Thanks for the guide, even though I am a long time Bubs main since the very beginning I am surprised with the lack of guides for this character for situational combos. I’ll be using this to help my S+ grind.
Ik that I’m a bit late to the party on this but I noticed something that can help make the c.H link after 214H more consistent if the other character is bouncing out of the corner. For some reason when you’re combing the opponent the game will give you meter even if you backwalk which I found made it more consistent against Djeeta
Thank you for so great amazing video. I started GBVSR for using bubs,but I couldn't find good video for bubs. But I find this video, and I was very suprised and satisfied. I have to train combos with watching this video! I'm so exciting!!!
Thanks for the video! I played Chun-Li in SF6 and learning safe-jumps was a game changer. One question: Are you pressing any button on your way down from the safe-jump or is it just an empty jump to bait out the DP?
You're welcome, glad you enjoyed :) Yeah, safejumps are a must in fighting games, that's why I try to find as many as possible. It makes your offense much more threatening and it's easier to build on it to add layers once they start respecting it. If you take a look at 2:05, you'll see that I'm pressing U, but you can press anything air normal on the way down.
Thank you for the guide, it's very useful. I only been having troubles when trying to practice the TOD (just to know how to do it), I never seem to be able to reach 100% at the end of combo, I manage to get the 77% on the first 5h, but when doing on the last part 5h~236H I'm always stuck at 99%. Any tips on why could this happen and how to fix?
glad you liked it :) as for the 99%, since you're hitting the 77%, I have three suggestions: 1) try to delay the 214H more to make sure all the hits are landing, and 2) try a mini-delay when inputting 236236U... something like 236236, wait 1-2 frames, U, and 3) try delaying the last 5H, hitting the opponent closer to the ground. You're almost there, keep up the good work!
I had the same problem, the way I was able to solve it was a microstep forward between the 22H into 214H instead of delaying. The only downside it you need to space the initial 236U so as to not bounce them out of the corner
damn, that means a lot, I really appreciate your kind words, everyone. I'm making no promises because this takes a lot of time but I'll take a look and see what I can do. Just to make sure, you actually mean Belial, not Avatar Belial, correct?
Great guide! For any of the combos that set up safe jump am I able to end in anything other than raging strike for the set up? I feel like using a bravery point every time I want a safe jump could lead me to using them too quickly when I would need them for defense.
@@HyperDogeGaming thank you thank you!! this is a great guide and it leads to practical offense which I love. Please keep doing more!!!! (eustace needs some help :) )
This guide is brilliant! Most of the Beezls play I've seen hasn't been combo heavy, so I asssumed he didn't have much... oops :D. I've been having troubles getting the super off most 236Hs .. they usually drop before I can get it off. Couldn't figure whether it was cos my 214H isn't delayed enough, or my 5H(3) off the bounce comes out too late. Any tips?
three suggestions: 1) try to delay the 214H more to make sure all the hits are landing, and 2) try a mini-delay when inputting 236236U... something like 236236, wait 1-2 frames, U, and 3) try delaying the last 5H, hitting the opponent closer to the ground. You're almost there, keep up the good work!
@@HyperDogeGaming Thanks dude! I haven't 100% tested yet, but I think it's the third one. There's a weird interaction with 5H(3) midair where if you hit them while they're too high, even if you get all 3 hits, it'll give you like 1/2% less energy than it should, obv screwing up the whole combo cos you end up with like 98/99% instead of 100%. Might apply to other attacks as well. Found that out while trying one of the RS combos :D PS: What do you do for a midscreen DP punish?
nice, good to know! RE: your question: depends on how several things: where you are in the screen (mid or corner), how many bravery points you have left in stock, and whether it is possible to close the round by spending all your resources or not. Edit: but if you want a BnB, I think I'd do 5H(3)~RS 5H(3)H~236H, which leads to good oki.
bait a DP and it should work. Safejumps are good to bait DPs. Might be character dependent and might have to tweak the combo route according to the matchup, I'm not sure. This would require more experimentation to be 100% for every member of the cast.