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Kiba

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Everything posted by Kiba

  1. The corner ground throw was nice to see. In terms of the damage and the advantageous position. We're getting there, very slowly...
  2. I didn't know it frame trapped at all! Nice find. I knew about the TK cancel but I didn't know it could be that effective. Edit: Yea, it's an extremely tight blockstring. I can't press 5A/DP, even from an IB. I can only see it granting you the benefit of a crossup and additonal pressure. Have fun at the event btw. I was personally indecisive as to whether I should ask you to find something out. I didn't know what to request exactly, and I strongly felt that what I would've asked for (combos) would not have worked.
  3. Uido (Tsubaki) VS ??? (Ragna) Naru (Tager) VS ??? (Tsubaki)
  4. No problem. Anytime. Oh snap. Just triple tested it and you're right. I thought I caught this somewhere.
  5. Assuming it's on reaction, 236C will beat Lambda's 214D~C, but it will trade with 214D. Use the opponent's patterns to determine how you will get in. If they use 5D, you can air dash to get in. If they use 4D/6D, you can use the 236X series or run to get in. Of course, this all comes down to conditioning. Unless you are familiar with the timing, using 214X to get around spike chaser is risky and results in Lambda getting a free CH combo and you being sent back to square one. Do not get greedy with charging in this matchup, but you can use 5D taps/2D to bait 6D from fullscreen so you can rush in.
  6. Actually she can be thrown out of it. With that said, she can also be thrown out of 6C and 6A. 22C - 236D - Dash 5C - 2CC - 236B - 214B - 22B works if the starter was 22C. The only advantage that has is that it pushes the opponent into the corner quicker. It's mediocre at best, and I wouldn't completely advise it depending on player/character knowledge, but even I use it ocassionally. If it's used in the middle of a combo, following with 236D - 5C into stuff can allow a tech. The best you can do is: stuff - 236D - DD and even then I wouldn't recommend it since I find that to be a waste of stock and 50% heat. There are some circumstances to consider such as pushing the opponent away from you but I do not want to make this any more complex. Bottom line, don't use it unless it's from a 22C starter AND you want to get your opponent into the corner quicker
  7. To Rednova: Looking back on the matches and adding to what Hajin provided: Be careful with blockstrings since you managed to whiff alot of stuff that went unpunished. You need to get familiar with the spacing so you can use specific normals/specials accordingly. When you're using blockstrings it usually looks like you are unsure of what to do. Is this true? Most of your blockstrings were either delayed or random/unfocused. Be careful with using 6A alot too. It's very easy to block on reaction, and it's also easy to react to with a 2A for instance.
  8. 236C - 214C is used as a replacement for the 22C - 5C - 2C ender. They both do around the same damage, so whether you want to use it is up to you. It's also used on Jin frequently because the 5C - 2C pickup doesn't work on him. It's also used when the opponent might be quite high in the air after an IAD combo for example. They might be too high for 22C to hit. You can use a 5C(w)C pickup from these provided you didn't use them for combo enders otherwise it'll allow the player to tech/ or allow blue beat: J.214D (from an air combo, or as a starter on CH. Difficult to combo from on normal hit as a starter) 22C (provided you didn't do it beforehand) 22D 236C (When they're quite high in the air)
  9. http://www.dustloop.com/forums/showthread.php?12477-LONDON-ASTRAL-HEAT-Blazblue-gamerbase&p=1188885&viewfull=1#post1188885
  10. It does work. That's 4.2K with the 5C - 2C - 236C - 214B - 22B ender
  11. Just a reminder that this is going on tomorrow guyz.
  12. kuresu ( tsubaki ) VS hima ( valkenhayn )
  13. Just a reminder. This will be next week Wedsnesday. I will post another reminder next week Tuesday.
  14. In regards to the context of your post, nothing you're saying is making much sense. You make an error in your post stating one thing and then you expect me to ask in what situations you meant to use that strategy? You were giving symphony advice and it is your job to make it as clear and precise as you can so it's interpreted in the way that you want it to. Anyone else can have easily interpreted what you said in the same way that I did. First you say: and then you say: All you needed to say was something simple such as, 'If the Valk is within range and is constantly running around in wolf, consider using 236B to punish'. Why you didn't mention that in the first place I do not know, and all of this could have been avoided but you clearly chose the harder route. If you don't plan to explain anything in a logical and educated manner to your fellow peers then you shouldn't bother saying anything at all. For all we know Symphony could have went on to using the Mami's at the most random times and then come back askin/stating that the method isn't working for him. Then it's likely you'll do to him like you did to me, which is to say something completely different, when you shouldn've been clear cut in the first place. You are the one at fault, you have proven to be unreliable and frankly I don't even think you understand what you are talking about.
  15. Well that's why. As you said you didn't give a huge amount of context. If you explained properly in the first place I would not have interpreted it in the way that you think I did. I do not have any intention to make anyone sound like a scrub.
  16. It's unlikely we'll try and wolf out of your shit. We'd more focused on barrier blocking your stupidness and looking for the gaps to move out whilst still blocking in human form. It's when we have enough space we'd act like a jerk. The risks and rewards with a random mami is definately not worth it midscreen without any meter. He can 2C CH you and you'd go near or even into the corner where you'd take big damage. If you're near the corner/or with heat fair enough but I still wouldn't recommend abusing it. If the Valk knows any better they'd know the distance or focus on mainly trying to get you from the air (in which you have 2C/214D for this). As with 2C in some cases you're better off using 6A depending on their approach. 2C can get you a better damaging combo on CH but the recovery is worse than 6A so if you miss you may be screwed. Valk has [w] 4C/7C to make up for this. Don't abuse random mamis but be careful with it. You're better off just throwing party items around instead.
  17. Yup, but no prob. There were also times where against the Bang you'd charge for a while and then allow the Bang to get a CH with something. Also after that he didn't followup but then get a CH with other things. You should try to block in most cases after as you're getting hit with alot of random things. When Bang (not that Bang in particular) is pressuring you, you may want to opt for using the barrier to push him out because he can do a variety of things which can keep you guessing and frustrated.
  18. The DD won't work on Jin after a 22C knockdown because of his hitbox unfortunately. You have to use 6C - DD if possible. 2:52 - Lmfao. I swear you only need to hold block to get out of the ice faster. There is no need to press buttons to get out. There were also quite a few attempts where you could've easily AA'd the player with 2C and scored nice corner carry/damage. 5B as an AA is unreliable at that range. You're letting him get in too easily. At 1:36 I'm just curious, you opted for the air combo instead of the generic corner carry combo (236B - 214B - 22B) How comes? I think you could work on pressure too. You were doing things which could easily get you punished such as 5CC. You should mix in charge cancels and jump cancels to vary your pressure options.
  19. Nth Gen Interactive & Neo Empire Presents: Revolution @ London Gaming Con Powered by Asus & P Qube Date: 3rd and 4th December 2011 Location: Rocket Complex 166 Holloway Road London N7 8D8 The closest tube station is holloway road which is located on the piccadilly line. Once you come out of the station you cross the road in front and take a right. You should see the building on your left which is very likely to be security guarded. Tournament Details: Format: Groups into Double Elimination (Except for KoF 13 since it will be Groups into Single Elimination) Player Cap: 48 per Game Maximum Players in Group: 6 Maximum Groups: 8 Prize Money Split: 60/30/10 Timetable: Sign Ups: Saturday: 11:30am until 1:30pm Groups: Saturday 2pm until 8pm Top 16 to 4: Sunday 1:30pm until 4pm Top 4: Sunday 7pm until 9:30pm £5 Tournament Entry per game £10 Venue Entry (Two Day Entry) (Make sure when you sign up you mention: Neo Empire or Nth Gen Revolution in your registration notes to gain the discount of £10 entry, limited spots so sign up quick. (Prepay only): http://www.londongamingcon.com/register.php) Stream information and details will be up soon! Rules: • The top two players in each group go through • All group games are best of one (Except Ultimate Marvel vs Capcom which is 2/3 in groups) • All knockout bracket matches are best of three • If you are not around for your group or Knockout match you will be DQ’d • Bring your own Controller • Respect the venue and do not disrespect any of the staff Game timetable (Games Version is subject to change pending release information): Blazblue Continuum Shift 2 (PS3): 2pm P.S: Unlimited Characters are banned Super Street Fighter 4 Arcade Edition (X360): 3pm Arcana Heart 3 (PS3): 4pm Ultimate Marvel vs Capcom 3 (X360): 5pm King of Fighters XIII (PS3): 6pm Night Time Warfare (Casual Side Events): Start Time: Saturday 8:30pm 2 on 2 Vampire Saviour (PS2): Player Cap: 16 (Single Elmination/SBO Rules) Guilty Gear XX AC (NTSC PS2): 32 Player Cap (Groups into Single) P.S. Non-standard modes and characters are banned Street Fighter 2 Turbo may possibly be announced. Stay tuned.. Special Note: Neo Empire’s own resident Arcade Stick modder gahrling will have a stand to sell different Arcade Stick parts. Please book him in advance if you need him to make any repairs or mods to your controller. Namco Bandai will also be holding a Soul Calibur 5 tournament on the Sunday. Art Work done by Raymond Yau. For updates and information please follow our twitter page: http://twitter.com/#!/NthGenI There will also be a stream up which can be found on: http://www.twitch.tv/nthgenmedia Stream times : Sat 3rd Dec: 3pm GMT/ 10am EST Sun 4th Dec: 1.30pm GMT / 8.30am EST Any Q's or comments, you guys know the drill.
  20. Tsubaki vs Naru (Ragna) Tsubaki vs Hazama/Kagetsu(Hazama) Tsubaki vs Aru-ya (Platinum)
  21. No prob, but it's not really a correction dude! Your combo is easier. My combo requires the 5C - 2CC to hit them at the max height from 214D. It's only 300 more damage, but since we listed both we give options to the other players. They can use what's etter suited to them!
  22. This combo nets you 5.3K. The reason I edited it a lil is because 6C has 80% repeat proration Thanks for the input though! Thank you too Daedron!
  23. How about: FC 6A - 5C - 6C?
  24. AJ is right. Using the 236D to get behind him early allows you to score a CH on him. Thats either 5C/5B - 6C or 5C - 5D - 5B
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