-
Posts
5,642 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Errol
-
exactly.
-
if you can block you can dp.
-
it's JC > jump cancel (forward jump, 9 input) > JC. You land shortly after the 2nd JC with them having tons of untech time. This is one of the routes for BBL. it's not a very good route for 6A because they're sky high.
-
I don't think JC 2D JC 6A 4B is a very stable combo. JC>2D>JC>2D is. JB>JC>2D>6A JC(hold)>JC>2D>6A JC>2D>J2C are probably the best routes. Also, if you get a high hit CH 6A you can still dash 5B. If you get a low height 6a hit, you need to pick 5b or 6b correctly and in time. high hit non counter hit 6a you probably need to use that jump cancel though.
-
Some things J214A doesn't always leave you in command grab range, but it does if you do a typical double jump. otherwise, it also does if you delay your JCC. as in HJ>JC>delay>JCC. This reduces your frame advantage. I think that, in general, the higher you get the less frame advantage you have. What you can do off a bluebeat varies on what combo you just did. Obviously, just how much stuff you've done before it and what kind of starter it was. with a fairly short combo, you can do 2a>5C>2CC>JC>JCC>J214B. You get a massive amount of extra corner carry off this. Off other stuff, you can get 2a5C2C>236A>more if you want. To me, it's better if you can do it and get the air ender, without shortening your combo in any other way. e.g. off 5CC, you can do dp whiff> 5c>2c>214B>5C2CC>JCC>j214A>2A>5C2CC>JC>JCC>J214B, for something like 3700 damage and extra carry. off 5BB5CC, you have to shorten your combo, or you have to use a ground ender (which is okish). off a short starter, you can't really do anything. if 2A whiffs through an emergency tech, you have slight frame advantage - it would depend how you hit them with JCC. It might not be possible to punish a jumpout with 5c, only 5a, which is a downside (have to double check).
-
I thought you were confused too because you were talking about it like getting the damage was the point of the option. the point was restricting the opponent's options.
-
last game, I played a character that had one good option for everything. They exist. It's not inevitable that you're going to be stuck having to play the guessing game again. If you pick them up again, sure, you get extra damage, but the other thing you also get is extra carry. You might carry them far enough that you don't have to deal with it. Even if you do, you've gained a lot of screen space which stays regardless. Options besides neutral tech are frequently used. at the top level of the game, it's very common for people to not emergency tech, simply due to it leaving you open to too much if you regularly tech the same way. There's a really simple way to look at this 1. You lose 300 damage and some charge but get guaranteed oki even in midscreen (depends, but likely a win overall) or 2. You gain some damage and extra carry (win) if you properly represent this option then you're going to start being able to take advantage of them in other ways too.
-
because if you don't use that option, midscreen, then you have to deal with frequently resetting to neutral, or playing the guessing game on which way to go. in this case, you've got a win-win situation, you either get a bunch more damage, or you get oki on them midscreen, instead of having to chase different options.
-
I'll fool around with that later.
-
can you give a specific example?
-
6C>CT is a little bit telegraphed. Against characters with a dp, I think you are largely guaranteed to be punished if they are paying attention (Depends on the DP, of course). A great thing you can do when they have blown their barrier is command grab. You don't have to wait to recover and dash command grab or anything in this case - you 5a and direct cancel to command grab and fuck em up. If they're in danger they should take 4k damage from a 75 heat combo.
-
BBL hasn't changed in that way. BBL has 2 pillars of lightning, both can hit. Max damage is by making both hit. You can make both hit with either the air or the ground version. It was very easy to make both hit in 1.1 because the combo routes naturally let you do it. In CP2 you can't easily get underneath them anymore with 6A>4B>6A. You can do it with some 5CC jump over them stuff, but the real thing is the new OD ender from rinhime... 5CC>frog>6A>236C>9D>6A>OD>6A>BBL OD BBL-> damage 450 x 6 x 2 -> 500 x 6 x 2 guaranteed damage 810 x 2 -> 600 x 2 P2 75 -> 70 rod damage reduced rod guaranteed damage 480 -> 200
-
I'm just saying i've run across enough combos where 6CC>214B>5C>2CC doesn't work that I'm not too sure about it overall, if you aren't doing it off a specific confirm in training mode. I very frequently stagger my strings, and if a very slight delay breaks it plus at the end of a combo I have to remember if I had any delays in the first few hits. Well, you get the point. Throw>22B>6CC>214B is a bust, but that's pretty easy to remember. I have a question for reptar. If you do JBJCC>2C>214B>2C, is the height guaranteed for extra tech time? And I guess that is for sure corner only.
-
combo time is definitely a thing. the combo system in general can feel pretty similar to old games, combos off 5bb5cc don't work because there's 4 hits there rather than the 4 hits prorating the combo... If you're playing in a normal match and you're staggering you're 5BB5CC you'll probably find that the combo doesn't work for you at all either. So there's a bit of an advantage to fast combo parts. Fundamentally, I think 6CC>214B>5C>2CC~ works, but it feels to me like the window is pretty small. If you can't do 6CC>IAD, then you're probably better off doing 6C>214B instead of hoping you're in the window where 6CC>214B>5C>2CC works, overall. I'll have to play around with the mashing thing. I have a feeling that it is just that since you're pressing a lot of buttons you're getting ahead of yourself with the IAD input. when you mash stuff out a lot, and then have to do cancels, there's a pretty big gap between your last normal input and when you need to do the next input... That's my feeling anyway, I feel it more with old dp whiff combos.
-
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Errol replied to Anne's topic in BlazBlue Gameplay
Raziul a drill is not a regular attack it's a fucking drill -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Errol replied to Anne's topic in BlazBlue Gameplay
Agree completely, I regularly come across people who think Rachel can't be bad just because she has an instant overhead. Different characters can have different mechanics and still end up on the top, or the bottom. -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Errol replied to Anne's topic in BlazBlue Gameplay
it's like getting pissed about hakumen having an unblockable DD. -
what is an astral dash?
-
It's the same, that's exactly what it is.
-
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Errol replied to Anne's topic in BlazBlue Gameplay
Overall, balance wise, tier list wise, you think amane is worse in this version? -
in the end, we don't really know that much about each other's characters, characters we don't really play etc. ed: which goes for me too.
-
I can't speak for carl but this just isn't accurate for Rachel. Projectiles don't really help reactions, the wakeup game is much more difficult but stronger than with a char with very basic oki options like Tsubaki. Rachel combos are now pretty easy, but confirms border on absurd now. I think izayoi 'oki' is sometimes of the extreme easy variety. E.g. Ok do 2C here regardless of what they do, it will catch all tech options and Dps will whiff, Do JC this is a safe jump, if they late tech just react within 60 frames and choose to bait a dp or press a button. Rachel Oki doesn't have any of that. you have to react even against people without DPs, or else you'll blue beat. projectiles don't automatically cover any tech options. well. etc.
-
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Errol replied to Anne's topic in BlazBlue Gameplay
I posted this because I wasn't going to do it, at least not right now. -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Errol replied to Anne's topic in BlazBlue Gameplay
https://twitter.com/No_104KANA The tweets up to 12 hours ago are worth a read/translating.