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Everything posted by Chazmobile
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2b, this normal is stupid and I love it to bits. Plus it has a monstrous hitbox vertically as well as a pretty damn big hitbox behind Yosuke's head. On CH it can go into Dash Spring B for pretty good damage and on normal hit just a regular air combo. It's also completely air unblockable and jump cancellable on hit or block. It's just, so good. Just beware of its rather small horizontal hitbox and long recovery (IE: Don't get baited) 5a also functions as an anti-air in certain situations where 2b may be too slow, this is due to its 5 frame startup and generous hitbox. What an absolute monster.
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Ah ok, thanks man. I'll be sure to grind it out next time I get to play this game. And yes, J.a looks to be the normal of choice for this technique. Shit's ridiculous, plus on a successful crouching hit he actually does pretty good damage because of Dash Spring B's bounce and Crescent Slash's awesome damage!
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Try to refrain from using non-EX Kunai unless you know they will be hit/forced to block, both the C/D versions have a large amount of landing recovery and you will eat big damage if the opponent is paying attention. Learn to use his speed to always stay on the opponent, try to track the opponent's position if they are falling from the air as he has a plethora of incredible anti-air options to beat what they try to do. In addition, his pressure mainly consists of jabs and other normals with little recovery, so baiting R-Actions is very effective by using 1a or 4a instead of 2a or 5a. Keep in mind his meterless fatal damage is really really good anywhere on the screen. If you ever happen to use Dash Spring on block, remember that Moonsault is in CH state throughout the move, so Moonsaulting over them will usually result in an air-thrown Yosuke, try to mix up your actions after a blocked Dash Spring. His AoA is really quite slow and pretty easy to react to, as well as being a massive punish on block without an OMC. I try to use it sparingly in a blockstring unless i'm covered by 5dd. Transform Ripper is a great anti-air bait seeing as Yosuke comes out even if Jiraiya gets hit, it also leads into big damage on CH. In certain matchups (Aigis, Liz, Yukiko), EX Dash Spring is incredibly useful for getting in due to it being projectile invincible and you can deal around 2.8k on a successful hit. Learn how to 'glide', luckily White Rob has made a very informative thread on how to execute this technique. I'll add some more later, but these are just some things i've picked up after 3 days of playing this game.
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Another main application for the glide is after a successful standing hit on the opponent into 5c>2c. Seeing as 2c is jump cancellable, you'll want to do an instant glide into a very hard to see J.a overhead/empty jump 2a/empty jump throw. All of which are comboable. The possibilities are endless with this tech, I love it.
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[CP] News & Gameplay Discussion (Old)
Chazmobile replied to kosmos badgirl's topic in BlazBlue Gameplay
Wow, this is amazing, thanks so much to both you and Isuna for going out of your way to capture this footage. Bullet's corner combos (or the early ones now) are already looking awesome, and Hazama's new Hotenjin line is top tier. -
Oh, awesome, i'll start using that from now on. I always thought it didn't work. Thanks dude.
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No, after he got patched, it was my second day of playing this game properly so I didn't really know much. Yosuke's damage in general is usually rather low seeing as it mostly starts off A hitconfirms>stuff>Dash Spring A>C Kunai which is an incredibly weak ender. When he gets the chance to land Dash Spring B his damage is actually pretty decent midscreen. I have started using 5aa a lot more in combos/blockstrings and that adds a bit of damage too.
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Also try using Kill Rush>A Boomerang Hook>EX Boomerang Hook to catch mashers for a near death combo on lower life characters if you have the meter. That thing is the frame trap from hell.
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In terms of the pushback making it hard to confirm a combo, try using 5aa more, the second hit has a vacuum effect that makes it far easier to confirm. In addition, if you are too far for this to connect, try to use 2b rather than 5b as it has longer horizontal range and cancel into kill rush A>4a>6b.
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Dude, it's a completely new game, with completely new systems. Don't see the changes in terms of CSE, he'll be fine. They're obviously trying for a new image, it's not like all of these changes are going to stick, I believe they've learned their lesson from CS1 Rachel. Just think, after the game comes out an amazing, dynamic new manly as fuck Bang will be out, and it shall be glorious. /Toolowtier :3
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EX dash spring her 2b for free. You don't even need to react to it straight away due to its incredibly long recovery. To maximise damage off of a successful EX Dash Spring, instead of just doing EX Dash Spring>Moonsault>Crescent Slash>Moonsault>Crescent Slash>D Kunai Try: EX Dash Spring>Moonsault>(large delay)Crescent Slash>land>5a>5b>J.a>J.b>J.2b>JC>J.a>J.b>J.2b>D Kunai for around 2.8k damage
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EX Moonsault is useful in cross-up situations because it is relatively quick and stays on the same side instead of crossing up like regular Moonsault does. It can also be cancelled directly from Moonsault Slash which adds to its usefulness. I'm not certain yet but I assume you'll be able to cancel its start-up frames into Transform Ripper just like regular Moonsault for the high/low. Moonsault Slash>Transform Ripper (cancel the startup to fake the low)>EX Moonsault is nasty
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Yosuke's R-action activates off of everything. Unblockables, throws, persona attacks, you name it. It also has a massive active window and a huge hitbox while being fully invincible during his trip. Basically it's really damn good. Good to know
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EX dash is one of the coolest looking mix-ups ever. In regards to what you said though Dacid, I agree, Akihiko's mix-up is incredibly scary due to the massive reward he gets off of it. Though it does require a bit of conditioning. Just out of interest though, does D duck have any different properties to C duck?
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Also try doing 2ab>5d>JCable normal>JC>either empty jump low/jump-in/empty jump throw. If any of these are blocked/unsuccessful you can simply hit 5dd to reset pressure. In addition, if they block the jumping attack you can cancel into Moonsault for the ambiguous overhead cross-up in the corner. Mix that in with Transform Ripper and you've got yourself a potent mix ;D Another interesting thing to add is that Transform Ripper D is actually special cancellable in the start-up. Doing say Moonsault (blocked)> Transform Ripper D(looks like a low)>Moonsault has caught a good few people off guard if they react to the green smoke of Transform Ripper in order block the low.
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Wonderful idea creating this thread, I for one just could not get the hang of it and gliding seems pretty pivotal to his game. If you or any other people are able to, would it be possible to get a quick video tutorial on this? Thanks for the info anyway.
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[CP] News & Gameplay Discussion (Old)
Chazmobile replied to kosmos badgirl's topic in BlazBlue Gameplay
How about just holding back while doing a move? Like doing 1a instead of 2a or whatever. Loving the Relius changes so far, though the info on him has been few and far between. -
[CSE] Relius Clover - General Discussion "American Frame Traps"
Chazmobile replied to Kurushii's topic in Archive
Anymore news on Relius? If anyone has a link to the JBBS I would happily try to scrounge up any info I can with google translate. -
P4U
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It's a specific scenario where the trip of the R-action hits meaty on the opponent. This can occur when an opponent uses a jumping attack which shrinks their hurtbox, causing the counter to activate but the trip to hit them later, meaning that it is possible to OTG them with 2a as Yosuke begins recovering earlier. I will try to do some tests on this when I get to play the game next. (Or you guys can because you're all lucky sods and have it :<)
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Cross-up air normal>moonsault/transform ripper mix-up is pretty good and leads into a decent reward. Just a note, but can we please put our questions in the Q&A thread so that they will be easy to find and answer, it's there for a reason. Edit: In terms of Yosuke oki, his kunai air ender actually provides him with a very strange sort of 'air oki' or whatever you want to call it. This is possible due Yosuke's amazing speed coupled with his set of great normals. Due to the kunai launching, this means that you are able to land and recover much before the opponent does, allowing you 'chase' their tech rather effectively. In some cases, if an opponent does not know how to tech correctly, you can continuously reset them with 2b due to its awesome hitbox and its air-unblockable property. Regardless, it places Yosuke in a great situation to begin pressure again.
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Bumping this thread back to page 1, where it belongs. Played a ton more P4U today, Aki's damage is insane. 5k for 50 meter off an overhead in the corner is too awesome.
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[CP] News & Gameplay Discussion (Old)
Chazmobile replied to kosmos badgirl's topic in BlazBlue Gameplay
I really hope they do what they did in the GGAC+R loketests and release a changelist for the characters. -
[CP] Relius Clover Loketest Changes and Discussion Thread
Chazmobile replied to Toasty's topic in Archive
I'm assuming you mean is he still able to jump cancel 6b/5c? If he can still TK 236c off of these moves then that means that they are still jump-cancellable. This also means that the hitstun/untech time is still long enough to connect air normals off of it too. -
[CP] News & Gameplay Discussion (Old)
Chazmobile replied to kosmos badgirl's topic in BlazBlue Gameplay
What I mean with the Relius comparison to Kokonoe is that Relius literally is not a fighter, his only two attacks where he himself hits the opponent is his 5a and 2a. Every other attack involves him using his science and ingenuity to hurt the opponent rather than his own combat prowess. Heck, without Ignis (created by his science) he is utterly useless. In regards to Kokonoe then, it's very easy to visualise her fighting in the same fashion as Relius, using her science and her mind rather than her own physical strength. Plus, it was revealed that she can use sorcery much like her mother Nine.