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Everything posted by AMB Bakery
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[CP] News & Gameplay Discussion (Old)
AMB Bakery replied to kosmos badgirl's topic in BlazBlue Gameplay
That's a really specific example, mainly because Hazama chains have stupid untechable time in overdrive but also because 5C is his best starter, so even the proration multiplier has less effect than usual. If you watch any match with normal combos, when the person does an SMP move, they emergency tech within 15 frames or (more often) less. I don't think loops (at least involving supers) are too much to worry about because even with his high meter gain, there's still the issue of heat gain cooldown. -
[CP] News & Gameplay Discussion (Old)
AMB Bakery replied to kosmos badgirl's topic in BlazBlue Gameplay
I don't know, do you think you can mash out of a move that has 30f start-up after seeing it spammed? What I'm still most worried about are the numbers we saw from the loketest. Some of his supers just did far too much damage, even (especially) raw. As for meter, I'm sure a smart Terumi player would just wait for the next 25 meter so they can rapid cancel into sick mix-ups (if he has them, we don't know yet. At the very least he could rapid some move with high blockstun and go for frame-trap/tick throw) or use the meter to counter-assault whenever someone gets in, making it very frustrating for the opponent (or at least forcing them to be on their toes). Super is of course an option, but as for right now, it's only the skewed numbers that make his supers stupid, I don't think any of them are inherently/mechanically broken (well except for maybe that one where he walks forward and is a catch-counter, that sounds pretty dumb). -
Indeed it does, you can link 4 5K's in a row and it will still connect, and the 5H/whatever after that will connect as well (would probably have to go for a shorter combo because of all those 5K's though).
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Holy Order Soliciting I'm only posting the first few but they're all in the Order-Sol subforum. I think there's 20 or more of these threads from the same user (spambot). http://www.dustloop.com/forums/showthread.php?17176-Medroxyprogesterone-acetate-injection-price http://www.dustloop.com/forums/showthread.php?17175-Clobetasol-retail-price http://www.dustloop.com/forums/showthread.php?17174-Order-Azulfidine-Cash-On-Delivery-Buy-Generic-Azulfidine
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
AMB Bakery replied to Hecatom's topic in Under Night In Birth
BUT IT'S GOOD INVERSES -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
AMB Bakery replied to Hecatom's topic in Under Night In Birth
I hope the videos are indication that hitstop/hitstun deterioration has been modified. Yuzu wasn't able to get her old BnB off so either that's missed inputs or changed untechable/hitstun times. I can also only hope that the combos don't become as long as the previous version once this releases. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
So uhhh, I take it the wiki is correct in saying that j.D and j.2D are OD cancellable, then? You hear "rapid" but no meter gets used until the end of the combo (third one in the video). -
San Antonio TX Thread v5.0: Gatherings @ Ultra Arcade, RikRic, and Dreamonoid's
AMB Bakery replied to gli's topic in South
You are way too nervous posting on a forum where there are people that are definitely lesser beings than you because they are filthy weeaboos~ However, you are going about this the wrong way for one reason, and that is because you haven't posted your Puzzle and Dragons friend code. -
http://www.dustloop.com/forums/showthread.php?17091-that-I-returned-to-Still-have
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I am glad a mod is saying this so I don't have to.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
Was coming out a week after BBCP in Japan on PS3... has been delayed to December 19th. -
People complaining about expenses, here's a simple solution: get a +R sugar daddy. Just be like "+R sugar daddy-kun-sama~ let me download +R to my ps3 onegai kudasai~"
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
What is this: http://www.youtube.com/watch?v=RaJjLYpkoSI ? It looks like something Marcell would link me. Also, why does it have Slayer narrating in the beginning? Whatever, the first half-minute is pure vocal bliss, rest of the video is excused. -
Yuuichi Nakamura is playing as Garrett in the new Thief game. He's using his deep voice (like in Gundam) but it's pretty cool seeing Hazama as such an iconic character for stealth games.
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[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
If you want the full combo, yes, you need the upper weakpoint, but the main thing that allows you to connect Valiant after the first two rekka stages is to hit an airborne opponent, 2C > 2B 236C 46C > 236D being a common path. EDIT: ....except he actually did do this in the match, after a successful crush trigger to win the 2nd round. One of the most amazing things about that set to me was Fenrichi's mastery of Azrael normals, in the first match in particular. He was getting almost frame-perfect chains on whiff, which is scary considering how good Azrael's normals are (2C/5B da gawd in this match-up). And concerning this Growler discussion, it can still be used as a ghetto DP/meterless CA in blockstrings so long as you think you'll catch your opponent off guard. The blowback has a very high horizontal velocity, so if they don't tech in time (or aren't already holding a button in anticipation of it), the distance it creates is useful, at least in the match-ups where creating distance doesn't make it a nightmare for you (i.e. Hazama, Mu, Nu, Amane to some extent, etc.) Also, zeth, that white Azrael vs Amane: Azrael's name is "Hakumofu" which I think translates to "white fluff" EDIT 2: I know I'm a week late to the punch on this but... using DUMP after Valiant Charger to absorb the burst? We in there? Honestly, this won't avoid somebody who frame-perfect bursts after the first kick (though maybe it will, idk, depends on hitstop or how early you can cancel into dash and cancel the dash into DUMP) but it's pretty hot and option-selects into a combo regardless (recall sweet-ass triple-DUMP combos in recent combo vids). -
Canada goose outlet.... This one has an ICQ and Xbox Live account listed too haha: http://www.dustloop.com/forums/showthread.php?16979-Canada-goose-outlet
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[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
A winner already... hayakatta. But yeah uh make sure you include as much impractical/hard to link moves and cross-under/cross-up hitbox stuff as you can. That's the kind of stuff that looks cool. Shouldn't be too hard with Azrael since all of his moves have stupid hitboxes anyway (5B, 2C, 6C, 6D, j.B, j.C, j.2D off the top of my head) -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Here's how you'll find music that NOBODY HAS HEARD OF (you hipster) to use in your Azrael CMV: Step 1: Find the C84 Upload Spreadsheet Step 2: Find a song that you like. Shouldn't be hard since it's partially organized by genre. I'd go with Easy Listening, Classical, or Jazz. Really fits Azrael imo. Step 3: Download that shit Step 4: Wonderful Daily Life -
After the first 236P~D, yes because you get Lvl 2 back, it's the second combo listed under the Level 2 section (the post is a fucking mess, I know). After the second 236P~D, unless it also gets you level 2 back (you'd have to be almost at level 3 when starting the combo for this to happen), then no. And at the point you do the second 236P~D, the damage you get would hardly matter though I guess you'd get more tension which is nice. Edit: I can also confirm the 6P>Fafnir link, works on Lvl 3 shake-out. In a match, if you're landing a hit on a grounded opponent with 6P, it's likely a counter hit cos they were mashing or even if it's a regular hit, I doubt the opponent would have thought to shake out of 6P stagger because of how short it is. Edit 2: Silly combo you can do from Lvl 3 Gunblaze (with barely level 3 reached): (lvl 3) 214S > (lvl 2) 214S > 214S > (lvl 1) 214S > dash j.H j.D dj.H j.D j.236K/j.623H Another 214S (lvl 2) is possible if you've filled up half of the lvl 3 section or more. Doesn't really work on Jam for some reason unless you hit with the first hit, and even then she floats too high to pick up with j.H after lvl 1 GB. Works on Bridget and Millia though, so it should work on other lights provided they don't have a funky hitbox.
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Like I said, be specific. The only scenarios I can imagine it being advantageous in a short combo is off impossible dust or like after corner Lvl 1 GB. It's probably worth it after big hits if you're at Lvl 1, but outside of that, pretty much anybody can deal big damage with HOS without having to JI (at least in +R). Example of a big hit at Lvl 1: CH 2H JI combo: CH 2H > dash j.H j.D dj.H j.D > c.S JI sj.S j.H j.D dj.H j.D j.236K (207 on Ky) non-JI combo: CH 2H > dash j.H j.D dj.H j.D > c.S sj.S j.H j.D j.236K (192 on Ky) A noticeable discrepancy in damage, but then again this is a pretty specific case. I've been editing the write-up as I've discovered more stuff like the fact that you can pretty much AC after BHB safely without even having to FRC so long as you're close enough, and that includes the Lvl 2 BHB > 6H part. There's no reason to forfeit charge like that off a BHB combo (idk how you even float them high enough after the wallstick (unless it's on a light character, I guess) for JI to even matter in the first place) just for a little extra damage and tension.
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[CP] Hazama Gameplay Discussion [New members read first post]
AMB Bakery replied to Lich's topic in Archive
A romantic comedy (with lots of tears, cos that's J.C staff's specialty) starring Hazama would be interesting. Would buy the BD's for uncensored Hazama nipples. Can't wait to play the even more braindead CP Hazama~ -
I skip HJ and HJI options because 1. they tend to not lead into knockdown and 2. they do equal or sometimes less damage than their normal jump counterparts (i.e. why would you waste your time super jumping to do dustloop when you can just do it normally) I also intentionally skipped hj/hji combo extensions (like after a dustloop for example) again because your charge meter will probably drain to 1 during that extension, forfeiting knockdown, and doesn't really add all that much damage unless you get a really big starter beforehand. Also skipped Lvl3 SF otg's cos they're in the video, though I guess I can transcribe them if you want. EDIT: I edited the write-up to include the basic extension that I know and that I see Inoue/Sanma do. If you want me to add something else (of value) in there, be specific and include combo notation.
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Getting Back In: Need Advice on a New Main
AMB Bakery replied to ELC1837's topic in Guilty Gear General
I like you. You are funny guy. -
Just got +R from a friend, just want to post a general combo guide based off what I've found (based on Ky, by the way, though this should apply to most everybody because lol >HOS combos >adjusting to character, not to mention wall stick is pretty universal) Level 1 You pretty much get nothing here unless it's off a big hit like Fafnir/CH Fafnir or CH j.H or Lvl1 GB So yeah basically your gameplan here is to land whatever possible hit you get and convert into sweep so you can safely charge or mix-up city or some combination of the two. If air to air, just do however many hits you can get into Lvl 1 SV. AA c.S/5H is pretty much the same thing, just jump cancel. You get a nice dustloop off CH AA 5H though. The "big combos" at level 1 didn't really change at all going from AC to +R but this is to show basically anybody who wants to learn the character (hence notations in combos will be actual inputs) Combos off big hits are: 214S > dash j.H j.D dj.H j.D 236K/623H or 214S > dash c.S sj.S j.H j.D j.236K/j.623H if you're not feeling confident on dustlooping whatever character (or if you land CH and fuck up your timing). 41236D/CH j.H > dash 2S 5H > IAD j.P j.S j.623H CH 41236D > dash (optional c.S/5H) j.H j.D dj.H j.D j.236K/j.623H (AA) CH 5H 214D > dash j.H j.D dj.H j.D j.236K/j.623H CH 2H > dash (optional c.s/5H) j.H j.D dj.H j.D j.236K/j.623H These all work both midscreen and corner. Level 2 Holy hell can you feel the effect of charge meter draining slower. So much hard knockdown is possible. If you happen to have no tension, comboing into Lvl 2 RI > Action Charge is fine though you don't get the mix-up options you would get off sweep. You get to keep a lot of your charge meter though which is great. For the Fafnir/CH j.H combos, I'd recommend switching out the IAD for just Lvl 2 BRP as it gives you knockdown and is a lot easier for people who have difficulty with the IAD (myself included). [starter/string of normals] > 236P~D (FRC) > dash 5H 236K (a little bit closer to the corner than round start) Extend with 2D 236P~D > 6H if you have enough charge meter (around halfway) at the start of the combo. [starter] > 236P~D (FRC) > dash c.S/5H j.H j.D dj.H j.D j.236K~D (close to the corner/in the corner) CH j.H > dash 2S 5H 236K > 2D 236P~D > 6H (can be done from round start position) Same combo as above can be done from regular hit 41236D if you're a little closer to the corner. Note: if you're close enough to link 5H or dash c.S after 236P~D, you don't need to FRC CH 41236D > dash (option c.S/5H) j.H j.D dj.H j.D j.236K~D (AA) CH 5H 214D > dash j.H j.D dj.H j.D j.236K~D CH 2H > dash (optional c.s/5H) j.H j.D dj.H j.D j.236K~D The above combos are also available in Lvl 1, they just result in knockdown now Level 3 Here is where you really notice the charge meter draining slower. Full dustloops off Lvl 3 moves can end in Lvl 2 BRP for knockdown. You can do 2 Lvl 2 moves (BRP and BHB) in a combo after using a Lvl 3 move. It's quite wonderful. The following combo can be done from these starters: [normals] > 5H 236K or [normals] > 236S/623H [starter] > dash c.S/5H j.H j.D dj.H j.D 236K~D For Lvl 3 RI, it's easier to follow up with dash c.S where as Lvl 3 BRP or SV are easier to follow up with dash 5H (imo) This combo nets slightly more damage than the following one, but is also more character dependent meaning you might have to adjust the dustloop or what normal/normals you pick up with. You can be about round start distance away from the corner for These combos to work, though, which is really nice. The same starters above can lead to this: [*][starter] > dash (optional 2S) 5H 236K > 2D 236P~D > 6H The 2S can be kind of hard to link and you only lose like 1 or 2 damage from not doing it, hence why it says optional. For this combo, you have to land in the corner after 236K otherwise you can't link 2D. This combo is nice though because it doesn't rely on floating and isn't character specific for the most part. Jam and Millia tend to stick a little high after 236P, so a slight dash is required to link 6H. Pretty much just a right-timed 66H. If you want to sacrifice knockdown for big damage, here's a combo you can do if you land Lvl 3 BRP: [*](starter > 5H) > 236K > 214S > 214S > 214S >214S > dash j.H j.D dj.H j.D j.236K/j.623H Note: the timing of the first Gunblaze differs depending on how close you are to the corner. If you're relatively close do it sooner, if not, delay it slightly then do the next one immediately. A few extra notes: [*]If you do happen to hit with Lvl 3 GB, the following combo is possible: (lvl 3) 214S > (lvl 2) 214S > 214S > (lvl 1) 214S > dash j.H j.D dj.H j.D j.236K/j.623H Another Lvl 2 214S is possible if you have enough charge at the start of the combo. This combo is finicky on Jam (if you hit with the first or second hit) but works perfectly on Bridget, Millia, and May, so it's really just dependent on the opponent's air hitbox. [*]The same type of combo is possible if you hit with raw Lvl 2 GB and is, again, finicky on Jam. [*]And regarding if you hit Fafnir while having Lvl3... I'd just do an empty dustloop or dustloop into Lvl 1 SV. You already get huge damage off Fafnir, doesn't make sense to waste your other huge source of damage. [*]A basic extension in the corner after landing a successful dustloop and if you and your opponent are low enough to the ground after the last j.D: (optional dash) c.S sj.S j.H j.D j.236K/j.623H This should be reserved for high damage starters like CH HS moves or CH Fafnir. [*]A more advanced extension is c.S JI (sj.S) sj.H j.D dj.H j.D j.236K/j.623H but if you don't feel comfortable jump-installing raw, don't worry about it. Go straight into j.H instead of j.S on lights. [*]Off corner throw stick, just do j.H j.D dj.H j.D j.236K Insert a j.S/j.K before the first j.H if the character is heavy. Don't bother extending, cos throw proration is awful. [*]If you are having trouble linking 2D after Lvl 2 BRP, you can swap out the 2D for c.S/2S and the combo still works. Hope this helped, coming from some scrub who claims to play Order-Sol.