ryokoalways
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Everything posted by ryokoalways
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5b yes, you punch him squarely in the groin. 5c I don't think so. Edit: 5c no. Because I just remembered ragna can use 5c to otg someone off the ground, so it hits too low for you to go under it.
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Heh, i don't really use renka in my frame trap game. In fact, i think I only use it in combos. Guess I could start using it as a bit of a gimmick. Once in awhile can't hurt. And trust me, I don't have the balls to fuck with either of those fast long range pokes. I will just keep blocking thank you (unless I feel like I can sneak an enma in there :o).
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oops, wow do i feel like an idiot. I forgot about renka completely. Never used it to initiate >.>;
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Why? just tell them Hakumen's secret; None of his specials hit low, so if you see him activate any special, block high. oh wow, there goes his scrub offense.
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Hakumen's mixup game is simple. Work everything off a hop. You basically have three options. 1. hop and 2b. 2. hop and tsubaki (during the hop, of course). 3. hop and throw. That's it. If any of them hit, burn some magatama to dish out damage, and then continue with your pressure. Otherwise, go back to poking. Do NOT burn all your magatama just trying to get in the first hit (don't burn more than 4 tops, even that's pushing it) unless you are going for the kill. Mix in his frame trap game on top of that, and Hakumen has a passable offense (still utter crap compare to rest of the cast though).
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Is that self-proclaimed Top US player? Because I was expecting the play to be more controlled if it's a top player, even if it's just the US.
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there is no jump install because they do it for you.
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Tao's damage is still only 3.5-4k with all her combos (I know because I can do them). Her best combo is still off 6c (which is a quite dangerous frame trap against hakumen). The bigger problem here would be that hakumen basically cannot open with anything that's not a poke. Tao is just a bait waiting to happen.
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Obviously the only cool 6c is a psychic 6c. Either that or die trying.
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i skimmed the matches. Two things I can think of immediately. Learn to play cautious, not passive. Stop using zantetsu as an overhead.
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Bait hakumen's stuff, and use frame traps. Not sure why you want to charge at him from the air. It's not hard to get in on Hakumen. It's, however, hard to lock his ass down if you don't have frame traps (and to a lesser extent, spammable good pokes). I guess a starting point would be to make sure you can feel exactly how far his c moves go, and learn to FD break (similar idea implemented in GG) to bait shit and move in on his recovery.
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Look for the opening when nu does her 5dd 4dd scythe combo, between 5 and 4. You can get out a ice wave inbetween those. Works wonders when you two are both down to a sliver of health.
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Sure, combo into shippu all the time if the damage returned is worth it.
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Because the dash only provides you with an additional condition, it isn't a completely different state entirely.
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Because hotaru doesn't scale horribly like 6a, and is significantly safer than 2c. It has the safety of 6a (even better actually), and the vertical coverage of 2c, and it provides a minimal damage return of 3.5k. As for how jc links, it's basically just jc > land 5c. As for why I mentioned both of them, you actually want to do the 5c combo if you just want the damage, and the jc combo if you want the knockdown. Hotaru, as an offensive tool, works extremely well as a bait tool via air entry. Something along the lines of AD jc, delayed hotaru will hit 90% of the time, and when it doesn't you should be 100% safe (unless they barrier blocked your jc, in which case you shouldn't hotaru anyways because you have the advantage and they obviously are not trying to reversal you). Adding it to part of your game will make AD approach significantly more viable against certain matchups. This is not limited to any specific character.
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just link it into 5c or jc. Either one should work on hotaru and it will lead to other regular combos.
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Noob hakumen my ass :o. It's easy to tell that you know what you are doing. You may be new to blazblue but you have basic understanding done pat. You are basically in the stage where j2c loop is everything right now.
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If you think a far 3c is coming, i'd just stick out 3c. The only way you get punished for it is if you guess completely wrong and they jump, then you are just screwed. Noel is suppose to hover on Hakumen. At correct ranges jc will clash all day against 6a. Which is why I usually mix in a little 2c and catch. Granted, a good noel will figure out a way to just do that to you anyways, but if you can punish her on 30-40% of her air entry (for various amounts of damage), that's good enough. Just IB her jc for meter. Again, don't make a habit of jumping in on noel (at the very least, vary your entry height). Good noels will air throw you into ground shoot for 5k damage, consistently (this is obviously GG experience at work here). Noel will also rush your ass down in the beginning (everyone will). She can belt out one of her riskier gimmicks because your punish will not do more than 3k, tops (hell, it may not even crack 2k). You need to just play this part to a stalemate. I disagree with Hakumen unable to catch back up though. It takes some patience, but it's really neither easy nor difficult compare to anything else. One final thing I think I may not have mentioned: Learn the exact distance of your 5c, because it will mean a world of difference in whether you lock down noel, or you whiff and she gets a free jump in.
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well, ragna's 5b is the closest thing to aba's 5s in the game.
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IB window is large in this game. This is going to come with experience, no short cut or trick about it.
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huh? what are you talking about? we are talking abotu noel's 3c right? it doesn't exactly have much block stun, so just block it and 5c > 6c immediately, you don't even need to hit confirm because she will be crouching so it's a guaranteed combo. That was my point. I was just adding some more stuff to what you already said.
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it doesn't matter because if you hit her she will be crouching, so it's a free high damage combo.
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Played a friend who mains noel. Here are some things that I noticed: -If you IAD, you must do it at different heights, or you will either get owned by ja, 6a, or (gulp) air throw. Variation in height may mean you whiff your attack too, but at the very least you are now within striking range. keep them guessing so you don't get punished too hard for it (ja and 6a results in very minimal damage returned, but an air throw will totally bust your head open because noel can go into ground shoot combo). -At point blank range, you lose. But if you are even slightly farther than that, you win in the poke wars, so look for that distance when you engage noel. Even farther than that, you can win with 5c if you have a good grasp of the distance and timing between the two of you. Can play a very simple rock/paper/scissors game with your c moves. -6a is your friend, not only as aa, but just a generally good move. Noel can go under your shit with 3c, but 6a beats that too. -Liberal use of 3c in frame traps will work because noel has a hard time punishing it with anything major. -Using catch during her pressure string is not a good idea because she will mainly resort to 5a as her rush down poke. Use catch on her entry (both ground and air) to keep her honest. -Beware of her meter. She only use it for super or RC, so most likely she will almost always have a super handy. As Hakumen, neither ground or air dash is safe in that instance, so be judicious when you have noel in a bind, because they will be looking for a chance to break out the super. If you bait correctly, it's a free charged 6c shippu for a fuck load of damage (or any other variation of high damage combos). -Beware of her overhead. This just takes experience, it's a pretty decent overhead that's fairly safe. If they hit confirm into 3c incorrectly, you can annihilate them. -Learn to IB 2c. It's one of her good pressure moves, but you can turn it on them by IBing the move, also, at correct distances 6c outright beats it for a nice 6c > 6c > shippu combo. -Beware of what you are catching on her air entry. Generally, her ja will whiff if you do 6d because you move forward slightly (unless she is coming for super far, which shouldn't happen because it's a really unsafe entry for her). I can't really think of any other major point to cover. This matchup is in Hakumen's favor because Noel has a fairly hard time getting to hakumen, and even once she is in, her mixup game is limited, and her safe pressure will result in her unable to dish out any significant damage. If Noel wants to create damage, she needs to use her gimmick, but Hakumen can punish that shit real hard, so for noel it's a high risk game she really doesn't want to play.
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That's fine. You can totally do it. I think for me it depends on how serious you are taking the game. For me, at least, I want to do everything the right way regardless of who I'm playing against. I wouldn't spam zantetsu as an overhead just because the other guy is new and won't be able to block it. In this case, I will not surrender guaranteed damage for a gimmick throw.
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You cannot break it because you don't have enough experience yet. That is not a valid reason to use a move. You are not trying to win, you are trying to learn. Do not use noob tactics at all because it will make you develop bad habits. You should try to play the game correctly from day one. If you are just a casual player though, just do whatever you want.