Might as well start a character specific thread since Blazblue has its own Strategy Zone section now.
Profile:
Height: 155 cm
Weight: 45 kg
Birthday: December 31
Blood Type: Unknown
Race: Unknown
Hobbies: Thinking about Ragna
Values: Ragna
Likes: Ragna
Dislikes: Everything else
Personality:
Although she looks like a person, she is essentially a machine programmed for destruction and therefore speaks in emotionless fragments, like a computer.
Only around Ragna does she behave like a human being?specifically, a bubbly little girl?but even that is only a means to an end: her purpose is to absorb Ragna and his power, and become an even greater weapon.
Backstory:
A mysterious little girl who appeared from a giant contraption hidden in the depths of Kagutsuchi. What can this emotionless cyborg of a girl possibly want with Kagutsuchi??
v-13 Total Health
10000
Health Point Ratio
6400(80%):3600(20%)
v-13 Guard Libra Rate
100%
v-13 Heat Gauge Rate
70%
Complete Movelist: (Copied From Dustloop) V-13 Frame Data translated (thanks to Zinac): http://rclacas.googlepages.com/v13.html
**Special Moves **
Sickle Chaser: :qcb:+:snkd: 35 total frame
Sickle Chaser 2nd version: :qcb:+:snkd:+:snkc: 63 total frames
Sickle Storm: :qcf:+:snkd: cancelable up until 13th frame
Sickle Storm 2nd version: :qcf:+:snkd:+:snkc:
Crescent Saber: midair only :qcb:+:snkd: Can cancel with C button until 12F
Crescent Saber 2nd version: midair only :qcb:+:snkd:+:snkc:
Gravity Shield: :qcb:+:snka: or :snkb: or :snkc:
Move Description
:qcb:+:snkd: (214D) awesome overhead (TK j.214D is an instant overhead that can be RC’d into 40%+ dmg)
:qcb:+:snkd:+:snkc: (214D+C) feints this move and allows you to recover quicker from blocked aerial swords (jump cancelling naturally faster just you have to go up when u jump)
:qcf:+:snkd: (236D) Long range low sweep starts next to Nu (15 frames)
:qcf:+:snkd:+:snkc: (236D+C) Long range low sweep that starts on other side of screen (seems slower than 236D on startup) (21 total frames)
air :qcb:+:snkd: (214D) Arcing sword that travels from 12 to 3 position on a clock. It goes about 1/3 of the screen. Best used mid range. It doesn’t go far enough far, and sometimes misses up close.
air :qcb:+:snkd:+:snkc: (214D+C) cancellation of the 214D move.
:qcb:+:snka: or :snkb: or :snkc: A portal that keeps people at bay trapped in it. A, B, and C determines the distance the portal appears. With A being the closest. A falling person will be sucked into it and float, which you can use to combo someone.
214D Swords come from ground long startup but can followup with 6D or 2D for more dmg
214D+C more dmg but MUCH more startup (35 frames vs. 63 total frames)
Distortion Drive
Legacy Edge: :qcf::qcf:+:snkd: A portal opens up 1/4 of the screen in front of Nu and shoots a ton of mini swords at the enemy. Can be used in or out of a combo. If the opponent is too close, the swords will miss as the portal will open up behind them. They can however be hit back into the sword’s path.
Sword of Destruction: :hcb::r:+:snkd: can be done in air with slightly quicker startup. Big Sword summoned from above. Best used slightly closer than midrange and within combos.
Additional special move
Ruin Sword :d::d::d:+:snkd: Astral Heat Move. The worlds biggest Summoned Sword stabs someone from above. essentially a bigger, more anime animated version of sword of destruction.
Combos: http://www.dustloop.com/forums/showthread.php?t=5930
Main Source: http://s1.zetaboards.com/blazblue/pages/v13combolist/ they themselves got it from the Japanese board listed below.
http://www15.atwiki.jp/nyuu/pages/1.html
I will eventually tweak the notation, either using numbers and/or the directional arrows used on this site like above.
Quick Notation:
JA / JB / JC / JD = jump A / jump B / jump C / jump D
jc = jump cancel
hjc = high jump cancel
RC = rapid cancel (A+B+C)
CH = Counter Hit
IAD = Instant Air Dash
Basic :d::snka: Combo
?A > B > ?B > C mash > ?C > ???A/B/C or ???DC
?A > ?B > ?B > C mash > ?C > ???D
?A > B > ?B > B > C > ?C > ???D
?A > ?B > ?B > ?C > ?C > ?DD > jc > JDD > J???D
Center Gravity Combo
Gravity Combo Batch
- Vs Rachel, Tager, and Bang, after last ?C, do DD > ?DD > ?DD > JDD > J?DD > ???D for more damage.
- ?C > ???A > ?DD doesn’t work on Rachel.
Starter
- dash ?A n > ?C > (a) or (b) or ©
- dash ?C > (a)
- ???D CH > (a)
- close ?C > (b)
- dash ?B > ?C > (b)
- DD > air dash J?C > JB > land ?C > (b)
^ Vs Litchi, Bang, Taokaka, Ragna, Tager, ? - 13 - Throw > dash ?C (1 hit) > ©
^ Vs Noel, Jin, Litchi, Taokaka, Ragna, Tager, ? - 13 - Air throw RC > dash ?C (5 hit) > ©
(a) ~ > ???A > ?C > JC > J?C > ???D > land dash ?C > ???A > ?DD > straight jump JDD > ???D > dash a bit > ?C
^ In general, cancel ?C / JC after 3 hit , J?C and the last ?C are 5 hit. Cancel J?C earlier vs Carl. The combo is more stable if you cancel the early ?C / ?C after 1 hit.
(b) ~ > ???A > dash ?C (5 hit) > ???D > land dash ?C > ???A > ?DD > Stright jump JDD > ???D > dash a bit > ?C
© ~ > ???A > dash ?A > ???D > land dash ?C (5 hit) > ???A > ?DD > JDD > ???D
:d::snka: > :df::snkc: > :qcb::snka: Detail
All: dash ?C (5 hit)
dash ?A x 1 > ?C (5 hit): Arakune
?A x 2 > ?C (5 hit): Noel
?A x 3 > ?C (5 hit): Hakumen, Carl
?A x 4 > ?C (5 hit): Litchi, Bang, Taokaka, ? - 13, Ragna
?A x 6 > ?C (5 hit): Tager
Corner Gravity Combo
~ > ???A > ?C > JC > J?C > ???D > land (dash) ?C > ???A > ?A > back jump JDD > ???D > ?C
^ vs Arakune, Litchi, Bang, Taokaka, ? - 13, Ragna, Hakumen, Tager
~ > ???A > dash ?C > straight JC > J?C > ???D > land ?C > ???A > ?A > back jump JDD > ???D > ?C
^ vs Jin
~ > ???A > dash ?C > straight jump JC > J?C > ???D > land ?C > ???A > ?DD > back jump JDD > ???D > ?C
^ vs Carl, Taokaka
~ > ???A > dash ?C > back jump JC > J?C > ???D > land dash ?C > ???A > ?DD > back jump JDD > ???D > ?C
^ Vs Noel
~ > ???A > dash ?C > back jump JC > J?C > ???D > DD > delay ?DD > air dash ???D > DD > delay ?DD > air dash ???D > ?C
^ vs Rachel, Tager and Bang.
:r::snka: Anti Air Combo
?A > BB > C(8) > ?C > ???D
?A > ?C > jc > JC > J?C > jc > JC > J?C > J???D
?A > ?C > jc > JC > J?C > J???D > land > DD > ?DD > ?DD > JDD > jc > J?DD
^ Vs Rachel, 4800 damage
:l::snkb: Combo
?B > (?C) > JC > J?C > jc > JC > J?C > J???D
?B > straight JC > J?C > J???D > RC > air dash > land > B > ?C > JC (1) > J?C > back jc > JDD > J???D [4997]
?B > straight JC > J?C > J???D > RC > land dash ?C > ?DD > ?DD > ?DD > JDD > J?DD > J???D [4894]
?B CH > ?C (5 hit) > ?C (5 hit) > ?DD > jc > JDD > JDD > J???D
?B CH > ?C (5 hit) > JC > J?C > JC > J?C or J?DD > J???D
?B CH > ?C > ?C > ?DD > jc > JDD > jc > JDD > J???D
?B CH > ?C > jc > JC > J?C > jc > JC > J?C > J???D
?B CH > ?C > jc > JC > J?C > jc > J?DD > J???D
:d::snkc: Combo
?C > jc > JC > J?C > jc > JC > J?C > J???D
?C > ?C > ?DD > ?DD > JDD > jc > JDD or J?DD > J???D
:df::snkc: Combo
?C (4) > ???A > ?C (4) > JC (4) > J?C (4) > J???D > ?C (4) > ???B > ?DD > ?DD > JDD > jc > J?DD > J???D [4800]
^ do JDD > jc > JDD > J?DD > J???D at the end on Tager and Hakumen for more damage
Vs Carl, reduce C hit count in the early combo, and do back jump JDD > jump forward cancel J?DD > J???D
VS Jin, do straight jump JDD > jump forward cancel J?DD > J???D
?C > ???A > ?A > ???D> land > ?C > ?C > ?DD > JDD > jc > J?DD > J???D [3900]
?C > ???A > ?C > jc > J?C > J???D > land > ?C > ?C > ?DD > jc > JDD > jc > J?DD > J???D [4438]
^ Works on Rachel, Tager, Hakumen and Taokaka, do JDD > jc > JDD > J?DD > J???D at the end on Tager and Hakumen for more damage
:snkd: Combo
DD > ?DD > ???D or ???DC
DD > ?DD > J?DD > J???D
DD > ?DD > J?DD > ???D > RC > ?DD > J?DD > J???D
DD > ???D
DD > ?DD > ???D > RC > DD > ?DD > ?DD > JDD > J?DD > J???D
^ vs Burst
DD > (?DD) > ???D > dash ?C > ?DD > hjc > JDD > J?DD > J???D
^ center combo
DD > ?DD > ???D > RC > land, immediately ?C > ?DD > ?DD > hjc > JDD > J?DD > J???D
DD > IAD J?C > JB > land ?A > C > ?C > ???D [3000]
DD > IAD J?C > JB > land ?C (1~3) > ???A > dash ?C > ???D > land dash ?C > ???A > ?DD > straight jump JDD > ???D > land C >(???D)
^ works on Litchi, Taokaka, Tager
DD > ?? > ?C (1~3) > ???A > dash ?C > ???D > land dash ?C > ???A > ?DD > straight jump JDD > J???D > land C >(???D)
^ doesn’t work on Arakune
DD air hit > ?DD > ?DD > hjc > JDD > J?DD > J???D
DD air hit > ?DD > ?DD > hjc > JC > J?C > JC > J?C > J???D
DD air hit > ?DD > forward hjc JDD > J?DD > J???D
:r:+:snkd: Combo
?DD > ?DD > JDD > jc > JDD > J???D
Throw Combo
Throw > DD > ?DD > ?DD > JDD > jc > J?DD > J???D
Throw > DD > ?DD > ?DD > ???D > ?DD > JDD > J???D
^ skip DD > ?DD on some characters
Throw > dash ?C (5 hit) > ?C (5 hit) > ?DD > JDD > jc > JDD > J???C
^ highest damage from throw
Corner Throw > © > ?C > JC > J?C > jc > J?DD > J???D > land DD
Corner Throw > dash ?C > straight jump JC > J?C > J???D > land ?C > ???A > ?A > JDD > J???D > land ?C
Air Throw Combo
Air throw > RC > ?B > ?C > JC > JC > J?C > JC > JC > J?C > ???D
Air throw > RC > ?C > ???A > ?A > ???D > ?C > ???A > ?A > JDD > ???D > slight dash ?C (> ???D) [4800~5000]
^ RC immediately after throw
Air throw > RC > ?C > ?C > ?DD > jc > JDD > jc > J?DD > J???D
:qcb:+:snkd: Counter Hit Combo
???D CH > ?C > > JC > J?C > jc > JC > J?C > J???D
midair only :qcb:+:snkd: Combo
???D > RC > dash ?C > ?DD > ?DD > JDD > jc > J?DD > J???D
^ may use this as overhead, dash ?C as fast as possible
J???D CH > dash ?C > ?DD > ?DD > JC > J?C > jc > JC > J?C > J???D
J???D CH > dash ?C > ?DD > ?DD > JDD > jc > JDD > J???D
:hcb::r:+:snkd: Combo
???D > ?C > (?DD) > ?DD > JDD > J?DD > ???D
???D > dash ?C > ???D > ?C > ???A > ?A > ???D > ?C (1) > ???A > ?C > ???D [5500]
^ ? - 13 back to the wall, dashing ?C switches side with opponent.
???D > ?C (1 ~ 3 hit) > jc > climbing JC > landing J?C > J?DD > J???D > land, dash ?C (1) > ???B > ?DD > ?DD > J?C > jc > (JC > J?C) or J?DD > J ???D [6000]
^ Extremely difficult and rewarding combo
Feel free to discuss advance skills, moves, links, combos etc… I don’t have the game yet (but I did preorder it) so I can’t really contribute much now.