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Starkaiser

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    Ryser07

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  1. ^ Is it confirm that 6A CH will always land at the right height for later 3C? Because it is not like you always land the hit of opponent who jump at the same height, same distant each time.
  2. Is there any Anti Air universal combo for Izanami? when you see opponent jump attack, I want to go 6A then combo, but with distant sensitivity, they does not connect.
  3. Front grab, can go with 5B 5C (easier to time than just 5C) then jump jB jC (easier than jC) >5B 5C 3C Hoko A 3C jC (ground) 5B 6A > 41236B But I usually cut off the ground part, because error proof.
  4. Thank for all these useful info, some of them I have been discovered myself already, but some are really notable worthy addition. I really hope dustloop to be more Blazblue active like before with all the discussion. Nowadays, either discussion is way less or that character I played are too unpopular to discuss with. I want to quote this specific part to ask. How do you connect 5B after 6B Geki? I never seen people does that yet. Although, I have been using 6B > 25 heat kick > dash > air combo.
  5. Any suggestion for good combo on each situation? just one / situation for easy remember. 6A -> float -> 5B 5C 3C >214A > extra Also, from what I tried, it is very hard to make a timing for 5B after floating, I means, if you tried this before you will understand that you have to wait for a little bit so that the opponent become low enough in order to connect combo until 3C (air) part. If you 5B(air) too early, 3C will miss. Is there any good trick to count the timing?
  6. ^ Thank for information. I have been practicing her a lot recently, but her combo is really hard to pull off. There is a distance problem that make her combo is very situational depend. Did you try her yet? Seem her 3C during float would not connected from 5C only because you start 6A while enemy is little further or too close, or that you float little too early or too slow. It seem to be very sensitive to connect her combo for good at all. Now I really think that for a regular match up, learning from professional combo is no good at all, because risk of mistake is too high due to her combo sensitivity. I really want to find a good balance between easy to pull combo and affordable damage. Which combo did you choose to practice on her?
  7. Hi, I am looking for a new char to practice with during this demo season. Could I ask a few question about Izanami? 1. How fast is her punch? I am looking for a character with fast starter hit. Because my previous one Lamda-11 has slow melee starter. 2. Does she have any good DP? Since my main character does not have DP, I want another char to be different. 3. how well is her anti air? 4. How do you rate her in general? Tier S or Tier A ? 5. Do you define her as close range combat or mid range combat or all rounder just like lamda ? 6. How would you rate her as difficulty to learn and play? I think nu-13 in this patch would be A (difficult combo) while Lamda is C (easy)
  8. Agh! Main v-13 here, but now I have to keep thinking and thinking whether to remain play this character.. it seem most people have jumped shipped... Why Arc System never actually make a balance game, either nerf too much or buff too much! They could have at least nerf all the current S tier characters/ buff all the B characters from Arcade version before console version, I feel that this version of v-13 is unbearable.. T_T
  9. From what I seen in every video. Seem she can't no longer playing as a home keepers, every players shoot only a little then dash right into the opponent for melee combat for surprised tactic. But does she has any improve on her CQC ability? else, if the surprised chance fail, and opponent expected you to walk-in, then it would be totally destroyed, assuming that her melee is as bad as before.
  10. Question 1 Is kiyoshi face look like his profile pic on tweeter? He looks good. Question 2 I heard Nu only got rated as 4 score, consider as character of the second worst score. Is that true? So she is no longer worth to practice then?
  11. I am so sad, seem the nerf is very badly done on her. The character review that released just yesterday mention power level that Ragna is 9, Jin is 8, and Nu is 4.....
  12. But jp MU data ara what general pro are playing. If you gonna watch only specific best Nu player then we have to watch him fight with strongest Ragna player too then? Would be unfair to be selective watching Nu better player fight weaker Ragna player. So when the best Nu player you know fight with best ragna player then who win? That should be the better way to decide MU result rather than having a vote or use general says. Because Ragna players range from noob to very pro.
  13. Well, nobody can really help you how to get out, the only way is to predict your opinion movement if you know him enough. However, as you see on the pro videos, in the situation between pro vs pro, they still have a hard time getting out and often got 1-shot there on the corner. Nu is made as a weak defender by design. Majority of the character can counter against Oki by using DP on the wake, that alone can change everything, because it gives opponent a guess game. Unlike nu, they don't have to guess at all, and can stand by watching over how you wake up, and react to it, because they know you can't do anything about that. So you after he finish his combo, you will have to wake up in prepare for another set of blocking. if you guess wrong, you got another combo and reset, if you guess right, then you may get out.
  14. The dustloop now has a link to jp MU website for specific character. If you go check Nu-Ragna match up in 2015, it is Ragna win 75% and Nu only win 25%. Consider how they are pro players video i think Ragna is the one with favor here. If nu let a pro Ragna gain 50 heats, then you notice he will stop zoning him and go into semi close cambat, mistake means die. Nu had to nuje ragna so much to kill him, but Ragna usually can corner pro nu in one go. Even a pro nu has hard time getting out of corner
  15. Sorry, I didn't think at first that "How to set button/ How to press combo accurately, and /How to timing it" doesn't belong to this combo thread. I will make new topic next time. Currently, I changed from gamepad user to Arcade Stick user, so I have to relearn how to press everything again from start. (I learn from how to map finger to each arcade buttons)
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