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Everything posted by MetalMaelstrom
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聖杯戦争...かもしれ? I vote for Big Breasts: Causing Several Erections - The Battle to be Sena's husbando~ But seriously, I got nothing. We should get Scotty to come up with a clever name since he came up with the name of the last tournament. ...or do I need to bake something again so we can base the tournament name around that?
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When you say 'total n00b' are you talking about someone who's new to blazblue or new to fighting games entirely? Well, if you're looking for 'similarly easy' stuff then other hit-confirms off different chain follow-ups or air normals would be good. Like j.6D~D > dash 5B > 5C > 2C (if possible) > 3C > 236D/214D~A or 5D~C > j.A x 1 or 2 > 5A > 5B > 2B > 3C > 236D/214D~A.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
MetalMaelstrom replied to Yuushiro's topic in Archive
I don't think he's ever been ass, I just don't think he was ever at tier-whore-character status. In CS1 it was Bang and Litchi, in CS2 it was Noel and Makoto, but I really hope the case for CSE is Ragna and Valkenhayn or somebody else besides Hazama. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
MetalMaelstrom replied to Yuushiro's topic in Archive
Fuck, I hope not. I really don't want Hazama to become one of the tier-whore characters in this version, and I especially don't want more people asking 'DURR HOW DOES I DO TK LOOP? THAT'S ALL I HAVE TO KNOW TO WIN WITH HAZAMA, RIGHT?' -
[CSE] Hazama Video Posting & Discussion Thread
MetalMaelstrom replied to ZeroRaider's topic in Archive
So sad, the most useful video has the most cheesy music. Oh well, at least that answered a few more of my questions. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
MetalMaelstrom replied to Yuushiro's topic in Archive
Merry Christmas, Marcell: -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
Merry Christmas to all of you cheeky blokes. Here's your real Christmas present(s): -
I have more requests, Sey (sorry ). Since you can do at least 2-3 TK loop reps off most starters in the corner and garner at least 50 heat, can you show us a few samples of said loops with Mizuchi enders? I want to get an idea of just how much they scaled the damage back on Mizuchi. Also, can you see what you can do off a meterless midscreen throw (e.g., 6B+C>623D>dash 2B>??? or 4B+C>214D~D(fast)>j.6D~D>??? not sure what connects after that)? Tip: do this in challenge mode, as it always resets your meter, and some even start you off in the corner. Just be quick to look at your damage and meter whenever you finish your combo, and you should be fine.
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Hmmm, I see. I wonder if you can do it off of one rep then... In theory (if performed correctly), I was hoping that 214D~B could give us something akin to Jin's freeze resets which more or less force you to barrier guard. Anyway, I have but one last weird request: can you see what kind of combo you can get off of counter hit 6B? Like I said, I didn't get to play EX much at the arcade, but when I did, I landed counter hit 6B on numerous occasions (mostly because I still fail to dash 5B after chain ins sometimes ). I noticed that it has this kind of weird float/pull to it, so if it's possible to even get a level 1 214D~C to connect with that, then that would be great.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
MetalMaelstrom replied to BladeOfJustice7's topic in International
I wish I could sig this -
Sey, can you try something else for me? can you see if you can link 214D~B after 3C at the end of the loop combos? If you can, then you should be able to connect 5A and force the opponent to air tech. Though that doesn't sound near as appealing as 214D~ oki, I just think it would be interesting because you could follow up with a 5B>5C>2C>214D~B all-anti-air blockstring that removes a primer. In fact, if that blockstring itself is possible (that is, all hits don't whiff), then perhaps the whole 214D~B x 2 combos may not be in vain. Also, what is the smartest thing to do in the 214D~ oki situation? Personally, I would just stance cancel. Staying in stance just seems dangerous (I've seen Japanese players throw out whiffed stance DP's ), especially because you're pretty much screwed if you do the wrong follow-up or if you time your follow-up wrong.
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As much as I like people being interested in Hazama, keep Jin as your main. He's still a very strong character.
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Thank you very much, Sey. Especially thank you for confirming that the best midscreen combos do indeed include one TK j.214B. Could you try adding a 6D~A in the top combo though? As stated above, I know it works in CS2, and there really isn't any reason it shouldn't work in EX. If you want specifics, try it on Valkenhayn, Ragna, or Bang as I know it works on all of them. Again, thank you. It's nice to finally have a Haz player who has a copy of EX, at least for these next two months.
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Well, I've been playing EX since late November at the arcade. I can tell you for a fact that the timing is not stricter by any means (unless you're talking about linking hits after 623D, since they increased the recovery time). The only things I can think of that have strict timing are his meterless mid-screen throw options. For example linking dash 2B after forward throw > 623D is a little difficult. Also, stance cancelling and doing j.6D~D after backwards throw is easy to screw up. Then again, I only attempted these combos a minimal amount of times and I could probably get it down with a bit of practice. And before you ask, no I don't have a copy at home, I don't plan to import it anytime soon (I want my astral music fixed, damn it), and I'm not near that arcade anymore since I'm back in my hometown for the holidays. As for optimal Jayoku starters? Assuming they didn't change the P1 on 5C... probably 5C. As for the rest of the combo, if you're completely in the middle of the stage, something like (starter) > 236236B > 214D~C > 6C (they upped the damage on this) > dash 2C > j.Cx5 > land > 2C > j.9214B > dash 5C > 2C > 6D~A > 4D~D > j.B > j.Cx2 > jc > j.Cx5 > j.214B would probably work. I know for a fact that this combo works in CS2 (there's no reason it shouldn't work in EX) spare the j.B + j.Cx2 part cos I'm lazy and just did j.Cx5.
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I've been thinking about doing this for a while, but before I do the write-up, I just want to run it by you guys. I think we should make either a thread or a subsection of this post dedicated to actually teaching people about the execution of the TK loop. At the very least, a compilation of input from all of the Haz players on here who can do it (myself included) on things like timing, visual cues, input, and other miscellaneous tips. Because, let's face it, if people want to learn Haz in EX for some reason, the first thing they're going to want to know is how to do the TK loop. What do you all think?
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
I don't know whether to go ahead and import EX or just wait until the NA release. I watched Kurushii-kun's stream yesterday and apparently Shinsou is muffled whenever it plays plus there are sound-alikes and a couple of other bugs. What do? D: -
I wanted to share with you guys some (rather practical) combos that I've been toying around with in CS2 challenge mode (challenge mode is nice because it always resets my meter). These combos are all in the corner (except for the last one) and start from 0 heat and require 0 heat. 1. Forward throw > 66C > dash > (5C > 2C > j.9124B) x 2 > 5C > 2C > 4D~D > j.C x 5 > j.214B [3308 damage; 59 heat] 2. Backwards Throw > 214D~C > 66C > dash > (5C > 2C > j.9214B) x 2 > 5C > 2C > 4D~D > j.C x 5 > j.214B [3462 damage; 65 heat] 3. 2A > 2B > 3C > 236D > 66C > dash > (5C > 2C > j.9124B) x 3 > 5C > 2C > 214D~B [2205 damage; 67 heat] 4. 5B > 3C > 236D > 66C > dash > (5C > 2C > j.9124B) x 3 > 5C > 2C > 4D~D > j.C x 5 > j.214B [3300 damage; 71 heat] (3548 damage and 72 heat with 5C starter) 5. j.6D~D > 5B > 3C > 236D > 66C > dash > (5C > 2C > j.9124B) x 2 > 5C > 2C > 4D~D > j.C x 5 > j.214B [2653 damage; 62 heat] 6. (Level 2) 214D~C, 66C > dash > (5C > 2C > j.9214B) x 3 > 5C > 2C > 4D~D > j.C x 5 > j.214B [4505 damage; 72 heat] 7. (Level 2) 214D~C > cross-under 6C > dash 5C > 2C > j.9214B > 5C > 2C > 6D~A > 623D > (5C > 2C > j.9214B) x 2 > 5C > 2C > 4D~D > j.C x 5 > j.214B [5197 damage; 88 heat] 8. Midscreen: (Level 2) 214D~C > (optional dash) 6C > dash 2C > j.C x 5 > 2C > j.9214B > dash 5C > 2C > 6D~A > 4D~D > j.C x 5 > j.214B [4209 damage; 62 heat] And before you ask, yes, I tested if you could include any more reps and have a proper ender. If I added one more rep to any of these combos, it would result in the opponent teching in between j.C hits. However, I could add a rep to all of these combos and then do 5C > 2C > 214D~B which is pretty much what the ender for the TK loop is in CS:E. The nice thing about all of these combos is that they should work in CS:E save for the first one in which you need to do 214D~C (level 2) after forward throw. If you guys want any more damage and heat data off of different combos, just let me know and I'll try my best to get it to you.