Jump to content
Dustloop Forums

Zouf

Members
  • Posts

    949
  • Joined

  • Last visited

Everything posted by Zouf

  1. You can confirm that it will hit counter by seeing the startup of your opponent move. But you can't confirm after it hits, sure not. The best way to do it is to option select it anyway. It's not like 6C is unsafe on guard (even in 1.1 it's not)
  2. You can't confirm it. @ Frost Monarch : good 22B counter leads to 6CC and a 3.5k combo. Useful against tagers who mash at the start of the round
  3. What? There will be another BB game in the future? I thought CP was the last chapter -_-'
  4. That wasn't Konan's day...
  5. This or 5BB > 5CC > 22D > 2B/5C (character specific) > 2CC > 236C > 5A > 5C > 2C > 236BBB I believe this works. If not, do 5BB > 5C > 22D. The combo timer can be a bitch some time.
  6. If you start with 5BB > 5CC it's better to go for the 236C > 5A > 5C > 2C > 236BBB route for 1 charge and 3Kish damage
  7. Dunno if someone already asked this but is it possible to rip the hitboxes of every moves?
  8. You have to slightly delay the 5C, so the opponent won't fly too high and 236B will hit at the first active frame. You can also use 236A if you want, it's easier but deals less damage.
  9. Honestly i'm not the one to give some piece of advice for this matchup, as I hate it and don't play it according to the rules. I like to be aggressive in this matchup. Our neutral game isn't so great we can keep Tager out of range forever, and once he's at poke range it's just a guessing game I'm really bad with. So i kinda charge in and try to mix him up, even though it's dangerous. Just don't do 6A. You'll lose 99% of the time. Maybe some more enlighted Tsubakis can help you :P
  10. At 1:30 you used the blade super against him, and he obviously went for a Sledge B. That was a great opportunity for a comeback as you had your OD ready. Just OD during the startup of the Sledge (just before it hits you), Sledge will whiff and you'll punish with a 5C counter. With the meter you had left and this small amount of charge, you could have done a OD Mugen combo of about 7-8k damage, leading to your victory. (5C > 6C > mugen > 46236D*2 > 623D j236D j214D > 214D > 22D > 6C > disto) Also at 3:22 you landed a FC 3C. It's prefered to go for 3CC FC > 5C > 2CC > CT > 6CC > IAD JCC > 5C > 2C > ender. You get +800 damage for only 25 meter and the combo is a bit easier than the double IAD route. Totally worth it imo. The rest is just Tagerish stuff that I personnally can't really deal with very well, so I feel your pain
  11. You are too late, it's almost a meaty
  12. I didn't know that, thank you
  13. Just a quick question : Isn't 6K cancellable by Tandom Top? Why aren't they always doing it, especially in corner where it wallbounces. I often see those 6K without any follow up, that's really weird
  14. How can j.214C > 623C even work? @mikatsgarbage : If you hit j.D, you'll end up with the recovery of j.D as you land after your j.CC. Yes, it's dumb. Yes, arcsys should have fixed this. But as it is now, you'll probably never be able to combo out of it, except if you are doing a j.214D after.
  15. That's a shame. Hayate loop was pretty stylish and the damage wasn't so high as far as I can tell. Oh well, she's still pretty cool to play. I'll probably main her.
  16. This is kinda off topic, oh well http://www.dustloop.com/wiki/index.php?title=Ragna_Frame_Data_(BBCP) See the "level" column. 5B is level 3, 5C is level 4 etc... The Attack level indicates the blockstun, the hitstun, the pushback (with and without barrier block) and probably some others things. For example, a level 5 attack will always have 20f of blockstun. This is standarized for every character in the game More infos here : http://www.dustloop.com/wiki/index.php?title=Attack_Attributes_(BBCP)#Attack_Level (The hitstop values are wrong here, they changed it in CP) Try to barrier block a level 1 attack and then a level 5, and notice the huge difference in pushback. The higher the level, the bigger the pushback. This can help you during your pressing or your opponent's, to prevent whiffs or provoke them. I wouldn't recommend learning them now, this is a (very) advanced mechanic that is not useful for now.
  17. Also i'm trying Shizuka but i don't understand how to do the loop, the recover of the hayate is just huge i can't combo out of it :\. Is there a way to reduce the recovery or i'm missing something?
  18. The Frame data is useful for a lot of things. The startup for each move is really important, as well as the active frames. For instance, if you want to punish a roll with Ragna, you'd rather use 5B instead of 5C, because 5B has 8 active frames while 5C only has 4 frames. You'll most likely be able to punish a roll with 5B than with 5C. Later, when you get used to the game, you'll want to know what the levels of your moves are. BB uses a move level system that is useful to master to comprehend what's happening on the screen (why do i get pushed back when my opponent uses the barrier, why is the blockstun so huge on this move and not this one etc...)
  19. You can cancel your dash with the barrier : 66 > 4/1+AB It will immediatly stop your dash and go into barrier guard (I believe this is a 0f startup) You can not cancel an airdash into barrier. You need to wait till the end of the recover of the airdash to air barrier. Also, Blazblue uses anti air moves (mostly 6A, 2C depending on the character) that have invulnerabilty frames on the upper body, and are air unblockable. So if you drop down on your opponent, you'll most likely get anti aired. You can use the double jump to bait an anti air to punish, or simply put the barrier again (Yes, the barrier is very important in blazblue)
  20. 6C > very short delay > B : 6C~B No need to plink anything, just press B just after you pressed 6C and it will work fine
  21. Any european player here? Just bought the game and will be testing online in a couple of days
  22. Strange, I often whiff it. Maybe i'm just terrible or they changed it
  23. I don't think Tsubaki has such a huge hitbox for her air grab. I'm pretty sure she hasn't actually
  24. They put the forward throw animation at the end of the DD. Talk about laziness xD But it's good.
  25. He was trolling, wasn't he?
×
×
  • Create New...