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Verimeloni

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Everything posted by Verimeloni

  1. that ain vs souji match seems so unfair to ain... :D
  2. Practical use maybe?
  3. For overhead options... Well, the most obvious is walk close 5D but that's just bad. Throw bait instant j.D is much more effective, but without meter you're hard pressed to convert. You can with a counter hit but it's pretty tight, on normal hit the rewards are small and you'll be prone to dps/air throws. Imo super jump 83 j.K safe jump is your best bet
  4. * Midscreen: meaty task a', for some characters you have to tiger knee it to guarantee a hit. > On hit you can confirm into a combo, on block you can mixup with 2k, j.d (needs meter to convert), 6h crossup or tick 2p into another throw, if they eat this a lot they will start to use dead angle attacks more. If you're near corner it's a good idea to setup task a' djv seal so after knockdown you can mixup/combo with j.d without meter. * Other than task a' you can do tk task b > meaty 2k, though this doesn't work on the entire cast as tk task b hits some of them when they're on the ground ruining the setup. * Of course you can just walk close and meaty, safe jump or do the airdash fd crossup etc. * If they're a hit away from being dead you can use 2h / 6h to land an otg hit. * If you've got meter you can choose to rrc 6h task c or walk c.s > air combo, though the damage is puny because of throw 55% proration Corner: combo away, there's plenty of videos to refer to.
  5. After labbin' and watchin Wondertonic's videos I feel that optimizing combos/pressure to take advantage of task A returning will unlock new potential for Bedman... It almost feels like there's too much tech for this guy, so in real matches under pressure I just dial my usual 2k 5h 1h 's :p
  6. I've edited a wiki a bit, if anyone could check if there's any mistakes there I'd be glad.
  7. What do people usually do after a successful air throw? I usually just dial to my usual 6h cross-up stuff but my regular opponents know how to deal with those already. Edited the wiki a little.
  8. From the corner dust would it be possible to do stuff like 5d6 1h 1h 2h jp j.236s 2p c.s 236h?
  9. High-level mirror matches with ofutun & shu, don't think I've ever heard from them but gold rank and 24dan so http://www.nicovideo.jp/watch/1458991354 http://www.nicovideo.jp/watch/1458991472 http://www.nicovideo.jp/watch/1458991501 http://www.nicovideo.jp/watch/1458991527
  10. What's the best punish Bedman can do in the corner with 50 tension? After labbing a few minutes I found this does the best damage: c.s 5h(2) 1h sj.pps / sj.pks / sj.ks (depending on the opponent) j.236h helios dust 886j.h(6) c.s f.s 2h j.s j.236s = 218dmg on Ramlethal (with j.pks) you can also combo with : dust 214h c.s 5h(2) 1h j.s j.236s though it does a little less damage.
  11. Again, may be old info but it's what I just found out myself: to Sin on whom the normal corner dust combo doesn't work on (task a' whiffs during slump) you can do 5d 6 c.s 6p c.s tk task a' and it'll work. By doing c.s 5hs(2) tk task a' it won't combo but the projectile will hit crossing-up. By leaving the task a' out completely 5hs(2) , c.s will combo.
  12. If someone already has access to rev demo I'd like to know if charged blitz is any use in combos, in corner dust stuff perhaps?
  13. really? I thought I heard nakasu, well changing
  14. LOX vs nage & ogawa amazing confirms
  15. Nothing really noteworthy or optimal but didn't know this actually comboes so: in the corner if you have an aerial task b seal at around character's head height you can combo with xx > 1/2/3hs > 214s > 236hs + at least on lighter characters you can continue with 2p c.s j.p 236s to reset the situation. Seems djv task b is the only djv that comboes without oki / meter :o
  16. http://www.nicovideo.jp/watch/sm28418869 more kaqn matches with swag combos
  17. At least Ragna can escape with holding back tech + reversal, other than that it should be "almost" unblockable :I
  18. This is probably old news but... My opponents tend to escape from the corner after HF kd by forward teching my blue beat 2A/B, so I devised something to keep them in there: HF > 2A > 5D, if they tech forward the 2nd hit will catch them so 5D(2) > 22C (this actually corrects even if they cross-up, it's funny) > 66 5B > 5C > j.BC > j.214C > 5C > 5D > 236D > 5C > 5D > HF = 4211 22C doesn't catch them on neutral tech, on those occasions 5D > 236D is good.
  19. http://www.nicovideo.jp/watch/sm28209961 kaqn vs taison (az)
  20. Welcome, for basic Ragna stuff in CT (if you know the moves already you can skip to 3:06) If you have questions about the character you can ask here, for general stuff in BlazBlue search info/post questions in the Beginner Mode section of the forums, for fg lingo and that kind of general stuff check out the dustloop wiki + search tutorial vids in youtube, there are plenty.
  21. normal jump j.S
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