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You need to delay fl.5B after 6A in every route, so the opponent can level with you a bit. It's a tad harder off jab starters since you have a lot less leeway for the delay because of the decreased hitstun.
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Putin reacted to a post in a topic:
BlazBlue Official Art Thread and Directory
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You need a dash before 5C > 2C > Tengai on Rachel, Hakumen, Makoto, Valkenhayn, Izayoi and Celica, according to Sei. It doesn't work at all on Tao and Plat, and on all of these characters you have to slide Tengai iirc after stuff like float 214A > 41236[D] > 5C > 3C > ]D[ in order to get lvl2 knockdown, as I mentioned above. As for fl.6B > 2C, other than whiffing j.C before landing, you also want to slightly delay 6B after float 6C > 5D > 2B6D > 5B for it to work. Therefore no, you need to hit them higher. You don't have to delay it at all for the float 214A > 6D > 6B route though
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I'm not quite sure yet since I've only started getting a grasp on the character, but adding a 5C might drop some longer combos, like ones with three normals prior to 3C > Agumon Also, one of the nice things of all fl.6B > 2C > Tengai routes is that they're universal; 5C > 2C > Tengai doesn't work on Tao and Plat, and you need a dashing 5C for it to work on a handful of others, which you can't get after fl.6B. It's definitely worth grinding out, it's also useful for an easier, more damaging(?) alternate route to fl.[5C > 2/3C] > Shizuku hits > slide Tengai, where the slide is required for the aforementioned characters to get lvl2 knockdown
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You need to whiff j.C at the last moment while falling to cancel float 6B's landing recovery. If you listen closely, you can even hear Izanami saying another "uketemiyo" or whatever due to the whiffed j.C That's why you got it while mashing 2C, you must've gotten a j.C to whiff because of that.
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Just saw Bokuzen trigger guard bonus in training mode utilizing floats and stuff. Was fun. It looked mad hard though, even his success rate was pretty low. It shouldn't be that strong either since you can just barrier out, but she can add airdash/land mixups so it should be cool. Also, can someone with access to the demo test what happens when you press 5D while in OD? If you, say, do wakeup OD (which means you'll be in normal mode), you'll return to normal mode when OD ends. But what if OD 5D allowed you to control which mode you'll end up in when OD runs out?
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My best advice for converting air to air confirms into full combos would be going back to vanilla or 1.1 CP lol Seriously though, his ability to convert virtually any stray hit into a full combo by utilizing delayed j.Cs was one of the reasons he looked kinda dumb back then. Even the characters you listed, however, can only convert with j.D/Belial off very specific confirms and at certain heights, which don't lead to particularly strong combos anyway. CS2/EX Hazama used to be the type of character who dealt mosquito bites, until he got the one good confirm which destroyed your health bar. That kind of changed in CP, mainly because of the meter gain changes most likely, but that made him feel more streamlined. Now, it feels like Houtenjin confirms actually matter again, albeit not as much as in CS2, since he couldn't do -anything- midscreen without meter/Zaneiga back then. I do wish he had an easier, less finicky way to convert from 2C AA into meaningful damage, however.
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This tbh, it's what I've suggested to every friend that picked up fighting games. Many new players have execution difficulties when they start out, but as you get more comfortable with the game and your character, learning advanced combos becomes easier. By learning a very simple combo that you can convert into from many starters, which also leads into knockdown, you get the opportunity to practice hitconfirming first, then pressure and mixup, without worrying about dropping combos. Therefore, you focus on the more important aspects of the game, while getting better at execution with each and every match without even grinding combos in training mode, even though it definitely helps. Then, by the time you stop autopiloting the same string both on block and hit, and you reliably apply some sort of okizeme, you'll be ready to improve your conversions without much trouble; you'll probably picked up some intermediate combos on your way there anyway.
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There should be gaps between the wheels, idk why I also thought it'd be tight lol Here's SKD's input on this, linked my own tweet so you can see what he replied I'm not sure whether everyone can avoid any damage whatsoever by double jumping after a superjump, but Yukikaze, Bang throw super (it has 1f invul iirc?), Rachel jump wind, Hazama Spiderman, and Valk j.8D should be a free escape and a waste of 100 meter, OD and a bunch of barrier for Izanami. It doesn't look good really, even though I'm pretty sure whoever dies to this due to lack of knowledge will scream "OP". It might be one of those things you'll need to training mode first though
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Bokuzen Izanami VS Jin, Naoto, Rachel, Noel, Ragna, Hazama http://www.nicovideo.jp/watch/sm28948676 http://www.nicovideo.jp/watch/sm28948813 http://www.nicovideo.jp/watch/sm28960697 http://www.nicovideo.jp/watch/sm28963955 http://www.nicovideo.jp/watch/sm28966585 http://www.nicovideo.jp/watch/sm28966932 There's a 100 meter The World setup in part 3's first match
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You can do the same stuff after KKK wallsplat, in fact it's usually the optimal route, it's just that it's a little harder to hit them at the right height. When you're not feeling too confident or get a weird confirm into corner carry, just go for the less damaging PPP into sword summons to set your initial play. That's way more important than getting slightly better damage. After corner knockdown into sword sets, when you can use 2S and 2H to cover you and give you an easy hitconfirms, you can try going for the better routes. Try this for example: 2D ender > (j.)2H > 66 j.2S (this was the setup) high/low mixup > 2S hits > dash 5H > j.8D > dash KKK. 2S launches them really high up, allowing you to go for a more comfortably high j.8D which gives a lot of breathing room to hit them at the correct height with KKK. After you get more comfortable with that, you can start exploring when you can go for KKK without dropping the rest of the combo afterwards even without the help of swords. With practice, you'll be able to judge whether there's enough time to go for it or not.
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Bokuzen is probably the best Izanami out there at the moment, he's the first I've seen utilize alt mode's projectiles that well. He repeatedly extends pressure with them, or punishes punish attempts after stuff like palm thrust, which would be a free punish if it wasn't for the projectiles. The fact that he's consistently getting that much needed knockdown definitely helps out as well. I've also seen him make great use of float 3C in neutral which happens to have ridiculous hitstun, she can actually land and then otg for a combo iirc, it's crazy The whole projectiles covering gaps thing really reminds me of Ramlethal's pressure in the corner, even though hers is pretty much just frame traps while trying to keep the opponent in their place, and eventually make a mistake. Izanami's seems a lot safer since she can buffer them while pressing other buttons, or at least they seem to work that way to me. Pair that with ribcage and you'll probably soon have a pretty frustrated opponent, which is always nice Here's a lengthy fix of his Izanami, thanks Davo ;_; https://youtu.be/_HRGMY8eJuM
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Putin changed their profile photo
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Was Nine's escape attributed to messed up timing on Bokuzen's setup, or is the usual 5D > Ribcage > Wheel just free to all invulnerable forward dashes after a delayed tech? The Hakumen matchup seems rough by the way. Not only does it require a different approach in neutral since he can cut projectiles (deja vu ), but also he can shit on Wheel for 50% meter which isn't too hard for him to come by. His 1f 6D/2D might also screw up Wheel to some extent, since it's a mid and they can catch it for free, but it should be ok as long as Izanami is out of range. The question is whether she can maintain pressure/apply mixup in this scenario. Also, is Yanagi strike or UB? I don't really know how it functions, but if it's the latter then it might be an even bigger issue.
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[CF] Nine the Phantom General Discussion Thread
Putin replied to Monarch's topic in Nine the Phantom
This looks interesting. God Hand > Seed did work, but it definitely doesn't look like a true unblockable here, since Seed activated quite some time after Rain ended, and God Hand hit just a little earlier than that. However, it might have been an UB if he omitted one normal before using Seed, so it would hit while Rain was still active. Even if this was indeed an UB though, the real issue would be how to reliably make them block until Rain comes out. Shadow did a decent job regardless. I also just noticed that it's an "improved" version of the third setup Rurouni posted above I really hope some new strong tech gets discovered; her tools make it pretty obvious that she was meant to be a setup character, but there's nothing particularly strong that we know of atm. And there will soon be a time when people don't block Rock with their face, therefore I hope something new comes up until then. -
Finally, something half-decent in the corner https://youtu.be/xO5MoNF_gjs?t=1h3m51s He finished the exact same combo earlier on in the same video, but I'm linking this timestamp since it showcases how far off the corner it can be confirmed from. The ender was just sj.B > j.C7 > Jameijin by the way. Jagai Gasshou > 66 5B > 5C > 4D probably won't work, except for maaaybe when/if you can omit the dash, but close range 5C > 2D sounds more plausible, albeit distance specific as well. starter > 3C > Jabaki > 63C / 66 5C > Jagai Gasshou > 66 5B > 5C > 2D > Ressenga > 5C > 2C > (4DD >) aerial might be a thing. Here's to hoping. I still don't get why they took out Jabaki stance cancel though :v
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Supers now have SMP which fucks even with their min damage though. Soutenjin > Burensen > EA would be whack but it would need like super-dead red health