WintySoSolo Posted January 12, 2014 Posted January 12, 2014 Got some question myself, is it a smart thing to do milquete capture againts hazama 5d? Is its 100% safe or can he do the swing follow up and punish?l depends entirely on spacing.
Wild Candy Posted January 12, 2014 Posted January 12, 2014 If he's within range, go for it. If he's not, just continue to block and play footsies.
Glenburg89 Posted January 13, 2014 Posted January 13, 2014 Hey guys, So, I'm able to hit the dash 720; However, I'm not to the point where I can do it comfortably/smoothly. How do you guys avoid from tiring out your wrist when doing the motion? I know this probably goes back to arcade grip fundamentals.
MarkusArx Posted January 13, 2014 Posted January 13, 2014 Hey guys, So, I'm able to hit the dash 720; However, I'm not to the point where I can do it comfortably/smoothly. How do you guys avoid from tiring out your wrist when doing the motion? I know this probably goes back to arcade grip fundamentals. It's really just training yourself to do it frequently. The more you practice it, the less tired you'll get from it, similarly to doing combos and setups; the more you do it, the more natural it gets.
Glenburg89 Posted January 13, 2014 Posted January 13, 2014 It's really just training yourself to do it frequently. The more you practice it, the less tired you'll get from it, similarly to doing combos and setups; the more you do it, the more natural it gets. Yeah, I agree about practice making perfect. I did just start looking into the dash 720 technique. Thanks for the input.
Mirasantika Posted January 14, 2014 Posted January 14, 2014 @everyone who answer my hazama question Thanks, so its a safe thing to do right, I thouhgt that its just that my friend dont know how to deal with it lol Some random rant and question: -Kaguras dp.... hate it so much, is there any way to punish it if its blocked on air? (Or a way to beat his dp when we anticipated it while jump in/air to ground situation) -Azrael growler absorbs 5c hit :v, is it just me that not close enough? Or 5c is 100% projectile properties on all of its hitbox? -Any way to do combo after H0 snap hand fist? -Me and a friend messing around with unlimited char recently, and bullet full screen lock on is so much fun lol, anyone know optimal unli bullet combo? So far I only notice flint shooter buff, did any of her other move changed? (added wall bounce, longer hit stun, stuff like that)
Zeromus_X Posted January 14, 2014 Posted January 14, 2014 Unfortunately Kagura's DP cannot be punished if you barrier block it in the air; it doesn't have enough recovery () . It's still free to Bullet's jC safejump though, so if you block it on the ground you get a free 5C FC. As for Growler, it will always absorb 5C since it is a projectile. Get used to doing a 5B punish against Azreal or you can go for a 6C FC.
GcYoshi13 Posted January 14, 2014 Posted January 14, 2014 Unfortunately Kagura's DP cannot be punished if you barrier block it in the air; it doesn't have enough recovery () . It's still free to Bullet's jC safejump though, so if you block it on the ground you get a free 5C FC. As for Growler, it will always absorb 5C since it is a projectile. Get used to doing a 5B punish against Azreal or you can go for a 6C FC. There is recovery a bit after the Growler where you can use 5C to FC, but the options you provided are still more reliable.
Lythium Posted January 14, 2014 Posted January 14, 2014 -Any way to do combo after H0 snap hand fist? If Bullet is in the corner with her back to it, yes. You can just dash up 5B.
IndigoNovember Posted January 15, 2014 Posted January 15, 2014 You can also do 6C but the timing is quite a bit stricter.
Zeromus_X Posted January 15, 2014 Posted January 15, 2014 Speaking of FC combos, are the optimal fatal combos documented anywhere? Don't see any in the combo thread. Here are some I pieced together from videos, wondering if there are any more optimal or easier variations since the jump loop can be a bitch online. (midscreen, H0) 5C FC > 5C > 6C > 9jump falling jC > 9jB, jC > land 9jB, jC > land 5C > 3C > Miquelet > 5B > 6B > sjC > jD 4223 dmg, 33 meter gain. Also works off of 6C FC for 3.5k and 25 meter gain. Add 5B before starting the jump loop if done in the corner. If you do 5C FC > CT at the beginning, damage goes up to 5.1k but you go into heat cooldown. (midscreen, H1) 5C FC > 5C > 6C > 9jump falling jC > 9jB, jC > land 9jB, jC > land 5C > 3C > Miquelet > 236D > 5B > 6B > Snaphance > Rage Aggressor Same as above but comboing into super for 5345 damage. Needs 20 meter to start. (midscreen, H1, full life OD) 5C FC > 5C > 6C > jump cancel OD > Snaphance > 623D > 5C > 3C > Miquelet > 236D > walk forward 5B > 6B > Snaphance (SMP) > Rage Aggressor 7233 damage, 44 meter gain; needs 6 meter to start. Can also end with regular 5B > 6B > jC > jD for around 6k without super.
Mirasantika Posted January 15, 2014 Posted January 15, 2014 Unfortunately Kagura's DP cannot be punished if you barrier block it in the air; it doesn't have enough recovery () . It's still free to Bullet's jC safejump though, so if you block it on the ground you get a free 5C FC. As for Growler, it will always absorb 5C since it is a projectile. Get used to doing a 5B punish against Azreal or you can go for a 6C FC. There is recovery a bit after the Growler where you can use 5C to FC, but the options you provided are still more reliable. Thats sucks about kaguras dp, I always need to respect his wake up :v And I cant be greedy aiming for 5c FC againts growler huh, I'll use 5b then If Bullet is in the corner with her back to it, yes. You can just dash up 5B. I mean mid screen, last time I played I scored a lot of raw H0 snap hand mid screen, and I dont know what to do after that lol Speaking of FC combos, are the optimal fatal combos documented anywhere? Don't see any in the combo thread. Here are some I pieced together from videos, wondering if there are any more optimal or easier variations since the jump loop can be a bitch online. (midscreen, H0) 5C FC > 5C > 6C > 9jump falling jC > 9jB, jC > land 9jB, jC > land 5C > 3C > Miquelet > 5B > 6B > sjC > jD 4223 dmg, 33 meter gain. Also works off of 6C FC for 3.5k and 25 meter gain. Add 5B before starting the jump loop if done in the corner. If you do 5C FC > CT at the beginning, damage goes up to 5.1k but you go into heat cooldown. (midscreen, H1) 5C FC > 5C > 6C > 9jump falling jC > 9jB, jC > land 9jB, jC > land 5C > 3C > Miquelet > 236D > 5B > 6B > Snaphance > Rage Aggressor Same as above but comboing into super for 5345 damage. Needs 20 meter to start. (midscreen, H1, full life OD) 5C FC > 5C > 6C > jump cancel OD > Snaphance > 623D > 5C > 3C > Miquelet > 236D > walk forward 5B > 6B > Snaphance (SMP) > Rage Aggressor 7233 damage, 44 meter gain; needs 6 meter to start. Can also end with regular 5B > 6B > jC > jD for around 6k without super. Need to try these out, I usually do 5c(fc) 5c 6c jc 5b 6b jc jd since thats the only combo Im confident with 90% success rate lol
WintySoSolo Posted January 15, 2014 Posted January 15, 2014 I mean mid screen, last time I played I scored a lot of raw H0 snap hand mid screen, and I dont know what to do after that lol You input 214D
GcYoshi13 Posted January 16, 2014 Posted January 16, 2014 I mean mid screen, last time I played I scored a lot of raw H0 snap hand mid screen, and I dont know what to do after that lol I treat snap hand as if I hit 5D midscreen. You can perform similar oki after both of them.
Sadeyo Posted January 17, 2014 Posted January 17, 2014 Wow, seriously hating the idea your options are seriously limited after 6A. I think I attempted to do a 236D after 6A and lost a match after that because I was standing like an idiot. Going to post some footage so keep an eye out for it, I'm super scrubbish so I need some more time to train before I'm fully efficient with her.
Myoro Posted January 17, 2014 Posted January 17, 2014 It's not terribly relevant, but you know Unlimited kagura's motorcycle distortion glitch that he can do against Relius and Carl? Unlimited Bullet can do it too with her new air distortion.
WintySoSolo Posted January 17, 2014 Posted January 17, 2014 Wow, seriously hating the idea your options are seriously limited after 6A. I think I attempted to do a 236D after 6A and lost a match after that because I was standing like an idiot. Going to post some footage so keep an eye out for it, I'm super scrubbish so I need some more time to train before I'm fully efficient with her. I'm not sure what move 236D is on bullet. 6A gatlings into 5C, which is +0 on block and goes into 6C, 2C, and 3C, along with all your D moves and specials. 6A itself is cancelable into specials, though none of them are super good on block. I'm not really sure what you mean by limited options since you just 6A 5C into your normal blockstring pressure.
Sadeyo Posted January 17, 2014 Posted January 17, 2014 I'm not sure what move 236D is on bullet. 6A gatlings into 5C, which is +0 on block and goes into 6C, 2C, and 3C, along with all your D moves and specials. 6A itself is cancelable into specials, though none of them are super good on block. I'm not really sure what you mean by limited options since you just 6A 5C into your normal blockstring pressure. 236D is only available in the heat state and only on the ground. It's when she picks up the opponent and blast them away while causing wall stick. Thanks for the response. I'll keep those follow-ups in mind and since they're only C for the most part I shouldn't be making much mistakes.
WintySoSolo Posted January 17, 2014 Posted January 17, 2014 there is no such move that can be done after 6A her wallstick move is done by pressing the D button after landing a D move and having level 2 heat. the 236D followup is done after performing her 41236C dashing command grab move, and causes a wallbounce. it is impossible to do after 6A as it's a followup to the dash grab, not a standalone move. other followup moves: 22D(after 623B) - optionally throws them behind her, mainly just does additional damage 623D(after 623C) - turns around in the air, switching sides, and bounces the opponent off the ground 720D(after 720A) - throws the opponent up in the air D(after 5D/jD/2D/6D) - throws the opponent against the wall, causing wallbounce at level 1 and wallstick at level 2. this is why you did nothing after 6A - you were trying to input a special followup.
Wokker Posted January 17, 2014 Posted January 17, 2014 (edited) What's the best combo midscreen from when you've hit someone crouching with 5B when in heat-up level 1 or 2, and you're too far away from the corner to get the wallstick off 5D~D? Since if I hit a midscreen standing opponent with 5B, I go: 5B>5C>Miqulet catcher>236D>Dash 5B>6B>j.C>j.D But miqulet catcher doesn't "catch" crouching opponents, so I can't do above combo if I hit someone crouching with 5B midscreen. Edit: Nevermind, you can just 5B>5C>3C>Miqulet catcher Edited January 17, 2014 by Wokker
haitian_sensei Posted January 17, 2014 Posted January 17, 2014 (edited) I haven't play bb since bbct and I know I suck but hear me out. I've been trying to get optimised damage for a combo I can do start from 2A, 5B, or 2B and OD right after the hit. At low life, people burst on the first hit and with a full OD bar, I wanna find a max damaging combo, especially starting at heat lvl 0. I wish I had a capture card so I could show what I have so far. Sent from my SGH-M919 using Tapatalk Edited January 17, 2014 by haitian_sensei
haitian_sensei Posted January 17, 2014 Posted January 17, 2014 (edited) What's the best combo midscreen from when you've hit someone crouching with 5B when in heat-up level 1 or 2, and you're too far away from the corner to get the wallstick off 5D~D? Since if I hit a midscreen standing opponent with 5B, I go: 5B>5C>Miqulet catcher>236D>Dash 5B>6B>j.C>j.D But miqulet catcher doesn't "catch" crouching opponents, so I can't do above combo if I hit someone crouching with 5B midscreen. If you hit someone crouching, all you can do is end it with 5D, unless you want to RC. After the RC, you can do 5B> j.B>j.C> 5B> 6B> sj.C> j.D. You could also do 5B> 6B> snaphance> 421D> 5B> 6B> sj.C> j.D, or do rage aggressor after snaphance follow up. If there are better combos than the ones I listed here, let me know so I can do max damage and not let people live. Edit: I thought you can only do 5C>3C only on counter hit? I'm slacking hard. Sent from my SGH-M919 using Tapatalk Edited January 17, 2014 by haitian_sensei
Wokker Posted January 17, 2014 Posted January 17, 2014 Messed around in practise, you can 5B>5C>3C>Miqulet catcher>Stuff on crouching opponents, and if you land a 6A, you can: 6A>5C>3C>Miqulet catcher>Stuff
haitian_sensei Posted January 17, 2014 Posted January 17, 2014 I believe it has to be on counter hit for 6A> 5C to combo. Please correct me if I'm wrong. Sent from my SGH-M919 using Tapatalk
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now