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DerQ

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Everything posted by DerQ

  1. Confirming that is the answer
  2. 5$ entry fees for the venue on tournament day, covers all tournament entrance costs. Check the facebook for events and maybe more? https://www.facebook.com/groups/1532700160322692/?fref=ts Come here for a in-browser chat where we hang around too often http://sankishin.com/board/ Once you signed up, that's the link for the chat http://sankishin.com/board/mchat.php Welcome
  3. I need to add 5C > 5B stuff to my game. I completly missed that the reduced recovery from 1.1 would allow for new routes. Hariken B ender into 6D Very skeptical of this being inescapable. I can believe it beats emergency, but for it to be inescapable, you need to be sure that if they don't emergency tech, the 6D connects before they're allowed to tech again. According to DL wiki, 32 frames for emergency tech and 8+18F before you can tech again if you delay. That 6F difference could very well be enough to allow 6D to whiff the first active frame and go into recovery. An hypothesis, but seems plausible. Either way, anticipating the response from the opponent, they still have to somewhat know how to tech against it. Something worth testing upon release TK j.2B It stil works the same. In that clip, you see the super jump character blur at the time you pointed out. I don't know if TK j.2B is even possible with a super jump. Saying this because it's always that way when I get a SJ myself. As far as I'm concerned, same shit. B Hariken inconsistencies We could always ask JP players to validate this or put that on the "To test upon release" fictionnal list. I have little reason to claim this besides Blazblue not having too many character specific quirks, at least not MAJOR ones. But I don't think it's char specific, it may be. I have a very vague and distant memory that could go back to week one or even the location tests. I was asking stuff to the players on twitter and they said it did not always connect and they did not know why at the time. Since this is a blur, take it with a grain of salt (If it's actually true, you can be salty ayyyyyyyyyy). Although I'm optimistic this is just another situationnal awareness mid-combo thing that Amane already has in almost every combo route. You know, the things you need to know like "5C > 6C > 6A won't work with an opponent too high". "6C(1) > B hariken won't work if they're too close" doesn't seem out of place for this character. A Hariken RC I hope these are just variations and not character specific paths that you'll need to learn. That would blow. Considering how nice they look, they may just be. Fuuuuck. Style points though.
  4. That's a long road, keep at it. Your gods are facade, etc.
  5. I doubt it'll happen. I may still tag along? I'll let you kbow friday if nobody fills that spot. We'll see
  6. Pick up the teleport tendencies, 2B works close range. I don't know if 3C can stuff 236C. Same startup, but Izayoi has teleport recovery. If the teleport is behind you, option select a grab with barrier (4A + B + C). Started using that against my local izayoi player attempting corner crossups. That or just upback/fuzzy jump/backdash/gtfo j.2B is your friend not only for this scenario but in general in the matchup. A projectile > teleport behind gets stuffed by it. Should give you some knockdown to work with or combos that would be easy to confirm with meter/Overdrive. If you're way above her, j.2B can clash with her 623B. If the Izayoi player likes to throw a lot of projectile until they get orbs/charges, you can just jump above them and get back on the floor with j.2B (Or Hariken through them, it only gives her one orb/charge iirc) But yeah, everything you've said seems about right I've felt similar gripes with the matchup. She has those specials that can make pressuring her annoying. Her neutral tools can be denied and should be just to strip tools from those who over-rely on it. Make them understand throwing projectiles has a low chance of getting anywhere, deny some teleports, know when to mash into her teleport pressure, barrier her out on safe pressure (Blockstrings into projectiles) and go back to neutral ASAP. She doesn't always have options to avoid drill setups and 623B becomes a lot less of a bother when you have drill.
  7. Then get your ass on sankishin. A little forum hosted for us with a chat feature. Sankishin.com/board/mchat.php
  8. Gonna call a for source to prove that new distortion pls. The last page of the general gameplay covered changes and no where does it say he has that unlimited DD
  9. At the level we play. Both are pickup and play
  10. Je vais pas claim que j'ai joué à ce jeu là. Mais j'ai joué sans comprendre ce qui se passe.
  11. Omg rip MTLVF. It's 2013 all over again
  12. My body is feeling the lack of sleep lol. Tonight I shall deprive it even further practicing a combo in SKM and virtua fighter 5. Smaaaaart
  13. That's more or less my thing. I mean virtua fighter 5. Typos y'know
  14. Y O M I B O Y S I wish I was 5 again so I could go to a reading contest, win and poppof on the kid next to me saying he sucks at this game. Im not 5 tho, but I got 5. Virtua fighter 5 shieeeeeet
  15. Yo kazu. VF5FS c'est genre 3rd strike hugo. Manual setplay avec tous les characters
  16. I think I'll bash BBU stronger than I bash new games. Also anyone hype for VF5FS this friday?
  17. That combo is godliiiiiiiike, anywhere, anytime, 50 meter is drill. Put that on a t-shirt Back to learning these impossible combos http://youtu.be/u12C7ybx1x0?t=1m18s ... Except that there are much easier combos midscreen lol
  18. Come commentate Xrd with me if you're gonna play next week ayyyyy
  19. I don't even have RCA cables. Lmao
  20. I havn't gone to EVO since birth. Wouldn't want to break that streak
  21. We shall put our burden upon your.. Shoulders.
  22. We are horrible people lololol
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