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Everything posted by AchedSphinx
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I haven't played this game in a month! That's my excuse and I'm sticking to it
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Maybe I'll get in on this while my XBL account is still active.
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Yeah, it could be interesting. I still think it might be slightly better this time around than previous iterations, save for BBCT. But 37th isn't that bad honestly. If he's 15th Dan, that means he's tied even with the top 20 players. He just needs that 16th Dan. Let's pray he doesn't run into an arcade full of Haz/Tao/Valk players.
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Because everyone wants Izayoi
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I can't really understand that, but it looks like he's at least within top 30-50 or so. That's pretty good. I believe he'll keep getting better.
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Yeah I've been looking through videos and haven't seen Nu use drive follow up on block in Luna mode. It's either really bad on block or she can't do it. I think right now I'm favoring Protos as my favorite Nu. He's a solid zoner and he does some really execution heavy combos at times. Some of these combos make me feel that Nu won't be that effective online at all and you will mostly see players only sticking to Dia mode and spamming drive. In terms of overall rank, how high is Protos compared to other characters?
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Chickzama's Real Gorillion Damage (XBL/PSN FT10s)
AchedSphinx replied to Chickzama's topic in BlazBlue Online Play
I would be tempted to do this if I weren't so rusty with Lambda. Been playing too much persona arena. -
Maybe but Noel does not do it well at all. She should not be allowed to wear a beret.
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I'm salty at Noel because she wears a beret. That's not fashionable.
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It works, you just can't do 236C directly afterwards. For corner combos it works like X > 3C > gravity > 236C, that's the optimal route. The gravity > 236C can be tricky to time because gravity doesn't cancel into 236C so mashing out 236C often times doesn't work. You'll have to feel the timing. Just watch Lambda's recovery animation for gravity seed. Once it's over input 236C. It's one of those practice until it works kind of things. A safer route can be something like X > 3C > gravity > 5C > 6C > 236C. Does less damage but you will get your combo to land. I don't think there are tutorial videos detailing the timings for combos. I could be wrong though.
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Gravity combos aren't that difficult to time. From 4B > 2DD > 214A, you have a long amount of time to actually judge when you should be doing the 214A. Typically, you will need to look at the frame of the opponent and as they're near Lambda's head, do 214A. After 214A is successful, the typical route is 2147D > 6A > 6C > 236C. If you're having difficulty timing the 6C > 236C, try doing 6C with as few hits as possible, and eventually you'll be able to judge when 236C will land. For the 2147D to hit after the gravity, input it as Lambda finishes her gravity seed animation. Gravity combos can be used in any combo if you want more damage. Throw > dashing 2DD > gravity. Remember that 4B can hit if they're crouching, so something like 2B > 4B > 2DD gravity can work midscreen as well, if its a crouching confirm. For 3C > 214A > 236C to work midscreen it is difficult to time properly and I'm not even sure it can be used in a practical sense, unless you can guess the 1-3 frame window where it will connect. Yes, the midscreen version is somewhat impossible. I wouldn't even recommend it. Though it does a do some soviet damage if you actually manage to perform it correctly. The delay is weird for that combo. Sometimes it can be a height problem as well so it can be one of the more difficult ones to do. A more reasonable route could be something like 2B > 3C > gravity > 5C > 6C > 236C, fairly easy to do. If you're intimidated by TK crescent, 5C > 6C > 236C can be a safer option in a gravity based combo.
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It doesn't work if they block.
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Xntrikcat vs. Akira-Shiro FT10 - Wed. 1/23/2013 8PM EST
AchedSphinx replied to xntrikcat's topic in BlazBlue Online Play
I have a feeling that will be the case. The rivalry won't end no matter who wins or loses, but it will be fun to watch. Also, I've played plenty of Mu's and never seen them actually get Negative Penalty. Hell, I had Negative Penalty playing as Mitsuru once, but it didn't matter since I never got caught. -
If I played you, GGS That's how I got all my ranked wins. I'm up to 250 now.
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Why are we talking about Hakumen in the Nu thread? @_@ Some advice from a PRO LAMBDA PLAYER. Don't corner yourself. You can do whatever you want on wake-up, hardly matters, but whatever Hakumen does you have an opportunity to escape the corner. It's not really about what normal beats this or that, it's more about reading what your opponent does or has a tendency to do. If you know he has a tendency to jump, throw out 2C or 6A, if he does meaty throw remember what he does after you tech it. Players will rely on the same thing until you prove to them that you're smart enough to prevent them from doing it. This advice comes from your friendly neighborhood PRO LAMBDA PLAYER. Sadly, I never follow my own advice @Overheat It's amazing to think that SMP 236C might be optimal in a combo. However, I think there is a huge damage reduction when you use it, so honestly I think doing something like 5C or Drives would be better. Maybe the 236C was placed in there to keep them positioned properly for the Calamity to hit. It just seems bizarre to SMP a combo like that when there's probably a lot of potential for more damage. I also forgot what the properties of 236B were in Unlimited/Overdrive mode. Like, proration wise. 236C does have the highest P2 of all of Nu's abilities aside from the second hit of her Drive and CT. In that video, the Nu player did FC 5C[1] instead of all eight hits, I'm pretty interested in knowing if 5C[8] would work, i.e connect with that CT follow up.
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Those combos were really cool. Looks like Nu does have a good way to use her OD. Looks like a strong punish. Though I wonder if its possible to not add the 236Cs at the end for SMP. Would anything be better as a replacement?
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BBCSEX Ranbats Season 1 (XBL) - #1 - 1/11/2013
AchedSphinx replied to iora's topic in BlazBlue Online Play
I forgot all about this. -
Yoshiki provided us with a new combo (well its new to me) \o/ Calamity > 5DD > 2DD > 214D > 5DD > 6DD > 2DD > j.DD > j.2DD > jc > j.DD > j.2DD > crescent ~4080 Looks fairly easy to do and good damage off a reversal. Also, it appears Calamity isn't fatal anymore. Looks like Luna Supra might be safe on block? I notice that Yoshiki tends to end his corner combos with wheel oki whereas other Nu's mode change and do gravity seed. Personal preference or is one better than the other?
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I honestly thought that could be one of the ways Nu could game the system, so to speak, and it would have been really cool. I haven't seen much OD usage (aside from the standard match ender) so it seemed like it could have some potential if 236C was separate. Seriously? There goes my ideal 6B combo starter. I think I'll be experimenting quite a lot when BBCP hits stateside. Didn't know that you had to be in Dia for OD > Calamity to work. I suppose there are a good number of ways to end a combo in Dia to make it happen.
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Since I'm actually piqued by this at the moment, I see that a lot of Nu players are adding both versions of 236D into their combos. I saw 2147D so it got me wondering if both versions of that could be used as well. Right now I'm wondering if a mini-TK loop would work. Something like x > 6A > TK > 22A > 6A > TK. And if it's possible to add two of SMP moves if Nu changes modes, such as 6C or 4B...maybe even two 236Cs in OD mode, like 236C in Luna mode followed by OD, 22A and another 236C. Haha how my mind wonders. Thanks for the swift responses Overheat, you always know how to bring me back to earth when my mind wonders. Those combos look really good man. I like the dashing, means she will have a lot of corner carry at least. Do you know if CH 6B > 3C > delay 214C would allow 236C to connect? I'm thinking, with gravity there to slow it a bit, Nu might be able to follow it up. Actually, I'm thinking of it like Extend, so I actually wouldn't know what she could follow it up with to make it work. It would work in the corner at least. 5C punishes, I've only heard the announcer say "fatal" once for it and the Nu player didn't do much off of it, so it's safe to say a lot of players don't know the potential of it yet. Omitting the 623C seems like a good idea considering that 5C > 2C proceeds it usually. It would be cool if she was airborne though, it seemed like a flashy way to end a round (seeing as how I really like how 623C looks and is used). Though, based on what you said, I see 623C > 3C > OD > Calamity working so the potential to be flashy is still there (it also adds 1500 damage to a combo that has the potential to do 5k-6k)! Man that Nu list looks awesome. Proto is looking to be my favorite at the moment. I really like the color palette he uses for Nu that's probably the main reason haha. Oh and it's a bit belated but Happy Birthday Nu
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I was hoping that CV would show the strength of potential of 6B or 5C fatals. That 4B combo near the end did 5k, I remember reading somewhere that 6k was possible with 25 meter. I'm fairly certain that 236C can follow up after CT midscreen, however they need to be closer to the corner since you can't do anything after otherwise (not sure which would be more optimal, going to assume 236C since it has higher damage and p2). Unless 236D's start-up got faster, 236C should land (though it does seem to have faster starter up). Some of those combos were cool though, mostly the midscreen versions. Oh yeah, I'm wondering, is Nu considered airborne when she does supra edge? If so, then calamity should be possible for when they're near dead. If you really want to kill them, I'm assuming OD after supra and calamity works Is it possible to follow up crescent midscreen after something like 4B > crescent > dashing 6DD?
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5C > 4B works? Has to be fatal because I don't think I've seen a Nu do it. Do you have a video or anything with X > 4DD > 4B? I haven't seen a Nu do it yet.
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Yeah that's happened to me more than once. I personally like the anytime overhead myself when the reward is the same. The faster one wins out, but some situations I think the anytime overhead will win over it. I'll miss the crouching confirms though. I don't think there's a way to make 4B hit a grounded person mid-combo. Though the new 22A combos probably make up for that.
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It's quick and still pushes Nu back far enough that she's considered safe. She can still RC 4B and go for 2B for more shenanigans if she wants. Though I guess the old version was a bit trickier. I think most people are getting hit by 4B because of the 2B > 4B being much easier to do. It was easy to mess that up in EX. Also something like TK feint > 4B doesn't require spacing either. Even 5C > 4B is scarier thanks to the speed increase of 5C. Though removing the first hit of 4B seems like a nerf, it's actually really good. I don't know if they added any new gatlings into 4B though.
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was wondering if anyone could make a dustloop size avatar for http://i45.tinypic.com/1h7axs.jpg with achedsphinx on it.