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Famhuss

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Everything posted by Famhuss

  1. This post got me thinking so I researched a bit with the wiki which left me with some questions. I would test them myself but I don't have the game yet. First things first, how important is to have a phalanx stock in this matchup? If it turns out to be important I have some more questions about aquiring stocks in this matchup. According to the wiki the following moves Jin has have a projectile attribute: 1. All drive series 2. All ice swords 3. Ice wave super(632146c iirc) 4. Yukikaze/Winters riposte(the slash has a P attribute) So, I was wondering about a couple of scenario's if you were to use growler: 1. Jin does 5C> IAD j.D against a blocking Azrael, would it be realistic to counter this move with growler? Would it even be advantagous? 2. Jin chooses to end a string with his 236a to push you away when you are blocking, can Azrael use growler in order to absorb the sword(it has 14 frames of startup). Would there be an advantage to do this? 3. Jin uses 2D as oki, should Azrael growler this? 4. Jin uses 236D as oki, should Azrael growler this? 5. Azrael hits Yukikaze with growler, would he be able to absorb the follow up slash and gain a stock for it? 6. Providing point 5 is true, should you go out of your way to aquire a stock in this fashion? 7. Jin does his ice wave super, Azrael isn't doing anything at that moment. Can you absorb the super wave on reaction with growler? 8. If 7 is true, would you have enough time to fire a phalanx afterwards and still hit Jin? 9. Jin does his ice wave super, Azrael isn't doing anything but has a stock available. Can you beat his super with your phalanx and go for a BHS if you have meter? I'm pretty curious so I hope someone might want to look into this. Thanks for the long read if you stuck it out :P
  2. The way I see it Bloodedge could revolve more around using the scythe and the sword forms of his weapon. His drive could possibly be a way to switch between both forms, he could retain his old sword based moves and blood scythe if you wanted and have some scythe based moves added. That sounds pretty fun to me though.
  3. Hey guys I have been wondering about something for a while now... What is Thunder Fist actually(236236c/d) good for? It feels like really useless super because once your opponent strikes you in any way it goes away. That's counting bursts,guard cancel attacks, DP's or any of their other moves. It doesn't add damage either though it makes you induce stun status on hit or block. Though it doesn't feel like it adds extra hit or blockstun, they are only limited from walking,dashing and jumping for a (very) short while without you hitting them again. I geuss it keeps your opponent from jumping out of your blockstrings? I never had a problem with a blocking opponent before though, the hardest part is actually catching them from a neutral situation at some distance and this super doesn't really help with that imo. I geuss you could use it as a very flashy substitute for an OMC, to make a DP safe or something. Or maybe like how ragna can use his blood kain activation as a sort of reversal when being pressured?
  4. The problem I have is that if he does it on a large enough distance none of my kill rushes will get to him after roll, maybe I'm just inputting it way too late. Also could you explain what box-jump oki is? I have never heard of the term before.
  5. Hey guys, With P4A being released in europe not long ago I started playing this game. One of my friends plays Yosuke and I play Aki ofc, so there are a few things which cause me trouble: General MU struggels I feel Yosuke is the one in control of this matchup. He can easily get in and get out on you and therefore controls the flow of the match. The most difficult thing is to get a hit in on him, blocked or real hit. He also seems pretty burst happy because if I touch him and he has a burst he will use it asap to fling me across the screen and then I have to deal with getting that hit on him again. If I'm unlucky then I usually get the hit just before he has a new burst ready which will result into late game being me across the screen and him having 100+ heat to do what he wants, albeit he is usually low on health and can use his Install super. This makes the matchup even harder because now he is also able to dominate Aki up close and can take huge chunks of life with his Garudyne(whirlwind super) when you might want to take a chance for a reset or a throw mixup. Kunai j.236c/d He often uses this as a zoning tool. If I block it he will use the moment to call out his 5D and get in on me, If I roll he will use the recovery to just dash up or use a ranged move to get a blockstring. If he hits he will just go into Garudyne and take a whole chunk of life. I tried blocking and then using killrush to get a blockstring but none of the killrush versions will reach him and then he gets a fatal combo. Dashpring 236 a/b More often then not if I manage to block this he gets a moonsault blockstring for free. Even if I manage to escape it with a roll or correctly blocking I usually wont be able to retaliate and will often end up blocking a new string or him just escaping. This sets me back to dealing with his 5d or his kunai throws. My answer now is to airgrab him out of it(the moonsaults) and use my burst for an OMB combo but this a little too costly to my taste. Most often the damage this combo deals isn't enough to give me a big enough advantage. If I slip up he usaully manages to take back the damage I inflicted him. Install super: Sukukaja(214214C/D) This will litterally change the match into a cakewalk for him. If I checked the frame data correctly he gets the fastest jab in the game with this and a lot of his moves have a pretty nice frame advantage. As a consequence he now takes the 1 place where I feel Aki has an advantage, upclose, and manages to completely lock me down. If I managed to bring him near death before the mode then I can usually just try to get some stray hits in which will be enough to kill him but once he starts to spam his Furious action when near the Awakening treshhold it becomes a real pain to fight him. His Garudyne(the tornado super) is also very scary at this point because it can take about 4k life on its own so that discourages me to go for resets or the duck>throw maneuver when pressuring him. Sorry for the huge wall of text but it would be awesome if you guys could help with this. Thanks in advance guys!
  6. Back to ustream carnival we go!
  7. Ichigo Ragna vs a bunch of ppl. I think it's Amane and Azreal players taking turns at him. http://live.nicovideo.jp/watch/lv116431075?ref=ser&zroute=search&keyword=BBCP
  8. Ragna vs the world
  9. Posting for a friend: Does anybody know of any universal combo's that are short and 2k+ dmg? I tried looking through the combo thread but no dmg or heatgain information is given.
  10. So how are you guys holding up against his guard points? I usually use 3c which often hits him for some reason or if you are able to react to the fact he guardpointed you gatteling into 5D will score you CH against him. In my experience you should never block his 2d since he can JC it and you will end up going through one of his blockstrings again or worse, your DP will be baited.
  11. Hey I got it to work, Raziel was right I mistook the 5d(1) for a 5d, it worked like charm afterwards. The damage was 6392 and the heatgain was 53 so now the first page can be updated.
  12. Delaying the Tsuika didn't help, here is a vid. It will probably help in discovering the problem: http://www.youtube.com/watch?v=xJqrFV5DAVQ
  13. Ok I have been trying to do this combo: 6B, 5C, 6C, 214214D, dash 5D(1), 214D, dash 6D, j.D whiff, 5D(1), 214B -> 214D, dash 6D, 623D -> 236C -> 214D, j.D, j.214C, 5D, 214A -> 214D, 214A -> 214D, 214214D For some reason the second hit of the 1st HF whiffs. Does anybody know what I'm doing wrong?
  14. Hey a quick question, are the BK comboes on the first page all of the BK comboes ever posted in this thread? I thought of asking ahead since it would save me or reading through 9 pages. I'm particularly looking for pratical corner BK comboes starting off with 50 heat and yami enders.
  15. That's true, but it does help people get a basic idea of what they can do in such a situation. As what to do after it, well that's where they can try out things for themselves imo.
  16. A pretty noobish way for mixup would be 5b>5c>2c>6b/6c>... It is only used really close but more often than not beginners will just have learned stuff like 5b>5c>HF and probably run up 5b>5c. A little trick I use, making this so easy, is that you still have 5b>5c to confirm wheter you whiffed, the moves hit or if your opponent blocked. Then you can always add an overhead(GH), a low(2D) or take a primer(DS) when out of range. @Kayeff, having visual material of doing things sounds good since it adds just that much more power to a statement, wouldn't that also have the risk of the vid getting to long? Some more DS talk in general couldn't hurt imo, meaty deadspike in the corner is really nice or even that lots of normals gattle into it and it gives you frame advantage. That or I missed the boat somewhere on how DS suddenly became a bad move...
  17. As a player stuck in limbo between a beginner and an mmm intermediate I feel my time to shine has come with that question lol. CT was my first FG and that game taught me : 1. You need to know a combo. 2. You need to realise you need to block. 3. The whole notation thing and stuff was picked up here also. CS1 taught me: 1. You need to know more than 1 combo(for real?) 2. You need to know blockstrings(here I was like, so I can't do 5b>5c>HF on a blocking opponent?!) 3. Learn what reversals are and what wake up means. 2.5 You need to know what hitconfirm means and find ways to use it.(Since I never knew when to use a blockstring or a combo...) 2.5.5 You need to know what mixup means. 3. (pretty close to CS2) You need to know what a frame trap is and why you should use it. CS2 taught me: 1. Pay attention to where you are on the screen.(and where your opponent is) 2. Unused meter is wasted meter, learn RC's in combo's and blockstrings. 3. Meter management(yeah it took me this long to find out that ragna lived on meter...) 4. Hitconfirm even beter(5c CH> 4k was enough incentive for this) 5. Variate your blockstrings to keep your opponent on his toes. So these are the points I think need to be covered. The ragna 101 page does give you a run down on ragna's normals and specials and some beginner comboes but in my opinion does lack other aspects like pure FG basics or some of the other points I have mentioned. To me it felt like it was made for people who already played FG's but were just new to Blazblue. It depends on who your target audience is really.... People migrating from other FGs or total beginners. Don't think this is a to bad a place to go over those things since ragna is kind of the starting point for lots of people in this game. It might help to say that there is no scene whatsoever where I live and I had to gather everything out of these forums so yeah, I guess your target audience would probably be ppl who are involved in some kind of scene so they would have picked up lot's of these things much faster.
  18. After just retrying the challenge I must say that BE>dash 5d(2)>DS>5d(2)>22C feels wierd. I believe the problem is whiffing the second 5d(2), you need to do 5d>DS>5d ASAP.
  19. Are you dashing after BE? 22c grabs an opponent just infront of his hand so maybe you aren't standing close enough. Dash 5d should do the trick.
  20. My advice, for what it's worth would be: -Do not use 6C as a poke, I think 2b is better for that.(when going for a low poke) -Do not randomly use Hell's Fang, better players can react to this and punish you for it, also don't use it in blockstrings. What I think you should do is: - learn a few different combo's with different starters(Tong made a post about this a page or so back, look it up). - learn some blockstrings. Basically if you go back a page and look at the critique I got and look at the reactions you can get some great tips which I think would work great for you too.
  21. Hey guys, Thanks very much for the quick replies. @Tong, it really wasn't laggy at all. In CS1 I had this all purpose 4K double BE combo which I could do from different starters. Since that one obviously doesn't work anymore I find my self at a loss for combos. I used to hitconfirm with 5b>3c and then act accordingly since hitconforming a singel 5b is a bit to hard for me. Once i got a hit in i could alter that 1 combo so it would work so yeah... This also wasn't the first match i played against eQuallz so I already caught him trying to do stuff after a DS and punished him for it, maybe thats a bit of the reason he just sat there for a 6B. That and I almost never use 6B so I think it kinda surprised him :P Making excuses aside(:p), do you have any tips for learing how to hitconfirm in a good way? Single pokes are a bit to much for me I'm afraid... I practice almost daily on the dummy with random blocking, still have a ways to go. @ Skye Could you please elaborate your last 2 points? In what sense should I ID more? on wake up or in another situation? Your last point is kind of lost on me, do you mean that I should use less DS for pressure? Once again Tyvm for your feedback!
  22. http://www.youtube.com/watch?v=tVoAm-fYaDw Pls critique, i know i suck XD
  23. mmm ok I'd rather take my chances with a possible big damage and meter than a guaranteed big damage and a ton of meter. Next up is, how do I condition him to use these moves more, most of the time this guy is in the air or goes for his better moves. The only thing that comes to mind is not blocking low on purpose so he goes for that, but that just seems stupid.
  24. mmm, so basically if I'm to be hit by this guy getting hit by a low starter is better than anything else? (provided there is no corner near). As for the heat problem, I never see a jin without heat lol. I could be me but this guy has quite some meter gain. If his lows are less dangerous then the next step would be making him use those more than his godlike air moves and his good standing moves.
  25. Ok, after playing a lot more Jin's there is one thing that keeps getting to me again and again. HIS FRIGGIN DAMAGE OUTPUT!!. Now I'm not expecting some miracle way to lower his damage, but it would be nice to know what his big damage combo starters are. Right now it seems he gets at least 3K off of everything... Right now my strategy is to keep him pressured, block for dear life and burst as soon as he gets me in a (near) corner combo.
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