! It’s just way harder with Litchi than with Carl.
All this stuff (for the most part) is on Blazblue.co.nr, but I don’t know how many people will actually go there and read it all.