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someonewhodied

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Everything posted by someonewhodied

  1. 236C, derp, typed half asleep. I should probably proofread more =_=
  2. only the first hit of 6C has SMP, the burner doesn't. The trick is to after the first charged 214C, microdash 5C then do uncharged rocket loops. you can only get 2 more rockets in a non-fatal combo though. a fun thing in the corner i've found is that on fatal, you can use a laser super midcombo.
  3. Try that same combo but cut 2 air drives from the end for a 214D before 6C? IDK i can't test it right now.
  4. When your drives hit too close for 236DC but too far for 214DC what do you guys usually do? I've been messing with 236D214B>5DD and 2147D RC/ 2147DC>663C as options but i don't think I'm getting max return for minimal risk from either option.
  5. You get just a little more carry. The damage is actually 30-100 less (depending on starter) than the typical route if both you assume every hit is gotten in both routes, but the carry is almost a screen's length more. Its worth the trade usually. 6B starter: Standard (4854): 6B>2C>214DC>214A>6C>236[D]>665DD>236DC>3C>236D214B>5DD>6D>2DD>j.DD>j.6DD>dj.DD>j.6DD>j.214D Carry (4795): 6B>2C>214DC>214A>6C>236[D]>665D>9~J.6DD>66>j.C>j.623C~214B>2DD>j.DD>J.6DD>dj.DD>j.6DD>j.DD>j.214D both were lengthened to a point where one more drive would instatech.
  6. fun midscreen route I found.
  7. Burst is preferable in 99% of situations. In the rare cases where you both have no meter and no gravity, you can use OD to make a different combo work X>3C>ODc>66B>6A>2147D44>j214[D]>214D>66B>5C>214DC214B>236[D]>66C66>3C>Super It generally builds enough meter for you to kill someone with the super at the end. Otherwise, you need space, you need to not get cornered, you need the threat of being able to burst so you limit what moves your opponent can punish you with.
  8. Crush trigger early combo is just as much, sometimes more than double super at the end of a combo. It would be better just to learn crush trigger routes.
  9. its recovery doesn't look too bad so it should be usable even without gatlings out of it.
  10. seeing as 214D is another cancel move like gravity now, theres probably a lot that can be done still. No spike chaser hurts damage though.
  11. Stagger on ground hit. Thats completely fine by me. Airhit is still the same i bet.
  12. OD combo swag: X>214D~ABC>OD>66A>2147D44>j.214[D]>214D66>236[D]66>6C>236DC214C>3C>632146D
  13. uh why are you doing 214D when he is close enough for CS to go through it? There is no reason for him to be able to CS you. You can also delay drive followups a bit to bait CS and just backwards parser on reaction to superflash. Its easier for ragna than before but its still nu's favor.
  14. I'll normally throw it out after 3 drives if i don't get a confirm, then throw out the 4th because if it whiffs, i can just throw out something else unless its a nu vs another zoner matchup. (when i'm autopiloting), otherwise i'll throw it out before doing drives, usually B gravity and react to their actions with drives.
  15. Its never a bad idea, especially with the supra routes being a thing. X>3C>623C>6D>2DD>236DC>5B>6B>6A>214DC>66B>6A>6C>236[D] You don't need gravity to do combos, holding it gives you a bigger reward off of hits though. I personally use it in neutral a lot just because it gives me more time to think when the opponent rushes at me.
  16. the new 6B could be really cool. It has hard knockdown right? If it smps we could do something like noel's 22B SMP oki. Something like X>2C>6B>5D>w[5C>236B>2D>5C>236A>5D]>2C>2147B>2C>6B(smp)>5D>oki and then an A wolf cannon for oki that will catch rolls/nontech/quicktech for a new combo or it will late-meaty them on normal tech. Or a slightly delayed w5C to pick up any delay techs. or without SMP, we can do something like w[5C>236A>5C>236A(smp)>5D]>6B>5D>oki or X>2147B>2C>2147B(smp)>6B>5D>oki
  17. 4.8K 50 meter off of low>high mixup, IOH hammer hit 2B>5B|||j2C>falling fireball>2C>6C>j.D>j.B>j.236D>22B>5C>214A>5C>236A>6B(1)>236B>5C>236C 4.2K 50 meter off of low>high mixup, Low hitting 2B>5B>5C>3C>Falling Fireball>6C>j.D>j.B>j.236D>22B>5C>214A>5C>236A>2C>236B>5C>236C [2:02:07 AM | Edited 2:10:39 AM] サムワンフーダイド: 4.4K 50 meter off of high>low mixup, Overhead Hitting 6B>5C>3C>Falling Fireball>2C>6C>j.D>j.B>j.236D>22B>5C>214A>5C>236A>6B(1)>236B>5C>236C 5.1K 50 meter off of high>low mixup, Low Hitting 6B>5C|||3C>Falling Fireball>2C>6C>j.D>j.B>j.236D>22B>5C>214A>5C>236A>6B(1)>236B>5C>236C
  18. iabd drives make them really hard to punish on whiff. And it seems like blazblue is trying to be ground based again instead of "typical anime" where everything is DBZ air battles
  19. yea without spike chaser nu gets no reward off of her punish tools. 6B counterhit? Nothing 6C fatal? Nothing 236[D] Fatal? Okay we get a simple drive combo. I'm gonna miss fast 4D but i can live with that. I just want 4B back.
  20. Ayyy what move is the "dp"?
  21. Everyone except the top level things shes OP The top thinks shes "very strong" but not "top". But yoshiki has stayed at the top so that may make them wanna nerf nu.
  22. the problem is the loss of midscreen combos and the start of a lot of corner ones. of course a 2DD>6C gatling would fix all of the issues i have with losing spike chaser (an crescent that we can combo after) but whatever. They just had to take away a move that we use in every combo.
  23. Yeah i remember that. There was no oki that Yoshiki could do to bang. Always just air drives into air ender. Not much more Yoshiki coulda done except for optimize combos and maybe end air drives after the first set to be a few frames more plus after ending combos (double jump height air drives, ending in j.DD>crescent is actually minus because of landing recov). Can't do air delay crescent oki. Whiffs on bang. Can't do spike chaser oki. Bang can 6D counterhit the recovery of regular and C versions, not enough time for charge version. Reverse Sickle oki doesn't net anything since it just leads to neutral where bang has the advantage, or he can just nontech then instatech SMP and punish recovery. Can't throw out gravity, thats needed for escaping when bang gets close in neutral. Dora didn't even need to think about conserving his nails, just using them to get lower-damage punishes and sometimes pressure. Them dropped games going for OD resets though. I can probably give this more thought at not-2:30am I suppose that this shoulda gone in the CP thread lol. My bad.
  24. Oh yeah i remember that one. Can't find the vid of it though. I should look for it tomorrow. Nu vs Bang is a shit matchup in general for nu and every oki setup i've seen yoshiki use is either avoidable with bang with minimal or no risk (ground oki) or whiffs completely because of his strange hitbox after a neutral airtech. I normally see standard combo enders for damage instead. It still requires fast reactions by the bang player (consistently react to about 16f) and not get cheesed out by random moves that aren't often used. Like it isn't an effortless win with bang but if the bang has the reactions and knowledge its pretty shit for nu.
  25. I've actually not seen any recent footage of them playing. Almost all Bang vs Nu matches i see end with the bang winning though.
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