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Neanis

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  • Location
    Montreal,Qc
  • PSN
    EggOfNeanis
  1. Here's my entirely unoptimal simple combo list, so take it with a grain of salt. That said there are a few details in these combos that will change depending on characters/the height you start your air combo at. midscreen lvl 2-3 ...< 214S < 66 < coin < 5S < 214P < coin < 66 < j.P < j.K < j.S < dj < j.K < j.S (< j.H) < j.D < ZH * 66 < 5S < coin < 5S or 5P works better for certain characters. If you can't get ZH to hit you probably arent dashing close enough before j.P. Just do 214P< coin < 66 < j.S<j.H for KD if you really can't find another way. throw/6K< j.K< j.S (< j.D) < 214P < coin < 6K < air combo corner lvl 2-3 ...< 214K < 66 < 66 < 6H < coin < c.S < j.D < MC < j.S < dj < j.K < j.S < j.D <ZH *if you have to many hits before 214K you'll have to do 66 < 66 < c.S < coin < c.S throw/6K< j.D < MC < j.S < dj < j.K < j.S < j.D <ZH And I think with that you'll have the combo basics down. You shouldnt skip j.D < MC even its tempting to at first because MC its pretty crucial for neutral too.
  2. A good way I use to practice mist canceling properly is trying to link CH 6H < MC < f.S or 66 c.S if you feel confident haha. I'm having trouble with 2H < MC< airdash, wondering if any of you have some kind of input tip or if you just gotta do it really fast...(Its easy to do if you re lvl3 since you can input 214SH directly but at lvl 2 im stuck). Other than that Ive been trying to find low mist lvl 2 combos that lead into knockdown midscreen. Some kind of variation seems of ...< 214S < 66 < coin < 5S < 214P < coin < 66 < j.P < j.K < j.S < dj < j.K < j.S < j.D < ZH seems to work on most chars but I cant find one for Potemkin for example. Is there some sort of centralized list?
  3. For those who were wondering if valiant was still a thing, I found out you can actually do gustaf< rapid. Problem is, the timing is pretty strict and it works on decent starters like 5b, 2b, j.B (unfortunetly not j.A). From what I gather its really about the starter and not the range. For those who have trouble doing it, if you are timing it correctly, you should see azrael still moving forward while doing 236D because of 236A s momentum. Even if its harder I dont think it needs to be discarded since, as usual, it still does ridiculous damage : j.B<2B<214A<RC<236D<5C<6Bx4<6A<3C<2C<6D - 4291dmg. 2B starter lets us keep a powerful burst punish. I also experimented with the midscreen j.D<dash<TCL and it seems to work on pretty much any height/ character. It becomes easier if you delay your j.D so that azrael is as close to the ground as possible(that also means no super jump). From midscreen it easily gets you to corner. All in all, we probably are gonna have to spend our meter on fancy 2WP combos, but the gorilla factor is still there and I look forward to exploiting it.
  4. Im up for tonight. If you want to play something else than Xrd, lets play a real honest game: Blazblue.
  5. Welp, Elphelt gains the honorary title of: First character I ll actually have to research. Seriously wasnt able to figure how the matchup goes in game. RIP Anyway thanks for hosting us as usual!
  6. I agree with Fatalis for the AAs, 2C is good and (as everything with Gordeau) nets you a good reward. Dont forget we have the option select 1ACD for throw/assault. Very powerful when used correctly. Now I have a question about defense. Most of the time I will try to break the opponents pressure with 2b,2a or shielding an assault. However the range of the two normals is too limited against certain opponents. From my experience 3C can sometimes catch them off guard and 214A will also work to lame your way out against whiffs. I know this isnt really clear, but take it as the question: How do you deal with pressure just a bit past 2b range?
  7. Well many say he can be a bit of both. However I think his pressure cannot last very long and he (most of the time) can control the opponent well when at mortal slide range, whereas the same thing cannot be said at close range. Thats why Id say hes a bit more of a zoner. As a former Hazama player I dont really care about this type of classification though haha
  8. Alright after some matches I realised I have a hard time dealing with characters that have some kind of "rush" move (thinking about Orie and Seth for example). Any tips on how guys deal with that? Only tactic Ive found so far is to use mortal slide less or mix it up with 3C. About Seth I think I found some kind of ghetto OS to his teleport. If you do 1C when he disappears you get either 2C if he stays up front or 3C if he crosses up, which hits him/gets you out of pressure. Unless I mashed it thoughtlessly it has always worked for me so far.
  9. Well after a bit of testing ive found out that it drops when you try 3c<22b<41236D. You can do 3c<22b<623C but it will do less dmg than straight up 3c<623c. However I found out that with no meter its better to do 3C<214B. Honestly the damage only a little bit better but it gives you a good ender in case you messed up (also looks better, but thats me).
  10. All this talk about optimisation. Personally I always use the 2b 5c route. Comes off as the easiest to me, deals the best damage and works on the whole cast without any problems except eltnum where the timing is stricter (screw you eltnum hitbox). If you have trouble try 2b<delay<5c<delay<j.b<j.c ... You can find those combos on the wiki or Destrade's evernote. Midscreen 5C goto combo for me: 5C> 236A x 2< 3C< 2B< 5C< j.B < j.C <3C < 236A x3 Also found out that hitting someone with 623C on the groud with CS is pretty broke. Me that thought my Gordeau would get less fraudulent with experience...
  11. So I just realised that his auto combo (mash 5a) does 5a 5b 5c. However using that auto combo by doing 5a5a5c in a blockstring leaves you with the ability to reverse beat 5c into lets stay 2b or 6b. Just sharing in case anyone didnt know. Anyone else has some tips on pressure/mixup to share?
  12. As your friendly neighborhood Azrael player, Id feel bad playing a character that isnt dumb as hell. In other words Ill main Gordeau (calling out color #7). Ill also be there to play on Thursday Pedro
  13. I just want to to know what new useless but stylish combos we'll be able to get off this. That pretty much resumes the usefulness of Hazama's fatals in CP. 6B counter in EX is still nice since you can chain 3C-Zaneiga off of it though (the only problem is how to get that).
  14. If he techs before the 6c either you are doing the whole thing too slow or, like this is probably the case, you hit your opponent while he is too close to the ground. Try picking up with zaneiga a bit sooner than usual, you should notice the opponent being higher in the air after it hits. If you do it correctly, you should have more than enough time to crossunder with 6c. If you have the motion down you should be able to get this pretty quickly. If you mean without houtenjin then, if it isnt charged, you have to get a counter to crossunder, although I can't say for sure since I havent experimented with that.
  15. Gluttony fang always was one of my favorite themes Can't wait for the whole OST though
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