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AtTheGates

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Everything posted by AtTheGates

  1. thx a lot 10stars, great combo. added to BnBs with video link.
  2. http://www.youtube.com/watch?v=9GE7s4LpXLM this vid shows the throw break option select when you quick recover - it's of course related to throw breaking during the recovery of moves, basically the same thing. saw this in the mook so i thought i'd better make a video. what the mook also suggests is that you throw break before landing from your quick recover, then do a wakeup attack - 5A, 2A; whatever. apparently, the throw break window carries over, but i am not 100% convinced yet that this is the case. rough translation from japanese->weird german-> proper german in my head -> english: after doing a quick recovery, your opponent will either try to throw or attack you with a low/mid attack. If you try attacking here, you'll very often eat a throw counter. After your quick recovery ends*, use [b + C] and then 2A - now you can use the 2A to attack without having to fear a throw counter. For many characters, [A → B + C] results in the attack being canceled by the throw. That's why, if you chose to roll after you land, you should utilize this technique. If you use a slow attack to mash in between enemy hits, it is OK to do the attack, then the throw input. *=this is the literal translation, after recovery ends - but i suspect they mean shortly before recovery ends, or else the whole thing wouldn't work.
  3. i sometimes use it after daifunka, 5A -> 214214B. they usually tech (or dont) back into the corner after i j.Ad em enough on the occasions before.
  4. just to clarify something: in furinkazan: any combo in 6C, 9-jump B, 6-jump j.D, 2-jump, land. this combo shouldn't be possible theoretically, since the 6C counts as the first jump. however, since you cancel the 6-jump very early (first couple of frames) into j.D (which is possible only with j.D according to the framedata), this must somehow override the 3-jumps limit in furinkazan.
  5. found a nice throw setup today in a dora vs. dio vid: corner chain into 2C, 6D (so, the beginning of the universal BNB), then j.623C as a combo. breakable of course, but quite surprising once in a while i guess. the best way to input the j.623C imo is: "623,9,3+C". if you just do "623,9,C", a lot of times you'll get the shuriken.
  6. update: carl is a nightmare to combo. furinkazan: midscreen: combo into 2C, 6-dash 6A (slightly delayed), 6-dash 6C, 9-dash j.B, then 6-dash delayed j.D works but is too spacing specific and hard (at least for now). corner: chain into 2C, 6-dash, 5C, 6-dash 6A, 6-dash 6C, 9-Dash j.B, 6-dash j.D, 2-dash, land actually works, but is hard as hell. also saw this in a dora vs. dio matchvid: throw during furinkazan, on hit 6-dash j.B (turn around), 2-dash, \/, 6C actually combos. dio then tries 9-dash j.B but fails twice :/
  7. d. = dash, yes. i guess it's about time i edit the first post to avoid questions like this, sorry.
  8. just to give you guys a heads up on what im working on right now: during furinkazan, the trick is to have as few hits as possible before going into the 2B,6C, j.B loop - with some nice results. let's assume you hit with a random drive - 6D, 5D, 9+D (at the same time = most effective, btw). then you have the option of going into this loop right away: (optional: 6D,dash cancel) 5D, j.D, 3-j.D,\/,2B,6C, 9-j.B,6-j.D,2/3-dash,\/,2C = 4210 damage variation with less hits and slightly more damage: 5D, j.D, 2/3-dash, \/,[2B,6C,9-j.B,6-j.D,3-dash,\/] x2 , 2C = 4645 damage <- against everyone but carl? off of 2D: 2D,9+D,2/3-dash,land, [2B,6C, 9-j.B,6-j.D,2or3-dash,\/] x2, 2C = 4729 damage <- against everyone but carl? off of j.D: 9+j.D,\/, [2B,6C, 9-j.B,6-j.D,2or3-dash,\/] x2, 2C = 5106 damage <- against everyone but carl? hard against bang. off of 5C: (yeah i know, i said 5C is useless compared to j.C in furinkazan, but nice to have a combo for it anyway) 5C,2C, dash cancel 5D, j.D,3-dash j.D,\/,2B,6C, 9-j.B,6-j.D,2/3-dash, \/, 2C: 3839 damage this was wut's version of the combo, i'll now look at it and see if 2D is an alternative against carl, since he can't be hit by 2C->5D at all =( edit: just tested, carl can't be hit by 2D, and other chars as well, so i'd stick to 5D for now. tested against taokaka. probably works on every char except carl, but i'll double check. i'm sure there are other ways to get into this loop - gotta play around a bit with 2D and other normals i guess.
  9. i never said it's bad. it's somewhat unintuitive at first, that's my point. jump cancel on 5C, yeah, forgot that one i guess.
  10. thx torn apart, fixed.
  11. i thought this was common knowledge, since it's in the mook, sorry =( could have mentioned it earlier. you use 1+ABC or 4+ABC to option select, obviously, but it's only really necessary during a blockstring, not in the recovery of your moves. then agian, if you try to mash a drive inside a chain, you could use 1ABC or 4ABC to make ABSOLUTELY sure you do not screw up.
  12. other characters than... ?
  13. bang has some good ways of getting in on the opponent. the BB mook says: as bang, while your enemy is on the other side of the screen, jump & observe him. Since you have a lot of air movement options, you can really mix up your air movement and distract your opponent. While you jump around (including double jump, airdash back etc. to stay safe), you watch your opponent closely. If he does anything that guarantees you that he at least has to BLOCK a A/B or D shuriken, throw those out, then dash to him ASAP. mastering bang's air movement, and blazblues air movement in general is one of the things BB newcomers should focus on, next to defense, in my opinion. Everybody can learn offense, basic BnBs and some pressure are easy, but defense is where the good players shine. if you need ideas on how to break your opponents guard, check the blockstrings section in the first post. also, i don't suggest using bumpers if you are a beginner, wait until you feel really comfortable with bang before you start using them.
  14. 2d is highly risky as an opener, and gets beaten by for example 5A. 5D is ok as an opener, but gets beaten by tager's anti-air (if he actually expects you to jump). j.A is absolutely vital for that matchup. use it while jumping up and see what happens, you will still have a lot of movement options, then. you can also sometimes do a j.A out of a blockstring, then while you land behind him j.B or j.4C and so on.
  15. looking forward to your tips, noel seems very strong air to air from what i could gather from the matches against zakuta, her j.A seems to beat out almost everything i threw at her. also, since she can low profile under 5A, you have to go for 2A a lot when rushing her, which means, gaps are a little bigger.
  16. whenever you block Arakunes 2C from up close - probably from a combo miss on his behalf - go for your strongest combo vs. crouch. Arakune's 2C is insanely unsafe on block. In this situation use: 5B,2B, 2363214C if you have the heat. note: 5A will whiff. Note: if you are cursed or arakune has 50% heat, don't bother. edit: 5A will whiff against ara if he did 2C.
  17. 5D is excellent - only 4F startup until the guard point and a much wider hitbox than 2D. 2D has an absolutely terrible hitbox horizontally. still, damage and seals off of 2D are much better than for 5D.
  18. i personally think its better to learn when bang can move again, you can never know if your opp always hits the wall at the same time, because of spacing and such.
  19. it's not a dash cancel, it's a linked dash. i also recommend you check the combo thread. dashing 5B,2B is often better than dashing 5A - which is hard or impossible against small chars midscreen afaik. typo, 2C. sorry!
  20. updated basic combos on first post. added "blockstrings" subsection with some basic information on how to rush effectively.
  21. fixed, thx. i also updated the dora bang combos section: against Jin, midscreen: 5A,5B,2B,623B, d.2B,6C, dj.B,dj.C, optional A shuri 2868 Damage against Jin, midscreen: 5A,5B,2B,623B, d,5B,2B, sj.A,B,C, optional A shuri 2761 Damage easier variation. really hard timing for the d.2B. i would disencourage going for this combo online, otherwise, it's cool. found a variation against category 1 and 2 chars, except Ragna: BnB against crouching chars: combo in 2B,623B, d.5B,2B,6C, sj/j.C, j.623B 3180 damage that's your damage BnB against category 1 chars if you don't go for furinkazan seals.
  22. some minor fixes in the first thread - also, a major redesign of the char specific combos:
  23. very interesting info! i was sure that there was a formula to calculate heat gain over time, like in guilty gear, where you would gain huge amounts of tension if some factors played in etc. ..so this is quite new info for me.
  24. because 5S has 4f startup. you would need +5 for a 5S to hit. sol in recovery: 1 2 3 4 [5 = sol can block again] your 5S: 1 2 3 4 [5 = hit] you are probably familiar with capcom framedata, which is absolutely terrible, because they "think" for the reader and alter the advantage on hit so that it reads like "+3 advantage and a move which as 3F startup will work" when it would actually be +4 advantage in reality.
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