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crimsonstardust

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Everything posted by crimsonstardust

  1. When you have people in block stun with her drive what should you end the string with to keep it safe? I've heard chamber shot and bloom trigger are not safe if they instant block the last hits.
  2. Ah I'll have to keep that in mind, I can't play half as well online as I can offline. >>
  3. Is there like a Hong Kong version of this game or something? I know that Japanese versions tend to be more expensive and other Asian regions sometimes get the game too and usually are cheaper.
  4. Yea that's the move I meant. It's usually when he gets in that's where it can be an issue really.
  5. Well I have something I want to add to this match, apparently c.Inferno divider will clash with with Justice Driver and he get's a full punish from this, so don't throw is raw or on wake up unless your are absolutely sure he is pressing some other buttons.
  6. So I have a question with this match, can Noel use 4D to counter jD if Noel is being pressured by Amane in the corner? I'm not sure if jD from Amane is considered a projectile in this match.
  7. She's not absolute crap as some people make it seem but at the same time her tool set is a little odd to work with at first. I think the hardest think I find about her as a whole is really getting a good grasp with how to move with her in GA mode. Most characters can usually move in with barrier runs (is that the right term? Running and using barrier as breaks?) but with the movement options she has it makes it hard to just go in carelessly as its really easy for your opponent to stick a normal if they see you coming in with her dash. I know a lot of people mention how they find it troublesome they have to build up meter just to start offensive ball rolling but I don't find this to be that much of an issue personally, it's when I find out of meter that's when I cry a little but I usually try to treat the meter building as sort of a neutral game phase and there are ways to build quick stocks and get back on it. She's not easy to use or brainless even, it's probably took me 2-4 times the normal amount of time it took me to learn a character for Izayoi cause I'm a lot more conscious about the moves I make cause her tool set isn't the best. In the end I play Izayoi cause I wanted to make Gundam jokes with her with my local scene but no watched the Gudam series like I did so that kinda failed but loved her character design so I just stuck with it.
  8. Well welcome, Blazblue is generally friendly towards pad users cause its a 4 button game, you don't have to use a stick unless that is what you want to do. There's no real magic to doing combos, you have to sit down and practice them and online will probably change your timings a little to a lot so keep that in mind as well. You probably will want to try your hand at a character's BnB and just start working from there, most characters threads have a combo thread and the first post usually will have lists of various combos. If you have trouble with specifics, most people here gladly will lend some tips or advise regarding said combo.
  9. This would be nice... I know that using 5A isn't as common of an anti air to use for some characters, but a few other characters I main/sub I do find it to be pretty useful as an anti air, how do you guys feel about 5A as an anti air? I haven't tired it with Izayoi cause I haven't been able to compare the hit/hurt box with a few characters I think it works decently with.
  10. Pros Have to tools to keep him out -fire balls -anti air specials -236B/C -command movements -5B Can bait reversal attempts Tagar has limited movement options Have the tools to blow up sledge hammer Cons Really hard to get off once he's in Magnetism limits your GA movements You need 50 meter to get this guy off you Spark ball steam rolls all fireballs Spark ball is also good at swatting you in GA dashes Alright this is fairly a tough match but I think she goes even with Tagar. The opening gambit your at a slight advantage cause your normals out range his, well more like 5B really. Once your at full screen it's easier to play that fireball anti air game, though you have to be careful at this range cause one properly aimed spark ball will make you wish you were careful. Often you will see a Tagar attempt to get closer with sledge hammers, if they are trying to do this you can blow it up with 236C, using the B version is a little riskier cause its a little slower but it will net you a counter hit combo. I suggest also to not be afraid to rush Tagar down, command grabs are scary but he only has that opening if you give it to him. During your block strings if you know your opponent is backdash happy during block strings a delayed 6C from either mode will catch him. He's easy to fuzzy guard against with jB so add that to your list of things to do. Now when your magnetized this is where the match can dip, Tagar's pressure is pretty annoying to deal with, and you have to keep your eyes extra peeled cause he might sneak a command throw in. A common one is after his 6A to do a delayed command throw so it doesn't come out as a pink throw. Another set up Tagar has during a gadget finger he can make it whiff and get a safe jump cross up on you. In the case you are magnitized and are full to mid screen be very careful with your spacing, if he pulls you in with 6A don't challenge it during the active frames cause it had a guard point. If you find yourself dashing during GA mode and he tries to pull you in with a command throw, using jB on reaction will stop the attempt, your probably could mash jA also. In some cases might try to be tricky and pull you in with a command throw but if your spacing is right you can poke him with just about any quick move. When you get Gadget Fingered Basically I would suggest not to get gadget fingered in general, it just sets up all sorts of nasty mix ups and you will play the guessing game. You can try to mash 5A against some of the stuff but not recommended either, if you do it without though you can get caught by a backdash A buster, though if you do see it you can respond with something like 236B/C and try and score a counter hit if he attempts to pull you in with a buster. If he reads you trying to jump or backdash away while you are in GA mode, 6A, atomic colider and Air buster will beat those out, but if you mash jA while you jump, you can beat an air buster and colider, but you will not beat 6A cause that has armor against high and mid attacks. A lot of it is gonna be conditioning you not to press buttons, this can be a weird spot to be in at times cause some options beat mashing, and some lose to mashing against gadget finger oki. All I can say is if you do get in those situations you gonna have to make some hard guesses. The safest tool to use might be Justice Phorizor, but this has some flaws too, if Tagar instant blocks it its a free punish, normally its safe to use but instant blocking it doesn't push him back and he can punish it with either 6A or Spark ball, spark ball can punish it without an instant block. If he back dashes correctly against it, its a free A buster or sparkball also. So like I said, try not to be in that situation. One last note I would like to add is magna tech wheel the last hit is an overhead and has a guard point, it is a reversal but not a common one. Well if anyone wants to chime in please do. Edit: Fuzzy guarding info was wrong, info taken out.
  11. My real issue with Izayoi is I wish she had a normal that can act as a decent anti air, doesn't need to be head invulnerable just something that hits vertical for it to work with me. I agree the teleports could be stronger cause they aren't that strong considering characters like Azrael and Arakune basically have them as dashes, but at the same time I don't think it hinders her enough for it to be something she needs. I think she could of had something like a gain arts only DP sort of like how Jin has the meter version of DP, I find it a tad weird out of all her specials there isn't a DP motion version. Eh kind of sucks as Izayoi players we have to work a lot harder to makes things work. On a related note, does anyone have any hit box/hurt box data on her? I've been wanting to see some info on that to try and compare 5As hit/hurt box with other characters that have a strong 5A that can be used as an anti air. Like I mentioned anti airing is one of my problems with her, I know 623B/C work but use the wrong one and its a free get in.
  12. Well there's the one that Rhannmah was talking about a few posts back, haven't been able to try it myself yet. One that I personally like to do is dash back D sonic sabre, if they try to forward roll it will catch them, I think its the same for back roll but haven't tried, its a meaty set up so they do have to block it on neutral tech but a delayed tech will be able to get through this, though I haven't seen to many people actually do that yet. There's also doing safe jump jC for your typical DP baits. There's one gimmicky one that's safe after a strike fall, if you do 214B and they neutral tech you can get behind them, though most people don't realize there is an audio cue for her teleports so if your opponent is aware of that they can block correctly, this is actually pretty safe cause you recover sooner then they tech. You also have to consider the height you do strike fall at cause it can change your okis slightly. Do note that these are corner okis, I usually work on trying to push my opponent to the corner cause I feel like you options to mix your opponent up are more potent. Though generally I suggest safe jump jC cause they doesn't take resources and you don't loose your positioning, and if they burst in your face your not in the corner at least.
  13. Been forgetting to put my PSN info here. Location: U.S Oregon PSN: crimsonstardust
  14. So you mean like block, then sonic sabre?
  15. Well mostly for BB, but I'm mostly asking in regards to wake up crouching jab, it's a little easier for me to call out other reversals but wake up mash crouch jab is the issue I'm running into.
  16. Ok I'm having a bit of an issue with deal with players online that like to just mash crouching jabs on wake up. I'm not really sure how to deal with this sort of wake up situation, usually I feel like I timed my moves right and should be punishing any possible attempts but I usually get beat out in those situations and loose momentum, should I be treating these situations like I'm looking for a DP type reversal and just bait the mashing out with a meaty or something like that? Cause I usually find myself eating more damage if I try something like that. /:
  17. Pros Can keep pressure on him after a knockdown cause he needs meter to get out 5B out ranges his normals (except his Drives) Cons Mobility allows Hazama to be able to weave in and out of offensive and defensive play easily. Can keep annoying amount of pressure. Sonic sabre doesn't clash well against oroboros he controls the air space really well. Well I played a number of Hazama's today and this match forces you to be stay grounded just cause Hazama's D moves poke practically every angle in the air Izayoi would want to be. I found the neutral in this match to be difficult to deal with, he has just overall better space control then our character making it hard to counter zone him with fireballs, your best bet is to try and sneak a fireball in once in a bit and just instant block the chains as they come, I wouldn't recommend blocking them from the air as that does let him get in and try and air unblockable you. . Once your in its not to hard to keep the pressure going, just try not to give to much breathing space cause a big enough hole in the block string will let him do his flash kick move from his stance (do note I played this match online so I don't know if he even should be able to do that easily). When getting pressured by Hazama he has 2 overheads to be weary off, the first one is that leaping forward strike move ressenga, and he can combo off this if you are crouching, the other one he drops his elbow on you and this is more commonly seen when he has meter to follow it up with hotenjin (or whatever that flash kick super is called). He also has a command throw so be very weary of it being a possibility during pressure, best to chicken guard if you think its coming. What some Hazama players will try also is after conditioning you to block overheads they might try and start sneaking in the low strike from the stance cause that leads to some nasty damage. Best way to deal with this is to try and react to the low cause it is a tad slower then its overhead counterpart. I know there's some other things I'm missing for this match, I haven't sat in the lab yet to figure out how to deal with aggressive Hazamas that like to just go ham with the chain and go in. The match doesn't feel favorable like most of her matches, if anyone else has info for this match please chime in.
  18. I've been pretty lucky with my 3 bar ones but the rest of one ones I've had so far have been spotty also. /:
  19. Ah we played a few games, ggs man, I need to work on this game some more, I don't play enough. ):
  20. Hmm, well doesn't sound like a bad set up, I'll try this out when I play with a local in a couple of days and see how it works. I usually like using the oki set up after strike fall in a corner combo to dash back a little and set up a meaty D sonic sabre, I dunno if it catches late tech but I know it catches forward tech.
  21. Hey sorry to ask this of the Mu-12 players cause I've been wanting to sit with the character a bit, what are her mid screen bnb and corner bnb I should know? The first post looks a little incomplete and there's a little to much information for me to sort through in this entire thread.
  22. Well I tested who you would have to use 2A on for the throw combo that builds 8 stocks, throw (214B) 236B 214A (2A) 623C 214C 623B 214B 623C, so the characters that do need the 2A extension are Relius, Amane Platinum and Izayoi herself.
  23. You probably should take that question to this area, its more about the online aspect of Blazblue. http://www.dustloop.com/forums/forumdisplay.php?95-BlazBlue-Online-Play
  24. Using 5B -> 236C will push her out and is pretty safe at max range. You can lame it out with sonic sabres and use 623B/C accordingly as well, I would say avoid using sonic sabres at double jump height cause Noel runs really fast and can cross under you. You should be able to keep some heavy pressure on her once your in GA mode cause she doesn't have to many ways to get people off her, she needs meter to get out of pressure really.
  25. So in both modes canceling your moves in to stance cancels, 236[b/C]~A keeps you safe and you can keep pressure going depending on your spacing. In Normal mode 6C stance cancel is pretty safe and will catch people trying to jump out of strings, using 236A is pretty safe also but if your opponent is DP happy it is possible to DP in between 6C and 236A but its a really small window, max range or near max range 5b ->236C is a safe poke string and keeps people honest, even better in GA mode cause you can keep it going. GA mode you can do 5B 236D to set up a mix up of high low or throw. If you trained your opponent to block high from GA dash jC you can start mixing in lows or throws by whiffing jumping throw instead of GA dash jC, one thing I like to do to test someone's reactions is to use Astraea and rapid that move and try to catch them high, again the high low throw mix up can apply here also. Normal mode I feel like its a little harder to keep pressure so I usually stick to playing footsies in this mode and usually will play more aggressively once I'm, stocked up.
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