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bakahyl

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Everything posted by bakahyl

  1. Blazblue: Chrono Phantasma @ TGITSB #4 Lord Knight (Valkenhayn) vs Mynus (Litchi) Lord Knight (Valkenhayn) vs SKD (Ragna) Lord Knight (Valkenhayn) vs Lich (Relius)
  2. IIRC isn't deadspike -1 on block now? I can't see how that is usefull unless you get more frame advantage of it on a dash cancel J.c into j.2c can be DP punished, but it can be just as easily baited. Because Mu's j.c has lost it's landing recovery, she can opt to backdash or block when landing and punish an inferno divider (something that i tend to do against some higher ranked EU Ragna players)
  3. Then you ought to give her some other tool to make her combo's work because giving her j.2c a SMP (she already has a SMP on 6b, 6c , SoD and her dp) would mean that most of her combo's will be cut incredible short J.2c has a very good hitbox but a 21f startup and 10f landing recovery. So the higher it's used, the more punishable it gets. edit: while we are at the topic of OD because of TD's post, just buff the OD of the majority of the cast. Most of the OD's are very lackluster
  4. Not true, Mu's dp while not the best dp to stuff things is a dp that should never lose on a clashing war against any other dp. Because of it's unique properties of being a fully invincible guard point with very wierd active frames when something hits her while the dp is out, will ensure a clash vs something that has invincibility. Meaning, when clashing if you mash Mu's dp hard enough eventually you will win from Ragna's inferno divider because Ragna will slightly move higher while Mu stays on the ground
  5. Dunno if it has stayed the same but imo it's not as easy to keep Ragna way in CP because of the increased recovery on Habaya and Totsuka (and the reward on Totsuka is less, so it's less braindead than CSE). However the faster lasers can be a nuisance or even a problem for Ragna , depending on how well you can deal with it. Ragna still has the better normals and dp, so get in and don't let Mu out
  6. A thing that still works that I found in Extend was at the start of the round you can use a microdash and immediately barrier cancel it and and hold down and back. You will slightly slide forward while blocking low and it will make Nu's 6d, 5d or TK 236d whiff. You can still block 3c or whatever they throw at you while standing (except the 4b overhead, but they would normally not throw that out at the start of the round)and if they airdash back, you can still block any incoming D's heading your way edit: i meant tk 214d, not 236d for the crescent kick YOLO Ikutachi can hit Nu out of her 5d, mistimed 6d , 236d or 214d but that is very risky but it stops those auto pilotting Nu players that i have seen over the past few days. The good thing is that while being close to a corner a CH ikutachi combo does like 3.8k meterless damage with oki
  7. http://www.youtube.com/watch?v=E_tQ7VeZ1HY&t=9m11s Odd, but interesting combo
  8. He still needs to land his combo's to get meter, something which he is not going to get in the case of someone who is better than him in neutral or can outzone him. Plus he is also not getting the meter if they know how to block his bad mixups
  9. He probably meant by Bang with his drives, because he needs to get 風林火山 symbols for his new distortion and extra properties on his drives
  10. Team Stickbug 1/25 Finals http://www.youtube.com/watch?v=hG9skVbHWuM&t=20s Hard Bread (Relius) vs SS Kirah (Mu-12) http://www.youtube.com/watch?v=hG9skVbHWuM&t=11m51s Necro Undine (Kokonoe) vs SS Kirah (Mu-12)
  11. Kokonoe can zone (just like Mu) but that doesn't mean her playing style is that of a zoner
  12. I supported his argument , but didn't agree with his reason :p
  13. It was an answer to this Meaning even if i played *(insert character from CT) , that doesn't playing that older character who has been around since CT is the same as investing time in it for 4 years
  14. I am not sticking up for Kokonoe but i have some problems to what you said: - Characters had changes from CSE and some of them were so major that they have become almost different characters (like Nu) and "the most anyone have invested in CP is like 2.5 months" can be said for many people - and like addressed earlier in this thread, there are new people who have started playig BB with CP
  15. Eventhough i did it accidently a few times because i messed up my inputs, but i have seen more Mu players like Keba use something similiar but deliberately In the corner after a SoD (usually with a bad starter) , instead of finishing the combo they sometimes try a reset by doing 5c 5d (and maybe slightly charged) SoD because people will tech into SoD in the air and you will get a high damaging combo if they didn't barrier guard I did it a few times on ....j.2c 2b 5d SoD and ..... 2b 6a 6b 5d (slightly delayed) SoD(because i messed up on omoikane), of course it won't work every time but it might catch your opponent off guard once if they don't know about it
  16. I am not going to exaggerate here, but Mu's 5c should not be used as a ghetto anti air to stop jump ins because of it's extended hurtbox that the move has before it comes out. Rather as a move to stop you before you jumped
  17. 5c only combo's from CH or when in the air (or blocking low, which is unlikely in the case of raw 5c)
  18. That's like me saying that i Hate Nu's drives, because it nearly covers the whole screen
  19. Then it lies with your matchup experience because Nu is a bad matchup for Mu. Because if you are in Mu's range then you have messed up in your zoning. Fighting Mu as Nu should be like fighting Ragna, her steins should not be an issue because Nu can hit Mu out of it or at worst force Mu to block and the stein won't fire Besides trying to challenge Mu's 5c with your 5c and 6c is stupid, better to run up and use 2a, 2b or 3c (faster than Mu's 5c by 1f)
  20. If you are facing a braindead Mu when you are using Nu, then you are doing incredibly stupid things 5c, j.2c should be the least of your problems seeing that Nu can easily stuff both with her stronger mid-range edit: Wait? Too good vs bang who can use his drive with guardpoint (seriously, if the Mu mashes 5c what keeps you from using it ), nails and his extra airdash with jump in's to get in on Mu?
  21. 4d lost it's head invincibility, so it only has a body and projectile invincibility. Making it much easier to stop
  22. IMO because he has no standing overheads aside from a distortion, you can stay blocking low untill he does 5c. Then you should block both hits high (because that is the only time he can do a hidden pseudo overhead edit: apparently he can do that with 2c but i haven't seen players use it :o) and after he lands from 5c or uses j.2d you can continue blocking low again or if your character has a decent backdash you can backdash out of j.2d.
  23. I saw 2 videos with IxisNaugus play in the Apex 2014 tournament and it was interesting to watch. Mynus' litchi didnt care about or respect your setups at all and you probably should have gone for different corner oki's but still well played edit: not sure if it's allowed to post links of these videos but if not then a mod can delete it http://www.youtube.com/watch?v=ksueAM7420o http://www.youtube.com/watch?v=5KEDh3I_W8I&t=10m19s later edit: i have more been using SoD 2b 6a 6b (5d, 4d or just any stein) dp in the corner with a bad starter (laser, habakiri, 2a , 5a) instead of SoD 5c 6c (any stein) dp to tack on slightly more damage and meter gain
  24. Then you shouldn't cry if they are going to ban her at some tournaments then
  25. I had minor issues doing the "H.H route" corner combo on Jin, because you have to time j.a slightly different on him than most other characters (and that combo doesn't even work on Amane)
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