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Errol

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Everything posted by Errol

  1. i also thought I posted that you can get 2.5k midscreen, off somethng like 5bb5cc623c>whiffj214d>5c>2c(c?)>aerial. aerial enders aren't bad now.
  2. Gomikuzu Makoto VS Joubutsu http://www.nicovideo.jp/watch/sm19423019 http://www.nicovideo.jp/watch/sm19423292 http://www.nicovideo.jp/watch/sm19423614 http://www.youtube.com/playlist?list...e_3Mx0wY1ibQ_e Gomikuzu is back, but he ditched us.
  3. Makoto 6a>5b works well for confirming anti-airs. it'd be nice if 2c>5c worked like that I'm looking at a video. (Right here) http://www.youtube.com/watch?v=v5Hi4YqVJF0 B/c of 2c floating less, it also looks like a low altitude hit on 2c, even CH, is not going to be followed up with jump cancel attacks. (JB/JC). You need to 2cc in order to get them high enough for jump attacks to hit. Any people who watched the stream last night ( I need more videos). Did you ever see someone manage to followup a throw in the corner? The vids we have available have the throw happening and not being followed up a lot.
  4. It's not hard to followup on only 2c, it's hard to confirm your followup without the hitstop. I don't think jump cancel or hitstun/untech has changed. THe other thing is that because of the floating, you can't followup with 5c, you only have slower options (2cc, jump cancel - might have to jump cancel into JB instead of JC) i.e. 2c has 13 frames of hitstop right now, and 16 on counter hit. we can probably assume that most of that is gone. 2c has 25 untech frames. So A guess is that we have 25 frames to confirm instead of 38-41. We'll have to see, but it looks like it could be annoying in videos. this is probably all wrong, but all I know is we have probably 10 less frames to confirm and it looks a bit on the hard side to me. 6b CH confirms are bugging me too.
  5. nah sorry, j.214X charge cancel. and ground 22x. 236C > 5a connects in this... http://www.nicovideo.jp/watch/sm19417535 but at point blank range same video also shows a longer range one with followup 5a whiff. 236D looks just as negative on block, but it really leaves you right on top of them. Before a backdash or iad I felt ok with, I dunno about now.
  6. Sounds like 6a might have been slowed down, but I'm not sure that's the case. Tweet was saying that you can get out ofit just by holding up. But I feel like that was already the case, right? jbbs: CH 236C cannot be followed up with jab.. for some reason, seems like you are too far away for it to connect. Startup seems slower. If you hit with 2c anti-air, it doesn't float enough for you to followup UNLESS you input 2cc. With the decreased hitstop, this is hard. (even a slight delay will result in 2cc whiff as you can see in videos) People are having trouble figuring out how to followup an air hit of 236D. Old stuff like 5c doesn't work. You can still charge cancel 214x. and get about .5 charge and keep oki. http://livedoor.blogimg.jp/b6bo-blazblue/imgs/d/0/d0fed601.jpg
  7. Ragna still does 4k meterless, on day .. 3? arggggggggggggggggg
  8. oh come on
  9. did you watch the end of this one? http://www.youtube.com/watch?v=v5Hi4YqVJF0 Looks like there's plenty of time to use the super in the corner, and if they jump out they'll get hit, which you can then combo off. For how much damage, I don't know. in the corner it's probably only good to guarantee a single mixup, maybe. Because the startup is so long, and I think it has no invulnerability, if you do it right on top of them too quickly they can probably DP, but there should be a good timing for it.
  10. Close family out of town. Extended family around, still going out for that but that's only going to be part of the day. I'm disappointed.
  11. How about you be like Star and play me?
  12. I think I could play some games. anyone?
  13. Ouch... Sorry guys. Still, lot better than nothing...
  14. They redid it on Tsubaki, could've been changed on other characters too.
  15. Fuck Amane's Astral. Bring on the Relius Astral screenshots.
  16. I'm past the level of losing to Moy 20x in a row now. Use overheads a lot and star, I said it before but you really improved a lot from before. like 6 months ago, that is.
  17. the what routes? 3Ds (DP) works, 3Ds(grounded.) works less weirdly than before I believe (i.e. max charge 22D hits naturally now, I think). new route: [4]6D, 236D works (off of throw, for example).
  18. Well, I'm also curious about how negative it is on block. it almost looks like it is safe. There was a point where you could combo after it. Maybe you still can in the right situations or with high enough proration. e.g. JCC>J214X>stuff
  19. Well, that's not all. It seems like j.214x ender can potentially cross up. What exactly causes that, I don't know, but it can.
  20. at least we got better DP RC combos.. but more vulnerable/punishable dp and still not really invuln, oh well. Yeah, definitely. it looks like both enders have their uses now instead of jump enders just being terrible. Loving the throw stuff you can do after it, and then with command grab.. heh heh, looks fun.
  21. 4k meterless is pretty nuts
  22. so much good stuff to watch after getting home. I noticed that 6b trips on CH. We'll have to see. Before you could just follow up with dash 5a. tech out of ch 6b is quick. and 2b is slow. One way or another, you won't have much time to confirm correctly so this might end up just sucking, we'll see. can also see how you can gatling to 3cc immediately.. WIsh he would've used some charges in actual combos. Particularly when he could've just spent to get a kill
  23. Twitter/jbbs. but actually not sure about this now. Someone else was saying it didn't feel like a charge cancel to them. There's something but what.. and there is probably more on jbbs/twitter now, but I'm at work now. Just took a bit of time to find osme videos before work.. Also is it just me or is 5bb hitbox nerfed? in some of those videos, it feels like it whiffs at REALLY close range.. like on crouchin ragna.
  24. http://www.twitch.tv/central804/b/341817071 "Untitled broadcast" from 3 hours ago Match 1:57:30 Match 2:1:24:20 Match 3:1:35:40
  25. Possibly. I think the other part of the equation could be to make jump charge cancels more rewarding. Maybe the 6C>JD>JC combos are quite nice? THo not a charge cancel. I wonder if it's worth it to skip an ender and just charge cancel sometimes. e.g. 6C>JD>JC>JD. If a low altitude charge really gives a lot.
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