-
Posts
455 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Cryingvoid
-
Bro, it is a basic 3c > RC route actually, but not the optimal if punishing. Nothing interrupts you from doing 5b > 5c > 2c > 3c as a starter part. Also it is possible to make a habakiri hit in such a midscreen RC route, but it's influence on proration and hence the ender is unknown, so I'm testing it at the moment.
-
Well, crossup's meaning very nature is 'opposite side', so it must be obvious.
-
So basically, C0R, we can exchange 6a for (5c) > 2c > j.c without sacrificing ender necessary proration AND still be on time to set a 6d stein and connect a 2b? It truly raises the damage, but just a tiny bit weakens our oki setup, since j.5d has been replace for j.6d. And when we meterlessly go for oki, after the last j.2c we'll ALSO do j.6d for charged laser to reach the cornered opponent (after wakeup). SO only way to habakiri setup is to make to second d into j.5d... well, everything comes with it's price, pretty reasonable. Wish to hear your point and criticism on oki's from here. Also, I've noticed that 2b > 6a > j.c > j.2c ender way (instead of standardized 2b > 5c > 2c > j.2c) in JP matches as well. Is it more profitable in terms of damage? Or Proration maybe? Yeah, yeah, the last! Yesterday had some training time and tried what I had seen in JP gameplay: 6a CH > j.2c > 66~2b > 6A > 6C > 5d > 214d > 6b etc. That does look sexy, and connects everywhere midscreen off 2b, even at throws; but what is the proration price of habakiri hit? Does it freak up our corner carry strategy?
-
...And you'll have to change the whole station in a year or so to be up to date in terms of hardware... they should at least spend ridiculous amount of time on cpu games to make such investments reasonable.
-
Well, I remember it was somehow clear in the first post, yet anyway. Let's say it short, Tao combos consist of three stages, those are - starter > 9d-loop > ender. I'll say for now, ender is always the same, no matter the screen position. Learn the ender: ...2d~c > 9d~5 > 6d~6 > j.c > .. > 9d~9 > 3d~3 > 236b x 5. The 9d loop you know correctly, you've written right. Every starter in it's sense is longing to flow into the 9d loop, so midscreen are: -6a (2 hits) > 9d loop > ender -5b > 6a (2 hits) > 9d loop > ender -(dash)5b > 3c (3 hits) > 236a > 5d~b (hit) >5c > 9d loop > ender -2b > 6a (2 hits) > 9d loop > ender -(dash)5c > 3c (3 hits) > 236a > 5d~b (hit) >5c > 9d loop > ender -CH 2c > 66 > 3c (3 hits) > 236a > 5d~b (hit) >5c > 9d loop > ender -3c (3 hits) > 236a > 5d~b (hit) >5c > 9d loop > ender -j.c > 66 > (5b) > 3c (3 hits) > 236a > 5d~b (hit) >5c > 9d loop > ender -CH 6c > 5d~b (hit) > 5c > 9d loop > ender Corner ones are easier to perform, but I'm tired of typing xO master these first, then I'll summ corners up for ya :3
-
Pochp said the truth, Aile. No Mu without IADs. You'll simply get killed against proficient rushers. Though I know what you feel. I've felt that kind of apathy many times, when the move just won't come out, and seems more and more complicated to you. But when I tell myself "there is no other way to play this character, but to get used to this handnumb move/input", it gets better with time. My first such a problem was normal air dash! Just how much damage have I eaten online failing normal ADs for Tao... Later it became a joke to me of course :3 You just need to tell yourself "this is reality, just take it and practice". Be cool and stubborn, and you will gain. Fighters are no magicians with magical hands. IMO
-
Solar, from what I've seen up till now, the basic way of corner catch is the following: too high - 6a > j2c > 5d > 2b etc.; around her head or chest - 6a > 6b route, if 6b hasn't been used before. Or else - 6a > j2c > 2b > 6a > j2c > 5d > 2b etc.; too low - 2b > 6a > j2c > 5d > 2b etc. It basically seems that it is always safe to corner catch with 6a, so your way must be optimal. Haven't tried C0R's version yet. C0R, what is the trick with j.6d? PS: aaaa, sorry for unhelpful replies, guys, just can't bring myself together into the training mode, can't resist online match opportunities' temptation, when it comes to BB -___-"
-
I (can't) Air Dash
-
Yes, it does surprise me! I've never seen a true fighting community female member That is so nice and cute to know Kayahtic, your avatar is also very cute! Stretched Mu is super sweet :3 Aile, for real? Or are you just trolling me, badass? >:o That's what makes him special!
-
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Don't drop BnB, Aile! You can't afford that since you are not Makoto -
Misae, now don't tell me YOU are a girl too O_O Also, C0R was also very cute with the avatar that seductively winked me a while ago. I was about to eat my monitor hehe :3 Aile, take one with blue body, orange hair, pink armor to feel like the apocalyptic mistress of the night, dark mother divine. Blue hair + black armor for Black Rock Shooter likers. White armor + black hair + blue stripes - also fucking dark as her horns stand out the most this way. Parrot coloring for Solar fans (I use it from time to time).
-
Tsubaki's story is truly bittersweet and awesome. Love her dialogue with Haku in story mode! You fulfill all the cons with cute avatars etc. xD
-
Crying void sounds like Haku lol, but originally I've just come up with a dark, but not a tried nickname, while I was deeply hyped on metal bands. This one is doubtlessly inspired by the lyrics of Finnish MDM band Norther. Yuki, I'm sooooo envious of people having Japanese friends... moreover, GIRLS. You're lucky BTW, English girls are cute too Messiah, I thought you were cute. Now, having heard your story, I think you are the cutest! Never could have imagined, your Tsubaki friend was a girl How come she's hype on BlazBlue?
-
YukiBlue, you're feeling blue?
-
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Is it your Alt230? PS: Lambda did everything for Mu to win this match lol ) PPS: About Lambda match: Nice gameplay, Mu basically did everything what was necessary. Don't know if there were any flaws, but maybe she could move just a bit better and more actively. That would probably leveled up her spacing. And more of 6A's would have been welcome. They are fast, JP players use them very freely. Last, I noticed, there are some times when it is wise just to dash with 2a's to keep the pressure on instead of retreating. Confirmed dash 2a's are way safer than close range Habaya's, and allow you to any close range action possible. And more importantly, the opponent won't be expecting this normally (resuming pressure with dash 2a's instead of retreating). PPPS: you've got a cute nick and avatar -
Ch3äZy When close to the corner, charge 2, then press 9D, to send Tao to the closest wall, afterwards hold 2 after she touched the wall to send her drive downwards (you can also send her horizontally across the screen, you don't want that), and finally press B to drive cancel. It must be performed really fast, so practice it in the training mode. This corner crossup is truly amazing, extremely hard to block. Yet it is pretty situational and easy to freak up, so be careful, alright?
-
Hmm... gotta review it then.
-
AJSmith325, read a guide on wiki or here, then it is best to watch some Japanese in a video thread for clearance. No straight answer. You must feel Mu's strong sides for yourself first, then you'll feel when to rush, when to space or when to go on with zoning. IMO
-
Probably best to do just 6a > j.2c. You don't want to drop corner combos on him )
-
Doesn't anyone know where to find the actual matchup values? Best - with some reasoning.
-
I've recently noticed, that corner ender link 66~6a > 5c > Blessed Mirror doesn't work on Valk. Also, Valk is extremely hard to connect starter chain 6a > 6b. Due to his hitbox second hit of 6b connects one in a thousand
-
It is specific... counter hit only or crouching only... or character specific... I forgot. Try delaying 5d input as much as you can.
-
Midscreen: 1) 236cc > 2d~c > 9d~5 etc; 2) 236cc > 5d~c > j.d~b (hit) > 5c > 9d loop > ender. Corner: 236cc > 5d~a > 9d loop > ender.
-
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
No! I'm talking about multiple hit stuff, not about regular IB'ing. While normal or barrier blocking Lambda's Zenmetsu, you are in a constant block stun, so just mash backwards as fast as you can, and most of those hits will be IB'ed, giving you a lot of meter for free. Try that in training mode, it is absolutely nothing special. -
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
cookiehours, wow, nice and solid in my opinion. Also, don't forget instant blocking at least that multiple hit stuff. It at least allows you to do more counter assaults and RC'ed DPs.