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DJ_Blactricity

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Everything posted by DJ_Blactricity

  1. It's a 5F gap. You can instant block 5A or 2C
  2. GGs Toan and anyone else I've played.
  3. Anyone EC feel like playing a set?
  4. Can someone translate this:http://www40.atwiki.jp/blazblue/pages/2113.html and add it to the wiki?
  5. Just do the instant airdash variant to save meter. It does 3.6K. You only sacrifice 100 compared to your variant. w.5C>6D>5D>2C>6B>2C>TK214B>IAD 5D>w[j.AA>5D]>2C>6C>5B>2C>j.B>dj.B>j.C If you have the meter, and it will kill you can do: w.5C>6D>5D>2C>6B>2C>TK214B>IAD 5D>w[j.AA>5D]>2C>6C>5D>w[5C>236A>236B>j.236B>3D]>5D>j.C>land sturm for 4.8K w.5C>6D>5D>2C>6B>2C>TK214B>IAD 5D>w[j.AA>5D]>2C>6C>5D>w[5B>236B>j.236A>j.236B>7D]>5D>j.C ODc>j.C>land sturm 5.4K If you can't do 3D>5D>j.C land sturm doing 6D>5D>j.C>flug does 4.5k(4.8k with OD flug)
  6. What's the max damage we can get off corner 2B roll pickup with the intent to kill? So far I got: 50 meter 4.3K with 2B>2C>6C>2C>6B>2C>sj.9214B>1D>w[236B>j.236A>j.236B>3D]>D>j.C>land Sturm 50 meter and OD 5K 2B>2C>6C>2C>6B>2C>TK214B>1D>w[236A>236B>j.236A>j.236B>7D]>D>j.C ODc>j.C> land Sturm 75 meter 4.7K 2B>2C>TK214B>CT>2C>6C>2C>6B(1)>236C>1D>w[236B>j.236A>j.236B>3D]>D>j.C>land Sturm 75 meter and OD 5.7K 2B>2C>TK214B>CT>2C>6B>2C>6C>5D>w[5C>236A>236B>j.236A>j.236B>7D]>D>j.C ODc>j.C> land Sturm
  7. Use frame data to learn when the opponent should give up the advantage, and what you can punish on block. Go into training and learn character's gatlings and blockstrings. Learn where you can mash, jump out, backdash, and dp if you have one. Learn how to use ib, barrier, and instant barrier to create opportunities to escape or retaliate. Pay attention to the opponent. Learn their habits, and use what you learned from training to punish or escape. Ex. Let's say you play a Ragna who likes to use ...5C>2D close to max range, and backdash after doing so to put distance between you. Typically, ragna's pressure is over since 2D is -4, but if he has meter he can rc and continue pressure. If you know he's going to do 5C>2D and backdash, you can ib 5C and backdash 2D to escape to neutral. You could also ib 2D, and punish the backdash, but understand that you can also be punished for making the wrong read.. 5C>deadspike will catch your backdash, and by rcing 2D to continue pressure he could catch you not blocking for trying to catch his backdash.
  8. 6A>j.214D is used for corner carry. It pretty much carries from one corner to the other. If you add a 2C at the beginning you have to do 5B>DID
  9. If it was that easy I would. I'm the type of person who overthinks things so a lot of the time I do better just playing.
  10. Again I understand the basics, and I don't want the simple answer. I instinctively do a lot of this, but I usually can't actively do it. It makes me easy to read if you've played me enough. I am trying to add thought to action so I can stop being read so easily. I figure understanding the thought-process of players like TD at neutral who seem to pick up on the smallest things and take advantage of it will help me with this. I can't understand their thought process with a simple answer. I need an in-depth explanation in order to do that.
  11. The match isn't at neutral if you have the option of doing a mix-up. I guess you could count controlling different areas of space at different times in hopes of hitting the opponent as a mix-up, but that's more of what zoning characters do. Elaborate. You don't get into the range so easily against a good opponent. What are the tactics you use to get into that ideal range when your opponent knows that's where you want to be, and are also trying to get to or stay in their ideal position?
  12. I The question was intended to be difficult. I want a well-thought out answer. I don't care about the answers being different. I would actually prefer to have multiple answers. No two players play the same so they should approach neutral differently, but they should share similarities. You have the player who plays safe, avoids risky situations, and likes to control the pace of the match. Another player may be a risk-taker, but they are great at reading the opponent. You even have the player who doesn't have a set play-style, and bases it solely off how their opponent plays. I expect all of these players to have different thought processes during neutral, but they should all share some general similarities. At the higher-levels, the obvious similarities will be fundamentally sound, know the strengths and weaknesses of every character, and know the ins and outs of the game. They also tend to know the answer to a vast amount of situations, how to avoid them, and how to adapt to new ones. I'm interested in finding the similarities in the way they think during neutral since it may help me develop an active thought-process.
  13. I've played this game CT. I can play neutral at a basic level, but it's purely off the instincts I developed from thousands of matches. My goal in this thread was to learn the thought process of players who play neutral at a high-level.Things like: What they are looking for when watching their opponent? What they do to get reactions out of the opponent? The keys to moving well while avoiding bad situations, and maintaining that spacing mac is talking about.
  14. This is the beginnings of what I'm looking for. I am trying to understand this subtle battle of tactics and strategy that many don't see. Do an article on neutral. You definitely have the answer I'm looking for. I am specifically trying to understand how I can use movement and spacing in this subtle battle.
  15. I understand neutral in its simplest form. I am trying to improve my neutral. I struggle against players who play neutral at a high-level where the pace and decision-making happens much quicker. That's why I want an in-depth explanation, or to at least gain insight on the way top players think during neutral
  16. Yes that's exactly what I want
  17. I'm not asking what to do at neutral. I understand what the majority of characters want to do at neutral. I guess the better question to ask would be what influences the decisions you make in neutral besides your characters gameplan in the heat of a match?
  18. Can someone do an in-depth explanation on neutral? I've been playing this game for years, and still have problems with it.
  19. Anyone want to whip my Valk into shape?
  20. Anyone got any tips for doing ...>w[j.236B>3D>5D]>j.C>land Sturm and ...>w[j.236B>7D>5D]>j.C>OD>j.C>land Sturm
  21. It puts you close to max range. The reposition is strict that's why I suggest holding 4 after j.D.
  22. I have been messing with w5C oki, and you can use it with falling j.C oki. Well sorta. If you choose to do w5C you don't do falling j.C. Basically you replace the falling j.C with falling j.D which gives you enough time to get in range for the w5C though its strict. It looks like this ...wj.C>8dj.D>dj.C>(j.D) hold 4(Not necessary I just do it because it helps me with the repositioning upon landing). It's really interesting when used with this setup. w5C is used to condition the opponent not to DP. Falling j.C is used to condition the opponent not to delay tech if they still decide to delay tech you still have time to transform and reposition for w5C oki. Once they've been conditioned not to delay tech and are afraid to DP. You can start mixing the w5C with wj.C>8dj.D>j.C>(j.D>6D>wj.B>wj.C/w5C)[high/low in case wj.B is blocked. Can do wj.B> command throw as well. 6D needs to be delayed a little so wj.B>w5C combos],(j.D>6D>D>land throw/2A>purple throw)[Purple throw for people who start to OS throw once they've seen it],etc. Opponent needs to be in corner for this. Also after a tk214B>6C ender human 4D>66D> delay j.B is a safejump. 6C needs to be done immediately after tk214B. j.B is delayed because if done too fast it will whiff through emergency tech. You can use the whiff to trick them and land 2B. It also catches forward roll when done properly, but causes side switch. You can do j.B>2C into a side switch combo to corner them again.
  23. It doesnt have the same invul as wolf 4D. I tested it on ragna's 5C>2D which we can backdash after ibing 5C. My bad for not checking the frame data. I usually just look at whatever's on the character page where human 4D isn't listed
  24. Nevermind no invul
  25. Does anyone know the frame data for valk's hidden backdash(4D from human it travels a lot further than his human and wolf backdashes)?
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