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crimsonstardust

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Everything posted by crimsonstardust

  1. Though wouldn't making a tournament free have a similar effect oppose to using pennies? I could see people kinda groaning to get pennies but hey I haven't tried it so that's why I'm asking.
  2. Hey guys, with BBCP coming around next month and me personally getting excited for the game, I was wondering just kind of steps you guys suggest to get more people to get hyped and interested in BB. My local scene mostly plays SF, so I don't know how I could encourage playing a game that has a different dynamic then they are used to, I feel like with BBCP being a new game and such I have a chance at getting some people in my scene interested. I do help run some of the weekly tournaments that aren't the main games that are played at my scene so any way to use a tournament to encourage people to play would help also.
  3. Ah ok that makes sense, I always forget that you gotta make people respect set ups before the mix up flow chart comes in. ^^; I do have some questions about the differences between using 22A and 22B for orgia. At least from what I saw frame data wise on the wiki, 22B recovers faster and hovers a little giving access to jB right out of it and set up other potential mix ups out of it. So is there a reason you wouldn't use 22A over 22B when going into orgia? I get that when going back to non-orgia that 22A recovers slower but doesn't overheat you and 22B will overheat you.
  4. Ok I think I get it a little better now. So during non orgia what are her safe block strings? Cause I keep getting hit by people mashing 5A or 2A.
  5. Ok I don't quite understand when to use orgia mode and when not to use it. Should I be setting myself up for oki and then activate orgia? Cause I'm not even sure if its ok to even activate it at full screen.
  6. Well I wouldn't use playing online as anyway to gauge your skill level. I will say it does require a different skill set to play online cause I thought I was completely bad at fighting games but I liked the genre anyway so I kept playing the games I played. My first real test of what I learned was she I got involved with my local scene, that's when I learned I wasn't as bad as I thought, in fact I found out I was a lot better then I gave myself credit for. Honestly you have to take playing online with a large grain of salt cause there's a lot of things that just don't work the same offline no matter how you might try online. If I had to use Blazblue as an example, back in the CS2 patch for CS, I read a lot of ways to fight the Hazama match and couldn't win at first. What I did was learn from each one what went wrong and watched my own replays just to see what went wrong. At some point I got better with it. So point being, don't beat yourself up, online isn't always ideal but you do learn from it to some degree, I knew that I could punish Hazama in certain ways but couldn't do it on reaction with some moves just cause its online. Worse thing to happen is you get used to playing online and your execution offline gets thrown off, happened to me had to reteach myself how to readjust to no lag but its not to bad.
  7. Ah I didn't think of empty jump set ups and such, I wouldn't mind using meter for more mix up options cause all I've pretty much used it for was ziodyne mix ups... But looks like I got to add some throw corner combos to my game also.
  8. I got a question about corner pressure. Well I noticed today when I was playing some matches online that I was pretty much setting my corner oki up the same way I would do a midscreen one but I realized that this oki set up I was using was a little to linear to use. So do most of you guys just suggest getting the sweep in 5D oki in the corner or setting up oki different in the corner? By linear I mean I pretty much jump in and make them guess high or low (or get blown up by a furious action if I'm not careful) I feel like there's more he could do or is that pretty much the best way to set a mix up in the corner?
  9. I play some Noel so here's my 2 cents. I generally don't find myself using 5A or 2A as ways to set combos up, I find it better for pressuring people or tap people out of slow overheads. 2B isn't bad to stagger or to use as a pressure tool also, what you could do with the 5A/2A pressure is set up some high low and throw mix ups. I usually get most of my damage off from mix ups that I can convert into combos, so here are a few examples. 5/2A pressure, 6B (this is her non drive overhead) my usual bread and butter here. If you start seeing your opponent block high you can start mixing it up by using 214A which grabs people when they are standing, though be careful with using this, if they duck it you can get punished for it, I also don't suggest using it in the corner (unless your in the corner getting pressured and you see a chance to get out) cause you switch sides. She has some pretty strong throw combos in the corner also, if your midscreen you can combo 214A after the first hit of the throw and turn it into a combo cause Noel knocks them away when she's done with her throw animation. 2D isn't bad when you see people crouch, it crosses up when characters are crouching. It's possible for the 6D part of your combo you might be doing it a little slow, also its possible it might not work on some characters, also are you making sure you hit 6C with only the first hit where she spins the guns? Cause after the second hit you can't really combo into anything unless your in the corner. Here try this combo, its a little easier to do but it won't net the same amount of damage, you loose about 200 damage. 5A 6A 6C jD d.6D d.6B d.5D d.5C d.236D.
  10. Well on the topic of combos, this is generally what I tell people that are struggling with understanding how to play a fighting game. Yes combos play a big part of fighting games generally, but your combos should be an extension of your footsies/neutral game. What I mean by this, as already mentioned better by a few people already, but to add my 2 cents into the discussion, so this involves things like hit confirming on a stray/whiffed move and turning it into some kind of damage. My recommendation for combos (on top of what other people have said) is to try and practice them in training room to a point or at least to a point where you can hit them consistently (and I do mean real consistent). Some people may not agree with this next part, but I also suggest to spend a little time, not a lot but just some to practice your combos on a AI set on normal to be able to see if you can land combos on a moving target, I say normal cause things like hard or extremely high AIs have extremely busted programming to guard everything. My personal reason for this is so I don't have to think about execution when I'm setting up pressure or involved in a neutral game portion of the fight, so when I get the hit I turn it into some kind of damage. I also recommend to think about how you end your combos, if I use Ragna as an example, you'll see a lot of people that play the character fish for 5B to connect into 5C and do Hell's Fang with the follow up. In general its not so bad of a mid screen combo and depending on your position you might do that to push them to the corner. One thing I like to do is sometimes not do the follow up for Hell's Fang when I confirm a hit with it just so I can keep constant pressure (and I have a few variations on how I wanna keep pressure). The reason why I brought this up is finishing your combos is good sure, but be also weary of your position cause that really can change the whole flow of any fighting game. Also it can help to learn how to read frame data, it helps me personally just cause it makes it easier to understand how fast moves are or how I need to punish a move. Anyways I hope that helps.
  11. I personally am having trouble with this match cause I played my first match against a shadow Labyrs when I was playing with someone in my scene a few days back. I don't understand what I can do neutral game, I get Zio is a pretty good way to knock a few cards away from the Persona if needed, and I find anti airing jB to be a little odd, but I think that's gonna have to be me working on my spacing with 2B, but I dunno how to deal with it when's S.Labyrs is right above my head with a jB and has a persona attack ready for a meaty, I'm guessing I would have to Furious action/Big gamble it but I wanna hear what you guys have to say about it. I do know generally from the normal Labyrs match I could stay in a range where I can abuse 5B but I dunno if that applies the same way for this match.
  12. Ok I've been trying it out just now, it was a little weird to work with but I'm getting the hang of it slowly. I did not know about Advance inputs before, this is gonna make things interesting for me in the lab.
  13. Well my experience with the game most mid screen combos are not usually super long, but it usually the corner or rapid combos is when it starts to get long. If doing combos is intimidating (I actually know people from a SF background that don't touch these games for similar reasons) I would actually suggest just starting small and working up from there. Personally for me when I was starting BB, I tried to look for a character I wanted to play, learn one or two combos that weren't to long and learn them, I made it my goal to try and at least land a combo once, this actually helps if both players are on similar playing levels. What I found as I was playing combo intensive games, yea at first you don't remember everything but you end up learning how to do the combo as you practice it, and kinda memorize it as you go cause your just working at it. Though what's important I think, and based on high level matches I've seen is to be be able to convert hits into some kind of combo, doesn't have to be huge but if you can make it huge only the better, but I wouldn't worry about that to much on a entry level, just make sure your friend is having fun with it really, cause I think if he/she finds it fun the friend will step up a little and learn combos as needed.
  14. Ok I'll try that out when I'm in the lab again.
  15. I'm having trouble picking up my opponent after a cross slash when they land behind me, anyone got any timing tips for this?
  16. The color palette links for Athena, Thanatos and Take-Mikazuchi on the first post are linking to something else. (if this has been pointed out before, sorry I haven't been able to to go through most of this thread yet so I dunno if it has been addressed already...)
  17. Yeah I can usually do the j.B j.A j.C 2A 5B mid screen or if I'm close but I never seem to be able to get it to work full screen. Seeing how you suggested that, I'm wondering if I need to start running towards my opponent a little earlier to get that to work full screen, hmm I'll have to test that when I'm in the Lab with Liz again. I just checked the combo I usually do with 2 garus (usually the first garu I use is SP), using 214Bx2 with j.C at the end I can land around 4200 damage, with 236 A+B to end the combo with around 3800. Alright I'll start trying to implement adding the third garu in when I practice again, would it be better to practice on one character first and then learn the timing for other characters once I get used to doing it on one character?
  18. Some questions here, usually when I catch someone with Thanatos from full screen, I really don't know what I should to do maximize the damage, the best I got so far was doing 3 j.As and follow it up with j.C. Second question, I was watching the Garu explanation video by Pulsar, I was wonder if like in the video if Liz players should be able to do a third Garu, usually I find myself just doing what I usually do after the second Garu and I'm not sure if its better to try and go for more damage or just go for what I can do. (I usually get over 3k I just can't remember the amount of damage I usually get right).
  19. Alright I'm having trouble doing this combo right now. *copied and pasted from the wiki* 5B > 5C > 214D (OMB) > 5D > dash 2A+B > 214B > 5DD > (214B hits) > dash 2B > j.C > j.214B > 2B > j.C > j.214A > 214214C - (5815) I usually can't get 5DD to connect after 2A+B consistently, I kind know I have to do 2A+B after the second hit on 5D, and when I do get 214B to 2B, I can't get Izanagi to do j.C in the air, he's still on the ground when I do it.
  20. From a beginners stand point the combo list looks very intimidating for someone trying to get into the game and learn how to play Yu. I'm not to sure what would be the effective way to go about this but maybe bold the combos in each starter that isn't to easy nor to hard, but optimal enough to get you by with. Though I probably would go through most of the list cause I'm a little more willing to try a lot of this out.
  21. I figured I'd have to haul my PS3 around for that. Would it be better to see if my school offers lending out screens or anything like that? I don't have a safe way to carry my own TV out and back from my room.
  22. I've looked through the match finder thread and I haven't found one in or near my area (and I can't afford to travel right now). So I figured I go to a pretty big school that I could try and see if I can get something started in my area. I'd like to hear what you guys have to suggest, and maybe some "do not do this" advises as well.
  23. Oh wow I didn't realize the Wiki page for Yu has larger library of combos, I always was looking at the combo thread here before I joined, alright more stuff to do in the lab, which is good cause I felt like I couldn't maximize some of my damage cause I didn't know what kind of combos I can do. One quick question, I've heard you can do an option select or something to make a teched throw safe, does this have to be when Izanagi has not done the follow up during 5D?
  24. Ok I'll remember that.
  25. Well looks like I'm gonna have to go in the lab and start seeing what I can do with Anti air Bufu and j.D. Thanks.
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