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Everything posted by Lucalibur
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Blazen! ~ BB:AM Abridged - Episode 04 (RELEASED)
Lucalibur replied to Shadow Draygon's topic in Zepp Museum
Absolutely delicious. The lack of music was really the only noticeable problem to me but it wasn't REALLY huge. It ain't like there wasn't any music at all. Other than that, it was great humor in a surprisingly decent length episode. Hype for future episodes. Also I suggest everyone watches this with youtube autosubs on. Some of the stuff it comes up with is hilarious. I even took a few screenshots of what I found to be key moments but I have no idea how to properly link them here on Dustloop so I will just leave it for you guys to see them for yourselves. -
That is because the 2C is not considered a starter. If you pay attention, it doesn't actually combo, but it purple throws because of the extra 'purple throw' frames after hitstun is over. Try doing a 6B FC as a starter. Sure, the purple throw and command grab's duration take a lot out of the time, but after that you can combo just fine.
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I have come to the Jin forums only to say this combo video is swag. No, seriously, this is cool stuff. Only feedback I can think of is that you do something 'easier' to get into from the start(some sort of screen or whatever) before getting into the combos and tech. Also could make it a little longer but that is just me.
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My favorite intro is Shadow Teddie's, but my favorite win animation is definitely Shadow Akihiko's, since he goes DBZ on your ass like a total proteins addicted bastardo.
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(5581) TCL>IAD J.C>6A>Delayed 236D>5C>6>6C>6>J.C>6B>6>623C>Delayed 3C>22C>2C>6D Optimized further from Legendary's combo. Doesn't work from one corner to the other since it uses the corner only valiant combo route, but works mid-screen just fine. Can -very likely- be optimized further by slapping a 623C here and there. We're on the right track, folks!
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The matchup is definitely not in our favor, but we can still win if we keep our head cool. Remember only 2D(counters mids and lows) has 1F startup, which means he can't counter overheads on reaction. Try to keep your blockstrings short but sweet. You won't get a lot of chances to pressure him so you should probably be a bit less 'safe' than usual here. Might be a good idea to do empty jumps and grab him if you smell a counter coming. Neutral is bad because he can keep us out thanks to stuff like J.C, J.2C, 4C, 3C, etc. Gustaf and 6C seem to be bad here because he can greatly extend his 5D's active frames. 5C should safe so long it's max range though, because I'm positive that the counter will whiff at that distance. Needs testing, though. Honestly I'm having a hard time with this matchup myself, this is just some stuff I noticed from a few matches I had with a friend the other day. Would enjoy some further feedback from other players with some experience in this matchup.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Lucalibur replied to Tong's topic in Zepp Museum
This is probably going to be a weird request, but think anyone could re-color Azrael's official art with Bardock's(Dragon Ball Z) colors? -
Bullet's 5B is 10F and her 2B is 9F. Unless blocked at point blank range or IBed at a still rather not recommended range, it's pretty much impossible to punish it with 2B, and even there it's a 1F punish.
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Depending on the spacing, 3C will be more negative and characters will actually be able to hit Azrael out of the recovery if they have a fast enough attack with that much range. If properly spaced you can backdash out of just about any punish attempt if it gets blocked, since there is too much distance for most characters to cross by that point to be able to do anything about it without committing to something silly. If Bullet is sitting on heat level 2 you usually want to avoid backdashing if too close. That thing has way too silly of a hitbox. You can trade with Growler but that is it. Also, if they try to cross up you with it and you growler, 5B will come out instead and sometimes CH them out of it it. Pretty funny to see it happen. Her 5B is good but anything that works against Ragna's 5B works better here, since hers is slower and has less range(although it's much safer). Backdash is usually a free ticket out of trouble like always mid-screen and if you space stuff well enough she can't really do anything about it.
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Well, jump cancelling is quite the commitment, and it really shouldn't be done often, so I understand the point you're trying to make. It's just that IAD J.B with Azrael is better than most air attacks during pressure, because his air dash is so short, so there is little time to react to it compared to other jump cancelled moves. It also goes into 2B>Rekkas, making it a staple combo. Regardless, it's an option and you're free to use it or not in any way you want, just making it clear it's better than most jump cancels during pressure(they're usually kind of shit so I get your skepticism). Anyway at least I hope I could help with everything else. Sorry for making this longer than it should have been.
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He won't rapidfire 5A if you're not making it painfully clear you're gonna JC 5A\5B. I'm sorry, I don't mean to sound rude, but you act like they will ALWAYS know what you're gonna do ahead of time and will always do the option that beats it. It goes back to what I said, you can't be predictable with that sort of stuff. Remember what I said about the first match? How he was consistently 5Aing you out of IBed 5Bs? It's because it was clear you were gonna go for 5BB. If you, say, had gone for Gustaf or Rekkas after 5B you could have CH him out of it instead(which I saw you doing it once and he was clearly CH out of it so props on that), and that would discourage his mashing. It's all about punishing the player for pressing buttons while you pressure so that you get away with shit that in theory, it doesn't look like you should get away with it. Again, if you are doing your job right, he won't always pull out the best option to beat whatever you do regardless of the situation. IAD 5B into J.B crossup is good when you know they won't mash the fuck out of anti-airs the moment you JC. You stop that by punishing them for mashing buttons by doing crap that CHs them out of that first. Practically ALL mixup options are open in some way to mashing, hence why you train your enemy not to mash. Also going back to your earlier post, something I forgot to address: Don't say grabs don't work, seriously. I'm sure you're hating me repeating myself just as much as I am, but you can't be predictable with that sort of stuff. If you KNOW they're gonna teching a grab, you can punish them for that. They can't mentally prepare for all options, they have to commit to one or two. So this person is expecting you to grab after 5A, he even notices a delay after 5A so that it doesn't end up purple, so he tries to tech. What happens if you JC 5A the moment he tries to tech the grab? Or if you grab right away after 5A, and it causes a TRM despite being purple? Or you 5A again and CH them out of the throw startup because they were trying to tech it? Yeah, yeah, I'm sure you're aware of all of these concepts, but I failed to see you put them to use consistently and effectively. Your pressure and mixups are, IMO, from what I saw, one of the things that needs the most work out of your fundamentals. I went back and watched some of the matches I hadn't seen yet, saw you getting CH out of IBed 5B again because you tried going for 5BB. Saw the rare 2A>5D, it was nice, but otherwise your pressure was almost the exact same each time. You also don't know when to call it 'quits' and just backdash out of there. I saw you trying to to 2C after a blocked 3C and you just got Houtenjin CH out of that. And just to make myself clear so you don't think I'm trying to boss you around or anything(I don't expect you to think this but I'm playing it safe here since I'm writing a really fat wall of text here), I'm not saying you MUST use those options THESE ways I mentioned and that they will ALWAYS work or anything like that. I'm just making you aware of crap I noticed and that I BELIEVE you should work on it. You CAN do these things, the enemy won't always know you will do X or Y option every time you do it unless you follow a really predictable, one dimensional mindset, which you obviously shouldn't do at any times so we can take that out of the equation. Like, I'm not some sort of amazing Azrael master or any of that, I could easily be wrong about any of these things, but that is just my opinion from what I got to see. You can do what you will what all I've said, maybe I'm not really being any help at all(this would suck since I know I'm probably coming off as an asshole here but I really just want to help), but I DO ask that you at least look at what I said, look back at your own replays yourself and try to see where I'm coming from. Maybe you will figure ways to fix your own playstyle flaws by yourself after doing so, maybe not. I just -hope- I'm being useful in some form here and you're free to take all I've said in any way you want.
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Yeah I tried and it just seems certain characters require a much larger delay on 5C than others. Some like Azrael require a ridiculous amount of delay in comparison to, say, Bullet. It really does fuck certain combo ideas I had in mind. When's 5C hitbox buff.
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Obviously you can't be predictable with it. It's not like he will always know when you will AID out of the 5B and magically anti-air you out of it with 100% consistently. There are characters with better anti-air options you can still get away with doing that sort of shit against. Just saying it's an option you should not completely disregard just because the character has ways to beat if they see it coming, because they have to commit to such options.
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I didn't watch much of it yet but here are a few things I noticed right away: You really need to change your pressure around. On the first match he was consistently 5Aing you out of IBed 5Bs. Not only that, but there were WAY too many Gustafs resets, many of which were IBed and should have been punished(your luck they didn't). I also barely saw any overheads during that whole thing. Honestly if that Hazama was Barrier IBing instead of normal IBing(or really just normal barrier blocking) your pressure strings would have sent you flying to the other side of the field because of all the autopiloting. More 5A and 5B JCs(5B into crossup J.B is really good IMO), less 5BBs, grabs, 2A>5D, crap like that. Try to jump cancel Azrael's forward dash more often, but don't get too aggressive with it. You can slowly but consistently and safely cross distance by forward dashing and jump cancelling in the middle, then barrier blocking. That sort of slow but steady approach puts pressure on the enemy if you can keep yourself from getting hit, because most characters are scared of getting too close to Azrael. Mash some more backdash. No, seriously. Azrael's backdash is really good, you really want to abuse it. Not braindeadly for the most part of course, but you can really get away from some nasty shit with it. In a nutshell, vary your pressure a bit more, and get better used to Azrael's movement options. You should also optimize your combos a bit more but at least your execution is good for the stuff you did do.
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You mean the last 5C\5B you can't cancel into the dash anymore, right? I didn't count that one because I didn't consider it part of the 'loop' anymore.
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I've noticed that 2C>5C seems to be harder, if not outright impossible against certain characters. Pretty stupid but when that happens I just skip the 2C.
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Yeah. You can do 4 5Cs during valiant, or 5 6Bs, or 6 5Bs...That is because they're faster, so you can cancel into the dash earlier and thus get more dashes in before the 'timer' runs out.
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I've noticed the FAQ has a section for U Azrael, but it has the copy and pasted descriptions from the info we posted here. Since they're rather informal\casual, I felt like re-writing them so that you could update the post later, Zeth. -Backdash can be jump cancelled. Unlike Slayer's jump cancelled backdash, it does not keep the invincibility frames of the backdash during the jump. -Most links are now gatlings. An exception seem to be 2C>6D\3D\3C, which still requires some delay, but everything else is as simple as with any character's gatlings. -5BB 'removed'. Its new input is 214C, and works much like AOA's in Persona 4 Arena, requiring the mashing of the A and B buttons to get the best possible damage and ending with either a launcher© or attack that blows the enemy away(D). Can be looped on air hit despite repeat proration. -6C was changed. Has 2 hits now. The first one comes out fast and floats the enemy, while the second one downs them slowly. Very likely impossible to follow up on normal hit. FC causes a groundbounce so long both hits connect or the second one hits the enemy in the air, and can be followed up easily. Apparently works like Sol's Bandit Revolver/Bringer. -All D moves work as if they had their respective marks applied, and each have repeat proration. -Growler has much shorter recovery, to the point it's not punishable at all on hit, and a phalanx stock is gained each time it's used regardless of hit or whiff. Can still be charged. -Scud and BHS work as if they were in normal OD. Scud's startup is MUCH faster than normal, easily reaching 1F or even 0F after superflash. During OD, BHS does 4625 damage if done raw and Scud has its damage increased as well. Both versions of Scud have positive P2, allowing for massive damage combos. -Has Musou Tensei from HnK. New super's input is 214214A during OD. To have Azrael avoid an attack when it's active, move forward the moment the attack would hit him, much like as if you were IBing the attack. -Has all of the benefits U.chars have, such as higher HP and always 1% HP OD duration. Also has Scud's aura around him at all times. P.S: I removed the link mentions, so you should probably add them again if you decide to use this updated description. Also, I changed 6C mentioning Sol's Bandit Revolver\Stinger to Sol's Bandit Revolver\Bringer, because the Dustloop wiki mentions the name of the attacks as such(Bandit Revolver and Bandit Bringer respectively). Things I'm still not sure about: If Backdash really loses INV if jump cancelled(Tested against Ragna doing ID and got hit out of the jump, but not out of the backdash), if Scud is 1F or 0F startup after superflash, and if normal 6C really cannot be followed up at all on normal hit without a RC. If I'm wrong about anything, feel free to correct me there. Unrelated to Unlimited Azrael, and this is probably known already, but apparently Valiant Charges are -time- dependent, and you can keep doing them until the 'timer' is up. I learned that from doing corner specific Valiant combos and sometimes the dash after 6B not coming out because I was a bit too slow, and from doing many more than 4 dashes by doing Valiant>5A>6XInfinity. Again, this is probably known already, but felt like pointing out anyway.
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Air Taunt CH>RC>OD>2C>6D>3D>5D(Does exactly 666 damage)>5C>TC>VALIANT>5C>6>6C>6>J.C>6B>6>623C>6A>2D>BLACK HOLE GIGA(BHS) 7059 damage, requires both weakpoints and corner, done at max HP OD. Posted this on somewhere else. Thought it was funny, personally. Don't take this combo seriously.
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3502 and 3542 or some shit like that, don't remember off of the top of my head but if I'm wrong then only by a few single digits. That is because they go for Hells Fang ender which gives better oki at cost of some damage. ID ender they can go up to 3.6K, maybe 3.7K? Haven't tested since I don't think it's worth going for it.
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So I noticed pretty much all Ragnas uses Throw>236D>DC>3C>22C>DC>5B>5C>5D(2)>214A>214D as their throw corner combo. I love that combo and everything but I tested on training mode and you can get around 40 more damage if you do Throw>236D>5C>jc>J.C>jc>J.C>J.214C>5C>5D(2)>214A>214D So the question is, do people don't go for this route for some reason? Char specific? Timing is too strict?(I've noticed you can't really delay anything after Dead Spike or else 5C>5D doesn't combo) Just wondering why.
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Kokonoe unescapable corner unblockable for a part of the cast
Lucalibur replied to (SWE)KGB's topic in BlazBlue Gameplay
The lightning rod is not unblockable however, only the black hole is. I think what he meant was dashing forward then parrying the lightning rod on activation, and space countering the fuck out of there. -
What's the worst fighting game you've played?
Lucalibur replied to Verimeloni's topic in Misc Fighter Central
QFT. I've played the game listed on the OP. I can confirm it's really shitty, although it looked awesome the first time I played because I was a kid. -
Ragna Critique and Self-Improvement Thread
Lucalibur replied to Bandit Revolver's topic in Ragna the Bloodedge
Avoid doing 214A\214B during neutral unless you -really- think it's a good idea. It's really risky and the payoff is not really that good. You have much better, safer ways to approach than that. I also noticed some lack of combo optimization, as you went for routes that gave less damage and meter, though not by a very large margin. Try Barrier blocking a bit more as well, really helps depending on the matchup(like the Arakune one where you kept eating chip damage during curse). Overall though, it could be a lot worse. You got a lot of stuff down already and it's more of a question of earning experience with the character. -
Yeah, it's pretty ridiculous lol. I kind of wish normal Azrael OD Scud had similar properties to make it slightly more useful(Imagine the combo potential from a simple 5B>OD>5B>Scud>Stuff combo if Scud had more stagger and better P2?), but alas. I'm also a total bastard and tried coming up with normal Scud off FC combos. Follow ups doing 50 damage or less? No problem, do full combo anyway. Not practical at all though, unlike OD Scud combos which work off a somewhat decent P2(But still could be better like I mentioned), but burning a Burst and 50% meter for those doesn't sound that great.