Jump to content
Dustloop Forums

Solemen

Members
  • Posts

    40
  • Joined

  • Last visited

Everything posted by Solemen

  1. Poison from A-nail now goes away if you connect a Distortion. Bang's Astral is slightly different. (See second video, last combo) New vids!
  2. More video showcasing! A cool corner combo that uses a B nail during the middle of the combo. He uses it again in the next match. Fatal combo that uses all 3 different nail types =D! Explosive 2D combo. Bumper mix up with command grab and nail dash cancel during the move. Sorry if I am spamming this, too excited =D! Oh yea, air distortion command grab got nerfed to 2.3k where I believe the previous version was a bit higher? The explosive show step activation might be after guard point which I hope is not the case...
  3. Air command grab can be extended without bumper and RC. Combos even into Ashura distortion... Apparently you can now do 5B after doing 6C > jD which was usually doable during certain grab combos? 3C seems to pop the opponent up but because of this, the untech time has been decrease to the point where they can tech when they hit the floor. This seems to be the case for the fatal version and I am not sure if it pops them higher. Someone confirm this I guess? Curious to know if the explosive shadow step has a big start up or something... It seems that combos that once uses 22A to connect is no longer needed. Will edit if I notice something more...
  4. Bang gameplay starts around "1h4m12s" Explosive Shadowstep (D follow up after getting drive guard point) seems to be fatal. Bang's Counter Assault got nerfed. Did they say they disappear after 3 uses? That would explain why the bumpers are gone from different pictures... Also, forgot to specify that it works on block from my post, gonna edit that if possible...
  5. O__O... So from Google Translate, Bang has a somewhat new interesting property where he can cancel the end of normals, specials and distortions on hit or block with a nail dash. Examples given in the corner (note that number in front of nail dash is direction of the dash): [D bumper at corner already setup]: 3C > 4-nail dash > 3C > 4-nail dash > 3C (This combos apparently...) [D bumper at corner already setup]: 6B > 2-nail dash > 2B (Not a counter hit from 6B!) Corner combo > 623B Ender > 214D then on Oki: 2B [Blocked] > 623B [Blocked] > X-nail dash (You can do a 6-nail dash which extends to a grab or 5B or instead of a 6-nail dash, do a 9-dash nail and then j2C right after.) Air combo ender > j214B then on Oki: 623C > 2-nail dash > jC > 5B > ... (No rapid required =D!) [D bumper at corner already setup]: Daifunka > 6-nail dash > Ashura > X-nail dash (HA! CS SACRED COMBO IS BACK!) Flying squirrel is now easier to use on baiting anti-airs. It looks like it can cancel the momentum of an air dash but I am not sure... Can anyone correct me if I am wrong?
  6. Hey, so it seems that A-nail during combos are still there and 5D is jump cancelable on hit. Combo with 5D jump cancel on hit : http://youtu.be/cSry8wDsxv4?t=9m41s Combo with an A-nail in the middle of it : http://youtu.be/cSry8wDsxv4?t=11m39s
  7. First of all, good find man. Ugh, I am pissed off now. Why the hell would they remove the stagger of 5D? Neat =D, any questions or such, ask away.
  8. Command grab is faster it seems? (Actually, it looks like some aspect of Bang's move might have been sped up it?) Overdrive meter still goes down during OD Asura.
  9. http://shoryuken.com/2014/08/06/blazblue-chronophantasma-developers-share-changes-in-upcoming-patch-for-kokonoe-valkenhayn-and-more/ So do we still do crap damage without Ka...? Also, curious to know how do we block? We just use barrier block and let go of the barrier? The overdrive start-up is a nerf and I assume low health means 35% right? I love the projectile invincibility on dash with Rin Seal =D, this made my day.
  10. I don't agree that they are basically drive teleports in terms of effects. I think you quickly lose your invinsibility during the dash. Image link: http://www.famitsu.com/image/33319/BFbB13457W5A2FMNkAk7b6g7Ud44vk3W.html You can see that he is somewhat invisible during the dash but I may be wrong.
  11. http://shoryuken.com/2014/07/30/early-details-emerge-for-updates-to-bang-shishigami-overdrive-in-blazblue-chronophantasma-ver-2-0/ It looks like FRKZ Dashes are invisible at start up which is nice cause it can be hard to approach opponents. Also, it might means that distortion during overdrive may retain its buff like previous version I hope...
  12. =D I am soo happy seeing some no seal starter combos, this is great!~
  13. That looks neat, did you jc the 2D right away to do the tk j623B? Yea, the nail usage kinda kills it D=... I am trying to find a good combo off a 623C... So far I got 5.4k using 75 meter and overdrive on midscreen. I think there is a better one somewhere o_o... EDIT:You need 4 seals...
  14. Not really cause 5D is not canceable in any matter and the recovery is long on hit which is why it staggers I think. EDIT: Looking at the frame data, you have the start-up of jump (4), astral (9+24) and recovery of 5D (22) to work with which goes a bit beyond the stagger of CH 5D (S58). I am not sure if this is how frames suppose to work. Does the super freeze usually count towards the total frame? If not, then you have enough frames.
  15. 6, I suck at typing sometimes ._. ... EDIT: Changed my previous post >_>...
  16. It's not that bad to be honest. I do 63214 632147D, you can delay the haft circles from each other, like really delay. This really helps me pace the input. Example, 63214 > wait a bit > 632147D If you have the mentallity to input this during a combo or wake up, you are fine. Once you get the pace, you can try speeding it up to get a better grip. EDIT: Basically, there is a sort of delay you can use with the input, like do the first haft circle and do the next one again in terms of reaction. Instead of doing both haft circles in reaction, you do one instead cause you already buffered the first one. Hope this helps.
  17. Yea, 5B > 2B -> IAD combo works after CH jD, thanks =D. Is CH 5D -> Astral a setup? The only way I can get out is with a burst or overdrive. I think I might be slow on mashing or I am missing something obvious that makes this not a setup?
  18. Ops, thanks =D. Yea, that's true... In CSEX, you were able to 5C a CH jD and now you can't in this one. I tried to see if I can do 5A -> 5B -> jc -> jC -> AID combo but that's a bit tricky to get it consistenly. EDIT: On a CH jD!
  19. Ha! You may never know when you need a combo from a jD starter. A lot of people tend to forget it is an overhead or accidentally hits its guard point. I try to cover many possible starters I get with Bang and see what I work with. I am currently working with jD, CH 623B/j623B and rapid 623C/j623C. If you guys got any suggestion, please tell me =D. Just to clarify the combo, if you used 5A as a starter, it would be 5A -> 5B -> 2B -> 6C -> jD -> tk C nails -> dash -> 5D (with corner bounce) -> 6D -> tk C nail -> 2D -> jc -> j2C. The 5D into 6D is tricky to land... EDIT: Fixed a typo...
  20. If you are between midscreen and corner, almost any grounded standing combo that connects into 6C can net you 4 seals but it is tricky. This includes throw I think. 5B in corner also nets you 4 seal. My question is this tho, what is a decent combo if your starter is jD (both normal and CH version)?
  21. Yea, I just wanted to mention if anyone felt that the combo was easier or felt a bit different cause it was the case for me. I was using trial combo 28 to demonstrate my point of view. I am a bit mix on Bang's combo priority a bit but that means I have to play more. Part of me wants to get more seals while another wants more damage instead. This is because of the concept of overdrive for Bang compare to most of the cast kinda annoys me a bit. Anyway, trying to see how much I have to delay for connecting j623B on Tsubaki. Everyone else seems fine.
  22. Hello everyone. I haven't been playing much BB so I may be wrong on what I am about to say... Also, I apoligize if these were mention earlier. I am using the combo in trial 28 to demonstrate a few things I have notice... Okay, so what I notice from this patch is that it seems easier to connect the corner combo that has the string 6C -> j22A -> jC -> j623B -> land -> 5B... I usually miss the part around j623B often in the previous patch and this doesn't seem the case anymore for me in this one. Also, did this never worked on Tsubaki? The j623B completely whiffs on her. Second, follow the string mention previously, it seems j623B -> 5B -> 2B -> 5D doesn't whiff on most cast anymore (tried on Carl, Arakune, Jin, Tager, Valk, Tao) because I remember that did not work on Jin and other cast. If these comments were already mentioned or are not that useful, please ignore =D.
  23. So I was checking the dustloop wiki and it has info on Overdrive and its duration, properties and such. Check it out if you haven't seen it. I hope it is true . http://www.dustloop.com/wiki/index.php?title=Offense_%28BBCP%29#Overdrive Pretty interesting to see that Bang gets the full duration of his overdrive when he is lower than 20% of his HP. Speaking of overdrive, what will you guys do with burst compare to CS? I usually never burst early and save mine towards the end. I don't know if I will change that now due to burst being rechargeable now. Only way to know is to play the game .
  24. Fatal 5C > 5D > 5A works. 5D CH is the best opportunity to get all 4 seals in one combo I believe. I notice that Bang's 623B acts differently when an opponent is airborne. (Push back is smaller compare to hitting the opponent standing or crouching) I might be wrong tho -3-... There isn't much potential in Bang's throwing multiple nails technique eh? [j236(Nail Button + D)]
  25. So I am testing it again on my side for EX and they can't tech until they hit the ground. http://www.youtube.com/watch?v=pzkpkTuIzcM&feature=youtu.be&t=11m42s Maybe 2D floats higher now?
×
×
  • Create New...