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crimsonstardust

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Everything posted by crimsonstardust

  1. I play on square gate, so that's my personal preference, basically I go from 9 5 6 when I do instant air dashes, I might do 99 without realizing it sometimes but either way works, its gonna be something your gonna have to mess with yourself to figure out what works for you.
  2. Alright so this was one I just watched (link below), I didn't play to much Strike Freedom in GVE (well I didn't play to many 3000 suits actually...) but the way this particular player was playing Strike Freedom seemed more in line with what the back role was described as, lots of picking moments to attack opposed to creating them, I'm more confused about the decision made to play the back role (or maybe not) when it seems like a general rule of thumb for the higher cost to play the front. Though I think I might be wrong to assume it was a back role that was taken seeing how Strike Freedom did take a lot of damage before spawning into the fight again. I think my assumption of what a front role looks like might not be what I had in mind at first, I dunno this is why I'm asking really. http://www.youtube.com/watch?v=vbO40nQPoXc
  3. I have trouble with people just slapping mad buttons myself, what helps is to review replays and try to figure out what went wrong or ask around in respective character threads. It also helps to know frame data and gattlings cause that helps with the defensive aspect of the game. I was also suggested to learn instant blocking for specific moves and block strings. This won't get mentioned as much but when you go online there is gonna be a lot of just mashing out of strings and this is where a lot of the Tagar hate seems to come from cause people just turn the butter and will grab you for dropping a combo or misplaced block string simply cause those tiny bits of lag will do that... If you can its best to try and practice with a 3Bar connection, 4 is even better if you can find one, though 3 can be a little finicky at times cause I've played a number of matches where it felt more like 2bars. So really take everything you do online with a grain of salt as well. (not as in getting salty salt) What I've been also advised on regarding dealing with offence was part of a good defense also means knowing when to hit people out of strings cause you can't run the clock down no matter how good your blocking is or you'll never get out and its a matter of time where one hit or throw will open you up.
  4. Well part of defending isn't just about mashing out a reversal, it could be something as simple as sticking a normal out at the right time. Ragna and Hakumen are pretty good characters to start with, do keep in mind even when you play on a 3 bar connection, its gonna be hard to react to overheads or slow lows for that matter, I actually do better offline cause I conditioned myself to react to specific overheads and react to throw tech. Unlike some games, BB has a pretty big tech window but it can be harder to do online just cause that slight bit of lag can make hard to deal with. In BB (this is something I'm working on myself) you can take advantage of instant blocking to punish specific moves and give yourself a bit more meter while your at it. The first thing to do is don't yolo reversals, that is a very bad thing to train yourself to do, cause that can lead to some seriously nasty punishes. The best way to think of a reversal is a calculated risk, cause if it doesn't work, your gonna eat dirt so to say. I dunno which version of Smash you mostly play, but its kinda like if you know someone is gonna forward smash, you bait it by making it whiff or something and make them pay it by punishing it (I dunno I know some character have a strong chain throw game and others have strong juggles, I only kinda play smash). Part of defending in this game is also knowing what your opponent can do, so that means knowing things like gattlings to frame data, match up experience and etc. Online defending you will get hit by a lot of gimmicks cause that's just the nature of playing online and offline as well, but knowing about them is also part of the fight to deal with it. If it helps, you should challenge yourself to not use reversals for awhile and focus on defending and getting an idea of how people like to open people up, BB also has replay functions so take advantage of that and watch yourself and try to see what went wrong or ask around.
  5. Oh ok that's good to know. I'm sure solid Hazama players would know something like that too, so to get in is it going to be a matter of weaving around the chain nonsense and get in like that?
  6. Guess that's gonna have to be something to practice in the lab, was it free to 5A in CS2? I could of sworn it was but my memory of CS2 is hazy these days.
  7. I thought 5A was a strong tool for blocked chains, huh, guess I need to mash harder it harder.
  8. Ok I haven't really played this match since CS2, and it feels like some things about the match as changed a bit. It feels like whenever Hazama sicks a chain on me he gets in for free, I'm assuming I have to instant block this if I want to punish this? It's also feeling like Hazama's mid screen game can keep up with Ragna's mid screen pressure but I dunno if that's a lack of match up knowledge on my part (or if I'm scrubby).
  9. Alright I read the article brett, I got a better handle on how I should approach FB when I get it in the mail, so while I'm waiting, and watching vids for this game, I'm having trouble telling if I'm watching a front or a back in the perceptive the replay is being played on, on paper it seems obvious but when I'm watching replays I can't tell whose playing what position in the team at times cause it seems like everyone is basically dodging attacks, weaving in and out, punishing mistakes and at times keeping pressure with constant chasing. I know there's the idea of "this Suit is a better front" or "this one works better as a back", at least when I'm watching replays to learn from more experienced players, what should I be looking for to be able to tell what position they are playing or should I be keeping an eye on other factors and not really worry whose front or back?
  10. Alright while I'm waiting for my copy to come in the mail a couple of questions, is Epyon basically the same from GvGNP with just no mobile assist and in its place the zero system? I didn't see anything in the thread about this next part I wanna ask, is the zero system something you can just turn on and off without waiting for a cool down or something of those lines?
  11. Alright I guess the best way for me to do that is look at some vids/replays and see what people like to do and learn some of the timings like that. So I have a question about blockstun in this game, I know in UMvC3 if you chicken block and land the block stun resets, does Blazblue have something similar to that when you chicken block?
  12. I usually try to do stuff like 2A x2 to something like hover dash C, probably not a good option seeing how that doesn't gattling into hover dash c or anything like that. Most of the stuff I'm getting hit out of is when I'm in and I'm trying to do hover dash 50-50s or do tick throw set ups. I usually find the only way I can usually force a mix up is getting them to block D Sonic saber. I know it was mentioned earlier that you can use 6C to catch mashing and such (just remembered that post...). It seems like when I'm in they block my string and then I keep myself safe and if I try to do something tricky when I'm in again, I get mashed out...
  13. So I've been using 2D to end a lot of my mid screen meterless combos, at first I thought it was an alright idea as I could do things like catch forward tech rolls or be a decent way to get a knock down but I'm starting to wonder if its just better to just to push my opponent away with hell's fang cause I'm getting the impression that ending with 2D doesn't give Ragna a whole lot to do. I guess the questions I want to ask are, is 2D good to use the way I mentioned or is 2D better placed for things like RC into extended combos and to use as a counter poke on some occasions?
  14. Alright got it, I can imagine she could get swatted out if the opponent isn't conditioned to block her attacks in GA mode and such. I should of asked this earlier cause I just remembered, does Izayoi have any viable frame traps? I've been having trouble conditioning my opponent to not press buttons at times cause I easily do this better with some other characters I play but not so much with Izayoi cause I'm getting a little of sick of my mix ups getting trashed by mashed 2As and such. OTL
  15. I highly suggest a Qanba as well, they feel great to use and have a nice usb compartment built in, its a little more expensive then a TE but I still would suggest it cause modding a TE is extra work and money. If your the kind of player where your hands are a little more wild with execution, I would suggest the fusion models cause the Q4 models have the start button pretty close to the main 8 buttons.
  16. I've been trying to add instant blocking to my game plan and tried to do it when I was playing some casuals, I ended up eating a lot of normals cause I either missed timed a lot of it or got backdash. So when going about instant blocking in this game, should I be focusing more on just blocking the moves and instant blocking the slower moves to punish them or go about it differently? I also have another question about how to deal with an opponent's barrier blocking, there's a lot of time I want to keep my pressures going but things like my normals just barely whiff and my pressure ends from there a lot. I know there's throwing to get around it as well but I'm looking for more of a "oh hey my opponent is barrier blocking, I'm gonna take advantage of the fact they are in block stun a little longer" sort of approach. I'm guessing that's also gonna depend of the character but I'm wondering if there's a more general strategy that every character interprets differently.
  17. Ok that makes sense, I thought it was weird cause I remember it being pretty quick when I tried 236C in training room and figured cause 236B shared the same stance animation it should be fine to use the B one, I guess I'll have to start getting used to using 236C for it.
  18. Oh ok gotcha, I guess I should take a look at that if I'm gonna keep playing this game as well. On a related note, does it matter which move you use to enter stance for stance cancel stuff? It might been me not having it quite practiced but it seemed like when I used 236B the time to stance cancel in some casuals today, I couldn't leave the stance as I pressed A or didn't leave the stance as quick as it ended up as a delayed 236B sometime, but like I said it might of been me.
  19. Wait what are these levels? Does the stance have different properties or something for how long you hold them for or am I not on the right track?
  20. I've been either cursed to loose to Litchi, or there is something I don't understand about this character, my biggest problem playing against Litchi is when I feel like I have to play tag with her, it feels like no matter how well I chase her down I block the pole and back to the run away game again or fly to pole. I don't understand how to deal with this phase in neutral cause I find it much easier to just take the pressure over trying to chase her down, I notice a lot of litchi players do this when they have the life lead and can just afford to run away.
  21. I actually have something similar happen too, usually for me when I'm in normal mode doings corner throw and trying to do 2C 623C in this combo, throw 236B 214A 2C 623C stuff. I know that 623C can hit grounded opponents but it misses on some so I try to have that down for those pesky ones that are too low to the ground... Though if I swap 2C with 2B I usually can get around it for less damage.
  22. What can Izayoi get off a Fatal GA 3C mid screen? I can get about 4K but I feel like she can do more and I'm missing something.
  23. I have a harder time doing this when lag is present, usually I dunno if its me botching the input from panicing a little or if something else is going on like eating a meaty to the face or something, though this seems to be the case with me trying to wake up with something mostly. I usually try to input reversals when I see that my character has gotten up a little after the tech.
  24. Well I've noted in the Ragna match for Izayoi that you can use 623C to stuff BS.
  25. As far as who I play in BB I play Izayoi and will rotate with Ragna for matches I just can not handle with her, we pretty much have discussed in the Izayoi threads just how she has very limited defensive options so my general tendency is to try and block what I can and hope a throw happens so I can create space with throw tech sometimes. I've messed with or have played most of the modern fighting games out there right now, though my main game right now is BB with Super Street Fighter 4 AE 2012 and Skullgirls on the side, formally played UMvC3 for awhile as well (though that game I try not to block cause that means death in a lot of cases :E ). I did plan to do this at first before BBCP came out in console but I found that be a much larger challenge then I anticipated, though I've been kinda cracking at it slowly, just characters like Carl has been quite a challenge to learn how to use. I tried that out today at a local session, had mixed results but I think I'm starting to get an idea on that. Well thanks guys, I appreciate the advises that I got, I've started to try and instant block more with varied results as well but least I know what I can work on next time I'm in the lab.
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