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It looks like your only allowed 2 wallsplats in a given combo, guess some of the crazier combos I was thinking of aren't going to work lol.
He still hits like a truck though :O
I think we only had 2 good wall splats in SCIV, and every other one after would just be a really weak wallsplat where they slide down fast. I can't remember its been too long~
Is it just me or did NM's tech trap game take a SERIOUS nerf?
And on a side note, I hate the fact he lost the 3AA GS transition and the GSB NSS transition. WHY?
when testing combos I heavily suggest testing on pyrrha and nightmare before assuming you know it works. they tech very differently.
Ya, CH6K, 1A combos. If they tech you get GSK. Tested on Pyrrha. Also, this whiffs near wall, must be semi-mid stage.
Neat wall combo
1A, GSKBE, wall, 4KK, Flapjack
Gotta delay the 4KK.
Welcome to Blazblue and other FGs, where different combo variations have to be used for different characters. That does seem to be what you are suggesting though Tiamat, which is worrying for SC because I rather it not become a combo game. Unfortunately, the developers had to follow the "ok combo games are now selling, let us do it too!" mindset for this one. :\
Just wanted to list a few things that I've found so far.
combos
stuff, GS K (BE) w! 4KK w! 3B 2A+B - seems to be the best combo for getting the 2A+B finisher
techtraps (tested on NM)
NSS A+B
-1A slight charge, covers left
-44B slight delay, covers right
-66B slight delay, covers all
Note: these are only things I've found and haven't tested throughly.
His combo creativity is a lot lower in this one and its really hard right now finding techtraps. I'm guessing we'll have to sacrifice guaranteed damage now for a chance of a techtrap instead of how it was in SCIV where we just tacked on a techtrap at the end and hoped the opponent guessed wrong.
I'm really starting to like this combo I posted earlier. It's becoming easier to do. It does 127 dmg and keeps them between you and the wall. You can dash grab at the end and it will catch left and right tech. Obviously not guaranteed damage but it's there.
Also if you do not delay the 4KK you get a pickup with flapjack, which is nice for a mixup.
1A, GSKBE, wall, delay 4KK, Flapjack
just so you know, I couldn't reply to the message you sent me yesterday for some reason. you must have disabled replies or something lol
I'll check that out later
things to test
flapjack (front) > tech > 33B
CH GS A > 4KK > tech > 33B
33B > tech > 66B
CH WS B > NSS A+B > tech > 66B
lets hope we discover new ones