Litherain-XIII Posted February 12, 2015 Posted February 12, 2015 again, its corrects any fuck ups on a 2D starter on an airborne opponent as in some case if you do a 2D at a certain height on an opponent they will auto tech afterwards and thus make d.6B whiff effectively dropping the combo. d.5A will help prevent that from happening as in also situations where later half's of combos it helps them from also dropping early on you due to combo time decay. thats what its use for. in short as i said before: its a combo drop safe tactic basically. also you already answer your own first question so i skipped to your second question.
Litherain-XIII Posted March 2, 2015 Posted March 2, 2015 Noel can now reverse gatling 2A > 5A in CPE. https://www.youtube.com/watch?v=A06_ZsLnFy0&feature=player_detailpage#t=1619
LunaKage Posted March 3, 2015 Author Posted March 3, 2015 Yaaaaassss This isn't a super important buff, but it's something I feel like she should have had for awhile now.
Rikir Posted April 23, 2015 Posted April 23, 2015 Noel can now reverse gatling 2A > 5A in CPE. https://www.youtube.com/watch?v=A06_ZsLnFy0&feature=player_detailpage#t=1619 I actually tried to do some melty blood pressure with this and it kinda works lool.
Canine Posted April 23, 2015 Posted April 23, 2015 So uh, yeah Pardon the terrible webcam quality, old laptop went a month ago so and this one doesn't have an optical drive (meaning I haven't bothered to get the software for my capture card on this laptop through other means, hurray emergency replacements). But we can cancel 2D's low to the ground hits into Thor which doesn't come out due to momentum (I'm thinking) and thus leaves us with no recovery on 2D, so we get a situational rapid for free (still need 50 heat to do it, but it doesn't use the meter since Thor doesn't come out) Pardon me if it's been found already but yeah \o\ (Note Thor 'can' still come out if it gets inputed 'immediately' on the first hit, so it's not as easy as I made it look. lol)
mMarikom Posted April 23, 2015 Posted April 23, 2015 I'm back. I'm not going to neglect Blazblue anymore so...yeah...fun stuff.
Litherain-XIII Posted April 24, 2015 Posted April 24, 2015 So uh, yeah Pardon the terrible webcam quality, old laptop went a month ago so and this one doesn't have an optical drive (meaning I haven't bothered to get the software for my capture card on this laptop through other means, hurray emergency replacements). But we can cancel 2D's low to the ground hits into Thor which doesn't come out due to momentum (I'm thinking) and thus leaves us with no recovery on 2D, so we get a situational rapid for free (still need 50 heat to do it, but it doesn't use the meter since Thor doesn't come out) Pardon me if it's been found already but yeah \o\ (Note Thor 'can' still come out if it gets inputed 'immediately' on the first hit, so it's not as easy as I made it look. lol) yeah Me and DWB had discuss about this a few months back and it is a interesting thing you can do as you can also cancel out of 2D into late thor into 5A stuff on landing assuming your opponent was already on ground by time you execute this intention.
LunaKage Posted April 24, 2015 Author Posted April 24, 2015 In other news. Noel's stagger pressure is back.
SkyKing Posted April 29, 2015 Posted April 29, 2015 In other news. Noel's stagger pressure is back. Praise zettai! I really sense the change people get caught in some awkward situations where they barrier too much and get frame trapped, or having to sit through 5A/2A x 6 while waiting for the high/low/throw to come. Getting the attack level change to her 5A makes it even sweeter to confirm things after you catch them.
heavymetalmixer Posted March 22, 2016 Posted March 22, 2016 (edited) Reviving old thread just for my sake I'll start with Noel soon, so I came to ask y'all some info please: 1) The most common (and universal) bnbs. 2) Oki and tech punishes. 3) Basic recommendations for neutral. 4) Blockstrings to not commit too much to any stuff and confirm. Edited March 22, 2016 by heavymetalmixer
Monarch Posted March 22, 2016 Posted March 22, 2016 1. (Midscreen/Near Corner) 5B > 6A > JC > j.2C > j.4D > d.6D > d.5C > d.6A > d.5C > 22BC > 66 > 6C (1) > 5D > d.6A > d.5B > 236C > 6C (2) > 6B > 22B (Back to corner) 5B > 6A > JC > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC > 66 > 6C (2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D Off of a 5A/2A starter, you would stop the midscreen combo at the second d.5C and just end it with 22B instead of 22BC, and for the back to corner route you can use the midscreen route but after the d.6A do d.5B > 236A > 66 > 22B. 2. After a 22B you can use 2B or 3C to catch any rolls, delay techs or no techs. Once you catch the roll with either of those, you can combo using the above combos depending on the screen position. 3. Try not to rely on drives at neutral: 5B and 5C are good long range pokes, 2A is quick poke, and 3C can low profile some moves. 4. Can stagger pressure with 5A > 2A reverse galtings, delay 2C can frametrap: be careful with drive blockstrings that involve d.6D as it's easy to mash out of. You can tighten the gap in your drive blockstrings by using d.5A before or after your low/overhead: if you feel confident, you can use d.623D to call out any attempted mashing. If you open up an opponent using d.6D you can confirm into: d.6B > d.5C > d.5B > 236A > 66 > 5A > 5C > JC > j.2C > j.4D > d.6D > d.5C > d.6A > d.5C > 22B.
heavymetalmixer Posted March 22, 2016 Posted March 22, 2016 1 hour ago, Frost Monarch said: 1. (Midscreen/Near Corner) 5B > 6A > JC > j.2C > j.4D > d.6D > d.5C > d.6A > d.5C > 22BC > 66 > 6C (1) > 5D > d.6A > d.5B > 236C > 6C (2) > 6B > 22B (Back to corner) 5B > 6A > JC > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC > 66 > 6C (2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D Off of a 5A/2A starter, you would stop the midscreen combo at the second d.5C and just end it with 22B instead of 22BC, and for the back to corner route you can use the midscreen route but after the d.6A do d.5B > 236A > 66 > 22C. 2. After a 22B you can use 2B or 3C to catch any rolls, delay techs or no techs. Once you catch the roll with either of those, you can combo using the above combos depending on the screen position. 3. Try not to rely on drives at neutral: 5B and 5C are good long range pokes, 2A is quick poke, and 3C can low profile some moves. 4. Can stagger pressure with 5A > 2A reverse galtings, delay 2C can frametrap: be careful with drive blockstrings that involve d.6D as it's easy to mash out of. You can tighten the gap in your drive blockstrings by using d.5A before or after your low/overhead: if you feel confident, you can use d.623D to call out any attempted mashing. If you open up an opponent using d.6D you can confirm into: d.6B > d.5C > d.5B > 236A > 66 > 5A > 5C > JC > j.2C > j.4D > d.6D > d.5C > d.6A > d.5C > 22B. Thank you very much dude.
LunaKage Posted September 11, 2016 Author Posted September 11, 2016 I'm still here guys. I'll be sorting out the board a little bit due to the CF demo dropping. It might be a minute though since there's already a problem I'm having with the forum. I'll be counting on you guys to fill in some content though, I'M ONLY ONE MAN! I NEED MY PEOPLE!
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