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Everything posted by Starkaiser
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How is other character change in comparisob to Nu? For example the overly used Ragna who keep getting stronger every patch? Do they really want 30% of the players based to choose the same character?
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Also, I would like to know what is the current best Arcade stick for Blazblue (v-13) ? I heard that Hori Real Arcade is the best from review, but then I see some comment that they play guilty gear and it is suck about how the direction stick return not to neutral point but opposite side first then go to neutral. Then I see the review for Blazblue own edition arcade stick, and people complain also. So now, I am not sure which to buy..
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What can you do when Ragna "burst" you out to the wall (or punch you to wall), and then he is dashing in order to 5B you as soon as you wake up. I try several thing, but it seem only choice so far is to block his 5B and let him pressure me more and more at that corner. Also, when you are in the corner, some Jin keep pressuring non-stop, how should you get off it without heat. what is the gap? Since Jin can't overhead into combo without heat, sometimes I know he will jump (little) then j2C during Jump to hit the head, I would try to react as soon as possible with 6A, but it always come out slower, and his 2C in the end win.. If I choose to keep blocking then it is endless.
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Question. Is your method for Oki only viable on corner? since it is always at corner in the video.
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What is that meaning? IOH ?
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So far, I think I played much better now, but still miss combo here and there. Want to post this so that people can compare with what I used to post 2 month ago.
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It is okay, thank a lot anyway.
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Now, I am having problem with "Kirin Sengeki" and "The tager DD throw pull magnet" Just by standing, it pull me in and throw! So if Tager has 50 heat. Do you have to jump all the time? By doing so, he can easily Sledge hammer tho, because it is anti-air+ anti-projectile. How to deal with situation where you can't stand can't jump? https://www.youtube.com/watch?v=AzIzGSdwKeA
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Thank for your suggestion. About "not dash in" "Not going in", I am kind of confusing a bit. Because in the past I always stay far and shooting distant. And then people tell me that good player will not just stay still and should make some confusing to opinion by going in sometimes and try for combo. So I am trying to do that, and now confuse whether I should go back to keep distant all time or not. Oh btw, when you see me moving around often. I just not want opinion to aim distant toward me so easily. sometimes when they think I would be at this distant, I am at that distant instead and part of his combo will whoop. 66DD is usually mistake. Usually it would be 66 5D for the combo part, but once you miss timing it is 66D and big whoop up ^^; About combo, I always practice it a lot, so I have no excuse, just that when it is tight situation, it come out miss very often. I success more in training room tho I'm not a MU specialist for Nu >>> What do you mean MU? I don't have Mu video there right? Second vid gonna see jump-around again I guess, but that is against Hazama, I think all the more reason that you shouldn't staystill to let him lock distant on you, right? Oh, and please try to check it. the second video are against different char. (especially, I need help against hazama, I have problem aim at him)
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Please give advises, https://www.youtube.com/watch?v=YH2Z_9Gi7tE https://www.youtube.com/watch?v=r5fCH2mdJA4 Mainly, from my own opinion, I think that I have a lot of problem trying to shoot Hazama who move a lot. In video, notice that I have no issue predict 1段 Hazama movement, but I cannot predict 4段 Hazama movement at all! and I think I have trouble on movement in general against any character, I think unlike pro video, I stand shooting too often? should I run in and out more? But should I really do that instead of keeping distant? That bang was nearly killed me, and I think that I was lucky to win. When I see my own replay, I see it clear that my way of playing seem incorrect, but I just couldn't really point it out at all. Any specific character match up advise would be great! Thank.
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Btw. Since the purpose of this thread is actually posting video and ask for improvement, but nobody seem to actually do that so far. Is it okay if I am going to start keep posting many videos here? I am trying to find even match record to upload so that it is best to tell what part to improve. So do you mind if I might start uploading them often? I hope people here can help me point out the wrong and let me improve. (Please be other advice rather than just "you not use optimize combo", because I usually prefer to use combo that is easier to pull out rather than risky one in online match.) ^^;
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If you get stuck in the corner and you yourself don't have good defense, meter for GC or burst, then it's GG >>Not true, I think it is important to learn each character attack sting and avoid it without only simply rely on meter. I don't agree that you should just wait to die because you don't have meter or burst. It is hard, I know, but more often than not, if the opponent isn't very pro, then there is going to be a hole that allow you to run out. (Actually, even among pro players, nu-13 pro can also get out more than 50% of the time without meter) So.. against internet players where most players are not that pro, I think it won't be too hard to find a way to get out of pressure without meter. So I would like to open a discussion here for anybody who has more experience against specific character who can tell about how you usually get out of pressure. Most of players I know are either Ragna or Jin, so I have played against them until I know how to get out most of the time already, but I just not have enough experience against other characters so I want to hear more.
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A few specific question to Nu players. -Any specific good tool against Hazama player drive? I think most Hazama players play similar, there should be a way to counter those mid air. -Terumi seem to have a move where he can use during his combo sting, but it is a dash + special throw. How can you avoid that since you are forced to guard? I don't think you can tag-reject special throw. -Usually same character always pressure you in the same manner! What are the weak point of their way to pressure you? How do you get out of the defend situation? for example. Jin weak point = he cannot combo from overhead, so you should try to guard low more, wait until he throw you, then you can reject throw. Hakumen weak point = his overhead is very slow, just guard low until you see overhead and dash out. Trinity = keep guarding low with barrier, she gonna be repel away for enough distant where her hand can't reach, then she needs to dash back in. Her dash attack are all weaks. this is the time you can counter. Hazama = he usually try to wait his special attack stance for Oki you when you are down for another combo. It gonna be either up or down, you have to look carefully to guard it correct once then you can get out.. That okama = he will try to force his drill on you as a Oki. you just have to try position your wake up in the place where there is no Drill. If you are corner an forced to guard drill. seem impossible to get off it... Etc. can anybody voice your opinion from your experience?
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Now that console is out, I hope to see a lot more of video from console base users too. Is there any more new video updating?
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Is there any combo that start OD at the middle and continue mid-way? Also, I would like to get some combo that get into Astral finsih!
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When you are in corner, and need to block against Jin combo sting. He keep repeating stuffs over and over and you keep trying to guard or find the way out. Which part of attack is usually the safe way out? I have been trying many time but whenever I try to counter attack with 2A to get out, his attack come faster and I get punish by combo. If I keep guarding low, it seem to last forever loop.
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I am interest to see more v-13 video, seeing that PS4 released, I think there may be some people who stream them and playing v-13 as main?
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From that reading note, I do not be able to understand whether she is stronger tier now or weaker tier or just stay the same?
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From what I see, I think j6DD has a lot better hit-box confirm than j2DD, today in real battle, I don't do any 2jDD in air combo at all, 6jDD and 5jDD can replace it just fine. Btw, is there anybody here play this on PS4? I would like to have some in-game recommendation sometimes, I can show you how I play via SharePlay function. (if it NP even if we lag, because I can show you when I fight another opponent or record video instead). For those who is willing to help give me suggestion in-game, could you add "Ryser07" ?
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What is the anti-air D that has the best or largest hit-box confirm now? With so many possibility of jDD j2DD j6DD, it is hard to control the hit box until j214D now. I remember that she used to always hit anything by jDD j2DD jjDD jj2DD alone. Now sometimes I hit, sometimes I miss. it is way more sensitive.
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After a few hours, it seem it is too hard for me :E Look easy from video but the timing after gravity seed are very tight frame and require to be super accurate, and the 214D© is not just that now actually, but it need to push like 214D(CC) to work from PS4 controller. When everything has to been done in very quick consequence and the timing is very tight, I think that this error will harm a lot during match. Is this the current only choice for combo ? I really hope to find combo without such tight frame in gravity seed part to gain more accuracy and I am fine with less damage.
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Are they really that easier now? I tried CP one but I give up honestly before. That was why I asked for any easier to learn combo choice this time round
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I think that it gonna be hard for someone like me who doesn't keep up with all the tournament video or game for certain long period of time to know the priority of which combo should I learn first from that many lists. Is it possible for OP or anybody who select priority of the first combo for me to learn first in each situation? 1. Situation when you throw enemy. 2. Situation when you attack from mid-screen 3. Situation when you attack opponent at corner. 4. Situation when you attack oppoennt when yourself are at corner 5. Anti-Air. (In this case, I prefer the starter with good hit-box, good flame to prevent error) For the start, I would like to only just learn 1 combo for each situation above to make sure that I do them perfectly fine first, please help me select the combo to learn first, thank you. Not too difficult one would be good, I want to learn those 5 combo as soon as possible, then try them on Online match when the game release in console tomorrow!!