Jump to content
Dustloop Forums

Ragnarok_F4

Members
  • Posts

    345
  • Joined

  • Last visited

Everything posted by Ragnarok_F4

  1. I really really really hope that the JP version is not region locked, we're already making plans for next week xP. Also, I'm curious about Marie and Margaret releases, is there a day set for them or are we still in the dark about that?
  2. GG's to everyone I played this weekend . Damn, Dark Ranger trying to get in to your Hilda is hard xD.
  3. Guys, what are doing in blockstrings to keep up the pressure? I think we should be abusing the whiff cancels like some other chars, I've been experimenting in the lab some stuff, but I haven't tried them in a real match yet, so I still don't know how it will work out. This is the one that I'm messing around: 2A > 2B > 2C > 5C > 5B > 5A (whiff) > 2C > 2A(whiff) > 2C > 2A (whiff), the next 2C will whiff, so now you have good space, if the matchup allows you can send a fireball, if not, you can try a frametrap with 236. If the make an assault between the string maybe you can react with 3C, or the DP and punish it. But dunno, that's what I'm asking what do you do, that kind of string is giving free GRD. I've been doing autopilot into 236 in my strings and i want to get that out.
  4. Yeah, her Kuuga is her best weapon against Nanase, but it is a problem to a lot of people because of blockstun, I think. Shielding it gives you a lot of GRD though. How do other chars get rid of Kuuga pressure? Maybe using our backdash or try to catch her on startup with 236B? Maybe using the 6C follow-up to pass through? Probably she will sell herself after that last one though.
  5. I think the problem here is the huge wait between the arcade version and the console version (and even more time for the US version). I mean, BBCP launched almost 2 years ago, they had almost 2 years to play BBCP a lot until they were satisfied and now they are refreshing the game. The US got released like 7 months ago and we're hearing word of the new revision, seems like we even couldn't digest the game properly. On another note, but in the same thread, we always play an old version of the game most of the time. It's annoying to see matches with new mechanics and chars and you stuck playing with the past version. Of course this is because of the arcade market, a general problem in most FG, but I had the need to point it out.
  6. GGs to everyone I played today.
  7. Hilda is annoying, Linne not that much. You just can't zone Hilda with fireballs, so just use it for oki. I got good results against her when using 236B since it can travel fast a lot of space and punish some of her mashing zoning, also 2C has a lot of range and is easy to confirm. If you are very far away don't use 236B yet, try to move forward a bit with the shield first to cut some distance if not you could be in trouble. If she starts to jump a lot, try to catch her with 214C. Against Linne, she has very good pressure but the DP is not a bad option against her since her range is not good, our range is much better, so just shield until she is out of range and then 2C or 5C or something (even better if she whiffed something after the shield) and our speed is similar to hers, so playing her normally won't be a problem (zoning her to get in and oki and stuff). Just be careful with the fireball in the air and the roll since both can pass through Nanase's fireball and start the pressure immediately, also her double jump and dive kick can mess with some of our aerial game and anti-airs. I would think that Hilda has a bit of advantage over Nanase, and Nanase vs Linne is 5-5 or we have a bit of advantage over her.
  8. There are still good combos from 6B like: 6B > 5C > 2C > 4D > 5B > 6A > 5B > 5C> 236A > 66 > 5B > 5C > 236B > 5C > 22B (or fireball). That deals like 3.2k with corner carry from exactly midscreen into corner setup (don't know if the combo still functions because of the other changes) and just used 1 graviton. I mean, yeah, it's not her optimal stuff from CP1.1, her neutral got nerfed hard, probably the one with most significant nerfs from the top 3, but she still has stuff to fight. Also, she deserved the nerf, she was still really strong. Probably we will have to depend more on the 22 traps if this change remains.
  9. Azrael and Tager want to be like Celica when they grow up xP.
  10. With 9 stocks well played you can kill someone without much trouble (the majority of her combos uses 1 graviton and 1 activate). This change is probably to stop people from zoning with fireball and messing with the neutral of the rest of the cast for free. It is a huge nerf, but that alone will not make here unviable.
  11. Ok, that was 5C, that explains a bit, but still it is so little effort for competitive damage. With Carl and Rachel you have to work very hard for that damage. And this is day one also, they are not doing anything weird with her.
  12. Actually I used that a lot when I was near the corner to make the corner combo, since it had a very long reach. Now, it is possible that is only comboable in the corner. But I think that's my only use, other than that I just use break or something right away.
  13. Celica auto-combo -> 3.7k without super, LOL. https://www.youtube.com/watch?v=6KNjiGV4L-s&feature=youtu.be
  14. Her life bar sucks, combos of 2k and that looked like a lot of damage. She's gonna be a glass like Carl.
  15. Makoto: - 5D has less untechable time - 2D combos can't be done like before - j.2C is cancelable now - 214A~D no follow up still - j.D now wallbounds? Not sure if can be followed up. - 2D lv2 > 5B doesn't work. - Lv2 special moves CAN'T be special canceled - 6C > 214A~C > 236D only works on corner - 214B~D and 236A~D stagger on hit - j.D wallbounds even midscreen - 2D lv2 > 214C > j.B worked; looks promising - No follow up after 214B~D - j.2C > j.C connects alright on hit - 214A doesn't go as far anymore http://m.neogaf.com/showpost.php?p=124288358
  16. Ok, maybe not, my mistake xP.
  17. Guys is it me or hazama got buffed a lot.
  18. After the fireball hits, I can land the 66C easily, and combo it, but the 66B didn't connect for me, chaos (my training dummy that time) recovered in the air so the 66B didn't connect. Maybe if it was in counter hit you can connect both, gonna try that.
  19. You know, I've seen people quite interested in the pink girl design. Every character has its fans and has its detractors, that's normal. I think ASW needs to find a balance between new characters and old characters, even though I miss Johnny, the game still has few new characters (for me at least).
  20. The Lv 2 drive is a weird change, I dunno if it will be good enough. You could cancel 5D[2] into A asteroid or something weird, and Lv 2 stuff have different SMP with the Lv3, so could be something?. Also does this mean you can parry (now that is easier) into Lv2 follow up, and cancel this to something else (special) and without the use of a rapid? I can't visualize right now if it is gonna be that useful or not. This will require good lab time, but hey, no real nerfs so far.
  21. ^Also guys, sometimes when yo do 214C, if the opponent is airborne, the two hurtboxes will collide and when the opponent fall you will be next to him, that makes harder to land 236B since he/she is next to you. But you can react to that and do this if that happens: 214C > 5B > j5B > j5B > j2C > 236B > 6C > j[5C] > j5B > j5B > j2C > 236A > 236C > CS > ABCD (or the variation logichole wrote before) this deals similar damage
  22. Since the combo is in veil off, it is possible to use the IW at the end, good idea. Instead of using 236A > 6A, we do 236A > IW, or just 2C > IW. I haven't found a way to use the IW after a super, all the supers send them flying so high.
  23. ^How much bar do you have left? Can you CS in the combo? Sometimes I do the same combo and at the end I do 236A > 236C > CS > 623C, for a double super finisher, or if I'm in red I do ABCD at the end instead of the 623C. I haven't found a way to connect the IW after a super at the end of a combo though. Also: 214C > 236B > 6C > j[C] > j5B > j5B > j2C > 236A > 6A > 623C deals around 3.6k without Vorpal and Veil off. With Veil off you could easily surpass the 4k (maybe around 4.5k with both). In this combo you can do an OTG before the 236A part at the end, however you end up dealing the same damage.....
  24. I just realized, Celica has the shortest command list of the entire cast. Here are the links just in case: http://blazblue.jp/images/topics/140805/technical.pdf http://blazblue.jp/images/topics/140805/new_character.pdf
  25. I see, maybe using fireball to keep her in blockstun and rush to her side while she's still in blockstun so she cannot activate the crystal, but probably she will jump and do A fireball and still activate it..... I really don't know here, I haven't played to much vatista...
×
×
  • Create New...