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AMB Bakery

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Everything posted by AMB Bakery

  1. It's this thing you need to be good at fighting games. You can tell it works because I have a twitter!
  2. InterContinental Potemkin Missile
  3. read the SRK article, it's a wall cling.
  4. looking at Venom's command list.... wtf? no D ball? and no dubious curve? is QV the replacement to it? What the hell is "bishop runout"? There are a hell of a lot of questions to be raised just from that alone, can't say much for the other characters since I know nothing about them.
  5. Astralling without music is like not astralling at all.
  6. Time to never astral anybody ever~
  7. Force breaks are great because you get to spend meter on two EX specials/braindead moves instead of a garbage-ass super~
  8. Hazama's astral sucks and will continue to suck until it isn't an ugly CG snake Also, congratulations Guymam, you broke dustloop for 2 hours.
  9. The real answer to that is that you probably shouldn't be discussing it at all, as there is little to discuss. That storm already passed over CP general and I sure as hell don't want it coming here. Just be patient and wait until October and play Dragon's Crown until then or something.
  10. Shitsu is a move Anji does, you should play Guilty Gear.
  11. I wouldn't be surprised if the whole "time-slowing" thing is nothing like how it sounds and then all of your cries will have been for nothing, you ungrateful babies.
  12. Are you perhaps related to this guy?
  13. Welp, I smell theory-fighting brewing, and I'm not going to be left out. 5C(1) > j.2D assuming j.2D isn't hella slow on start-up is already one viable overhead mix-up. Regarding D-moves being unsafe, 6D is (allegedly, based off the suggested 6D > 236D combo route suggested in the article) special cancellable so there's that. 3C knockdown into 2D okizeme was suggested in the jbbs scrawlings, so it's probably not all that unsafe. Jump normals for the most part are capable of being safe given no extra landing recovery and proper momentum to land quickly, j.D and j.2D could or (likely) could not be exceptions to this rule. What really makes this character retarded so far (besides his supers being godlike and having a normal command grab) is the numbers on his moves. Gaining 30 heat off one move is pretty dumb no matter how you look at it, and being able to use that easily gained heat on a 2500-4500 super is ridiculous in terms of character momentum. There really just needs to be some severe number adjusting, lest Terumi be perma-banned from tournament play. Even besides his unique character mix-up, assuming that his Hazama normals have similar frame data, he can open people up with frame-traps too. Plus his 6B is feintable, fatals, and is (allegedly, from the article) plus on block. So yeah, regardless of the crazy power he has number-wise he's already got a bevy of pretty solid tools.
  14. No, no, it's my fault for making a mountain out of a mole-hill. I guess it's just that looking at his gatling table is haunting me. He does have normal lows, but he can gatling into drive mix-up off anything. As simple as this character is, I just want to believe there's at least a little exploring left to be done. IJOU DESU.
  15. Eh, the reward for upper weakpoint diminishes a little bit when you know your opponent will burst the second they get hit with valiant charger. If you strip away that, then there's not much difference between upper and lower weakpoints as far as hit effects go. The combo checklist for Azrael outside of landing valiant is landing rekkas, ground-bounce, and aerial, which you can do with either weakpoint with similar if not exactly the same damage. Lower weakpoint gets applied pretty often too so long as rekkas hit an aerial opponent. If anything it's more sad that they'd go for the overhead just cos an upper weakpoint is applied. The weakpoint system has an application in mix-up not only as a bonus reward but also as a conditioning tool. Anybody familiar with Azrael will see that upper weakpoint is a temptation to go for another overhead. It is just a basic high-low game, sure, but (I like to believe) Azrael's got a nice extra layer to that mind-game. Plus the lows are faster, so if the opponent tends to mash out of overheads then you get stupid counter hit combos.
  16. I guess I probably should have used "funny" instead of "odd," because I do get why teleport mix-up is so strong. I guess really the root of my frustration is just how prevalent it is for any given Azrael player to end his strings in overheads. I'm not too concerned about doing that in America but any JP players familiar with the Az match-up know to block overhead. You see pretty much nobody besides significantly lower-dan Azraels use 2D or 3D in strings. Using lows is one of two solutions, the other being using teleport. Call it a scrub's hindsight (which it probably is), but there's too many times to count where a well-placed 2D would have hit. Plus that move's advantage even on non-weakpoint hit is too crazy (allows for a free forward dash even before emergency tech). I actually think one of his better high-lows, just in terms of testing your opponent, is something I saw Zekuso doing: airdash j.A/B > j.A land 2A. The speed at which the opponent has to switch from high to low rivals the 3C RC j.A mix-up (though is a lot easier to see since Azrael is going to land). Anyway, I should probably stop rambling before I say even more stupid things. Small counter-point: "reacting" to 5D is probably easier said than done. 21 frames is going into Guilty Gear territories of fast (not millia or pot 6K fast, but still) plus the animation doesn't really scream "overhead" until it's too late. Point is, you kind of have to be expecting it in some way or already be stand-blocking. That prediction gets pretty easy though when it's almost always seen after 2A or 5A orz
  17. Wow even the commentators were screaming "Nage muteki ja nai zo! Hontou dattan desu yo ne ~~~ ?" Welp, at least we still have backdash (which was pretty much the better reversal option to begin with). Still, for anybody that doesn't do throw meaty or doesn't properly try to bait and beat growler in their pressure string (that'd take some intense and specific positioning, though, probably not worth it), growler does the trick. Kind of like a really risky, meterless counter-assault, hit-effect-wise. Unrelated: does anybody else find it odd that Azrael can gatling into high-low off of most of his normals yet his most successful mix-up by far is forward dash 5A/throw? Don't get me wrong, 5D is da gawd, but you see high-level players block it, and high-low doesn't mean anything if you don't incorporate both (hence why you usually see 2A into 5D). Thought I'd mention it if anyone wants to discuss it.
  18. Blazblue is at least... a game, and CP is much more GG-like than its predecessors. In Koihime Musou, there are 4 normals universal to every character that are literally only there to start and extend combos.
  19. I'll bring the Koihime setup but I have no idea why you want to play that garbage game....
  20. Oh god, when those Bullets at AX were trying to do raw Rage Aggressor... orz I don't think it's so much a random super either. It's a risk, cos there's no other way to do it but raw, but it's got its pros: invuln, frame 0, cancellable from a dash, corner carry. It's a pretty legit super seeing as it's her only true ground command throw (don't count miquelet cos it's combo-able and avoidable by crouching). To continue speculation, and I could totally be pulling this out of my ass, but iirc there's a way to kara Voltec Charge (i.e., not buffering from the activated move) into 720 (I'm pretty sure Brice was showing this trick to Scottie at NEC last year). Perhaps similarly there's a way to do the same with Afterburner into 720? Strictly speaking, this is just a (possible?) way to pull off a standing 720, though you could just as easily buffer it on wake-up if you know the opponent's going to be on the ground close to you.
  21. I agree with using dash. Just gotta be careful to not accidentally jump~ On the subject of kara-cancel throws, do you think her 5C could be (or is already being, in which case forgive my ignorance) used to kara into normal throw?
  22. Comparing frame data, the TK j.214B probably has a slight bit more frame advantage as opposed to ending with j.C(5). TK j.214B Assuming you hit on the first of three active frames, add however long it takes you to land on the ground (???), plus the 15 frames of landing recovery. Subtract all that from 50 frames of grounded hitstun on regular air hit and you've got x amount of time to act. I'mma guess somewhere around 25 frames before emergency tech. j.C(5) A bit simpler, because the only factor of recovery is how soon you land on the ground and subtract that from 19 frames of regular hitstun. So it's about 8-10 frames you have before emergency tech. EDIT: Oh and I suppose there's also the issue of proration/hitstun decay so that also subtracts a little bit. Regardless of that, though, you have complete freedom as soon as you land. As for what you can set-up after this, I'll let you guys fiddle with that.
  23. Food for thought: ending a combo with just j.C gives better oki options due to no landing recovery. I'd say hirentotsu is still important though, in the case you can't confirm into something bigger (due to say, I don't know, odd flight trajectory).
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