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Everything posted by ShadowFiend
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The guy is amazing. and there's another platinum i've seen that wasn't bad either. he wasn't haku or shiromadoushi but he's pretty fun to watch. FantasyEVE or Shadow.
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LOL!! gold burst troll combos XD
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oh you play bb on xbox
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Oh my god DUSTLOOP IS BACK! :D
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Poor tager there's so many things platinum can do when playing rushdown
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i remember feeling that way first time i picked her up. but my friend showed me Hakumadoushi. \i kinda got the feel on what to do. http://www.youtube.com/watch?v=YgF50zC51_I - first match i've seen with platinum in it.
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That was the problem. thanks :DDDDDDD i feel like such a noob thank god for asking questions
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http://www.youtube.com/watch?v=QXTp9CKz6FE - am i doing something wrong? i can do it on jin and pretty much the rest of the cast. it's not the 22c it's the 6c not hitting :/
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you sure man, i know how to 6c to 22c pretty well but on rags it COMPLETELY whiffs. it's ridiculous
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lol you mean mami circular(surfboard) XD and oh another thing guys.. Is it me? or does dream sally to 6c - 22c doesn't work on rags. it whiffs for me >_>
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great insight axis. dead spike is such a scary move for platinum.
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I'd say, this has to be one of her worse matchups. Rags pressure seems endless like Mr.Kisaragi.
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well i tried it bro, sometimes i dodge the chain but i got CH a couple of times.
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i tried 2b'ing when he shoots the chain. yeah i duck but sometimes i get counter hit >_>
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yeah it's always bang or the lambda/u-12 LOLOLOL
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wait so if haz approaches with Blocked chain to J.B we can 2b him!? D:
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Insight - most hazamas will go for the falling fang(ressenga) mixup. level 2 he has full foot invul. during it, if you are in the air you will be spiked back down, you can just 5a him out of this or better yet IG it. you can punish him alot better if you IG it. oh i just confirmed this. if hazama does level 2 ressenga even if you i.g it, he is still save. - don't blind rush hazama when he is away from you. he won't be afraid to Rising Fang/Flash Kick(Gashoukyaku). i believe he is invincible on the startup of the move. don't push buttons either otherwise you will get fatal'd into 8k combo. - his 5b, a great counter move. decent startup and it is safe on block +2. alot of hazamas use this for their frame traps. be patient and don't get countered. it is jump cancellable. every now and then i would see haz 5b into IAD 2C. indeed it is great because it's a cross up but if you are able to read it, you can 5a it. - his 5c comes out pretty fast. it is air unblockable and he can follow up with the hungry coils. - his 2c arguably one of the best anti airs in the game. don't let him catch you on counter. - be careful of his sweep(3c) it has excellent range. on counter hit, he can follow up with the devouring fang just like in CS1 days :D - don't let haz think he can approach everytime he shoots the ouroboros at you. you can punish badly timed approaches with 6a. i love using it. even if he goes for the B or C follow ups 6a still beats it out you can always 5a also. be warned, if he approaches with a distanced j.5b, 6a won't work. - Jayoku is one of haz distortion drives. he basically dragon kicks your ass into the milky way. he can pretty much cancel any of his standing normals into this move. it's 6+1 frame on start-up, it is possible for a fatal and it breaks guard primer. most haz aren't afraid to use this move on wake up, block stun or even random. it ain't safe however due to it being -31 on block. -his 6a is an overhead. haz every now and then will use this for mixups reasons. it's slow but if your mind isn't fast reacting you will eat it. he can't combo this normal into or out of anything besides Jayoku. oh it breaks a guard primer. - his 6b is a low attack. it's slow also but it's safe on block +3. just know he's up to something when he goes for it. breaks a guard primer. - his 6c, he pulls knifes out of his pocket and throws them while hopping back. breaks a guard primer. My advice is, you can stop him from controlling the air by approaching with J.5C it is risky but do not make this a habit. you can stop him from traveling towards you by 6a. YES: The items that work well for me, Bat(invincibility, punishes bad strings/mixups) lol it even goes through jayoku and trades with Gashoukyaku. The bombs are great also because it's controlling the air and the ground keeping things unstable for him. missiles are beautiful because he can't destroy them so free approaches. Hammer (HELL YEAH!) he only has 4 guard primers have fun destroying that shield and making him your bitch. Meh: the kitty i feel is sometimey. it is good. you'll can catch him approaching or even shooting an chain, but once haz gets the spacing between him and the kitty pretty much he'll be baiting or just approaching with caution. the pan is somewhat ok in this matchup. i mean you get free instant overheads and staggers. but most of the time, i find myself throwing it away. DON'T BE AFRAID TO THROW SOME ITEMS AWAY they always go toward the air you can catch haz like that time to time.
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is it me or but combo'ing 6c into 22c, it's much harder on bang? :/
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definitely bro. playing super offensive will only make you eat a 5k or 6k combo EVERYTIME.
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ok, i think i gathered some insight on Makoto. I'll start with the PROS/CONS Makoto Nanaya Pros Deals great damage Beautiful Normals Lots of Air Unblockables Great Mixup Game High Damaging Distortion Drives Parry I strongly believe she can combo off all of her normals Cons ...for now i don't really know any . i am open for advice. Insight This match isn't that bad, she has way more advantages over Luna and Sena but i think with the right items and patient zoning could stop her. YES: The items that work well for me, Bat(invincibility, punishes bad strings/mixups) Kitty(there are going to be multiple times where makoto would like to use her comet cannon, just let her know that she can't do that so most likely there going to rush in) Meh: The missiles are sometimey in this matchup. i mean she can 3c under them so i usually find myself shooting all 3. NO: The pan, hammer and bombs are the ones i don't like when fighting makoto. i mean if i'm getting hits in why not the pan/hammer. but when you are on the defensive which you will probably be on 80% of the time these items are NOT going to help you. the bombs are a maybe because of her 3c. Random Notes: When you see her 3c, you can either 3c her, grab(risky), 2a, 2b, Jump(), JC(get some distance), Dream Sally(if you read it) Mami Circular(i recommend, but if she pulls off her fake 3c(hold) you may be in trouble) oh and be careful if you block it, SHE IS SAFE. :blue: Her D(level 3) Drive is god fast and it is Air Unblockable so be really careful. She is a rapist in the Corner, don't burst as soon as she touches you, just keep a calm mind and wait for the opening to escape. Her jumping 2C has insane priority. don't jump or crouch. you can challenge it by 2C'ing. it will clash, or with the right timing hit her. the bright side is, if she connects with the 2C, she can't combo off it unless it's a counter. Her 2C is dangerous. Some makotos like to add it in the middle of their block strings. the best options i'd say is to super jump back, jump, bat, short hop pan or instant guard it. Don't try anything stupid or you will get Fatal'd. Her 6B is also another normal you shouldn't take lightly. it is an overhead but she can combo her D Drives after it, and Lunatic Upper. If you are blocking and Makoto goes for this normal, i know it looks slow but DON'T CHALLENGE IT. we can't beat it out unless we have bat. Instant Guard it then punish. Be careful when deciding what tools are you using when attempting Okizeme on her. considering she has a dp. it isn't good but it gets the job done. Know when to burst. Burst when she is near a corner. it's better we rape her in corner than her doing it. her 5b and 5c gets priority. My most used normals vs. Makoto. has to be retreating JC's and 5B's. they are both great spacing tools to keep her at bay. oh btw, when makoto tries to go for the Asteroid Vision Crossup(B) just grab her or 5a. Well that is all the insight i have gathered so far. this is my 2nd week of playing BlazBlue competitive so don't expect much.
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yeah i like that one alot more. the one i do has alot of proration in it. standing magic series - mami circular - 6a(i love this move) - 5c - mami circular again - 3c - dream sally.
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i been doing the 3C - Dream Sally for Okizeme since keeping your opponents in the corner is crucial. i hate ending combos with the pogo they tech before i land on the floor.
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i think the bat would also be a great item too just incase she tries to mix you up.
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Makoto Safe on Life itself.
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6c - 22c only works after i use mami circular but even that i still get the hit but not the jab because they tech XD