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Everything posted by Assassin Cross
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Just a bit closer >.< Can't believe I haven't tried that yet in CS. Is CP the only version where air grab gatlings into Astral?
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[CP] News & Gameplay Discussion (Old)
Assassin Cross replied to kosmos badgirl's topic in BlazBlue Gameplay
Isnt Sony's solution that Gaikai thingo? I'd imagine that it'll be like OnLive, aka shitty for fighting games Dx -
Pretty sure its j.4B>j.22A>j.4B
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It's the flying squirrel or something like that. It's when he grabs his scarf and uses it as a parachute to reduce fall speed and/or fly arround a bit, and for air cancels like j.4B>j.22A>j.4B
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j.4B>j.22A>j.4B online scares me D:
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Loving his command grabs cancels into FRKZs. And everything that has the FRKZ command grab super is epic xD I'm pretty sure you can make the 3 seal grab combo into 4 seal if you do 6D>web before the 5D
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omg. That looked so fkn epic. CP Y U NO OUT YET?
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BlazBlue Question Thread - Ask your questions here!
Assassin Cross replied to KayEff's topic in BlazBlue Gameplay
Probably Hakumen or Ragna for now. But when BBCP comes, Azrael seems to be right up his alley. Solid character with relatively short/simple grounded combos and comes with dive kicks. That is, if he still can't branch out into the more complex characters by then (not saying that azrael isn't complex). -
DeAnte has levelled up from double posting to quadruple posting xD
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[CP] News & Gameplay Discussion (Old)
Assassin Cross replied to kosmos badgirl's topic in BlazBlue Gameplay
I like how Noel doesn't even get a tier. -
haha greekangel the first link is to your favourite videos
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Doras: 5B>2B>6C>j.22A>j.C>5B>j.C>AD>j.C>j.2C>5A>5B>j.C>AD>j.C>j.2C>5A>5B>j.A>j.B>j.C>dj.C>dj.2C New one: 5B>2B>6C>j.22A>j.C>land>j.C>j.22A>j.B>j.C>land>j.C>AD>j.C>j.2C>5A>5B>j.A>j.B>j.C>dj.C>dj.2C (well I assume that's how it's gonna end) Hmm they're pretty much the same, but that combo route eliminates the 5B relaunch and the first 5A>5B relaunch with only an added j.B, so I'm guessing thats the more optimised version compared to Dora's one Nope, still both way off. Don't use the share function when specifying a starting time. Just go to where the combo starts, right click on the video, and click 'Copy video URL at current time'. The share function is unreliable and seems to change the starting time every time you click the link. But thanks for specifying the times just in case, I know what combos you're referring to now Also don't double post plz
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I don't play Plat, but this was too epic not to share xD http://www.youtube.com/watch?feature=player_detailpage&v=Oz8lI6oSNuk#t=2821s
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I'm confused @_@. The combo you're referring to is the 5B>2B>6C>j.22A>j.C>land>j.C>etc, right? Oh wait, I see the what you mean by the 5B. It'll still be the same though...probably, lol. The only other difference between them was that yours tried j.22A'ing again. If he had just j.C'ed instead of j.B'ed after the second j.22A, maybe that might've led to something different?
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I posted the full combo over a week ago: __________________________________________________ I think you timestamped it incorrectly. Don't know what I'm supposed to be looking at.
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[CP] News & Gameplay Discussion (Old)
Assassin Cross replied to kosmos badgirl's topic in BlazBlue Gameplay
I'd cry if they don't release a xbox version. -
[CP] News & Gameplay Discussion (Old)
Assassin Cross replied to kosmos badgirl's topic in BlazBlue Gameplay
Gah. I really want a march-april release Dx. -
Amazing 4k combo: http://www.youtube.com/watch?feature=player_detailpage&v=zJ1ApHsO_Kw#t=565s
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I just realized, for that OD DD reset, all the opponent has to do is delay teching until they see super flash. /sadface
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I was under the impression that the FRKZ cross loop was remove from CP, guess its still in :D Oh, and j.D seal, double AD, poison nail ender mid screen combo. Dunno if it requires j.4B starter: http://www.youtube.com/watch?feature=player_detailpage&v=pMw7sV1Jpp4#t=420s Oh god, that is golden xD
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Dunno whats so dishonorable about getting seals. And Dora almost always prioritises seal combos over IAD combos iirc, so I'm just guessing that it's just a difference in play style on whether they want good raw damage, or stronger dd's and air control.
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So we can get 4 seals with grounded 5d and 6d CH. what about 2d and j.d? Does does CSE's 2d combo still work? Can't remember. :/
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Hmm that sounds reassuring. The problem is getting that one hit in to confirm into a combo without wasting too much time on OD gauge (or dying), which seems to be the problem for the jp bangs. :/ And that combo that you wrote seems like it should work, so I find it odd that I haven't seen anyone do it, and instead they opt for activating it during a blockstring or at neutral :/. Really don't like this new timed FRKZ TT^TT
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Yes I know they all work the same. I'm just saying that FRKZ's length scaling is crap given that we can't continue our combo after it without them being able to tech so far as I know, without the use of this 'cancel overdrive' which would severely reduce its usefulness especially given its current length. And this reduction in length seems to plague all the jp bangs, since I don't think I've ever seen them cancel into OD (Is this an example? Cuz that is unacceptable. Even dora realised he couldn't do a real combo off that). We won't have the luxury of playing mixups with our mobility anymore, so its comboability is necessary. Almost all the bangs I've seen go into FRKZ had to go to neutral, or had to spend too much time pressuring the opponent for a confirm. The only non-OD cancel confirm I can think of that may work is CH j.623B > wallbounce > j.OD > j.2 > 5C > continue. :/ Any chance of a reupload of the FRKZ combos of Dora and Zanzan? Cuz I can't remember if those were confirmed off a normal hit, or from a raw OD.
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Anyone else think that the length scaling of FRKZ is horribly bad? I mean, we have to be like one hit from death to have a respectable amount of FRKZ, and even just a bit more will decrease FRKZ significantly. And since we can't FRKZ mid-combo (or at least I haven't seen anyone do it), FRKZ then just becomes a very risky move. I've seen too many CP bangs go into FRKZ just to die from counter hit. :S I want permanent FRKZ back...