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Wild Candy

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Everything posted by Wild Candy

  1. I'll play with you for a bit. EDIT: Good games BoltofShadow. Sorry about my lack of skill, I hope I didn't bore you. Still, I had fun.
  2. I'm In! PSN: BrokenStar96 Location: Ohio, United States
  3. Hopefully I'm not too late... ^,^; Location: United States Ohio PSN: BrokenStar96 I'm slowly but surely getting the hang of Izayoi.
  4. Anyone feel like playing? I might open a room later this evening.
  5. Okay, starting to feel a little more comfortable with Izayoi now. I feel like the best strategy in most match ups is to sort of go ham with Sonic Sabers to try and lock them out, and then punish them with Crusade Sepharim Alpha/Beta depending on if their trying to rush you, or come in from the air. You also want to pay more attention to spacing then actual pressure. That's at least my thoughts. Now my Gain Art Mode Skill is fairly lacking. My pressure in Gain Art Mode is still really weak, and I can hardly mix anyone up at the moment. Finally, my hit confirming skills with Izayoi are still non-existent. I need to practice some, but I feel like I'm understanding her a little more.
  6. One more question, what are some strategies when applying pressure, both in Normal, and in Gain Art Mode?
  7. A newbie question, what exactly is the timing to perform Justice Phorizer ender after a Strike Fall Combo?
  8. Bullet's just one of those characters who has a hard time starting momentum, but once she does, things can get very frustrating for her opponent.
  9. Can someone sum up Millia's changes in Xrd for me, and how they affect her gameplay?
  10. Compared to how she was in the original game, I think it's safe to assume Naoto will have her revenge! The only thing I can think of that will potenitally hurt is her cool down meter on her gun, but it should be made up for by her extra traps and Sikuna Hikona's increased speed when performing D attacks. Overall, I kinda like how Naoto's placing more emphasis on traps and instant kills then just being viable because of SMP loops. I'm excited for the game to come to the states!
  11. Hey, I wanna take up Mu, and I was just wondering. What are some good BnB's that beginner Mu player should learn?
  12. Hmm... I think if you'd like Dizzy or Millia. They both have a similar game plan, but they have a different way about going about things. Millia is the second fastest character in the game, and can easily set up Okizeme after any knockdown and combos, which only compliments her scary mix ups. She's very rushdown oriented, and she can be very scary if played right. Dizzy is a character whose normals are kinda awkward, but she's very mobile and has a great Zoning Game. What makes her unique is that she can work in tandem with her projectiles like Mu, to essentially cover up holes in her pressure when she performs nasty mix ups and cross ups. They both have Ass defense though, having low health and no meterless defense options. Hopefully that helps.
  13. I'm sort of a scrub with Makoto, but I think I know enough where I can contribute. True, Makoto thrives off of her frame traps and punishes much more then anything else, I would argue that her pressure game isn't to be trifled with. Her mix ups aren't something to write home about, but I wouldn't say their the worst in the entire game. Makoto's main pressure tool I'm pretty sure is 2A. Using it continuously with Dashing, you can create near gapless pressure if your fast enough. From 2A, you can go into 2B for a low, 6B or a jump attack for a high, or attempt a tick throw. (Something Makoto actually does a decent job at.) I think the main problems with her mix up options though is that their risky. 2B is kind've a telegraphed Low, being a little slower compared to some other low attacks, then while 6B is a rather fast and subtle standing overhead, it's follow up options on block are rather scarce. Makoto's pressure is primarily focused on speed, needing to be fast and aggressive. Makoto needs to keep the foe from fighting back if she wants to win. Using her high mobility to try and break in without getting hit is usually the way to go. She can use 2A or 5B as a dash in, or use her J.C to try and come in from the air. She also has J.2C, but it's only real use is baiting Anti airs because it's negative on block, and lacks proper follow up options to combo from. (So it should be avoided.) Lastly, while it's a little risky. Astroid Vision in conjunction with breaking and air attacks can be useful once you've conditioned your opponent to respect your pressure. (But be sure not abuse it, or use the attack follow ups like Star Gazer unless your doing a combo) That's the best I got. Anyone correct me I I'm wrong or missed something.
  14. I get it, their's a fine line between someone who claims to play Makoto but have the skills of a scrub, then their are people who really play Makoto and sweep the entire match once they get their opponent in the corner. But few people train that hard, and I admit, there were even times when I just wanted to give up and play a different character. But playing Makoto really helps you improve as an overall better player, because of the fundamentals needed to properly play her. I know that by learning Makoto's it's really helped with my movement in neutral and blocking. So I think she's worth the trouble to learn at a competitive level.
  15. I'm actually happy with a lot of Naoto's changes. The only one I deem questionable is the fact she only has a limited number of bullet's like Aigis. But I guess that's the best way to balance her out more considering she can set up a total of 6 traps now. Has there been any good footage of Yukiko or Yukari yet?
  16. Good Games to all of those I played in the lobby tonight! Hopefully my Bullet didn't suck to much...
  17. Sorry to burst your bubble a bit. But most of the tutorials and combo guides for Millia now are for the most recent Guilty Gear Accent Core Plus R. Not to mention the release of Xrd Coming up next year, I don't think practicing on an older game is going to help very much...
  18. Unfortunately, Oki and Knockdown isn't as big as a deal like it would be in games like Guilty Gear. However, having Oki options isn't a bad thing, and being creative will only help you improve as a player. Off the top of my head, the characters with scariest mix ups in BlazBlue are Rachel Alucard, Izayoi, and I think maybe Bang. But their other characters with reasonably strong mix ups such as Tsubaki and Platinum. However, with the possible exception of Tsubaki, all of the characters listed above lack defensive options without meter, or lack reversals all together. Their are characters however whose mix ups aren't considered the best, but still have great pressure. The examples coming to mind being Noel, Bullet, and Relius. Noel's Drive allows her to link 4 attacks together, most of which are pretty fast. Bullet's Drive allows her to stay on top of the opponent, and her mix up options can be fairly deceptive if used right. Finally, Relius works in tandem with his doll, Ignis. This allows him to create nearly gapless pressure by having one attack while the other recovers. I guess depending on the playstyle your going for. I'd recommend Rachel or Izayoi if you want to play a strong ranged game while being able to create scary pressure with mix ups. But if you want to be up in the opponent's face, I'd honestly go for Bang, Noel, Platinum, or Bullet.
  19. What are some of the better ways to combo in Tsubaki's astral this time around? It feels a lot harder in CP.
  20. I had some Bullet mirror matches with our local Mod, Prototype, and he's really strong. I didn't stand a chance. I still have tons to learn with Bullet, particularly mix ups and hit confirming into combos.
  21. Anyone wanna play? I thinking about opening up a room.
  22. I guess if Dizzy doesn't meet the cut. I can learn to use Millia, they actually have quite a bit in common gameplay wise. Both have strong Okizeme and pressure games couple with fragile defense. Both have the same goal, gaining momentum and not letting their opponent fight back, they just have a different way of achieving that goal. (In Dizzy's case, using her summons to to cover holes in her pressure, and in Millia's case, using her great mobility and fast normals to keep the opponent from fighting back) Besides, the animations are beautiful, Xrd can potentially revive the franchise, and it will likely be released sometime during the spring for PS4. I guess I can be a little more open minded.
  23. Sorry about this, but I had stuff crop up that weekend involving family, so I have no choice but to drop out. Very sorry.
  24. Your Nu feels like it improved a bit, I felt like I had a harder time breaking in this time, even with Rachel's decent Long Range tools.
  25. GG's Susano, I had fun! Hopefully my Rachel didn't bore you too much.
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