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Everything posted by bakahyl
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Well my main problem matchups are Gordeau, Yuzuriha and Merkava due to their more dominant footsie/neutral and their close range is better than Byakuya's as well
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I don't think Byakuya is bad, because i feel that he is not as flawed as Akatsuki or Chaos. However, i don't think that he is as strong as some of the upper tier characters such as Merkava or Gordeau
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His B+C overhead might be safer when you have the opponent trapped between web traps in the corner Eventhough the uncharged version is still extremely slow at 29f
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Any examples of his frametraps? Since i get disrespected/mashed out quite alot in netplay
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Does he have a good anti-air? Since I find his 3c a bit too slow in some occasions
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Everything is minus because of the reverse beat nature of the normals in this game
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I am pretty sure you can't block a majority of the moves in the game while you are in the air
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There are videos with it https://www.youtube.com/watch?v=CHrXPzqs_po&t=13m41s
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According to this : http://blazblue.wikia.com/wiki/Unlimited_Characters/List_of_Changes/Chronophantasma 34123646A
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At best we might see some minor adjustments which doesn't involve using new sprites or movesets but for existing move sets, like from cs2 to extend getting an arial version of our dp and yata no kagami
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Difference is that his 5d has less of a hurtbox than Ragna's 5c since it is mostly a projectile So basically he can outpoke ragna at a safer and longer distance, since Ragna's normals which extend him a bit will more likely get hit by 5d at longer ranges
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Do people even use 2c > Yata no Kagami > j.2c> omoikane at the end of (not extremely prorated) corner combo's? Since the damage on it has become rather bad since cp
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
bakahyl replied to Hecatom's topic in Under Night In Birth
Somewhat uploaded the stream on youtube but i have to cut some parts out of the video because i recorded too much, since the rest of the stream was to promote other things https://www.youtube.com/watch?v=Mc02OzD0OKk Video should be fixed in an hour (or so) but you can already watch the UNIEL part around 3 minutes till 32 minutes of the video -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
bakahyl replied to Hecatom's topic in Under Night In Birth
The stream seems to be rewatchable, unless that's because i have a nico nico douga premium account. If that is the case then i might be able to record that stream and put in on youtube for the people who are interested in it -
Baiting Platinum's "counter" can be done easier. Just use a move that is jump cancellable on block and hit her during the animation and immediately jump and hold back/block that pluche/stuffed toy, since her counter has no catch animation unlike hakumen's.
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So basically that list is also lumping the actual lower tiers together with everyone that is not too overpowering strong or solid. Like Mu, Ragna and Jiin are apparently just as bad as Makoto and Tager
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2c is no longer a very reliable anti air due to it's late invincibility frames but 6a is lacking a good hitbox, so it all depends on what situation you are in
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I haven't seen the last 3c whiff because Mu's 3c has fairly good hitbox. Aside from zeromus' suggestion , are you correctly adding a microdash after 6c > CT? The closer you can get after CT, the less likely that your 3c at the end won't connect edit: personally i don't like using up the steins for habakiri at the end of that combo, but i suppose that combo was the max damage 5c punish on kokonoe's superball
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[Xrd] News & (Theoretical) Gameplay Discussion
bakahyl replied to Shinjin's topic in Guilty Gear General
Not sure if this has been posted http://www.famitsu.com/news/201407/03056468.html -
It was buffed in 1.1 http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_1.10_patch_notes#Terumi
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Instant block it and then punish it, but we are talking about netplay so IB'ing is not always that easy
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Instant airdash or superjumping over it? His 5d is not exactly plus on block (-3 on block according to the wiki). Although you might eat a 6a for trying to instant airdash towards him
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Most likely were you fighting me It depends on what kind of Mu you are fighting. Azrael can easily stuff an openly aggresive Mu but he has troubles dealing with a more defensive one that uses her normals (2b,5c,2c on the ground and j.c and j.2c in the air are amazing when spaced properly) and steins to keep Azrael away. My best bet is that you need to be very patient and hope that the Mu player makes a mistake (like in misspacing normals, failed or unsafe rushdown attempt etc.) to get in. When you get in, then Mu is in serious trouble You can also try to read some things in the Mu vs Azrael thread to see if you can find something interesting http://www.dustloop.com/forums/index.php?/topic/7660-cp-mu-vs-azrael/
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I probably didn't ask my question properly. I know that It doesnt remove the recovery, but perhaps because you land faster you might be less vulnerable from a superjump j.2c than a regular j.2c from a slightly higher height since her j.2c's recovery is untill she lands +10f
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I kind of suspected that because certain corner combos required a sj.2c to work instead of regular j.2c. But does that also make sj.2c safer in pressure than the regular j.2c due to landing recovery frames?