-
Posts
978 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Anne
-
Just so we have this here in image form, jump loop chart from the general thread ラグナ - Ragna ジン - Jin ノエル - Noel レイチェル - Rachel タオカカ - Taokaka テイガー - Tager ライチ - Litchi アラクネ - Arakune バング - Bang カルル - Carl ハクメン - Hakumen v & Λ - Nu & Lambda ツバキ - Tsubaki ハザマ&テルミ - Hazama & Terumi μ - Mu マコト - Makoto ヴァルケン - Valkenhayn プラチナ - Platinum レリアス - Relius イザヨイ - Izayoi アマネ - Amane バレット - Bullet アズラエル - Azrael カグラ - Kagura ココノエ - Kokonoe セリカ - Celica
-
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Anne replied to Anne's topic in BlazBlue Gameplay
If they stand up or try to chicken block 5A connects, if they crouch it opens up other mix up opportunities. The common one you see is 5A whiff > grab, since people like to mash various forms of barrier + throw tech OS, you can just TRM them like that. -
This route is hilarious. If you do the drives as fast as possible, you can go a bit too fast and need a tiny delay, but if you push the delay too far it stops working around the wallstick. Like, once I get the "feel" for the timing and heights it's pretty much BnB difficulty and fairly consistent. Most common drops are: At j662.D because: missed the airdash or airdash too late, hit B too early and drive whiffs, opponent is too high and drive whiffs At j.236Bx5 > 6C: Untech timer goes nuts, they fall out, way too high because a delay was missed somewhere. Considering this is like the optimal way to do basically any air to ground confirm near the corner, I consider it BnB staple to have down. I've seen some routes that use stuff like 66 j.B > j.236Bx2 > j.2D~B and I tested them, turns out in almost any case it gets you less damage and makes the combo tighter. I like 236C ender midscreen btw, it lets you safejump some stuff. Off j.4D(1)~B midscreen there are some cute timings to make mashed stuff whiff or to get ambiguous left right with like j.2B. I've seen the C ender used to get weird antiroll and airdash > safejump type stuff, but it's not very tight and kind of whatever. In the corner I just take 3C ender cause damage and then RPS. You can cat hop the 3C and do airdash or rejump high/low and other cute shit, but you're generally not safe jumping much if you want that damage. Somebody made a video where you can drop after 6C > drive and get a safejump, but you drop like 300-500 damage for it depending on combo, which I don't like. Tao has enough ways to keep guesses going that I feel fine rolling them or just playing it safe then locking them in the corner.
-
The j.2D~B part is finnicky on some chars. You can 6A or 5C, doesn't make a huge difference.
-
Meterless Corner BnBs so we have them. (If you have meter for supers to kill, it's not hard to stick a drive at the end of most of these and then just do the super): 2A: 2A > 2B > 5B > 3C > 3C(2) > 236A > 5D~6 > j.2D~6 > j.4D(1)~N [1700/13] It works I guess. You can do 3C > 236A~B instead for different oki, and at the end you can do j.4D(2)~6 > stuff > super to tack on damage. 2A > 2B > 5B > 3C > 2B > 6A > j.236Bx5 > 6C > 6B~B > 3C [2315/17] Be point blank and don't do any delays, doesn't work on everybody. Do 6C > 236C~B ender for oki and [2259/16] instead. N starter(2B, 6B, j.B/C): Standing: (2B) > 5B > 3C > 2B > 6A > 6C > 236[C]C > j.236Bx5 > 6C > 6D~B > 3C [3053/22] Stupid easy, works on everybody. (2B) > 5B > 3C > 2B > 5D~C > 66 > j.2D~B > 6A > 6C > 236CC > j.236Bx5 > 6C >6D~B > 3C [3111/24] For characters where landing 2B > 6A is wonky from certain ranges. Works on a lot of chars, doesn't work on some (Kokonoe for sure, needs more testing on others but works on Arakune and the like). Vs some chars charge 236C for an extra 100 damage. (2B) > 5B > 3C > 2B . 6A > 6C > 214D > j.2D~B > 5C > j.236Bx5 > 6C > 236C [2829/20] For the sake of ideas, here is how you get different enders. I don't like it very much though, miss out on 200-300 damage and 2-4 meter. Crouching: (2B) > 5B > 5C > 6C > 236CC > j.D~6 > j.4D(2)~C > 66 > j.2D~B > 6A > j.236Bx5 > 6C > 6D~B > 3C [3190/25] Pretty easy and stupid consistent across the cast. works from midscreen going into the corner. You need to delay as little as possible btw, so sj(I prefer neutral jump) off the 236CC to make it require less delay. (2B) > 5B > 5C > 6C > 236CC > j.D~C > delay > j.2D~A > 6A > j.236Bx5 > 6C > 6D~B > 3C [3134/24] In case you can't do the other one or the combo timer is being weird here ya go. Grab: B+C > j.2D~B > 5C > j.236Bx5 > 6C > 6D~B > 3C [3435/26] char specific B+C > j.236B > j.2D~B > 5C > j.236Bx5 > 6C > 6D~B > 3C [3241/24] char specific B+C > j.236B > j.2D~B > 5C > j.236Bx5 > 6C > 6D~B > 236C~B [3157/23] char specific, different ender for the sake of showing you can do that. 6C: Throw a party they died. Seriously, just go nuts from 6C > 236CC and you'll probably break 4k meterless. I'd post some things, but every time I go to trainin gmode 6C punishes the numbers keep going up so I really have no actual clue.
-
Seems that way. 2B gets you the same combos jump ins give you with better damage sometimes too, it's a really good starter for sure, hence it being the enabler of the long jump loop constantly. 5B gets you *raspberry*
-
2B is an N starter now I believe.
-
Gotten it to work on everybody I've tried so far, including the ones that are harder to combo in general.
-
Quick update, turns out I was right about the untech time scaling. If you're launching off 236CC or something around normal jump height, super jump into j.D~6 > j.4D(2)~C to eliminate as much delay as possible, and those ocmbos become incredibly simple to do. Something like the crouching BNB I posted earlier become stupid easy that way. Also: 6A(2) > j.236Bx2(sj if high up) > j.D~6 > j.4D(2)~C > j.662D~B > 6A > j.236Bx5 > 6C > 6D~B > 3C is 3227 and consistent. Vs Noel/Arakune/Koko you need to delay the last 6A slightly or they'll be too high, but if you get the muscle memory to do that on everybody it's not a problem. If they're too low fo rj.236B(2), you can do 6A > 5C > sj.236B(1) > rest of combo for 3186. I will admit certain chars with weird hitboxes you need to lower, but if you're doing most everything right it's usually small adjustments.
-
A lot of the issues with "height" are probably more related to untech timing and proration having scaled rather than height. Mostly. Unless you're pulling people from SJ+ height most everything works just fine assuming your combo hasn't scaled super far. Like with 6A > sj.236Bx2 > j.D~6 etc you can fill in a huge amount of stuff from way up there if you want, and it still works assuming the combo isn't scaled super hard. If your combo isn't insanely scaled, airdash j.2D~B isn't hard at all, you just the combo to work. Fun fact about a route like this: Crouch confirm into corner: 2B > 5B > 5C > 6C > 236CC > j.D~6 > j.4D(2)~C > 66 > j.2D~B > 6A > j.236Bx5 > 6C > 6D~B > 3C This combo gets 3190 and is pretty much the BnB level of easy you're going to get. Here's the hilarious part though, if you leave too long of delays in the earlier parts trying to get things like j.D > j.4D, the j.2D won't connect, but if you do it faster the j.2D is braindead easy. It also affects how easy it is to land 6C after j.236B in longer combos. If you're doing loose confirms (Tao is good at making this happen) you don't have to worry about it as much, but if you want optimization you gotta be mindful of it.
-
Again, height on their wallstick is actually pretty variable and it's usually okay if they end up too high. If they end up real high though, it probably means Taokaka ended j.236B too high off the ground to get the follow up with where the combo timer or proration is at. I've literally wallstuck chars almost off the screen and 6C still connects because the combo wasn't far in the timer or heavily prorated. Taokaka being further away from the corner also helps the hitbox collide with higher up sticks, which is easier to get at low height. Not everybody. Robots, Makoto, Tsubaki, Izayoi. For Terumi and Haz, you can just do j.A > j.B(1) > j.2B very easily still, same for the Tsubakis but they're a bit shorter. Also you can totes do j.B(2) on Ragna, just noticed that.
-
Oh no your stuff is fine. I meant 5B > 5C > j.B(1), that is a typo. Arakune has a slightly different timing, but it's like a varied delay to get it just right, nothing major. Noel actually has the same deal, where if you delay the j.236B too much, she falls out of like the 3rd hit for whatever reason. The same timing that lets you follow up on j.236B without major delay works on everybody I've tested so far including them, but if you do the longer delay which makes follow ups easier they fall out, which just makes things tighter. On high proration stuff it's just a pain lol 6C connects at /ludicrous/ heights so if you adjust the height in the combo earlier with some delays, it makes the specific j.236B timing easier, even if it catches them higher. Wasn't criticizing your post really, was adding some notes to what you got.
-
Quick thing, off 2B crouching instead of like 2C > 6C > etc just do 5C > 6C > 236CC > j.D~6 > j.4D(2)~C etc Arakune works same as everybody else, I hold down on 236C every time I need to do it in corner routes to adjust height anyways. There a few alternate roues in the corner to let you get different oki than 3C ender for less damage, sometimes it's worth. Ending in j.4D(1) off things like a 2A starter lets you do wonky stuff, like: 2A > 2B > 5B > 3C > 3C(2) > 236A > 5D~6 > j.2D~6 > j.4d(1)~(cancel) let's you get weird safejump or corner cross up shenanigans. for chars that require delay j.B(1) in jump loops, you can do 5C > delay j.B(1) > j.2B to do the fuzzy reset at the end of the loop a bit easier on most of them(robots, Makoto, couple others I forget cause sleep). You can even do like 2B > 5B > j.B(1) > j.C > 2B if you want to on most of them. Her routes are flexible enough though that unless you're trying to do wallstick stuff you can kind of do whatever the hell you want, so go nuts. Even then you can still get all sorts of things, top of the screen j.B(2) > j.2D~A > 6A > etc let's you carry halfway across the screen and get wallstick ender still. These 2 vids cover most of her combo PARTS, but not a lot of them are optimal. They give you ideas of how to get enders and what to do with them, and you can piece together more optimal routes just using these little pieces as a baseline: http://www.nicovideo.jp/watch/sm25582336 http://www.nicovideo.jp/watch/sm25607753
-
So I just want to point out how the jump loop ender works real quick. Against certain characters you'll need to vary the route, but that's whatever, I wanna talk about the j.2B ender. whenever you go for the rep where proration is going to kick in, do j.A > j.B(1) > j.2B and that j.2B is going to be a safejump. Afterwards you have a lot of stupid options, the main one being fuzzy high/low. You can do 2A or 2B outright for the low option, and for the high you do j.A. In order to make that j.A work as a fuzzy guard, you'll need to do a microdash into a neutral jump. It'll connect fuzzy, and you can j.B after to make the confirm work. The after confirm needs to be tested on everybody, but it works on anybody you would jump loop normally. You get other options as well, like delaying j.2B so that it whiffs then you go low, or things like j.A > j.B > j.C > 66 > j.B(1) > j.2B cross up, etc and other reset shenanigans that get you more reward, but are riskier and just not as tight. A lot of the combos in that doc need work.
-
http://www.dustloop.com/forums/index.php?/topic/10648-cpex-blazblue-chronophantasma-extend-news-and-gameplay-discussion-30/ New thread
-
Think about who you just said this to.
-
Well a move with invuln will come out, but the point is still there that guard bonus doesn't require an airtight string.
-
Pretty certain it's wrong, I know some Tao strings that trigger guard bonus using restands that aren't frame tight. Persona follows the pattern as well, there are rejump Aigis strings that have a 2f gap after she jumps, and it still activates guard bonus. It's fairly insignificant in actual play so I assume it was never brought up.
-
lmao
-
In 1.1 he played her for a bit, then just disappeared. Doesn't change the fact he was winning tournaments with her in CSEX and CP 1.0. He kept going until there was no more hope.
-
Hiago translated Dora and Goro's tier lists: http://shoryuken.com/2015/04/15/goro-and-dora-share-their-blazblue-chronophantasma-2-0-character-rankings/
-
Just not at the moment.
-
As far as reactions go, SKD touched on it earlier actually. Part of your reactions are based on what offensive options somebody is pressuring you with. Like, when you're blocking you don't just go "oh, that's an overhead, time to stand up." You have to understand what the risk/rewards are for your opponent doing something, when they can even do it, how they're going to threaten you with it, etc. Then while blocking you need to process all that and be aware that the threat of whatever the mix up is is more prominent and be prepared to react to it to an extent. There's a tiny bit of prediction involved before you react to something, which is what makes it easier. "Oh, an overhead will hurt bad since he has 50 met- OH THERE IT IS LET'S STAND UP" Really, really, really basic idea of how this works. Again, if you go over SKD's earlier posts you'll see him talking about the idea. I'd suggest taking the time to really think about how some of that stuff applies and to read over it again. Also some of it is just flat out being put in that situation and being used to performing it of course.
-
IIrc Jin just got the same knockdwon off the 2nd one he would've gotten anyways right? Yeah in that case he just doesn't care about the SMP, it went off but he got some extra damage out of it and was still left with the knockdown.