Jump to content
Dustloop Forums

Fluck

Members
  • Posts

    574
  • Joined

  • Last visited

Everything posted by Fluck

  1. So I was going to post about how FGs made my life better and taught me about attitude and patience and determination and gave me motivation to go on vacation for once and led me to meet tons of cool people But then I read this thread Fuck you guys
  2. You can't react and 6A in time. I've never seen Souji get 6Aed out of j.B from a jump cancelled blockstring before.
  3. You need to work on hitconfirms, especially off j.C CH. You could have OMCed a throw to kill at the end of one of the rounds, but you didn't and then Kanji killed you, lol Don't go near Kanji unless he's already blocking j.D.
  4. Approach is moving near the other guy from a neutral position. Pressure - for me anyway - is how long/well you keep the opponent in a disadvantageous position, usually blocking. They are not the same thing. You get pressure if you approach successfully, yes. That's like saying combos are okizeme since you get okizeme after combos! http://www.youtube.com/watch?v=ZWgQ5DwEFMY This video is Souji beating up Americans (and Canadians, shoutouts to Bibi and the rest) but it still has a lot of good examples of what we're talking about. 7:21 onwards showcases a good sequence with j.Bs.
  5. Pressure has nothing to do with approach. Wtf. I'm done. If your friend can't get his j.B to work during pressure resets then he's probably just not doing it as low and fast as possible. There is a high execution barrier involved.
  6. Okay, let me put it this way. Arakune gets in, goes into a blockstring, jump cancels something, and then does fastest, lowest possible falling j.B. What do you do? Because in the experience of everyone's who's fought Souji, it seems like there's nothing you can do when he does that. If you're looking purely to react, no 6A is fast enough and even Inferno Divider gets safe jumped. Backdashes gets blown up too. You basically have to guess if he's going to do it to have a chance of anti-airing him and stick the 6A out before he even jumps - if you wait to see him jump it's already too late - and some characters with slower invuln (7F) AAs or just no AAs at all (Bang) have problems doing even that. Anyway we're getting ridiculously off topic so if anyone wants to continue this discussion we can do it in the Arakune or Haku forums instead.
  7. Dude...It's got nothing to do with the matchup. I didn't say Inferno Divider, did I? Arakune's pressure shits all over EVERYONE once he's in. I mentioned the rising j.B to prove that. It's got nothing to do with Ragna.
  8. If the only way to deal with j.B is to block it and then guess a DP situation, then I don't know about you, but I think that's pretty damn fucked up pressure. There is nothing Ragna (or most other characters) has that is anywhere on that level. IBing and 5A is possible but it depends on spacing and such, and the situation overall is hardly against Hakumen's favor.
  9. What the fuck. Arakune's pressure shits all over Ragna's. Rising j.B can't be anti-aired except by DPs, considering it's a fucking instant overhead. A large part of why Hakumen's pressure is stronger is just because he has j.B which is...really hard to anti-air basically.
  10. Btw, here Mash is talking about the 5B (air hit) 5C combo route which leads into 4k+ if you're near the corner and doesn't work any more in CP. If you land a 5B air hit in CP the gatling to 5C will always whiff.
  11. SEA Majors will have a side tournament for Blazblue: CSX held on Friday June 21, 2013 at 8pm. Registration will be at the venue. Persona 4 Arena will also be a part of the major as a main tournament, running at 7pm on the same day. You can pre-register for the tournament here: http://www.toughcookietv.com/register/. Directions to the venue can be found here: http://toughcookietv.com/location/. Hope to see everyone there!
  12. Isn't dead spike faster and more plus in CP now? Easier to jump over, of course, but it looks better than the EX version.
  13. If they refuse to block TK hotaru them until they die. Pass go, collect your win.
  14. Thanks, Spark. As KF has said, this makes DS extremely scary and a potential monster of a move. Very interesting.
  15. My calculations indicate that the mook's data for Dead Spike makes no sense. If the blockstun is only for 18 frames, then DS is not -1 regardless of if you dash cancel it or not. It should be more minus than that.
  16. Yeah you can do stuff like 22C~D to option select Madao or 2D after 3C, but the real problem is the spacing, like you said.
  17. Confirming into madao is not going to be easy though, that's the real problem. It's like how Ragna had good damage off 5B into 6A confirms in CS2 but could rarely access it because you'd never get to do it off a usual spaced 5B starter because of spacing requirements. CP Ragna has it better because you can get that huge damage off a jump-in, but I still think 3C -> Madao confirms are going to be the exception rather than the norm.
  18. Here's why your analysis of Haku and Yosuke's counters is flawed - they are on different characters. If you get countered by Hakumen, you take a combo, Hakumen builds stars, and you get stuck blocking Hakumen, a character with quick/instant overheads on most of the cast with Tsubaki and j.B fuzzy guards, as well as strong frame-traps and throw/throw whiff/throw reject mixups. If you get hit, Hakumen has some of the highest rewards in the game off his combos due to good meter gain, insane corner carry, and high damage. If you get countered by Yosuke, you take 500 damage (99% of the time), and then you have to block Yosuke, a character with bad mixup (27 frame overhead, 30 frame unblockable, throw game is not strong because throw does pitiful damage, there is no throw reject, and there is no safe way to bait throw whiffs with that character) and awful combo rewards. Even if you get hit by Yosuke, his combo does bad damage and resets the opponent back to neutral. If you get countered by Hakumen, combo into knockdown, eat a throw mixup, if you get it wrong, corner carry combo into knockdown, eat a Tsubaki, that's game. And those are STRONG mixups that even experienced players have problems defending against. If you get countered by Yosuke...You block? And then even if Yosuke hits you with some kind of frame trap like 5B -> dash 5A -> air combo against chicken blocking, you only take like 2k damage and get reset to neutral. It's not even comparable.
  19. Hm i didn't consider that. Definitely better if it works.
  20. Off certain hits, like max range CH 5C, you really can't do anything better than GH -> KA.
  21. Since everyone's getting overexcited and KF isn't here yet, let me clarify that the poster says that that combo is 'probably doable.'
  22. A player I know who's been in Japan said that Ragna's lifesteal has been buffed, which makes a lot of sense to me if they want to make drive move combos do so much less damage. Btw, Ragna can lifesteal about 900-1000 health off a corner combo in EX so him having the capability to lifesteal about 1500 now wouldn't surprise me. But I'm just saying that, I have no proof that it's been changed at all.
  23. Maybe it's for lifesteal. Can anyone confirm how lifesteal works now?
  24. By the way, does anyone know if Yukikaze has been nerfed like the rest of his counters? I'm pretty sure it hasn't been, but it'd be nice to have some confirmation.
  25. Hahahahahaha the new forum description is brilliant huge props to KV/Lich
×
×
  • Create New...