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Airk

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Everything posted by Airk

  1. So that is the secret to that! I wonder how I failed to put this together before.
  2. I may be crazy, but I think there is a slight pause after the j.236D and before the j.214D in order to hit them at the right spot. This challenge combo isn't particularly useful overall anyway, so don't feel too bad if you just skip it.
  3. I always though the appropriate way to IAD was to hit 99? It seems to be working for me, anyway, but it could be that my inputs are sloppy and some 6s are sneaking in there.
  4. This is...ridiculously shortsighted. <Derail GO!> Credit cards can be a way for you to borrow money for free, build up your credit rating, and get people to pay you to do it. They're practically a free lunch if you can do ONE thing: Hold yourself to some sort of level of fiscal responsibility. That is to say "don't spend more than you can afford, and pay off your balance, in full, each month." As long as you can manage your spending - if you can be an adult who doesn't need someone smacking their hand to say "No, you can't have that, it costs more than you have." - then a credit card is nothing but a boon. You build up your credit rating, so if you ever need to take out a "real" loan (such as a house or a car), it becomes much easier. You get to put off paying for anything until the end of the month, so you accrue interest on that money. You get whatever benefit the credit card gives you - you should at least be able to get 1% cash back. If your credit card is ever stolen, you're liable for only a very nominal amount of money on any purchases the thief makes, whereas if your debit card is stolen, they can clean out whatever account is associated with it. And you get the 'insurance' effect that if you ever ARE in a serious sort of predicament (Car wreck, medical emergency, etc.) then you CAN, if desperately necessary, overspend on your credit card to cover those expenses immediately, and get your insurance to pay it off later. Credit cards: Don't fall prey to the negative press. If you have a negative experience with credit cards, it's basically your fault - the penalties are stupid if you miss or are late with a payment, but most of them can be set up to automatically debit from your bank account at the end of the month anyway. There really isn't any excuse for not reaping the benefits unless you know you're irresponsible. And that just means the problem is with you, not the card.
  5. Yeah, I agree with Manta - the idea of picking an "offensive" character to try to counter someone rushing you down with Ragna is just going to result in a lot of really stupid matches where you die hideously, or he does. Picking an "offensive" character isn't going to help you get out of Ragna's pressure, it just means that if you can start your pressure first, things will be going your way. I'd definitely suggest going for a character with more defensive options rather than less if this is your problem. Tager, Hakumen, Jin (he has right nice reveral options), maaaaybe Bang or Tsubaki. Definitely NOT any of the characters that have no "easy" way out of pressure without 50 heat (Carl, Tao, Valk, Arakune, Lambda).
  6. Erm... I always do that combo without the dash. o.o
  7. Compilation plz, Mod-san. :P
  8. To summarize: Everyone has crap offense if you have perfect reactions. Fortunately for BlazBlue, most of these tricks work at least some of the time.
  9. Bang also has decent overheads, nail pressure into command grab, and a mighty fine crossup game of his own. Not ALL of Jin's crossups are of the 'double fake out' gimmick variety - airdash j.D can be fairly confusing. That said, it's a fairly safe statement to say that Jin has no TRADITIONAL mixup. (Though his gimpy overhead is actually the fastest 'normal' overhead in the game AFAIK, it just has no reach and doesn't combo into anything without CH or Rapid Cancel.)
  10. Both Litchi and Jin are also pretty much traditional spacing/footsies characters. Litchi has more mixup, so can rushdown a little better, but to do so would be to play her in a way that ignores a lot of her strengths. If you want a more standard rushdown character, you're probably better off with Bang or Makoto (both of whom also have pretty strong mixup.)
  11. As far as I can tell from the way I die in this match, this match is probably about having good air movement, to keep Ban from pinning you down with nails and being able to play stupid crossup games with you. It's rare that Bang is goign to do an 'honest' jump in, so plan your 2Cs accordingly. J.236D>j.214D might be good in this match.
  12. Sorry. "made up for" should've been in quotes. :P
  13. Yeah, but it's made up for by the ridiculous hitbox that hits like, a foot above his head even though there's NOTHING THERE.
  14. If he's doing the 6C > Dash Cancel > DP thing, just throw out a jab. One jab. He'll think to himself, "Aha! He's mashing to try to hit me out!" and go into the DP, but you'll recover, block and clobber him. Just don't mash. Or, yes, you can beat the DP with just about any 214 move, depending on which version he likes to use. (Most Jin players will use the C version because the D version costs heat and the B version whiffs on crouchers.). 2C is your friend, because it will stuff a LOT of air approaches, and force him to get tricky. Once he starts getting tricky, his common options are: Crossup j.D (Which actually loses to 2C if you time it right, but the timing is different for Crossup vs not crossup and it can be hard to tell.), or feinting with j.236A/B/C/D of which only the D version is really particularly safe, the others can generally be bypassed with a properly timed Dash, 236 or 214 and he has 11 frames of landing recovery for you to punish. Beating Jin is all about understanding the patterns your opponent is using, because fundamentally, ALL of his methods of applying pressure are unsafe when responded to correctly, but you often won't have time to react, so you'll need to predict.
  15. Oooooh. That's an interesting idea. I endorse it. I don't see why it would need to be "instead" though. I mean, we only have like 2.5 supers right now, so there's totally room for another. :P
  16. SRK is back up, or was a few minutes ago, actually. So basically it involves cannibalizing a controller for the cable. Would it work to just use an extension cable instead? (As the sacrificial cable, that is.)
  17. Got my really stupid question of the day (I try to keep myself to one) here: Okay, so pretend I get and install a kitty board, as referenced above, which purports to "Add support for all consoles supported by MC Cthulhu (PS3, Xbox1, PS2/PSX, Saturn, Dreamcast, Gamecube, SNES, NES, TG-16, others)." Sounds awesome. I have a Saturn, a Dreamcast, a PS2, blahblah, fighting games stuff. <pause> So how do I plug it in, since out of those systems only the PS2 even has a USB port? Is there a fancy cable adapter I need? Some grotesque hydra thing? How does this actually WORK?
  18. Well, like Blood Kain, it's not really recommended if your opponent has a burst left. But I believe you are incorrect about Litchi - unless you're thinking of some combo I'm not really familiar with, you can only not burst while you're actually being hit by the super. Like with Carl, if he hits you with Rhapsody of Memories, and then starts to hit you while the doll is punching you, you'll see that your burst icons sortof blink on and off - you can burst after one of Carl's hits, but not after one of the doll's. It might be interesting for all 'limited time' supers (Blood Kain, Mugen, Macto Maledictus - but NOT Furinkazan, because it lasts 'forever') to block bursts whenever you are hitting the opponent, but that might make Blood Kain too good (I mean, check out the end of the Spinoza vs Ragna video for a 6.5k Blood Kain smackdown starting with a 6B, which isn't a very mighty starter, proration-wise.) All that said, I think they should reduce the drain rate for MM (Tired of calling it Mugen, it's not.) somewhat - at full charge (something that's not easy to get at all) it lasts 500 frames, which is less than Blood Kain, even factoring in the recovery time on BK (Aside: I think there's something wrong in the Blood Kain frame data. It says "lasts 600 frames, or 522 after recovery"... but the whole move is only 20 frames long.) and it improves the proration on a bunch of Ragna's moves, some of which don't even have repeat proration (And even the ones that do have LESS repeat prorate than any of Tsubaki's D moves). Longer duration would improve the options available. Alternatively, a SIGNIFICANT change in the repeat proration of her D moves while it's in effect might help too (Going from 50% to like... maybe 75% or 80% instead) might unlock some fun possibilities, but the fiddly stuff they seem to be trying with it in the loctests seems sortof halfhearted. Oh well.
  19. I guess what I'm wondering is how this is different from just starting up a player match with just them and setting timer to infinite, matches to 4/7 and being slightly patient with occasionally having to re-select your characters? Unless there is some training mode feature that you really need... but I'm having trouble thinking of many that can't be emulated by a real person at the controls, unless you want free heat/curse/whatever gauge, I suppose... but really, do you need a friend to help you when you're practicing Blood Kain combos or something?
  20. Uh, what would this DO, exactly, besides give you regenerating health to prevent you from having to restart your 'training' matches more often? Or are you suggesting that people should be able to spectate on your training mode and say helpful stuff like "You did that too early." and "No no, UPPERCUT! UPPERCUT!" ?
  21. Blood Kain is brutal. It's like the #1 reason to SIT ON YOUR BURST against Ragna. x.x
  22. I'm kinda curious what magic 7.5k combo you've found. o.o
  23. To wit: You need mastery of one character, and theoryfighter mastery of the rest. :P (i.e. you need to know what they can do in all situations, but you don't actually need to be able to do it yourself.)
  24. I saw a saucy reset with this yesterday in this video (Sadly not a particularly good performance overall.) - Tsubaki went for a 22D after a 2CC. I expect this would be particularly effective in combos that already feature a 22C [hold] in the corner.
  25. I don't really know that that is true. I watched several games of games I don't really have much interest in because they were "what was on" during EVO. Certainly, there are people who might be CURIOUS but be put off by the commentary. But then, I SAID that several pages ago, so... done. :P
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