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Posted

Uh, I didn't have to watch for very long, but couldn't Ragna have done that superjump and then just blocked the laser and done Blood Scythe or whatever AFTERWARDS? This doesn't look as punishing as her other setups.

Posted

the blockstun is actually to long so you get too close to the super and get sucked in before you can get anywhere and you land in the super so you can't super when you land

Posted

the good part about this setup is that it stops a lot of extra supers and other shenanigans you can do like roll out and such. and because of the spacing of 22b it won't activate and allow people to blue beat their way into a weaker combo.

characters that cannot escape this setup after further testing is: Makoto, Taokaka, Mu-12, Valkenhayn, Noel,V-13, Relius, Bullet, Ragna, Kagura, Rachel and Hazama

characters i have not been able to make it work perfectly on yet: Arakune,Litchi, Carl and Platinum

characters i need to most propably modify the setup too make it work on: hakumen, jin tager

characters that seem like they will always be able too escape: bang, amane, Terumi

garaunteed to always escape with meter always:Kokonoe

Posted

if you think it has gaps that you can escape through then try it out for yourself the setup isn't especially hard just a bit picky on the spacing from the 22b and if you are fast enough to make the super be meaty enough to stop jump outs.

remember that a big part of this setup is the vacuum effect of the super.

i hope people watch the whole video because it shows a lot of strange escapes and things that dont escape/ manage to punish

Posted

if people are uncertain why this setup is so good i'll explain all the options it beats:

1#blocking(obviously)

2# all ground teching

3# jumping and airdashing out

4# almost all invincible supers

5# aiming to blue beat and then extend the old combo so that you can't reset the scaling and thereby take less damage

6# counter assault ( i guess it is a bit redundant writing it but i did not show it in the video so why not)

Posted

Cool. I don't have this game, so I hope it's totally broken and people storm Arc Sys HQ and set Mori's pants on fire so that he releases a balance patch for this crap.

Posted
I laughed at Nu's options in the video. That's my exact thought when it happens to me.

Yeah. The only thing that can save you is burst or hope the Kokonoe doesn't know a good combo off it.

Posted

It will inevitably be patched for the BBCP II arcade release. I see this current period in the game's life as the beta test for Kagura/Terumi/Kokonoe. I don't think Arc was too concerned about having them balanced before they're available in arcades, where all the real Japanese competition takes place.

Kokonoe is my main, so I'm not complaining anyway.

Posted

I'm still hoping for Mori with flaming pants. :P

But yes, I too am expecting the inevitable patch, which is about the only thing that keeps me from saying "F- this game."

Posted (edited)

I know there's a setup that works on Bang and Azrael, Ivysaur uses it. Same for Litchi and a ton of other characters. I'm sure eventually everyone will be fucked.

This move just shouldn't exist, what was asw thinking? :v:
Fixed. Edited by Eshi
Posted

bang can always escape with super and azrael just have to time his growler field or if there is no 22b he can just do 214214d and push himself away from the black hole.litchis super goes through the blackhole so that option isn't great either the only smart option to handle this setup for characters that don't have a garaunteed escape is to not tech and see if the 22b is misplaced if it is then it will activate immediately and you can techroll forward escape and punish.

Posted
But yes, I too am expecting the inevitable patch, which is about the only thing that keeps me from saying "F- this game."

Overdramatic much? The tactic only works on a portion of the cast, only if you let yourself get trapped in the corner, and there's a good chance that Koko will whiff the combo from black hole (which does barely any damage on its own) anyway. The game is a pretty far cry from "one touch = infinite death combo" fighters like MvC3 and the first version of UNIB.

Everything with the 3 DLC characters should be fixed in time for BBCP II and the US console release.

Posted (edited)

the blackhole combo is not nearly as hard as you make it out to be and the only thing this setup truly demands is the correct spacing and height. heck if you combo from midscreen into the corner then it most propably works even better and traps most propably litchi and maybe arakune 100%

Edited by (SWE)KGB
Posted

The corner unblockable exists in many forms that have already been deduced in the Kokonoe Oki Thread. At this point of the game the only two characters with a meterless escape option are Azreal Via Growler and Rachel via Windtech. Further discussion would be more appropriate there.

Posted
there exist setups that don't allow bang to use 6d to escape but there is no way to stop daifunka

Other than doing it when he doesn't have 50 heat. To be fair, the opponent can just save meter in expectation of the setup, but that's still a pretty big blow.

Posted
The corner unblockable exists in many forms that have already been deduced in the Kokonoe Oki Thread. At this point of the game the only two characters with a meterless escape option are Azreal Via Growler and Rachel via Windtech. Further discussion would be more appropriate there.

You forgot about Tager. He escapes all blackhole setups meterless as well via double fully charged Bsledge.

Posted
Overdramatic much? The tactic only works on a portion of the cast, only if you let yourself get trapped in the corner, and there's a good chance that Koko will whiff the combo from black hole (which does barely any damage on its own) anyway.

No, not remotely overdramatic. I am frustrated with Arc's half-assed balancing where some characters get nerfs they didn't need because they are apparently being balanced to a different standard (The "OMG, you can't have that, it might make you good!" standard) than other characters who get random buffs and no nerfs with any teeth even though they've been top tier for three games.

The game is a pretty far cry from "one touch = infinite death combo" fighters like MvC3 and the first version of UNIB.

Please enjoy beating on that strawman. No one has compared BB to those games.

Issues with this game are not confined to the 3 newest characters either.

Posted
Overdramatic much? The tactic only works on a portion of the cast, only if you let yourself get trapped in the corner, and there's a good chance that Koko will whiff the combo from black hole (which does barely any damage on its own) anyway. The game is a pretty far cry from "one touch = infinite death combo" fighters like MvC3 and the first version of UNIB.

Everything with the 3 DLC characters should be fixed in time for BBCP II and the US console release.

She can get around ~6k without extra meter (noob combo I tried does 5.7K w/o extra meter or OD) from an unblockable setup that large parts of the cast can't escape which she can set up from a realistic combo ender (which btw deals around 2.5 - 5K depending on starter and distance from corner).

Do up to 11K with punish starter, 8k with short starter, how much if Koko does OD or has extra bar to burn? Remember this can be applied from AA, throw, high / low, getting hit by 22B...

But it's not broken that she has the potential to win the round in a single hit because it's hard to execute is what you are saying? Surely there is no player in the whole world that has the execution to consistently pull of a tricky combo like that so I guess you are right.

Perhaps if they only added another way for her to mixup in the corner. Like an instant overhead or corner crossup that leads into good damage, preferrably that resets the situation so you can place another 22B or 2/3D - that would be good.

(End of sarcasm)

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