ant12292
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Everything posted by ant12292
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You can 2D after the cat chair to air combo on counter hit, but you really shouldn't be using it as an anti-air. 6A is actually 10 frames quicker than the cat chair and goes through Jin's ice swords projectiles. Imo trying to always have a pumpkin out in this matchup helps a lot to stop Jin's from rushing you down. If he tries to dash in behind a projetile and you have a pumpkin out 236B + 6D.
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http://www.dustloop.com/ggac/data/rcfrc.html
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Jump as soon as the 5B hits.
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Nope, all I can really say is try holding 9 immmediately after the 5B and then hiting B as soon as you see Rachael jump.
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A Hakumen player beats an Arakune player and a Nu player and almost beats a Rachael. http://www.nicovideo.jp/watch/sm7887688
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Halloween played very well. I loved the setup after the escape from the air throw at 2:25 that allowed him take the round back from Ren. Also, he was really taking advantage of any gaps Inoue's strings. If only Inoue didn't get out the corner in the last round or he had crossed Nu up with j.2C or something pushing her back into the frog.
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Are there any safe ways to begin a rushdown against Arakune or should I just stick to zoning the whole time? Zoning the whole time generally has not been working to well because eventually he will get a curse and take away my lead, but besides maybe a CH 6A I have had very little luck starting an offense against him.
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Sorry, I did not know you could do that. I'll have to mess with it. I had problems where I was getting sword iris a couple a days ago and then I started doing the motion as 21236A and I get it close to 100% of the time now. So you might want to try it that way. Hopefully it will help.
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I practiced the hell out of this combo and I can get it to work pretty consistently against most of the cast. I actually find Litchi to be one of the easier characters thanks to her larger hitbox Carl, Jin, and Noel are some of the more difficult characters imo. Only thing is I do it slightly different (the way in Soniti's guide) but it seems to be the same thing you are going for {6A, 5B, JC, j.B, j.C, dj, j.2DC, j.C, land etc.}. Getting the j.2C to hit is the same thing as usual, wind at the same time you input the J.2C, do the second j.C as late as possible, and then either super jump and do an air combo or quickly dash in and do a 6A to super. Also, it is easier in the corner than it is midscreen if you are still having trouble and use 3D instead of 2D on Noel always and Rachael in the corner.
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Lol good stuff. Why do the spam bots always go after the venom matchup thread though?
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http://s1.zetaboards.com/blazblue/pages/jin_data/
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The only really practical uses of warp dash (act pulsar) in combos afaik is something like: 5DD > act pulsar > 2C > 6C > 236D. Here is a fun, but not very useful throw combo on Bang, Rachael, and Tager involving the use of act pulsar: Throw into corner > dash > 2C > 6C > 44 > 2C > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (4500 Damage) Delaying the j.D and the dj.D a bit can help after a high hit with a 2D. If you hit someone with a maximum distance 6D I don't think it is possible to get the 214D to hit for knockdown, though.
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All the cool kids would reversal super, but the easisest and safest thing to do would probably be to instant block and get out of there. A counter assault would work also, but it would be a waste of meter if they are just spamming the same move.
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^Agreed, I am motivated to block well because it bores the hell out of me if I am hit by it.
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You are probably doing it too fast. Just try to jump foward a couple of times after a 4DD and get the timing for the earliest time you can jump cancel it and then try doing the iad once you get the timing for the jump cancel.
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You can't combo, but can do j.214D+C followed by j.2DD again and then land and continue pressure.
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It is pretty much the same timing for all the characters it works on so ya Tager would work. Practice it at one backdash away from the starting position in training mode. Btw it doesn't work on Bang, Carl, Noel, Rachael, and Tao.
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Yay silly Tager stuff:yaaay:. I have been messing with this stuff a lot recently because luckily my bracket in the astralheat xbl tournament has been full of Tagers. I tested both of these on Tager. I am doubtful that the first combo will work on Rachael and it definitely won't on Bang, but the second one will probably work on both of them, although you will probably need to forgo the j.2DD. Also, these are a pain in the ass to type out so I might have made a stupid mistake somewhere. Midscreen: 214D+C > dash > 2DD > 2147D > 5DD > 6DD > 2DD > pause slightly > 6C > dash (not act pulasr) > 2DD >2147D > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (6000 Damage No Heat) Near Corner: 6B > 2C > 6C > 236D (RC) > dash > 2C > 6C > dash if necessarry depending on distance to corner > 2DD > 2147D > 5DD > 6DD > 2DD > 2147D > 5DD > 2DD > j.DD > j.2DD > 214D (7400 Damage 50% Heat)
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Ok better corner throw combo against Tager, Rachael, and Bang but doesn't look as cool as the last one imo. Throw into corner > 2C > j.C > j.2C > dj.C > dj.2C > 214D > Land > 3C > 214A > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (5100 Damage No Heat) Edit: Crap put wrong air combo at beginning.
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Inoue + Blazblue searched on nicovideo: http://www.nicovideo.jp/search/イノウエ+ブレイブルー
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I believe there are two options on the arcade. I never used one, but remember reading it somewhere. Option One: B C D A Option Two: A B C D
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I was messing around trying to find a good corner throw combo against Tager and Rachael and came up with this: Throw into corner > dash > 2C > 6C > 44 > 2C > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (4500 Damage) The only tricky part is to make sure you keep the combo meter under 15 before the second 6C, because anything 15 or over seemed to make the second 6C wiff. Edit: It's just a height issue because it takes more than 15 hits before 2C doesn't chain into 6C in the air, but you still need to limit the hits to keep the opponent lower. At first I was trying to add a 5DD > 6DD > 2DD > 2147D in there after the 2147D and before the air combo, but I couldn't seem to get it to work, which is too bad because the damage would have probably been over 5000 damage at that point. 4500 is still really good, though imo. If there are any more damaging combos for this situation, please let me know. I have seen some for a throw near the corner but none for being in the corner.
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I believe i play the same way as you. A B C D I dont mind using my thumb for most of her combos, and actually kind of find it easier.
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Ib the second hit of 5DD and iad (timing is a little strict though). Watch out for 5DD, act plusar(dash cancel thingy), 2C, though, because I believe that will catch you for an air combo if you are trying to iad.
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You need to delay the input before the final c. So 5cd, pause as long as you can, c. Also, I find I have to add the dash most of the time for the aircombo to work. If you input the dash as 63 it makes things a little easier imo because you can just hit 2a after that to activate the pole instead of having to do 22a if you had input the dash as 66.