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LordSpectreX

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Everything posted by LordSpectreX

  1. I love you man. Thanks a WHOOOOLE bunch. But yeah, 1 Hit Badlands is awesome to. In the corner after doing it, I love doing HS > Gravedigger > HS > Badlands > Curse. Oki, curse, damage. I love it.
  2. If I'm thinking of the video you're thinking of. I think he just covers all different combos and some tricks to get into them. I want to cover the moves, the specials and general tactics like Zeinest formations. And actual practical BnBs. The problem with his video is that most of the combos only work on Sol, Eddie and someone else.
  3. I can do a beginner's guide for Testament. Being a beginner myself, I can put in what I would want to know. Like Moveset, Mixup, Specials and Basic BNBs. And an explanation of what they're good for. Would that be okay?
  4. I having trouble doing the loop for different characters. Is there anywhere that states the specific loop for each character? The only one I know and can do consistently is Sol. Throw -> 6K -> BL > TK BL > 2HS > BL. But if I try BL > TKxN on small characters like May, the first TK almost always whiffs. Or just hits once...
  5. How embarrasing.
  6. I've tried those cross-ups, when I can do them...they work really well. So thanks. Sorry for the late reply. I have a really big flaw in my curse pressure now though. Most of my mixup comes from the 3A->3A blockstring. If they decide to not block the 3A, what should I do? Just go for 5C and do the challenge mode loop?
  7. So...play defensively? But 5 bars is scary. But it seems like I should be more unpredictable. So I'll start working on that. Thanks all.
  8. Mind games? Hakumen. I'd say.
  9. Jesus people. There isn't a thin red line here. The choice isn't "Hardcore Guilty Gear that will bomb" or "Simple BlazBlue that will suck". They can take the middle ground, make it more accessible, but still keep the advanced stuff. In fact, that's probably WHAT they're going to do. Surely you people agree that there is quite a bit of a gap between the difficulty of BlazBlue and Guilty Gear. If that's the case, then it will be easy for Arcs to lessen without destroying that gap. In London, we have loads of people that want to pick up Guilty Gear. In fact, I'm doing it myself right now. But many of us don't follow through because the game is too inaccessible. I and some others are picking it up because there are experienced players there to help us. But most people won't have that, and so having the drive to do well will be rare. There's nothing wrong with making the game seem possible to be good at for a beginner, without having to reduce it to BlazBlue's level.
  10. But how do I play unpredictably? All my pokes lose to other pokes.
  11. It's hard to be creative when you're nervous and the other guy has great fundamentals. I was creative against him the first time I played him at LTG4, and he destroyed me completely. I did better in that match BECAUSE I played more dry. Plus, I can't freestyle during curse. I need to work on my curse mixup. But I just can't try out different things on him. He will find an opening and he will take advantage of it. My main problem is how do I get to Tsubaki if J.B is unusable and zoning is practically useless? Not to mention that because Tsu's 2C is so good, feints have limited use as if I actually feint outside 2C's ground range, I still can't 5A-6B punish.
  12. Thanks, but saying F o G and Curse Pressure doesn't really help. Though a mistimed burst is bad, an early burst doesn't mean anything. Also, whiffing the distortion is bad, but it makes no difference if I move towards him because he'll punish it anyway. But I will try a work on mixing up fronts more, so thanks for that.
  13. Hey guys, I've played in a few tournaments now, so I'd appriciate it if any of you can give me some advice. The only thing I ask is that ignore how much I use 2C. I do that cause I'm desperate. But feel free to criticise anything else I do. And be as harsh as you can be please. http://www.youtube.com/watch?v=rLXlsA7u9LU&t=1m4s - Me Vs Kiba (BlackJaguarXD). If anything, this is the one I'd like the most advice on. http://www.youtube.com/watch?v=r37sgv4JSkE&t=0m58s - Me Vs Zoular. http://www.youtube.com/watch?v=ZKTxiE6PMGU - Me Vs Kyzertron. When I say ignore the 2C. I mean REALLY ignore the 2C. http://www.youtube.com/watch?v=NFAS7B0Bt10 - Me vs Moko Wow. I really spam 2C a lot.
  14. You can't really punish it unless you IB or block it when you're right next to them. Due to Ara's lack of a forward dash.
  15. Do aggressive zoning. However, make sure you stop doing this and play defensively once she goes for rushdown.
  16. It's because American Gamers have lives, obviously.
  17. It's possible. But you'd have to Instant Barrier Block an attack he might not be doing, and then 2C the very moment you can. About 4 frames wasted will mean he can block it. And if he does block it, you eat around 4.5k. It's not worth it. And as I said, Close 2CFC on Jin is difficult, so you may not even get the reward. I don't know why you wouldn't do 2D. Since it's perfect for catching backdashes, it has a big hitbox, leads to corner and is safe on block, especially against Arakune. But if you insist, you can do 6C if he IB Backdashed at 5A range, or you can Ice-Car. Yes. I'm serious. You can do C Ice Car on reaction to the backdash and it will likely hit.
  18. 1) Why would you waste a golden oppotunity to get a 2C Fatal Counter by doing a weaker 2D/Ice Fang instead? Time it and you can get a FC. 2) 2D beats IB Backdash. Assuming he didn't IB a non special cancelable move.
  19. I'll repeat. 2C has 13 frames of startup, then however many frames it takes to travel. 623B is -11 on block. If you do 2C Dacid, you get blocked, and that's -37. The reason why it has such high reward is because it's high risk and slow. Not to mention that the 2CFC combo on Jin is unique and difficult to do, requiring lots of strict and delayed timings. In other words, if it's less than -13 and outside of 5A range, it's safe. Which is significantly higher than most characters. Not to mention that Arakune can't put someone in a blockstring like say, Bang can doing dash 5A against a move that's -7.
  20. I had £20 to spend. Saw BlazBlue in the shop. I heard it was reasonably popular among FG fans. I never played a real fighting game before, so I decided to get it. Mained Jin first. I sucked. Picked up Nu. Still sucked. Tried Ragna and Tager. Didn't enjoy them. Picked up Arakune. I sucked, but it was fun. And just when I learnt the 6C Loop, CS was a month from release. Yay.
  21. Sorry, I didn't mean he invented it. I just meant that he's the one I see do it. Like how you would say that's my say, j.c crossup, even if you didn't invent it. But thanks. Works like a charm. Except against Mu. Sigh. Edit Lol, did it once and now I can't do the damn Dive Cancel.
  22. Hey, I have two more questions that needs answering please. 1) What a decent fakeout crossup during curse that works both ways? (Regardless of wherever I do fakeout or I actually dash forward). It's the only thing I haven't got the hang of during curse yet. 2) How do I do Copper's High Airthow Dive Cancel Combo?
  23. There's certain things to remember. 1) Take advantage of Arakune's poor defense. He lacks good pokes and a DP. 5C anti-air is good, but very punishable with a fake (EX) Ice Sword jump in. Abuse Arakune in a way you wouldn't most characters. 5B->5B shaningans and easy resets in the corner are all good. 2) That being said, at 50% heat, he does have a DP. If he's smart, he'll hold onto this. No good Arakune will use j214214D (yet), so don't think that you have to keep off the ground. Don't take risks punishing Arakune's DD DP. Be patient and wait for the vunerable time between the attack and him recovering. 3) J.B is his primary tool. It's hard to counter and 2C will only hit if it's well timed. 623A/B are better for dealing with it. Arakune's IAD J.B just happens to go at the same angle that 623B goes at. 4) Arakune's biggest weakness, is his trouble in punishing. He doesn't have a conventional forward dash, but most of his moves lack range and speed. The only normal that can punish at further than 5B range is 2C. Which needs 13 Frames to start up. Because of this, moves that usually put Jin in a bad situation, like 623B or A Ice Blade Blockstring ender, give Jin a psudeo frame advantage, because Ara can't run in and put you into a block string.
  24. Orion summed it up perfectly. Arakune does have a few tools. However, J.B never wins against a timed 2C. 5C loses badly to Valk's j.C. His pressure, while simple for most characters who can IB, is hard for Arakune and his lack of a DP, or even a quick guard point like Bang or Rachel. And it has been said, Arakune dies quickly. If he summons a cloud, remember he's vunerable when he touches the ground, so time a wolf dash for when he hits the ground. Wolf Mode breaks Arakune. Not to mention you can use wolf and your great pokes to stop Arakune from getting you into a loop as late as possible.
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