Jump to content
Dustloop Forums

Seifuuku

Members
  • Posts

    242
  • Joined

  • Last visited

Everything posted by Seifuuku

  1. i think jump back+barrier is too strong against hazama.. chains at close range have very little block stun, barrier against jakou/214db and IAD throw can work but only if he is close enough as his IAD is pretty short.. he doesn't seem to have any frame traps that hit them in the jump start up either. then again he does not need to pressure, as he has a good neutral game i think.
  2. it is a party game but yes it is a 1v1 fighting game.. or at least the first was
  3. yeah.. the only real hard part is getting the timing of 623d->immediate jump j.6d down into muscle memory.
  4. somewhat improved version j.b+c -> belial whiff > 2c > 5d (1) > 214214d > 5b > 6a > 6d > whiff j.d, land > hjc j.D > j.d > j.214c > 6d > jd > 5d > 632146d 5266~ damage, only 100 meter total used compared to 150, and only need 50 meter for the initial blood kain, the combo builds meter for CS as well.
  5. reanbell/leanne from end of eternity/resonance of fate.. you can find this image on danbooru under reanbell

  6. 2b on IB is a free punish with 5a regardless of what he gatlings to unless he special cancels to anything except gh in an attempt to frame trap.. (fun fact - tager gets a free throw if he IB ragna's 2b unless they frame trap) IB 2c to 6c/6d is a free punish, however 2c->3c does not have a 5 frame gap and you will get CH if you try that.. the point to IB 2c is so that you can jump out of pressure - 2c to 6c or 6d is a jump out trap. as for ib->daifunka.. 2a->anything 5a->anything, can jump cancel 6d->j.d. they can jump cancel 3c->anything, they can jump cancel 6a->anything, they can jump cancel 5c->anything 2b->anything 5b->5c, 3c or 6a, 100% guaranteed punish. 5b->2b is air tight. 6c (1)->anything, True 100% guaranteed punish 5d (1)->5d (2) or 214a/214b/214d, 100% guaranteed punish 5d (2)->214a/214b/214d, 100% guaranteed punish taken from my hazama ib thread..
  7. i don't think parry loop would exist if parry had something like 214x for command.. for something with a 46 command to be not cancel-able into anything would be very stupid
  8. ib 2b/2c is a lot more important, but yes ib is still very important in this match up i think
  9. 1: TEAM I HEARD U NIGGAZ WUZ GOOD (Kensou Adeel Jermaine) 2: TEAM AUSTIN (Hsien Viet jerry2godlike) 3: TEAM RONALD GILLIAM (Jan SDR Suavion) 4: TEAM KUMAOSO'S EYES (Stone Ranmasama KongOfKod) 5: TEAM SHATTERED DREAMS (Rubeks Madoc Hadouken) 5: TEAM SAIKYO (Sierge, Mexicutioner, Mr. Fantastic) 7: TEAM JOP (Andrew Arthur Adnan) 7: TEAM NINJA TURTLES (Nem Jayson Rey) 9: Team Matoko (BlueShirt JonLo Tony) 9: TEAM LT. WINCHESTER DANG (Winchester Genius Mauricio) 9: TEAM REY DE CHORIZO (Mexiwont SinisterX Panda) 9: TEAM JASON +1 (Kid Viper, Dictator, Isaac J) 13: TEAM DESTINY'S CHILD (Bnasty Nathan Ryan) 13: TEAM TATSUMAKI BOMB (Shannon Assan Unorez) 13: TEAM NILES BJURMAN (Word Josh Raph) 13: TEAM 4-CHAN (Isaac SlayerAlex Doom) 17: TEAM UPSET (BigChris Gene Ron-O) 17: TEAM HAPPY FRIEND (jerry) 17: TEAM WESTERN UNION (BravoNavo, Brydon, Cities) 17: TEAM SHAKE WEIGHT (Teddy Brian Duc) 17: TEAM CHARGE CHARACTERS ARE EASY (Julio Dubh ShadowCharlie) 17: TEAM ABUSEMENT PARK ft. DJ Been Jammin' (134, Face, Benken) Blazblue CS: 1: TEAM BLACK PAGODA (Kid Viper, Kensou) 2: TEAM SBO READY (Hsien Jan) 3: TEAM HAMSTER BALL (LastBlade Hori) 4: Team I Suck (Seica, isuckatgames) 5: Team Tyler (JDR, Rico) 5: TEAM LINGERIE WITH EGGS (Stone Ranmasama) 7: TEAM CAR RAM ROD (Justin Javier) 7: TEAM BDWB (Jake Genius) 9: TEAM GET IT IN (ALL THE WAY) (134 Isaac) 9: TEAM EDWARD (SlayerAlex Mexicutioner) 9: TEAM BACARDI&COLA (GMMA_Ghoul Brian)
  10. you use 2d for a long range low/jump frame trap/primer breaker.. it is always a good idea to have meter to RC it, or at least space yourself far enough so that you might not be punished.. very unsafe on block and at least half the cast can punish it on regular block at any range
  11. instant block and punish with a 9 frame or less start up move, block it and bait the dp if they go for dp gimmicks.. hf on block is never legit
  12. 5th huh good shit.
  13. yo leo how far did you get
  14. i think it is 5.5-4.5 ragna's favor. ib->d dp is still godlike, though.
  15. 52~ heat off 5b, 43 heat off 2a, 50~ heat off 6a, 53~ heat off 6b, and pretty much always makes meter used for blood kain back+gains life of course, and 52 heat off his DP hazama's heat gain is around 30-45 for his combos, depending on the starter..
  16. air throw -> j2d~d -> 3c -> jayoku -> 214d~c -> 5c -> 2c -> 4d~a -> 4d~d -> j214b# 4231~ damage
  17. she seems to have bad mix up options, so far, but i am probably wrong about that
  18. 6d into j.D has a gap if you instant block 6d. but yes if they do not instant block it, it is an air tight pressure reset.
  19. nevermind, someone posted it already <_<
  20. the 5.7k is easy 6030 is really hard for me im a net player so i dont think i will ever use non fatal double 22c combos
  21. bk loops? sure online double jayoku? sure fatal 22c? hell no ._.
  22. added.. what the hell at 5c being jc'able >_> i think stuff like daifunka is sort of obvious, and in those situations 5c ch->houtenjin is always better unless you predict a burst
  23. i live in the southwest (tx).. relatively sure we had a good connection the last time we played though

×
×
  • Create New...