-
Posts
137 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by president
-
The struggle continues. The MU had some drastic changes from AC; what are peoples thoughts? + Hairpin is worse! This is a blessing, it can still snipe Eddie but Millia can't convert into combo if you get tagged from fullscreen with it while trying to get Eddie out. + No FB disk means no conversion off random j.K tags out of flight escapes at the ceiling. + SG and BTL YRC makes for a general safer movement around the screen, I feel these added options are especially valuable against Millia. + Overall higher damage levels coming from Zato's abare / aircombos are great in this matchup of "kill it before it kills you". - Her backdash is still hard to deal with midscreen, reading backdashes with 22H still lets her airtech out and escape. - Lack of a fast overhead coming from Eddie won't let us force damage on her once finally caught, again I miss this on Millia more than on other characters. How are people dealing with Chroming Rose? My local Millia doesn't run this much yet and prefers to spend meter on 236H YRC but I'm expecting it to be really strong, even a round ender.
-
Just tried it on Potemkin, it's the same as Ky. Just hit with the j.H from as far as possible. There's no timing involved, only hitboxes.
-
trials give you an idea on delayed nobiru and flight mixup links but don't really tell you what to do with eddie afterwards or how to go into unblockables. they're good to start with and practice negative edging
-
Zato didn't "click" at all, more like the complete opposite. From my perspective as a fighting game player I hate "victim" type characters that get run over once caught, and I'm really no execution natural as well. However I like the character so much (massive storyfag detected) that I forced myself to learn him as a sub in AC over the years. I still feel more comfortable playing regular characters but I'm trying my best to stay loyal.
-
I'm running j.S j.H -D-, land & wait, 2p 2d, long wait -> manual j.S timing for the unblockable. I don't think it gets any less effort and character specific than that. Was also able to react & block a couple bursts that way due to the aircombo nature.
-
That's an exception on the mechanic just for Invite Hell. At least I wouldn't know anything else working like that. Disc stays, CSE stays, even Amorpheus stays.
-
Jump, wait to fall, low airdash. Your mawaru has to hit from really far away, you don't 236K but 236H, walk the shadow back a bit, -K-. This also makes you recover earlier into the mawaru animation so you can even link the airdash j.S. Abusing the long crumple animation when the dust wallstick hits the ground is key here. I usually decide this by matchup; some characters you dont wanna let go (Millia, Ino), others you can take to an aerial combo with nobiru and have them airtech out afterwards (Potemkin, Slayer). -K- midscreen on characters I wanna keep locked down I cornercarry as much as I can and end with 2D unsummon, meaty drill, random stuff into fresh summon. If you happen to have the shadow behind them (remote puddle summons etc) you can also run a -D- 5H 22H midscreen unblockable.
-
-P- has really short blockstun and enables you to "tick" into 623S -> enemies will hold upback on these kind of strings considering 623S with shadow out is deadly -> Zato players run -P- blockstrings and go low all the time and people get hit. It's also a great way to score 214S counterhits.
-
No, Eddie has round start touch of death vs the entire cast with his godlike long range normals.
-
My bad. Makes sense that they removed it now that we have a BTL for Eddie though.
-
Regarding the new unblockable loop in the corner: linking a mawaru into a jump, low airdash j.s is actually the hardest part of the entire thing. I'm being really inconsistent at it but I figured out the key to that sequence is to do a raw 236H summon and wait with -K- release as much as possible during the wallstick crumple, so Zato has time to recover from the summon. Any other impressions on this part? A way to make it easier? An alternative route to go into wallstick off 5D6 crumple -> mawaru? All of them. -P- moves the shadow into position while being mostly invulnerable. it also fills zatos gaps while consuming the least eddie bar. if there's not much setup time to get out -K- right away something like -P- 22S/H -K- can start your offense. -K- has the obvious benefit of massive blockstun duration and corner carry, use this to run your mixup. -S- is similar to a shoryuken in neutral, thing comes with some invulnerability once the active frames start. use this to keep people off you / make them block. it's really not limited to just being an anti-air, although it's godlike at it. -H- is a new thing for xrd and i'm really not sure, it feels like an extended version of -P- except no hitbox. Use this to avoid the shadow getting killed by something like a defensive super. -D- is your staple combo move and where all your damage comes from, run unblockable setups with this.
-
I would join as well. skype: orzdent
-
Will try to be there and bring other gg/melty players.
- 23 replies
-
- BlazBlue
- Guilty Gear
-
(and 5 more)
Tagged with:
-
essentials haven't changed (johnny having big issues with fuujin and gp by design) but Anji got more tools and became overall more solid. if Anji had the advantage in AC he got slightly more of it now.
-
The most important thing about Eddies comboroutes are the enders; good enders will lead to unblockables. For the regular summon there's 3 things you should start out with: 5H 22S ender leads into an unblockable if you have 25% tension, groundslide and sweep ender lead into an unblockable if your shadow is still alive. These are the first things you grind into your muscle memory. 5H 22S you can learn from a puddle combo. i.e. mawaru stuff -> sweep at some point while walking the shadow forward -> otg puddle, drunkard shade x4 n.5S 5H(2) 22S. The spacing and timing allows you to follow it up with a backdash, 22H frc (this will be meaty as hell), iad j.S -> unblockable as the j.S and 22H drill hit at the same time, combo off that with like 5P j.K etc. If you end your combos with a groundslide (after an SG loop) your opponent will slide to a perfect 22H range. you do a couple SG loops (after mawaru mixup hits... -K-[1] 2P -K-[2] 6P 5H(1) 22S -K- 214[K] 41236, walk the shadow a bit forward, 22H -D-, both will hit meaty on the other side of the screen (optionally FRC the 22H, run up & 5P j.K combo) If you just at any point get a sweep during your mawaru pressure and don't wanna go into puddle (i.e. you have a second bar charged up with 236D for example) you can do a meaty -D- 5K and combo off that accordingly. This also works after you get other forms of knockdown, like a damned fang or a 1hit SG after dust in the corner. Takes some time learning the spacing as to not get reversal thrown out of 5K. Other things to work on once you're more familiar: corner SG loops with -S-, learning mawaru j.K flight mixup blockstrings, Once you're really familiar with your regular summon and can do all this stuff you can go work 214H into your game but I wouldn't recommend it early on. 236H summon is a lot easier to handle and combo with.
-
That's pretty much the best thing you could have done. I rate 10 out of 10 WOAHSHAs
-
Jam j.S vs HOS j.P. That was great to watch.
-
Puddle is a lot faster and re-stands an OTG character properly now so at least you can combo into it, get a couple Drunkard Shade reps and go into 5H 22S backdash 22H FRC iad j.S unblockable. Even if puddle was still a low the unblockable off it wouldn't even be nearly as strong considering the 6P stun basically removed. However, you get #R style shadow drill unblockables with the new 214H summon in the corner and can do 1hit SG enders with it.
-
BlazBlue Question Thread - Ask your questions here!
president replied to KayEff's topic in BlazBlue Gameplay
I used to play BB at the CS1/CS2 era. When I had look at BBCP I ended up with a re-worked Hakumen whose new combos don't appeal to me at all. I really liked his old corner juggles involving re-launches and airdash links, especially how strong they were against bursts, but that's apparently gone now. I don't know anything about the new characters or the changes to the other old ones, but is there a character who feels more similar to GGAC Baiken/Slayer in terms of combo execution now? Link-oriented, preferably with airdashes and re-jump links in them. Alternatively someone who's just really good at baiting and punishing bursts mid-combo, if that even exists? -
I need an explanation on the Venom issues, if you would be so kind. I seem to be living under a rock because I thought he was really strong in AC and only got better in AC+R with the addition of his new moves. I absolutely cannot imagine him being worse than Justice, so either I'm spoiled by Fiino/HEVEN making him look strong or I haven't seen anyone actually play Justice properly. Pretty much what Amadeous said, on top of that a lot of problematic matchups for Chipp had their damage and/or stun buildup nerfed. This really improved his matchup chart overall, for example Jam vs Chipp was a particularly stupid matchup in AC, now Chipp can allow himself to get hit once without it being simply over.
-
The latest tier list I've seen was from Kiisha after he won the Arc Revo Cup. S+: ZA S: CH, FA, DI, BA, MI A: JA, SL, MA, AN, OS B: TE, AB, AX, KL, IN B-: JO, JU, PO, ED, SO, KY, RO, VE, BR Which... is sort of questionable as to how Venom and Potemkin are as bad as Justice, and how Johnny ranks so low while Anji is high up. Don't think too much of it, but the tops are fairly accurate.
-
Aksys displaying Favortism toward certain characters?
president replied to fishnet's topic in BlazBlue Gameplay
When I quit BB, I jokingly said to my locals that I would pick it up again when we get a version where Hazama ends up bad. The case of Kokonoe, Makoto at her release etc aren't favouritism, that's marketing. Favouritism becomes clear after an unending streak of tier placements. This is the case with Hazama, this is the case with Millia. GG is not any better at this. Ugh. -
Is there an IRC channel, or anything the like, europeans use for #R netplay? I see people in the lobby with <50ms to me sit on 4f delay by default, which is terrible. So I'm limited to playing people I know outside the lobby to get any 2-3 delay matches in, which aren't that many.
-
Is this still a thing?
-
I'm not a Chipp player myself, but Chipp is known for having highly character specific combos, even more so than most others. When you sit down to learn your stuff you should focus on practicing them against characters you know you're going to play against a lot. I see a lot of players getting frustrated because they get overwhelmed by the character specifics across the cast when really only 2-4 characters are actually relevant for them at the start.