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Kiba

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Everything posted by Kiba

  1. The door is there. Get out.
  2. I'll get this down. Thanks!
  3. Even so, good stuff, dude.
  4. 10/28/12 SUMMIT OF BLAZBLUE Fixed 3on3 D-Block: Ryuusei (CA) vs Konan (TS) Kuresu (TS) vs Kyaku (CA) Kuresu (TS) vs Isa (PT) Top 8: Yuuta (RG) vs Kuresu (TS) Edit: Forgot to link remaining two vids.
  5. Here you are: 10/27/12 GODSGARDEN#7 SUMMIT OF BLAZBLUE Last Chance Qualifiers: Yumekami (PT) vs Kuresu (TS) Actual Tournament: Konan (TS) vs Ronitta (JI) Winners: Shonen (LI) vs Konan (TS) Winners Finals: Matsu (BA) vs Konan (TS) (cont'd) Grand Finals: Matsu (BA) vs Konan (TS) Unlimited Tournament (If anyone is interested) Platinum vs Tsubaki Mu vs Tsubaki
  6. It's cool. Yea, I see it, and it turns out I didn't get that part added. I will do so.
  7. I didn't think 2B would beat Magarudyne but thanks for the clarification.
  8. I do not get it, what is starting to really bother you? The fact that I said that I didn't know that 5A beats the Maragidyne oki? In any event, there is no way I can test to see if the stuff you guys say is credible because of no access to the game, so I can only go by visual references or the stuff you say.
  9. 10/20/12 Central Hachiouji Singles Momoiro (RA) vs Sazanami (TS) Namahamu (RA) vs Sazanami (TS)
  10. Garudyne?
  11. 10/6/12 G-Com Kami Kumamoto SOB Qualifiers Yukki-12 (TS) vs Yuki Arukawaii (HZ) :3
  12. No problem man. Oh I didn't notice that GG is being discussed for a community run event at SVB. So if it does make it, and you can make it, you'll definately get some GGs.
  13. Jais, try posting here. Hopefully they'll get back to you. I'm not sure about GG players in Glasgow but there's very few in London like Robocop Two and Ryza who I'm sure would be more than happy to play with you. I'm also not sure about any tournaments that may be going on for GG.
  14. Cool find. 5/5
  15. As long as you do not heavily prorate the combo, yes. For example, after a corner throw (I think CH/FC only), you can do: Throw > (OMC) > 5C(2) > 2C > 236AB > 5C(2) > 2C > 214B > (Concentrate) > AoA > OMC > Memento Mori
  16. Old combo I got from the JP wiki. I should remove it since it appears to be invalid.
  17. jump cancel normal > j.214D - You can either cross them up entirely, or you can trick them by making it look like you will cross up, but of course the latter may require some conditioning. Iffy to explain but try it out and see if you like. 236D > RC - When you use 236D, RC early to remain in front of your opponent, or RC late so you end up behind them. It'll give you the advantage to apply any sort of pressure. Choosing whether to cross them up or not is part of the mixup, though admittedly each time I cross them up 65% of the time they end up getting hit by whatever move I use next. Those are just a few off the top of my head but I'm sure there are plenty more you could experiment with. I'm not sure about j.BB hitting behind her, I don't think it does but of course I could be wrong. Central Hachiouji 10/10/12 Noel vs Sazanami (TS) Tsuba (CA) vs Sazanami (TS)
  18. You made yourself very vulnerable when you use A Maziodyne at close range. You should OMC to make it safe because SKD could've heavily punished you. There isn't much else I can commennt on. As you said the lack of hit confirms let you down and I also think you should know when and how to use Thanatos when you are in the corner because there were times were SKD would score some CHs on you and take a chunk of your health.
  19. Against Platinum: You use 3C way too much, and I'm surprised the player didn't punish you for all of that. Each time you were on the defensive you always got hit and it wasn't from mixup at all it was from stuff like a 5A on your wake up for example. You could learn to opt for alternative pressure options like using 5A/5B and I think you should work on you defense so you don't get hit a lot. The wiki provides a good example of your pressure options. Against Valkenhayn: Again I think you're relying on 3C too much, and I also think you should become more familiar with the matchup. Using 236X, 214X helps to work in your favour a lot in this MU because it shows the opponent that you have options against their movement, and stops them from getting too crazy. I also think when your catch Valkenhayn on the defensive you shouldn't back away because defensively he isn't that good and your gonna let him run again freely where he can easily get to you full screen away and dish out punishment. Against Relius: Over reliance on 3C, and even with the confirmed hit you didn't get the optimised damage. For example you could have done: 3C FC > 2B > 2CC > IAD combo, and if you're not very confident with IAD combos you could have used something like 3C FC > 2B > 2CC > 22C > 2B > 2C > special ender. After the 6A you could have optimised it too. @ 5:10 when you had Relius in the corner why did you back away? That was your chance to continue to the offense but you let him gt out for free. Using 6A as a combo/pressure starter when you're running into your opponent is a very bad idea. It's slow and 9 times out of 10 you're gonna get hit out of hit. You're better off using 5B instead. Against Arakune: It's more or less the same thing I said above. You could have optimised combos, Arakune is bad under pressure but you gave him too much space when you had him pinned, and you use 3C way too much. I also think you should become familiar with your combo potential, i.e, know what you can follow from (236A won't combo from 5C, but works from 5CC), and how you can optimise your combos.
  20. Welcome. This basic corner throw combo for instance: Throw > 6CC > 236C > 5C > 2C > 236C > 214C > 22B It leaves you with some options to throw out against your opponent as they wakeup, like, using an unblockable for example, or going for any sort of pressure. It puts you in an advantageous position, whereas throw > 6CC does not because 6CC has a lot of recovery, so you will not be able to move for a while. PK I hope you don't mind but I'm gonna move these posts.
  21. Elizabeth frame data is done. For those wondering 2C has 5-9f head invulnerability. Also, the lower the number for the P1/P2, the better. It's the opposite for BB frame data in other words. P4A related, 0 is fantastic whilst 1000 is the max and terrible. For instance, D Magarudyne and 2C have a P1 of 0 (expected), whilst the P2 of 5D is 1000 (which literally means anything you do afterwards will most likely drop. 5D/JD heavily prorates.)
  22. 10/4/12 FT10 Kogatan (RG) vs Kuresu Part 1: http://www.youtube.com/watch?v=L6fuYWDaIfw Part 2: http://www.youtube.com/watch?v=KLW2vuEg7UE Part 3: http://www.youtube.com/watch?v=6MMCFlHuQKI Part 4: http://www.youtube.com/watch?v=OVmjZgtMkx8 Part 5: http://www.youtube.com/watch?v=BqbPBbW-iiM
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