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kaeru

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Everything posted by kaeru

  1. https://twitter.com/Yamanaka_ARC
  2. After getting home and revisiting the combo i was trying to make i have a reliable version for you to try to go for against Johnny and some new tips that might help you come up with your own version. Fastfall Dust combo: YZN (RC), 236K, land, j.PSD, AD, j.PD, land, 5(c.)S, j.D doing a super jump actually made the combo more difficult, so im sorry for suggesting that at first, i was mistaken, a normal jump is sufficient. Just make sure that you hit Johnny's legs with the first j.P, and do your AD as soon as possible. If you don't fastfall after doing AD, j.PD it's because you waited too long after the dash to do the j.PD and you lost the momentum. It's pretty tight but very doable with practice. Other tips: try doing j.KSD after you jump from tatami, this works really well too and might be easier in some instances. What i don't like about doing the j.K though is that if your jump is perfect and you hit Johnny at the earliest possible moment like you should be, it can make the j.S whiff. A casual jump is all you need for j.KSD to work. Try it yourself and im sure you'll come up with your own ways of doing it too. I decided to record a video of the fastfall effect and the combo that i mentioned for you guys:
  3. It was missing. ASW recalled it. also, i've seen that vid, but was hoping for something more i know everyone's hype but i just can't seem to find any meat to be hype about yet !
  4. where can i see BBCP footage, i am nubcaek
  5. Fujiwara, i have the same problem actually. I spent a long time trying to figure some stuff out to make it work better against Johnny. It's not just his weight that is the problem, he has this really strange way of falling, too. It makes him thinner and harder to hit. I would suggest you try 2 things: YZS (RC), 236K, land, (s)j.PSD, AD, j.SD that one extra punch, if you land it very early during your super jump should allow you to get 2 reps of j.SD, but i've never consistently been able to get the fourth rep though, so spending the extra meter might not be worth it. The second thing i'd like you to try, is to come up with a good use of a fastfall dust combo. Johnny is actually really easy to hit with a fastfall dust so it seems worth it to come up with a variation that uses it. The advantage of using a fastfall dust combo in this case would be to get a 3rd j.D without spending any extra meter. Try the following and see what you can come up with: YZN (RC), 236K, land, sj.PSD, AD, j.PD*, land - and then you can try different things and test for consistency. Like land, 5(c.)S, j.D or, land, j.D *This j.PD after the airdash will allow you to still have strong forward momentum by the time you reach j.D. What this does is basically counteract the backwards float of j.D and make you fall to the ground really quickly. This also works if you go straight into AD, j.D. Naturally you want the j.PD or j.D to be as soon as possible after the airdash to use that forward momentum. This is what they call "fastfall" dust. Completely unrelated, but on the topic of Johnny, even when doing normal combos against him i tend to use 236K (FRC), sj.SPSD as my first rep, just to make sure he is high enough to get hit by AD -> j.SD afterwards. Star-Demon, everything in Fujiwara's short clip after the tatami is exactly what the combo I explained looks like. It's a happy coincidence to have a visual reference right on time (Thank you Fujiwara)! With that, after you FRC a tatami on the ground, you'd only need 25% more to extend the combo, or leave it as is after 2 reps of j.D. Keep in mind the first j.SD has to be nice and deep into the corner for this to work, a good way to produce that result is to micro dash forward before you super jump, and use that running forward momentum to carry you forward. Adding a slight delay between the first j.S and D can help too, letting Baiken inch forward with her normal forward jump momentum between the two moves.
  6. Try the following combo instead for more damage and more efficient use of meter XX -> 236K (FRC) > sj.S > sj.D, AD*, j.S > j.D (FRC), 236K**, land, j.S > j.D, AD*, j.S > j.D *the timing for this airdash requires patience. Try to visually confirm all the green of Baiken's dragon cannon disappearing before attempting to dash **the timing for this tatami needs to be very deep into the corner and somewhat close to the ground. It is not exactly "as soon as possible" and requires practice. this only costs you 50 meter to do this and it will do more damage. Don't listen to people trying to tell you to use her overdrive to deal damage. Having 50 meter means having an unreactable overhead that goes into 50% of your opponent's health. (more if you have 75 meter) Edit: it's also worth mentioning that the above combo's timings are different against each member of the cast.
  7. Yea it's important to remember in GG forward or backward teching is allowed sooner then neutral teching. But in this case it is true knockdown. Also as doragon said, that combo isnt meter efficient. I'll add some info on it for you as reply to your post in the baiken forum about that.
  8. the new version of suzuran can be cancelled into any guard cancel (even forcebreak) from the beginning of the run, even before you can see the startup of suzuran, and without guarding a move first. Therefore if you use suzuran at certain distances, you could cancel into the any guard cancel or let it finish and grab, or mawarikomi instantly -> grab. The speed at which you can cancel into guard cancels almost feels broken. Some of her new combos involve using suzuran -> baku as ender, for example. Or suzuran -> air wheel guard cancel for guaranteed knockdown, even on very prorated combos. for clarification: Suzuran -> command dash Mawarikomi -> crossup guard cancel (has an FRC to fake the crossup)
  9. Hopefully this will help you out a bit further: The philosophy behind grabbing in GG is more then just a means to deal with someone turtling. Grabs are the fastest possible attack in the game and are guaranteed once started unless the other person does the exact same thing at the same time. What this means is that in the back of your mind you have to remember that grabbing will always win, and you are trying to win. Does that mean you have to always do setups to grab your opponent? absolutely not ! But it does mean that when you are in range, you must grab. Recognizing when a grab will work and when the opponent is too far, or about to jump only comes with experience. However remember that you must always grab when it WILL work. I'm sure you know these things already but it's more a matter of experience and thought process then just knowledge. Don't worry about learning to do it or going home or any of that business. Negativity won't get anyone anywhere. As far as setups, you know about suzuran and mawarikomi as excellent grab setups, why not think of using the grab as a "followup" for the purpose of practicing it. Next time you commit to a mawarikomi, input your 6KH right away, don't wait to see the result. Similar to how you might do Sakura -> FRC because it's better on hit or on block, you FRC it without so much care about the actual result of the Sakura. I think many grab setups are about committing to them ahead of time. (also keep in mind suzuran -> grab is an even better mixup in the next game at high level since players might expect all sorts of followups when they see it coming) EDIT: Unless you start binding lots of shortcuts, i can't feasibly imagine doing option select airgrab on pad :/
  10. PS2 has had it for a long time now. PS2 is clearly superior to xbox360 and PS3. ...PS2 was also 100% backwards compatible with games AND peripherals. Just say'n........ :3
  11. If you're getting airdashed on with a meaty, definitely go for 6P to be safe. The air grab is more of an air footsie tool OR a means to keep someone, who is trying to escape, grounded. The nice thing is though, since j.P is going to beat a lot of air footsies, you won't get punished too often for trying to grab. Why not try setting up a CPU to airdash crossing you up and try to stop them in their tracks with j.PH ? The best practice for this technique is going to be in real matches though.
  12. I'm not very good with grabs myself, but perhaps this completely different option select grab might prove useful to you. It's easier to use since it's not something that needs to be setup, it will just work when it can. Whenever you think an opponent will jump, try going for j.PH when doing your grab. Remember to actually let them jump first since airgrabs favor one who is just below their target. If you don't grab or time it wrong, Baiken's j.P is a surprisingly amazing normal to throw out and will beat lots of situff.
  13. new game, almost definitely new disk. This isn't an update of blazblue2 (continuumshift). It's literally blazblue 3.
  14. If we somehow got +R at the same time as AC, I wouldn't be surprised if NEC changed their listings to play +R instead of AC. We'll have to wait and see !! I was under the impression we wouldn't be getting +R at the same time, though. Hopefully my impression was wrong !
  15. YOOOOO DAT COLLAR IS SO GODLIKE
  16. Thank you very very much for this! It's appreciated, i'll try to run it through a translator and see what can be picked from it. Keep up the great work ! I will keep adding your findings to the first post.
  17. Thanks for the input ! I will start adding them in to the first post. Good work ! This is a Baku -> K Followup (forces "K"ounter hit state for a duration) -> K Button seal (2 hit tatami) It's possible to get more tatamis out of this, i believe, since they're all counter hits. This Baiken cut it short probably in hopes of using some of the forced counter hit state for a fresh combo, since the K Followup this came from is prorated poorly and she had finally reached the corner.
  18. That is really awesome, i wonder if there is a way to make this work on the other characters. I love the potentials in seal gain mid screen this offers.
  19. Just wait. He's fixing the board with an update. Also it pains me to have to say this but i must pass on T13.
  20. I've made this thread to merge some of the useful but scattered questions and their answers that were posted throughout the Baiken forum. Feel free to ask new questions here if they won't need their own thread.
  21. Videos are coming out of the finished game and i want to start pooling as much info about new combos, new setups and new techniques as possible for the wiki. Please feel free to post any combos or setups that you find along with a link with time stamp to where you've seen it (if possible). Baiken has changed quite a bit and it's exciting !! summary of individual changes can be found here Mid Screen 6K or 2K > 6P > Yoshijin, (late) 6P > Kabari, 6P, Suzuran ~ Zakuro Kabari air hit, 6HS, j.D FRC, ad j.Tatami, land, 2D > j.K > dj.H > dj.Tatami, land, 6P > Suzuran~Zakuro j.HS |> 2k > f.5S > j.D FRC > AD > j.S > j.D video @ 9:12 Sakura CH, c.5S > 5HS > 236K (FRC) > IAD > j.S > j.D (in the video, the last j.D whiffed, but it looked like it could work) video @ 11:31 Kabari (air hit), 2D(or 6P) > j.P > j.S (> j.P) > j.D (j.D can be FRCed for Tatami and follow up in corner) video @ 12:29 Air Hit (5P >) 5S > j.S > j.D (FRC) > AD, (delay) 236k |> j.D video @ 15:19 CH IAD Tatami, Dash > j.S > j.D FRC > AD > j.HS > Tatami > (Opponent walkbounces backwards out the corner) J.SPKSPK video Baku > K > K > (Dash > 236K) x3 (or until corner) > j.D FRC > AD > j.D video CH Kabari, dash, 2K > c.5S > j.D FRC, AD > j.236K > Kabari > 6HS > j.D CH Ouren, dash, 6HS > j.D FRC > AD Tatami > Kabari > 6HS > j.D Kabari (air hit), c.5S > 2D > j.K, dj.HS > dj.236K, land, j.D video Near Corner j.S CH > j.236k, land, 6HS > j.SD FRC, AD, j.HS > j236K, land, 6P > Suzuran~412P video Corner [*]5H > Tatami, 2D > j.K > dj.H > dj.Tatami, land, 6P > Suzuran~Zakuro [*]2K > c.5S > 2D > 236K, 5S > j.S > j.D (FRC) > AD > j.HS > j.236K |> j.P > (in the video the ender was whiffed) video @ 17:18 [*]IAD j.S > Air Tatami |> 2D > j.SPSD, j.D (linking 2D into j.S might be character specific) video [*]AT (High Air Throw towards Corner in the Corner) |> (Baiken's back to Corner) 2K > 5S > J.SPKSD video [*]CH Ouren > f.S > j.SD FRC > AD > j.HS > j.236K |> 6P > Suzuran~412P (Zakuro) [*]Youzansen RC, j.236K |> 6HS > j.K > dj.HS > dj.236K |> 6P > Suzuran~412P (Zakuro) video [*]Youzansen RC, j.236K |> 6HS > (jump back) j.SD FRC, AD > j.HS > j.236K |> 6K > 2HS, 6P > Suzuran~412P (Zakuro) video [*]j.236K -> land, dash, 5f.S > j.S > j.D FRC, AD, j.HS > j.236K, land, 6P > Suzuran~412P video [*]6P (air hit) > sj.PSD FRC, AD, j.HS > j.236K, land, 2HS, 6P > Suzuran~412P video
  22. You make it sound like money is some intangible fleeting thing and cannot be put in one's pocket for later ! It's NEC D:!!
  23. i am for doing it once a month. It will be more hype and more people will make it out since they are fewer and further between. People will take it more seriously and play harder too. It is less work less often to organize, just seems to be all around good this way. Since all games will be represented no one can feel too alienated. (i'm also not completely adverse to doing half our games one week 2 of a month and the other half on week 4 of a month to accomodate our low number of setups)
  24. 2 of you who went to summer jam not going to NEC?! Then why didnt you skip summer jam instead?!!>?!EAOJFGH#QY%RT
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