crimsonstardust
Members-
Posts
443 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by crimsonstardust
-
I didn't know the A version had invulnerable frames, that's good to know, thanks.
-
The 2A 2C frame trap sounds like it will help considering I don't have any with her. ^^; Anyway, a specific problem I'm having now is really approaching with her without running the risk of taking a normal to the face, against the local player I'm playing, as Azrael he loves to stop my approaches by mashing jA or jB and will sit on a life lead and swat me out when I approach. I'm having trouble with this aspect of Izayoi cause a lot of people realize it easy to disrespect a head on charge or just hit a button when she's circling around. I know that jA can challenge a lot of air to air moves but I can't always be doing that but I guess it's there to show that is something she can do, though that leaves the problem for not getting swatted from anti air normals when I try to approach, this is the part where I'm having trouble getting people to respect it.
-
When I 360 Azrael's 6/3D should I be A version for range or just watch my spacing and use the right one accordingly?
-
I was reading some of the posts again about jC, at least from what I got, it sounds like it can beat some normals that people try to anti air with, but I've seen myself get beaten out of it by jab mashes, (Azrael 5A and Jin's 2A come to mind). I also feel like I've hit my plateu with Izayoi, can't really open anyone up without risking getting swatted out of the air in GA and my own advise I've given to people aren't quite working like before. ): Its getting harder with a local I've been playing cause he constantly disrespects Izayoi's pressure and it makes it hard for me to do anything against a wall of normals, ugh. How are you guys dealing with stuff like that? I've been having trouble dealing with players that are not afraid to hit buttons, either that or there is something wrong with my gameplan against Azrael now...
-
I'm really confused about how to handle this match. Generally my gameplan involves magnitising my opponents to start pressure and do command throw mix ups but it feels like to me that I can't do that against Azrael more or less cause my 360 attempts get blown up by his ubsurd normals or I can't get him to respect any of the pressure. I've been reading earlier in this thread that gadget finger isn't a good idea in this match so I'm getting the impression magnitising Azrael comes with some risks cause it gives him a way in. I'm not even sure where to start dissecting this match cause I can't find a good spot to backdash against his pressure without risking myself getting blown up either, I usually have tried against his high low mix ups but Azrael's 6D and 3C usually catch me doing backdash...
-
BlazBlue Question Thread - Ask your questions here!
crimsonstardust replied to KayEff's topic in BlazBlue Gameplay
I got a quick question on instant barrier blocking. So lets say I'm in the middle of blocking a blockstring, I wanted to instant barrier block some moves, is it possible to be holding A+B in the middle of the string and attempt a instant barrier block like that or would I have to do block + A+B against a move I want to instant barrier block? -
I dunno if the hurtbox has been adjusted on some characters with the patch but I know 5C can miss some characters when they are in a otg state off of 236B, I know it may not work on Amane cause he's one of the weird ones that can't be hit by it from the list of characters I know on top of my head. I'll test it in the lab when I can get around to it, may be different now.
-
I tested this, if its done immediately it will catch her off of a gadget finger. Outside of that its going to be spacing dependent.
-
I forgot to mention it needs to be a magnitized 6A, its really going to depend how Tager does it though, no held 6A catches both regardless, and if you are GA and he holds it for quite awhile you'll end up slinging around him.
-
6A still catches GA backdash and normal backdash.
-
I'm a little confused by this, just how high does she need to be to do something after an air sonic saber? I definitely wanna get this down, I usually get blown up for using an air sonic saber if I don't space it right.
-
Actually I didn't know 5/2B can combo to 3C on crouching opponents till it was mentioned, plus I wanted to get some clarification on the combo so I know what to do when I try it out later.
-
Correct me if I'm wrong but wouldn't you still need to have 5C in the starting part of the combo if you want 3C to connect? Last time I messed with 5B -> 3C those didn't combo into each other. (At the moment I don't have a way to pull up training mode or anything so someone else may have to check this for me) Also question about the combo, for the 2C part are you hitting it with 2 hits or just 1?
-
1.1 Izayoi Combo Theory and Optimal Confirms [W.I.P]
crimsonstardust replied to skd's topic in Archive
Try using 3C before 236B, it makes it easier to connect. -
It still wouldn't hurt to give some general advise on what to do. Some people have a harder time figuring out new combos especially if they are new to the character.
-
BlazBlue Question Thread - Ask your questions here!
crimsonstardust replied to KayEff's topic in BlazBlue Gameplay
I can't answer the Bang specifics cause I don't play the character, so you might want to go to the Bang boards and ask that and ask about the Tager match too. So for the your question on DP, it generally refers to Dragon Punch from Street Fighter terminology (aka Shoryuken), basically its a reversal move that uses those same inputs that either has invincible frames or high priority to deal to get out of pressure. DP can also just refer to the motion itself cause some moves use that motion but are not reversals in the same way I mentioned earlier. -
Well you kinda answered your question, your probably gonna have to learn the general range of his normals and learn some combos from different starters and figure out how to abuse this Magnetism cause he has combos with and without it so its good to know both. At least the way I play Tager is I try to scare my opponents from hitting buttons cause this is where you can start mixing in command throws and play a mix up game with Gadget finger and stuff. Though I feel like for Tager, your making guesses on how your opponent wants to escape pressure cause none of his mix ups or set ups are 100% fool proof (I might be wrong about this so a Tager expert correct me on this). With his poor mobility your gonna have to learn to block and walk a lot and sneak in super jump C when the opportunity comes. I feel like 5C and 5D are his main footsie tools cause most of this other normals have shorter range, 6A is good to pull in people when you have them magnetized and has armor so it makes a pretty decent combo starter. Aside from that learn some set ups, combos and know your normals is all I can really suggest.
-
We really need to get an faq for some of this stuff So with the patch now, her air dash can really do some tricky stuff and she can air dash twice now so take advantage of that. Her hover dash can be jump canceled and air dash canceled mid fight you can also use the acceleration of the hover dash to approach with a barrier block. With the change to D teleport, you can use that to set up cross ups with either version of sonic saber, and don't forget you can use this to bait anti air attempts during air dashes or hoverdashes. A little unconventional to do but you can use 3C but sparingly cause you can get punished for this. Probably one of the more looked over things is to walk. I found it helpful rather then trying to approach with her during GA to try and set up an oki where you don't haven to approach from far and play a mix up game with them. Now for the 5A part, try holding it down cause the game will buffer your button for 3 frames.
-
It helps to know a characters gattlings and being familiar with overhead animations, I have similar problems when I play online, at that point it's really hard to play against some characters who have really good high low mix ups. When I play Izayoi for example, she has to have meter to be able get people off her, I usually stick her Justice Phorizer distortion drive when I see a gap or overhead. I dunno about Bullet, but for Tager and Hakumen you have options like Magna tech wheel for Tager or Yukikaze for Hakumen.
-
I can usually convert of off Phorizer, this was just one of those cases where I missed timed it cause I wasn't sure when to do it cause of different lag timings and such. ): I'll hit the lab up and try to figure out a conversion that works with me when people are jumping, probably would be a good thing to figure out cause jumping happens a lot in this game.
-
I'm having some trouble with some the B starter midscreen combos, I can't get 5B to hit after doing 2DC 5CA [4]6A parts of these combos. Usually their just above his foot when I try to 5B.
-
Alright thanks for the feedback, I need to work on my 623B/C game for sure, I keep forgetting that counter assault is an option, I tried not to Phorizer cause some of my earlier matches I couldn't get it out when I wanted it too. >> Probably an execution error on my part but I'll be working on that too.
-
BlazBlue Question Thread - Ask your questions here!
crimsonstardust replied to KayEff's topic in BlazBlue Gameplay
Ah ok thanks, I'll try that out when I go and practice that.