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Manta

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Everything posted by Manta

  1. You can't loop it. 3c has a repeat rate. so once you hit with it the second time in a single combo your combo damage goes to shit and then they can tech it sooner.
  2. When it comes to talking about blazblue, "Hard knockdown" usually refers to a knockdown that cannot be emergency rolled (Bounce teched), and are usually used as part of combos as well as to end them. If you hit a hard-knocked down character before they have a chance to get up, it's a legit red combo, if you wait a bit longer, it's blue, if you wait longer still, it's a red reset. Generally speaking, most players will tech neutrally after a knockdown since it's the safest option, especially in the corner. Similarly, you can sort of force oki with soft (techable) knockdowns. This is when you do a soft knockdown where, if they choose not to tech as they land, you can guarantee a followup because you hit them off the ground before they can do a wakeup tech. This basically means that they're forced to do a bounce tech to avoid further damage, giving you all of the options of a SF oki.
  3. Relius' air-to-air ability is worse than Tager's. Trufax. Seriousy, all of Relius' air moves are jump in moves. Tager's j.A just wastes them.
  4. Relius can only jump cancel his 3C on block. Tager eats that shit up.
  5. Ah you've hit the breakthrough. Soon, with enough practice in real matches, you'll stop thinking of combos as a list at all, and will just be able to make up optimal (or near optimal) combos on the fly.
  6. The other thing about hakumen is that he's extremely difficult to play to a high degree. Most characters, when they land a hit, generally have only two or three things to consider with their followup combo. Hakumen adds a new dimension to it with his combos relying so heavily on how much meter he has available. A random hit with no magmata to hand won't lead to a lot of damage, but with 8 available that same hit might allow you to utterly wreck your opponent, and as a good hakumen player, you need to know the optimal combos for both situations, and all of those inbetween. I'm not saying this to put you off, only to say that you shouldn't beat yourself up that you don't know much, because there's a lot to learn. And if you can master at least some of it, you're probably better than quite a few of us other players who play simpler characters to learn. But yeah, the thing about fighting games is that anything you can't do yet will feel impossible. Yet when you start knowing it and using it in battle, you'll look back and wonder why you ever found it hard.
  7. Bitches don't know about my controller
  8. Basically, when you lose momentum, the only option to gain it back is to accept that you're on the back foot for a bit and deal with it, blockstrings don't last forever. Also, if you're opponent realises you just push buttons all of the time, he's just beat you out with his frame advantage from oki and so many DPs. If you suddenly start blocking, there's a good chance he'll throw out some really punishable move, allowing you to restore momentum. Having to block is not a failure, you're only at a slight disadvantage when blocking most things. Heck, if you play Tager, blocking is a fact of life and your whole game centres around exploiting holes in their attacks. Playing against the CPU is bad for learning this, since the CPU can see when you're blocking and will always attempt to aim around it, and will seldom attempt blockstrings the way a human would.
  9. Thumbstick is best for 360s. You'll get a 360 150% of the time. By which I mean, 50% of the time you didn't think you wanted a 360, you'll get one anyway. It's just that good.
  10. I don't quite get what you mean. To do a 214D cancel into 720, you have to do 63214 D 78963214 C. and do it fast.
  11. You can cancel the first ten frames of voltic charge into 720. Look carefully at the animation.
  12. 360 is much easier. I personally detest hazama's pretzel motion astral.
  13. I find tao's astral easy to perform. The question is more "Why code in that input?".
  14. All green.
  15. always has been since children of the atom. without double jumps why not use that quarter circle?
  16. Happens to everyone. I swear that purple throw/ice car spamming newbies are my achillies heel. I have to lower my game to a level of derp I'm just not used to and so I get blown up.
  17. What is this and when?
  18. Also, shoutouts to full screen 720s that actually hit
  19. Nothing like a convincing victory to work off your salt. Particularly against a naturally bad matchup. Need more experience against your Noel Hex.
  20. Then get on ranked occasionally, We shall relive the fun of SvB with less of your retarded haida loopz.
  21. Just played Reisi like, 30 times. Guy's fun to play since he's not totally robotic like 80% of netplay.
  22. GGs to Reisi, if he ever reads this thread. Some epic matches there.
  23. Long combos are the dumbest thing is the world. It's like watching someone else play DDR. Even when you're supposedly also playing the game.
  24. Wow, HnK's combo system is actually the dumbest thing I've ever seen in a fighting game. And I've seen Waku Waku 7
  25. Why so button mash?
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