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4r5

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Everything posted by 4r5

  1. and now for something interesting http://www.nicovideo.jp/watch/sm8014676 http://www.youtube.com/watch?v=RhLMsb97cvg
  2. This is how optionselects pretty much always work, in all games: If you can do them, then you always do them. An example, You can either do a 5D with no chance to throwbreak, or you can do a 5D with a chance to throwbreak. Take your pick. also, this is the combo thread. edit: also, I'm not sure I would call that an OS since you aren't thinking, "oh, he might throw me, so I'll OS between a throwbreak and a drive-counter." Since the idea of an OS is that all the possible outcomes workout in your favor, or are atleast better then not OSing at all. But like, ok you OS a throwbreak with a drive-counter, so you either break the throw, or you randomly d-coutner something, or you get hella punished. It's better to not use this 'OS' at all or OS a throwbreak with a barrier. This isn't so much an option-select as it is a superior way of doing the d-coutners. more edits: also, I like to call this stuff throwbreak-install.
  3. my box rrod'ed, so I can't double check, but iirc it should work on everybody. the timing on the 6C is character specific
  4. All the noobs moved to the blazblue forums. All that's left is a bunch of people with all the answers. What's in the guide is pretty much what is known. I don't think anyone has any hard numbers. Just a bunch of anecdotal evidence.
  5. If you ask me, practicality is over as soon as you pick Hakumen.
  6. i guess you can cancel the super-counter into a shippu
  7. cool points indeed. doesn't Shippu do more damage then the super-counter
  8. Shippu has 7 frames of invincibility All bursts have 6 active frames. it's tight, but you can Shippu through a burst.
  9. neat and I was just thinking about trying out a new hakumen strategy? get 8 stars, CH 6B or 6D, into mugen combo to force a burst if they don't burst, that's fine if they do burst, bait it with Shippu for the win if they do burst, and you fail the Shippu punish they still have to fight the rest of the round with out barrier plus extra damage win/win/win?
  10. What? after a 41236C, you hit C again and do it into another 41236C. that's it, no trick
  11. It's a link. If you hit C and no C comes out, you hit the button too soon, you were still in recovery from 41236C. If C does come out but doesn't combo, then you hit the button too late, you waited too long.
  12. from a double jump, you get nothing. from a super jump, you get an airdash, if you haven't used it during your superjump
  13. ya
  14. Sorry, I accidentally left a few words out of my previous post. I fixed it. If you're doing K-HS>KJT>KJ(frc),S you can never be too close, but you can be too far. On Baiken, you're probably going to have to adjust the combo a bit. She likes to pop high.
  15. What character are you doing this on? Also, positioning is important. You don't want 5K to connect from too far. Are you flying over and past them, after the KJ?
  16. gonna bump these, in case the auto-purge tries to eat them up
  17. gonna bump these, in case the auto-purge tries to eat them up
  18. 4r5

    [AC] How to hit people

    http://forums.shoryuken.com/showthread.php?p=7270498#post7270498 Nicely presents some of the ideas I've tried to touch on in here, but was too lazy to organize into words. Particularly the how to beat reaction part
  19. I pretty sure the "lag" people talk about is just from the extra travel distance, from dead to activated, on the shoulder buttons
  20. Gilgamesh is Gilgamesh tier, and everyone else is below him.
  21. actually, I'm finding a lot of the videos I were looking for on nico, but at bad quality. Maybe I can just tell you exactly the videos I'm looking for.
  22. What sort of tournament system?
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