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Dark Ranger88

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Everything posted by Dark Ranger88

  1. They should let you opt out of playing a rankup battle and let you play an ACTUAL playermatch with people of your own color. Plus what's the point of these squares if you also have Dan/Level?
  2. Silly Tsubaki players.
  3. Just one thing I've noticed in this matchup. Lots of Amanes like to knock you down then autopilot 2C > 5C on your wakeup to catch rolls and jumping. This 2C > 5C autopilot of his (whether you block it on wakeup or randomly in neutral) can be beaten if you instant block the last hit of 2C then dash. His 5C should whiff over Makoto's dash animation and leave him vulnerable to 2B. Note: He can cancel 2C into other moves like 3C or 5D to catch you, but 2C > 5C seems to be his safest and most used option from what I've seen.
  4. I have all of my replay options turned off and it lets me press X to skip all of that stuff. You can advance to the next screen before the character even starts talking (and when you actually DO want to save a replay, all you have to do is hit Triangle after the match). But that just brings up another peeve of mine...When you're playing a long set with someone who DOESN'T skip the post match quote. I speed through all of that stuff only to have to wait another 15 seconds for my opponent to finish watching it....which almost defeats the purpose of me skipping it in the first place lol.
  5. GGs to you, Nemesis, and my IRL nigga vertster123. Tsubaki's airdash j.C > j.CC makes Makoto's look like piss.
  6. I think that only worked becuase Meteor Dive didn't have any landing recovery. Now it has like 9 frames of landing recovery...
  7. I was just referring to Makoto when I said it feels like Extend. No orb oki, meh damage, reduced corner carry because of the j.B nerf. She actually feels like I'm playing Extend Makoto again because of the things I can and can't do.
  8. GGs all...someone kill me please. It's Extend all over again. Maybe I'm just shaky because I'm not used to the patch...but my neutral, pressure, confirms, mixup, AAs, and defense were all shit today. Seriously...I was having problems with Ragnas who jump backwards in neutral...*facepalm* (Also it could just be the rampant lag that's been happening)
  9. One thing I've noticed about j.B > j.D is that you have to line the j.D up just right or it won't connect at all. This is probably because we don't jump cancel anymore, so we lose height. For it to hit most of the time I have to hit the opponent with Makoto's ass during j.B. If you're hitting the opponent with the top of j.B's hitbox you'll most likely whiff completely. Ugh...that was probably their goal with this effing patch, to eliminate all orb oki. I just wish they didn't jack our combos and damage off just to accomplish that though. All they had to do was give the orb more recovery time so that DPs would be able to hit you through it, then orb oki would be the way it was in Extend. The j.B > j.D change along with the combo timer just messes up our oki game altogether. Even if you go for a fully damaging corner combo, the timer will make it so that they will either tech out of your air combo or they will tech Meteor Dive before they hit the ground (both of which can lead to you eating a combo). You have to give up damage just to go for damage lol. And rolling is going to be super annoying now...*sigh*...most people will roll out of the corner and willingly eat a less damaging combo just to get midscreen again. Also, am I the only one who thinks that Meteor Dive should be completely untechable until the opponent hits the ground? Does this happen to any other character besides Makoto? Can't Ragna do Axe Kick or Hells Fang no matter how long the combo is and still get a knockdown off of it? And the SMP on Lunatic Upper means we can't use Mars Chopper to end corner combos either...
  10. But she wouldn't be Kokonoe without a quick low that out-pokes 95% of the cast
  11. Well I messed around with this some more and you can get it to work on people with narrow aerial hurtboxes (Hazama, Plat, Carl, Kokonoe etc) by delaying either the 6BC (the followup) or the jump cancel. It's just INCREDIBLY inconsistent on Kokonoe.
  12. Well I don't know if we have a 1.1 combo thread or anything yet, but I came up with a way to still do orb oki in the corner. 5B > 6C > 214A~C > 236D lvl 3 > 6A* > 2D lvl3 > 6BC > JC > j.B > j.D lvl3 > 66 > 5D lvl 3 > Orb oki, DMG: 3570 *Tck* Nevermind...It whiffs on midgets.... Note*: You can substitute the 6A with 2C and the combo will do 3728 damage instead. It's just more difficult to execute and might not work against everyone. --------------------------------------- Other things I've noticed so far... The last hit of astral does 4000 damage instead of 1 lol. The 2nd hit of Particle Flare seems to shoot the opponent up REALLY fast now. They fly to the top of the screen at Houtenjin speed now. I don't know for sure...but it seems that 5CC has more untechable time at the end of combos now. I used to not be able to do *full combo* > 5D > 66 > 5CC > Particle Flare at all, but now it's easy. They always used to tech out before the first hit of Particle Flare. Although I might just be doing it differently now...
  13. Damn that would be too funny. 214D with "Missiles" would spawn 3 Ragnas who hesitate slightly before flying across the screen at the opponent. Frying pan would pull out a Ragna sprite and swing it at the opponent. OD pan would pull out Ragna's sprite but flipped horizontally :D Magical present would spawn a crouching Ragna, who Inferno Dividers when the opponent gets close.
  14. Hmmm I have a question about whiff punishing. When a character like Makoto or Ragna uses dash barrier to make someone whiff a poke, are you supposed to watch the opponent closely (to make sure they actually did a move) then dash in with 5B/2A? Or is it more of an instinctive thing, like you just input 66 > 4A+B > 66 > 5B and hope that your dash barrier was enough to get them to whiff a poke? So I guess my basic question is: Do you read/yomi when whiff punishing, or do you react when whiff punishing. I only ask this because (online at least) I'll make a person whiff something then just end up running into another attack because I took too long to dash in (because I was watching for the animation of their move instead of running in instinctively).
  15. GGs Zong_one. I can has Carl experience now?
  16. Look on the bright side Star. You'll also be playing against crippled versions of Kokonoe and Hakumen Don't worry Star. The day of the squirrel will dawn once again.
  17. Hmmm...For pedestrian Nu corner pressure she's probably doing these things (in Luna mode, the one with the halo): Keeping you in the corner with strings like Stuff > Spike Chaser > 2D - This can be difficult or impossible to jump over, especially if you're playing patiently. You pretty much have to look out for Nu to stick her hand in the ground, then dash > 5B or use Izayoi's 236C. BUT be careful, because they can also do the quick, un-charged version. Making you block Sickle Storm (the buzzsaw that comes from the ground) - As long as they're not using it as oki, you can forward jump over Sickle Storm and counter hit her for a free combo. Sickle Storm works after they get you too scared to jump. (NOTE: The startup for Sickle Storm and Spike Chaser looks really similar, so you might think you're going to jump over Sickle Storm but jump right into Spike Chaser instead (and vice-versa)) Getting pushed back, then using 6D/5D to catch your jump out/dash attempts into a combo or more pressure - Similar to what Hazamas like to do with his drives in the corner, Nus will do a string, make it look like you can jump out, then catch your jump with a 6D. I don't know what to say about this except resist the urge to jump when it looks like there might be an opening. After they whiff the 6D, most Nus will IAD back to try and escape a punish, but at least they let you out of the corner. Will any Nus let me know if something I said is stupid? This is my best take on how to deal with her corner pressure, but I might be pretty yolo lol.
  18. Lol dammit Zeromus these are SO true. I'm dying here man. "MASH D AGAIN, THEY'LL NEVER EXPECT THIS" :lol:
  19. STFU Lime go die. You're terrible at this game anyways, so what would you know?
  20. Yes...Yes it is. I don't know if it would be appropriate to link to another forum from this one though. Might be kinda rude. But if you search for it, it's easy to find.
  21. Could you name some of the characters you are having problems with, and maybe some of the moves or strings they are using against you? It pretty much depends on the character you're facing when it comes to dealing with their pressure. But there are no infinite blockstrings (besides Kokonoe and Relius to a degree), so there's always a way out if you know what to look for. Are they jump cancelling to stay in your face? They can be anti-air'd. Are they chaining into moves that are heavily plus on block (usually +3 or better) and using them to reset pressure? Usually these moves are slow, unsafe and can be mashed out of before they hit you. However, some characters can burn meter or a specific resource (doll meter, wind, stars, etc.) to say in on you and there's not much you can do without a reversal. Are they micro-dashing in after certain attacks and resetting pressure/ using stagger pressure? Barrier them, or better yet, Instant Barrier to push them away or make normals whiff. (Note: You CAN mash 5A/2A against a person using stagger pressure. Sometimes you'll get lucky and hit them when they are trying to dash in. But that's exactly what they want you to do, and you can end up eating some nasty frame traps into big damage.) Yeah that's probably just the input delay messing up the timing of your meaties. That happens in lag all the time and you just have to try and compensate for it. I can't tell you how many times I've gotten wakeup 360'd because of this lol.
  22. We should find a way to incorporate the Blazblue.com forums into this. That would be hilarious. Are they any good??? I haven't really frequented there at all.
  23. Hmmmm...I don't know what he was doing then. Are you sure you're not talking about CS2? Every orb setup I can think of is too slow for jump to dodge any of Hakumen's counters... Maybe that bastard was hiding some secret tech???
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