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Celerity

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Everything posted by Celerity

  1. The girl they got to play Makoto is actually named Makoto. Godlike.
  2. I'm not sure about everything else, but j.BAC does work on Noel midscreen and corner. She's the character who I practice on because she's the most difficult.
  3. ~100 less damage actually, but I like it. Easier and better positioning.
  4. So I think I found a more consistent variation of the 8-star corner combo which works from all ranges. Basically just add a j.B before going into the j.BAC knockdown: (Stuff) > 236B > 214A > 2B > 623B > 66 j.B > jc > j.B > j.A > j.C > 5A > 5C > 623C > 623C I don't know if it works from long starters like the 2C > 5C > 6C crouch-only stuff, but it works from max and min range 2B > 5C. Also using a variation of this for 4 stars + GA switch: (Stuff) > 236B > 214A > 2B > 623B > 66 j.B > jc > j.B > j.A > j.C > 5A > 5C > sj.B > j.A > jB > jc > j.B > j.C > j.D
  5. You mean 623B, right? You basically just want to do the whole combo as fast as possible; unlike combos where you put a 5B/5C before the first 623B, they're lower to the ground so you don't need to delay anything.
  6. This doesn't happen to me on PS2 pad, but the way I have it set up is a macro button for A+B+C and I press D at the same time to burst. Makes it easy enough to hit both buttons simultaneously.
  7. 2A > 5B > 5C > 236B > 214A > 2B > 623B > 214B > 623B
  8. Wrong link. I think you mean this: http://www.youtube.com/watch?v=yuOdt_1YLP4
  9. Well, you do have a choice of what to punish with, you're probably just using a move with a long hurtbox like 5B. 5C is a better punish and it doesn't have the same problem (when I tested it).
  10. How I feel about every Izayoi combo.
  11. 1. Off of a short starter (5A/2A/j.A) and after 236B > 214A, you need to do 2B/2A > 623B directly so that they're low enough for the next 623B to connect. 2. Almost always as many stars as possible. If my combo allows me to go to 6+ stars and end in j.C knockdown > j.D, I'll do that instead. 3. It could be useful. I don't really go for TK Noir stuff in normal mode because I like saving my meter for Phorizer, but 3C is probably one of the best ways to get there. I believe 3C > 236B leaves a one frame gap, and 3C > TK Noir is gapless. One thing to be aware of is that 3C > 236B does not combo except on CH, however. 4. 3C > RC > 6C? Are we talking 3C CH? Otherwise I'm not sure what you're referring to. 5. Make sure you're canceling into 214B as soon as 236C~6D hits. Most execution errors in her teleport combos come from not teleporting early enough. If it helps, you can think of it like 236C > 6D~214B, you've got a lot of time to get the 6D out. 6. Unsure on this as I've never tried it. Strike Fall oki is pretty strong as is, and you're giving up about 600 damage.
  12. Yeah, being far away in GA with 4 or less stars means I'm switching back. The hoverdash is actually a drawback when trying to approach, since you lose all of your ground options, and you become very reliant on 214D to get in. It's not so much that GA neutral is bad, it's that it eats your stars like crazy.
  13. Yeah, it's surprising, but switching into GA doesn't actually add much damage to the combo unless you're in the corner. Is j.ABC easier than j.BAC for her rejump combos? I've been trying to get the latter down, but I'd happily give up ~20 damage for more consistency.
  14. I am not sure if the other people in the room can pause or unpause, but they can save the replay for themselves. The game autosaves viewed replays by default.
  15. No, it was because I ordered towards the end of Friday business hours in Japan, like The Martian did. I ended up getting my code on Monday afternoon.
  16. When poking with 5B, you can do 5B > 236[C], there's a decent window to confirm and let go of C for it to combo. If 5B whiffs, nothing happens, and if they block it you've got a charge. You can mix this up with 5B > 623 and hold the charge for mind games.
  17. It's there. http://blazblue.jp/birth.html#birth1031
  18. After 6F, if the frame data is accurate. It's actually a really good move, it beats low jump-ins for free as long as they don't have a ton of active frames. The main problem is you don't get any reward for connecting with it. I don't even think you can convert in the corner without meter, and midscreen it's simply impossible without autopiloting the RC. Pushing them away is nice and all, but it's a risky move, it should have a better payoff.
  19. It took me a few days to receive mine. It's almost past Friday business hours in Japan right now, so you might have to wait until after the weekend. =\
  20. You can always delay the 2B slightly if you think the gap is big enough for them to be able to block both ways.
  21. Ground sword causes them to block for longer than air sword, so the standard thing is 66 j.C > Ground sword (you land almost instantly after j.C) > 66 j.C (slightly above minimum height), and then either land 2B, land 66 j.B, j.236C, or land 9j.B for the instant overhead fuzzy. Instant overhead j.B followed by delayed j.C and j.236C will combo. Not certain if it works on the whole cast.
  22. Yes please, my pressure sucks. I'm just doing the standard j.C > Swords and j.C into 2B/j.236C/j.B fuzzy stuff.
  23. Ok, first off, this isn't exactly a throw combo. It's a CT combo. By RCing the throw into the CT before it fully connects, you actually get the P1 of a throw (100%) with the P2 and hitstun scaling of a CT (100%/normal), so basically it's a CT combo with boosted damage. Pretty cool trick, actually. Secondly, your notation is off, and you're just theorycrafting part of it. The combo in the video is this: Throw(2) > RC > CT > 2C > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > dj.B > j.C > j.236C~D As you can see, this combo only builds 20 heat, which means you cannot follow up with Phorizer. Here is something you can do instead: Throw(2) > RC > CT > 2C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > dj.B > j.C > j.236C~D - 5652 damage, -57 heat Throw(2) > RC > 2C > 236C~6D > 2C > OD > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > dj.B > j.C > j.236C~D > 236236C - 5718 damage, -86 heat, OD As you can see, spending the extra heat & OD doesn't give you much. Also, here are some other options from CT & throw: CT > 2C > 236C~6D > 2C > OD > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > dj.B > j.C > j.236C~D > 236236C - 5652 damage Throw > CT > 5C > 236C~6D > 5C > j.B > j.C > j.B > j.C > 236C~D > 236236C - 4681 damage
  24. I think he means 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > 6C > sj.C > dj.C > j.236C~D. My only problem with that combo is that I couldn't manage to link Phorizer at the end without OD, so I was looking for the most damaging route that could end in Phorizer. But since you mentioned it, I found this, which is better than what I posted. Gives enough time for a Phorizer ender and is also really easy to perform: XX > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > dj.B > j.C > j.236C~D
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