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Everything posted by Daedron
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How am I supposed to play this? 5C shuts down all doll usage and his normals are insanely good, what the hell is up with 5A and 5B? I can't even jump in on him. Do I have to use more Fucuo? Pushback seems so high that I can't really reach Az in time to even start pushing buttons. Backdash seems to mess with all attempts at sandwiching but I heard there's an OS for beating it and growler? Someone told me this was in Carl's favour but I really don't see how.
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Astral Heat: Overdrive April 19th London, UK
Daedron replied to Zoular's topic in International Events
#MoreAstralHeat Also Zak your profile picture looool. -
I take it you're talking about GF > RC > j.360C purple > tech > j.360C? If so I'm sure you can just start mashing jab at that point and hit him out of it as it has no invul. Not sure if j.214A(whiff) works but if it does then that is probably your best bet as it places you in the best spot for a punish.
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It's pretty big. Pretty much every char has these giant red squares of death.
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I see, so just the followups then. Here I was thinking it was 236D itself...though that would be hilarious.
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April if Mori didn't lie during his interview at SCR. Anyways...https://pbs.twimg.com/media/BjlLHawCEAAf1vk.png What is this and why does it seem broken? There must be something I and many others are missing here cause I didn't think they would make 236D not lose to anything.
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KIBA SHRINE THE TRUTH!
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BlazBlue Question Thread - Ask your questions here!
Daedron replied to KayEff's topic in BlazBlue Gameplay
This seems pretty close. Other tier lists have some slight variation but this should be a good enough benchmark. This tier list no longer applies in 3 days when the patch hits arcades. SS: Kokonoe S: Valkenhayn, Tao, Litchi S-: Hakumen, Hazama A+: Azrael, Mu A: Jin, Rachel, Relius B+: Kagura, Nu, Ragna, Noel, Carl B: Platinum, Tsubaki, Arakune, Tager, Bang, Terumi. C: Bullet, Amane, Izayoi, Makoto. -
it was 5A. 2x 5A whiffed completely and the 3rd was in it's startup...which looking at the frame data probably means Kiba delayed the 3rd 5A too long. But still, dumb backdash is dumb.
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I turned the video off when I saw 3x 5A getting beaten by Az's backdash > throw. what a bunch of bullshit.
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I guess we'll be doing 236C(whiff) > 6D instead. Either that or there's some new combo route, most likely involving 3C.
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Right, to be honest I didn't even know her CT was unblockable at full charge, goes to show how amazingly useless it is.
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Wait, which one is correct? SKD's translation or SoWL's translation on this Izayoi change: SoWL: Crush Trigger - can't be barrier-blocked on max charge. SKD: CT - unblockable removed at full charge. ?????
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Tsubaki & Izayoi Combo Video: [unparalleled Justice] http://www.youtube.com/watch?v=g959p98tG5w
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Enjoy, it was hard for me to actually find stuff. Tsubaki & Izayoi Combo Video: [unparalleled Justice]
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That's what it means, disappointing right? Yeah, thought so. #Arcsysfun.
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The nerf is so insignificant it might as well not matter, I fully expected his frame 1 invul to go or have it have at least 15+ frames of vulnerable time, but I'm disappointed yet again.
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Shield charge against his backdash barely works, if at all. Chasing it is the best option but hey, then he decides not to do it and you get mashed on for free. So it's still a huge guessing game, and definitely not liking how getting a knockdown isn't even in our favour most of the time...and doesn't seem to change with CP1.1 either. Bah.
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It's also pretty safe to boot, especially with charge! Oh did I mention it goes into 2.7K with said charge (3.3K with 50 meter!) and I believe with some OD shenanigans you can get up to 5K! So wonderful.
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The last 2 pages really should be in the Azrael matchup thread... In any case, whiff cancellable normals hardly help against Azrael, I've done 5BB before on his wakeup and it didn't punish his backdash, I've done IAD j.CC before on his wakeup and it didn't get the backdash, perhaps I didn't delay them long enough but in any case, it's hardly helpful. During pressure they're 100% useless as the increased gap just means he can backdash for free as there's nothing I can do at that point...
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Ooooohhhhh, right. Yeah, there's no timing involved outside of hitting j.B as fast as possible after j.D, it takes a while to get used to but you shouldn't be dropping it once you "get" it.
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You pick it up with j.C, not j.B. You can always do it early in the combo after a full charge 22D or hitting an opponent that's high in the air with 236D when you're midscreen, or just 22D in the corner using 6C > jc > j.D > j.C > 5C > 2C > etc. Just don't bother doing it on Amane since it doesn't work on him at all. Doing it on Tsubaki, Jin, Tager, Rachel, Arakune and Bang is also not really worth the trouble as the timing is harder.
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That's exactly what you do, I generally try to have a j.236A projectile out and simply watch his movements a bit. Don't get reckless and go for quick mixups if you get him blocking so as to not give him multiple chances to use ID. At round start I find myself nearly always IAD'ing backwards, then depending on what he does you can have a projectile out right there and then (if he backs off himself or jumps). If he tries to jump over projectile you can also run under him and start charging a bit or create some space. But yeah, don't even try contesting his normals, it's no use.
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Projectile should actually be your number 1 used move in the matchup, if he absorbs it you just get a chance to get close (though you still have to guess what he'll do after the invul ends). If he doesn't absorb and instead tries to jump over it or was already in the air, it's completely in your favour at that point as he has no safe options anymore. Divekick will get him 5B/5C CH into 5-6K and you can go in for airthrows as well or run under him to get charge. Also we're talking j.236A here (done relatively close to the ground), not [4]6C. Having the projectile out also makes him unable to use 236A, which is huge. If you're not going to use projectile then yes, this matchup is hell as he'll outpoke you at every turn and you have almost no safe ways to get in, even with charge.
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What makes it so much easier is Ragna's nerf and the addition of our projectile, he has no answer to that and has no easy ways to circumvent it, meaning he can't just poke us all day. Also having a good DP helps a lot ;p