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Everything posted by darkpath
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Carnage Ziossors?? I dunno..
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There's a lot to follow up in it.. I have some tricks like the blocked j.B to 2jc>2j.A>5DD>etc works all the time lol, there's a lot of mixups for 2AB you can even put holes in combos for massive mixups but still offers a good damage.. The others are the jump dash to jump turn to j.B>5DD.. will update later for more.. as for you sandwiching your opponent if they're on midscreen or cornering you, you can do these stuff if you landed 2AB to them cause this scenario offers a hitbox that is constantly in reach of 5A and 2A which are good combo connectors, you stay on your persona side if rolling is dangerous like kanji and mitsuru, well you'll also stay with izanagi if the opponent is cornered cause it offers lengthy combos if executed correctly..
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practice practice practice... the timing is hard it's just after the 3rd hit of 214D that you have to ready 214B after OMC
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Here's my Black rock shooter Still Bummed at how Fenrir turned into that
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I can't get to hit the 3rd j.C>j.214B the dummy recovers just after j.C how do you hit that? It's on FC btw.. oops.. tried it.. it works
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that CarlNoel is as disturbing as mu with bangs head Here's my first try.. http://i1151.photobucket.com/albums/o637/darkpath2/8b3b6c12.png
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Sweet this boosted my pressures with her.. too bad 2As don't generate axe level, still it's really useful. thanks again tari
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for mid screen try CH 214A>2B>5B>5C>214D(2600)>236236C/D(3400) or 214214C(3620/50heat) for corners try FC 2C>214B>j.C>j.214B>2B>j.C>j.214B>2B(2hits)>5C>j.B>j.BB>j.B>j.C>j.214A(4100)>j.236236C/D(5090/50 heat) or FC 2C>214B>j.C>j.214B>2B>j.C>j.214AB>2B>j.C>j.214B(4370)>j.236236C/D(5190/heat) or 214214C/D (5320/50heat) also works for others if timed correctly
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I can probably improve this but here's a mid screen 6k combo(can also be performed if you're cornered).. 5C>214D>OMB>5D>(66)>5B>5DD>214B>(66)>5B>j.C>j.214B>2B>j.C>j.214A>214214C/D(6520/50heat/OMB) note:66 can be change to delays if enemies are at corners, also 214D can be changed to 214CD and if there's no gauge you can substitute cross slash with 5AAA Ughh.. finally mastered 214D>OMC>214B, here's a 4k combo 5B>5C>214D>OMC>214B>(66)>5B>2B>j.C>j.214B>2B>5C>j.B>j.BB>j.B>j.BB>[b+D](4200/50heat)>236236C/D(5120/100heat)
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It can setup for a j.D after an air throw but I won't recommend it since it's too slow and mix-ups are limited..
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This is for downed setups like after a cross slash/214C, you can ziodyne D them allowing for a OMC mixups but I won't recommend it. you can remove j.A for that combo if you want a j.C>214A, it would end up like this.. Starter->j.B>j.BB>j.B>j.C>214A>(236236C/D)
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So can I loop it again from j.214B>2B to j.C>j.214AB>2B? or do I have to change it all to j.214AB? edit: it seems it stops at 2B and j.C can't connect no longer even if I change the first raging lion to j.214AB, though it's fine for a FC starter
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What's the difference of a j.214B to 2B to a j.214AB to 2B? both seems to connect and functions almost the same The combo by the way is 2C>214B>j.C>j.214B/AB>2B>5C>j.B>j.BB>jc>j.B>j.C>j.214A/B>j.236236C (42XX/50heat)(non fatal)
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A quite easy 6.9k combo on red axe (actually can be performed at all levels) j.B>5A>5B>2AB>214A>236236C>OMB>214B>236236D (6980red/5910yellow/4540green/3928blue/3250gray[100heat + OMB])
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Air assaults can be easily negated by j.C most of the time and eats some persona cards if lucky, very useful on zoning.
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most of her B attacks except j.B can be 214D/CD but the risk is her using 5C or 2C cause 214D loses on 2C and 5C if you 214D too early.. Additional Match-up Notes: There's a problem here cause a EX maragi can not be rolled so just DP it making you punishable but not too much at max range.. Also air raging lion after maragidyne can be countered by agidyne D and if she's lucky and has extra 50 heat another maragidyne for max 3k damage another is to just 2B you to fall to her maragidyne continuing the 4k combo my best bet is to hj>j.B+C>214A(in this case 214A would be 236A).. and after exhausting her gauge you can wait for her 5B or 5BB to be 214D/CD
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Also try reading through character ranges like how you space mid way on kanji, zone chie and akihiko, assault yosuke and bait in for naoto. it's more detailed in matchup threads.. If you're an SF player you'll find it hard on how punishing your counters are, but you'll get over it after some time on casuals sorry for the double post..
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@lolx: Add. j.C to card fishing and air spacing
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A slightly strong combo.. can be baited for dp's from a 2AB setup 5D>j>2jc.>j.2A>5DD>2A>5B>2B>5C>214D>OMB>5D>214B>214A>5DD>2B>5C>j.B>j.BB>jc>j.B+D(4970)>j.236236C/D>(6090/50 heat/OMB) Also a short 6k combo 5C>214D>OMB>5DD>214B>214A>5DD>2B>5C>j.B>j.BB>jc>j.B>j.C>j.214B>j.236236C/D(6150/50 heat/OMB)
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To me they're equals.. not one stronger not one weaker.. Yu has good neutral game, good life, nice range, best oki, mixups like hell and dp's.. Though lots of punishable frames, easily zoned and sometimes slow startups, While Yosuke has quick game, good air combos, zones well with kunai, confusing mixups and easy executions.. Though terrible when in status ailments, Weak at pressures and low HP. And I disagree, Yu has more mix-ups trust me..
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Yep this is his basic air combo and can be chained a lot on grounded attacks and air counter hits like 2B, 214B, OMB, 5C, corner 2C, counter low j.B.. what's great is you can end this combo with ziodyne j.236236C/D raising cap damage by 700-1100..
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623D to 5B combos seems hax.. I guess it's fitting cause of the 6C nerf
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[CP] News & Gameplay Discussion (Old)
darkpath replied to kosmos badgirl's topic in BlazBlue Gameplay
I like dirts -
If you're ground zoning kanji try to use 2C>236CD when he's near to maintain zone and setups for 5D.. and also 2C has a safe distance from his throw and can trigger FC's
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Ok, first of all if you can execute j.A>j.B you jump cancel by pressing the jump and direction you want to double jump then you quickly press j.B>then j.C>214A in a much simpler form you execute it like this also if your j.B sets up the enemy too low you can press B again to raise him a little