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Posted

It would be going a lot better if I could remember how to convert hits to damage. Now, I just get hits and then die when I get hit because I dropped the combo.

My style of playing the character and worrying about combos later doesn't help when the character has no life. It worked much better with Tager.

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Posted
It would be going a lot better if I could remember how to convert hits to damage. Now, I just get hits and then die when I get hit because I dropped the combo.

My style of playing the character and worrying about combos later doesn't help when the character has no life. It worked much better with Tager.

I started winning more netplay matches when I focused on shorter combos that end with 236D/214D pressure. If they get hit by my mixup, I'll starter>2B>2C>5C>3C>236D again and again and again until they Burst or block the pressure, to which I will reset my spacing after a jump cancellable move.

I don't even go for 236B>RC combos unless it kills.

Posted

I can hit pretty much all of Lambda's combos on both netplay and offline now (the ones I care to do, not that 2366D stuff). The only reason I drop combos is due to my own horrible execution at doing TK crescents when I have absolutely have to do them.

Tao combos on the other hand...I can sort of do them offline but when I get online and drop a single one, my brain goes on standby mode and I forgot how to do any combo with her and just mash random shit.

Posted (edited)

oh shit, gentarou

much love to gentarou

the fact that I play the same color is completely coincidental

Edited by severin
Posted

I can easily execute the majority of Lambda's combos. The only time I actually mess up is because of netplay. The analog stick for my 360 controller has gotten weaker so my dashes have trouble happening at times as well. If anything, the best combos for Lambda are ones off random hit confirms, such as 5/6A CH into money combos, and also crouching hit confirms 2B into 4B. TK crescent is randomly easy or hard for me to do. I can do it easily in combos, but for mix-up, the dreaded 214D~C happens. Hate it when that happens.

An aside is, I also know how to do most of Noel's combos, but I never play her haha.

Posted

Speaking of learning, what steps do you guys usually do to learn a new game?

For me, first I go to training mode and try learning one or two simple BNB combos, and then after that I go directly to matches (both online or offline) and try to learn what kind of game (if it's more focused on neutral, more focused on pressure, what kind of strategy has more advantage, etc...) and character (if it's a zonning or rushdown character, if it has a strong pressure/okizeme/keep away, etc...) I'm playing, and after a session of matches I watch some streams of other people playing too, then only after I have done all of that and started getting the feeling of the game I get back into learning more damaging and optmized combos.

Posted

I find a combo off of every move I can do, counter and non counter.

Then I go online and practice hitconfirming.

Then comes learning to block...

Posted

1. Figure out my normals

2. Figure out my specials and supers

3. Figure out my gatlings

4. What is my AA and DP?

5. Let's play people to figure out what I should be doing in neutral.

6. So I got raped. Time to look at other character's moves to know what they can do.

7. Let's try playing people again to figure out what I should be doing now that I have an idea what they can do.

8. Hey, I did better. Let's see what I normally hit with so I know what to make combos for.

9. Figure out combos from most used moves

10. Everything else falls into place

Posted
Speaking of learning, what steps do you guys usually do to learn a new game?

A lot of my preparation to learn a new game starts before I even have a copy. First, I usually pick a character I like aesthetically and find out as much about them as I can either from match videos or players who have knowledge about said character. Then I'll play a few matches without having gone to training mode or anything just to get a feel of the game (which includes the things you mentioned plus general things like the speed of the game, whether I can see myself enjoying it, etc.) After that, I'll spend a few hours learning basic combos and, if my interest in the game is still there after a day or two, I'll learn the game fully and spend several hours of my life shunning more important things to play it~

That said, no game has captured my attention enough for me to get to that last stage besides BlazBlue. So far. #P4A

Posted

HexaNoid described my life story with fighting games.

Also, how long is the start up for Lambda's jump? I can't seem to find that info anywhere in the guide.

Posted
4 frames. Everyone's except for Tager and Arakune has a 4 frame jump in Extend. Tager's is 6 and Arakune's is 5. You gotta check out the system data page for that stuff.

Thanks. I was playing a bunch of online matches against Makoto, Relius, and Jin. Kept getting hit out of the start up of my jump.

Let's see: Jump is 4f, Backdash invulnerability is 5f, Fatest normal is 6f.

Posted

I sometimes wish Lambda's 5A hit crouchers. It would make getting out a pressure easier against some characters. Then again, it would lead to less fun guessing games in some situations (like after IBing Litchi's 6D).

Posted

Though 5B has 8F start up, do you think it would be a better poke than 2A, since they have the same start up? Just wondering since 5B has 90 P1, which could lead to some great damage. Well, I guess the range would be the problem I suppose...

Posted (edited)
Though 5B has 8F start up, do you think it would be a better poke than 2A, since they have the same start up? Just wondering since 5B has 90 P1, which could lead to some great damage. Well, I guess the range would be the problem I suppose...

Actually I was considering that while gathering the frame data earlier. I personally think 5B is way more dependable than 2A. 5B has a better time hitting crouchers and airborne opponents than 2A. It has better active/recovery frames so it's less susceptible to punish on whiff. On block, it can go into 2B for the croucher. And best of all, 5B can gatling into 6B on whiff for the airborne. 6B's hitbox is kind of crap (against crouchers), but it's really useful against airborne opponents and is jump cancellable.

I think in any circumstance I hit 2A and lost, 5B would have won or equally led to the same outcome.

Besides, if your opponent is too far to use 5B with, you're probably far enough to dodge an attack with a backdash... that is unless you're cornered, to which I would keep blocking until they attempt to readjust their range (easiest with a jump after a jump cancellable move) and then I would 5A/6A.

Edited by kenja0
Posted (edited)

2A has more range than 5B. That is why it is better for poking out of strings with. The difference is significant enough to me to make 2A the go to poke for getting out of blockstrings against characters who can crouch under 5A.

Edit: And 2A wouldn't whiff on crouchers. It is a 2A...

Edited by toanenadiz
Posted

I think I will try out 5B then. I've only used it for random 236B hits in the counter, so it would be interesting to see how it is as a poke. Anything with 90 P1 is quite tantalizing to use as a starter.

Posted
2A has more range than 5B. That is why it is better for poking out of strings with. The difference is significant enough to me to make 2A the go to poke for getting out of blockstrings against characters who can crouch under 5A.

Edit: And 2A wouldn't whiff on crouchers. It is a 2A...

I don't trust 2A anymore. It's lost me too many games where 5B in those circumstances has done far better. And 5B's hitbox can still hit crouchers because of how low its hitbox is. Attribute invincibility is another story though. But I say this because majority of the time, people are jumping to get back in, they're at a frame disadvantage anyway so 2A/5B works anyway in their readjustment, OR they're probably going for a tick throw/frametrap set up.

Posted

If you can make 5B work for you, all the more power to you. But it's horizontal range is less than 2A's, which is why 2A is typically used to get out of blockstrings with. If someone is jumping, I fail to see why 5B would be used over say an actually anti air.

I only brought up crouchers because you said 5B wouldn't whiff on them like 2A would and that isn't likely to happen since 2A is, well its a 2A and it's hitbox was made to hit crouchers.

But after you have used it for some time, please come back here and explain what situations it works best when poking out. I would love to be able to use 5B to poke out of things since it leads to better combos than 2A.

Posted

I don't know about using 5B as an anti-air. I've done it several times and it worked, but who knows. The problem I see would be that it only has 1 active frame, so you'd have to time it I suppose. Though it is faster than 6A and 2C, so that's good. I'm curious though, does it take frames to switch from standing to crouching? Say if you get knocked down and go for 2A, would that be faster than going for 5B instead?

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