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Everything posted by skd
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dunno if this is new, but im getting 6 normals/inputs with dash momentum and bufferable dash momentum into stuff tl;dr ground dash normals/specials/supers, pretty limited though, very difficult hahaha oops, i forgot to mention this is in gain art lol. so gain art, but ground dash momentum.
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i dont really agree, you can air to air him very well with jA. aegis blade is a really good option, you should have no trouble anti airing him and dealing with him IADing over you and such. scariest thing is pressure, where you dont have a really solid answer most of the time. keep him honest, mash him after 2C, IB barrier what you can to make his pressure as manageable as possible. 6A becomes a big thing in 1.1, but thats next ver hah. in terms of neutral him growlering sonic sabre is not a bad thing, he gets phalnax but you generally approach from angles he has trouble dealing with, as well as him comitting to stay in place after growlering it. if he growlers again, thats a big risk and its your job to make him acknowledge it. never sabre after using both of your jump options, bait 2C's with modechange...you have options? he strictly doesnt have better buttons, you can keep him midrange very well. just work on safely controlling space? its probably not in izayois favor but this isnt close to her hardest matchup. I dont really like perpetuating negativity, especially when it isnt warranted.
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Dustloop vs. Gamefaqs 10v10 When?! June 20th @ 7PM EST! Date Pushed!
skd replied to Nerd455's topic in BlazBlue Online Play
so peorth rose, yeah? -
Dustloop vs. Gamefaqs 10v10 When?! June 20th @ 7PM EST! Date Pushed!
skd replied to Nerd455's topic in BlazBlue Online Play
you should just keep the order by signups, to avoid things getting complicated. so peorth_rose goes first, etc. anyways i got money on my boy peorth rose take it home wooOOOOO -
Visually, i appear much closer to the opponent with strike fall (vertically). i really dont know whats different, just eyeballing it feels like something is definitely different, and for sure you can pick up off slightly lower hits now (also get safejump off of longer combos). TK noir strike fall sadly does not go into 5a haha, but yeah there is definitely still a difference between OD strike fall and normal strike fall. though i cant really pinpoint whats different? it feels like recovery, which throws me off because if i could see a visual change it probably isnt recovery...whatever though haha. if it works it works.
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its not a lot hahaha, you end up sacrificing quite a bit of damage. its about 3~3.1k off dash jC in the corner (keep in mind the universal p1 nerf), does about the same damage on those chars who you are able to combo midscreen. but hey, stop positive or stock neutral bnb's are pretty good. midscreen, you get about 3.5k~ with 1 stock on 5C 2C(1) midscreen chars (after 3C 236B) so the damage loss isnt something to ***really*** miss. in the corner however, if you burn 2 stocks you get about 4k with knockdown, so :v as i said previously (i think?) the p1 nerf ends up in us losing about ~400 damage for identical, full combos in the corner. jC in the corner was previously 4.4k for the same combo (exact was 4380, now is 3951) but realistically, you couldnt hit that hard in 1.0 because 3c wasnt special cancelable. that ends up bridging the gap a little bit. there was also a change on min height where strike fall places you (i hope to god this isnt a vita glitch/camera exploit) but now you can get 5A/phorizer after very low hits (so OTG 2C or OTG 5C 2C(1) into 6C 623C~D 5A/Phorizer works, this is gooooodlike). either min height change, or 6C sends you flying a little higher. in any case, gr888888888 (i dont want to jump the gun and say recovery, but its...probably recovery. thats what it feels like, anyways.) Corner 3C FC CT 2C 5C 2C(1) 3C 236C~6D 2C 5C 2C(1) 236B~214A 2C 6C 623C~D (Phorizer OK) 6068/6728 with super. combo results in -1 net heat loss, so you can get the super if you start the combo with 51 heat trans-am duration extended with hitstop = normal trans-am lasts for 10 hits, OD trans-am lasts for 20 hits (lmao) tbh, trans-am might be worth the meter this time around. meter return is good and its literally one more orb than D saber teleport and 1 more stock. trans-am less combo routes are pretty good too. OD trans-am + orb gain (d saber) is pretty fucking opprressive.
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trans-am untechable glitch where every hit mid combo has counterhit untechable time. 6a does not, but 6b invin kicks in at the same frame (frame 4 for both in this version), so you have tools to beat both high/mid and lows very effectively. been going hard on modechange, universal -3+6 at corner and -4+6 into corner. Throws anywhere are pretty much -3+6. All of these can be +4 with oki.
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it mainly shows after you release dash (you get thrown pretty far) but yeah, i think she starts to get faster as you dash farther. it might just be vita aspect ratio or whatever playing tricks on my eyes, but i dont think so :v
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hello friends, its me, back with sore hands from playing 1.1 complete with a flair for poor organization from yours truly!! 1.0/1.1 Damage comparisons on Dsaber D saber (1.0) > 1159 D saber (1.1) > 944 OD D saber (1.0) > 1565 OD D saber (1.1) > 1248 Char spec meterless midscreen modechange, -3stocks, +6 stocks (net +3, no oki route yet) -(jB/C/2B/5B) 5C 3C 236B 214A 5C 2C(1) 236D~214D 5D/2D 5A 623B~214B Delay 623C 6623C . -2C(1) drops on jin, rc, am, az, valk, tao, noel, ara, carl, untested on kagura -2C(1) hits, but D saber doesnt create enough untech > hz, ter, tag, mak, haku, bang, koko -works on: ragna plat relius litchi bullet izayoi mu nu tsubaki Normal mode 3C -3C 236B 214A = 12f to act, 3C 236B 214B = 8f to act New airdashes -Fastest possible double jump IAD: jA > 18f, jB 20f (airdash = 11f before you can act, i think) -airdash min height increased (? probably) -fastest possible 6644 and 6666 no longer yield airdashes, holding 6 slightly longer lets you do that -jC IAD jB is a 4f gap -66 in the air already yields a kind of downwards angle, so you dont have to worry about doing 663 or anything. holding 9 during the dash keeps you...almost level, you make a little bit of a swerve but yeah. it makes it possible to stay off the ground with the fastest possible IAD (which is seriously good for mixing up high/low timing, very ambiguous since you can stop at any time) -dash acceleration is a little different too she just kind of launches herself really fast now hahaha. you can just end up sailing across the screen while barriering (good movement option) and last but not least the trans-am glitch is still in! wowee i couldnt really pick apart the 6b feint timing change, and my impression of the 5b hitbox buff is...nothing...too big. its nice, but it could be a lot better. still, the move is fine for what it is. you (mostly) only get hit by moves that really avoid the hitbox now, so thats nice. 6A and 6B gp/invin buffs are very nice, along with the backdash buff as well. new GA backdash angle is very good for getting out of active frames. our little girl is all grown up (✿◖◡◗)
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the justifications for movement on that list are pretty poor, lol
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http://www.twitch.tv/central804/b/513258295 this one has meat in it, theres a lot of examples of the new dash being used for crossup jC. The izayoi player shows up a ton of times throughout the tournament. the other streams literally had...nothing
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oh no, it was another stream. i didnt go through that archive, theres that and one more i should look through.
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from what ive seen, the downwards airdash angle is /almost/ literally inverted 66 (the descent seems sliiiightly less sharp than the normal dash ascent). in an entire stream, out of like 10 rounds the izayoi player only GA airdashed twice, once forward and once backwards, lol. Air backdash is indeed the "old" ground one, but vs the old air backdash the acceleration seems...slower? it might just be because her hitbox isnt as horizontal, hah
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btw after checking up on BBS, GA 3C 236B and normal mode 3C 236B do work. Normal mode 3C 236B is interesting because it gives you way more untech time since the 236B connects higher (so now you can do ~214B 2A or something like that for jump loop on farther opponents). I havent heard much about D saber, and trans-am time is indeed doubled. I forgot what else there was hah. (routes look something like jC 5C 3C 236B 214A 5C 2C(1) (this doesnt work on everyone, iirc) 3C 236C~6D~214B stuff
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to be specific, jD is 1f longer than 5D but you can actually cancel the later frames of it by doing it really close to the ground. As such, there are some standing hit trans-am modechange combos. Also, im fairly certain with some hitbox manipulation you can get j236D~214D CT 5D 2A etc to work (and CT is 30f startup, meaning 5D/2D 5A should work as well), but its very specific. you have to get the swords from D saber to hit certain frames apart, (so, obviously char spec and spacing etc) i dont actually...remember what kind of hit was required to get it to combo, but its on relius in the corner if that means anything. sadly the teleport itself messes with some of the hits so you might end up losing a bit of frame adv meaning some combos dont work? the cancelable state on D teleport recovery starts about...i want to say 3f slower than A teleport?
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OD affected trans-am only while active, so how long it is depends on how long your OD is (aka starting it during OD changed nothing once your OD ran out) so thats a thing to consider! Also, with 20f startup, 5C 2C(1) 236D should combo. woo! more toys.
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Oh god, sorry lol. its 236B, when going over it we put "Crusade Seraphim B" (for B button) and i just filled it out as beta. translation reads "gedan" which most closely corresponds with low, so they are probably talking about 236B.
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ummm no? D saber recovery is in the air, it only makes sense that it would be cancelable into air teleport
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well i edited the post too late, but we are also probably going to lose modechange as a result, which is...fine, i guess a real reason to use OD, along with overall stronger GA . The invin/gp changes are super super super nice. i guess more focus on neutral and movement (spacing/moving well with new options + A saber > D tele to produce frame adv, only one star now but...still kinda risky). 3 stars for that is...expensive, but I think its worth it for 20f startup on D saber, you can cancel off 5C with a 4f gap? Its a decent tradeoff. Trans-am lasting twice as long is pretty cool honestly hahaha, your pressure becomes really scary, even though the cost was expensive before, cancelable 3C now probably gives us better combo options without any stars during trans-am. Reset cityyy. Also you get mixup on knockdown after a combo which is prettyyyy cool. oh yeah, 2C TK D Saber used to work on fatal, but now that its 22f i think it might work off of 2C non fatal now? It doesnt get hit by the recovery change that ground saber did, so maybe theres something there (dont get your hopes up)
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BIG changes. Backstep - Total Duration 20F → 22F. Invincible 1F ~ 5F → 1F ~ 7F GA Backstep - Total duration 18F → 22F of the shortest possible backdash. Invincible 1F ~ 5F → 1F ~ 7F. Travel distance increased Air Dashes in GA - 2x airdashes, adjustable by moving up or down during the dash. Air back step of gain Art - same as ground dash but no invin. Stagger hitbox - some kind of correction. 5B - hitbox increased to catch rolls, apparently? overall hitbox buff, "wont lose" at tip (probably all red now). GA 5C - Knock back decreased 6A - Guard point on 4th frame (THIS IS FUCKING GODLIKE) 6B - Foot invin on 4th frame (THIS IS FUCKING GODLIKE) Some kind of change to the feint input with holding the button? 3C - Higher float, lower p2 (89 to 79). GA 3C - Cancelable on hit. GA jC - Active frames up from 3 to 5. CT - unblockable removed at full charge. D Sonic Saber - Takes two zero weave stocks, additional damage (im assuming the spawned swords) down from 200 to 150. Ground D Sonic Saber - Fast, but less frame adv. Total duration from 43f to 51f, but startup down from 26f to 20f (this is fucking big). Static difference on block point blank is down from +28 to +19. Cancelable into mirage thruster. Air D Sonic Saber - Startup 23F → 22F. Total duration 42F → 41F. Crusade Seraphim Gamma - P2 89% → 79%. D Mirage thruster - Takes 1 Zero weave stock SLAVER TRANS AM - LASTS TWICE AS FUCKING LONG A lot of good things, new D saber is really, really cool. A sad thing is that...we are probably going to lose modechange combo? by the new data, 51f total duration means 20f startup + 31f recovery (gosh). So even with D thruster (you have a cancel point on the recovery, making it shorter, but you are already adding wayyyy too much time with D tele so yeah) you cant make it there on time ;;
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h e l l o d a w n its me superkawaiidesu also im fairly sure we arent supposed to make threads like this you can post in the psn matchfinder thread if you wanna netplay with people, but not me. you have to hit me up on t w i t t e r
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thats character specific, you have to add a 2A delayed Aegis Blade in on most charas. otherwise, you can do 236B 214A 2B 623B 214B (into the corner) 623C jC j236C (hits backwards) for 8 stock, i think it does more damage?
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jBAAC / jBABC gives you oki off s starter w/ 4 stocks, or just a more damaging 6 stock. Either way, it has its place.
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You can do relaunch combos into the same amount of stocks. Something like 2b 5c 236b 214a 2b 5c jBAC 5a 623b 214b 623c dash jC works on a large majority of the cast. I think they are easy enough for online haha, it's mostly just muscle memory