Jump to content
Dustloop Forums

kaeru

Moderators
  • Posts

    807
  • Joined

  • Last visited

Everything posted by kaeru

  1. have you tried dash breaking with guard cancel / FD option select? there is some info about that in the guide and it might open help you out.
  2. Onemic, this is actually the million dollar question that has stumped me really profoundly in the past. For a bit over half the cast, Baiken will benefit from doing a dashing regular jump forward after the ground tatami FRC. The secret to her dustloops in the corner are in part about character height, but even more importantly it's about how deep Baiken is with her j.SD. By doing gatling>tatami FRC > dash-jump> j.SD, you carry some momentum from your dash into the jump that counteracts the blowback of the j.D. We're talking about pixels here but it actually makes difference. For Ky specifically i have to admit that doing a dash forward after the tatami FRC can backfire. However, you should try doing a dash forward after landing from the j.D FRC gatling> tatami FRC, j.SD FRC, air tatami, land, dash-jump forward, j.SD. There are characters that this does not work well with and they are usually light-weighted enough that you wouldn't need to do this against them anyway (Jam, Sol, Slayer, etc). And there are characters where you absolutely must do this in order to combo them properly (Johnny) The dash has to be so short that you do not actually see it happen, you will notice the dirt on the ground have both the jumping and dashing effects when you do it right. Edit: when +R comes out, none of this will matter so don't worry about it, too much !
  3. TAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!! i am so hype !!!!!!! Thanks air !
  4. Nothing worthwhile is ever easy.
  5. Actually the AC video thread is still accessible. At the top of the Baiken subforum you'll notice it says Archive. If you go there you can find the AC video thread (it was called MEDIA). It didn't have a very well organized first post, but you may still find some vids in the pages.
  6. woo superscience ! can't wait to see the combo videos you'll make with CP !
  7. That's about right. Also, keep in mind you can actually do c.5S from further away if you hit with 5P or 5K or 2K first, since you reach out and touch the opponent you can get a c.5S from distances where if you just did it raw it would give you a f.5S instead (which doesn't gatling into 2D). I'm only mentioning this for when you DO want to spend tension on a tatami FRC. I also suggest you look at the blockstrings just a few posts above, it might give you some ideas on what to do when you don't have tension.
  8. you should be able to still get the sj.P(S)D if you do something like 2K > c.5S > 2D > 236K. It's a bit easier to hitconfirm. You can swap 2K with 5P. Also remember that very often (but not always) you will be performing the blockstring from a dash which carries a bit of forward momentum.
  9. I would suggest watching a few of the vids in the video section to see this yourself, but tatami doesn't launch anymore. it blows back and wallbounces (mid screen). If they reach the wall early you can pick up the wall bounce, or you can kabari to drag them back to you from the wall bounce. I'm not sure if her tensionless mid screen combo works on everyone or only some of the cast.
  10. here are your very basic options while dashing on the ground with 5P 5P > Tick Throw / 6K option select (pres 6HS+K together) 5P > 2K > combo 5P > Youzansen 5P > c.5S > Youzansen 5P > c.5S > 2D with f.S f.5S > j.D (lowest to the ground possible, on standing opponent only) f.5S > 2S > 236K (on crouching opponent only) If you have them blocking a tatami and can safely airdash on them, Baiken has relatively good mixup here too. j.SPK land grab j.SPKD j.SPK land 2K you can vary the air string quite a bit to confuse the opponent and make it hard to guess when you will land. Hope that helps !
  11. This is an extremely tough matchup for me as well. I can rarely beat the May in our group. Certain things to keep in mind: I disagree with wakeup super, a good May will use 3K on oki against Baiken, when they have meter. It low profiles sakura, it low profiles Yoshijin, and it low profiles the overdrive. If they have the slightest feeling you're going for a counter or reversal, this will stuff it, and if they have meter to RC it, it has enough blockstun to create mixup after you've blocked it. Be careful with your wakeup options against May with meter. jump backwards S or neutral jump S or neutral jump D are good pokes to throw out at neutral. For combos, save your meter as much as you can and go for gatling 2D -> j.D as Solid Gold Wall mentioned, very good advice ! I don't know how to block dolphins or how to punish them, but May players will tell you that it's punishable, i haven't figured out the best way yet, though. I know counters are not the answer, dolphins are supposed to be a punishable move without counters, so try to find a way to punish her recovery. Don't rush her down, she has better range in almost all situations except when you are zoning her with j.S or j.D. Also getting hit by a CH j.HS or 6P on the ground is BAD, don't let it happen. Horizontal dolphin can beat backwards airdash tatami, so don't become predictable with it. This could make for an interesting discussion !
  12. Psssst !! it's the Olympic Stadium !! We don't haz a Montreal Towrar ! It was our pleasure to have you here !
  13. Don't jump to ruclusions. I'm going to play the hell out of BBCP. My intention was to basically have everyone ready for it to be terribly skewed and unbalanced. Last thing i want to hear about is people whining Tiers for a brand new game. I am also very hype for BBCP+extend gold edition 3D, complete with nendroid GeorgeXIII !
  14. The main issue he is missing in all of this for the new game is that in addition to the new time based hitstun degradation, many moves have been sped up, many moves have MORE hitstun added and many moves have same-move-proration added. Basically links are a lot easier to make, a lot of things that would never work before, can work now. This allows some VERY creative abare combos and makes landing risky hits a lot more fun and rewarding. The only limiting factor in all this is how and how soon you end the combo. I'd also like to point out that 95% of the characters in blazblue in EVERY iteration of the game had some "combo ender" that was the same across the board for almost all of their combos. If you took blazblue extend and slapped a time limiter on the combos and removed per hit hitstun degradation, it would be fucking stupid. CP is a completely different game, designed to work with such a mechanic. I wouldn't write it off so easily. Also, I am not really looking forward to CP. It's going to be broken as hell and very frustrating. I can't wait for CP+extend gold edition, though !
  15. Stickbug, it makes me really glad that Montreal will always be a place for you to relax, have fun, drink and press buttons. I'm so happy that you can get a break from organizing when you come here ! Thank you for your hard work with all the tournaments you run so many times a year, thank you for your wisdom, and thank you for company ! We still have a lot to learn from you.
  16. I just want to point out Fujiwara is an excellent person and I'd always be ready to listen to any advice he has !
  17. no invasion, just 2 people (maybe 3 if isa comes with)
  18. Shoutouts to Each and every single person who came from out of town to the event, making it the success the success that it was. No tournament is worth it's salt without the players. Thank you ! Shoutouts to Stickbug, for driving your crew up here. You always leave us wanting more time with you to talk, chill and press buttons. Can't wait for our next opportunity ! Shoutouts to DigitalWatches for showing interest in meeting us and playing with us, thanks for casuals with me the day of the tournament ! Shoutouts to Biscuits for coming to MAD again, we love you mang, learn that french XD Shoutouts to Toronto for bringing in the numbers one more time, the event would've been a LOT less fun without you guys there. Shoutouts to Leo and Zeero, you guys are great and i'm so happy we got to see you again, i am so disappointed you missed GG D:, let's play games next time !!!!!! Shoutouts to Roldy, the highlight of the evening was your incredible play on stream ! Shoutouts to Waterloo, this was a big thing for us to be able to have you guys as our guests, thank you so much for coming ! Shoutouts to Guilty Gear. Shoutouts to Foonzo, may we never take you for granted, not even for a second. Much love to Foonzo ! Shoutouts to MONTREAL.
  19. HYYYYYYYYYYYYYYYYYYPPPPPPPPPEEEEEEEEEEEEEEEEEE
  20. I'm kind of like the idea of using kire tatami for stage carry. It's a nice alternative since j.D FRC won't cut it anymore.. and it doesn't cost meter ! also.. ABA is quite the wonky one indeed XD
  21. I got my bike back today. I'm alive again.
  22. Thank you for your keen eye, RoBoBOBR, i'm going to cross reference all that with the mook and add it to the first post. Your attention to detail is appreciated ! I'm going to see if i can get this corrected in the wiki, both statements are wrong. I found this one hard to believe at first.. but lo and behold, it is indeed black and white in the mook. Amazing! this is correct due to the added landing recovery, it's now -15 I wish i could understand the mook a bit better and give the precise Baku Follow up changes. All i know is it's proration related and it's 50% for one and 30% for the two others, but i don't know if it's first hit proration, forced proration or if it's related the proration of all damage while the opponent is cursed by the effect of the follow up. (eg, when cursing opponent for unblockable next hit, the resulting combo has extra proration, that's how it already is in AC) Aside from that, first post is all fixed up, thanks again !
  23. Pedro i can confirm that i WON'T be able to make it to Ottawa this weekend, unfortunately. I have long running plans for the 27th I am not yet sure about ECT, i'll have to give it more thought, but don't include me in the plans. Blazblue CS Extend was the best, most balanced blazblue we had/may ever have, except for Makoto. There will be salt in CP and there will be balancement and there will be more salt.
×
×
  • Create New...