Jump to content
Dustloop Forums

Errol

Members
  • Posts

    5,642
  • Joined

  • Last visited

Everything posted by Errol

  1. it turns out the 'pretty good bang' I saw get bopped by Nu was Nezu lol. I talked with N-O a while after acho closed yesterday. He said 4d is 25 frames now... Faster than she who shall not be named's overhead..
  2. I don't know if you guys know but Nezu is playing BB again, at acho. I've played him maybe 10 sets Rachel vs Bang over there. He's low dan, he didn't play during CP. He doesn't feel that strong but probably needs time to develop.
  3. We shouldn't just leave it here. People can do whatever they want, you experiment in training mode and try to find combo routes and try to see if they're stable things you can use in matches. This is how characters develop. But its just wrong to say that no one should tell someone they shouldn't try to do something. If someone I respect tells me I shouldn't be trying to do something, I respect it. I've explored some of this stuff. I'm speaking from a position of knowledge when I talk about these combo parts. to post about it and get 'learn advanced input' is the kind of ignorance that makes me not post here. The hardest stuff in blazblue is hard because advanced input doesn't work for it at all.
  4. My first post was a warning to be cautious of taking what you see to be practical. There because I hated the situation with CP1, short because this forum sucks. My second post was because of zaeris, not chz. My third post was explaining to chz who wanted more.
  5. Someone here has tried it more than once though. not exactly. I'm fine with chzchan. I'm not so fine with being told some bullshit about underestimating people's ability to do difficult things. This is the kind of shit that makes me come here less and less. By now, you guys should know I read everything that the japanese tsubaki players say on twitter. Again chzchan is ok which is why I posted a followup. Not all of these routes have gotten discussion, and I haven't tried all of them. Like I said, I personally would have liked to know how bad some of the routes in CP really were, but on that there was also little discussion. Make sense?
  6. FC doesn't do anything when the enemy techs due to emergency tech (touching the ground). Same reason FC does nothing for various tsubaki combo parts in CP1
  7. I'm not sure if you're underestimating Nu or what, but she's one nasty bitch now. I've played Ragna, Bang, Jin, but they feel similar. Nu feels really bad. Rachel already has very poor 'compatibility' with Nu though, so throwing that on top of a S->B change with Nu going to S. Fuck. But I saw a pretty good Bang player get trashed too.
  8. it's the same concept but the difference is the timing is completely front-loaded, and you can't eyeball it at all... and of course, the timing is completely different if you hit them on the ground, or hit them in the air, or WHERE you hit them in the air... And, of course, different characters fall at slightly different speeds and with the tightness here. yeah, it could very possibly fuck you up against Makoto or Carl. Good stuff. Something should connect if hitstun deterioration hsa kicked in but I don't know if 6c will. Doubt it though.
  9. yeah, very good points. Even rachel, who can bait dps very effectively with pumpkin, is affected a lot by the DP. If you safely bait the DP every time on wakeup, you burn a wind every wind. in CP2 Rachel doesn't have wind - reward on an instant overhead is low, wind recovery is low. one dynamic I find interesting is Hazama 50 meter vs Rachel 50 meter. Tempest Dahlia is great vs a lot of Hazama's options, but if he has 50 heat too, you just eat the 2.5-3k damage for free. So a lot of the time, I won't use TD if hazama is on the ground and use it as soon as he heads to the air. But if I have a life lead, or maybe 100 meter to his 50 meter. I'll use it when he is on the ground... and if he uses it... That 2.5-3k 'free' combo maybe just cost you your life because now when you land a hit, you can't do a jayoku combo, and now when I recover, I can use my extra 50 heat (if I have it), to TD again and get in on hazama with no meter to counter assault. If I don't have the 50 heat to TD again - still. I might actually die in exactly the same number of hits, but if I get in you're in trouble.
  10. Rachel (in Cp 1.0 and cp 1.1) does PLENTY of damage to punish you for dping without heat or burst. If you're in the corner in those situations you're probably dead. I'm just saying: What's high risk? In the corner: DP is baited with no burst or heat : you lose DP is baited (blocked) with heat: pressure DP is baited with burst: return to neutral DP is baited by making it whiff: you lose No DP: you lose. the risk of doing nothing when you are playing against Rachel and in the corner is, pretty damn high. Well, it's all relative. If you're playing against someone with high damage and relatively weaker pressure the risk of that dp is high. New tsubaki is kind of like that. Reward is well, reward. it's kind of interesting how it all works out, because the reward for landing a dp against another dp character is way less than the reward for landing a dp against a char without one.
  11. the d22B>5D>6C combo part is extremely difficult and unstable. you have to hit it just before they touch the ground. 22B charge time is faster now, so you can't hold and release later, you have to delay 22B at the right time and hope it comes out just before they touch the ground (tech). Word is that if you whiff the 22B you're at significant frame disadvantage now. even if you land it, fuck, you better have hit it just right or else 6C whiff into death, yay! for reference, players who I know might not be held in high standards around here, were having trouble connecting 2B after that in training mode. Pikuri, Kuresu and such? So yeah. I know I would have liked to know before CP hit consoles that certain combo parts were not very stable/extremely character specific/requiring a different timing for 3-4 different groups of characters. or maybe let's go on twitter and teach the japanese players about advanced input.
  12. dishonest basically means i don't like this. there I said it.
  13. Fuck it, have fun when the game hits consoles.
  14. i encourage you not to get too excited about those combos, because most likely none of you will use them because of the instability of that combo part and the guaranteed punish if you mess it up.
  15. only thing i take issue with here is that I don't think people calculate the return of an uppercut properly. the return isn't just the 1200 damage you got, the return is getting out of pressure that likely would have caused you to get hit and take a full combo, in exchange for doing some chunk of damage and putting them in pressure which you'll probably be able to get another hit off of. shit otherwise people wouldn't mash them so much. even more so the case when you've got a corner swap combo you can do if you land the dp... it's a simple dp though, I don't think that's dishonest. I think Ragna is honest because, generally, if you can read what he is going to do you can beat it, in pretty much all areas of the game.
  16. i guess it's partly included in that, but the problem is more the complete braindead gameplay of Nu now rather than being easy. Easy isn't bad... but yeah there seem to be less technically impressing things you can do with her now. Don't imagine that Carl is actually that easy now though? Hey Look, very similar tier lists.. It's almost like I checked that the tier list I posted matched the general opinions I've seen from top players.. Oh Jin up to S, wonder where I heard that one before.
  17. lambda's reception so far is poor, I think. Probably would fit into C.
  18. No, that's a 21 frame gap. It's just that 6D seems to be super strong as an additional pressure reset tool.
  19. I don't know whether you can combo on trade but I don't think it matters much. If you can continue pressure, and you got a very favorable trade? not counting the times they might mess up and just get plain hit. it beats things 6B loses to. seems like it might even trade favorably with some dps... Dunno for sure but it seems like a lot of nice properties to have on a pressure reset move
  20. guaranteed startup means that a move is guaranteed to start up at some point before its actual startup. again, spike chaser is a good example of a move that regularly benefits from the guaranteed startup, to get a full combo after getting hit by an IAD JC etc.
  21. no video, but 6D always had guaranteed startup, it's just the startup was long enough that you could mash out before the guaranteed startup. They sped up the startup enough that even if you mash out, you're past guaranteed startup. I don't have a video but I've also seen Dogura, Galileo and Tsujikawa talk about how Jin 6D is dangerous. At the moment at least, it seems very strong, regardless of whether there turns out to be a direct answer to it. Dreize asked for a tier list, personally I do not engage with such rubbish. FWIW, from a glance a lot of it matches general opinions I've seen on twitter (from top players). I could ferret out tweets and translate them, but i don't particularly care to. It's better to take these things with a grain of salt. It's also good if you recognize that tier lists of this nature do have some level of accuracy, too. Some of it will reflect the current state of the game, with not all chars having all their tech figured out, or certain chars not having their execution down on their hard combos yet, etc.
  22. it is like spike chaser. or stein special, four winds etc..
  23. 27 frame startup, but it has guaranteed startup, +6 on block. 6C>6D. IB 6C > 5a/2a ends up in a trade (obviously in Jin's favor). Apparently Nu's calamity sword also results in a trade, from the guaranteed after startup stuff.
  24. Jins bout to pop into S rank now too with news of 6D being broken.
×
×
  • Create New...