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Overheat

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  1. I nominate Bibiquadium for playing an integral role in the sustainment and development of Montreal's BlazBlue community. He streams casuals and ranbats/tournies, bought a new laptop just to be able to stream, manages Montreal's anime fighting game forum Sankishin, as well as many other unspoken deeds that have helped the Montreal community for the better.
  2. It easily works
  3. Courtesy of Bibi: http://www.sankishin.com/graphics/rita.png
  4. I'm not entirely sure, but I'm guessing you could do X > Gold Burst > 5DD > 236C. Given the starter sequence you presented, here are two options: (midscreen) 2DD > j.DD > j.2DD > Gold Burst > 5DD > 236C > Dashing 4B[#2 only] > 2DD > TK > Dashing 6DD > 2DD > air ender - you can do Dashing 5C[8] > 4B[#2 only] > 2DD > air ender instead, as well. (midscreen to corner) 2DD > j.DD > j.2DD > Gold Burst > 5DD > 236C > Dashing 5C[2] > 6C > 236D > 214D~C > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender While it may not be optimal, it might be a new idea to consider.
  5. Bibi will be streaming some casuals, as well as a ranbat, tonight. http://www.twitch.tv/bibiquadium Archive matches here: http://www.twitch.tv/bibiquadium/b/327593425
  6. That's the opinion of some people, yeah. I don't think she's S tier, though. If I'm not mistaken, isn't Lambda-Hakumen supposed to be more even now?
  7. IMO, CSE Lambda is arguably the worst iteration of Lambda. I would personally rather have CS1 or CS2 Lambda than CSE. You can also theoretically burst inbetween her Drive hits, like 5D and 5DD, and it'll leave her stuck in recovery. It's a lot harder to time (impractical), in practice, though.
  8. aka Every character except Rachel, Litchi, and Lambda lol. Most other match-ups are fine, but it sucks to just have to play off of theory against some characters. I don't intend to play nearly as much on Sunday anyway. While fun, I played for way too long and stayed too late.
  9. No problem, Brice. I know you're an eccentric kinda guy, but it's all in good fun (and entertaining as well). GG's to everyone I played today. Thanks to Bibi, Blade, and all the others for staying late and helping stream. Glad to see a lot of you make it out. Too many awesome moments, and too much tamashii and fun was had today.
  10. Jeez, you guys are too silly lol
  11. I don't play against Hakumen =/ The only times you'd see Lambda-Hakumen are if I play my Hakumen against my brother's Lambda, or if Psykotik94 came over for a meet-up and played Hakumen against my Lambda. Yeah, I think he will be there.
  12. I think this match-up is 5.5 in Litchi's favour. Her staff can cancel out a lot of our projectiles, like our 5D, 6D, 214D, etc. Against Litchi's Itsuu B (straight), you can backdash the second hit if you block the first. If your Drive gets absorbed by Itsuu (guard point stance) and you have to worry about her follow-ups, you can RC it, or, if you're feeling ballsy, risk 632146D for the FC. Litchi can use her 4D on wake-up to escape 236D oki, but you can fix this by doing a Dashing 6A after setting up 236D. It'll either clash or get you a CH. If it clashes, cancel into 6A again. If Litchi has 50 Heat, she can use her All Green to escape 236D oki. It'll always hit us. We can't do anything about it, so opt for 3C > 236A, or even just 3C by itself. Litchi's 6D is +3 on block, so if you IB the second hit, you're both at neutral frame advantage. I don't recommend mashing anything here, since you'll both have to guess. Either a backdash or jump+Barrier work well here. If you're in the corner, then just jump+Barrier, of course. Don't burst at her 6D; she can RC the first or second hit on reaction. Litchi's DP is a bit harder to punish than most, due to its last falling hit. For punishes, just stick with CH 5D > 236C, CH 5C[1] > 236C, and a Dashing FC 214A. She also cannot RC it. Make sure you're out of range of the last hit when punishing. You have enough time to walk a bit forward or back to position yourself. If the Litchi messed up and you block any of her Three Dragons (Haku, Hatsu, Chun), she'll usually delay cancel into the other unused Three Dragons to catch you mashing. It's very easy to punish, regardless. If she's using her Kote Gaeshi (moving the staff forward or backwards) a lot in pressure, you can Throw her out of any follow-up. It's not as safe as it looks. X > 236C > 236D can work on Litchi midscreen. X > 236B > 5B/6B can work on Litchi in the corner. Overall, Litchi has a pretty good hitbox for Lambda's combo's. Litchi, more so than most other characters, has a devastating corner game. She also has a fuzzy guard with her j.C, so just be wary of it. If Lambda doesn't have more than 50 Heat, Litchi doesn't have to respect any reversal. Expect to block a lot.
  13. I don't really mind, either way. I can show up earlier, if that's better. I personally don't mind staying until whenever for Foonzo. The only concern I have is making the "last call" for the hotel, if there even is one. As long as I can make that, and as long as I let my aunt know in advance, it'll be fine, I'm pretty sure. Whatever you guys want to do, I don't mind.
  14. lol, I already play offline and upload videos every 2 weeks or so. It's just that my internet really really sucks now, so much right now that I can't even upload or watch video's without it dropping midway through.
  15. Air DD ender or just the non-DD air ender?
  16. With Gravity: (corner) GC > 214D~C > 214D > Dashing 214A > 236C > Dashing 5C[2] > 6C > 236D > 214D~C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (6679, ~69) After most GC's, you should have enough time to react and use 214D~C (even midscreen). You can dash or walk a bit, for optimal spacing.
  17. Yes, good catch. I forgot to mention that. She can control wherever she goes, so she can try to go through some blind spots. I don't think it'd work all the time if you're in a really good position, but sometimes she can wind down and escape 6DD, or wind towards you and escape 6DD and probably be at a frame advantage.
  18. If you're comfortable doing that, then sure. Your combo is better, but harder. The 6DD > 2DD > 6C, and especially the 5DD > 2DD > 6C are a lot easier because of their hitboxes, active frames and start-up.
  19. Pay attention to her Wind bar. When she has Wind, she can approach you very quickly (and at awkward angles too, if she wants to), make her unsafe moves safe (with pumpkin), extend pressure and attempt hard-to-block mix-up, and avoid your oki. It's important to note that Rachel's 5A and 5B are her only jump cancellable options, so look out for those if you expect her to do her instant overhead in a blockstring. If you're stuck blocking her frog or Tempest Dahlia, then she gets a free approach and mix-up. If you can, try to IB most of both. If she tries her ground overhead in a blockstring, you can usually mash out of it. Just be wary of her frog and pumpkin. She can hold onto her 3C to have more low hits connect, and it's not punishable, unless the later hits whiff, of course... From about 3/4 of the screen away, you can punish a lot of Rachel's mistakes. You can super flash buffer Legacy Edge in reaction to a random Tempest Dahlia from around this range and further, too. If you're stuck up close, and the Rachel's fond of spamming her A Lobelia when you're in the corner, then you can IB and CH 3C[3] > 236D > Dashing 236A > Dashing 6C > 236C > 5C[1] > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender. Remember to use your Counter Assault every once in a while. Other than that, Barrier Blocking and IB'ing are very useful as always. Rachel has a reversal of sorts - her cat chair. It only has guardpoint starting from its 5th frame, though. You can Throw her out of it, if you're feeling brave. If, for example, you get caught doing a 4B that gets absorbed by cat chair's guard point, you can RC it and punish her. Be careful about using Spike Chaser in this match-up. It's great at fullscreen, but at any other range, she can punish with a Lv.2 j.2C if you don't space it right. She can also do this if you screw up a TK and get 214D instead, like in a corner combo. So you may want to consider opting for easier combo's sometimes, if you don't want to risk dropping it and getting punished. For Drives in this match-up, I recommend 6D, 2D, j.D, and j.2D. 236C > 236D works on her midscreen. You can OTG her (if she doesn't tech, for example) with 5DD and continue with 6DD or 236C. Throwing Rachel, even if it's a purple Throw, will destroy her pumpkin and frog.
  20. Another random note, but if you like doing safe and easy corner combo's like Yoshiki, then consider trying out a slightly harder version that gets rid of any height problems. (1.) Yoshiki 4B > 2DD > TK > 6DD > 2DD > 6C > 236C > Dashing 5C > 6C > 236C > Y (2.) Purotosu 4B > 2DD > TK > 5DD > 2DD > 6C > 236C > Dashing 5C > 6C > 236C > Y
  21. I'm now 100% going to Montreal. I'll be arriving the morning of August 2nd (Thursday) and I'll have to start heading to the airport at 5PM on the 7th (Tuesday). I wasn't able to stay until Wednesday, sadly. See you guys there. Vice should be showing up on that Thursday meet-up as well.
  22. Worth noting that the proration changes from ~23.5% to ~20.5%, so it gets a bit harder since you change proration levels. But it's a fair point, since the difference isn't that large (surprisingly).
  23. Just a random note, but if you ever get something like 2B > 3C > 236B in the corner, instead of following up with Dashing 5B > 6A > TK, you could do Dashing 5B > 2C > TK instead. (corner) CH 5C[1] > 236C > 214A > 4 > 2C > TK > 5C[2] > 6C > 236D > 214D~C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (5990, 68) This combo's really easy, and it's a more practical version of the above combo. Of course, it requires Gravity... So why use this punish combo instead of using 214A for the FC punish? I think you can use this in situations where you're not close enough to use (Dashing) 214A, or where you're not able to do a (Dashing) 214A. Litchi's DP, Arakune's DD reversal, and even Lambda's DD reversal are good examples of this. This might also be easier for some people, as opposed to the FC variant.
  24. More or less, yeah. Some of these are just general tips anyway. But I wouldn't exactly treat Mu like Lambda, of course. Before knockdown, I think Lambda is a lot more scary. I also think Lambda can punish better than Mu.
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