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Everything posted by Starkaiser
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^ 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.
- 25 replies
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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.
- 25 replies
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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.
- 25 replies
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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.
- 25 replies
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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?
- 25 replies
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^ 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?
- 99 replies
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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)
- 99 replies
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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
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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.
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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?
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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.....
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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.
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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.
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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
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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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Does Japan has any MU rate between Nu and each other character? Or those MU 5-5 etc are what you guys thinking up by your own? Personally, I don't think Ragna is on Nu favor anymore, but generally people still think that because all the beginner like to start playing Ragna first, and thus, bring amount of pro Ragna down the portion.
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sorry for not asking them all at once, but could you tell me your button config ? I mean, my stick has 8 buttons, other than A B C D, there are 4 more, which one do you set for which key? A+B B+C A+B+C A+B+C+D FN1 FN2
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So do you set your stick as Dpad or as left analog? And as that set up which finger do you use to press D?
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Thank for tip Next i am changing from regular paf to arcade stick. I want to know which finger do you use for pressing D? And i assume most people put it as D A B C right? Also what setting do you set? Stick as left side analog or stock as Dpad?
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1. Huh? the last part is supposed to be B gravity right? 6B > 2C > 214D~C~214A > 6C > 236[D] > 5DD > 236D~C > 3C > 236D~214B > 5DD > 6DD > 2DD > ender 2 (4770, +36/-0) 2.. How do you timing the right timing for 214DC without meshing? I think that part is so sensitive, if you not press fastest then it will miss! Do you have any way to count for it? Count 1 in your mind? or faster ? 3. Same as the previous one, "Delay 6C enough to hit all sword", but how do you actually count on the timing? How did you practice and how do you make it accurate?
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Interesting! since my friend is Ragna and I gonna fight him often, can you show that what you meant in video? Will backward step really come out faster than CS ? And btw, no matter what distant you have, you can't 214D him while he has 50 heat at all. Because 214D is slow, even if he is at full distant he can still dash in first before using CS. This ragna has been playing with me until he know every nu-13 tools.
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I need some help! I think I should have asked this long ago, but I have been trying my best to overcome it myself but it doesn't give good result. Basically, the main combo : starter -> 3C -> 214DC -> gravity A -> 6C -> 236[D] -> dash 5DD -> 236DC -> 3C -> 236D~gravity B -> 5DD -> air D I have done it for over thousand time already, but I can never perfectly accurate it. The combo itself has many minor issue that could give me a mistake, and I would like everybody help for the tip of how to prevent those mistake happened to me. 3C -> 214DC -> gravity A -sometimes, the cancel is too slow, I prevent this by meshing C rapidly. after 214D -However, by rapidly mesh C, sometimes the gravity A become gravity C which mess up the later position! =What would be the solution you can give me? It is very hard to timing the shortest possible of 214DC without meshing, but meshing would ruin gravity A often! Gravity A -> 6C -If you doesn't hit 6C horizontally then the 236 [D] will miss. -gravity A either come out faster or slower a little bit each time. Any suggestion on the method you use for timing this 6C? dash 5DD -> 236DC -I never have problem about timing this part. but sometimes 236DC become 236D, I do not thing that I make any mistake on the input, but sometimes it really come out as 236D despite I really input 236DC. Was anybody else having the same problem before? How did you guy fix the problem if you ever did have this problem! 236D~gravity B -> 5DD -This is the hardest part that could make my combo fail more than 50% here. How do you make the right timing for this to work? If I do it too fast, the action won't come out. if I do it little slow, then it won't connect! Please help with any method you came up with for this main nu-13 combo! By my experience, I could only manage this whole combo successfully in about 2/10 try only. The 1~3 would make it miss about 3/10, and the 236D~gravity B->5DD would make it miss for 5/10. SO far, I have been playing online with this combo (either let it miss or whatever) and another alternative version using 4DD into air after 236DC instead.
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nah. He can bait you back with that if he know what is he doing. I learn this with singapore Ranga. At first my 214D hit him without intention, then more times later i learn how to timing 214D for his canage... then what do you think? He learn to aim for the time that it never works. And in the end, it is his win. Because he can wait longer, but you can't hold 214D infinitely long. He will wait til you release the button!! There is no way you can win over canage by any zoning now
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Btw, so About Arcade Stick, anybody know if Real Arcade Pro series is good? Or it is bad as some people says before?
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Ragna isn't broken, but he has a lot more tool against zoning character now, which means he doesn't have any weak point anymore. He also has very good frame good distant than other melee characters, so definitely he is one of the higher tier. On Pro level, you see Ragna win Nu more than Nu win Ragna nowadays, it was different before on CS. (as lamda) If he has 50 heat, it means you can't do any zoning to him at all unless you have someway to bait him first or catch him off-guard. But good players wouldn't make mistake like that. Anything you shoot, he will counter with his DD into combo of 5000.