igotAhalo
Apprentice
Thanks!Links are combos that dependent on hitstun and frame advantage.
So if a a standing 4 is plus 10 on hit, you can combo with a move that has less then 10 frames of startup.
A chain is generally a series of normals that can be canceled into the next sequence.
So lets say in MVC2, there is set pattern of say you can cancel your light punch into a medium punch, and then cancel that medium punch into a fierce punch. The timing is very lenient with these types of combos.
A dial a combo is a combo string, usually aimed at MK style strings because of the timing required to input them, which makes it feel like you are dialing in the notations and then watching the combo come out, almost like doing a raging demon in street fighter. Some people also used to call KI combos dial a combos because of things like auto doubles and ultras doing a shit ton of attacks with out any button presses.
thank youLinks: combos that consist of a bunch of normals that involve precise timing versus hit stun in order to combo.
Crouching jab twice has a specific timing. You have to watch the move on screen watch it connect and then watch recovery before you press the attack again. You mistime and they block. Do it too soon and your second jab won't come out.
Dial Combos: are combos that are part of a string that you can essentially press at any speed without need to hit confirm onto the following hit. You can complete an entire string input before the first hit even lands and then just watch the rest of the attack play out or catch up to you.
Chains: are very similar to dials in the regard that they don't require any precise timing. Usually following a combo flow where light > medium > heavy chain together but you can't combo two light attacks or two medium. They have to ascend Like in blazblue ... BC 236D would be B wait for contact, C contact, 236D
B is medium and C is heavy
At least that's my understanding of their differences.
Edit: an exception to the light>med>heavy chain flow is usually after a launch or during an air combo. Also timing itself becomes much stricter when you're doing air combos in Blazblue.
(no particular character just a made up combo)
let's say 3C launches. 3C you then have to jump cancel the recovery of 3C and make contact with the opponent before he can use air recovery. So say.
3C..jump BB jump CC2D
The timing for the air chains are much more strict because the opponent can tech out of it and air block if you mistime your hitstun window.
Edit 2: the notation I'm using for my example is
789
4N6
123
N is the stick at neutral and the number sequence is the directional command for the stick.
So like a SF5 super would be 236236 or quarter circle forward 2x and punches/kicks
I realize I probably made everything far more confusing and I apologize if I did.