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Seifuuku

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Everything posted by Seifuuku

  1. tech punish combos forward tech axe kick ender - [5d] -> 623d/c -> 236c -> 214d falling j.B -> 623c -> RC -> 214b (ground) -> delayed 214d -> 5b -> 6a -> j.C -> j.C -> j.214c -> 6d -> jd -> j.C -> j.214c -> 5d -> 623d -> 236c -> 214d -3922 DMG, 50% heat gained after RC- if the falling j.B does not hit, the DP and RC will not come out. afaik falling j.B cannot hit quick/backwards tech. forward/quick tech otg ender - j.214c -> 5d (1) 3c 214a 214d or j.214c -> 3c [dash] 2b -> 2c -> 5d -> 6a -> j.C > j.C -> j.214c -> 6d -> j.d -> j.c -> j.214c -> 5d -> 623d -> 236c -> 214d -3329 DMG 55% heat- basically used for when you get a knock down and they don't emergency tech, and you read a quick/forward tech. backwards tech outside of corner beats this, emergency tech will have 2b whiff but you should be in advantage still. if you get a blue beat 2b because of bad timing, follow up with 623d if you're feeling ballsy to attempt to catch their air tech if they forgot to barrier. quick tech axe kick ender - 623d/c -> 236c -> 214d falling j.C -> j.214c -> 6D -> JD -> j.C -> j.214c -> 5d -> 623d -> 236c ->214d -2629 DMG 34% heat- quick note is that you have to delay the straight (236c) if you want this combo to red beat - if you don't delay it, then chances are it will blue beat. you can purposely try to get a blue beat to get a 22c ender if you wish. blue beat is something like 2898 and 38 heat. for falling j.C, do j.c214c. if j.C doesn't hit, then the belial doesn't come out.
  2. so say you connect a blocked 5b/5c at max distance, what would you guys do? cancel to 6d and dash in to attempt to continue pressure? or attempt to mix up with gh/2d, which does not seem like a good idea, but just letting them get out of pressure after you start a possible block string is also bad. normally i just go for gauntlet hades/2d, and if it hits, combo off of it. if not, rapid into pressure.. but that requires meter
  3. so, what does everyone prefer to use as combo enders 5d D. ID? 3c 5d (1) HF+followup? 3c into jump cancel? 6b or something else, to set up an air throw or attempt a 6a/6d unblockable
  4. for 5d (1) DC, seems like advance input does not work. input the dash on the last visible animation frame of 5D (1) which is right before 5D (2) hits still very unsafe if they expect it, though.
  5. is it me or has dash canceling 5d (1) become a lot harder? i can't do it consistently anymore..
  6. discuss this match up. so far.. don't really have much on this match up myself. TK gauntlet hades always good against cloud spamming/j.D bugs 5C fatal counter is deadly, don't do predictable jump ins. however i believe TK gauntlet hades hits it out of immunity. belial edge gets raped by it, don't try that shit either. block low, watch for 6a, 6c and 6b (his other low) while cursed. 2a seems to prorate badly while the other 3 start high damage loops. he can cross you up with 3c, j214a, and 214b in the corner. save meter for counter assault while cursed. wake up laser DD is still viable, so watch for it when they have meter. if you block the initial part, then you can walk up and fatal (just don't get too close to the laser) j.B still clashes with 6a sometimes. j.C gets beaten clean by 6a and ID now, though.\ instant blocking 2a, even during curse (when they don't have a B bug on you, haven't tested C/D) is a free inferno divider if you can input it fast enough. even if they try to bait it, they'll still get hit unless they rapid, or special cancel with 214c on reaction (which you COULD react to/bait and get a 5b combo going)
  7. so, against arakune, is there any trick to landing 6a midscreen? or are you forced to use 5c/5d j.B
  8. belial edge double cross under, very useful for when you know double BE will not connect because of a bad starter and against someone that mashes tech after they bounce to the ground from belial, dash under them to cross them once, and when they emergency tech, dash crouching barrier or dash 2a to cross them twice. if they don't tech, 2b reset or 22c. i usually go for 3c after the double cross under, 2a ch in 3c if they mash a lot though.
  9. so, can someone with a cabinet/local arcade with BBCS confirm this?
  10. iirc 1 or 2 regular stein lasers eats 214d
  11. any tips for the 6d j.d whiff bk combo from 2c 6c? have been trying for about an hour with only 1 or 2 successful combos FC 2C, 6C, 214214D, dash 6D, delay j.D (whiff), 6D (JC), delay j.D, 6D, delay j.D (whiff), 214B -> delay 214D, 6D (JC), delay j.D, hj.D (JC), j.D, j.214C, 632146D is the one i'm having trouble with
  12. 5d is not safe unless you position yourself real well.. if they instant block the first hit they can 360/720 your ass for free if you're close enough/magentized, unless you BK or DP on reaction barrier is only +1 frame blockstun, it isn't that bad to use.
  13. again, learn the dash first.. turn tech off and make sure you get the dash off every time. then start working on the actual 6a timing. about half the cast has a really bad hitbox for that combo and might need character specific delays.. jin is relatively easy while ragna can be somewhat hard, for me.
  14. yeah, 5a should punish it, along with ragna's 5b and bang's 5b i think.
  15. 17F guard stun when blocked on ground straight from the bang frame data page, right below 5b.. if we go by attack level it is 13f guard stun in regular, 8f guard stun on ib. however 5b and 2b are exceptions - they are level 2 attacks with 17f guard stun. i already tested this - instant barrier blocking 5b leaves you at 5 frame advantage, which allowed me to punish bang's 5b with ragna's 5a which is 5 frame start up. i could not do the same with jin's 5a which is 6 frames.
  16. tk gauntlet hades. spam that shit, it rapes stein placement and 236d in the air. just imagine that setting steins/236d=arakune cloud. be VERY aggressive, do not let her set up. in the event that you get a combo in while a 236d laser is in the air, get ready to throw a dp out mid combo to avoid being hit. in the corner, blocking low is your priority - 3c does something like 3.6k meterless, wheras 6b is only 1.7k~ meterless, 4.4k~ with meter in the event that you let her set up and get laser oki going, be patient and block til 236d wears out. if you see them setting steins and using 236d, tk gauntlet/HF that shit. cross up j2c attempts are possible, so watch for them. oh and her DP is a frame 1 invuln dp, along with her super. -20 on block or something, knocks you half a screen away. do not respect it much, though. low damage and if you air tech you can immediately air dash and gauntlet hades them if they're setting steins. if they expect it, then rc it. if you do this, be ready to grab tech as well. if they can instant block, do not throw out 2b 5c 5d 6c out predictably. they can punish everything, even if you stop gatling, except for 2b, with their dp. her 3c, is a 2c fatal counter on regular block if they don't stein cancel it. if they do stein cancel, then it is safe unless you instant block. if you do, you can punish with 5b. if you don't, then they are stuck in a predictable position anyway (jumping away) and you can go for an air throw or tk gauntlet hades. j2c is punishable by 5b on instant block - if you are close enough for 5a it should also punish it on regular block. 6b (her overhead) is punishable on instant block of the 2nd hit, by 5b. watch out for frame traps (i think that is the right term?) though, as she can 63214c to knock you away right after, or dp you away. safest option is 623c after you IB the 2nd hit, though it may clash with her DP. she can also special cancel from the first hit, so ideally, you want to IB both hits and mash DP or something, lol. her regular lasers disappear if you hit her while she is blocking (they might hit you if you are very very close to the steins though) belial from full screen is actually a viable option sometimes, as they lasers can't track you since you're moving so fast. her anti airs stuff it clean though. i played 300~ games with mu so far (top 5 psr-wise, if that means anything), and a good amount of games with ragna so far as well. i'd say this is 6-4 in ragnas favor at least
  17. so, discuss this match up. what i have so far.. close range 214d on instant block is a free 5b 214b, on instant block, is a free 5a, which you follow up with the basic HF combo (or 5a 5b 5c 623d 236c 236c) 214c on instant block leads to 5b 3c combo, depending on where you are, adjust the combo. 5b and 5bb can be canceled to TK crescent now - get ready to block high if you see it, along with her 2c 3c is pretty much free 5b 3c if you ib the last hit. exception is if they gravity field, which you can bait. tk crescent on instant block is a free 5b if you are close enough. always barrier in the air. 236c really hurts if it hits. expect throws in the corner, as they lead to TK loops which can be big damage if executed correctly lastly, learn to look for 4b. every normal except 2c and 3c cancels into it for decent damage, so watch out. gimmicks if you have 50 meter and they throw out a 5dd/4dd, it is a free counter hit carnage scissors if they are not throwing out 214d after 5dd. if they do, don't use this gimmick then. at very, very close range this still works if they 214d if you instant block the last sword. watch their meter, in case they try to bait you with a RC. a well timed gravity well stuffs this, so use it only if they don't mash 214d and if they don't have gravity well up/don't buffer gravity well during super flash if you are having trouble with 214d, you can use the 623c gimmick. run up or IAD to them while they use it, and right before it pops, DP them. you shouldn't get hit, and most likely you will get the typical DP combo. however, just landing that counter hit is good enough as it knocks them down to the ground
  18. http://dustloop.com/guides/bbcs/frameData/bang.html it says here that 5b has 17f block stun, and that 2b has 13f start up. so theoretically, if you instant block 5b, it will be 12f block stun, and the 5b->2b gatling can be interrupted with frame 1 invulnerability reversal (c inferno divider, for example) however, from what i've tested so far, on xbox 360 blazblue continuum shift, this 1 frame gap does not exist. you will stay in block stun even if you instant block and try to mash out. i've tried it numerous times, mashing 5b and 2b to make sure there is no gap. regular instant block of course. so that'd mean that either the frame data on the guides section is wrong (doubtful, but possible) or that the console version might have some different frame data.. i've heard from 2 people that say there is a gap between 5b and 2b on the arcade version, but i'd like more input on this. reason for this thread is because 5b 2b is a very, very common bang blockstring (netplay) and that the 1 frame gap for characters with invul frame 1 DPs allows for them to punish it as a gimmick, and forcing them to either not use the blockstring or use guard point gimmicks.
  19. it should be. ragna's 5a into 5a is 4 frames hit stun on ib, with 5 frame start up.. and ib dp works there. it might be important to note that if you 623c a spark bolt/drive from tager you will be magnetized, and that trying to IB DP 1-2 frame gaps in netplay can be considered suicide, if you are doing that (i don't think so)
  20. qwerty's list looks solid, maybe swap lambda to a. but i'm a net player, my opinion is invalid i played about 300+ matches with mu so far and she looks to be A or B+. but again, net play & people aren't used to her yet
  21. it isn't that hard.. just condition yourself to the dash, then condition yourself to the hit. turn tech off til you always dash after 214d, then when you feel confident turn it back on and keep trying to land the combo. at most you'll have muscle memory problems where you keep doing a different combo dash 2b is still a bitch though. thank god i can use the excuse "5c 6c ender is better oki"
  22. nevermind, got it. still have trouble with the first 6d becoming charged instead of the 236d coming out, and occasional charged D coming out when i want to gatling.. mashing seems to be a temporary solution for that though
  23. i just do a 360 starting from 6, lol. works well since i play on analog
  24. learn to watch for 214a and instant block that shit. -7 on instant block, mu's 5a is 6 frames and 2a is 7 frames, so definitely punishable if you are looking for it, and it is a huge part of her game, i think.
  25. if they're at long range or something i do 5d 6d j2d.. 3 1 2 my problem right now though is people jumping out of laser oki after a knockdown (typically i do 2b 3c 2b 5c 6c 5d 6d 214d right now, have not gotten the timing for 214d 66a yet) and just rushing me down from there, i can anti air characters without counters, but hakumen and bang can bait my anti air which is.. eh. i try to throw them but they read me and get a counter hit for big damage most of the time, or they just guess right. what do you guys use right after j2c at 1 jump height and double jump height
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