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Everything posted by Raziul
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Is anyone else having trouble with wake-up yukikaze coming out when they're meatying you with a projectile? It never seems to work for me in situations like this and I can't figure out why.
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Voids are broken as hell man.
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The hate is strong with some people. I've been kicked out of a room or two simply for playing Hakumen. It's funny to hear them over the mic sometimes.
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Looks like 5D to me, it seemed to come out too quickly to be 6D.
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[CP] Hakumen VS Amane: The Drill that Pierces the Heavens
Raziul replied to mAc Chaos's topic in Hakumen Matchups
You can 2D the drill, it's just that Amane will almost always be outside of your grab range, so you either need to go back to blocking or continue to spam 2D once the invincibility from the first one ends. -
I'm trying to procrastinate and not study for my natural science exam, so I made some more GIFs. Sorry if I posted any of these before already.
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Seems like most anything will work if you hit her before she starts the blades, otherwise you're pretty much gonna trade and get hit. Hotaru can get through the blades if she starts up on you.
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Hotaru can be used to cancel Ignis' Val Tus. The 3 blades spinning move that Relius loves so much. I recommend hop Hotaru so the forward moment puts you in her face for it.
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If you're not having too much trouble blocking curse pressure, don't be scared to rush through a cloud to get to him. He's not going to stay on the ground, so get used to trying to time j.C's while he's flitting about. If he's attacking you in the air, don't forget you've got j.D, j.2A, and Hotaru among other things. Your goal will be to take the sky away from Arakune. Once you've got him, the only thing you have to worry about is wake up Distortions. The worst place for you to be curse or not is the corner. That bell bug and 3C/2C set up is nigh unblockable, and they can repeat it forever till you're cursed. Do everything you can to get out of and away from the corner. Just a couple of other things I guess is his 3C doesn't suck as much anymore so you'll have to get used to dealing with that, and only the first hit of 2C is a low. So if they're doing bell bug and 2C while you're in the corner, I'm pretty sure you can low block the first hit of 2C and then standing block the rest and the bell bug depending on how they time it. If they're delaying the low hit for that set up so the bug and the low hit very close together, you can just IAD out from under the bug before he can get you.
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IAD Agito is my answer to back rolls. Generally it lets you stay on top of them and gives you a chance to mix them up as you're coming down. Might not work as well against people who are very good at getting those reactive DP's out since there's a lot of gaps between Agito, j.B, and what you do on the ground. Forward hop into zantetsu has some decent range on it too if you want to surprise them with an overhead.
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After a bit of experimentation, there are a couple of ways to punish her. The person I was playing will often do 623C > 236D > 214D to make the DP a bit more safe. If they're doing this, you can really hurt them for wasting 2 charges and using something relatively unsafe. First answer if you can predict the DP is Hotaru. If you block the DP and they're going to follow it up, you can either hop back and time a 2C, or if you're quick after the block, upback and j.C for ~1300-1600 depending on whether the void or j.C hits her first. You can also time a j.2C, but if you time it wrong, you'll be giving her a free counter hit. If you get the 2C, you can do 2C > j.2C > 5C > whatever pretty easily. Simple zantetsu combo was doing 4926. Was only really getting an enma connect off the upback j.2C CH. Edit: Don't need to hop back for 2C as long as you're not too close to her when she fires off the DP.
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It has to be a weird spacing/timing thing, because I've had it knock me out of all C moves constantly.
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Anyone have an answer to Tsubaki's DP> j. Orb > dive cross up? Is there a way to get her while she's in the air after blocking the DP? This cross up is easy to avoid, but I want to be able to keep her from getting away from me so easily.
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The highlighter colors? nah, they be ugly. http://kurushii.tv/Dustloop/Importing-101/BBCP_Color_24_DLC.png
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That's the Famitsu magazine color, or color #23 You can use this guide to get it, it only costs about 2 bucks to get the magazine for the code. http://www.dustloop.com/forums/showthread.php?16987-Importing-101&p=1567189&viewfull=1#post1567189
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I always felt his Astral should remove their corpses from the screen, since he's pretty much cleaving through time and space, and they're in the way. The puppets BS is a real downer, especially when it happens and Relius is standing there all up in your face. The should add a certain range to that if the doll hits it and the controller is close enough, it'd work. I don't see why not, since I've been told Noel's new counter Astral works against projectiles.
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Timing. It's important. Most of my friends and I play at mid tier skill levels, so I haven't made a habit of busting out OD combos in every fight. It tends to get used for bursts or Mugen > Shippu spam. I don't know about any of you all, but OD Yukikaze feels like the hardest thing ever to pull off. Most people get insanely defensive once you pop that OD. EDIT: Just realized I could have 2C'd the nails for a really funny void finish. Oh well. Additionally, since it happened last night, a great place to stick your Astral when fighting Kagura is anywhere between his drive moves. They love that 6DC, so just low block and charge. As soon as they cancel into their next move, announce their imminent doom by activating the astral.
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Will Astral work on Hazama's Drive? Tried to get it off in a match and see, but the snake went over it.
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That's Yukikaze. Yuki activates on projectiles but loses to grabs Astral activates on grabs, but won't on projectiles.
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Had an interesting moment last night where I activated Hakumen's Astral as Tsubaki was doing wake up DP. It ignored the initial hits and then caught her as she reached the top of the animation. This lead to getting the black and white freeze frame with Tsubaki being like 10 feet above Hakumen while she still gets destroyed by the astral. I imagine it had something to do with her DP having projectile properties I guess. Was cool to see though.
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Tier List of Easiest Characters to Play in BlazBlue?
Raziul replied to REPTILE0009's topic in BlazBlue Gameplay
Almost all of those characters have neutral games with steep learning curves and are terrible suggestions. For new players, the easiest characters to pick up and learn the game with are: Ragna - very well rounded with an active play style Terumi - Honk Honk Autopilot Azrael - Big damage potential, strong neutral game once you get used to the dash movement -
I've been online almost every night since launch. I don't have anyone to play with offline so online is my only way to play.
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You shutdown all my attacks with those D counters. I was too nervous to try much else. I'd barely get enough stars to attempt a proper answer before you'd have me doomed by those 2A > Grab traps.
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2A whiffing against 6B makes me cry. I'm going to have to abuse it as much as possible now.
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I've never actually had Terumi try to astral me more than once. The few times someone has been reckless enough to try getting it off outside of a combo, I'm able to punish them horrifically for it.