Jump to content
Dustloop Forums

Eclipse

Members
  • Posts

    433
  • Joined

  • Last visited

Everything posted by Eclipse

  1. This might be the wrong place for this. Nonetheless, try going to the BlazBlue CS News and Info thread, it's in the last few pages there, and it has a lot of info on the Unlimited Characters. It's the right site, just not the right link.
  2. I use j.B crossup to Jayoku personally. It prorates less, so you get a little more damage out of it. I usually use j.2C when I'm coming in on a chain though, and combo into Jayoku from there. The problem is, when coming in a hit confirm chain, the proration really kills the combo. You'll only reach around 3-3.5K damage and it blue beats way sooner than it would otherwise.
  3. Indeed, and the new moves sound kind of cool. I think the bypass ones are normal. And the attacks from Serpents Benediction are auto-charged without waiting the 25 frames. And from the new unlimited video: http://gamevideos.1up.com/video/id/30192 Jakou -> Hungry Coils Jasetsu -> Serpent's Benediction Ressenga - > Falling Fang Gashoukyaku - > Rising Fang Zaineiga -> Devouring Fang Hirentotsu -> Wind Serpent's Fang Jabaki - > Venom Sword Gasaishou - > Blood Fangs Unlimited Only: 623B - > Snake Kick *New Attack* Gasaishou and all of the above confirmed. Still waiting on Mizuchi and Jayoku though. Let's hope Hazama doesn't scream out the names of all of his attacks like Ragna, but I have a feeling he's cooler than that, haha.
  4. New Move Info: http://mycheats.1up.com/view/faq/3173325/75439/blazblue__continuum_shift/xbox_360 What we have so far: Jakou -> Hungry Coils Jasetsu -> Serpent's Benediction Ressenga - > Falling Fang Gashoukyaku - > Rising Fang Zaineiga -> Devouring Fang Hirentotsu -> Wind Serpent's Fang Jabaki - > Venom Sword Gasaishou - > Blood Fangs? Unlimited Only: 623B - > Snake Kick *New Attack*
  5. You are my hero for posting this. It's going to take me a whie to remember these new names from the challenge mode video, but I definitely like them. For some reason Hungry Coils seems awesome to me, even though I'd normally find it weird. Edit: I think it might be Wind Serpent's Fang, but I could easily be wrong.
  6. If you mean the 5C to allow Jakou to hit, then yes. (I've gotta sleep now.... DLC Makoto really pissed me off. I hate her as a character. And I guess I'll just have to kill the XXX Squirrel all the time now, haha.)
  7. It was just a joke Kid Viper. I usually do the j.C's anyways. I do love using Jakou when I get the chance though. And you can still relaunch from 2B > 5C > 2C on the other characters. But you probably already knew that.
  8. ^ I believe so. I think I've done 5B > 3C > 214D~C (Delayed) > 5C > 2C > 4D~A > (Delay) 623D Sorry I can't give you a solid answer, my memory's a bit vague. The key is waiting a bit to heighten them before Jakou. And to be honest, I like to end my combos with Jakou for three reasons: 1. Sick of pressing C repeatedly 2. Sick of my opponent's saying I spam the same combo, just because j.214B# is extremely effective 3. Jakou is the most cool looking move in the entire freakin' game. (Bar Mizuchi Rekkazan, IMHO)
  9. Haha. I do go on auto-pilot sometimes. But I meant 4D~A x 2 > 623D. Just because they tend to be in the wrong area for the followup, so I always use 4D~D > j.214B# And regarding the combos you posted. They're decent, but you should pretty much always use j.214B# as it gives more heat gain and damage. The advantage to Jakou is setting them up for 3C > Jayoku, or 2B > 5C > etc if they're in the corner. I don't think I'll add them since they're very basic tweaks to the combos already there. Currently, the only things I have trouble with is Dash > 3C after the neutral throw, Mizuchi Rekkazan after 623D from a Jakou, and for some damn reason, I still can't completely master 214D~C after Jayoku. I can almost always get 6D~A x 2 > 623D after Jayoku, but 214D~C is 1 out of every three times. The other times it blue beats.
  10. ^ Hence why virtually anything works on Tager Arc-IX, haha. Anyways, I understand what Narcowski meant now. Delay the attacks to lengthen the combo instead of immediately following up. But delaying becomes a risk when too much delay cause the combo to blue beat. Seems like it rewards you for not going straight into the j.C's and procrastinating with 4D~A, strange but effective. And yeah, the double 4D~A > Jakou has even been giving me some trouble lately. Definitely delay the 5C, and make sure they're in position for 623D or just follow up with the regular j.C's instead.
  11. ^ Interesting. That explains a lot. So moves with lower proration are less effective at keeping a combo Red Beat? I don't exactly get what you mean by spacing things out. If you mean not using the same move a lot, to lower the damage. That makes sense, but other than that, I don't follow.
  12. Yeah, I've always seen videos of 2B > 3C and wondered why I couldn't pull it off. So it has to be CH or opponent crouching. Hmm. Also, I'm really surprised that combo didn't blue beat Fireryda. 4D~A x 3, 4D~D, another 4D~D, 4D~A, and 4D~D. I really don't understand how this new blue beat system works, haha. Since it seems like extremely long combos don't blue beat, but shorter ones can sometimes. Maybe it's to minimize the damage of shorter combos... who knows.
  13. OKay, this is how you want to do it, just to be clear: 5B > 3C > 214D~C > 5C > 2C > 4D~A > (Time 4D~D when the previous chain is coming back from A, that way it doesn't blue beat.) > and lastly... after you use 4D~D, start pressing C right around the time Hazama reaches the end of the chain. If you're below them and you can't complete it, then you started pressing C too soon. If you're above them and they fall beneath you, you started too late. It's somewhat character specific, so practice it on a character like Ragna or Tager before moving on to harder members of the cast. Personally, try to mash C near the middle of your opponent's hitbox, almost no matter who it is, I find this works most of the time.
  14. ^ So you stopped playing him for a while? If you're back again, it's good to have you, haha. Anyways, did anyone realize neutral throw into 623D > (Dash) 3C > Jayoku is always better than 214D~B > 623D > (Dash) 3C > Jayoku. And on the contrary, 214D~B (CH) > 623D (RC) > 214D~C is always better than Neutral Throw > 623D (RC) > 214D~C. Point and lesson, if you're throwing, use a Jayoku combo, and if you're Counter Hitting with 214D~B, always use the RC combo. This will always maximize Hazama's damage. Haven't checked FC 214D~B yet, but I'd assume it's the same as CH Gashoukyaku.
  15. ^ Yeah, I thought it might have been a bit too confusing. The way I worded it was a bit awkward. And I don't think Hakumen's special, you might need to wait until the very end of the dash for 3C. Otherwise, you can 6D~A once instead of twice, so they're closer to you for Jayoku to hit. On the other hand, the timing for (Dash) 3C will be stricter that way, but it should almost certainly hit then.
  16. Just a quick note I noticed on Hazama's combos that may help some of you maximize his damage potential: If you neutral throw into 6D~A > 623D, you should always follow up with (Dash) 3C > 236236B > Jayoku Combo. Never rapid cancel the Jakou, and use 214D~C. However, if you hit them out of a move with a (CH) 214D~B > [6D~A x n] > 623D, you always follow up with a (RC) Jakou into 214D~C. Never dash into 236236B after 214D~C. For some reason, the way Hazama's moves prorate... always creates a higher damage output when using a Neutral Throw to a Jayoku combo. And a 214D~B to a RC combo. Just thought that advice might help some people. If anyone doesn't believe me, they can try it out themselves, and see what I mean. (The only mistake I could have made is the difference between CH 214D~B and FC 214D~B. However, I think both ways, the RC combo would do more than the Dash 3C Jayoku one.
  17. Thanks, I could have swore it was a dash. Edit: Just added an amazing Hazama picture to the list of combos to spruce things up a bit. Hope everyone likes it.
  18. Yeah, I was saying, only move in if you hit confirm with the chain. Almost never without it. And RC into j.6D~D and 214D~C must be two of my favorite options ever. I feel like the heat's better preserved for a Jayoku, but hey... this is Hazama. He can afford to waste the heat every now and then.
  19. I don't know, if you time the j.6D~D to their backwards tech, you can sometimes go in for another combo. Just jump backward after Jakou, and there should be plenty of room for them to avoid anti-airing you. It seems like a lot of people go for the (Dash) 3C > 214D~A. I find it's helpful if you want to stay close and maintain pressure.
  20. Ah, that clears a lot up Arc-IX. I figured it had to do with the proration. And I don't know... I'm not going to change it to 150 Heat, since that's technically impossible to get, and by following th combo, you automatically end up with another 50 heat, so I don't think it should be an issue. Just thought putting 150 heat would confuse the hell out of people, haha. Fhostick, if they tech after the first 6D~A, in means they're not far enough away from you, or you aren't retracting it and shooting the second 6D out fast enough. I recommend practicing this technique on Ragna or Tager, because they're relative easy to pull off the combo on, then move on the character specifics, etc. It took a long time for me to master that combo too, just keep practicing, and I'm sure you'll get it. Basically, 236236B > Move back slightly, then adjust and 6D~A, after you hit them with the first and they don't tech, it's a matter of pressing A fast enough, and shooting out the next one. Eventually, you'll be able to recognize on instinct how many 6D~A's you can use before going for Jakou 623D. Hope that helps.
  21. Do you mean in the 10K Tager combo? The second 236236B, right? Are you sure it's kara'd from 6B? I'll have another look at it, and add it if so. Just seems like so many "unnecessary" moves were added to that combo... Edit: Looked over it again, and don't see what you're talking about. What exactly were you referring to?
  22. Ah, well, I'll add that soon then. Thanks for notifying me. I had the sound off and definitely wouldn't have noticed otherwise.
  23. So, they jump into the air early and miss with j.Cx x 4 on purpose. Wouldn't the momentum bring them back down to the ground? Also, I wonder if that part is really necessary, it seemed odd to me, so I'm tempted to take it out. Then again, I didn't create the combo, and that might affect the damage.
  24. Just finished editing the post, if anyone's interested in checking out the two new Tager specific combos. I wonder if Hazama will still have all of these combos after the 6 month patch done to the console version. We can only hope...
  25. I think that's because he jumped into j.9D and followed with the tip of Jakou, not sure if it would work otherwise. Anyone's welcome to experiment, but I try to stick to the more conventional, effective stuff besides my RC combos. The timings so strict it would take me a half hour to do once, haha.
×
×
  • Create New...