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Everything posted by Canine
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Nah, it still works, to my knowlege it only works after stuff like 2B/C-5C-3C (more so 5C on air hit then 3C) due to the bounce height and also because you have to input it (6D) right after you input 3C as though you were buffering the input for it. It's not hard but it won't work off many other ways into 3C (like on standing/crouch hits.) But if you do input it too slowly you won't get it, a pain especially as if they don't neglect to tech (it does hit them in this case) then you don't have much of an advantage anymore either. As for 5D-6D that should work at close range (provided pushback hasn't scaled too much) on standing an only in the corner on air hit provided hitstun hasn't deteriorated too much either (especially if you know your combo has dragged on a bit long).
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So like, I kinda derped and found an actually decent 4D fatal combo for near corner such style if I may say so myself. If the idea's already been tossed around or whatever then like I guess I'm slow, lol. Update, seems to work in corner, gonna check for character specifics.
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GGs to a Mr. Grublet o/ Time I had with the tv expired, thus I had to go, thinking of quite a bit now though I am. Ty for the Haku experience, even if it was a bit dreadful.
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Ggs to Batousai, and the Tao/Bullet I played if that person checks here, that and I guess gg to the lagiest 3 bar I've ever encountered to date.
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They changed Noel's winning animation after her Astral against Kagura, no more waltzing off into nothing for us. (A shame considering I managed to do that hours before the patch hit online)
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GGs to Lith! I was so pumped during those matches, though.. I apologize if I turned out being boring x:
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Rather than just link y'to the post I'll just out and quote it~
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I've got one for CH 5B for near corner - in corner. Near Corner, 70% Health OD, H1, (50% Heat) 5B CH>6C>jcOD>5DD>41236C>236D>623C(>2363214C), 5105 (6185) Dmg, 36 (-50) Heat. In Corner, 70% (30%) Health OD, H1, [50% Heat] 5B CH>6C>jcOD>5DD>41236C>236D>623C>623D[>(OD)2363214C], 5824 [6944] [(7428)] dmg, 42 [-50] Heat. This combo also works near corner at the 50% health mark for a non OD super, and works near corner at 20% health for an OD super as well. If you don't feel like using OD or Lock on levels at all Corner only 5B CH>6C>jc>jC>5C>3C>41236C>5B>6B>jc>jB>jc>jC>jD, 3530 Dmg, 25 heat.
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Because his challenge 30 was utterly infuritating for me. For those who have troubles with it as well, I'll go ahead and post both the sample combo and how I ended up doing it. Sample Play Combo: OD > 214D > 236D > dc > 5D > 632146D > 623D (1) > 236C > 214D > jD > jc > jD > j214D > 5D > 214B > 214D > 214214D My Combo OD > 214D > 236D > dc > 623D > 236C > 236C> 5D > dc > 6D > j623D > 236C > 214D > jD > j214B > j214D > jc > jD > j214D > 214214D > rc > 214D Thing about the sample combo that's possibly tricky is the ID after Scissors, thing that's tricky about my combo is that for DbD to connect after the j214D is that they need to be hit at the upper tip of it so you land in time to catch them after the bounce. Also the final 214D needs to be inputed immediately after the RC. If you can get the ID after Scissors with little trouble the sample play combo might prove easier to do than the one I came up with.
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Found a silly OD loop as him, can loop it quite a few times during a combo provided you have non 5A/2A starter and yer opponent is airborne. For instance: 5B>3C>ODc>5B>5C(1)>j2D>(2C>5C(1)>j2D) xN >2C > 5C > 3C > 6D > 41236C or 236236D (strongly advise against 236D if the combo has gone on for a great deal of time, if you do land it with enough hitstun left go for 632146D, 63214B or 41236C depending on what you feel like, also 236236D won't combo after 6D if it's gone on a great deal of time as well) This loop builds a lot of meter for a midscreen combo, thing being is that it comes at the cost of damage and of course your burst. Still a silly option for corner carry and style. Can only follow up the j2D on air hit in OD hence why you have some constraints with how long you can do it. That example combo being anywhere from just one rep to three depending on yer health of course. I love how flexible Terumi is when it comes to combos.
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I've got one that works and gets pretty close to 3.7k 6B>5D>d5C>d6C>d6D>BT>5B>5C>sj>jC>jD>d4D>d2D>d5C>22B (held) = 3692, Works on Amane, Relius (with some delay on the 22B), Makoto (but the first one works on her, too), Tao, pretty much most of the problematic hitbox characters. The only trick being is that you HAVE to delay that ending 22B, or they can tech on the first silencer shot (but you can humorously keep holding the button to fire more as they tech, forcing them to have to block)
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Alrighty, I'll just post how I did her 30 j4D FC, (d5C, d6C) x2, 214A, 2B, 6C, 6B, 6D, d6C, d2D, d6B, 22C, 6C (2), jcOD, OD Fenrir x2
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I completed her Challenge 30 if anyone possibly wants me to blatantly state how I did it. (The challenge being get 100 hits on a combo)
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From my own quick practice session -6B is best starter. No questions. -CT can land after 22C in the corner, not to difficult to pull of either -CH 6A can be followed up by a delayed 6B midscreen, 6B on air hit can be followed up by CT
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Good quick few matches to Solless~ First English opponent I've had in the game. I do like how we Astral'd each other to start this off.
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It's a counter.
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BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Canine replied to Circuitous's topic in BlazBlue Gameplay
Well, I suppose I should've said during stuff where 5D isn't the starter, even then for 5D -> 6D looks like it's somewhat range dependant, hitting with the tip of a 5D wouldn't let it connect from what I saw in the sample and then during the Kokonoe vs Terumi video it's pretty much confirmed that 5D can hit at max range and 6D won't hit, 5D doesn't float enough for it to be on an Air hit either, though both of these scenarios are where you go Jagaku (236D) instead, at least I think that route isn't too range dependant either. -
BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Canine replied to Circuitous's topic in BlazBlue Gameplay
From what I seem to understand it's his 6D. "After kicking them once, Terumi kicks them again in a wild dance-like motion." and 5D -> 6D gatling seems more than plausible, since 5D -> 2D is a thing. Though from other clips I'm not sure how reliable that actually is as a combo route. Hitstun after 5D seemed somewhat on the weak side. Alas everything's just speculation ya? -
GGs, I suppose I kinda expected a bit too much from myself with what I had to work with pad wise and not having played any fighter for a good couple weeks. Excuses aside I had fun. Lag always silly (i.e. somewhat dumb) but I had fun.
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Noel-proof rooms won't save anyone though. :u I do wish I could figure out what happened to my darn Vita charger though. Been itching to play some BB, and I don't have a tv where I am for PS3 version. Ah well though, I'll find out soon enough. Yay for 400 posts though(?)
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Kokonoe's health actually seems closer to 10500. Since here onwards you can actually just add up all the damage because thankfully every hit was some sorta combo and not chips or anything. (837+1840+1400+1400+1400+2195+1200+738=11010, but in that last 738 was a 2 hit finisher where the first hit finished and the 2nd was just extra, so 10500 is reasonably her health) Sadly there's no luck for this in both the Terumi and Kagura sections of that vid on Nico, oh well.
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N-n-not allowed to use Noel ;-;? Ah well I can just use Rags. I'll just actually have to like, be online at the same time as a couple of ya'll though.. or something.
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PSN: Caninev2 Location: Connecticut currently, Florida at times. Open to FR's: Iiiiiiiii guess :u (Yes)
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Though not exactly the right place... 5D and jD lost all invuln, 2D (non OD) has increased start up but keeps foot invuln, 4D and 6D lost head attribute invuln (still body Invuln). 5D, 6D, and jD are actually slightly faster (in exchange for that Invuln), and j4D just doesn't hit low now. Anywho. Lag is just annoying in general, but we all know this ya :B
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I had fun guys, though admittedly I should try to stick to a character rather than just shift around, and stray from characters I don't quite know how to use all too well, eheh.