Pen_Ninja
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Using the input buffer to get earliest possible timing
Pen_Ninja replied to alexbib's topic in BlazBlue Gameplay
From the wiki: "If you input a run within 3F (speculated) of the end of an attack's recovery, then regardless of the stick's direction after that, you will dash as soon as recovery ends. This technique is useful for linking together combos and counter attacks because it gives your attacks more range for free. In fact, some combos rely on this property to link a running 5A/B/C/D or else the combo wouldn't work." So basically I believe you want to input a dash so that your last 6 input is no more than 3 frames before the move recovers. -
I was told by one of my friends who can read Japanese that the Litchi was indeed Galileo.
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I did some videos... Corner crossup setup I've been using IOH fuzzy guard setup Grounded Haku/Tager specific combos General swag combo The last 2 arguably should be in the combo thread but since I'm posting other stuff here anyway...
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Sounds pretty standard. I used to do similar way back when I played Koko... There's a few situations though that make it not so commonly used. - Optimal combos generally involve C superball > 2C > 6C > jc > j.C > j.6D > etc which do a fair bit of damage all up and these days I think end in ice oki. - New players wont do the above but they also aren't aware that they can extend after the 236C. - C superball near the corner isn't the best idea in case it goes off screen. Usually you can follow up 3C with 236A > 5A at that range though. If not, something like A superball > 4D > 236D is probably more optimal.
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Perhaps more accurate in 1.1........ https://www.youtube.com/watch?v=39Jr8soti5w
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It's definitely something I recommend getting used to. I was doing 866 or 966 for my first 9 months or so of playing the game but now that I'm doing the proper 956 inputs it's easier to do IADs and focus on other inputs at the same time.
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I think the issue is that 4B[e] has less untechable time. It just so happens that it translates to 4B[m] and 4B[e] leaving you the same amount of time to link itsuuA
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Well the absolute best thing to to would be to attend the weekly events that we run at ECU, like the one that was on yesterday. I played quite a bit of Koko a while back and would be happy to help you out if you were there. This'll help you out a lot more than playing Brisbane online. "1.So how do i get better at crouch confirms? Is it just muscle memory? Just playing a lot? Is it even possible for an intermediate to do consistently? Or is it more based on anticipation?" This comes with time, I had trouble initially myself but eventually it just picks up. There's a lot of times you can assume crouching like when you hit with IOH j.C and such. I found those situations were good in-game training. "2. Koko is getting that nerf stick. Id like to be able to learn her in a way that doesnt have me re learning a bunch of stuff. So ive already made a conscious decision to stay away from black hole setups. Is there anything else i should stay away from learning? Gatlings, combos, neutral technology... Whatever?" This sounds like a terrible idea. I know you're fairly new to the game so the last thing you want to do is give yourself an artificial handicap and play your character like she's going to be in a different version. Imagine if you were playing vanilla SG and you knew that butt-slam assist was getting nerfed eventually... so you just didn't use it. You'd have a terrible time. I suggest you learn the character as she is and adjust after patch. It's pretty easy if you know the character to some extent already. You're not learning a brand new character. 3. "Knowing what to do with koko at neutral is kind of a pain right now..." For the most part, put stuff on screen and make people block it. She's got a lot of tools though and it mainly lets her play any matchup appropriately. Stuff zoners with 6D > 236D or keep rushdown at bay with 22B. You'll get an idea for the right balance before long. In terms of keeping people off you, if you've got a 22B set then it'll still activate if you're blocking. If there's no 22B around then you're in the same boat as every other character, you need to block appropriately and jab/teleport/backdash/jump out/counter assault/super ball when the time is right.
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I've seen a lot of Amanes use drill setups to get 6D to hit for max drill gauge. It's generally a knockdown into 236D~any followup. Different ones beat different rolls. I'm fairly sure neutral tech > vivace gets us out of all of them, you just need to confirm he's using 236D or you'll get CH out of vivace.
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It's still probably worth learning everything for the sake of character familiarity. It's going to be easier to slightly re-learn Litchi post patch than it is to learn her from scratch so you might as well get used to her now and make adjustments later. To answer your question in the intended way: Corner combos are pretty safe from the nerf, you can learn most of those just fine. Mid screen ones may or may not be changing a little.
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Ahh... Well that makes sense. Me and like 5 other people just couldn't tell what it was supposed to be... This was after some drinks though :P Sitting there trying to figure out what move could be 'dahd' and still actually make the combo work but I never even though of a movement option as opposed to move
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Just tried that now and it works. Not sure how I didn't get 6B to CH before. I've found that it can get you hit by the ball if you're too far away when you block the ball mid screen though. Good to know
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From memory, 6B[m] wasn't fast enough to actually punish super ball and could be blocked. Also I think I forced CH and the ball coming back down ruins that combo anyway
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If this were to have actually removed our ability to 4B[m] > itsuu A... what options would we even have off something like a mid-screen air-to-air CH j.B[m] or 3C[m] > RC > IAD > j.B > j.A > 5B? Anything?
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remove 4B[m] > itsuu A? That'd be a huge nerf IMO, especially to mid screen combos. edit: or are we talking 4B[m] against a grounded opponent?
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On Youtube if anyone prefers it that way. http://www.youtube.com/watch?v=FQYdbi2Yot4&index=3&list=FLVivVH3MKljF0qkFeVlFjjQ
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I had enough of hearing that you could get out of black hole setups by using Kokonoe's own black hole. I don't know if players thought this was true or just commentators. pretty much just a video for me to vent my rage.
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I was working on similar last night. Itsuu C, j.[D], j.]D[, j.Hatsu > j.Chun > Haku, staff 2, 665B[m] > 4B[m], Itsuu A > 4Kote > 663C > 5D, 665B > 6C, staff 2, 6A > 623D or 632146C. Goes corner to corner and 623D should knockdown. - holding D for a split second at the start there just gives you more freedom for rekka timing and 665B - The above works for corner to corner. Do your normal adjustments for anything slightly less than that (remove the last 5B, remove the 6A, etc, whatever you need to do.) Edit: TBH this is probably just a BnB for most people... I just hadn't really worked on Itsuu A > 4Kote > 663C > 5D, 665B > 6C sort of enders before.
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You make a fair point. I just personally have something against going to a forum to look for (optimal) combos and finding one that doesn't actually work and potentially spending heaps of time on something that kind of almost works. That aside... I'm having trouble hitting Haku > Hatsu > Chun, 5B on Ragna, I find I need to do 2A before 5B which makes it difficult midscreen because I need to do 662A instead. I figure there's something about his hitbox that just doesn't work so I'll have to get used to it but I'm wondering if this same thing happens on any other characters or whether it should work on Ragna but I'm just terrible at that link but only when I'm playing against Ragna? >__>
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Can you please test this stuff before posting it up? 4B > chun crosses up 90% of the time outside of the corner. It works if you let the opponent fall close enough to the ground but at that point it seems impossible to get enough time to end the fella string and start again with haku. Even if you could squeeze that in... The 5D after the 2nd chun wouldn't connect because it needs haku to hit when your opponent is higher up.