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magz

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Everything posted by magz

  1. Whoops. Jumped the gun there. One thing I read on the bbs which I kind of confirmed today in the arcade is that a fully charged 6C would seem to be unblockable completely and causes stagger into knockdown on hit. Anyone know how long it takes to full charge? Easiest setup would be a blocked 236236D in the corner or even midscreen if you roll to the other side and your opponent blocks it. In addition to that, even if they burst during the dolls 236236D, the doll will continue attacking and your opponent might have just caused a reset. Hell, the doll will continue beating up your opponent even if you die >_> Still can't get those damned 2C 8D loops off of throw. The timing seems a little strict or perhaps it's just because I haven't seen it in a video yet.
  2. So there's no recovery vulnerability at all once the tech (forward/neutral/back) has completed at all?
  3. I sure would hope so. Otherwise, they weren't blocking and I have been doing all this work for nothing?!
  4. I never said 623C was safe, but it can beat out punishment attempts if they think you're going for 236a/b. Your best bet to avoid blocked 3C completely and to properly hit confirm into it when possible. I don't know much about what can be jump canceled. Only that 3C is JCable on hit but not block =\ Man... Eddie's 2d really got nerfed, eh? @Alternate275: Assuming 3C knockdown, if nirvana is directly behind you (otherwise do 22d directly after 3C to get the doll near you), you can set her to do an attack on wakeup . 3D will punish forward techs. 6D or perhaps even 41236D can punish neutral/back tech? JC IAD forward/back can also punish back/forward teching. I'm going to work on that a little more today because that seems to be the safest way to keep pressure on your opponent. 2D on wakeup is a little hard to pull off considering the tech options available. Maybe for a late neutral tech? Edit: From the J-BBS fubarduck posted - 2A+D>5A>5B>6B seems to lead into an unblockable setup using 2D. However, the positioning of the doll is somewhat problematic. A combo list someone posted: 5B>5C>623C>5B>JB>JBC>623D(2419) 6B(CH)>5B>JB>JBC>623D(2383) 6A>JB>JBC>623D(not measurable) Forward Throw>632146C(2743) Forward Throw>5C>JB>JBC>623D(2596) Forward Throw>5C>41236D>JB>JBC(2947) Forward Throw>236A>2B>[2C>8D](Hit dependant) [will most likely need to use 22d in this and the following one] Back Throw>236A>[2C>8D](See Above) [2A>5A>5B>5C>6D]>3C>2B>[2C>8D](See Above) 5B>5C>236236D>5C*N>5B>JB>JBC(not measurable) 236236D>632146C(screen madness)
  5. While it is punishable on block you have some options to not be completely raped. Since you can special cancel it on block with 623C (another low >_>) or 236A/B (seems to only have above foot/knee invulnerability). I couldn't get it to work yesterday, but couldn't you also cancel into the gear overdrive? If not, just a simple RC + fd jump should keep you safe if you have meter. Some stuff from the blazblue wiki (that should be in the first post): Height: 144cm Weight: 35kg Blood Type: AB Birthplace: Austria Birthday: May 5 Hobbies: Violin, Chess Important Things: Older Sister (The Doll...) Dislikes: Lies 236A/B: Moves you forward, can pass through opponent. [Would seem to have above foot/knee invulnerability.] 623C: Reaches 3 character lengths. Enemy is launched toward you. [is air techable if you don't act on it, IIRC] Air 214C: 3 way attack in front of Carl. Aerial momentum disappears. 4D: While rotating does 2 attacks. 2nd attack knocks enemy back and causes wall bounce. Has super armor. 63214D: [can be used during gear super to throw enemy while in block stun. can be tech thrown though.] 236236D: Attacks opponent while moving forward a little. [Range is somewhat short. If they block it you should try your best to cross them up and hit them with high/low mixup.] 214214D: Anti-air attack. Short reach. Slow startup. Not very strong. Gattlings (Ground): ①2A>A ②(2AorA)>6A ③(2AorA)>B>6B ④(2AorA)>6B ⑤(2AorA)>2B>6B ⑥(2AorA)>2B>2C ⑦(2AorA)>C>3C ⑧(2AorA)>2C ⑨(2AorA)>3C ⑩2A>6C Gattlings (Air): ①JA>JA ②JA>JB>JC ③JA>J2C Lastly: 2B 5B does not seem to work in an otg string. Can anyone confirm this? 2a 5b works but they get launched too high for j.A j.B air throw... Also, isn't this air throw techable pretty easily?
  6. Against OS j.H, I've used 2H to a fair degree of success. However, there have been times that I ended up trading. Due to 2H startup, you have to throw it out early. 6P will be counter-hit by his j.H every time because j.H hits deep. I recommend using little eddie a lot in this match. Just watch for quick fafnirs or attempts to kill it and you'll be just fine. Nobiru can CH random fafnirs and ]p[ will jump right through it (2 active frames on fafnir vs 11 frames of invulnerability). When guarding his blockstrings, the only things you have to watch out for is his normal overhead (2h) which he needs to burn meter to combo from (unless you get counterhit >_>). It's got 23 frames of startup though, so blocking it should be pretty easy. His bandit revolver hits overhead so just watch for that. Anything lvl 2 or more will hit overhead twice so watch out. Since he has an actual DP, it's necessary to either a) cross him up when going for puddle UB or b) get meaty j.S timing down and punish him with something cool (6p air combo or 2h and/or ex drill air combo, etc). Just watch out for if he does an action charge (the thing that restores his special bar after a move) frc and adjust accordingly. Oh, and if you somehow score a ch nobiru on OS, go for the IK combo because it seems to be very, very easy on OS.
  7. "No connection could be made because the target machine actively refused it." I knew I shouldn't have deleted these vids -.-
  8. Jumping on for a bit, although seeds seem to be available according to the torrent page.
  9. That's a tracker thing. It doesn't have anything to do with your client.
  10. Wow, FB disc is quite possibly the most awesome thing ever since it doesn't disappear on hit... Oh, and Millia's new voice is quite sexy (more so than usual).
  11. So it would be possible, if your timing was really good, to always get a burst-safe launch after a throw in AC? Sounds good to me >_>
  12. AFAIK there is no logical reason for them to be burst-safe. They are just as standard a combo as any other. It is most likely just a coincidence. Although I hope someone proves me wrong, because that would be rather broken if it were true >_> Oh, and that aerial FB disc loop was damn sexy.
  13. Sorry to move the thread off-topic as well, but I wholeheartedly welcome the new ADC combos. I mean, it will require a lot more effort in combo execution (I think) but the amount of flexibility she has with how she combos is going to increase dramatically. Can't wait for May 31st =X (or whenever the thing freaking ships!).
  14. If my execution didn't suck, I would probably do that blitz. Except I'd turbofall instead of airdashing after the TK pin. How hard would you say is the timing of the j.K -> dj.S after the initial turbofall FRC?
  15. http://youtube.com/watch?v=GEfEaZ92uVY Another Koichi vid but with a mid-screen pinless combo utilizing Turbofall FRC into a j.K. Time is around 3:30. IIRC, you have to barely tap FD after the FRC'd turbofall in order to throw out the j.K?
  16. http://youtube.com/watch?v=dq3Ct8rqTZA At around 02:15 Koichi does a nice non-pin corner combo since he didn't have the pin on him. He has a tendency to go for some rather hard Turbofall FRC combos that usually leave me with my mouth gaping.
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