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Everything posted by 50-50罠
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I will play Sent from my SCH-R530M using Tapatalk
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Ill later if your still on around 5 est if that's cool. Sent from my SCH-R530M using Tapatalk
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I was? It was prolly your connection why I didn't play you. I only play 2 bar and up, and I really don't play 2 bars often. Sent from my SCH-R530M using Tapatalk
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BBCP PSN Tournament (January 26th, 2014 @ 3PM)
50-50罠 replied to MastaToken's topic in BlazBlue Online Play
I'm down but, how does one deal with laggy connections during a tourney match? Sent from my SCH-R530M using Tapatalk -
Gg to everyone I played. I was fifty-50trap. Man I need to work on carl, bullet, azarel mu's, if anybody wants to help hmu on psn. Sent from my SCH-R530M using Tapatalk
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Damn good shit kush commando! Sent from my SCH-R530M using Tapatalk
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Unless bullet is locked on prior to the cannon going active Valk will hit her before she can even see the lock on. The move I ran across that just killed my cannons was her command grab. This also is more so aimed at the bullet that uses jd as a footsie/neutral tool outside of mixup and oki. I tried this in training mode for a few minutes and not once did I successfully beat the cannon once it started, unless I locked on to valk before he even started up. I believe cannon to be reliable. Sent from my SCH-R530M using Tapatalk
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Yea late tech if you get knocked down and beast cannon beats 5d and jd. Sent from my SCH-R530M using Tapatalk
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Ok glad somebody tried the combo out. I thought it might be height reasons. I will grind it out thanks a bunch kiba. Edit: After grinding it out for several hours. I'm convinced its a height issue on the 2nd jc. I don't think the combo is really long enough for hit decay to make konig whiff. It seems more consistent if I get the right jump height on the 2nd jc. I'm really amazed at how hard this combo is lol. Sent from my SCH-R530M using Tapatalk
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I forgot about starter types actually. That's good to know then, and clears things up. Sent from my SCH-R530M using Tapatalk
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Yea in terms of corner I use 6c> 3c> schwartz (whiff), mid-screen I use jb> ja> jb> jb> jc if I don't corner carry. Im aware 6a gets next to null in terms of dmg just wondered if anybody broke the mold with it by chance. Sent from my SCH-R530M using Tapatalk
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I still use old man jb> jb> jc ender too. I haven't noticed what different oki setups I get off it as opposed to jb> ja> jb> jb> jc. Sent from my SCH-R530M using Tapatalk
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I'm going to add my 2cent on the falling jc> jc oki topic. What do you guys think about falling jc> jc> moonlight> wolf? Wouldn't that help lead to better oki instead of just landing and transforming? I've been adding it into my mid-screen jc ender game with moderate to decent results. I say moderate to decent because I haven't explored the potential behind it fully yet. Sent from my SCH-R530M using Tapatalk
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The issue I ran into with that was letting Valk get to the ground before inputting 2c and remembering 5d and jd are attack cancelable at 7f. Wolf ja actually gives you a lot of time to cancel late into 2c. It's not a fast input per say, if your attempting to input as fast as possible that could be your problem. Sent from my SCH-R530M using Tapatalk
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One combo I have been inconsistent with is ch [w]5c> 6d~5d> 2c> 5c> moonlight> ct> 2c> 6b> 5b> 2c> jd~[w]ja> [w]jc> [w]jc> air eisen a> air eisen b> 7d~jd> jc> od> jc> strumuu. My inconsistency is landing the air beast cannon a after wolf jc. At first I thought it was a height issue, so I made an adjustment and let the character (Jin/Ragna) fall bit more parallel to Valk and I still drop it 80% of the time. I have performed the combo entirely, but I don't understand why the cannon part is so inconsistent. I'm beginning to speculate that I may not be doing the buffer fast enough (which I did try as a buddy suggested) which kinda makes sense and for a strange reason felt like I had a little more consistency. At any rate any advice would make me a happy sasquatch. Sent from my SCH-R530M using Tapatalk
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Your welcome, and I just hope the info is helpful to everyone. Sent from my SCH-R530M using Tapatalk
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Sounds like you're inputting [w]ja in to early. I believe you have to wait 15f before Valk can do anything. Sent from my SCH-R530M using Tapatalk
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Ok thanx for clearing it up Sent from my SCH-R530M using Tapatalk
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Wait am I reading the inputs correctly?? H5b> 5c> jc> jb> jc> jb> jc¿¿¿¿ I don't think that's possible. I do 5d> 5b with plink timing basically. This helps my consistency a lot. Sent from my SCH-R530M using Tapatalk
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Problem normals Jb: hands down is the only normal I try hard not to get abused by. It hits a multiple times with good priority. 5c: this one isn't so bad now since damage has been toned from extend, however; it still serves well as a reversal when gaps are to big during wolf pressure. Also can be used for an anti air against rasen or eisen wolf. 6c: seems ok to use on wake up if you try to wolf 5c or go for any low hitting mixup starters. Zoning Stay on him, and always knock him down. Pay attention to drive moves and bell bug. Your mixup can be a bit more violent since Arakune only has 5c and beam super for reversals. Anti-air Wolf ja is incredibly strong in this match up. Unless you approach Arakune from a bad distance when jumping at him, your ja will win 90% of the time. Wolf 5b has some uses, but I mostly tried to catch jump start up with it or willingly trade with Arakune jb into 5c confirms. 6a one of the few matches where its reliable and beats Arakune jb cleanly (as long as jb isn't jumped canceled low to the ground). I had the most success catching jump cancels high in the air or raw jump in jb's with 6a. Arakune can prevent this if they jump cancel jb low enough to hit before 6a reaches gp frames. Be careful "You've been warned!" Footsie Will add more later... Sent from my SCH-R530M using Tapatalk
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Interesting I'm gonna mess around with that then. I mostly want corner carry, so long as I get that I'm fine with it. Sent from my SCH-R530M using Tapatalk
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Has anyone tried ch 6a> 5c> [w]ja yet? It lead to good damage in extend. Sent from my SCH-R530M using Tapatalk
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50-50 / Fifty-50trap / Detroit MI US Sent from my SCH-R530M using Tapatalk
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This fight is 6 - 4 in Valkenhayn's favor. It feels like it just boils down to footsie and taking advantage of Hakumen when resources are low. I paid a lot of attention to Haku's meter and walked inside and out of Agito range in wolf form to bait out Agito, once he whiffs it look for the falling jb or jc. Either whiffed falling atk seems to allow Valk to get in and start. If Hakumen is blocking I keep the wolf pressure light and look for 5d and 2d. I also went for lots of grab setups in this match. I found [w] 5c> 6d~brake~5d> 2b> or brake~5d> grab very helpful against Haku. Also 5c> brake~5c works really good as well. Things worth mentioning: Haku's wake game. "So you got the knockdown". When he has meter stocked bait everything. Make him use the resources and pray he doesn't attempt to air throw you. Hotaru, drive moves, and Yukikaze are all good reversals, however; they are easily defeated by [w]4d/7d, [w]5c, [w] command grab, or human b+c with a properly sighted read. Wolf 5c when spaced properly low pros Hotaru, grabs beat his counters, and rasen if you don't trust anything else to dodge and bait drive moves. His 236a can be used as well but isn't as relible seeing that normal & command grabs beat it. Also note meaty [w]jC beats Hotaru since the moves invulnerabilty isn't 1f. Anti-air 5d> [w]5b and [w]4d were good ways to deal with Hakumen jump ins. 5d> [w]5b doesn't get the job done against Agito, but works great against Hakumen j2c. Also [w]ja is a strong option too, just careful not to eat jc when attempting it. My last notes about Haku are always look out for grabs. He has some really legit ways to setup purp and green throws. Pay attention to his high/low strings (which if you block low react high, you're fine), and jump out when you can. I used a good amount of jump back jc to halt his pursuit from me jumping out. That's most of what I got so far. I hope this is helpful, because its my 1st time giving advice on dl. Sayonara Sent from my S3 using Tapatalk
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Also if bullet does knock down and go for 5d or jd shenanigans, just tech late and block, look for a jump canceled normal into jc attempt and get a clean 6a> 5c into stuff. The match is pretty much done if you manage range properly along with the def options mentioned the match is pretty much on lock... The only gimmick thats just jacked up, is her instant jc> jd lol thats just lolz Sent from my SCH-R530M using Tapatalk