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Everything posted by skd
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PSN TD vs Akira-Shiro ft10! Saturday, Feb.2 12PM EST [OVER]
skd replied to TD's topic in BlazBlue Online Play
i believe in akira shiro -
wow i feel for you kf
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The New England Thread: Bears Warbling Outside My Igloo: A Polarizing Dilemma
skd replied to Zoob's topic in East Coast
hello -
P4U Yu-sama,Hama-(Narukami) vs Kirisame(Chie) Part 1/2: https://www.youtube.com/watch?v=oo2OUJBSjUU Part 2/2: https://www.youtube.com/watch?v=ABie04l1Rls ?? ayyyy look some of that jD stuff i was talking about i cant believe im not japanese
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I think she's capable, but unexplored. she gets 3.7k off 2a in gain art near the corner for 2 stocks, so I would say maybe you saw something off of a slightly better starter?
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highest ive seen was like, 7k. this char is seriously lacking in development though Sent from my SCH-I535 using Tapatalk 2
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yeah, i edited my post. oops. took a while. but all that stuff works, its very much hitconfirmable.
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just go into something like 5A 2A 2A 2B(1) 5B 214B j214B 5D, its meaty enough to hit roll if you hit with the dive right. i think im gonna upload a video breaking down the use of jD, its really not bad lol. its just pretty much only good off of mid height dive kick and 214C stuff haha (pretty much limiting its use to corner) edit: i guess ill write it up first, then make a video okay, so the way i look at are there are 4 major points when using jD j2A jD... Then, you have 4 gatling choices to make use of jD. since there are so many gatling possibilities, ill just list things by their effect and point 1(Essentially always meaty 5A) 2 3 (jD first hit connects) 4 (jD second hit connects) before reading, the positioning of jD is really important. off of ..214B j2A jD, the persona positioning allows you to integrate grabs into your mixup. if you do it off of ...214C 5A 5C j2A, the persona wont be close enough to the corner to allow real grab followup improvements. anything that mentions grab is under the assumption that its after 214B j2A jD. off of 214C 5A 5C j2A, stick to highlow mixup. 1) the first hit is most often 5A! its intent is meaty, to make them block. you can get reversal-ed however, but once you establish this blockstring the rest of your options open up. however, at point you can also opt to go for a grab(but the reward sucks, so dont do this) 2) next hit can either be a overhead or low. grabbing at the second point makes the persona attack connect during the grab which sorta messes up a followup combo, so i dont really advise this either. 5A > 214A works for overhead, (persona connects during hitstun. if connects at this point, you can combo 214A (jD) 214B j214B 2B jC j214B 5D for oki or even a damage combo ). or 5A > staggered 2A is your low of choice during this gatling, or you could keep it airtight if you want, or opt for another move. sweep doesnt allow a followup at this point of the string. after 2A, if you confirm into another normal (notably 2B because of its jump cancel property, which ill go into more detail on later) and confirm into a combo into 5D oki if it connects(i posted this combo earlier). Because 2A is so fast, you can do 2A 2A and still sorta have it qualify as your "2nd gatling" but follow the timing of the option for canceling into 214A for a better mixup due to the delay before the actual 214A connects. (example, 5A 2AA 214A (hits overhead), same rules apply to following up 214A at the third gatling BUT doing 2AA fucks up the timing for empty jump airdash mixup, but still lets you get a jump in that your opponent *may* chose to respect (jB is airtight, you can choose to airdash empty jump low but its susceptible to dp's/mashing. it also eliminates the grab mixup at the third portion, but keeps your string airtight. your choice!)) 3) this is the really important, big big gatling. at this point, your options become high low mid(Jump cancelable) and grab. if you grab at this part, the persona sticks itself in the corner behind the opponent allowing your corner combo to become 5C 2C 44 2AB 5D(!!!). if you cancel into 214A, you need to blow 25 meter to convert into oki (214A (jD connects) 5B jBB j214AB 2B jC j214B 5D) but your low options become more threatening as well. you can opt to cancel into sweep (which at this point, can cancel into 214B for a seriously damaging combo or back into oki). alternatively, if you cancel into a jump cancelable normal (2B ideally) you get a high low mixup with airdash vs empty jump low while the persona attacks, keeping your opponent in blockstun. however, if you commit to this option doing 2AA beforehand will make narukami take too long to long and your opponent will come out of blockstun right before the attack connects, opening you up to stuff if they decide to disrespect a potential safe jump. 4) doing a jump cancelable normal at this point (example, 5A 2A 5B 2B(2) jump jB) allows you to safe jump after the persona attack. your opponent comes out of blockstun at just the right time. you can also hit with 214A and sweep and confirm in the same way as in part 3! but since they are already in blockstun from the persona attack, grab isnt an option anymore. jeez that was a lot OK EXAMPLE STRINGS ...jD 5A(Meaty, blocked) 2A (staggered) 2B(JC) Persona attacks, airdash/empty jump low into oki ...jD 5A(Meaty, blocked) 2A(Hits)A 2B(1) 5B 214B j214B 5D ...jD 5A(Meaty, blocked) 214A(Hits) 214B j214B 2B jC j214B 5D ...jD 5A(Meaty, blocked) 2AA(Hits) 2B(1) 2AB 214B etc. ...jD 5A(Meaty, blocked) 2AA 214A(Hits) 5B jBB j214AB 2B jC j214B 5D ...jD 5A(Meaty, blocked) 2A dash grab(connects) 5C 2C 44 2AB 5D you get the picture, im tired as hell v_v
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i feel like its good in corner after 214C 5A 5C j2A jD, you can meaty 5A and if gives you damage + 5d oki if you confirm off of a hit, and if they block the meaty 5a and you do an airtight string into jD connecting, then empty jump airdash/2a/whatever mixup behind the cloud during the blockstun jD provides~ at the same time when you commit to something after j2A you still have a chance of being dp'd, its not like you can safe jump off of it so your options arent substantially better yet your reward off of jD is to either convert into a hit with extra damage into oki or get a mixup behind the cloud *during blockstun* which isnt bad at all! so at the same time on the first hit (5A) you still commit to a reversalable situation, the risk is pretty much the same.
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believe in me also believe in me
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6D 214C **might** be safe, im not really sure because i believe 6D no cancel can be punished despite its fast recovery. this leads me to believe its of a pretty low attack level, so, depending on teleport startup(we dont have hard numbers for startup and attack levels yet)/instant blocking im not really sure if its safe (especially due to positioning) but i dont live in japan haha
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if your opponents are just mindlessly teching or dont understand the exact repercussions of what they are doing, then yeah go ahead. But if you think people cant "think" or react quickly enough to a tech trap i suggest you stop netplaying so much~ does magnetized air 360 (this is a thing right, im not crazy?) pull in? im thinking you can do air purple grab > teched into some sort of pull mixup for a literal "tech" trap /rimshot
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5C and jC are changed in GA (Normal mode she reels backwards and slashes for 5C, in GA its just a straight downwards slash. jC in GA uses her armor pieces to attack, in normal mode its a vertical slash. 2C, 3C, and 6C all change as well). and whiff cancel into teleport works on any special, even her super. it takes 2 stocks though, unlike if you were to actually have the move connect (in which case teleport followup only takes 1) you can whiff cancel into 6D off of 236B/C only, i believe, even then it might only be during charge (236[C]~6D) whiff cancel into teleport is really unsafe unless you cover it with a projectile. You can grab it on reaction if you are on the ground, but if they block and you teleport it isnt as easily punishable.
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yep in overdrive at least ehhh
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It's better, but your movement options change (your ground dashes change to morrigan/i-no style, where you fly diagonally upwards/backwards) which is arguably "difficult" to utilize properly. C normals change from Normal Mode to Gain Art as well. You also gain access to D followups to moves for extending combos, as well as the D version of Sonic Sabre and Mirage Thruster (Projectile and Teleport, respectively), the former causing large amounts of blockstun to help you to get in, the latter allowing whiff canceling on specials(!!!). However, anything involving "D" uses up stocks that you have to generate in normal mode. Your combo rate is lower in Gain Art as well, so you have to do real combos to make up for that, but that really isn't a big deal at all. You can't generate stocks in Gain Art though, unless you burn overdrive (which generates a preset amount of stocks over a period of time based on the level + cancel/neutral activation).
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yeah, i understand. 214D CS is by far the most stable non sandwich confirm lol Dash 2B isnt hard though!!! i believe in you. Its not required on everyone though, but if you use 214D it isnt necessary. its just to avoid SMP on 5C, which is exactly the same as using fireball (same p2, same damage, same startup, but fireball hitbox is lame)
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whattup my nigga linear nigga
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i remember trying this before, the universal, optimal option is actually deeeeep dash (you end up behind them, then return to neutral) 5C CS after grab RC. you should be able to get really close to 6k, iirc 596X was the max i could get for universal midscreen stuff for 150 meter edit: ok i suppose that isnt very constructive, but im really lazy ;A; this might not be optimized but i dont wanna do anything tonight so ok Grab RC[6] (cross under, return to neutral) 5C CS Dash 2B 236C OMB 5D dash 2AB 5B 5DD 214B (hits as low as possible) dash 2AB 236C 214214C - (5961) Alternatively, a much easier ender is after 214B, just do TK j214A CS, yeah this works midscreen on a large majority of the cast if not everyone, i never really tested it. of course on teddie dont do dash 2AB instead do 2AB 5DD 214B (which should be easy for everyone now!!) blah blah
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you can look at it like that, yeah. but the reward for her hits in normal mode are pretty good (solid damage, stock gain, and oki) and youre open to switching modes whenever you want.
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rofl yo damn tho "apparently"? i see how it is Its sorta early, but as a whole her normals are sorta slow/awkward to work with. She has a normal mode where she pretty much spaces and plays neutral with projectiles / anti air to build stocks, then burn them for confirming/creating strong mixups. Her damage is pretty solid.
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attack ten times~
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http://www.youtube.com/watch?v=s3f3N6bUkyA i remember some people talking about having issues with this combo, its pretty easy of you do it this way!
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i think shes strong, but severely underdeveloped!
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post cross slash, apparently if you can link 5C off of 2B(1) you are able to combo into cross slash (dash 2B(1) 236C 214214C) all done ridiculously fast with an obnoxiously hard input. it only boosts max damage at really deep proration haha, like 2A 5B 5C 2C 5C 236CD CS 2B(2) 5C - 5C whiffs!!! 2A 5B 5C 2C 5C 236CD CS 2B jBD Ziodyne doing like 4.3k 2A 5B 5C 2C 5C 236CD CS dash 2B(1) 236C 214214C/D doing 4.7k but its pretty hard lol