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Davo87 changed their profile photo
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Davo87 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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CosmicShadow99 reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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Davo87 reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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Davo87 reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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I think in any case, its better to get the knockdown. Even doing this when your matchup is Tager puts yourself at risk. Since its BBCPEX Arakune, I understand curse is hard to get but doing this is regarded as bad habit against better players. Then again if your gamble bears no consequences then by all means.
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antonymichiru reacted to a post in a topic:
[CF] Arakune Video Database
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9:02 PM reacted to a post in a topic:
[CF] Arakune Video Database
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9:02 PM reacted to a post in a topic:
[CF] Arakune Video Database
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9:02 PM reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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DrKatz reacted to a post in a topic:
[CF] Arakune Q&A/FAQ Thread
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GcYoshi13 reacted to a post in a topic:
[CF] Arakune Q&A/FAQ Thread
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GunBlazer reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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I dislike reading long string combos and sometimes would condense it further by adding a bracket (filler combo) or link to a video. Its fine to write it out from basic combos but Im all for having intermediate screen carry combos to be condensed. In future when character specific combos are listed, I would suggest to group them by common strings.
- 25 replies
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Not yet. But a glitch for time stop has occurred. Something about if Araragi hits during the activation causes this...
- 99 replies
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After watching this setup for Zawarudo I noticed ribcage stayed up despite barrier gauge is drained. I guess its either the perks of OD or Zawarudo itself.
- 99 replies
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9:02 PM reacted to a post in a topic:
[CF] Arakune Video Database
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Not CPE but this would apply. Scroll down. http://www.dustloop.com/wiki/index.php?title=BBCP/System_Data#Ground_Movement
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Tenchi vs Hyunka (Rachel) https://youtu.be/LdQJTxqJ-qc?t=7317 Tenchi vs Oka (Hakumen) https://youtu.be/LdQJTxqJ-qc?t=7566 Tenchi vs Fenrich (Jin) https://youtu.be/LdQJTxqJ-qc?t=8060
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2/14 -2/17 Gamechariot Asai (Izanami) vs Watakko (Hakumen) https://youtu.be/TzeuLIjTLbI Tattsan Noel) vs Azupi (Izanami) https://youtu.be/bQuwiyQtkj0?t=11 Miya (Jin) vs Azupi (Izanami) https://youtu.be/bQuwiyQtkj0?t=205 yumura (Izanami) vs Juno (Kagura) https://youtu.be/4Iq5p_pXvy4?t=10 yumura (Izanami) vs Nomio (Kagura) https://youtu.be/4Iq5p_pXvy4?t=154 Azupi (Izanami) vs VER https://youtu.be/4Iq5p_pXvy4?t=591 Tamio (Rachel) vs Asai (Izanami) https://youtu.be/bTXKwn9GTKA?t=440 Meister (Lambda) vs Izanami https://youtu.be/5-ckWsdQeXw?t=212
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Overdrive Za warudo along + AF EA. 5389 dmg. Possibly more if doing the j2C combo into AF EA. https://youtu.be/AbPtwrIN4_o?t=1525 Note: Overdrive count down stops but you still gain active flow. Meaning you can do a longer combo to activate active flow regardless of the span of your Overdrive gauge.
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Has anyone seen Active mode crush trigger used with 63214D? Izanami is probably one of the few characters where CT would land a combo. Ive seen CT used in midscreen combos a lot, but not in pressure strings.
- 99 replies
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9:02 PM reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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Placeholder for further details. Feel free to add. Regarding Float its possible to do the following: double jump = float airdash to float superjump then airdash to float float to jump cancel then airdash Normals: 5A (standing jab) 2A (crouching jab) Gatling to 5B, 2B, 6B. 5B (back kick) Advancing kick. Gatling to 5C, 2C, 3C and 6B. 2B (slide kick) low profile and advances. Gatling to 5B, 5C, 2C. 6A (rising jump kick) Anti-air. Can float on hit/block. 6B (overhead strike) hits overhead and kd. special cancellable. float version falls downwards in steep angle. airthrow>float>6B. link 2C (claw swipe) Fatal counter properties. Gatling to 6C and 6A. link1 link2 2CC (magatama followup) causes spin on stagger. can followup with 214B. on juggle causes upward spin. 2CC connects only on crouch state. 3C (needle strike sweep) unsafe on whiff/block. covers range and advances in float combos. float version jump cancellable. 5C (palm thrust) jump cancellable. on juggle causes upward spin. Gatling to 6A, 2C, 3C and 6B. 5CC (magatama followup) causes standing stagger. can followup with 214A. 6C (2-hit king hit) slams opponent to ground. followup with 236C in corner. On juggle causes ground bounce. link 6CC (magatama followup) groundbound. can followup with 5B. jA (air jab) jB (jumping kick) Hitbox can crossup. jC (downward strike) vertical hitbox. cancellable to j2C. combo filler after jump cancel from f.3C and f.5C. jCC (magatama followup) spikes opponent downwards. j2C (magatama swarm) multi-hitting attack. jump cancellable into float 5B from trailer. Drives: 5D/ j.5D: Toggles Normal and Active mode. In Active mode blocking is disabled. D moves can be performed during the middle of a move. e.g: distortion, normals and specials. It covers for unsafe moves such as 6A, 3C and 214B. 2D/ j.2D Fires spread outwards. link link2 4D/ j.4D Fires magatama straight forward. 1 top 2 below. Frametrap. Combos. 6D/ j.6D Fires a cluster that tracks. link link2 1D/ j.1D Fires spread of magatama angled 45 degrees downwards. Link Specials: 214A (far palm thrust) cause wall bounce. on corner its wall combo. float j.214A remains in float. -Fatal counters lead to ground bound. Combos into 5C. 214B (slide kick) on knockdown, combos into 5B or 5C. j.214B teleports to ground. link -2C FC combo. 236A (dino skull) cause blow back. Followup after 6B. Combos into 5B on corner. On counterhit forces standing stagger. j.214B (aerial skull) ground bounce on juggle. combo filler after 6A launch. 236C (fireball) 3 chargeable levels. fireball can descend 45 degrees or 30 degrees. -corner combos from 6C or 2C on juggle. link1 link2 -lvl3 fireball midscreen combo. 623B (ribcage) strike invulnerable. depletes barrier to 50% before deactivates. depletes faster while absorbing hits. (max 4 hits) link >623B (followup) launches on hit. deactivates ribcage. 41236D (homing triad laser) tracks to target and pins with laser. throw>41236D>2B is combo. -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode. link. 63214D (spinning magatama) use after fireball oki. 5D>ribcage>63214D immediately. link -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode. 214C (command grab) drain opponent's barrier and adds to Izanami. In active mode can followup with 214D. link1. link2. Distortions: 236236B (rising kick) reversal/combo filler. See compiliation with RC combos. 214214C (timestop throw) Lasts 3 seconds. See combos1 combos2. Izanami gains no meter during this period. Can be extended with another 214214C. 720C (fullscreen timestop) 5 seconds startup. Costs 100 meter. Lasts <10 seconds. Setup. Misc: Crush Trigger: Wall bounces on hit. link. Throw: link Airthrow: midscreen corner link2 Overdrive: All benefits of active mode with blocking. Exceed Accel: Combo from 214A or f.214A. link Notes: Float Throw has normal throw animation but catch airborne. Airdash>float to continue pressure strings. link Float auto correct in combo strings. link Float strings for mixing up. (from f.3C jump cancel to jB or just land 2B) link In Active mode, 4D can continue pressure strings off 214A. link
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They lose sideways mobility with the slow-down cloud. A bugs to keep them blocking. Cross them up with teleport and bugs if they barrier that much. 6A will smack them down from the air if they are not barrier blocking. In the corner, use dive to cross them up.
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https://youtu.be/eKLjHNBtagA?t=722 Wonder what caused her to get hit during ribcage. It did not look like it expired. Whats Naoto's move?
- 99 replies
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Some Drive usage. On fireball oki, Drive > Ribcage gives access to Araragi - 63214D during the startup of ribcage. Corner setup Hitting sleepers. On 3C On 5C On 5C On j5D> 214B 63214D puts Izanami back into normal mode so its good. Do whatever you like.
- 99 replies
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Litchi vs Izanami X2 https://youtu.be/eKLjHNBtagA?t=1 Naoto vs Izanami https://youtu.be/eKLjHNBtagA?t=704 16/1 Hikone Friday Matches pt1 Tager vs Izanami https://youtu.be/FfPrkVGZGSk?t=405 Izayoi vs Izanami https://youtu.be/FfPrkVGZGSk?t=1012 Hibiki vs Izanami https://youtu.be/FfPrkVGZGSk?t=1400 Jin vs Izanami https://youtu.be/FfPrkVGZGSk?t=1594 Tager vs Izanami https://youtu.be/FfPrkVGZGSk?t=1809 Izayoi vs Izanami https://youtu.be/FfPrkVGZGSk?t=2236 Kagura vs Izanami https://youtu.be/FfPrkVGZGSk?t=2435 Jin vs Izanami https://youtu.be/FfPrkVGZGSk?t=3415 16/1 Hikone Friday Matches pt2 Izayoi vs Izanami https://youtu.be/EpTxYOkYQGY?t=26 Tager vs Izanami https://youtu.be/EpTxYOkYQGY?t=248 Hibiki vs Izanami https://youtu.be/EpTxYOkYQGY?t=3452 Rachel vs Izanami https://youtu.be/EpTxYOkYQGY?t=3604 16/1 Hikone Friday Matches pt3 Hibiki vs Izanami https://youtu.be/E98munmSsCA?t=1388 Tager vs Izanami https://youtu.be/E98munmSsCA?t=1586 Tager vs Izanami https://youtu.be/E98munmSsCA?t=1938 Nine vs Izanami https://youtu.be/E98munmSsCA?t=2177 Tager vs Izanami https://youtu.be/E98munmSsCA?t=2803 Ragna vs Izanami https://youtu.be/E98munmSsCA?t=2967 16/1 Hikone Friday Tournament Litchi vs Izanami https://youtu.be/EIZt6XIgyqE?t=722 16/1 Hikone Post Tourney casuals Hibiki vs Izanami https://youtu.be/iwqTbCE1smI?t=1696 Nine vs Izanami https://youtu.be/iwqTbCE1smI?t=1968 Hakumen vs Izanami https://youtu.be/iwqTbCE1smI?t=2202 Tager vs Izanami https://youtu.be/iwqTbCE1smI?t=3098 Noel vs Izanami https://youtu.be/A5RtCR_xX5M?t=21 Nine vs Izanami https://youtu.be/A5RtCR_xX5M?t=326 Kagura vs Izanami https://youtu.be/A5RtCR_xX5M?t=692 Nine vs Izanami https://youtu.be/A5RtCR_xX5M?t=1090 Tager vs Izanami X 2 https://youtu.be/A5RtCR_xX5M?t=1360 Tager vs Izanami https://youtu.be/A5RtCR_xX5M?t=2274 Noel vs Izanami https://youtu.be/A5RtCR_xX5M?t=2527 Tsubaki vs Izanami https://youtu.be/A5RtCR_xX5M?t=2749 Valk vs Izanami https://youtu.be/A5RtCR_xX5M?t=3103 Tager vs Izanami (muted) https://youtu.be/dkZxjqHnHTA?t=2828 Tager vs Izanami (muted) https://youtu.be/dkZxjqHnHTA?t=3508 Tager vs Izanami (muted) https://youtu.be/dkZxjqHnHTA?t=4424
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Based from Kiryu and Sugi's video, Izanami can choose to jump cancel from 5C or 6A>float: 6A (rising kick)>f.5B>f.5C>f.3C>JC> falling j.C: example. If you jump cancel on 5C you can do f.5B>f.5C> fall>5B>5C twice but looks strict. Or getting a Fatal Counter 2C>5C>f.5C>falling j.C>5C loop corner carry. If the opponent is ground bound say after FC 214A, 214B, its 5C>6A float combos. For corner: 5C>6CC (groundslam) >214A>5C>2C>fireball.
- 99 replies