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Everything posted by Putin
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That's when you need dash 5A. You'll often find yourself too far away from the opponent after J.Gasshou so you'll have to dash. I'd suggest you try to dash every single time, even if you're confident that the 5A's gonna connect, so you will eventually be able to do it automatically whenever it's necessary
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His only unfavourable matchups should be Valk and Tao, maybe Hakumen too. Pre-CP 1.1 Kokonoe is a given The first two have better mobility than him giving them more control in neutral while also making it easy for them to avoid chains. They also have amazing pressure on top of that, while Haz barely has any defensive options. Hakumen is stupid and can cut chains Pre-CP 1.1 Koko is also a bad matchup but for everyone in the roster The OP in the combo thread is ridiculously outdated, there are plenty of optimal combos scattered around in the thread though or even in other threads so it's gonna be tough for you. 1.1 patch is coming soon though and about half of the current combos will be obsolete, so don't sweat it. Be sure to practice 3C > 214D~66B > 66 5A and j.C loops without bothering with optimization, by the time you get them down the patch could be out with new optimal stuff to learn. Both of these persist in the new version to an extent so it won't be wasted time
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You can just go into a comboable 5C > 6D > Astral when in OD lol
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http://www.nicovideo.jp/watch/sm23198617 1.1 combos
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It works fine on Azrael for me. The combo is suboptimal in many ways though, so I'd suggest you practice these instead: 5B > 3C > Houtenjin > J.Gasshou > 66 5C > sj.C5 > 66 5C > j.C4 > 5C > 2C > sj.C2 > dj.C5 > Hiren 5652 dmg, 22 meter for corner carry 5B > 3C > Houtenjin > J.Zaneiga > (6)6C > 66 5C > 2C > sj.C5 > (66) 5C > 2C > sj.C2 > dj.C5 > Hiren 5736 dmg, 25 meter. For reference, your combo yields 5363 dmg and 21 meter. There are obviously many other different routes based on where you are relatively to the corner, but you can do these two anywhere on the screen
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You have to delay 6C since juggling them with three normals prior to it launches them pretty high. I wouldn't recommend using this route though, if you want an easier and better route for freeze resets do this: 5B > 5C > 2C > 3C > Musou > 5B(1) > 5C > Sekka > 5B(1) > 5C > 6C > 6D 3101 dmg, 22 meter as opposed to your combo from the same starter which yields 2939 dmg and 21 meter. Also, the optimal route if you want freeze resets or Sekka ender: 5B > 5C > 2C > 3C > Musou > (66) 5B > 5C > TK Hizansen > (66) 2B > 5C > 6C > 6D 3301 dmg, 23 meter.
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Old 6A > Houtenjin corner route minus a 5C and two j.Cs does like 600 less damage. Houtenjin nerf too strong It's sad that low 5C pickups are gone as I mentioned in my previous post, not because of the slight damage loss, but because he won't have ANY other options than loops off many confirms now. Things are gonna get boring, and people are still going to rant about his "j.C mash" despite the lower damage they yield. What I really want to see is what he gets off AA 5A > 5C now. He can probably pull off something like sj.C5 > 5C > (2C) > 4D > (j.D) > j.C2 > dj.C5 > Hiren. It won't break 3k, but we're still getting 2.5k or something. Not really happy with how the changes turned out, since the nerfs didn't change much while potentially making him slightly less fun. Maybe the current j.C coupled with a functioning Tk Hiren > 5C pickup with low enough SMP to allow a second legit Hiren ender would be the best choice. No loops whatsoever, but a mixture of one Zaneiga, one 6C, one Hiren filler, one Gasshou Jabaki and j.C.
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http://youtu.be/5-Nz-uWR-r8?t=15m6s Loops are definitely possible to some extend. The knockback change doesn't really seem to affect horizontal pushback, but how low they drop between each hit. I'm guessing that we won't be able to confirm into a full combo off skyhigh rogue confirms anymore which isn't that bad, and two sets of j.C should be possible off low confirms. j.C > 66 5C > 6C is probably gone, along with j.C > 66 5C > 2C > 4D > J.Gasshou since they require a really low pickup with 5C and were pretty much what made midscreen confirms off decent starters into strong combos. Are midscreen AA 2C combos gone?
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All 22c levels are comboable in the corner, here you can see red beat 22C lvl1 > 5B > 5C > 5D > 6D There's more to that than the 22C part though. 5C > 3C > 6D might not be a thing anymore, but 5C > 5D > 6D definitely works as portayed above, which wasn't previously possible IIRC unless you added a 3C before 5D which in turn made some combos impossible due to proration. tl;tr 5D will probably replace 3C mid-combo while not ruining old corner combo routes, giving more meter, and potentially making combos easier since 3C > 6D was iffy on certain characters/heights. That, coupled with its subsequesent removal, might be a hint that they never intended 3C > 6D to be a thing in the first place. We might not be able to combo into 6D after the regular Messenga combo midscreen anymore though, if Messenga followups remain the same in the first place that is. Which is sad either way, but might be a fair trade for the new lvl 3 Garengeki. edit: ^ j.2D loops where known since week one, Noze was the first one to upload a video with it iirc ;O edit2: Garengeki lvl3 > Messenga > dash 5B works, so does... air hit 5C > 6D?
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5C (1) > j.2D? The only thing the opponent has to do is block high after 5C (1) and he's done. Terumi can't cancel the first hit into a low anyway so it's piss easy to block his shit. 2C > j.2C is also really easy to see His only legit mixups require 50 meter
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Lack of j.C loops will sadden me for another reason; they are surprisingly fun to do. Before CP hit consoles, I loathed j.C loops and noone was using any other routes, so I made a vow to use them as little as possible. But when I got the game and started practicing them... the delays, dash 5Cs and whatnot seemed really fun and not stupid at all. I get that any more than 2 sets of j.C is too much (and not optimal in most cases, so meh), but removing them completely is just sad. I also believe that they'll still be possible unless the combo's too prorated based on the new untech time, what's left to see is how increased the pushback is. As I mentioned in some other post, they're probably eliminating multiple loops by making dash 5C/5B necessary every time, which when coupled with less hitstun won't make it possible to do in longer combos. I doubt the pushback's gonna be so severe that Haz can only end with Hiren afterwards. Also, Gasai > 5A > 5C > 3C > J.Gasshou > 5A > 5C > 2C > 4D~A > j.D~D > j.C2 > dj.C5 > Hiren does about 1600dmg lol, as opposed to the ~2.3k we can currently pull off. Didn't check the damage off double j.C because we don't know if it's gonna work
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I think/hope that two j.C sets will still be possible off decent starters, if they're eliminated entirely then all of these changes are going to hurt Hazama really, really bad. Which is weird. In CS2/CSEX he had shit meterless damage midscreen, burst damage with meter, and ok meterless damage in the corner which was fine. In CP, the change in direction they wanted to take was obvious, since they improved his meterless damage all around the board, while significantly nerfing meter gain and his burst damage. Now in CP2, they just nerfed both, and all that's left for us to see is just how bad it's gonna be. He's probably gonna be ok, not top tier but solid A, however I'm not gonna like it if all of his combos turn out to be a simple, braindead and boring 4D/j.D~D > j.214B#
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He probably forgot to type Musou inbetween In other news, Fenrichi reached 20dan? Has this ever been done before?
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Does the negative penalty thing mean that he's less likely to go into it? It says that his resistance to it will change from 2 to 4, so that makes sense and it's pretty good. Backdash buff is also really nice, other than that there's nothing new here but the kinda meh Houtenjin and Mizuchi changes. I really wish someone reported what does or doesn't work anymore, like how the Ragna boards got to know that it's possible to followup after Belial despite the changes to it.
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Hmmm I didn't think about it that way. In this case, double sekka corner combo could be replaced by Throw > dc 5C > 6C > Rehhyou > 5B > 5C > Sekka > 5B > 5C > Sekka Atm the combo only works if you omit the last 5C but that doesn't allow j.2C to catch rolls afterwards (or the timing is just weird). It still does a little more damage than double Sekka though, so if we can add the final 5C it's gonna be the new optimal route.
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The medium inevitably affects art style, or at least how it is perceived. And I didn't say that there can't be original 3D games, heck, most of the games I play are 3D and I can list a few which do stand out. It's just harder to stand out when you're using the same medium as the majority of people in your area of interest. Xrd looks interesting and different, yet it still doesn't stand out as much as 2D GGs do in my opinion.
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It took me a while to accept that GG is in 3D now, and even more time for it to start growing on me. I now do think it looks good, but I'd still take sprites over models any day. Actually, I was more upset about the possibility of BB turning 3D as well than the fact that GG already stepped into that direction. It seems like this will be the future of ASW games, which deeply saddens me but I'll have to deal with it. Regardless of which style one prefers though, I believe it's obvious that sprites were one of the factors which defined ASW's style and ditching it could potentially lead to homogenization of their work. Another sad thing is that I've had friends who barely play games at all, let alone 2D ones, notice and comment on how pretty BB looks. Never happened with a 3D game besides comments on their realism, why? Because 3D is everywhere and can hardly be original anymore. I do appreciate ArcSys' effort to make Xrd look less unoriginal though.
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Source?
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Since throw dash cancel supposedly recovers 10f faster than Musou cancel, its only benefit might be the ability to dc > OD > 6C off forward throw as well. I don't know any optimal OD combos using that route though, so it might end up being the most useless buff ever lol
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But it's also great for harassing opponents without meter. When I use it often I easily get low confirms because some people try to yomi block, plus it makes them antsy and more likely to screw up in general. Without 6A... what else does Jin have midscreen? You can't go for pressure resets and jump cancel j.2C for ever, people will start to recognize them easily and mash you out. Plus 6A > pink throw doesn't work on block iirc It's a pretty hard hitting nerf imo, since it'll be more dangerous to open up opponents up close. Both dangerous and with shit reward, its only advantage now is its speed
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I thought that his dash was special cancellable, I wasn't aware that there was a specific technique into it. In other words, cross-through > Gustaf isn't less mashable than cross-through > 5A unless you input it as 2369A?
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I've been wondering why people often type "TK Dump". It's not an aerial move to Tiger Knee it, so what gives? Excuse my ignorance, I don't really play this character even though I want to eventually
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Best Azrael
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BlazBlue Question Thread - Ask your questions here!
Putin replied to KayEff's topic in BlazBlue Gameplay
Digital copies of the issue are no longer available afaik, you need to find an unopened physical version of it -
Welp. You need to delay the hits, it usually works if you do j.C2 > delay > j.C2 and j.C3 > delay > j.C2 These will probably change in a couple of months though, see image above.