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DJ_Blactricity

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Everything posted by DJ_Blactricity

  1. Yea I didnt understand how it works. Thank you for clearing that up.
  2. So when 5C catches rolls and delay techs, do I already have to be doing 3D>4C or 6D>j.A to combo? If so, I dont see myself using this a lot since I can't w.C loop. Couldn't this be replicated with h 3C so I can do 3C>236AD which auto confirms any rolls or delay techs and would allow me to catch backdashes with wjA.
  3. Im not worried about wolf gauge usage. I can adjust combo routes for that. I just wanted to know if someone had already done that for jokers enders. tk214B>6C>3C seems like it depends on the timing of your 3C so its not something I will use much. As far as j.C enders, The reason I use them is to force my opponent to emergency tech, and I meant consistently getting the correct height for falling j.C to deal with delay techs. This wasnt a problem in CSE due to the combo routes. What's your reasoning for saying it leads to bad oki?
  4. Just picked up CP and I have a couple questions. 1. Has anyone experimented with the jokers enders from CSE? 2. Is there anyway to make falling j.C enders consistent or should I just stick with the wolf-variant wsj.B falling wj.B?
  5. I am not arguing what makes Valk strong in CSE. The reason I even made my first post was to state what you were missing in the quoted post. You are too focused on what we lost from CSE.
  6. I stated what made Valk such a strong character because you were talking about his tier placement while looking at his nerfs. The way meter gain works is a system change which means you can't really call it a nerf without comparing his meter gain to the rest of the cast. His damage also has to be compared to the rest of the cast before calling it a nerf. In my opinion, his mixup wasn't really nerfed. The loss of gatlings after 6B doesnt really matter since it's +8 anyway. I would argue that his defense actually remained the same even with the change to meter gain. Yes, we won't be able to counter assault as much, but that doesn't matter since we shouldn't have been relying on that anyway. It just forces players to learn how to use the system defences properly. My point is none of his nerfs actually affect what makes him strong in the first place.
  7. Everyone of you is missing the fact that what makes Valk such a strong character is his neutral, normals and his corner carry from practically any hit all of which lead into knockdown. Valk's strong oki and mixup complement that. The damage nerf was deserved. He did too much damage meterless, and even when he used meter it would be gained back in the same combo.
  8. This is what I was trying to say, but I don't believe pressure is just used to force an opponent to make a mistake. In my opinion, pressure can be used for a variety of things. You can physically pressure your opponent into the corner to gain better positioning and/or employ some form of mixup. The threat of being put in the corner and/or getting hit may cause the opponent mental distress and may force the opponent to make a mistake. I say may because the opponent may be confident in their ability to escape physical pressure and/or block. Because of this, they will experience little or no mental distress, and will most likely wait for an opportunity to turn the tables. This is why I believe there are two basic types of pressure: physical(what I separate into active and passive) and mental pressure. These can exist alone or together. Mentally pressuring players can be quite difficult because as you play better and better players it usually gets harder to do.
  9. This is how I look at fighting games and define things. This is just a simplified version because fighting games are too complex to truly define them with terms past a certain level in my opinion. Fighting games are all about decisions, reading, and pressure. You win by making good decisions and lose by making bad ones. You pressure your opponent in order to establish or maintain the advantage. You force them to make bad decisions through the use of psychological threats. At all times, you should be observing how your opponent reacts in order to read them or keep from being read. You can be pressured while on defense, offense or at neutral. Threats – can be just about anything and largely depend on who you’re playing. Pressure – controlling and limiting the opponent. Can be active, passive, or psychological Active Pressure - controlling the opponent by keeping them in blockstun for a period of time to keep or gain situational advantage usually with the intent to employ a mixup or gain better positioning. Passive Pressure – controlling the opponent by keeping them in brief periods of blockstun to keep or gain situational advantage usually with the intent to keep them away or gain better positioning. Psychological Pressure – controlling the opponent with threats to keep or gain situational advantage. Rushdown – actively pressuring the opponent from close range. Zoning – pressuring the opponent from a distance that's not close range. Can be active, passive, or psychological. Active Zoning – actively pressuring the opponent from a distance. Passive Zoning – passively pressuring the opponent from a distance. Psychological Zoning – pressuring the opponent with threats from a distance. Example for a little clarification(I can give more if needed) There are 15 seconds left in the match, the opponent only needs 1 round to win the match and you are rushing down the opponent in the corner. You are using a high damage character, but their damage is only high in the corner without meter which you lack. They have a large life lead, have enough meter for a counter assault and are playing a character with great movement options. They are actively being pressured, but they have the situational advantage. The threat of them escaping or stopping your rushdown with a counter assault is causing you a lot of psychological pressure. They are experiencing little psychological pressure and are content playing it safe and blocking. You back off a little and switch to passively pressuring the opponent to eliminate the threat of the counterassault and coerce them into jumping so you can go for an airthrow and possibly take the round. They just sit there and you lose.
  10. We lost gatlings after 6B and 2A's P2 is 77 so it isn't a good starter.
  11. You have to know 5C will hit to use those combos because you can't confirm it. You will most likely be punished if blocked. The only times you will use that combo route is if you hitconfirm 2B/5B into 5C while close to the opponent or if you have meter and confirm a poke into 236A RC>2C>6B>5C>TK214B>etc.
  12. Can you test if 2C>5D/3D>break>wj.A>etc. works?
  13. Tager can backdash 6C and 6B. It's best not to be aggressive on his wakeup. Joker's enders are great for baiting dp's. Nokita wrote about them in the following link. http://www.dustloop.com/forums/showthread.php?10681-CS2-Valkenhayn-Technical-Discussion&p=1154542&viewfull=1#post1154542 You can also bait jin's dps with the os for gold burst in the following link. http://www.dustloop.com/forums/showthread.php?12655-List-and-Discussion-of-Blazblue-Option-Selects
  14. PSN: DJ_Blactricity Location: NC I have the game. Send me a message on psn if you want to play.
  15. Just bait the dp and hit them with a fatal counter.
  16. If you want to end with super either do j.236A~A>j.2C>214214C>2C>dl 236B>j.236A~A>j.2B>j.C>236C>236236C or j.236A~A>j.2C>214214C>2C>dl 236B>[j.236A~A]x2>j.236D>236236C. They both do 4.7K
  17. If you use 2C just delay 236B to followup. j.236A~A>j.2C>214214C>2C>dl 236B>[j.236A~A]x2>j.2B>j.C>236C does 4K.
  18. You could probably do j.236A~A>j.2C>214214C>2B/2C>etc.
  19. I have a reset I'm working on that involves setting up that situation except I use meter for it. OMC tentarafoo and do 5D forcing them to block or take another combo. The idea is to use 5D and its followup to waste enough frames so that confusion will end near the end of your blockstring.
  20. Gimmick you can use if a corner AOA/2C fatal won't kill. End the combo with tentarafoo OMC>AOA> delay the rush. You don't want the rush to combo. It is an attempt to catch the opponent blocking the wrong way. If they block it you are left at +5. If it hits you can do AOA rush~D delay 2B/5C>236B>j.2C>2A>2C>delay 5C>IAD j.C>2C>5C<5AAA>j.236B~A>j.236236C for 6.9K.
  21. Corner Cross-up Moonsault Combos 50 meter j.236A~A>j.2C OMC>2C>236B>[j.236A~A]x2>j.236D(236236C/D) 3.8K(4.7K with super) OMB j.236A~A>j.2C OMB>dash under 2C>5C>236B>[j.236A~A]x2>j.236D(236236C/D) 4.2K(5.1K with super) OMB 100 meter j.236A~A>j.2C>236236C/D OMB>(dash under)2C>5C>236B>[j.236A~A]x2>j.236D>236236C/D 6.2K Dash under 2C is optional for this combo if you push the opponent into the corner with super.
  22. I just optimized it. Here are the better versions and probably the combos Guymam is referring to. Tentarafoo ender: FC 2C>236B>j.2C>2A>2C>5C>236AB>j.2C>2A>2C>5C>IAD j.C>2C>5C>236C damage:5443 Meter gain ender: FC 2C>236B>j.2C>2A>2C>5C>236AB>j.2C>2A>2C>5C>IAD j.C>2C>5C>5AAA>236B~A>236D damage:6000 Full damage ender: FC 2C>236B>j.2C>2A>2C>5C>236AB>j.2C>2A>2C>5C>IAD j.C>2C>5C>5AAA>236B~A>236236C damage:6751
  23. I'd rather do FC 2C>236B>j.2C>2A>2C>5C>236AB>j.236A-A>j.2C>2A>2B>2C>j.BB>j.2B>j.B>j.2B>236D 5.7K with only 25 meter. How do you get the 2A>5AAA>236B~A to work outside of the corner?
  24. What's the combo?
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