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Dazardz

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Everything posted by Dazardz

  1. I'm no expert, but I have played for years so I should be of some help. 1. Focus on one character and then learn mobility for that character. Think about their speed and their normals. Your character might have small normals but good speed, so in that case you should learn when to airdash, double jump etc. in neutral. I can't help you much if I don't know what game it is, but usually I think that airdashing and jumping is something you do all the time with most characters, but you should try not to be predictable with it. Don't constantly airdash as your way in, you could get easily anti-aired when someone has adjusted to that. So try not to use the air as your only approach, otherwise you'll get anti-aired over and over. The ground is also important too, you should try approaching by just ground dashing at times so that you aren't predictable. Then your character might actually be a slow one, and you may not have to jump and airdash around all the time. Then you probably have to think about the range of their normals and which normals you should be using when you want to approach. Bigger normals with less recovery is obviously the way to go. I don't know the game you're focusing on, so I can't help you much with this. Good luck. Backdashes are also important. Every character's backdashes are different. Some are great, some others are... mediocre. They are all still important though. You can use them to escape pressure when you find an opening or just for better spacing (depending on the character you use. 2. If I read what you're asking correctly, then the answer is, everything grants counter hit if the opponent manages to hit you within it's recovery frames. A DP is a great example. If you hit them while they can't do anything because they're recovering, you're granted a counterhit. It's the same with every other move. If someone hits you during the startup, active or recovery frames of it, it should be a counter. Also, every character has one or two (or maybe three) moves that grant fatal counter if you choose to punish with that move. Fatal counters allow for better and more damaging combos, so make sure you learn what your character can start a fatal counter combo with. The wiki is good for that. 3. A few characters are like that, Marie and Sho are one of them. It's the same for very few other characters in ArcSys games too. Despite that, not a lot of characters are like that in these games so you don't have to worry about learning character specific combos unless your character's combos are like that. But if you were thinking of pulling off really advanced combos and going that deep into the game, more than a few characters in Persona have character specific combos. Hope I was helpful. I'm sure there are others on the forum who may be able to help you a bit, in case I wasn't enough for you. Good luck and hang in there with these games.
  2. Managing to do [8]2C off of 6B in a combo surprises me as well. This needs to be explained.
  3. Wow, it actually did catch the roll. j.C is looking nice. Some people that tried him said he had no presence in the air, but I wonder if that's only because this is day 1/2 (3?) It makes me wonder what people should be doing after 214C midscreen. I've seen people try 214A/B, others simply ran in or jumped in with j.C. I've seen people use 5D/6D after 214C and it caught someone trying to roll backwards, but it was also used against someone that tried to roll forward and Hibiki was left wide open.
  4. Hibiki vs. Everyone? Hazama vs HibikiHibiki vs TerumiHazama vs HibikiNaoto vs HibikiMakoto vs HibikiNaoto vs HibikiJin vs HibikiHibiki vs TsubakiNaoto vs HibikiTerumi vs HibikiTerumi vs HibikiTager vs Hibiki
  5. At 27:43 of Hibiki vs Nu (link starts at that time), Hibiki's 2D can be seen ignoring/evading Nu's 5D head on. Seen again at 30:23. That's actually... pretty strong. That'd make it really good against zoners. So I don't know why it happened, but 2D definitely avoided 5D very early in startup, so I wonder how strong this is.
  6. I look forward to the mirrors. Unless Jubei arrives.
  7. Pretty interesting combo used there at 19:49 on the pre-release tournament vid. All those normals look like they have more hitstun than what I thought they would.
  8. You may have to correct me on this one, but I think these are the correct normal inputs. Midscreen: 214D > 2C > 5D > 6BB > 5C > j.BB > [DJ] > j.B > j.C > j.214A (3.1k) From 5:11 and 2:54 of the loketest matches. Heh, I feel like it's way too early for this. Anyway, the preview video made him look pretty fun to play. More hype, always good. 236A[D] is a FC? That's great. If we can get a good combo off of it in the corner, that should make people think hard about whether they should press buttons on wakeup or not against the hop. The hop itself seems really good as oki. 236A[A] should catch forward rolls, and it's + on block which is even better (or is + enough). The B version crosses up if close enough, which also seems cool, and the C version will catch people jumping. It's never super easy to bait these things, but I'd love to abuse this sort of thing if I ever caught on to my opponent's habits. We just kind of have to wait for arcade release before seeing anything solid. I want to see 214A/B/D mind games put to use.
  9. Uh... only colours I like there are the red one and the last one. The others seem kind of meh. Still maining him though.
  10. You sir, are my idol. - When 90% of the people I find online on P4U2 these days use roll as their way of moving around in neutral. I'm annoyed at myself for not being able to deal with it.
  11. - Someone going easy on me. I'd rather lose 10 in a row than win a match that you didn't try to win. - Trying to react to mixups but getting destroyed by input delay.
  12. Question from a new Gordeau player. If your opponent blocks 236C, can any character mash after it and beat Gordeau's 5A/2A or does Gordeau have the frame advantage?
  13. PSN: Dazardz Country: UK Main: Elizabeth Sub: Sho
  14. I'll join this because it seems like if I don't, the wait for one more player will be too long. I haven't missed a tournament in the past yet but I can't guarantee that I'll make it on time for certain reasons. I'll still try my best though. Hope to find you online soon. PSN: ReaperD-Reborn Twitter: @DevilAkuma1231 Skype: mangacreationfordazardz
  15. I can't answer all of your questions but 1. I hardly see auto-combo's used at higher level play, they'll only use it if they know it'll kill the enemy and they don't want to risk messing up a proper combo. So most high level players would mash it if they'll win the round, but other than that, they usually stick to manual combos. 3. This link explains everything. 4. This also tells you everything you need to know. I did play the first P4A a lot, but my Persona 4 Ultimax also arrives today as well XD.
  16. Sorry, I meant j.2B.
  17. Has j.B been of any use to anybody yet? I'm still wondering if that move can be of any great use...
  18. This game came out already? What the hell? Where have I been? I won't be able to get it for personal reasons but I'll be sticking around this thread again.
  19. Only difference between Ghastly Wail's C and D version is that C comes out much faster than D. As far as I can remember. Don't know about Diarahan though.
  20. I swear they nerfed the range of Mabufudyne or something... or it was either startup. I'm waiting to hear the remix for Battle Hymn Of The Soul that was shown in that Liz trailer.
  21. Can 5D still grab crouching opponents? I thought I saw a pic where 5D whiffed on a crouching opponent.
  22. Practice makes close to perfect. Anyway, Nu/Lambda was my main from the first Blazblue up to the one before CP. I tried learning her in CP of course, but because I was new to everything again, I totally ditched her because she was quite hard. So it's not a bad idea to try doing basic BnB's with every character to get familiar with doing combos in general (that's what I did), because now it's much easier for me to use Nu.
  23. Really nice Elizabeth video I saw there, congrats to Damosu for finding these things. Hmm, so Randomizer activates after the opponent recovers... so maybe resets... hmmmmmmmm
  24. Shadow Junpei combos look awesome but uh, not many people use him either. Every S.Junpei match I've seen has some really nice stuff, but there aren't much videos.
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