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Seifuuku

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Everything posted by Seifuuku

  1. couple of times 2c punish won't get you a fatal but will still get you big damage (5k+)
  2. i'd love to but i play bb like 1 or 2 hours a day now.. i only post/browse forums when i'm taking short breaks from studying/work

  3. what's wrong with tatsunoko? (never really bothered watching videos of it)
  4. highly classified japanese strats
  5. "well spaced" pressure being what..? most of ragna's damage, mix up and pressure (+pressure resets) require close range.. which 623c also hits at. 6b 6d 2d are advantage on block, continue pressure & bait dp from there.. 5b 2b 5c are jump cancel-able, always safe on block, along with jabs of course.. only true unsafe normal is 6a, and mostly unsafe are 3c and 6c which can be special canceled to 236a. 5d as well, but can be considered safe with 25 meter. 236a is -6, yes.. but you have to consider that the ice sword does not always hit from frame 1 because it is a projectile.
  6. stop autopiloting 5b 3c change voice to jp
  7. neutral/forward throw in corner (them in corner) -> 4d~a x2 -> 4d~d -> j214# seems like airthrow->2d~d->3c->houtenjin is only good if the better single houtenjin combo doesn't work on the character (2b 5c 4d~a x2 -> 4d~d -> jakou -> 3c jayoku) or if you plan to go for double houtenjin. also can just do throw->6d~d->6d->623d->dash 5c against tager instead of only one 6d
  8. what if both tager players in a tager mirror are scrubs
  9. 623a only, the rest hit him out of 2b/3c
  10. kid viper is pretty cute why is jwong playing blazblue lol
  11. i just tried.. doesn't seem to work on anyone but tager as their hitboxes are too small two more tager specifics 214d~b ch -> 6d -> 623d -> 5c j214b# forward/neutral throw->6d->623d ->5c jc.5 2c 4d~a j214b#
  12. you should learn jin
  13. 6c on block is pretty bad, i think.. most people just don't know that they should just mash out of it to prevent DC/6d reset.. after all you can only jump cancel after the second hit and there is no real penalty to mashing out of it because 6c (1) to 6c (2) is air tight.. maybe a silly situation such as 6c RC to 2c fatal frame trap but that is really situational and gimmicky
  14. it'd be like.. noel's 2c to 3c on a crouching opponent (19f hitstun on 2c, 19f start up on 3c) or jin's 5c ch to 6c.. probably a bit off because noel's 2c is 2 part and 5c ch has more hit stop, but it'd be similar.. edit: but yes, as 5b doesn't have any special properties, it should still just gatling to 3c just fine.. "0f" to input it is sort of misleading, you still have hitstop+input buffer anyway
  15. most people don't care about cs online
  16. you're too cute~

  17. bbcs is catered to a somewhat more casual audience than GG.. they probably listen to some casuals/scrubs so they can learn what makes their game feel boring/cheap at that level of play.... probably barely actually implement the ideas though i don't know, this is arc sys. they made hnk.
  18. boss sounds like a cool guy why do you call him boss
  19. require special cancel to combo, most likely
  20. 2c [m] level 3, 11f ib blockstun on ground. start up on 41236d guard point is 10f - you have 1f+13f hitstop+7f divider start up+ib sound queue to input it, and afaik a lot of litchi players just auto pilot 2c to 41236d or xD because of it's bad gatlings otherwise.. if they are ibing 5b every time and DPing every time.. then you simply jump away and bait it. litchi doesn't have to pressure ragna, it is better to just be safe with your strings against someone that utilizes the ib->dp gimmick rather than attempt to pressure and getting punished via holes in your strings. if you block ID with 5b->jump cancel with barrier, the you get a free high damage combo unless he has meter. in the case you make him waste meter.. and there is no way he will hit you with 6a if you just do a 7 jump out after 5b.. even a neutral jump will give you enough time to react to the 6a and just djc/backdash out of it @missedfrc, thank you for the list
  21. level 3 has 17f of hitstun on hit, 3c start up is 14f, so you have 3f to confirm+13f hitstop+5f input buffer. since they are decreasing the level to 2 (level 1 5b into 3c would not combo at all) you will have 0f to confirm (14f hitstun 14f start up on 3c), 12f hitstop and 5f input buffer
  22. jump cancel 5b, cancel 2c 41236d into delayed c to catch dash 2b, i guess. 2b also unsafe if you don't cancel to 41236d.. but i'm sure you knew this already a lot doesn't really help ;_;
  23. charge cancel is removed? so you can't cancel most of her normals to charge now..? that sounds relatively gimp, all of her normals would have a gap then.. edit: mm.. wonder how the recovery on 2d is now, then..
  24. quick question, can someone write up a quick list of what gatlings to her overheads? 4d, 6a and chun (236c i think..?)
  25. ah.. i thought jcc meant jump cancel cancel instead of her j.C->j.C.. lol
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