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Posted (edited)
I know it's all glitchy and I assume there will be a quick fix/work on it on a future hotfix/slight changes patch (I think it was jourdal who said on twitter there'd be a 1.01 version which would make sense), but does the astral really combo that easily or is it just part of the corner glitch?

In that Amane's astral on all video, it shows that it can be fairly easy to combo into. I think it's faster than the new speed of Rachel's astral.

EDIT: The video isn't the best example because I've seen it combo in others, but the opponent doesn't really have time to tech anyway (with the counter).

Edited by WillWork4Instal
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Posted (edited)

http://youtu.be/IGOF5YDOk6k?t=4m5s I've seen this reset a few times now and the knockdown seemed interesting. I may be completely wrong here (because I only know GG and P4A over blazblue), but this setup seemed like a fixed wakeup so I thought I'd ask. Can anybody recognize how he techs after the crush trigger reset because it looks like the ability to land 6D is a given.

I could always be wrong the other guy is just teching backwards and slips a 6D in. Could make sense as the CT actually is a combo extender and players could naturally hold back in case of dropped combo. But I just want to know if I'm just imagining things or we could actually get a guaranteed 6D setup for 25 meter.

EDIT: Nvm, someone explained to me this was an emergency tech. But that's actually pretty cool as it could be a very good setup for 6D. Definitely need to test that when we get the game.

Edited by DerQ
Posted
Boodendorf, are you enjoying relius? I guess you're a french speaker, french is my second language and I speak it way better than english. If only we could speak in french but, almost noone will understand us and given that I am learning english, keep speaking the world language.

BTW if you don't already know about it, this can help you. http://www.dustloop.com/wiki/index.php?title=Relius_Clover_(BBCSE)#Ignis_Moves

I'm having a really incredible amount of fun with Relius, it feels good to actually have a main right now on this game. Love everything about him, I'm putting up some footage of my scrublius on my youtube channel too.

Thanks for the link.

Combos? I was more under the impression that when you intend to drill, it matters not whether your opponent blocks or not. I think that's the mentality to adopt regarding his drill skills, at least I'll try so. Remove the barrier of mixups and string pressure, you have chip pressure forcing their choices to a very limited set of options when on the defensive.

What the hell is a mixup? I get 20% on block!

Moi je vous comprendrais aussi. But I think it'd be better to stick to english in the threads lol

Eh bien, je n'ai pas envie de polluer le topic avec mon langage et gêner les autres.

Oh yes, if the lv3 drill strong combo overheat your guage, I probably won't do it unless I wanna end the match. But having strong combos, even those somewhat impractical combos is always a good point for any character.

But god I LOVE when an Amane just eats 80% of the opponent's barrier, feels soooooo good to watch.

Watched those SpinKing(something like that?) vs Nu and Amane vs Kaqn, damn he looked awesome. I just want to play Amane right noooow >_<.

I'm happy to hear that Amane's astral is easy to combo into, always a good thing right? Btw what are the properties of this astral? Is it just a normal hit?

Posted
I'm happy to hear that Amane's astral is easy to combo into, always a good thing right? Btw what are the properties of this astral? Is it just a normal hit?

I believe it's a low attack. Nothing really special about it. It doesn't draw people in to my knowledge. It's a shame he doesn't hit you with the rod as an overhead. I would love to have a mixup astral.

Posted
I believe it's a low attack. Nothing really special about it. It doesn't draw people in to my knowledge. It's a shame he doesn't hit you with the rod as an overhead. I would love to have a mixup astral.

A low attack? Well I guess you can still do something like empty jump into astral, but that seems really gimmicky. If the opponent can crouch after the superflash though, that just won't work.

Posted
I don't know what was that? Good try ,but to be honest I didn't understand what you wanted to tell. Maybe, I am a big ignorant. lol

Hit with the knot of the scarf from afar.

Amane's C scarf attacks has brought the image of those sticky hands toys to my mind on day 1

Posted
A low attack? Well I guess you can still do something like empty jump into astral, but that seems really gimmicky. If the opponent can crouch after the superflash though, that just won't work.

You can change your block on superflash, and can even put up your barrier too. Of course this is provided that you aren't doing anything else at the time.

Those sticky hand thingies were like childhood 101. So much nostalgia right now.

Posted (edited)
A low attack? Well I guess you can still do something like empty jump into astral, but that seems really gimmicky. If the opponent can crouch after the superflash though, that just won't work.

That makes me wonder if the astral has similar properties to Hazama's chain trap DD.

Just because I don't want to double post,I wonder why Amane didn't get Amane/Remisi from Shin Megami Tensei - Devil Survivor. Provided, I love the Minato pallete, but I love the SMT's Amane color.

Edited by WillWork4Instal
Posted
That makes me wonder if the astral has similar properties to Hazama's chain trap DD.

Just because I don't want to double post,I wonder why Amane didn't get Amane/Remisi from Shin Megami Tensei - Devil Survivor. Provided, I love the Minato pallete, but I love the SMT's Amane color.

Hazama's chain trap DD? What's that?

Btw does Amane even have a GG color?

11/10 would watch again

Posted
Btw does Amane even have a GG color?

11/10 would watch again

He has a color that references a character from GG Overture I believe (the one that's not a fighter)

Also, I'm glad you enjoyed my guide, I poured blood and sweat into the making of this.

Posted
Hit with the knot of the scarf from afar.

Amane's C scarf attacks has brought the image of those sticky hands toys to my mind on day 1

Don't call me

Amane's C scarf attacks has brought the image of those sticky hands toys to my mind on day 1

. Don't make me cry!!!!!!!

Posted (edited)
Don't call me

Amane's C scarf attacks has brought the image of those sticky hands toys to my mind on day 1

. Don't make me cry!!!!!!!

You want to know what's the best part, I'll actually cherish that gluey/sticky toy and carry it everywhere I go play blazblue. :AM:

EDIT: this replay is really godlike. Just saw 1 round and I'm at work, but in that round you can see Hakumen specifics on how the matchup will play, great combos, great strategy. Really, this is some heavy shit boys!

http://www.youtube.com/watch?v=OMqHe637ydU&feature=youtu.be

Edited by DerQ
Posted

http://www.nicovideo.jp/watch/sm19574987

Each of the new Taito Station vids have 1-2 matches of a Ganguro Amane (not sure if it is the same one from early on). He seems less drill heavy than Spinking and Shadow have started to become but still does well. I like a lot of his combos also. The first big combo in the video above was pretty nice and a different route than I'm used to seeing for his C combos. Did 3k+ midscreen meterless also which is nice. Another thing I saw in one of the other matches was he used the stagger tech state from 5d to setup drill oki. Not sure if we'd seen it before, but Haku countering drill oki still gives you drill levels eve though it doesn't hurt him.

Posted
http://www.nicovideo.jp/watch/sm19574987

Each of the new Taito Station vids have 1-2 matches of a Ganguro Amane (not sure if it is the same one from early on). He seems less drill heavy than Spinking and Shadow have started to become but still does well. I like a lot of his combos also. The first big combo in the video above was pretty nice and a different route than I'm used to seeing for his C combos. Did 3k+ midscreen meterless also which is nice. Another thing I saw in one of the other matches was he used the stagger tech state from 5d to setup drill oki. Not sure if we'd seen it before, but Haku countering drill oki still gives you drill levels eve though it doesn't hurt him.

Actually, jourdall all uploaded these on his youtube account just not so long ago. Saw the first round and it made gave me

Sticky hands

Posted

Ganguro Amane is an awesome name for the color, and the player is awesome as well, really loved those 3k midscreen combos. In the corner, after 236c I liked how he did 5B 5D 236D~A.

Hakumen being able to avoid chip damage after oki game is interesting.

Btw guys, I've been thinking about Amane's overdrive. Hakumen and Tsubaki use it at the start of the round to gain magatamas/whatever her install is called and right off the bat start with an advantage, I believe that's going to be really important for Amane too, since he gets to lv3 drill without having to do anything, right at the start of a match, which can pretty much guarentee a win on a round or heck, even the match. It might make some hard matchups more bearable too.

Posted
Btw guys, I've been thinking about Amane's overdrive. Hakumen and Tsubaki use it at the start of the round to gain magatamas/whatever her install is called and right off the bat start with an advantage, I believe that's going to be really important for Amane too, since he gets to lv3 drill without having to do anything, right at the start of a match, which can pretty much guarentee a win on a round or heck, even the match. It might make some hard matchups more bearable too.

This has been debated before, bedsheets who came here and lives over there says the same thing. Starting round overdrive is a good choice. I personally think it's a viable option, but if you win the first round and still have your burst, you should just do it on second round. There's no reason not to, if you fail you get your burst back and you get EXACTLY what you want right at the start. Making it to the third round knowing you'll have a guaranteed burst by then and your opponent may or may not have his burst ready really puts you in a good position in terms of available option throughout a complete set. if you get such a scenario, I think it's not a choice, but a mandatory decision for success.

Posted

I bet certain matchups will also be a big factor in deciding when to use OD. Against someone like Nu for example, you might not want to use OD at the start of the round because she might be able to keep you out of drill range until your drill meter drains. Against her I might save OD until I get a combo off a C move or begin close range pressure.

Posted

also, because of how much more specific amane has to be with gaining drill meter (quickly) unlike hakumen and to a lesser extent tsubaki, it just might end up becoming more important to him than those characters. l really mean tsubaki because hakumen already gains meter really fast.

just keep in mind: he (amane) has less health and very unsubstantial defense unlike the other two. also, while they can afford to play passively after OD, amane cannot as drill meter goes down with time. the foe can get a better read if he knows you only have a certain amount of time to mount an attack. furthermore, because bursts are tied to time now, killing the foe/dieing quickly leaves amane in a long wait for a new burst. risk is much more unrelenting for amane in this case.

Posted

Alright, so I've started taking notes to make sure I don't forget certain properties on his moves. I also wanted to make something easy and accessible for everyone to have. Our enthusiasm is strong, but a 72 page thread is not convenient for finding info and I'd rather have shit organized by the release, at least for myself and everyone interested in it as well. So all of my notes will be going to this google document. It's not currently completed as it's getting late by the time I'm doing this, but I'll intend on completing what I can and then give access to edit the document to those willing to help on this.

I'd like maybe to use it too for an eventual guide on how to play the character, but for now it'll be more a list of general info and stuff to remember when we get our hands on the game. Let me know what you guys think if you have any feedback on this.

Posted

I guess I'm not the only one keeping a record of useful information. :3

But yeah, keeping a list of where we should start once we get our hands on the game is probably our best bet for now, but your mentioning of a guide gives me an idea. I had planned on making an Amane guide sometime after console release, but maybe in the near future we could start a community guide project. I saw it in another character section some time ago where everyone contributed information into a thread that was used to build the guide they eventually made, so that way any additional information that someone might know about a move or tactic would not be overlooked. Your document and any others that are out there would be extremely helpful for when the time comes for that guide since all sorts of info will already be readily available and organized in it, and in the meantime it would offer a good understanding of where to begin with Amane.

Posted

I like that idea, I'm definitely gonna contribute as much as I can. I have a few notes as well that I'm willing to share if we actually start the guide =D

Posted (edited)

The posts about Amane's OD are interesting in the previous pages, I'll keep all that in mind.

About the guide and the google page, I like both ideas a lot, I'll definitely try to help. Btw did you guys see the Amane vs Bang match? Just like the Hakumen vs Amane, it did give plenty of info on the matchup, and to me it doesn't feel much in our favor, but still seems pretty even.

Also a few things I noticed:

Midscreen forward throw can be followed by 236D~C, it won't combo, but it does set up for an oki. Can you combo after a 236B/A cancelled forward throw midscreen? I'm also pretty sure 623C will combo after it. (Edit: nvm I remembered the cmv)

The seijuu super on block is multi hitting, giving you plenty of time to "hitconfirm" a rapid if you've got enough meter, which is a good thing. You don't go through the opponent tho, too bad.

Also, about 6A lifting ground opponents, it doesn't unless it's a CH, I saw that in one video but I can't remember which one, kinda shocked me though.

Edited by Boodendorf
Posted
I like that idea, I'm definitely gonna contribute as much as I can. I have a few notes as well that I'm willing to share if we actually start the guide =D

Here we go!! I already have some great infos about him. Let me know when we start so I can give my contribution.

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