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Herbal Grey

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Everything posted by Herbal Grey

  1. bb didn't make the poster D-: i'll most likely be going to this. the allure of getting to be souji's fanboy is too strong. brkrdave p4/bb (socal)
  2. Yeah so excited. Probs gonna try and make it to NEC if for no other reason than to see souji play haha. Still have to watch the Japanese NEC qualifier...it's on st1ckbug's channel???
  3. at the risk of going way off topic, i will respond... first of all, rachel won at SNCI in March ... yeah it seems like a while ago, but blazblue is pretty much dead, and the reason rachel won is because no one knew how to play against her because they didn't know her mixups, setups etc. yes attacking is good in this game, but knowing the character can improve your blocking: for example, jin will typically go for overhead resets after certain moves in his combo, or he tends to go for grab resets after using several a attacks; knowing that rachel can't use instant overhead except after 5a or 5b or that she has the cross-under after baden lily reset; knowing that arakune even "has" an instant cross-up overhead or that he uses 6a as a reset tool that you can't roll out of in the corner; knowing ragna's 6c is unsafe if he dash cancels it on block; etc etc etc etc etc in terms of gameplay, which should be my word rather than "how the character works", i mean strategies that a character typically uses in neutral or on defense...this can pertain to tao mashing out while blocking with low profile 2b ; how arakune uses his clouds (if he gets follow you cloud, he will keep re-summoning party bug to trap you for example); that rachel baits jumping on wakeup by summoning pumpkin at 2/3 ish screen and suddenly winding it forward as you wake up. it's a lot of info to know is all i'm saying and at least if suku is commentating his own matches, he can talk about how he handled his match against one character, rather than trying to get in the head of both players.
  4. I had envisioned delaying the second hit (since most likely u'll have carried them to the corner) but I bet it works both ways
  5. it's really hard to commentate as you're playing...just saying...this reminds me of the lk vids that he used to post of his matches where he'd watch them back and talk about what happened. if you want more critical commentary, you're gonna have to watch the vids and then find specific notes you want to talk about before recording yourself talking about it. this is even harder to accomplish if you're trying to play properly and commentate at the same time. finally, addressing kuro's point, if you're gonna watch 2 other ppl's matches and critique/commentate it usually requires more than one person to do because you have to play the character to really know what they're doing, and no one person plays all of the characters efficiently enough to be able to do that. (not even akira shiro) at least when sukurabu commentates on his own matches, he can talk about what he was specifically trying to accomplish against certain characters or why he won/lost. ps. sukurabu the offline scene misses you
  6. thanks kmac...oddly, it seems to be working now when i go straight to nico, but i've definitely bookmarked that site... btw, in the nico vid, they are able to do grab OMC 236b OMB but having tried it myself, it is insanely difficult. and one more thing, this may go across the board, but if you're going for max damage at least on the grab combo i posted with 100 meter, you can do 5c 2c as an ender for 300 more dmg. (3251dmg) not bad if you have the meter (grab only gets 1100 without meter)
  7. i was just talking abut releasing the bugs.... guess i'm even unclear when i dont pay attention...when i do the combo, i actually input 6c - 6[C] > ]6C[ > 2c > [5d] > ]5d[ maybe that's clearer? idk but it doesn't necessarily tell you when to release, which is why i tend to explain rather than just write the notation. like, the 6[C] is held a long time and released just before the 2c, whereas the 5d is pressed and released immediately...but i guess these nuances are why we have a combo thread for faq's
  8. Do we just not have any midscreen grab combos written? Grab Midscreen (50 meter) Grab OMC dash 5a delay 5a 2b j.a j.a j.236a / j.b (1.9k) Grab Midscreen -- corner carry (100 meter) Grab OMC dash 5a delay 5a 2b j.a j.a j.236a j.236236d (two hits) 214b (2.9k) to execute, input the dash before the OMC also, i don't read japanese, but maybe someone will know what's going on. when i try to watch the nico combo vid, it is now flashing some sort of box with japanese writing in it and when i try to play the vid there are these numbers that slide across the screen...instead of the video help???
  9. i was gonna put this in the combo thread, but it's more of a mitsuru specific thing so i'll post here. if you're at 3/4 or full screen, try to punish her random drills by pre-emptively jumping and then punishing with airdash j.b. The easiest way to combo off this counter hit is to run up 5aa 2b j.a j.a j.236a then super either down or sideways depending on your distance to the corner ...if close to the corner, you can do 236d [two hits] J.b will actually beat drill "outright" a majority of the time if you space it correctly, however, sometimes it can trade which is bad lol, so stick to punish. since the downward hitbox of j.b is larger than j.a, it makes more sense as a drill punish, and teddie pretty much gets owned by drill a lot in this matchup if you can't punish it correctly.
  10. well, i think more specific is always better as long as it doesn't get too convoluted and difficult to read. the second is definitely more specific about what to do as long as ppl who are not that familiar with notation know what all the things like ][ and [] and () mean ...stuff like that would be hella confusing if i was just learning my first fg and yeah, i actually just watched what jp players did on how to perform the 6c rekka properly when i learned. (if you've read my notation before, i tend to just explain with word/s rather than a bracket/parenthesis.) idk if this was solved, but that combo is slightly different which is why i think it was screwed up in the first place. the 6c bug is after 5c and the 5d bug is after 2c. and ppl don't always clarify what their brackets are for, which is optional ender (in this case for end of curse i assume).
  11. If bb top 8 was an hour or two earlier i could make it at least for that
  12. all the rachels picked up elizabeth. the only thing teddie has that reminds me of rachel is floatiness and terrible reversal options are we still friends on psn? i don't remember seeing u online for a while...u could just add me or whatever. i'll inv you if i'm in a room, but most of the socal ppl are offline at this point, especially for this game. i actually had to wipe the dust off my stick yesterday it had been so long since i played. :/
  13. honestly,.......i do it sometimes...... and so does souji...so it must be legit oh, and ps. 2c is obviously his best punishing move, but i do a lot of 2c gimmicks, and if you work at it you'll find some good ones. two examples: 1) if yosuke is abusing his little dive over your head, 2c him! 2) if chie is mashing dp, you can do something like 2a 2c or 5aa 2c and you'll get a FC (2a 2c actually won a tournament match for me against a solid player)
  14. against yu yes...but chie can bait it pretty easily by sending out the persona intentionally early and have its hits end right as you wake up to bait your dp out. be careful against chie also, after the dp you really arent at that much at an advantage. in fact mitsuru can still 5a you afterward even on hit. if your dp doesn't hit them directly, then you must block afterward if they are close to you because you have recovery and they don't. remember that if they try to attack you while you're invulnerable (shaking your finger at them hehehe), you can punish the recovery of their whiffed move
  15. i think this specific reset only works on a 5a or 5b counter starter though (or j.c/5c ...aka really good starters)?? they seem to tech the dry ice too early on a 2a or grab starter so all i can get is a regular aoa, instead of the second hit of the aoa being the reset. has spark ... or anyone for that matter... been able to get this specific reset (2nd hit of aoa reset) off grab/2a? also, are we SURE that you can't dp or super it?
  16. i think laggy offline stations are harder than online, especially because it tends to be different from one station to the next so you're constantly trying to adapt to small differences that can completely throw off your timing. [*cough* snci] not to mention, a dropped combo for rachel is really really really bad because it's not just your oki but your wind regen that is thrown off. think i mentioned it to you on skype but yeah, a few different combos for better oki and higher execution would have completely changed the tide of that match.
  17. ok yea i didn't even look at those bc they were not part of the main vid....not to mention can we even be sure that 2c was the starter of the first combo??? i think that was actually just a sweep combo.
  18. i'm pretty sure none of the combos used two OMB's second, you don't need to tk twice, because teddie is mid-air after his second 5a lastly, polka, after lightning, all of those 236b's are tk'd as well. and you need to add tk's for the 236b's after OMB in the barrel section for the lightning ball combos, again, i'm still haven't tested all of them, but the second lightning ball combo should read: FC 2c 5d j.a j.236b [lightning hits] tk.236b 5aa 236b 5aa 236b 5a 2b j.a j.a j.236a j.236236c (there's just a couple differences) alright the first lightning ball combo should read: FC 2c 5d 2b 2a+b [lightning hits] j.236a OMB 236c 236236[D] 236d 5aa 5b sj.C j.b j.a 5b sj.C j.b j.a 5b sj.C j.b j.a 5b sj.C j.236a j.236236[C] 214214d
  19. i haven't tested all the combos yet, but i do know that he's doing tk 236b after the OMB, so that's one revision. idk if you should put j.236b or tk236b in a transcription
  20. sorry. yes, i misnamed. i'll just say r-action/counter,
  21. Chie is one of the easiest matchups. She has no way to get passed j.c, 5b, and 2b. And if for some reason she does, she still can't do her oki game because Teddie's dp gets him out for free. And when she finally gets meteors, Teddie can dp those too. It sucks for chie. Japan says mitsuru is bad against Teddie but I would say it's at least 6-4 mitsuru (especially if u watch the p4u player v p3u player sets) Teddie has some good mitsuru specific things (bearscrew is an awesome dp punish cuz it's immune to a bufudyne follow up and 22a is good but is not as effective as,say, akihiko's weave....) but he has few to no options when he gets cornered and her 5d kills persona, as bill said. Aigis is also tough but I doubt it's worse than 5.5 in aigis favor. Teddie's dp, j.a, and j.c are pretty decent against her but her persona makes it difficult for teddie to get since Teddie's items and large hit box normals all tend to activate aigis's persona Yosuke is just not a good character. Teddie's j.b automatically baits his dp. Yosuke also has a hard time dealing with j.a. those two things make it in Teddie's favor. Basically Teddie has good or even matchups with the whole cast except aigis/mitsuru. Teddie is a chie killing machine, and also is very good against labrys, s. labrys, and yukiko.
  22. some matches from the last ranbat in the beginning and about 2 and a half hours in. comments and critiques appreciated. http://www.twitch.tv/xiei/b/329957735
  23. Easy: windy day => skirt non-windy day => short shorts also, how about winner gets a noel statue.
  24. so i've only read the op parts 1 and 2, and since i didn't see this there, i'm assuming no one has pointed this out. so....5b counter hit combos into 214c.... ok.... the full combo CH 5b 214c 236a/b does 2704 dmg....comboing into command grab...legit ps. i just tried krakatoa's 236cd throw setup and i'm pretty sure it's char specific (doesn't work on teddie)
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