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About hipikachu
- Birthday 01/16/1996
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United States, NJ
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Hi_Pikachu
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Pretty much this. TBH, I didn't even know it had bonus proration in CP '^ ' mumble mumble good ol CS days
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Well, any kind of multihit Distortion that doesn't launch usually serves as a combo ender for the minimum damage (damage that ignores proration), so it's not a much of a surprise that Mizuchi would nuke your proration during the multi-hit portion. If you HAVE to follow it up, rapid after the initial chain before the knife barrage. And honestly speaking, I don't know if 214D~C(S) launches them high enough for 6A relaunch, because I never used that route myself, due to it being unoptimal. However, do note that 2B and 5C have the same startup, so if you can 2B afterwards, you can 5C. But other than combo movie material, there really is no need to learn how to relaunch off that.
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Well first of all, I see the problem now. You didn't mention it in this thread, but you actually do 5C>Jakou. Thing about Jakou is that the recovery is fixed, but opponent untech time isn't. The higher you hit Jakou, the more followup time you have. That's why you can do it in Challenge Mode but not in training, because Challenge Mode makes you do it right after Hotenjin, which launches them incredibly high. If you want to use it in combos, you have to followup with something like 5C>2C>6D~A>4D~A>623D to get the appropriate Rekkazan followup height. For your throw combo, you're just landing Jakou too late. Remember that Jakou doesn't cancel into anything in CS, so any sort of followup is a link, not a cancel. You need to input the followup once you're absolutely sure that Hazama has recovered from Jakou. As for your 6C followup issues, they're exactly the same as your Jakou issues. 6C doesn't cancel into dash, so you have to input the dash as early as possible once Hazama recovers from the 6C animation. You can probably start buffering the input once you see his feet touch the ground. Also, the dash DOES cancel into moves, so don't wait for the dash to end before inputting 5C, input it as the dash is coming out so it looks like 665C. Hope that helps ' ^' / If you have more questions, I'll be happy to answer them via Steam @ aozoraqua. Because I friggin suck at BBCP and cry about the good ol' CS days.
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Welp, the dream is suffering ;_; On the other hand, after what moves in our Drive blockstrings should we generally expect to get mashed out of? I usually 4D after a blocked d.6B if I expect Jin or Ragna to DP afterwards, but when trying to bait a super out of Nu or Lambda, the head property kills the invul on 4D. I can't exactly reload and block in time either. Do I just Bloom Trigger to keep myself safe until she no longer has those resources?
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[CSE] New to BB and requesting help for combos
hipikachu replied to Mr.Ownage's topic in BlazBlue Gameplay
One of my favorite things to do back in the day was to use Hazama's command grab and buffer in the Astral during this combo: 236C>2A:>5C>Astral. What you do is that you actually hit 1A>5C (buffer 63214 during the 2 hits,) then hit 3D. It's a pretty good way of ending game off of command grab when spending resources becomes risky due to bursts and whatnot. I recall Jakou to Rekkazan being relatively easy, I think you just had to wait for the wallbounce animation, then input the super. Definitly works in CSEX. You'll pretty much never go into 6C unless you landed a airthrow, 214D~C or corner 236D. And if those don't give you enough time to confirm...well then you need to practice. The occasional airborne 5C(1) goes into 6C, but that's usually combo filler, and not really a confirm. And lastly, this isn't Guilty Gear. Hazama's 6A has no reason to be used as an anti-air. It's an overhead. Even then, you'll only be able to OTG with 5C or 2B. Unless you mean some other character. -
GG's kept me occupied for awhile, but now that I'm back... Did we really get the 5A attack level buff? The CPEX frame data on wiki is barren.
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I heard there was cake?
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My current dilemna isn't ending the string on 5B, it's the fact that if the 5B gets insta-blocked, they can mash out of 5C/2C.
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I don't drop this often, but I've seen what Sachi means. If you delay pretty much anything after the 6C, it can cause this to happen, especially if the combo's been going for awhile. For some reason though, I've seen this happen most often against Bullet.
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Should I expect myself to get blown up if the 5B is insta-blocked though? I'm quite new to the CP scene, and her normals look a lot more pathetic now. Not sure what's airtight and what's not. Also, back in my "cuddle in corner and watch CP loketest" days, I saw people dash cancel 22B oki into crossups or whatnot. At least, that's what I think I saw. But after checking the data, it seems this has no longer been possible for awhile. What exactly does the "oki" part of our 22B oki look like now?
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Pardon my ignorance, but do you actually mean 3C > 665B > 5C and d.6B > 66C > 22B? I mean, why not just 3C>22C~66 and how does d.6B link into 6C? Shouldn't the Drive string end first?
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EDIT: Further testing rendered original post unoptimal/obsolete. I don't know how to delete posts on new Dustloop either.
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Even a sleeping Hakumen is pro at getting meter.
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Playing beanwich is the same as playing underwater. Everyone goes slow-mo and Arakune dissolves.
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Of what game? CP? If you mean Extend, Ebay all the way.