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Everything posted by Zeromus_X
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Oh I totally forgot the black hole super had invul lolol. The true BlazBlue really DOES start here... -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
So they can't even reversal to hit her out of setting the lightning rod? Does that setup pass the Inferno Divider test? (Not near my console otherwise I would check) -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
So apparently if you barrier the freeze gun, you can punish it. You can IAD to punish or use a move like Blood Scythe to move forward and catch the recovery. Mu can even 6C FC it lolol. I think Bullet's normals are pretty good too. The only problem is that she has to haul her big ass around. It's all worth it when you dunk somebody though. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
GGs everyone. Many dunks were had. Kokonoe looks really good, but let's give it some time before proclaiming she's broken. If worst comes to worst Arcsys will make an emergency patch like they did for CS1 Makoto Parry Loop. Edit: Freeze gun does rape barrier, but not quite as much as level 3 drill, only about half of the barrier gauge. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
It's not just you, the input priority is a known issue. For characters with both DP and a fireball motion attacks, the game prioritizes 236 over 263. You have to be really accurate with your shoryus or try to hold 3 before pressing the attack button to get them to come out. It about made my head explode trying to do gekiren with Amane. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Just zone him oh wait you're Azreal I thought about learning Kagura but he's just too slow for my taste. I'd rather play Science Cat instead. I think I remember reading that the old CT and CS stages and songs would be available as DLC...if you preorder the BB anime blurays. Hopefully they make them available as regular DLC or they're available in the NA version. I'm pretty sure they're all still on the game disc since Noel's CT stage is in her arcade mode iirc. -
GGs everyone I played tonight.
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This matchup feels pretty solidly in Mu's favor. Bullet is basically like a slower Tsubaki with better frame advantage and more explosive damage. If she gets in she can stay in and end the game quickly but she doesn't have very good tools to accomplish that. You can outrun her and bully her with your normals pretty well. If she does get in though, be patient- she has a lot of + frame or neutral normals and her charged D moves with the red lock are all +. Her Crush Trigger has a lot more range then most characters, and is +4, so be wary of that as well. Her Afterburner lets her manually charge up her Heat level and has a projectile guard point after the flame pops up, but we should have enough crap on the screen to prevent her from doing that too often. If they're bold enough to attempt a level 2 charge, you can even run up and 5C CH or 6C FC them. Her 41236C (Miquelet Capture) is projectile invul, but only from 8-31F, so it's somewhat unreliable. She has a DP throw (Cutting Shear) that's invul from frame 1 but you can block it and it's range is so short you can usually just ignore it depending on your oki setup. She also has a 720 super but I wouldn't be particularly worried about it unless you have really low life - without 100 meter for the followups it only does around 2000 damage. So you can pretty much go on ham on the offense against her.
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This matchup feels even-ish from what I've played so far. Maybe somewhat in Mu's favor due to better neutral and Izayoi's poor anti-air and defensive options, but she can run a train on you if she gets her game started. I agree that you shouldn't play too lame and avoid letting her get stocks for free - try not to block her Sonic Sabres as she gets a stock if you block them; evade or Habaya through them instead. Dealing with multiple D Sonic Sabre into mixup city can be pretty terrifying. Be careful with your zoning though as she can easily teleport through Habaya and Totsuka to CH you due to their increased recovery. On the reverse, if they aren't actually reacting with teleports to punish zoning, you can CH them with 2B or even 3C for juicy damage. If she's in Gain Art mode try not to let her run into your face for free. Look out for them trying to cover their approach with a D Sonic Sabre. For her JUSTICE reversal super, it is somewhat safe if you don't block it from up close as it is only -20, and she can cancel into D teleport on hit, block, or whiff. Rather than deal with any of that, try to DP through it during the super flash, you can clash and mash DP to CH her like against Tager's Magnatech Wheel. EDIT: ninja'd
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Speaking of extra copies, Nippon-Yasan gave me the reacharound and wouldn't cancel my order...so I have an extra copy of BBCP for anyone who wants to borrow it or play it at Ruben's. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Learn Bullet so we can actually have an all-Bullet ranbat. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I refuse to accept this. Robotemkin must be a reality. I wish I could make it Wednesday afternoon; but work and stuff. Are you back to hosting on Friday Ruben, or do you still have family stuff to do? Also I dunno if you remember Phil from PCP, but apparently he actually plays Blaz and preordered BBCP. Hopefully I can get him to come to one of your meetups so we can have a new face. -
You're right - edited my post. I forgot about j2C since I would always trade with it, but pre-emptive j2C, 5C, and 3C are all good options.
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Pew pews vs sticky hands. -Neutral is interesting as both characters have a lot of mobility options. Amane's normals can cause some trouble for Mu as they can catch her setting up at fullscreen where she's normally comfortable. However, a lot of his normals have very specific spacings and he is in a bad place if he whiffs one of them, which Mu's mobility can easily accomplish. It's somewhat difficult to anti-air Amane with his fabhop, jB, and jCs, so to some extent you have to respect him flying around in the air. Don't be afraid to attempt to airthrow, jC, or 2C them if they're getting too crazy though. -Amane's high/low mixup is almost nonexistent, but he stay in for a long time. Look out for crossups and throw/TRM/throw baits. He can actually get crazy damage off a CH j2B throw bait. When his drill is at higher levels manage your barrier carefully - don't be afraid to Counter Assault out of chip damage setups. -Once you're in you can pretty much go ham as Amane has no reversal options without meter. With meter, expect a Counter Assault or reversal super to get out.
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Got to face a few decent Kaguras on netplay. He's slow so it's easy to outmaneuver him, but his okizeme is good enough to where he can seal out the round just by getting in once. -His sonic booms come in A and B versions. A version is faster but can get popped by Habaya and any stray stein lasers. B version is weird in that it has more durability the farther away it is, but less the longer it travels. Habaya will trump it in either case but it can go through Totsuka and several Habakiri. -His flash kick DP can't be crossed up since it's a charge motion, and it is air unblockable, so make sure to respect it. If you hard bait by running up and airdashing back, it is a bit difficult to always get a 6C FC because it doesn't have that much recovery. 5C CH > 6C > etc. is a more consistent punish in this case. Need to test and see if there is some kind of safejump we can do against it. -Always be aware of his 6D~C "Coup Droit" move with super armor. It can easily catch you getting complacent at midrange by ramming through all of your projectiles. Non-projectile attacks can beat it, but if it's already active you may get into an unfavorable trade as it wallbounces on CH. One thing to keep in mind is that he still takes some damage from attacks he super armors through, so if they're at a sliver of life left, you can feel more safe to set up the laser fortress. -If he gets in, good luck, you probably need to use a burst or Counter Assault at this point. His B sonic boom oki is almost perfectly spaced to just ignore Mu's DP as a reversal option. Once you have to block, you get to deal with a command throw (5D~B), a crossup stance that works in the corner(6B~D), and a 17F overhead (2D~A). He can get a combo of all of these that ends in the same situation, and he can pop an OD for 4k+ unburstable damage off the command grab. Thankfully the frame advantage on a lot of his moves is poor and he has a lot of gaps inbetween his chains, so his offense is usually short bursts of mixup rather than extended pressure. Also take advantage of the fact that our DP clashes pretty often against his stance attacks so get ready to mash like Jesus.
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I've only fought a couple decent Azreal so far, but here's what I've learned: -For Growler (his DP), it will only continue to be invincible if it absorbs a projectile. But if you hard bait it (i.e. forgoe projectile oki), it has enough recovery to where you can almost do whatever you want to punish it. Just don't try to use 6C as it is a projectile. -If he absorbs a projectile with Growler, respect the Phalanx Cannon. It'll cruise through Habaya and any stein lasers or bombs. -From midrange, watch out for his Gustaf (236A). It's +1 but he often can't really combo after it on hit unless it counter hits you. Nevertheless it is a fast/good option for him to catch you whiffing a move to get in. -Take advantage of your mobility as Azreal has limited options to close distance safely. -When he gets in, be respectful of his pressure as a lot of his buttons have good frame advantage. Watch out for cross ups/throw mixup with his teleport dash, and his 5D/6D overheads and 2D/3D lows. His dash can even cross you up in the corner. Save your burst for weak point dunk combos or his Valiant Charger/Hokuto no Ken loops.
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Is it even possible to link the dash 6A after the first 5[D]? It just feels like there's not enough time. I can get the combo to work by replacing it with a regular 5D though.
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I can get this to work great up until the end. Either the second SoD whiffs after 5D on different chars, or they pop out immediately when it hits due to SMP. Still, 4k-ish and 30 meter gain seems good. Also something weird I ran into while practicing this combo...if you hit with Ikutachi so it OTGs, it seems like it isn't stein cancellable? For example, 6C FC > SoD (full charge) > Ikutachi will combo, but despite how much I mash D Mu will still go through the recovery of Ikutachi, very strange. It's no higher or lower in the air than doing a regular bnb off of 6C so I don't think it's height-related; it seems like an artificial restriction. Would've been baller to do a full charge SoD then go through the Ikutachi > charge stein route.
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Oh man you mean you have to do a 7jump for the IAD combos? I was wondering why my jB would be too low. All this time I've just been doing IAD jC > j2C. Also anyone know what the best meterless FC combos are? I made up this one today, I'm sure it can be optimized further. (midscreen) 6C FC > 5D > Ikutachi > j6D > 44jC > land, dash 5B > 5C > 5[D] > jB > jC > j2C > j6[D] > 66jC > j2C > 3C > 214[D] (j6[D] hits) > j2C (4.3k, 5.1k with Omoikane, builds 30 meter)
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GGs everyone I played tonight. This game is like crack.
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I think ending in DP on weaker starters is perfectly fine to tack on a some extra damage since it's untechable forever now. @pochp/C0r: Are the matchup threads going to be created soon?
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Yeah it is kind of annoying; too far away from the corner and you'll have to settle for a ghetto 5C 6C combo if even that. Also I am not used to really doing super jump j2C for the corner combos but now it seems mandatory, I really have to grind that 282C motion. On the plus side our combos are hype as all hell now. It is hilarious how everyone IMMEDIATELY bursts after they get hit by 6B, even if it's early in the round lol.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
GGs everyone. It was really cool seeing so many people playing; I don't think I've seen that many setups at a gathering since Ruben's old place. The true Chronophantasma starts here -
GGs zking. Why does Altar have to be Mu's default stage again, I was looking forward to Rail Station. 2 MORE YEARS
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Kagura does look a little obscene. Throw into 4k into sonic boom oki into command throw/crossup in the corner then do it again. At least he's slow as molasses so it kind of makes sense for him to have strong oki tools but it's a bit out of place for a char to get so much meterless damage.