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IndigoNovember

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Everything posted by IndigoNovember

  1. Blargh, need to get my new Xillia PS3 from Taiwan so I can redownload Peropero and test stuff on her.
  2. The timing for a level 2 charge 6c/getting them to slide on the ground versus flying through the air and landing on the ground, is really tight on several characters (like Litchi and Lamda-11/Mu-12), but the only character I have not been able to get it to work on is Bang. It might be better to just not charge the 6c, since the timing is so strict and the damage is only ~200 more. It is true, however, that if you can get it in, it makes doing the corner loop much easier. In the end the choice is yours, do whatever you think will be easier for you to do in a real match.
  3. Time to go practice that Kishuu IAD.
  4. Hop forward to start rushing, gets hit by Hazama 3c. Walks forward to start rushing, gets hit by Hazama 3c. 6b's over Hazama 3c, too far to hit Hazama, gets hit by another Hazama 3c. Hop Hotaru, whiffs Hazama 3c due to being too far away (probably did it too early in the jump), gets hit by another Hazama 3c. ... orz Anyways, thanks for the suggestions, will get around to trying them out when I go back to college.
  5. Pretty much, the high damage ones always end up with you in the corner doing corner stuff anyways, so you essentially always carry them to the corner.
  6. I'm pretty sure you have to delay the 2c a tiny bit for Litchi, without it I can't get delayed Gurren to work on her. What I did get to work was: you could delay the 2c so that it hits Litchi right as she touches/bounces off the ground and then Gurren immediately after the 2c. Or you could wait until she's fully on the ground and then 2b -> Gurren (do what you do in Counter hit 3c -> 2b -> Gurren basically). The second one is probably easier, though you lose some damage ┐('~`;)┌ .
  7. It's not a bad color, but I liked the Calamity Trigger blue and white too much, so every time I see the new blue I just cry. Exactly what options do we have with a 0 magatama Hakumen? It seems like the idea would be to go for throws, Counter Hit 3c, and Zanshin. With throws you get decent carry, Counter Hit 3c you can do actual combos, and Zanshin you get carry, magatama, and combos.
  8. Yeah, that's very true. I'll probably end up trying to set up a few dates here and there where the few people in Santa Cruz that I found play Blazblue, could get together. People worry about that? If I made it sound like a big deal to me, my bad, I normally go original color anyways ┐( ̄ー ̄)┌ . About how much magatama do you guys usually have before you stop turtling/charging magatama and start really going on the offensive? I find I usually start at about 4-5 magatama, that way I can throw out a Hotaru and still have the magatama to do something else if the Hotaru whiffs. Any tips about when to start pushing?
  9. Projectile Distortion Drives Yukikaze will beat without you being lucky: none. Everything else has a way to beat Yukikaze, either by spacing or by Rapid Cancel or by some other method. Here's a list of Projectile Distortion Drives that Yukikaze will beat out if your opponent can't Rapid Cancel: Jin's Hiyoku Getsumei (Moonsong), Hazama's Mizuchi Rekkazan (Eternal Coils of the Dragon Serpent), Lamda-11's Calamity Sword, and Noel's Fenrir (the shots, not the beginning poke). For normal projectiles, you pretty much have to catch the projectile as your opponent is falling from at least 1 character's height high after having done all of his/her jumps. That way, s/he's forced to land and super jump again in order to get out of Yukikaze, but Yukikaze is usually fast enough so that your opponent doesn't have time to do all of that. Now how you can do that in a match, well... Get lucky ( ゚▽゚) ?
  10. We shouldn't be using Zanshin much in this matchup should we? Valkenhayn seems to be able to cancel his bigger moves into wolf dash, so you're left with catching small moves which is a whole lot harder and riskier.
  11. http://www.youtube.com/watch?v=cCqMby9_rJQ&feature=youtu.be&t=10m08s FT
  12. So I might be facing TAOFTW every now and then, hopefully. Time to actually learn this matchup. So, if I read this correctly, once you have enough magatama to do stuff, start switching erratically back and forth between offense and defense to keep the Taokaka on their toes? Is there a method for approaching that works decently? Having other options that lead to combos besides Hotaru and 6d would be nice. Using j.2c seems like a bad idea since it's slow, would j.2a or air throw be a better air tool? Also, on the ground perhaps Gurren might be useful since it's fast?
  13. Gotta catch those Tager throws and those full charge Jin DP d's. Why do they happen so much in casuals?
  14. Pretty much what Mac said, it sure is funny watching someone try and cross you up only to be grabbed anyways (I'm looking at you Jin). If you are throwing out the attack after the super flash, you have to be pretty far back, as in on the other side of the screen, and use 2c or 4c in order to cut it. Another option is to use 5d -> 2d/6d -> 2d/6d . You can use it from any distance after the super flash. It's another good way to dissuade any type of mixup while Legacy Edge is active. If you are close enough, 6d -> 6d may catch twice, just like this video (note: you can't do this anymore). Oh hello Tager, what's up? Hey, what are you doing? Why are you walking towards me with that creepy grin and magnets on full power? OH NO YOU DON'T! *Akumetsu 720c. This happens all the time with my friend's Tager. But yeah, it's generally pretty useless. 3c doesn't work, even though it seems to come out in time, the hitbox doesn't create an orb. It's probably only useful for those situations where someone throws out a Distortion Drive and you just happen to be in the area to Astral Finish him.
  15. All this talk of Platinum beating out 4c just reminds me of this: Every bit of it is true too. 4c why you so good? /sarcasm.
  16. So I'm a newbie in Santa Cruz, who's been playing Blazblue for a bit. Could anybody fill me in as to where would be the closest scene to attend? Forgot to mention that I'm currently in Los Altos (right next to Mountain View) for 2 weeks before school starts.
  17. Gotta get some more practice in before that. I've been slacking recently, as you can see by me not having posted up that meter regained update for the combo guide. Earning colors would be cool, though I dunno how you would earn it besides, like you said, showing up at a tourney in that color, I mean using that color (do I still have that yellow shirt somewhere?). I thought as much. Don't think I'll be doing those Yomi Zanshin any time soon, but everything sounds like what I was thinking. Thanks for the clarification. I should probably be punishing random Distortion Drives with CH 5c or other stuff so I can get bigger damage, but I always end up just using Zanshin. 5d -> 6d my friend's Magna Tech Wheel all day (─▽─) .
  18. Don't worry about it, just quoting what a netplayer told me when I was trying to get it down. I used to use the "watch the knees" cue as well, but couldn't really tell, so I found the netplayer's advice quite helpful. Hmm, it certainly might be helpful seeing as how a lot of his moves can/need to be delayed in his combos. Most of the odd points could probably just be addressed in the combo guide with notes here and there though. What do others think about this?
  19. Gotta get that car I guess. DLC #9 green (the green and green with white hair, not the green and black with slightly blond hair) is FT/BBB Player (*≧▽≦) and #12 normal with extreme shadows is sodomu. That's all I know, though you will find others using the DLC green at times. Oh and of course, #2 the black with orange hair is Spark ( ^_^) . PS: I am slightly color blind so if the colors sound wrong, forgive me. Hey guys, is it better for me to use counter assault or block until I see an opening and use Zanshin? I know this depends on how good you are at blocking, but let's say you're decent enough to block most stuff. I'm thinking you should only use it when you feel like you're really in trouble, and otherwise just block and wait for that opening.
  20. Another way to think about it, is to do the falling j.2c when your opponent has flipped over and is falling. As soon as you see s/he has completely flipped, do the j.2c, you can get away with doing it a little earlier as well.
  21. Nicest thing about 6d -> Mugen -> Shippu (5400) is that it's an unburstable combo for high damage. If you put in anything else, then it becomes burstable and you might as well just do a full Mugen combo. That's the way I see it at least. Eh? So, like, we'd all have our own colors when we decide to do online matches? That seems kinda interesting. I call DLC #10 the yellow Hakumen with a green sword but blue sword effects. I like the green ones, but a lot of people use them, so...
  22. I'm almost disgusted with myself for even finding the nerf. /sarcasm Same here, I am sad (*´Д`) .
  23. Very true, maybe we can start using it to do weird stuff like advance in blockstrings where we know the opponent has to do a high/mid attack (probably not if the attribute invincibility takes some time to start up) or cross under bad jump-ins (I think we can do the second part right now, but I haven't tested it). He got 6c in? Wow, I didn't think that was possible... Hmm, corner only for (5610), good enough. The guaranteed 4k is pretty decent, 6d -> Mugen -> Shippu (5400) is a good burst safe ender if you for some reason have 8 magatama and your opponent has less than 5400 life. Precondition #1 (having 8 magatama on hand) should never happen though... But yeah, I only do it in casuals cause it doesn't work anywhere else. Oh the things that you can invincibility frame through with the startup of Mugen (not much). Best experience I had with Mugen was when I did it to get through my friend's 720, for whatever reason he decided not to hold it down, so... yeah ┐('~`;)┌ . If you want to use up all 8 magatama at once, it's probably more viable to just throw out an 8 magatama corner combo, seeing as how without a good starter (read fatal lv3 6c), a Mugen combo will do less damage. Throw -> 6c -> Mugen -> stuff is decent (~8.1k) but it still ends up doing less damage than an 8 magatama combo. Really though, you shouldn't be trying to use Mugen, it's rarely used for a reason.
  24. Therefore we should be able to go through any of Noel's attacks that are or have projectile attribute.
  25. But, isn't that how Kishuu is right now? Head and body invulnerable that is? I mean, I've ducked under Tager 5c which is head and body attribute, unless in that case it just counted the head attribute? Anyways, if it is currently like that, then why is it listed as a new change? Perhaps an error? Edit: Nevermind, forgot about the "at least one" system for attribute invincibility. Nice to see the move become even more awesome regardless.
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