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Wild Candy

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Everything posted by Wild Candy

  1. Yeah, but more so if he grapples a whiffed chain. Basically, when he's flying through the air in that state when he can't block.
  2. I'm playing a Hazama now, and I can't help but notice. If he's not careful with his chains, we can stuff a lot of them on recovery with Sonic Sabre.
  3. Anyone wanna play?
  4. Anyone wanna play?
  5. I'm up for this, but might need to find some team members first. PSN: BrokenStar96 Location: Ohio I main Naoto and Yukiko, and I'm a somewhat decent player who just lacks match up experience. So if anyone wants to join me, just message me.
  6. I thought I'd give Chaos Code a try, and I thought I'd ask. Which characters tend to have the better Okizeme and Mix Up games. Those are the characters I tend to lean towards. (I mostly use Rachel in BlazBlue, and prefer to use Millia in Guilty Gear)
  7. Um... This might be an odd request, but can someone play a few rounds against me so and then give me critique... I don't have the means to record any matches and post them in the critique thread, and I don't seem to be really improving at all with Naoto. Just message me here or on PSN, if you want to help me out. Thanks for reading.
  8. Anyone wanna play?
  9. Just tack on Corona Enders to corner combos, and the lack of Comet Cannon Oki shouldn't be a huge issue. Also, SAVE YOUR BURST! Your going to want it if he applies weakpoints on you. If he scores a combo with a weakpoint applied, he can a large chunk of heal away in one mere combo. (I'm not talking like a Makoto BnB, I'm thinking along the lines of Naoto SMP loop from P4A. And those combos could take up ALL of your health when done right!)
  10. Azreal can be a little hard to deal with, but I feel like it's not the worst match up for Makoto. Makoto is a lot more mobile then Azreal, and while her normals have a shorter range, most of them are a lot faster then Azreal's. Plus, we have it a little better then some characters because none of Makoto's normals have projectile properties like Rachel's 5B or Noel's 5C, and Corona Upper is actually fairly effective at escaping pressure in this match up. You have enough rope to deal with Azreal, just don't hang yourself with it.
  11. Usually when I get frustrated with BlazBlue, that's usually when I take a break to play Persona 4 Arena or some of my other RPG's. But it's almost amazing to see the effect of taking a break from a game only to have it feel a lot easier when you come back.
  12. Basically, to sum up the match up. Avoid the red ring of death, and keep her sliding on her face in the corner so she can't get heat up levels.
  13. Anyone wanna play?
  14. Good god.... What have I started...
  15. Um... I think we should probably stop this debate now before Kurushii comes to slit our throats or something for being off topic ...
  16. This! If Origins had a better range, it WOULD be Inferno Divider quality! Honestly, Rachel's better off just mashing out of pressure, or have the frog bail her out.
  17. Yeah, NO! Cat chair is freaking ass. It's super easy to bait, the start up is absolutely pathetic, and it's easily nulled useless against throws. It's only ever useful against very obvious gaps in blockstrings. Trust me, Mu has it a lot easier thanks to Origins.
  18. Susano, I can relate to your hesitation about fighting Azreal. When I'm using Rachel, it feels like every Azreal player absorbs all of my pumpkin and frog oki, and then pounds me into the next dimension because Rachel's poor defense. This is really troublesome because Rachel is very dependent on Oki and momentum, and when that goes haywire, Rachel players are kinda screwed. Still, I'm sure better Rachel players have away around Growler Field...
  19. GG's Ventus and Elochai. And Elochai, yeah. I use Naoto, but also Main Yukiko along side her. I've been using Naoto so much, I thought I'd give Yukiko a turn. Hopefully my Yukiko wasn't to scrubby, I really haven't played in quite a while, and I wasn't very good to begin with.
  20. Okay, I'll make it a 3 person room. Ignore the first invite Eclochai.
  21. Okay, invite sent.
  22. Does anyone feel like playing, I might open a room a little later.
  23. What exactly is the timing for following up 236B in combos in Luna mode. Like in 5DD > 236B > 5DD 5C > 236B > 22A > 5C in the corner.
  24. Overall I think she's better. Her overall damage output seems to be up (At least compared to the damage nerfs everyone suffered in this game), and her combos that go into her double Ansi S Pistol supers seems to cause enough damage that they could be considered almost as much as an SMP loop in the original. Her cooldown on Bullets is a bit worrisome, but it isn't a huge issue considering that she can set up 6 traps now, and Sikuna is a lot faster durring his D attacks. Plus, she's one of the few characters who still has a viable Oki option via traps (Even Chie lost her D oki that was once considered god like in the original game.) Plus, Naoto can inflict Silence, Fear, and Poison fairly easily, thus potentially creating high damaging unburstable combs with life drain. I think her buffs outweigh her nerfs, and that's really good for her.
  25. Okay, hope you don't mind my Scrubby Naoto. I'm really rusty. EDIT: Good games Ventus, I had fun. Sorry my Naoto wasn't top notch, i'm really rusty, and my playstyle is stellar to begin with. Hopefully you had fun to.
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