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E3vE3 WAZ HEA

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Everything posted by E3vE3 WAZ HEA

  1. Unarmed 4B – No longer moves forward during the motion Staff 4B – Recover changed from 21F to 29F. Disadvantage on block changed from -5F to -13F. No longer moves forward during the motion. does that mean the animation is the only thing that doesn't move forward. because if so, then we still have our long ranged 4b when we do 2b[m] 4b[m] the rest can be found here http://shoryuken.com/2014/03/06/famitsu-provides-more-information-on-blazblue-chronophantasma-ver-1-10s-changes-to-taokaka-litchi-tsubaki-makoto-relius-and-more/
  2. yeah you pretty much got it right o.o most people tried to finish it on their own when they heard about the C&D. this is the best version so far.
  3. This is pretty much dead here but for anyone who is still interested, this now exists thanks to some people working on it undergorund who wasn't main 6 https://www.youtube.com/watch?v=F6k7ki1cCBU
  4. I do have a ch 2c[m] 2d d iad combo, but without kokonoe, I have no way of testing if that would work the same way on her to bait super ball o.o
  5. ffffffffffffffffffffff if i had koko I would practice this to get the timing. these look really cool and a great wake to avoid her super ball.
  6. I'm guessing it's talking about that small window after someone blocks ittsu c, and the staff is coming to back to you, it counts as you being staffless and you can send the staff flying or 4winds or what ever.
  7. Found this on twitter, seems to have more on the changes as well as what we already know backdash: total animation increased from 21 to 22f. airborne duration lengthened from 1-14 to 1-15 staffless j.B, j.C: can now cancel into j.2D staffless 4b: no longer moves forward staff 4b: recovery increased from 21 to 29f. static difference increased from -5 to -13f. no longer moves forward. cannot move the staff during OD startup c ikkitsuukan: startup increased from 7 to 10f. total duration increased from 48 to 53f. no longer leaves you staffless afterwards. 13 orphans (vertical): damage increased from 300 to 400. untechable time decreased from 60 to 30f. hit effect changed, all hits will connect more easily 13 orphans (horizontal): damage increased from 250 to 300. untech time decreased from 40 to 30f. chinroutou: ranbu goes faster, moves forward less. chuuren poutou: overdrive version now uses 34123646+D motion http://pastebin.com/3t02Gqgg
  8. Back to corner into other corner combo Ittsu c [d] j.b j.c ]d[ dash 6a haku chun staff 2 dash 5b[m] 4b[m] itssu a 4kote 3c d hatsu chun staff 2 dash 6c(2) (OD) 632146c -works whether the super is OD version or not -the hatsu chun part has to have a very very slight delay or else the staff wont hit on return (mostly for smaller characters) -ending it with 623D will have them tech upon the staff coming down.
  9. ggs to you too. your valk was still on fire though @_@ didn't feel as laggy, then again it has been a while since i've played offline so i guess i just got use to it xD
  10. I've been slacking on these. been meaning to practice OD pressure since I have a hard time using OD outside of combos @_@ can't count how many times i've thrown a round because of weak OD pressure.
  11. Thanksziesz ^_^
  12. I think it's trump card. pretty much oki on wake up. this isn't the thread for this talk though >~>
  13. Haven't been here in a while, so gg's to everyone i played the last few weeks. ya'll know who ya'll are
  14. Is it okay if i get this gif with text reading "Fuck your wake up" http://25.media.tumblr.com/083ceb40702f8bf5465e0ce7cd5a1dd8/tumblr_mwf628OAJI1t10givo2_500.gif
  15. I have this thing with names. Goldy, Nemmy, Tessy. I dunno it's just me >~< and WHEN DID THAT HAPPEN @_@
  16. GG's to Tessy ;-; Valk scewy
  17. Come to the Litchi Dono side, we have milk and cookies :D also gg's to chickzama, TD and everyone else i fought today.
  18. gg's to Vice Taicho :D Fun litchi dittos. For some reason in that last match every time i hit B i get a random rapid or CT @_@ Happens in training mode sometimes too. i think my remote is starting to fuck up...
  19. Going on the jump cancle into overdrive i found it useful for cross ups. i.e 2a 2a 5b iad and as soon as you are above the opponent OD. once that happens you do 2d (since you are over them) and land a good distance away from them. if it hits you get a combo, if they block you can pressure them or try to cross up kanchan. from a farther distance if you hit them with 2b[m] 6b[m] or 6b[m] you can iad and different points OD. from this longer range you can choose to do it in a way that you'll land in front of them or behind them making them have to guess the incoming stick and where to block. since 6b[m] is only jump cancleble on hit, it's a good thing to keep in mind for when you hit them from a long range. it can also be done mid combo (whether they are in the air or not) or after a hard knock down. 6c(2) leaves you in the air after the second hit once you ODC so you can air dash and hold d in the direction while you dash over their bodies. this is also good to try to catch them if they try to roll away. once thing i did to test this out was grab into 6b[m] iad j.b (to force tch) ODC these have only been tested mid screen and i've had some good results. only did it once in a real match and it worked wonders. is this worth doing or should it be scrapped???
  20. Goldy no that's mean...you have to crush the pride first before you crush the soul >~>
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