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Everything posted by Dreiko
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Right, that's the stuff! :D
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You didn't include the poison which the combo runs out, it adds another 800~ damage. :P
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Hehe, that's a nice variation, though ultimately you get more if you do the tk super crash earlier since it has awesome p2 and damage, something like this does 7k: 3Cfc>2B>923B>5B>5C>CT>2B>5B>JC>J22A>J2C>J236A>5A>5B>SJA>JB>JC>J236C>Ashura
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Ground one you only can confirm after the second hit (unless you do some lulz early RC air FRKZ jD to get the seal), it's like, 90>50>confirm, the air one is 85 for all hits but since you can confirm off of it (and since the combo timer starts right off) skipping the second hit is better. Of course 85>85 is way better than 90>50 but there's still better stuff out there.
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The game has been out for so long that most combo theory is developed to a point that people who have been paying attention pretty much know mostly everything, at least as far as semi-practical stuff goes. Like, if you go back and read my first post in this topic, I believe some these combos have been reposted at least 3 times XD. One comment about the combo vid though, you don't wanna RC the air command grab after the second hit, the proration of it is blah. It's a bit tight but you can combo off of it even after the first hit. Pretty cool overall though. I was kinda expecting that last reset but it's still nice to see it work like that :D. Oh and for some lulz wasteful combos, FRKZ>3Cfatal>RC>CT>2B>go nuts. :D
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You can actually get all 4 seals through doing 6D>8236C>2D>jC>j2C after the jD>236C part in the above combo. Aditionally, there's a bunch of oki situations after a corner hit 5D like that, you basically drop the combo, dash towards the corner as little as possible, then do one of the following: -dashunder 2A from the other side into 5A/command grab -forward jump j4B -forward jump delayed j2C -neutral jump delayed j2C (to confuse people who saw you do forward jump j2C) -forward empty jump into low 2A/grab -neutral empty jump grab It's really nice for mixups off of confirms that won't land you much damage but which allow you to go into 2B>5D. (such as B-starter combos that you pick up with As) An example would be something like a jB that you can only confirm with 5A, you can go into jB>5A>5B>2B>6C>J22A>JC>J62B>5B>623B>2B>5D At this point, you can do the air ender which adds about 300 more damage, or you can do the above setups.
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I had actually mentioned something along those lines a while back, here's the details!
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If you wanna go into seals, I tend to prefer 2D>air ender after the web nail. It does more damage and better corner carry too, though ultimately it's all about which nails you need and stuff.
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With half life OD cancel, I tend to go for 5C OD confirms into shippuugeki resets if they're cornered, pretty simple combo but one which works if they try to tech during your combo, it's something like: 5C>OD>5B>5D>6>6D>6>2D>JD>2>2C>5D>236236D You kinda have to do the 236236D part quick so that FRKZ won't run out if you're in barely half life but if they tech, it's a free reset into 4.5k while if it's gonna kill you can just OD daifunka after 2C. Also, a small tip, if you're too far to confirm 5C>OD with 5B, use 2B instead. The timing's tighter but it works from any range.
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Tier List of Easiest Characters to Play in BlazBlue?
Dreiko replied to REPTILE0009's topic in BlazBlue Gameplay
Oh god I remember that, I think they played CS1 or something. They played a single, 5-round match. And yeah, the Hakumen mashed 3C to victory. -
[Xrd] News & (Theoretical) Gameplay Discussion
Dreiko replied to Shinjin's topic in Guilty Gear General
Whiff 5P one would be the better one by far. You expect the 5P to not whiff so you try to block but the 5P whiffs and you get grabbed while trying to block the incoming 5P. You need to know when it's gonna whiff and when its not, which is considerably harder of a situation than "I blocked 5P, do I jump cause he's gonna pot buster or do I block more?". -
BlazBlue Question Thread - Ask your questions here!
Dreiko replied to KayEff's topic in BlazBlue Gameplay
Indeed, p4a2 will also be ps3-exclusive, so you're correct to be suspicious about it. And yeah, the fact of there being no xbox version has been confirmed since forever ago as far as CP goes. -
Isn't this information on the wiki already? I guess it's nice to have a compilation for people not feeling like parsing the wiki. Maybe we should add it there. While damage and proration do matter, basing which move to do solely on those and ignoring other properties such as hitstun, pushback and combo routes isn't really the best way to go. Take 2C for example, sure, it's not really good proration-wise. It is however the only way to get a 2B to connect after a 623B. The way hitstun of 623B works makes 2C necessary for the 2B pickup in the corner which means it's actually a great move which allows us to go for extended crouching corner combos. 5C>6A>2C>623B will always demand you to microdash 2B after it while if you just do 5C>2C>623B you won't need to microdash 2B as long as you're as close as possible in the corner when you land the 5C (except for Platinum, who is so small she needs the microdash regardless). Also there's situations where adding 6A will make the 2C whiff, in those cases also you don't wanna go for that 6A. Ultimately, knowing proration is nice and checking on these kinds of things is always useful but it's not everything that's needed to figure out what you should be doing. Oh and as for Bang's CT, it's sadly one of the least practical in regards to using it early in a combo, you have to land some kind of heavy counter hit for that to be the case and even then you can't confirm it, you have to commit to it before you know you got the counter hit or you have to RC a 3C to confirm into it, making it a 75 meter investment. It's not all bad though since you can add it in the end of a FRKZ combo and CTs also have minimum damage too, which helps ensure that OD combo will kill. The sole exception to this being 3C fatal combos, which allow you to do stuff like 5B>5C>CT and do a ton of damage as a result.
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[Xrd] News & (Theoretical) Gameplay Discussion
Dreiko replied to Shinjin's topic in Guilty Gear General
What does the bolded part do? -
Yeah, like I said above the delay timing depends on various things such as relative height (if they're under you you need to delay it less, if they're over you, you need to delay it more) and char hitboxes. There's various hitbox categories, Ragna Azrael and other such bukly chars have "easy hitboxes" while someone like Tsubaki or Noel have "thin" ones. Tager is another matter entirely since he has a huge but "shperical" style hitbox, he is wide but touches the ground faster than anyone and needs you close to him more than anyone for distance-sentisive issues. In the end, just practicing it against everyone is the key.
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The ultimately best way to learn is to just play a hell of a lot. Don't worry too much. Find someone, someone preferably locally or with whom you don't lag much and grind games hours upon hours. Ask questions and tell them to give you advice about anything that comes to their mind. You seem to have enough theory in your head already, now you need to start piecing the pieces of the puzzle that float in your head together some and to do that you just need to play. Fighters are muscle memory in big part and building that muscle memory takes a lot of time. Don't be dicouraged if you lose, try to find enjoyment in learning and improving. If you can do that and if you have the time to put in, you're guaranteed to get good in time.
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Are you saying you're doing stuff>6C>IAD>jC>5A and it connects? That's...not supposed to happen. I need more specific details about what you're describing lol. As for the combo that includes the j2C, you need to delay it, how much depends on your foes height in relation to yours and their hitbox. Someone like Tager would require less delay than someone like Ragna.
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[Xrd] News & (Theoretical) Gameplay Discussion
Dreiko replied to Shinjin's topic in Guilty Gear General
How come? Psn is psn and there's some games with vita/ps3 online cross-play. I figure if they use the same netcode for both versions it'd be possible. -
[Xrd] News & (Theoretical) Gameplay Discussion
Dreiko replied to Shinjin's topic in Guilty Gear General
As long as ps3 and ps4 people can play eachother, I don't really care. I'll be using my ps3 cause I don't feel like giving up my softened up pad prematurely but yes, eventually I presume the series will move to ps4 and I do plan on eventually getting one, just no reason to rush and force myself to break in a new controller while I am also trying to learn a new game. -
One thing I've not seen here is practical fc5C combos, so here we go. You can confirm midscreen 5C fatals into full combos if you're doing the right blockstring which doubles as a confirm. FC5C>6A>5A>5B>5D>5A>2B>6C>J22A>665B>jC>J22A>JC>J623B>5A>5B>JA>JB>JC>JC>J2C -2.9K midscreen (can add ashura at the last 5B mark for about 3.7k)
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You could always boost cancel throws if you were in orgia and you still need orgia to do megido so throw cancelling into megido isn't that special. Now, if you can throw cancel into stuff from normal mode, possibly into 22A+B for full combos and whatnot, that'd be interesting.
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The j4C thing was a second nature adjustment to me, I mean, even if you DID do j4C, you still got jC so w/e lol. As for j2C, well, you just practice it a bit and it happens. Doing it in neutral was harder than in combos, also generally with how the new jC and j2C behave. Getting used to their actual properties was way more difficult than their input.
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Bang needs a Kurtis alt color in a future game. http://www.youtube.com/watch?v=WpZ57P9TCPQ Manliness. Never forget! Maybe Arakune will be a Prinny too one day.
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Ok so couple of things to keep in mind generally. -Bang gets way better standing damage than crouching damage. -Crouching damage is decent but only when really really near the corner or when meter is available. -Bang now relies more on using poison nails mid-combo to deal damage. Poison adds up 800 damage over time so the goal of a lot of combos is to run out the duration of the poison mid-combo. Basically, any combo you see that poisons your foe and then runs it out, it did 800 more than it says it did, which is basically a free DD added in for nothing. Points being, you really wanna go the poison nail route whenever possible. -Ds generally are not good as combo starters unless they're counter-hits -623B isn't a fatal Now, all that being out of the way as a general basics thing, I'll address your more specific concerns. 2D is the best of the Ds for normal hit confirms but it's still not a good one. You can do a jD after it but you need to confirm it perfectly and it is height-dependant, meaning if you hit someone who was already airborn they'll be too high for the jD to hit them, meaning you can't do tht all the time. This leads us to what you generally can do all the time, which isn't special or good but is something. You can do 2D>JB>JC>IAD>JC>J2C>5A>5B>JA>JB>JC>JC>J2C for a little combo and some corner carry. If you can't IAD then just do whatever into j2C. You see, another big thing with Bang is, you always always always want to end in oki. Never do midscreen 623b/j623B unless you're gonna rapid it or it's gonna kill. For crouching combos it's better to do bumper after 2C or to just do 5D if you lack the seal than to do midscreen 623B. The little bit of extra damage isn't worth losing out the pressure and mixup options which is what Bang wants to be able to do all the time. As for simple non-airdash combos, here's the easiest 5k in yoru life. It's not good and it throws away a lot of damage but you can do it for now till you get used to the good stuff: 5B>2B>6C>J22A>JC>J623B>5B>623B>5C>6D>Daifunka Now, you can get 6k from a standing 5B in the corner, but for now I guess 5k is good enough :P.
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3C actually gatlings from 2B so it's a pretty decent mixup, especially when you have meter to RC the 3C which also is an amazing starter. As for defense, yeah, you kinda need to have your DP. My gameplan is kinda isolating you from your staff and going to town so you need to avoid that. Also, counter assault more.