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Everything posted by pochp
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Hi we're hosting Friday again. 6:30 to whatever. I think melty blood is picking up some steam so if you want to give it a try it would be a good time :o -
https://twitter.com/pochp_/status/593596278644191232?s=09 I still do this one. Pretty consistent and decent oki, ok damage. Throw SoDmax 4d 5c 6b delay 2c 5[d] j.2c If anyone has advice on how to make cor or hh's combos more consistent I'd like to hear :o
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I'm going to Canada cup this year, and I think it would be great if a lot of us went. It's a lot cheaper than US trips, might not require days off. There's usually a lot of international players that go for Street Fighter, but some of them probably play airdashers too (ex: Kazunoko). Why not? I assumed you'd be living in Toronto by then. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Weekly News Post Hi, kind of feel like playing more than once a week, so I'll host on an additional day, varying depending on when I'm not busy. So for this week : -Thursday : 7pm - 11pm -Friday : 6:30pm - whatever ok i can play u next tiem -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
hosting at our place Friday 6:30pm to whatever -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Yeah, our place Friday, 6:30 pm onwards. Though, I won't be there for a part of the evening, Ensiferum concert wheee. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
iirc "xx" is used to indicate a cancel in capcom games notation, like street fighter, as opposed to a link. By the way we're back and probably hosting Friday, if I manage to recover from the jet lag. -
If you have questions on matchups there's a subforum for that. Maybe there are already posts answering your questions?
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Yeah haha. On va surement y retourner a moment donné -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I usually plan out trips to tournaments, but I haven't said anything about Toryuken because we'll still be in Japan (or rather on the flight back). I think Level 5 said he wants to go and could take the bus. Anyway, if anyone's interested in going, post up and figure it out. Can't really help this time, good luck. -
Tachi 2c is used because we're reffering to the combo you get from 6b starter midscreen on crouching. 6b has smp so you want to avoid using it twice. Opening people up can be kind of hard. Don't forget about crush trigger, throw, trm, 6b(1)rc2b... Using more frametraps and pressure resets via 236d, 214d, 236a, jump cancels, etc is also part of your options.
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Dash 2c after tachi : you can input the dash pretty early, but it's still kinda hard imo. Gotta practice :|
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Oh yeah that shouldn't be a problem. I believe greg still checks the forums every now and then so he'll end up seeing this, but if not you can PM him (oDHAOSo). -
Couldn't make a full video for basic combos and setups before leaving for KSB because obviously not enough time to experiment with all the new stuff. In the meantime, here are some clips of the stuff I'll try to use there (and most likely fail miserably because I haven't practiced enough). So, some combos and some oki options. Hope it gives you guys some ideas too, hope we can all share tech more this version, because there will be lots. I'll start working on a video when I get back. Wish me luck guys :D Blockstring idea : https://twitter.com/pochp_/status/593583065634574336 Corner overhead combo & mixup : https://twitter.com/pochp_/status/593586492745916416(iirc you can do the same one with airdash j.b 2b 5c 6c etc.) Low corner combos & mixup : https://twitter.com/pochp_/status/593594772331180032(first one is if you're close, second one is for farther. Could have gotten a better ender but sometimes it's unstable because of the combo timer so I prefer to keep it simple with 3c) Corner throw combo & mixup : https://twitter.com/pochp_/status/593596278644191232 Midscreen RC/anti air combo : https://twitter.com/pochp_/status/593600652963483648 Midscreen overhead combo : https://twitter.com/pochp_/status/593604366021500928but I think this one is kinda unstable. tried out my blockstring ideas, they're good vs normal block, but pretty bad against instant block and barrier so I'll have to find some. Some ideas : vs barrier : 2b 2d 5c 236a dash 5c etc. vs instant block : idk, altering the delay on normals usually works. You delay a couple so they think they'll have time to press a button, and then you don't delay on the next chain. Sadly, 2c frametrap into 5c whiff hitconfirm doesn't seem like a thing in this version, as 5c just hits them... 2c wait dash 6a or 2c xd 6c delay tachi is a thing though. Unfortunately 2c xd 6c SoD max just won't work because the stein hits right after SoD in all 4 cases. However, 2c 5[d] 6c SoD max works (on mu anyway) 2c CH 5[d] 6c [soD] dash 2b 6a 2c 2d j.b j.c dj.c j.2c (3865) 2c CH 6a 6b 2c 2d j.c j.b dj.b j.c j.2c 6c 5[d] 2c 6d j.c j.2c (3600ish) 2c CH 5d delay 6c tachi dash 6a 6b 2c 2d j.c j.b dj.b j.c j.2c land j.2c (3572) @KonannFriends : do the same combo you'd do as if you hit with j.a. If it's air to air it's kinda height specific, but it comes down to : some normal, jump cancel j.b and or j.c, j.2c. If they're on the ground do any ground combo you'd do on 2a (so like 2a 2b 5c SoD). If they're in the air but close to the ground you might get something nice but idk what at the moment, heh.. edit : just an idea, but I think 2c 6b (2) is easier to block than 5c 6b (2), because you're switching from crouching to standing, so more things the opponent can react to.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Small update : we're hosting tonight, 6:30pm to 11pm or so. Last minute practice for KSB! On a related note, there's a Golden Week sale on PSN, you can get Aquapazza for 10.20$ and AH3LM for 12.50$, as well as a bunch of other games. https://store.playstation.com/#!/en-ca/golden-week-sale/cid=STORE-MSF77008-GOLDENWEEKWEBLP -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Weekly News Post 1. Please go read this and reply to it. Potential new venue in the works : http://www.sankishin.com/board/viewtopic.php?f=9&t=312 2. Might be hosting Tuesday evening to get a bit of last minute practice in. We'll see. 3. We're leaving Thursday morning for Japan, so there will obviously be no meetup at our place for the next few weeks. We'll be back on May 17th. always great to play you guys, big thanks for coming! Since a new venue is in the works for this summer, I won't be able to give you guys a date until after I get back from Japan, unfortunately. However, the smash guys are planning a bigger tournament in September, and they'd have a room for our games as well, so maybe that could be worthwhile for you guys? More details to come. -
Played a good amount of offline matches and training mode this weekend :D General Impressions : man this character feels very different. I'm still not comfortable at all with stein cancel into normals at neutral, nor the new j.2c. Pressure was confusing, but the rules seem to be : 1 6b, 2 drives, 2 of 5c and/or 2c (aside from all the old obvious stuff). Combos feel a bit harder to pull off in game, possibly lots of height specific things to keep in mind, tachi dash 2c is going to take me a while to get 100% on both sides lol. Really hard to get decent damage off some stray hits. RIP j.a into decent damage and oki lol. I like the new totsuka (236d) because it stays out longer, though it's unfortunate that it doesn't combo into itself as well. Is it just me or is the laser super faster than before? Feel like the lasers don't stay on the screen as much. Can't seem to get a knockdown from midscreen DP RC (you could sometimes DP CH RC 5c 6c etc. before). I do like the character more though, seems safer overall, and steins don't dominate as much. Neutral still feels pretty similar, but I have a hard time keeping momentum, as I keep trying to go for new strings, but I'm not as comfortable with them yet obviously and the improvisation goes wrong heh. Pressure : messing around a bit, it feels pretty annoying to get the correct spacing for a 6b(2) depending on if they're instant blocking, normal blocking, or barrier blocking. It'll take a bit to get comfortable. For now, it feels like whenever I get the right spacing to gatling into it, my opponent is as ready as I am. That said, it seems pretty impressive as a pressure tool. I kind of want to think of a list of strings that can loop into each other, and can be applied to different kinds of guards. More variety makes it harder for the opponent to escape! 2b 3c 5d 5c 6b 2d 6c 236d. pretty good because if they block 6c the lasers prevent them from escaping 236d. Its weakness is that you can jump before the 6c, so as an alternative : 2b 3c 5d 5c delay 6b delay 5c 236d. also ok because if they jump after 5c, they can't really prevent the laser from coming out (character specific obv, but in a mu mirror they'd be out of 5c range after the second 5c), and it stays out long enough you should be able to take advantage of the situation anyway. Both of these are weak to early mashing, which if you do standard frame traps you should be able to cover. Now to think of some strings that include more early frame traps that are confirmable and manage to keep the advantage afterwards... btw as of now I haven't tested out these strings in matches, but they should be okay as long as you're not autopiloting into them. I'm mostly doing 2a 6a 2b 2c (6b/delay 3c) into whatever. Corner Oki : The setup I translated from mixi on the other page is ok, but I'd tweak it a bit. I think pretty quickly people won't try to mash or block high on wakeup, so his string (2b 5b 3c 5d then either jump on block to mixup or SoD if it hits) didn't use the lasers to cover the following approach well enough imo (in matches people were either jumping or something, didn't force respect, unless you do 2b 5b 3c jump (no stein) but then you miss out on the stein). So as a tradeoff, I feel like doing 2b 3c 5d jump should work decently. I doubt you could react fast enough to confirm if 2b hits, but that would be rare. Instead, you get a second attempt at mixup afterwards. So, the pattern goes something like this : 2b 3c SoD dash 2b 6a 4d 5c (dl) 6b slight delay 2c [5d] ikutachi crossunder 6a 2c [5d] (or 4[d]) j.2c j.5d or 6b 6c 5d dl 5c SoD dash 3c 6[d] 2c dl ikutachi (crossunder?) 2c 5[d](or 4[d]) j.2c j.5d/2d or throw dl [soD] dl 4d 5c 6b dl 2c 5[d] (or 4[d]) j.2c j.5d (they wakeup from emergency tech. going to look into other wakeup options later. forward roll catch combo lower in the post) meaty blocked 2b 3c 5d jump forward (do barrier block while rising so you block counter assault or any DP afterwards as there's a gap before the lasers iirc), then, lasers hit them while you're in the air, they kind of have to take your mixup : -airdash j.b 2b (laser hits) so if it hits your combo is j.b 2b 5c 6c into the same route as the 6b 6c combo posted right above. If it's blocked you can dash again after 2b or set something or whatever. -land 2b 6a 3c (laser hits) so if it hits your combo is probably like 2b 6a 3c [soD] 2b 5c 2c 5d j.c delay j.2c j.623c 6b 3c until I find something better. If it's blocked you can use the blockstun after 3c to set a stein or something and go into a blockstring like the ones shown above. -land throw (laser whiffs) into throw combo from above. On that note, I feel like if you time a j.2c perfectly so that the animation of the blade comes out but you land before it can hit them, recover and throw instantly, it would be a really tricky mixup. You could do this in the last game, it worked almost every time, but it was a lot harder to do consistently. Hidden buff hype? :D -There's also something that could be done with CT or 6b but idk atm. Roll catches : 2b 6a is more reliable than I thought. I really liked 2b 5c because no matter which side you hit them (left or right), you can't get those inputs mixed up. Luckily, it looks like the 2b 6a chain will autocorrect even if you input it on the wrong side (at some timings), so that works. From there, standard anti-air combo for good damage and setup. 2b 2c delay tachi also works, so I'd use that if they're farther away. Here's a simple idea of a combo to bring them back in the corner after a roll, there's probably a much better one that can be done : https://twitter.com/pochp_/status/592015992810819584 That's for cases where you end your corner combo stuck really close to them. If you're far enough that 2b will hit with them having their back to the corner, 2b 5c SoD into normal corner combo should work, depending on what lasers you set up (it will if you didn't set any). Guard Crush : throw works for now I guess, no time for fully charged SoD nor backdash 6c. Btw this throw combo is nice because the lasers almost hit meaty, so you can use it for safe approaches, and possibly catching backdashes and other things : throw [soD] dash 2b 6a 6c 5d 6b(2) 6d 3c I haven't really looked into 6c FC combos, but I'd be curious to see that one. Serizawa posted one that seems to do similar damage : https://twitter.com/srzaasuka/status/591266256092696576 6c FC 2d 6d 5b 6b 3c [soD] dash 2c 2d 2c 2d j.c dj.c j.2c j.5d j.2c land j.2c (4863) Using a midscreen 6b route I posted on the last page (that I took from a JP mixi page), on 5c CH you get 4247: 5c CH 6c tachi dash 2c 2d 2c 2d j.c dj.c j.2c j.5d j.2c dash 5c 2c 6d (s)j.c j.2c If you want to see match videos, you can look at http://horibuna.web.fc2.com/BBCP/BBCP_12.html most links are niconico so you'll either need to make an account or use a niconico redirector http://www.mmcafe.com/nico.html I believe Jourdal gets most of his links from nico, so matches you find on youtube are probably there as well. If people want to post up match videos, this can be done in the current video thread until the new one is up. However, unless someone wants to through a lot of matches, we'll be missing a lot, so the Horibuna list is possibly more complete. I'd recommend watching either H.H or Serizawa (せりざわ).
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Sad news, I don't think we can go gapless into 6b(1), it's slower than I thought. On normal block, 6a 6b and 5c 6b are gapless, but on instant block there's a gap. So, unless they changed levels on our normals, I believe that means it has a 16f startup. Some new notes after trying a few of these combos, corner : ~SoD dash 2b 5c 2c 5d jc dlj.2c 623c (6b)(5c)2c 4d j.2c j.xd this combo is decent at far ranges, and not that hard. I find the timing for the last j.2c tight, but you can also just end it in 6b 3c for something much easier. corner : ~SoD 2b 6a 4d 5c (dl) 6b 2c [5d] ikutachi crossunder 6a 2c [5d] (or 4[d]) j.2c j.5d/2d timing on the last j.2c is tricky, it's maybe more a height thing actually, don't hit them too high with the last 6a. You can input the dash for the crossunder pretty early. corner : 6b 6c 5d dl 5c SoD dash 3c 6[d] 2c dl ikutachi crossunder 2c 5[d](or 4[d]) j.2c j.5d/2d this combo seems also good on like airdash j.b 2b 5c 6c etc. The last 2c 5[d] j.2c seems more stable than the previous combo. midscreen : 6b 5c 6c ikutachi dash 2c 2d 2c 2d j.c dj.c j.2c j.d j.2c land 5c 2c 6d j.c j.2c (~3500) this combo's giving me trouble, can't seem to hit with the last j.2c. anyone have any ideas or a better combo? A few questions/ideas : Does anyone have ideas on solid roll punish combos? good old 2b 5c 6c etc. is obviously gone. Maybe 2b 2c ikutachi etc, I'd have to test. Post crush trigger, any ideas if they're standing? Losing 6b force crouch is unfortunate. Do we have enough time for something like max charge SoD, walk back 6c, or maybe even set stein then start a combo and use it to extend the combo?
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It's a height thing. If the height is wrong, either j.2c or 6c will whiff. I tried both and j.c j.b, while slightly harder, seems more consistent.
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Although she changed a lot, she's perceived to be around the same strength, relative to the rest of the cast. However, she has a lot of potential, and with access to training mode she may become a lot stronger. Also, forgot to post this yesterday, but this route seems good for damage and a setup on both 6a anti air and 3c RC for midscreen combos, there was indeed a 2d missing (forgot numbers, but if someone has them, for comparison's sake they could be useful. I'll just get them later when I get back from work if not) : 6a 6b 2c 2d j.c j.b dj.b j.c j.2c 6c 5[d] 2c 6d j.c j.2c 2b 3c RC 6b 2c 2d j.c j.b dj.b j.c j.2c 6c 5[d] 2c 6d j.c j.2c
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Just tried it out, combos are fun. So many buttons and lasers. I feel like j.b's back hitbox is a tiny bit smaller, stuff like jump over airdash back j.b doesn't always hit. Might just be me being tired though, lol.
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serizawa's mixi stuff : he says some of it is outdated and will be updating soon due to console release, but it could still give some ideas. http://page.mixi.jp/view_page.pl?page_id=103472 6a anti air combos 6a 6b 2c 2d j.b j.c dj.b j.c j.2c land j.c j.2c 6a 6b 2c (2d?) j.c j.b j.b j.c j.2c 6c 5[d] 2c 6d j.c j.2c this combo from Urano sets it up so the charged beam chases them no matter their tech. This is a great midscreen combo. You should also do this route from 3c RC. 6a 6b 2c 2d 2c 2d j.c dj.c j.2c j.d j.2dc land dash 6a SoD 6b midscreen combos 6b 5c 6c ikutachi dash 2c 2d 2c 2d j.c dj.c j.2c j.d j.2c land dash 6a SoD (3300) 6b 5c 6c ikutachi dash 2c 2d 2c 2d j.c dj.c j.2c j.d j.2c land 5c 2c 6d j.c j.2c (3500) basic corner combos 2b 3c SoD 2c 5d delay 2c 5d j.c dj.c j.2dc j.d j.2c j.214d 6c 6b 3c SoD 2c 5d delay 2c 5d j.c dj.c j.2dc j.d j.2c j.214d 6c midscreen throw combos throw [soD] 6c 5d airdash j.b j.c 6a j.c j.b j.2c throw [soD] dash 2b 6a 6c 5d 6b 2d 3c throw [soD] dash 2c tachi 6a 6c 5d 2d throw [soD] dash 2b 6a 6c 4d ikutachi 6b 3c sj.2c throw 6a 6c ikutachi 6a 6b 3c SoD sideswap combo corner throw combos throw [soD] 5d 2c 5d sj.b j.c j.b dj.b j.2c j.5d j.2c j.2d (3268) throw [soD] 2c ?d j.b j.c j.623c ]d[ 6a 6b 3c (3431) throw 6a 4d 5c 6b SoD 4d 6a 6c 5d 5c delay 8sj.2c (~3300)
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Midscreen combos source : http://page.mixi.jp/run_page_apps.pl?page_id=303690&module_id=1723115&from=menu my attempt at a translation again... Some of these combos I'm like "how can it even go so long"... -Ikutachi starter Grounded opponent starter combos. Should be the same combos for 2b 3c RC or 5b 3c RC, but probably not if you're too close to the corner. ikutachi 6a 6c [soD] dash 6a 6b 2c 2d 2c 6d j.c dj.c j.2c j.d j.c land j.2c (4309) I haven't tried this one yet, but I've been told it works ikutachi microdash 2c 2d 2c 2d j.c dj.c j.2c j.6d j.2d dash delay 6a 2c 2d delay sj.c dj.b j.c j.2c 6c [soD] dash 6a omohikane (5114) delaying the 6a relaunch gives the air combo more stability for the 2d delay sj.c part, wait for the shot to jump, kinda. how much you have to delay is hard to explain. be careful of the carry (?) ikutachi microdash 6a 6d 5c 6b delay 2c delay 2d microdash 2c 2d j.c dj.2c(?) j.2d j.c j.2c 6c 214[d] microdash [sod] dash omohikane (5135) for delay 2d to microdash 2c, you're not cancelling the amount you have to delay that 2d is hard to explain if you don't delay enough, 2c won't hit if you delay too much, j.2dj.c won't connect with j.2c because (?) (character specific) on some characters, 214d will hit twice(?) 6a anti air starter 6a 6b 2c j.c j.b dj.b j.c j.2c 6c (tbh I think there's something missing in this combo, should be a stein set after 2c I think?) stable part replace j.c j.b with j.b j.c if you need to raise them higher for 6c (they'll fall at the same place, but just a little higher)(?) 1. ~6c 5[d] 2c 6d j.c j.2c if you're midscreen, this is a good choice you can replace 6d with 5d and j.c should still connect if they roll back at the fastest timing, the charged 5d will make it. if they emergency tech you should be able to ??? 2. ~6c [soD] dash 6a 5c omohikane ~6c [soD] dash 3c ODc 6a 5c omohikane easy kill combo 3. ~6c 214d microdash 2d delay 5c 2c 6d j.c j.2c dash 6a SoD (3c omohikane) if you prefer blowing them away fullscreen if there's a stein that is placed high there (unsure if he means "if" or "because", because the original combo part didn't include a stein, but I think it may have been a mistake) if you recognize that you're close enough to the corner, this route can end in omohikane throw combos (empty)
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The first post of this thread is our best attempt so far. "Official" list of changes can be found here : http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_Extend_patch_notes
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Weekly News Post BBCPEX LAUNCH WEEK YAY Tournament Friday at smashloft dustloop thread: http://www.dustloop.com/forums/index.php?/topic/10334-jan-23-1st-airdasher-tournament-smashloft-montreal-canada/#entry908009 facebook event : https://www.facebook.com/events/906473839375614/ We're also hosting Saturday afternoon > evening at our place. great, I'll talk with the guy running the place and let you know hopefully this week.