Jump to content
Dustloop Forums

TheGreatReptar

Members
  • Posts

    1,157
  • Joined

  • Last visited

Everything posted by TheGreatReptar

  1. I wonder if you can actually safejump OS an overdrive activation like doing a safejump sweep OS in Street Fighter. Although against some dps I imagine you can block then activate and still punish
  2. You can OS Azrael dash through shenanigans with 421C~A+B to replace 421A+B+D. Thanks to the new input buffers, 4214C~A+B accomplishes the same thing too, but high blocks
  3. OD black hole works like old black hole (except the pull is even stronger so characters that could delay roll>super can't). There's also combos Koko can do to leave herself far enough away from the corner that she can still do regular black hole.
  4. You can do 5A>5C~5B to where if 5A hits, 5C comes out, but if 5A whiffs, you're inputting 5C during 5A's recovery and 5B comes out afterwards and 5B will hit. The only problem is that you can't convert off the 5B at all due to the spacing. Only thing I can find that can OS his backdash that's worth doing is just doing 5CC.
  5. Noel's 2A traded after barriering Errol, so 7 frame moves will trade. Still need to double check to make sure I'm barriering the last hit and stuff. All my testing was pretty quick last night before I hopped on trying to learn new Izayoi stuff.
  6. 7f trades. I'll double check stuff later, but Noel barrier blocking then mashing 2A would always result in a trade for me, while barriering then mashing 5A won. It makes me sad I could never get 6C>CT consistently in 1.0. It'd have a 1 frame gap with the extra blockstun from 1.0..lol
  7. If they won't mash though, why not crush trigger them?
  8. CH5B/5C>6C>214214D>421D>236D>421D>236D>623D>j.236D>j.214D>236236D still works. Can't get any other ender with double 421D>236D though. They'll tech immediately after other moves. It still does less damage than CH5B/5C>6C>214214D>421D>236D>623D>j.236D>j.214D>214D>22D(charged)>6C>236236D though
  9. 6C>214B/214D/22D/22B all frametrap. 6C>Crush Trigger has a 7 frame gap. 6C>63214C or 6C>623C/6CC can be a really stupid strike/throw mixup. Mostly just gimmicky stuff of of it. Also, from that Kuresu video everyone was talking about earlier, he did BBB>5D>6B(w)>5A as a fake fuckup frametrap. Need to look into it more. Seems to frametrap with 5C sometimes, but only off better starters. Tager can also A buster it.
  10. I thought it was 3 myself until I went and checked
  11. OD charge canceling is 4 frames faster than normal. 5B/C are +2. 5CC is +4.
  12. I don't because I'm quite prone to doing the 5C too early and having to just go straight for the air combo. It's not worth the potential damage lost on a screw up for the small bit of extra damage when I get to land it. I guess I could learn the timing, but it's like the only instance of 214B>5C where you have to time them getting close to the ground. Pretty much every other instance of that the opponent is airborne so you can just do 214B>22B(w)>5C to make the timing braindead easy. Air knockdown also sucks. I tend to only go for it when I have to (jump out confirms for example), or if it's a CH/punish combo just because I want damage.
  13. That's like saying 623C>j.214D is safe if you only do it once per match because the other person messed up and did a move too slow to punish it.
  14. 4/25/14 Tachikawa 2v2 Sankyuyukki (KG) vs Kuresu (TS) Ganbaru (MK) vs Kuresu (TS) Itachi (BL) vs Kuresu (TS) Kuresu (TS) vs Yoshiki (Nu)
  15. 4/9 Shinjuku Sportsland Shino (TS) vs Mujun (PL)
  16. There's at least a 7 frame gap between 5B and 6C on the ground. You can madh throw between hits. Tsubaki can stick out 5C and CH you if they IBed. If 5B hits non-CH air hit, the other person can tech and hit you on the way down while you're recovering from whiffed 6C. You're playing bad people if it doesn't happen to you. I can think of like 3 instances where the latter happened to me last tournament I was at. And by autopilot, Errol meant just buffering it behind 5B without the 5B punishing something.
  17. For CH5B/5C into 6C, you either just know it's going to work, like with a punish, or you're fishing for it by trying to stick out 5B at ranges where you think the other person might hit a button. 6C's safe on block since you can just jump away, but just buffering 6C behind 5B is pretty risky since if the 5B hits an airborne opponent, you're going to die (especially if you mashed out 6CC), and there's always that pesky gap before 6C. It's something you have to get a feel for. Alternatively, fishing for 22B CH is a little less risky. 22B is slightly slower, but has better reach. It's like 7 frames slower total in case you whiff, although you don't have to deal with being horrible unsafe on airblock, and it's confirmable when it gets a CH.
  18. Pretty much any normal starter that you can hit super jump j.B after you can do it.
  19. Use 5C instead of 5A since it has better range. Ice car is -8.
  20. 5BB>5CC>22D>6CC>BBB>5C>2CC>j.236A also works iirc
  21. Tsubaki can punish Litchi trying to do 6D>CT with 5C. You can also OD between the hits and the CT whiffs entirely. You have to be really aware of spacing though. If Litchi does 6D at max distance, she'll be too far back for 5C to hit, however she can't go into 6D gaplessly at that range to begin with. 50% health 50 meter OD combo does like 5400 damage. 5700 if you had another charge and get the 5 charge version of 236236D. Solid. Can also get way more with mugen Edit: If you OD punish, dash 5C still counterhits. Getting 7800 damage at 100 meter
  22. I'm actually starting to really dislike ending combos in 22B midscreen against Amane, since he gets to go into the air and play his game afterwards. Also, doing crossunder 2B(w)B is really bad in this matchup. Amane hitting 4/6 B~A OSes 6B and barrier for left/right. Not sure if doing 2B(w)>5C works on him, although he can also do 6A>kara B, and get 6A or barrier as well which is slightly faster and might hit Tsubaki out of the 5C. Need to check.
  23. Just some notes: Haku can't do anything about meaty 6A when he doesn't have Yukikaze stocked. Gotta be on point with the meaty timing or he'll counter or TK Hotaru it. Haku with 2 stars after a knockdown where you can't get meaty 6A is the worst. You're in this wacky RPS game where he's either going to block, TK Hotaru, or counter. Generally I'll dash up 2A on an expected Hotaru, since it won't hit you crouching and if you time it meaty enough you just hit Haku out of jump startup. You can also just sit and crouch block in his face to see what he'll do an react accordingly, but you're also giving him the change to escape or just hit buttons on you. The RPS game gets easier once you get 50 meter and charge though, since you can mugen on his wakeup to freeze frame him to see what he's going to do. In the off chance you freeze-frame a Yukikaze, you can actually do a full charge 22D to punish it. Neutral's tricky too. I think the only normal he has that completely outreaches everything Tsubaki has is 4C, which I don't see very often playing against Skeletal Minion. 22B reaches farther than his 3C though, so fishing for CHs with it can work if your spacing is super on point. As for Haku doing 6A>3C or 6A>counter, pretty sure kara grabbing will beat both of those options. I'll try to clean up how rough these notes are later.
  24. http://www.playstationtrophies.org/forum/blazblue-chrono-phantasma/214780-highlander-mode-help-thread.html A couple characters are a little iffy (especially Litchi. OD All Green destroys in Highlander mode) but it should at least give you a good idea of what to do for everyone. Also regardless of which character you're using, save OD for core mode. You just straight up do more damage to it regardless of what moves you're using in OD.
×
×
  • Create New...