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Everything posted by Manta
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Yeah, didn't think you'd see much of it. It seems to be a fatal move more to just rub it in your opponent's face that they got hit with such a slow move on CH. I also expect that air CHs are more likely to see too, which probably has some amusing groundbounce. Opening with a 1500 damage move with 78% combined proration on fatal probably allows for some big damage, even if you can't use a second 6C in it. Assuming it doesn't bounce, I can imagine you can do something similar to what you could do off of 6B FC in CSX. e.g. 6C FC > 236B, 5A > 5C > 6A > 2C > CT, 5B > 6A > 6B > 2C > 623C, 2D Or something like that. Of course you can't use 5D to get the mid combo mag any more.
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On that note, does 6C FC on ground hit groundbounce or does it just do massive groundstun (Forced crouch too)? If it's the latter, I take it we close the gap with 236B and go from there?
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Actually not buying that, if you look carefully Hakumen actually doublejumps against the downward pull of the driver. It seems that he was simply too high up and then boot to the head happened. If that's not what happened then airdrive has a centre of attraction that's above where his hand actually is reaching. I've otherwise seen far too many airdrivers connect at arms length to think it doesn't autograb, particularly when it seems unreasonable to assume the player could've reacted to what the opponent does.
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There's no ground friction in the air after all, but there does appear to be a maximum speed though.
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Tager is weird in that his AUB moves don't actually reach all that high up. 2C and hammer excepted. There's always collider of course, but that's a true unblockable so not really relevant to this discussion.
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We haven't been able to substitute barrier with IB since CS.
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Now al I want for christmas is 4D to be air unblockable. 5D would be good too.
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Can't believe I just overlooked that. This might actually be very important in catching some people. A pity 623D is air-blockble.
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Not sure, but Barrier blocking a crush trigger takes a sizable chunk off of it, character dependant iirc.
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Assuming Danger state is as it was before, then add boosted damage to the threat of any such blockstring. The fact that negative penalty no longer stacks with danger state notwithstanding (Since they're one and the same now), Negative penalty seems much nastier than before. Guessing it's possible to reapply negative penalty and zero your barrier gauge before its had a chance to regain 50% too.
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If by that you mean "Here come the crush triggers!" then yes, I agree.
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Was it known before that negative penalty just zeroes your barrier gauge now? http://www.youtube.com/watch?feature=player_detailpage&v=211H-AZPtY0#t=92s
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Surely if AC into 2D (unmag) works with a little give, then AC, 6C works. And if we have that, then (OD) AC, 6C > 5D > 236B... works Unrelatedly, I just noticed that negative penalty simply zeroes your barrier gauge now, giving you danger state. This is actually fairly important since it basically declares open season for crush triggers.
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I will personally miss spark bolt guard crushes into 720 fullscreen though. That was just pure rapture.
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I'm pretty sure Blazblue actually requires the directions to be in sequence. Also pretty sure about needing the diagonals too.
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Then again, Using a hitbox might make things harder, I always found spin motions difficult on a keyboard, so it might be similar here.
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Standing 720 is hard, standing 360 is actually really easy. What you do is this 4123698 B, You don't need a full circle, and Tager has 6 frames of jump start up, any of which can be cancelled into a special move.
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Wait what? You mean it didn't before? (Everything I know is wrong!)
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Just for the record, my post wasn't confirming or denying that OD 720 magnetised.
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Post round magnetism can be applied, but doesn't render the Sparkly Vampire effect.
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Mori is also, as you may recall, a deliberate liar.
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They may, of course, Bork it completely in the localisation by calling it "Red Retribution" or something.
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Hrm, There was a combo in there that really interested me: 6A > 2C > CT, 5B > 6A > 236A, 3C > (623C), 5C > 6B > j.5C > j.5D > j.63214A for 4335 damage. Heat neutral, or near enough.
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Probably already answered, but what the hell. Can CT only be used after any special-cancellable move? Just wondering if you can do 2D > CT or some other weird shit like that. (Need to get around to revamping that Tager Guide for CP at some point).
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Also, don't be afraid to turn off the training dummy's teching, at least when you're first learning the combo. Lets you learn the bit after that really annoying part of a combo you just can't get the timing right for.