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zaeris

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Everything posted by zaeris

  1. Well, tsubame was really awesome, While at most people would spam tsubame in peoples block string get a hit-> combo into corner and start her game ^^, good times. Alternative I can see people just using the J.c -> 632 D into ground pick up lots, The question is what do you do once the her Rod returns and you want to get rid of her staff while maintaining combo. I can only hope some new moves solves this issue.
  2. It is probably the wrong word since there is nothing ambiguous about it. You either block low or you don't. With the new nerf to Nu i wonder if Nu player can be treated as having skills? The consensus is there are more scrubs in BB than real players. 5DD> 4DD combo on crouching. I'm guessing 5dd has lost its staggering effect which allowed for around 32 frames to combo into 4dd. Act pulsar combo using the old one is not possible unless you use the new version of act pulsar. As such act forward and only forward is most likely going to be negative and everyone will know you can only dash forward so get ready to be spammed by people with fast lights.
  3. what to say? It basicly nerfting alot of scrub nu players that D- spam with litttle reliance on melee or just prefer to run... One thing Im curious about is the guard libra system 3 stock and low health, that doesn't sound pleasent and worst off everyone can burst twice. There isn't a need to damage nerft if people can burst lots like in gg. no 44 act pulsar? so we can only dash forward? lol, I wonder what people are going to do now ^^,
  4. If we assume graivty is change it won't do a thing ........
  5. just hope that 5dd 2dd is now a staple in combo into 6c or jc j2c ^^, lol can people see lamb-chan is more skill now. In affect people won't care as long as she is TT only time can tell. beside that we have to look at the new act puslar combo although playing lamb-chan will be more risky now as intended. Throw combo, while there is mention that 5DD is slow, can we use throw -> 2DD instead?
  6. Well you already answer most of your question 2c is slow but the level of b and A attacks haven't changed, they simple want to enforce the idea of her other normals. e.g. 2b 2c or 5b 2c, unless 2c is like 17 frames.. even noel 5b-> 5c is a block string at best This is what it implies rather mindless. The real issue is AA where 2c was effective i such a means, although I would be sad to see 2b 2c pick up gone if the attack is too slow. LV0 LV1 LV2 LV3 LV4 LV5 Standing Hit 10 12 14 17 19 21 Crouching Hit 12 14 16 19 21 23 5B and 2b are lvl 2 and lvl 1 respectively, assuming 2c has a 16 frame start this would mean it will only combo on crouching hence lamb-chan player will need to hit confirm stance after 5b, although there isn't any real gain forcing lamb players to hit confirm position state.
  7. RC on first frame of 214 D, that is the first step, rest is landing and tap 66C which will give you a short dash into 6C you don't need to dash too much but you can be the judge of that.
  8. I know, I was watching dizzy and Im like... DIzzy was never this fast.. As for the earlier debate I don't mind to continue it... But in essense it is like sales, when you become good enough at selling to costumer it doesn't matter want product it is. since you can sell it using your experience. When looking at rachel it first seems like a new character, but behind her are simple process of play which are similar to dizzy rather trying to learn a new style just think of dizzy. TK bubble = summon pumpkin, having frog = Scyher frc pressure. of course rachel has better tools in general but however the style is the same as in the basic are the same without worrying too much about dizzy low health and having superior AA.

  9. Ponder if I will get any help, One of the systems property is easy input where it might not be severe as sf4 but sometimes pose a problem. I'm curious but what technique have people been using to perform dash-> neutral attack. e.g. 2147 D -> dash 5DD pick up at earliest without making a mistake like 6DD instead of 5DD I will probably ask this from a perspective of a pad player.
  10. CA= 30 frames duration.... 1~22 invincible, 1~27 goes through opponent. Rachel is 11 frame start up and 4,4,2 frames of active frames... might not work EDIT" hit levii
  11. There isn't large damage off everywhere it is however possible but never practical in matches... Lets just say it is harder to block rachels games then Nu. Having an advantage vs most of the cast, able to beat arakune and not have any problem vs Carl is quite big on the list. And Rachel vs Nu isn't terrible where its manageable. I will virtually give anything just to beat Carl into a pile of crap.
  12. That cause there is a difference between American Rachel and Japanese Rachel player ^^, invoke the flames of DL lol. There is a difference in generally between American and Japanese players in generally, lol. One being able to block better. Rachel has more advantageous match up from low to mid tier slaughtering practically everyone, while having a slight disadvantage or even match’s vs Nu. Sword across the screen won't hit people randomly only bad people get hit by swords all the time but I'm going to avoid using the word bad for a while. Nu match up are as worldjem7 wrote you either get in or you don't but characters with good mobility don't find it necessary hard to get in. Trying to get into good Rachel is even harder and if you do get it you are playing into her territory where she's at her strongest with her mix up. And you know what else is good, beating the crap out of carl since he can't pull of a clap loop. god bless Rachel *Wind*
  13. yo!!! tired,but Im trolling DL these day for fun... so you will see me spit out alot of random crap to pass time until everyone gets back to gg.

  14. How is one example a justification? how is one player/match/video a justification? Are all Nu using this strategy and tager can't win, to some degree but the last point stands takes into account if both players are equally skiled is that tager play a highly skilled player? if it was FAB playing I would take it to heart.
  15. 9:1 is reserve for carl since it is unwinnable maybe 8:2.... remember tier exhibit a characters full potential and not some scrub... just because tager can win matches againt a scrub doesn't mean that player is using everything to his dispoble or the opposite is true just cause Nu is winning doesn't mean both players are playing at their characters potential. A japanese Carl will win hands down more than vs Nu or Arakune against tager. the top tier crushes tager but carl just does alot more damage with any one hit.
  16. I'm sure people already know this but I will just highlight it. When doing Air throw with Nu you generally switch side. In most Air throw RC combo you will land on the same side when you perform air throw. e.g. 1p side air throw rc will always be 1p side. Exception to this are Bang and arakune which for odd reason will make you change sides to 2p side when you RC. Just to let people know which side to 6c so you don't screw up with a 5c instead. If you Rc your air throw there is enough time for a dash 6c pick. This will make dash 2dd pick as low to ground as possible for extention to 6c or jc j2c 2dd land combo.
  17. Hell fang follow up are super punishable with CH status on recovery, without doing the follow up it is -1, if you consider ragna's general fastest pokes are 6 frames throw is your best option for counter throws or you could risk it with 2a/5a/. of course ragna could just jump and peform a falling jc.
  18. if only that was true I wish it had start up invul.... It's +3 on block, lol. Which board have you been reading. if you IB it you have 5+ frames added to its SD making it -2 which isn't a punish since no attacks normals comes out in less then 2 frames. I would assuming they are mashing buttons after and your buttons beats theirs after block cause you have frame advantage. It is not a punish but it will put you in frame advantage when you IB it. You could try 4d if you're reactiong is good enough since it makes the revolver combo easier to land as oppose to 6A since you will need to time hit to make sure they're low enough or opt for a different combo with IAD cancel into land 6c which might work on rachel on CH.
  19. I'm will just highlight this, dropping combo's are no good ^^, need abit more hit confirm.
  20. I will probably write more later. It’s probably just me but I have a when I see Nu running at point blank to a ground opponent. People have rolls but also they are reacting to how close you are. 3c sweep range is approximately 1/3 of space cover. You don't have to run up all the way just enough for 3c to connect like you would for a j214d into 3c=> 236 d ender which doesn't have to be at point blank. Also use 2b -> 2c pick up to force them to tech early cause failing to do so make them eat large black beat combo which is the kind of threat you want to have force your opponent to tech early and forcing them to block you mix up, 3c what most nu are accustom but doesn't gives you enough options for mix up. 2A frame trap, or 2B into 2c tk whiff are a good options, 3c if hit confirm into gravity but risky since people are blocking low usually. You could try 2A, 2A, 2A 4B if people are twitchy trying to mash lows in your stings. VS Tager, more tager specific combos, double jumping is unnecessary when you can do jc j2c 214D into 5d pick up.into ectera. Every time you land a j.214D/214D it should be a 5d pick up since the margin of error for a perfect combo and a imperfect one is minimal frame people find it harder to tech instantly even more so online. note, 2c Tk j.214D can be combo into 5D pick up. EDIT: I tend to write alot of critism but thats is how I like to express my view.
  21. Its easier to look at the Carl Match up forum and gather ideas. First you need to understand playing carl is very much fighting for your life, you have to play a perfect game and not get hit. You can attack carl from the air when nirvana is far away since he cannot get a clap loop on you in that situation. The first aspect is of vs. Carl is judging how good the Carl Player is? This usually involves if he is doing 100% loops or 40-80% loops. Where in a case he drops combo you will at least have 3 chances to survive. As in he will need to hit you 3 times to win. For Carl Nu is loop-able but he can f**k up. So just watch and see what the carl can do, if he drops the combo you have a larger chance of escaping rather falling for clap traps. It is online so he has more chance of screwing up. Second step is registering if they’re imperfect loop, claps traps rely heavily on being able to release Ada clap when going for air thrown. In the sense that I’m refer to imperfect is when the active frame for clap trap < Duration allowed to tech air throws during loops. Clap (8D) = 4+28 frames throw escape during hit/gaurd stun = 27 frames http://s1.zetaboards.com/blazblue/pages/03#throwescape To legally perform a clap loop carl has a 1-5 frames margin of error to succeed if not you can throw tech at latest as possible and escape. Although I’m not sure how Carl works in a sense has I know he can use nirvana in hit stun but is it before throw or can he do it during throws for proper throw combo? I haven’t yet factor in throw start up but if you assuming teching late is possible you can just read nirvana active frames of clap and hit B+C at the last frame moment and AD out. This is easier said then done. I'm just illustrating to tech as latest as possible when you see imperfect loops. in Japanese standard throw loops are inescapable but I have a feeling the one we see (non-japanese)are escapble/techable. That the player (carl) side of the match up. Goryus has already written some analysis but I make it obvious your priorities are better than Carl in most cases and by rights you too can kill carl in 2-3 combo and for the killing blow make sure you aim for unburstable combo. The match up involves baiting Nirvana into attack and hiting her to reduce Nirvana Bar thus increase your survival chance. Act puslar is your key to not getting sandwich by Carl/Nirvana. Useful strings are 2A>2b>2c act pulsar. Besides that you are require to play a patient game as zoning is your best tool vs carl in this case, nobody wants to run up and melee carl even tager even though he is forced to by nature lol. I think in general you just didn't understand the match up, basics has to be cover first before highlighting any real mistakes. EDIT 1: Don't drop your combo's lol. EDIT 2: If ada is active you hit her with 2c, of course carl should be baiting it but thats the general attack vs Ada you can 3c however your recovery is larger if you whiff or hit. EDIT 3: Ayumi Hamasaki is <3
  22. isn't there something universal in the lanuage of fighting games? 4k = 4000, ~ = approximately, KD = knock down.
  23. You can do it mid screen but it has special condition that you must follow in order for it to properly hit. I'm just going to call Darksoul173 as DS from now ^^, which he has probably mention. Point 1: the height at which you did crescent saber. perfect condition is when you're lower than your opponent the lower you are the more easier it is to pick up since they will hit the ground later. Point 2: distance, frames for 5D to pick up taking the initial 15 frames into the earliest possible being the fastest. At most people just do 2c tk crescent saber into 5dd pick into more combo which by far is the easiest but does considerable damage for anyone starting out with nu. gravity goes into a decent 4k~~ I would suggest all Nu learn it, example one, IB Jin ice car B follow up combo at optimal should be 3c gravity into combo. Once Jin land he is in recovery but is not counter hit. **Side Note** It is nice to see the nu sub forum more active, at start she was so hated no many people gave advice on how to improve or tips on playing Nu. awell let see where it goes. '7th hit or 8th hit' I'm really not fuss myself but I saw damage potential there which isn't raelly hard to do, I would say to make it a habit to use gravity if you see it since it goes into KD anyway but you get more damage and it give you a large advantage if you can seize punishable opptunity where it isn't CH state.
  24. I will just add something small, hit confirm 3c into gravity or 214 D. One of the main problems is I don't see it being uses this well as 3c is a ~8 hit attack giving you ample of time to Hit confirm into many set up and combo. You've seem to cancel on the 7 or so 7 hit so I'm assuming your not registering Nu's ability to hitconfirm. Besides that just work on rachel specific combo. RC less cause you can pick her up with 5dd ^^, its easier to just do Tk creasent saber into 5dd 6DD 2DD creasent saber, Ab Lib stuff into 5dd pick up. side not: I find it funny when poeple block 4b, the FIRST HIT is not an overhead head only the second one is ^^, if you block crouching switch to standing block hence you have a ~17 frames overhead.
  25. Lol, did you not notice Dora took out two Nu before losing to a third.... which doesn't say much as so people believed just that he lost to a single Nu ^^
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