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Everything posted by Jyosua
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Is it scrubby to spam DP during Lag Spikes?
Jyosua replied to PozerWolf's topic in BlazBlue Online Play
I spam throws if the match is too laggy to play. Also, fuck netplay. -
Oh yeah, apparently not all Jin players know this: When Kagura has already blocked something (he's in his blocking animation), your 5A will not whiff, so you can use 2A > 5A > Throw to TRM him.
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So it looks like this is highly character specific, but 5D Fatal > 214D > 66 (5B or 5C) > 2C > j.2C > j.C > 66 5B > 2C > j.2C > j.C > 66 5B > 5C > 2C > 3C > 214B > 5B > 5C > Sekkajin appears to still work. I couldn't get it to work on Kagura though. Ragna works with 5B. Jin will work with the first microdash being 5C, but the rest 5Bs.
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Is this list of changes comprehensive? Actually, he becomes your secondary healer later on. Mediarahan makes him useful, since you can't ALWAYS take Yukari due to weaknesses and whatnot.
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I do not need one for streaming or commentating; I have a third monitor for that purpose! I only have one PS3 though, so if someone can bring a PS3 for the second monitor, that would be 2 setups.
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Count me in for streaming again. I can also provide two Asus Monitors, one PS3 with both games on it, a PA system to keep your voices intact, and a table.
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That P1 nerf is kinda unfortunate, but I think everything else about 6A we already knew. I feel the same as Moy with the DP D combo route. I do wonder how that will affect 623D > 214D routes though...
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3C doesn't gatling into 5B though. Did you mean 2B? (I wish 3C had a reverse gatling...)
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Like Errol said, yours was correct. I got the same thing as you when I translated it, not that it means much. :V
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Oh, lol! Yeah, he basically looks exactly the same. I think the 6A nerf is the only real thing that will affect him. I kinda wish that player tried using 236[D] though...
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If w5C > 236A works now, shouldn't that help with combo routes off wj.A? Not much, but somewhat? I mean either way, based on the info given it sounds like they changed wj.A to a VS starter, so a really short combo should be all you get off it. Either way, with the wolf cannons and wj.A/B changes, sounds combo routes will need to be reoptimized? :/
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Yeah, I had watched that, but he never mashed. Azrael can't mash 2A there, so he has to mash 5A. His range on his 5A isn't great, so he was either worried about getting counterhit for it or didn't know characters can mash there. I did the same thing the first time >_<
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Plat's 5A is a 6 frame startup. Jin's 5B is 7 frames. If it was +0, plat would win, but she trades meaning it's at least +1. Probably no more than +1. Back to Extend status on hit. I'm not sure why, but when I did the math to verify Shtkn earlier, I somehow did it backwards and thought it was right. Man, obviously not my day for math.
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Which means it could be punished by a 2A/5A on normal block...
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Fuck. I knew it.
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I'd put all your matches on stream if you listened to TheRealBobMan.
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I'm more worried about the effect this has on hit. hitstun is 23 frames on ground hit and increasing this move's recovery will reduce its advantage on hit, since recovery doesn't change between hit and block. That's really bad news unless they also adjust the hitstun.
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If you guys don't mind, please fill out the survey here: https://www.surveymonkey.com/s/8MNJY3L It's the same question that Delta asked, but it'd be good to have all our answers in the same spot.
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Well, first of all: you're saying I'm getting less damage from my first combo than your 3C > 236A route, but I'd like to just point out that the first is a 2B starter, not a 5B starter. That aside, 236B~236B > 5C/236C works midscreen? I wasn't having much luck when I tried that, but I guess I'll give it another shot. Anyhow, there's really no need to be harsh. I was asking here because I just wanted to know if there was something better.
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Hey guys, do you have anything better than this damage-wise? Maybe even oki-wise as well. I'm not sure if there's a way to get 3C corner oki off the start of this route, but nothing comes to mind. Standing confirms, midscreen, 50 meter required: 2B > 5B > 5C > 236B > RC > 5C > j.B > j.214B > 6D > w[j.C > j.236B > 3D > 5D] > 5B > 2C > j.B > j.B > j.C (3083) 5B > 5C > 236B > RC > 5C > j.B > j.214B > 6D > w[j.C > j.236B > 3D > 5D] > 5B > 2C > j.B > j.B > j.C (3598) I didn't track meter gain since you're on cooldown from using 50 meter for the RC.
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Even without that, she gets ridiculous damage off ridiculous unblockable setups that build meter.
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I found this for a better midscreen 6A CH confirm: 6A CH > 5B > j.B > j.214B > 6D > w[j.236A > j.236B > (delay) 3D > j.A > j.C ] > j.D > j.C [2303 DMG, 16 HG] Seems easier to do/more stable as well. Not sure if the thread is up to date, but it looks better than the current one listed.
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His AoA is actually relatively hard to distinguish from the rest of his moveset, it looks like you can make it crossthrough somehow without using the command dash, and there's a good chance his SB command dashes will work well for mixup. If all this is true, his mixup isn't something to be scoffed at. It's also like day 3. Players haven't really had a ton of time to figure shit out yet. Looking into it further: SB command dash has invincibility. Not sure how much, but that is pretty good.
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For the record, those aren't the only characters that can OMB forward throw. Mitsuru can on certain characters (Labrys is one of them). But yeah, there should be nothing stopping him from OMBing his throw.