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WakeUpDP

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Everything posted by WakeUpDP

  1. Can astral from: ...>3C, ...>6B(preferably when they are grounded because of height), ..>2C (when they are airborne/sliding from haas followup), ...>6C, ...>5C(1)/5C on crouched opponent counter hit: 6A,5B,2B,5C,2C Pretty much the same as extend but easier because of time system + not using bursts. (+ of course grab) (air grab>2C/3C or air grab>OD>j.C>2C) etc
  2. 5B is usually put when you're too far for 5C(1) but yeah stick to 2B/5C(1) for kokonoe. (added: 5C(1))
  3. Combo modification on kokonoe since she doesn't get picked up by 5B when she slides from ground 236C>214A instead of: near-Corner to corner oki 5B>3C>236C>214A>66 5B>2C>6C>41236B>6B>2369C>3C 3628/26/1000 IC replace the 5B by 2B/5C to pick Kokonoe off the ground: 5B>3C>236C>214A>66 2B>2C>6C>41236B>6B>2369C>3C 3479/26/1000 IC edit: 5B>3C>236C>214A>66 5C(1)>2C>6C>41236B>6B>2369C>3C 3620/26/1000 IC (reference
  4. well you got hit 2/3 times and the 1/3 time it worked is because he probably used 6A too late and you hit him in the startup of 6A. + the risk/reward from j.A is not worth taking a full antiair combo. And its not really combo drops I'm talking about. you land a j.B and then you do 2A>.. gatlings into 236C>214A when you had ignis summoned.
  5. - IAD j.A is easy to anti-air. -confirms! I'll be guessing that your intended 5B to punish Ragna's ID became a 6B it happens but instead you could have done 6B>j.B>j.C>j.236C>214A>j.B>2C>6C>gadleis>4D>3C then safe jump him. We're used that 214A followup is used by the ground laudger but for confirms like these its perfect. 0:59 There was the round winning combo j.B>66 5B and at the end of the first round you could have sealed it vol tedo. -In the last match, once you start barrier blocking to push him out look out for his whiffed moves then 5B>236C>214B if ignis isn't out.
  6. Well you started the critique thread, put up some matches!
  7. Actually it works with j.C too, it doesn't trigger counter supers(terumi would get take the hit of 236D). Corrected last post.
  8. Midscreen backroll, late tech at any place on screen, but pretty much works against people who still emergency techs after a knockdown. I made a quick recording of it for fun and shows that emergency tech is the best. http://www.youtube.com/watch?v=IV7BJXvya1E Would lose still to Mu DP, yukikaze and other stuff. Safe from counter supers.
  9. Yeah ggs Blade, I think some people can attest to this but my cellphone is horrible so I'd rather avoid that. I could add you on skype if thats better. And those tags can only be applied when I bother learning/practicing the Hakumen specific setups. I won't have much time to game for a few weeks, too much work.
  10. Week 3 post on this matchup. To be changed as time goes. Correct if something is wrong. Inverse thread: http://www.dustloop.com/forums/showthread.php?18097-CP-Amane-vs-Relius At the start of the round, he can jump back and his jump puts him higher than you so chasing him at the start is not recommended if you don't want to get hit by j.B so just back-off and summon. Long range. At max distance, his C's cannot reach out so I use it to summon Ignis in. At 3/4, you are in his range of his C's. His 5C - can be crouched 2C - hits low, but has recovery (+both have 20 frames of startup) j.xC - A few variations, check it out in training/challenge mode. In The Air: Your Tools vs His Tools He jumps higher, has an air command dash and is more falls slowly making him strong airborne. He has pretty good air normals, j.A is quick, j.B covers tons of space and j.xC is more situational. Use j.A,j.B,j.xD to challenge him when required. His 6A anti-air is very good(can jump/special cancel on hit/block) and he has an anti-air command grab so don't be jumping at 3/4 of the screen for no reason. He also has ragna's belial edge that is unsafe on block but he can throw it out especially with meter since he can convert on hit/pressure if blocked. Aside your 4D/2C, in some cases 2A can be used under him to hit him out of the air. Offense Your Offense: You want to tag him with Ignis(214A,214B>4D, j.xD>4D) or if he's careless with his jump in 2C. Or alternatively wait until he commits to a C attack get around it (watch out for 6A) Ground him and mix him up. Looking at his defense options, below 50 heat its hard for him to get out. His Offense: His only high is j.A, so the blockstring you might see is like 3C>command dash forward>j.B>j.A>stuff. He'll probably take off more health from pokes/spacing, bait grab (j.2B(~+8) or 6B(frame 1 unthrowable)), and chip from drills. Defense Your Defense: If you get knocked down, and he tries to meaty with 2C(scarf sweeping you at 3/4 of screen) you have the option to led ley the move thus removing his ability to cancel it and both recover relatively at the same time which is better than blocking/get hit into pressure. Counter assault is good, req vinum is ever so baitable, can use vol tedo for call outs since his C normals are 20 frames startup. His Defense: He has only 632146C super as a reversal, similar to bang's daifunka. The dash attack can be blocked and is -24. (It does cause 500-1k chip depending on drill lvl) So more likely he'll use his counter assault that uses his good 5B hitbox. When baiting with led ley, the counter assault hitbox is pretty big so odd are it'll hit ignis if she is doing something, delay the 6D or just punish with 5B after led ley. Watch out for him trying to jump out of pressure. Gimmicks and Resets On knockdown, drills resets midscreen can be mostly avoided(roll, backdash, etc). However in the corner it becomes a problem since the ground drill spawns on you and it can cover your roll. In that situation, you'll be forced to block or get hit by the drill, and he'll be at level 3 drill. Barrier him out/counter assault to summon ignis then if you get him to block his drill gauge falls quickly. (He'll most likely counter assault here) He can also try to setup a drill from 5D stagger or air hit if you see that he activates his stance to deploy the drill hold to tech and jump out. If for some reason, you get hit by 5D CH then its free lvl 3 drill for him. Another gimmick is Amane setting up a ground drill at 1/2 or 3/4 to give you the temptation to jump, for his anti-air command grab or make you respect his good anti-airs. Match Summary + extra notes A very spacing heavy neutral don't get reckless. Don't die chipped out with full barrier. His overdrive can be used to give himself lvl 3 drill, it is something to keep in mind if he still has a burst.
  11. For the new characters, I've been playing the amane mod DerQ at locals and online for a few matches so I might add some week 1 info. Although the matchup I could probably contribute the most is Tager since scene has a few of em. It's pretty much the one I played the most often both in extend and bbcp. For the hakumen matchup, I could expand with my opinions of the big post that bladeofjustice7 made in the hakumen vs relius thread (in the hakumen section) after our big set of matches to start it.
  12. ? it was at the bottom of the first post, a link to the gallery links: http://www.dustloop.com/forums/showthread.php?12975-BlazBlue-Official-Art-Thread-and-Directory/page130&p=1561327&viewfull=1#post1561327
  13. Good stuff heartless. lol dai, and look around here: http://www.dustloop.com/forums/showthread.php?12975-BlazBlue-Official-Art-Thread-and-Directory
  14. indeed ggs, it really helped me see some blank spots I didn't cover yet in my gameplay.
  15. I would assume that only mods can archive threads but it's not a problem atm since they're all on the second page. And the videos that you mentioned belong to the matchup thread as the video thread are for matches/combo videos. As long as the video is pertinent, you can refer to it in your post..
  16. Thanks TD Updated a bit the combo section, and for those that are looking for different combo routes/OD stuff. There was the video that Kurushii linked and hard_bread mentionned earlier but it was set to private probably for music issues. I found on twitter where he reuploaded the video that can be found at the end of the video thread.
  17. format: damage/heat/IC Was ignis unsummoned? In any case, here's the notation without the extra j.8Ds. (Ignis unsummoned when using lanto (214A)) 5B>5C>6C>214A>66 5B>5C(1)>sj.B>j.236C>j.214B. 3401/24/4000 IC Midscreen Ignis-less combos: 5B>3C>RC>2C>6C>41236B>5B>5C>sj.B>j.C>j.236C>j.214B 3592/13/1000 IC Used when close to the enemy when you 236C (50 heat req) 5B>3C>236C>RC>66 2C>6C>41236B>66 5B>5C>sj.B>j.C>j.236C>j.214B 3911/16/1000 IC Used when a bit farther than previous (50 heat req) 5B>3C>236C>RC>66 5B>2C>6C>41236B>66 5B>5C>sj.B>j.C>j.236C>j.214B 3959/16/1000 IC A more showoff way. (50 heat req) 5B>3C>236C>RC>IAD>j.B>2C>6C>41236B>66 5B>5C>sj.B>j.C>j.236C>j.214B 3882/18/1000 IC Grab conversion for the extra damage when needed IF ignis is not out.(50 heat req) B+C(4B+C)>RC>2C>6C>41236B>66 5B>5C(1)>sj.B>236C>214B 3172/14/1000 IC near-Corner to corner oki 5B>3C>236C>214A>66 5B>2C>6C>41236B>3C 3298/23/1000 IC When the one above won't make it. 5B>3C>236C>214A>66 5B>6C>6D>41236B>3C 3113/22/2300 IC corner 5B>3C>236C>214A>41236B>6B>2369C(tk)>66 3C 3237/23/1000 IC which is the easier version of: B+C>236C>214A>41236B>6B>2369C(tk)>66 3C 3066/22/1000 IC You in corner 4B+C>41236B>6B>2369C(tk)>66 3C 2534/18/0 IC
  18. Isn't there a SMP on CT? Anyways replacing 5C>6B with 5C(1) would make it pretty low in the air for it to link but I have a feeling that the combo is too long. Try CT>236C>214A>66 5C(1)>j.C>j.236C>j.214B>j.B>2C>6C>41236B>4D>3C>OD>632146D , should be enough to clear the challenge.
  19. Midscreen: 5B>3C>6D>j.B>2C>6C>41236B>(66)5B>5C>sj.B>j.C>j.236C>j.214B 3379/24/2300 IC crouch confirm 5B>5C>6C>41236B>6D>5B>5C>sj.B>j.C>j.236C>j.214B 3375/24/2300 IC B+C>41236B>6D>66 5B>5C> sj.B>j.236C>j.214B 3009/21/2300 IC Air grab > 2C > 6C > 41236B > 5B > 5C(1) > sj.B > j.236C > j.214B - 3072/12/1000 IC Corner swap: (can do without fatal) (2C fatal>66) 2C>6C>41236B>6B>j.B>j.C>6B> j.B>j.B>j.C>j.236C>j.214B 2963/21/1000 IC (reference) Corner 5B>3C>236C>214A>2C>6C>41236B>6B>2369C(tk)>3C 3634/26/1000 IC 5B>236C>RC>2C>6C>41236B>6B>2369C(tk)>3C>5D 3224/13 (214C is costly at 3k) ~+5500 IC does: 4308/30/3000 IC Can do: (if you miscalculated Ignis gauge and can't 4D to end) 5B > 3C > 236C > 214A > 66 > 5C(1) > j.C > j.236C > j.214B > j.B (while falling) > 2C > 6C > 22A for 3957/28/2000 IC 5B>3C>236C>214A>66 5C(1)>j.B>j.C>j.236C>2C>6C>22A>4D>3C 3862/27/2000 IC
  20. I'd be interested. I'll keep on updating the Relius video thread. I'll add kyuu vids from the past week. And then training mode/combo thread when the game ships in. A critique thread would be cool. Edit: Done, updated the last post in the video thread. Lots of Kyuu gameplay!
  21. not atm, once I get my copy (friday or early next week) I plan on working on that thread along with anyone else interested. I'll probably be recording/upload the challenge combos if not done by then. We could make a Q&A section for people interested in the character.
  22. j.C>j.2D was not possible in extend. They all got shortened startup which is a huge buff. Hard to say about the hitbox. I wouldn't think so but the stop in momentum for relius makes the move ambiguous so it doesn't take much for it to be a crossup.
  23. Thats weird haha, and speaking of hakumen counters a FT5 with Kyuu vs a Hakumen just got posted: http://www.youtube.com/watch?v=fGs8dOlwEro I'll add it to the video thread, it was pretty interesting.
  24. Well I didn't even know it made it his counters whiff. Does j.A not hit the counter or just the catch from the counter not do anything?
  25. Seeing that his 2D didn't change much frame wise except the recovery, it probably would and you could even test if you can jump cancel it to block. Although, why would you do rising j.A?
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