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Throw combos are here: https://www.evernote.com/shard/s330/sh/cc9f800a-b787-47a5-8189-2ee0e2d723e9/889cec84af02baf856d16461e23b1b84 To do 5K > JK iad JKPH, I suggest you try to get 5K as early as possible, and then buffer the IAD after you hit JK. This combo is very possible, I do it in tournaments! I think, at the least, you should get throw combos on Faust, Pot, Millia, Axl, Sol, Slayer, and Elphelt. Those characters are the easiest imo. After S Disc I don't necessarily do a mixup (unless it's in the corner), but as other's have said, you can't really do the same kind of thing as H disc - consider it a safe way to set up pressure.
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To build a bit on Rath's post (and for simplicity's sake): Basically, once you reach certain points in Margaret's combos, her combos become burst safe. With the above in mind, you can segment it as such: Standard combos are not burst safe. Her main CH/High damage combo route (xx > 2C > 2D) can be made burst safe many ways, which Rath outlined (which is, generally spacing yourself to stand outside of the opponent's burst range). Death combo parts (with Hassou) can be made burst safe. C > SB Tornado > etc is almost always burst safe. OMB > Hassou parts can be made burst safe. Some examples: Corner - CH > 2C > 2D > (adjust spacing) 5D > (adjust spacing) 5A 5C > J2C > dj jC J2C > J236C > fastest special cancel SB Tornado > [2C > Hassou or Hassou] This combo is burst safe once the 2D connects. If you're far away enough at the start, the whole thing is burst safe. Midscreen - 3 hits > SB Tornado (from this point it's burst safe) > 2C > 2D > J22C > land 2C > Hassou Corner - 3 hits > OMB (burst safe point) > 2D > (adjust) 5D > (adjust) 5A 5C > J2C > dj JC J2C > J236C > fastest SB Tornado > [2C > Hassou or Hassou] Sorry for the messy formatting.
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[CF] Nine the Phantom General Discussion Thread
Lord Knight replied to Monarch's topic in Nine the Phantom
sea moss gate is amazing -
[CF] Nine the Phantom General Discussion Thread
Lord Knight replied to Monarch's topic in Nine the Phantom
Hello, this has been investigated This isn't mentioned in the wiki, but there are actually 2 types of "projectiles". Actual projectiles (think Hazama's chains) and "projectile strikes". I actually don't know how to translate this properly, it's 飛び道具属性 and 弾属性, respectively. Platinum's Persia has invulnerabilty vs projectile strikes, but Hakumen's sword only cuts projectiles - so Hakumen can't cut Nine's normals, but Platinum can hop through them. More at 11. -
@Synyster - first off, congrats on your win. Nice job getting the IK at the end too, lol. That being said, I think there is a lot of stuff you can work on even though you won. Again uh, I watched this last night, so I might have forgotten stuff. The real top of mind for me was that I noted that your neutral awareness is quite lacking. As in, I don't think you consider space in your movement/placement of normals. There are a bunch of examples of this - A) Airdash JH - Why? All of May's aerials beat this. B) Whiff ground normal > press another normal - While this can be situationally OK, you pretty much did this everytime C) Whiff air normal > throw mash/4H - When it works out, it's cool because you get the knockdown. When you get the trade, honestly, that's OK too since 5H is attack level 4, so it'll probably trade in your favor. However, you're leaving yourself vulnerable to people who are willing to wait for it. Also, if your air normal connects (thus, you won't be able to throw them when you knock them down) you get 5H on block, and your gatling options are incredibly limited. On top of that (and this happened), if for some reason you land on the wrong side unexpectedly, you get 6H - which has massive recovery. I think your defense was a bit shaky too, but he didn't get many opportunities + you won 3-0, so I can't say too much about that. @Jackal - You don't need to relaunch or dj to get optimal spacing for Garden. It's a combination of jumping straight up or away (which is character dependent) and making sure you do a certain amount of hits to force pushback, thus giving you the proper positioning when you land. You'll know you did it right if Millia is standing on the pin when she does SF > land > Garden. For example, you can do (knockdown) > H Tandem > Bad Moon > cS(2) > j8SD > dj iad JKSH(3) > Silent Force > Garden and that should give you perfect spacing 100% of the time on the majority of the cast.
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IIRC, Pin > 6H > Garden is most definitely minus, so I think it's only applicable against characters with very slow face up wake up speed (with the exception of Chipp). Even then, I can't recommend it if they have the meter for blitz.
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Just for clarification's sake, I think Secret Garden is (rightfully) amazing, but it's more the way you set it up I disagree with. As I mentioned on the stream, optimally you want to be spaced at least one character length away so that you don't have to waste frames jumping/backdashing away from the opponent. Also to add to Jackal's mention on how to set up disc - dashing and doing H Tandem should be enough to fulfill the "delay" that's mentioned.
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[CF] Nine the Phantom General Discussion Thread
Lord Knight replied to Monarch's topic in Nine the Phantom
They use kanji for the elements. -
We watched this on stream last night. I didn't watch the whole thing, just 3 games of WF. Sorry that I don't have specific timestamps, I'm just going on memory from last night. 1) You should be more aware of your ground whiffs. For example, there is a part of the match where you dash past him and whiff 2K, then hit 5K anyway. You lucked out and got the hit, but you should consider judging the situation whenever you whiff a normal. 2) You should assume JP is going to hit when you do it. For example, if you're jumping towards the opponent, do something like JPKP or JPPP, if you're airdashing you should JP > JH. You miss a bunch of crucial conversions because you didn't set yourself up for a conversion properly. 3) If you're using 2H, use JK to confirm. You have more time/it's easier to confirm. 4) Establish your round start more. Let him know that you're willing to fS (which Faust has to go out of his way to respond to) before you do other stuff. 5) I agree with Jackal, airdash pin is a little risky. If you're going to do that, it should be because you think he's going to AA, 2H or throw an item. If he dashes deep with 6P or uses JH, he can tag you. I feel like you were a little to liberal with it. 6) The commitment to low profiling his normals were good, but don't be afraid to stop and judge the situation. 7) Try using 6P and 2H for ground vs ground as well - they are active, they beat scapel pull/fS/other moves, and it trades in Millia's favor. They also beat drill, which you got hit by a bunch from over committing to low profiling pokes. 8) When Faust's back is to the corner, try to space yourself so that you can threaten his pokes. As in, it should be outside 2D range. If you think drill is coming, dash 5P. If you think any ground poke is coming, use fS. 9) Maximize your conversions. There was a point where you did 5H > RC > dash 2KKS 2H > JKSH > ETC, which really drops your damage. On another note, even if you can't do dust loop, just hitting mixup > H Tandem (hits) > 6H(1) > JSD > iad JSH does a significant amount of damage.
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Jump Install - http://www.dustloop.com/wiki/index.php?title=GGXRD/Movement#Jump_Install Try 2K > cS JI 2H > SJ JPKSD > dj iad JSH on... Sol, I think? Doing IAD after 6H is fine, doing a jump and throwing Silent Force is fine too. The important thing is varying your offense. For example, there are a bunch of ways for opponents to defend against 5K > whatever options. Good luck!
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Just want to add to everyone else's answer: As far ad-lib combos go, you pretty much want; 5P/5K > (filler) > JD > iad > (filler) JH And in addition, you can replace 5P/5K with a lot of things. In regards to JH > Turbo Fall - I personally only do it when I'm truly uncertain about how many hits of JH will connect. You get a feel for how many times JH will hit, and it tends to vary by character. For example, usually you don't have to worry about all 3 hits of JH connecting (assuming you're trying to make all three hits connect) on Sin/May/Elphelt pretty easily.
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No clue, but as long as I have my colour 3 and 11, I'm good.
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I pretty much only use 2 rose setups: -Purposefully ending my combo out of throw range + meaty disc > Rose -Rose > tk turbo fall Nakamura's setup is really good for characters with fast wake up times, imo. And additionally (according to the wiki), Rose has no (probably 1F, I'll confirm later) recovery, so you can punish OTG burst easily just by doing it. I use backstep after activating to bait DAA though. Going to try that backstep > disc > 5K 6H though, that's a pretty good idea. Rele, I use the dust loop except when I'm nervous. I find it good (especially the more health he has), but if you can't do it, it's fine to do xx hit > H disc > 6H(1) > JSD > iad JSH. If you go for dust loop off a low or a grounded hit (so 6K, 2S, 2D or hair car), do xx > H Disc hit > 6H(1) > small delay JSD > the rest. I find the main way I drop it is that I don't get Faust to the correct height.
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Hi guys, What's up? Really. I know not a lot of people play this character (or at least, that's the impression I'm getting). But it would be great if this thread was less question/answer, and more open discussion. What are people having problems with? What are you researching? What are you doing with the character? Etc etc. Let's chat!
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Can't say I can give a specific answer on why that works from a systems perspective.
