crimsonstardust
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Everything posted by crimsonstardust
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Alright I'm getting steamrolled really bad in this match these days and my previous assessment of the match is pretty dated now that the game has been out for awhile, this character has just really really stupid normals and pressure and approaching him feels like a death wish sometimes. ): Let's talk about this match cause I'm just getting sick of seeing loosing to Azrael and more people I know locally are starting to band wagon Azrael meaning I really need to know this match up.
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Oh so I don't have to IAD? Alright that makes things easier.
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So how close is to close when you do that?
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So I got a couple of questions with combos that use Ikutatchi, of off like 6C during combos like 3C RC 5C 6C or 6B 6C, I have some instances where when I try to backdash I can't get Mu to cross back and I just end up backdashing into my opponent, this doesn't happen when I practice in training mode but I've had it happen during matches, so what was I doing wrong for Mu now to be able to cross back? My other question is after 6C Ikutactchi when I do micro dash 3C to IAD jB jC j2C, I usually have a hard time getting them to hit, some instances I get jB and jC to hit and get 2C cause I already landed, should I be hitting jB as I IAD or what is it I need to do? The IAD part I can do, just hitting them afterwards is my problem.
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[CP1.1] Izayoi Video Thread - Trans-Amu! (Updated 04/05/14)
crimsonstardust replied to Celerity's topic in Archive
My Japanese is not the best but I think its a player named Yuma playing these matches. 8/03/14 A cho footage http://youtu.be/tro-3Vf4hE4?t=1s (Carl vs Izayoi) http://youtu.be/tro-3Vf4hE4?t=8m23s (Hakumen vs Izayoi) http://youtu.be/tro-3Vf4hE4?t=12m12s (Litchi vs Izayoi) http://youtu.be/tro-3Vf4hE4?t=26m53s (Ragna vs Izayoi) http://youtu.be/tro-3Vf4hE4?t=29m14s (Carl vs Izayoi) http://youtu.be/tro-3Vf4hE4?t=50m39s (Hakumen vs Izayoi) Some more A cho footage, different player 8/03/14 http://youtu.be/vAE88NxJXfw?t=29m46s (Hakumen vs Izayoi) http://youtu.be/vAE88NxJXfw?t=47m55s (Litchi vs Izayoi) -
So I didn't realize how much range DID has when using it with 5B 5C. So what would be the advantage of using DID over hells fang mid screen? I know hells fang is great at pushing people towards the corner if you are near it but aside from that I dunno what other advantages Ragna gets from it besides a little more damage.
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So anti airing has always been one of my weaker points when it comes playing footsies in more air dasher type fighting games, I generally can anti air pretty decently in games like SF but I have a lot more trouble doing that in a game like Blazblue where characters just have so many different movement options. I know some advise involves just sitting in training mode and learn the spacing on the anti air moves but their has to me more I can do besides that to get a better feel for it. So any suggestions on what I can do to practice that?
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BlazBlue Question Thread - Ask your questions here!
crimsonstardust replied to KayEff's topic in BlazBlue Gameplay
So during a local session today, during my distortion drive reversals, I see like the first few starting animations of my opponents normal and he some how was able to barrier block this claiming he had done a kara barrier. Though he claims you can do this during throw also but my question is if it really is possible to kara barrier in situations like it cause its the first time I've heard of it and it was messing with my reversal game quite a bit. -
My thoughts exactly...
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I saw something in the general gameplay thread where they are planning to take a few things out like 623B~214B 623B, I saw something for after Asteria~214B you can't do 5B after it anymore. It's just stuff I saw floating around, I'm just hoping Izayoi doesn't loose to much in return for a DP.
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Ok I am really happy to hear that Aegis blade will have some more uses now, hated always having to snipe for the right moments for Phorizer or 6A.
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I wrote the match analysis before 1.1, I don't know how much of the info I wrote is still relevant to the match.
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So I'm confused, so trans am now costs one but all your remaining stock gets used up?
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Ah ok, I was just wondering if it was something I could do against Bang I normally wouldn't use crush trigger in Oki anyway, just one of those "I wonder if this would work" sort of things.
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So I have a question for Bang players, so his drive normals have guards points right? So if I know Bang was gonna wakeup with a drive, would doing a crush trigger break the guard point like it would for blocking normally?
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Well Ragna's neutral is practically the same most of his normals I believe are about the same ranges, one of the biggest things that threw me off when I migrates to CP is how 6B lost a large majority of its gattling so I had to get accustomed to using 5D or 6A cause of that. There are some gimmicks I think that can work like GH RC air dash jC > jD. I do not know if this will work in CSEX but your friend might be able to practice IAD ID for cross ups but like I said I do not know if this works in CSEX.
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[CP] Hakumen Q & A: New players check here first
crimsonstardust replied to Spark's topic in Hakumen
Alright thanks for the inputs guys, 5D is doing wonders and doing jC with in mind as an anti air helped a lot too. Still gotta work on the hotaru and 2C ranges but I'll be working on that. -
[CP] Hakumen Q & A: New players check here first
crimsonstardust replied to Spark's topic in Hakumen
Would jD work as well? I would think cause it has small winded to counter that it may be situational as well? -
[CP] Hakumen Q & A: New players check here first
crimsonstardust replied to Spark's topic in Hakumen
Ok I'm having trouble anti airing with Hakumen. So generally against people air dashing at me I've been using 5A for quick conversions or 5B if I do it early enough, but when it comes to more jump in situations I seem to have trouble figuring out what the go to attack is for those. I know that 6A has upper body invisibility and command dash + follow up has something similar (I keep forgetting the name sorry) but that seems a little more difficult to space with and 6A I don't like using cause I can't really convert it into more damage, though I would be willing to use it more if that is pretty much the go to anti air move. I'm also not sure how reliable 2C is as an anti air either, I'm not sure if I have to do it early cause I seem to get stuffed out of it if I'm a tad late with it. -
Did anyone else know that 2C has like a vacuum like effect on block? Cause it was news to me when I was messing with blockstring ideas.
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Well dustloop have dedicated threads to specific characters like Mu12 if you look around, the revolver/gattling info can be found on the wiki pages as well. Mu12 threads http://www.dustloop.com/forums/index.php?/forum/136-12/ Mu12 dustloop wiki http://www.dustloop.com/wiki/index.php?title=Mu-12_(BBCP) Basically a revolver/gattling in this case is buttons that can be pressed one after another, an example of that would be for Mu12 you can do 5B 5C 3C. What you really should work on is learning key fundamental concepts of fighting games like footsies and spacing cause those things are universal to all fighting games.
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BlazBlue Question Thread - Ask your questions here!
crimsonstardust replied to KayEff's topic in BlazBlue Gameplay
I don't think a Vita TV can do anything with a CRT, at least from what I read its main display output is HDMI and didn't mention anything else about display. -
BlazBlue Question Thread - Ask your questions here!
crimsonstardust replied to KayEff's topic in BlazBlue Gameplay
This is gonna be a bit random of a question and I dunno if anyone has the answer(s) but here goes nothing. So with CP out on Vita now, does anyone know how well it functions with a PS Vita TV? By function I mean things like is there lag when hooked up to an asus, does plugging a stick into it have input delay and such. Though I'm getting the feeling that it may not have stick support... But still curious either way. -
I've had it happen a few times unintentionally but usually when I do burst bait intentionally its usually off like 2C or 5C in GA mode cause they are jump cancelable and I usually will just block the burst like that. Generally for me I just will bait it when I have a feeling when they will burst and usually have that 5C or 2C ready for those reads.