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Everything posted by Dark Ranger88
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It looks kinda weird but...If you are doing a GA corner combo and do Strike Fall > 5A > 5C > Justice Phorizer > D Mirage Thruster > Justice Phorizer, the second Phorizer will knock your opponent back into the corner so that you don't side switch. Don't know how useful this is because if you are going for a double Phorizer your opponent will probably be dead anyways.
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I have to say I like cooking 236C while zoning. The opponent is always like, "Durr hurr hurr! He's stuck doing the anti-air special. I got 'im! Time to run in huehuehue!!!" Nope...Thanks for the two stocks bitch.
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GGs to everyone I played today including snazzymuffin, NeoZeromus, and Jackie Chandler.
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Our 6C gets body invulnerability at frame 4. You can use it to go through Jin's 5B and C to get a nasty surprise and go into 236B > Stuff. You'll hit him, but you probably won't get a fatal.
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The sword of doom 2 riff is awesome. I used to hate that song most of all now it's my favorite.
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Trying to get good in the arcade lobby is frustrating. Whenever I lose to someone they never want to face me again. And if I jump on someone's machine when a match ends the winner will just go looking for someone else after he beats me. It's like they're saying, "Wow you fucking suck. Playing you would just be a waste of my time." Well sorry if my day 3 Izayoi isn't as good as the slightly altered main you've been using for years, jackass. I'll need lots of practice before I get good. I'm going to make them all pay dearly as soon as I get comfortable with this bitch though. Watch out.
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I never realized how baller Makoto's 2A was until now. We basically have to super or jump out of everything, because our 2A is as slow as some people's 5Bs (don't even mention the "Whiff Machine" aka 5A). I'm gonna see how IB 6A works. The guard point starts up on the sixth frame so it's kind of like having a 5 frame jab that won't whiff on crouchers. Right?
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Dark Ranger88 - Dark_RangerEX - Tennessee/US
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Yo I NEVER land 2B after 236B > 214A in real matches. I've started to just do 236B teleport into oki. I'll worry about getting those two extra stocks when I'm more comfortable with her. The main thing I'm trying to get used to is her movement and using 5B + sonic sabre to control space/zone. These are things that I'm not used to with Makoto. What do you guys think about Izaoyi's neutral game? 5B and projectile pretty much dominate the ground, so people are jumping and air dashing like crazy. I've just been meeting them in the air with j.A whenever I feel that they are going to jump. Not having an anti-air sucks, especially for jump cancel pressure. There was this one Hakumen that kept doing his new aerial move into j.B to reset pressure and I had no idea how to get out of that crap.
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Sakaku you can stick GA 2C in after a midscreen throw. I don't know if landing 2C lets us do anything special but here's what I came up with. (1) throw > 214B > 2C > 5B > 5C > sj.BC > jc.BC > j.236C~D [3368 damage, 24 heat] (It's your combo with 2C lol) I also haven't tested landing 2C out against the whole crew either. Might be harder against fatties.
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Hmm I'll try using the GA backdash more. It might have just been that my opponents were getting lucky and catching me with long reach moves.
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Oh it may be a bit tougher, but I came up with a way to get 6 stars from a throw midscreen. Throw > 214B > 236B > 214A > 2B > 623B > 214B > 623B DMG: 2646, Heat:19, Stars: 6
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Dark Ranger88 replied to HiagoX's topic in Makoto Nanaya
Does anybody else think her OD combos are easier to pull off than her normal corner stuff. The only hard part about challenge 29 is doing the jumping corona. You can mash for almost the entire combo and still get 7k while disabling your opponent's burst. The new Makoto is way better, damage wise at least. And taking away the 5B jump cancel probably helped me anyways (that was one of my scrubbiest tendencies). Anyone played a good Hazama yet? It seems to me like his moves got hitbox and speed nerfs. Especially his flash kick (doesn't hit you if you jump over him). -
Fun as hell to play. Instant transmission teleports are flashy as hell. My friends were ooing and ahhhing while I was in challenge mode. Still trying to figure out what to do in my pressure though (especially normal mode). Also her defense is kind of bad. No DP or regular anti air. You also lose your backdash if you get caught in gain art mode.
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What do you guys do when a max range 5B connects (or is blocked)? I've been doing 236C > 214B in normal mode and 236C > 6D > Stuff in gain art. This doesn't leave me in a good position if they blocked the 5B in normal mode though. Most of the other stuff I tried whiffed.
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Thanks for the info! I'm so giddy right now. A seperate question though. How many PSN cards did you guys buy. I got a 5000 and a 3000 yen card. I didn't see any other option that could have saved me more money. On PSN store the game is listed as 6800 yen right? I just wish PSN made a 7000 yen card to avoid getting marked up twice.
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As soon as Nippon Yasan sends the goddamn codes. I will have it!!! I shouldn't have waited to the day of to add yen to my account. I don't know if anyone has tested this Nippon place out, but I will tell you guys how long it took for future reference. They also made BBCP really easy to find on the PSN store. It's just at the top.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Dark Ranger88 replied to OmniSScythe's topic in Archives
No you still need to rapid cancel. You just do lvl3 Space Counter > RC > and then wait to see if they bursted or not. If they didn't burst just 5CC them before they hit the ground. If you don't rapid cancel it the space counter punch will take you too far away from them to do anything. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Dark Ranger88 replied to OmniSScythe's topic in Archives
Just curious as to what setups you guys use to bait bursts. I'm at the point where I can feel the burst coming most of the time, and I have to say that I almost jizz in my pants every time I successfully bait a burst. (Seriously I let out an audible, "Ohhh yeahhhh" or "Mmmmm") Here are the four scenarios in which I usually bait bursts: 5B > 5C > JC > block burst --- During the start of a combo that would kill them or if I feel they are very frustrated. Throw > 6A > JC > block burst --- At the start of a throw combo in the corner that will kill them. (Corner combo) > 5D/j.D > 66 > Barrier > block burst --- When they are so low on health that a 66 > 5CC > Particle Flare will kill them (They think you're going for the round ending DD). Parry > Space Counter attack > RC > block burst --- People LOVE to burst after you parry them. There's a threat of big damage and they get all nice and embarassed. Plus even if they don't burst you can combo them with 5CC before they spin to the ground. Just wondering if there's any more juicy goodness I could be having. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Dark Ranger88 replied to OmniSScythe's topic in Archives
That's not true we have...ah...uh...j.2-nah that got nerfed... Hmm...wait! What about 5-tch, no that sucks too... Alright, screw it! I give up. All our moves are cabbage. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Dark Ranger88 replied to OmniSScythe's topic in Archives
3C is far from OP. The invulnerability runs out way before the attack starts up, meaning that even if you use it against the right move you could still get hit (like if your opponent reacts slowly and does their attack late). Also it's too slow. Really good players can react to it with a low or a throw for free damage. Using it on prediction or randomly in neutral can get you fatal'd and take half of your health. It's good in specific situations, but it is far from being jacked up BS. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Dark Ranger88 replied to OmniSScythe's topic in Archives
I don't think 3C currently has any projectile invulnerability at all (at least that's what the wiki says), only body and head. Stuff like Rachel's lobelia and pumpkin, Jin's aerial ice blades, and Mu's stupid orb will all hit you out of 3C. If a projectile doesn't hit you out of 3C it's because you low profiled it. I don't know how this works against Lambda's spike chaser or Jin's ice wave distortion though, when it clearly shouldn't. Edit: confused foot and head lol -
[CSE] PSN Match Finder/GG Thread
Dark Ranger88 replied to Amadeus46Art's topic in BlazBlue Online Play
GGs to Tall31 if you're on here. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Dark Ranger88 replied to OmniSScythe's topic in Archives
I practive new blockstrings and setups against players who aren't as skilled as me, just to see how live humans react to them. Every time I try to break something new in against a skilled opponent I end up abandoning it in favor of the stuff I already do. There is simply too much to think about against someone good. -
[CSE] PSN Match Finder/GG Thread
Dark Ranger88 replied to Amadeus46Art's topic in BlazBlue Online Play
GGs to ?Randoms? I guess. I don't really know that many PSN dloopers. Good to finally get some lagfree matches in. My first few days after switching weren't so great :V Also does anyone else have the problem where your conn is determined to be zero, but when you join the room it shoots up to 2 or 3. Makes it really hard to join rooms.