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About Halcyone3
- Birthday 03/29/1989
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Halcione3
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j.4D > 22C and d.6B > 214D? Holy crud. I don't know where I got the assumption these weren't a thing. Quite embarrassed actually Thanks for the help
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#2: testing this on the 6B corner combo mentioned in the OP, 22B does indeed connect, but the opponent seems to tech immediately after the first hit of 22B, ignoring the rest of the shots, which makes me miss oki. Am I missing something else here? Maybe my d.5A > 22B transition is not as fast as it should be? #3: With that in mind, i got the hang of it pretty quick, I could do it 9/10 times on those guys right away. Except Tager. I've spent the last 20 minutes or so doing nothing but 5C > 214A > 2B > 6C > 4D > 214D on him with all kinds of delays and I'm still whiffing it. This is driving me up the wall. I'm gonna try and find a vid of it working, maybe seeing the timing will help. Thanks for the info.
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I seem to be starting to get the gist of it now, thanks . While doing a full roster-wide test to see which characters this was mandatory on I ran into some character-specific niche stuff like that. I thought I'd share in case any of it is useful for the character-specific section: 1- Characters that require a super jump in combos like that previous one: Izayoi, Carl, Valk, Amane, Hakumen, Arakune, Bang, Azrael, and Kagura (Kagura in particular seemed to have the roughest hitbox for this, even a raw 6A > j.2C whiffed in the corner when auto-piloted) 2- Characters that j.4D > d.5C > d.6A > d.5C > 22B whiffs on in the corner (only this particular string, anything else into 22B seems to work fine) Lambda, Tsubaki, Nu 6B > 5D > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.4D > 214D > 66C[2] > 6B > 22 works for 300-400 less damage, but you get to keep 22 oki. The other combo using this in corner is the 5D starter, but it's almost identical, so it's the same concept. 3- Characters that [CH] 5C > 214A > 2B > 6C > 4D > d.214D whiffs on: Terumi, Hazama, Azrael, Noel, Taokaka, Kagura, Bang, and Tager (surprisingly) The best alternate combo I've come up with is [CH] 5C > 5D > d.6B > d.5C > d.6C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.4k/33%] Unless there's another way to still do 214A and change sides again other than that. As an aside, [CR][CH] 5C > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.6k/35%] is more damaging and generates more heat than the combo shown in the OP as a punish on reversal that leave opponent crouching in corner. Though it uses the string that whiffs on group 2 above, so it's not universally better. Hopefully this is useful for someone, if not, well If someone finds something in that list wrong, let me know pls EDIT: added group 3, an actual alternate combo for group 2, and a new [CR][CH] corner combo
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In regards to this corner combo: I'm struggling quite a bit to pull it off on Izayoi, yet have no problem on others like Ragna with just a regular jump. It feels like its a height thing, so I'm trying to sjc into the j.2C vs her but I'm whiffing that too. Could someone confirm for me if this is impossible on her (and possibly others) or if my super jump canceling is just utter garbage?
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[CP] News & Gameplay Discussion (Old)
Halcyone3 replied to kosmos badgirl's topic in BlazBlue Gameplay
It sounded more to me like Siegfried from Soul Calibur. Enter stance and using the drive buttons executes a special stance attack that puts you in a different stance, etc etc. Guess we have no better choice than to actually wait for some more solid info on it -
[CP] News & Gameplay Discussion (Old)
Halcyone3 replied to kosmos badgirl's topic in BlazBlue Gameplay
It alleviates that issue, but it brings a separate one that also throws doubt on ranking. Teh lagz. -
[CP] News & Gameplay Discussion (Old)
Halcyone3 replied to kosmos badgirl's topic in BlazBlue Gameplay
From the sound of the Xrd trailer, it's still way in development. I wouldn't expect that game out any time soon. It's probably CP and that VN they keep hammering on about. -
[CP] News & Gameplay Discussion (Old)
Halcyone3 replied to kosmos badgirl's topic in BlazBlue Gameplay
To be fair though, unless they remake Ragna into needing to grope women to recharge his Blazblue, it can't be too bad. I mean, aside from maybe some camera angles and a mandatory scene of litchi dressing Noel up, BB isn't exactly that ecchi. -
Yeh, the only version out there of sector seven is in the Colosseum stage, there is so much non-stop stage noise. :/ But hey, billion times better than stage noise + fighting sounds + Japanese commentating all at once, so I'm happy.
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Considering Noel is a clone of his sister, it at least makes a bit of sense for female jin to look remotely like that. Now the May one...... :V
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[CP] News & Gameplay Discussion (Old)
Halcyone3 replied to kosmos badgirl's topic in BlazBlue Gameplay
Actually, Brice lost to Hazama, another Tager player later managed to get to Ragna (i think it was AXIS) and lost to him. -
She is still evil at first. After "something" happens, she turns back to being good. It isn't explained really. Every time she appears in others' modes (Jin), she's evil. Then you pick her and BAM she's good. Power of love.
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[CP] News & Gameplay Discussion (Old)
Halcyone3 replied to kosmos badgirl's topic in BlazBlue Gameplay
OD duration depends on your health. The lower, the longer it lasts. -
[CP] News & Gameplay Discussion (Old)
Halcyone3 replied to kosmos badgirl's topic in BlazBlue Gameplay
What? -
Well, in the context of Chrono Trigger, you kind of visit this timeline in the future, showing a devastated post apocalyptic land. But then again, there's different ways to implement time travel. Chrono Trigger chose the one without altering timelines, with a single thread of time, where traveling to the past simply altered the future completely. No parallel timelines, no alternate dimensions, sht just changed. Maybe this is why it made sense, because it didn't have its head THAT far up its ass :V