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bakahyl

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Everything posted by bakahyl

  1. His "alarm" super reversal doesn't seem to have invincibility or it does not last long enough.. http://www.youtube.com/watch?v=JLlbkcSe-6A&t=1h1m21s
  2. Mu's dp is not a projectile and if 6d~c hits Mu's dp at any point when it's active (even if you only hit it with the tip of 6d~c), then 6d~c will get stuffed because of the guardpoint properties of Mu's dp
  3. Intruding this thread, but Kagura should not be always charging in with 6d~c despite that Mu looks open while settings steins because her D's are special cancelable (meaning her dp) I haven't seen IxisNaugus special cancel steins though, but Mu can do that. So be aware of that
  4. Define "inexperienced in the matchups", because 6a used to work quite well in the japanese videos even against top players
  5. Be carefull with bursting too often either very early or very late if you fight the same person consecutively, because they might start going to bait it if they see you do it several times
  6. You can timeshift streams up to 7 days after it has been aired edit: I forgot that i have a premium nico nico douga account, not sure if my previous comment applies to regular members these 2 still work for me http://live.nicovideo.jp/watch/lv169986855 http://live.nicovideo.jp/watch/lv170009692
  7. I was thinking of an alternate mid combo DD when in OD to add extra damage like Gouga Soutenjin, not as a starter. Because the old OD Orochi has the bowing animation that can't be combo'd after
  8. Just speculating though but perhaps the OD version of the low Orochi DD won't have that bow (so it's like the complete opposite of the regular overhead Orochi DD ) so you might be able to combo from it.
  9. Technically her Snaphance Fist is groundthrow that can catch arial opponents like Tager's atomic collider, so she has 2 somewhat half assed command throws and a low damage 720. However she already has a decent AA so Snaphance Fist is midly usefull
  10. Blazblue: Chrono Phantasma @ Team Stickbug 2/15/14 OmniSScythe (Kagura) vs Mynus (litchi) Omnisscythe (Kagura) vs Hard Bread (Relius) Omnisscythe (Kagura) vs Sodelic (Carl Clover) edit: i am no Kagura player (basically i know almost nothing about him), so i am not sure how good these matches are (probably still very good ) but I thought it could not hurt linking these seeing that the Kagura section doesn't have that many videos to begin with.
  11. I thought that the 6c RC would like that Ragna frametrap bc Terumi's 6c is normally just as unsafe edit: it's similar to tager's Magnatech wheel RC gimmicks
  12. i was typing my last comment before the reply came with the video. And i got distracted while playing a match online before i finalized my post. It's indeed an interesting gimmick
  13. I haven't seen any terumi use the 6c rapid mixup, it's like Ragna going for a dp after a blocked hell's fang
  14. We don't know yet if the new Orochi is even a S starter like the old version. If it is a N starter then a RC combo would be worth it seeing Terumi's meter gain
  15. People in the tsubaki forum compared the damage from last week's stream and they noticed a loss of damage from combo's with jumping attacks edit
  16. People are saying the opposite, jump attacks seem nerfed damage wise
  17. Doesn't j.2c hit tsubaki out of her 236b (and more importantly 22b or whatever 22x Tsubaki uses)? Atleast a well placed j.2c edit: apparently j.2c does not work very well unless you airdashed a little backwards
  18. Good Mu players should not be throwing out too many random 5c's depending on how good the taokaka is. At close range 5c is already a move that should be avoided because of her air mobility and 2b. j.c is probably more used as a spacing tool when she jumps backwards as a way to prevent you from blindly airdashing or using drives in the air. i use occasionally j.2c to prevent tao from mashing 2a or 2b when i am too close, as it will hit tao regardless if she is crawling or not False, because it's head invulnerabilies has been nerfed since CSE. It has a decent hitbox, but a late head invul. and easily baited with a double jump or whatever tao does in the air. Only used as a frametrap tool or as blockstring ender It's more meant as a setup tool for totsuka or habakiri. And sometimes to delay Taokaka's approach A somewhat weak move (compared to CSE) that can still be usefull to delay Tao. Or she can use it to dp you out of some of Tao's riskier blockstrings
  19. https://www.youtube.com/watch?v=AOeMJ1pE-tM
  20. That wasn't my point. With the current changes Kagura's overhead is probably on par (or atleast just as bad) with Jin's standing overhead, while you were saying that Jin had a better overhead. Well except that Jin's 6a is faster, but more telegraphed
  21. Someone in the jin forums said that he read on twitter that 6a is less positive on hit edit: ジンの6Aヒット後にプラチナの5Aとジンの5B相打ちしてた Apparently there are more mistakes in the SRK post, because that post says a general increase in the p1 of arial attacks, while others say that's a translation error and it's in fact a decrease in the p1
  22. Not anymore with Jin's 6a nerf in the patch
  23. Based on the new trailer from that live event, Terumi's new low DD either doesn't have that many hits or they didn't mash the move at all edit: the trailer is shown again and this time i paid better attention Kagura's new OD version of his Ryuuou Zangaoushou doesn't look that impressive (it seems just more hits) Terumi's Jarin Renshouga can be thrown diagonally Not sure what to think of Kokonoe's rocket DD finisher on the ice gun and gattling canon
  24. I totally agree with what you say, but my previous post was only meant to debunk what you said about the low character variety and balance in hnk
  25. Well HnK fighting only has 9 characters and more than half of the cast have some kind of infinite or stupidly good mixups. The game is somewhat balanced by having majority of the cast being unbalanced
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