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Everything posted by TD
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hes been doing that combo for a very long time, im surprised you didn't see it beforehand. he has an alternate version which l haven't been able to see which lasts longer, but here it is. ...jb ja jc land dash 5b 5c 214c dash 5b 6a delay 236a microdash 6a (dash) 5a 6a delay 4b slight delay 5cc 214b 3c 214a. and another if there is no pole and 5cc has to be used early: ...5cc dash 5b 6a delay 4b 214b dash 5a 6a 236a 3c 214a
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by situational, l don't just mean resources. no meter will not keep ragna or litchi from dping. there's also the universal roll after fuuenjin method which puts the game back in neutral, one with teru's back to the corner if done there.
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the entire sequence from 5c can be buffered. it must be instant to be gapless though. without buffer the window for execution is small. ---meter steal is a situational concept that requires a burst (and heat; though its not hard to get for terumi, the burst is important and 50 heat is still required to start) and doesn't end in oki. if it is done, it may give the foe a chance to escape. it isn't as big to his gameplan as you may think. it's more of a secondary strategy due to the above points. more of a perk.
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Some ct's see limited use in charging for combos. Amane gets one of his strongest setups from charged ct like this. It shouldn't be too hard to prepare for a ct you've never seen before, because the foe needs to be on the ground, close. If he flashes white: barrier. There are sound and visual cues once the initial ct is experienced.
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2a , 2d (if it is blocked on the ground) and 6b are also good links into j2d. any deep jumpin -> 5a -> j2d also works. only 6c j2d is gapless but its probably his most famous mixup - and not in a good way.
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He can keep valk out. Not forever and he is screwed if he gets caught, as in, he probably lost like vs tager. Everything cynthetik said, plus movement is pretty good to fall back on to get around. He plays a lot like a permanent staffed litchi with a fabhop; usually, if amane gets hit in neutral it should be because he screwed up his reaction time or he didn't choose the right poke. Valk doesn't want to stay back so he is taking a risk every time he uses wolf to get in. I'm not counting old man hop in human mode. This is of course assuming both players are on equal skill plateaus. Valk also has trouble vs drill setups and no strong defense of his own, he could lose just as likely as amane if he allows the scarfed warrior to get his level 3 drill early on. Besides these points, midrange goes more to human valk, while faraway will almost always go to amane, and momentum for whoever gets that hit. At least valk has 6a, we don't have shit, so we'll lose more definitely than he with all those mixups. Jin is hard, lots of running, bit I wouldn't call it 7-3. It is most certainly disadvantageous though.
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I wanted to include 6d but my testing kinda made it a ghetto setup that can definitely be gotten out of, which is back dash 6d. Admittedly I did not think of that [4] 6d setup, which sounds like a great way to get it as a true blockstring. Same with the double crossup, this is a perfect time to do it, I was beginning to give up on the concept because it was hard to pinpoint the perfect time to do it. (Though my first priority is almost always 6d anyway, so it never really came up until very recently.) great ideas. There are probably more crossup shenans with j2c. At splack, amane is more pressure oriented, he's more of tricking the foe into thinking he'll be unsafe, pushing them out of range for a c normal or doing zettou as a mixup. Done enough, it can put a ton of weight on the foe. Ultimately his pressure serves not only to bait the foe, but to deplete their barrier gauge so that he can utilize all his drills. The faster he gets to level 3 the better, except against experienced specialists you'll have to do very ghetto setups that could fail. His worst feature IMO is that he is, if not more, unforgiving than Rachel, who also can't miss a beat, but in most cases he has higher risk and lower reward. On a good day he can get the level 3 quickly and end the match just as fast, something rachel takes forever to do, but with 1000x more security once she knocks you down. I also never played a girly man before, and it is a rather interesting experience.
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You can crossup with IAD J2b as the drill active frames end. It's a lot quicker if they are in the full blockstun. Ct is ok, it should be covered by the blockstun, but unless it's level 3 you'll have to be really close for full coverage. There is also the risk of drill auto dropping your combo if it's done too early- you'll have to experiment with this yourself. Empty low works. A zettou should do the trick and then you just land and 2b. Ja is not really recommended, you're not getting much, but it is some form of mixup. I suppose d could work here, but it just isn't worth it at level 1, but absolutely at level 2 especially when on the higher end of the meter. Use your best judgement on drill meter at level 3. If the goal is to eat barrier, or it's for the kill, any drill would work, but again, level 1 is too situational to be of much use. On hit, use a launcher to confirm a longer combo. J2b is best. 3c if the foe is hit in the beginning frames. Keep in mind that no matter what, if the drill hits them you will not get a very damaging combo, somewhat limiting use of ct. It is the best time to go for extra heat, corner carry, and/or another oki setup.
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looks like 4b[e] itsuua works. current combos aren't completely dead, but hitconfirming into said combos will be a wee bit harder. she'll have to hit with 4b right after staff2 hits, and some CT combos likely will not work anymore since they need 4b[m] to continue. she looks to be very strong still.
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it should be level 3 but could be level 2. jc catches rolls better due to longer downward hitbox. extra startup is also helpful for timing meaties. jb does not have these luxuries but is a solid normal in it's own right.
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cute, yes, but how is this proving she is the best character? not that l disagree with you. because she is. involving the pumpkin change, it seems good after oki, you can get more uses out of multiple 2d's. *= pumpkin blocked (corner pumpkin oki) 2d* ja jb dj 2d* land 2b while this is possible in previous games, it's actually safe due to the second pumpkin block, thanks to the buff. N-O does it quite a bit in the a-cho posted above. errol is also right. it only didnt hit before due to the 5f startup on pumpkin. it means rolls are going to be more difficult to beat, or we'll have to start doing jb jc instead of jc, which is still good compared to the former.
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Aksys displaying Favortism toward certain characters?
TD replied to fishnet's topic in BlazBlue Gameplay
hazama has trouble getting in on people...? uh, did l miss a game of this being the truth? hazama doesn't use his ground dashes to move around nearly as much as his airdashes and chains. chains in particular are what give him top mobility. couple extremely quick movements with a feint chain, one that can completely dodge everything for a full second, one that crosses up among other things, and you have a character with every option to get in while avoiding counterattack. there is plenty more to the paltry list l just created, but i'll leave it at this for now. also, he gains a chain stock on block and two on hit. he may not be granted infinite movement exactly, but proper movement along with the player's knowledge of running, zoning, characters and tricks can keep him running a long time is he wanted. a meager, but damning example would be the iketakeda vs mikez match a few years ago. -
It's the level increase Sent from my iPhone using Tapatalk
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Some of those attacks got guard point as evidenced by the blue circle near the colliding hit/hurt boxes. Some attacks went straight through. It was said that 236d was only getting projectile invul, not guard point and full invul, lol. Looks like amane is speculated to be infested with bugs in this coming patch. Can someone call the exterminator? Sent from my iPhone using Tapatalk
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the changes across the board are pretty large, and the newest chars will become 'official'. whether that warrants another thread... l would say yes. because of the changes overall. either that or the new patch vids being labeled as such which may take up more space.
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Ah, I though you would have wanted help with some of them, but it appears that you already had all the answers for everyone and just busy. Alright then
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Rachel will be able to wind tech out of most, if not all of these including corner setups, wouldn't she? Using 4 and 6d to emulate backward and forward rolls respectively, and giving her the invul of a neutral tech. Certain closer setups like 3c can still catch her if she wind techs into a and b harikens.
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seems silly honestly... not sure what they want to accomplish here, it was fine the way it was. dont remember the frame data for orochi (17+3 iirc), that means nothing into the 50/50 will be safe because he doesn't and wont have a lv5 attack. if the low is faster, this is sort of remedied.
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untech time decreased by 1 frame on 3c, pretty sure thats only affecting combos on the brink of the combo timer. it should still be ok to do in general. 6d change may hurt. no more double 6d combos on the big guys perhaps, maybe some others will be harder to otg with change to command grab... not sure what the hell the first change is for. stealing meter in OD is ok l guess. jagaku stealing meter in OD is good
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your fault for holding out any sort of faith in this community.
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that plat should have more options? or less? @errol, you know rach can get 6k from ja right? corner, 100 meter and OD (l think it can be full life?) with a mere 50 heat and 2 wind she gets 3.4k or more. the latter being more practical. without heat its still a mildly damaging combo that needs these + frog and the only oki gotten is pumpkin (safer anyway). also only half wind gained back without super. most of the time she will barely hit 2k though. none of this will work come 1.1.
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at the -very least- 22c will connect into 236(6)d, aiding in damage and corner carry. edit: @assassinine the setup is ghetto within itself, but l was just making a point. neutral jarin, even post patch will be lackluster.
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not sure how to feel on the whole 22c thing. knocking down with 3c isnt too hard for teru, so heat gain and corner carry is going to be a lot more consistent between 22c, 236d, 5d. but it seems slightly too easy. whatever too early right now and new jarin, i -guess- its to make people scared of it bc right now its not very scary outside of OD setups. in neutral l guess it could be more of a yolo thing.
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thats a pretty sizable nerf but he should still be able to stack high damage consistently once he gets meter. its seems more of a OD meter gain/finisher nerf, or that the player could get one or the other.
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thats unfortunate considering his lack of mixup but it should help relieve the scrubbiness of the string. it should only benefit dpers without ib, the rest would have to ib backdash. not particularly difficult to do, but he should still be fine.