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VR-Raiden

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Everything posted by VR-Raiden

  1. Yeah, that is the better option from a far hit of 3C, provided you're not too close to the corner where it won't work. or after having seen this combo Final Ultima just posted, (corner) CH 214D, dash 5B, 2C, 3C, 22C, dash 5A, 5B, 3C, 22C (whiff), dash 3C, 22C - Damage: 4817 maybe some variation of that works as well. I'll have to try that later.
  2. Good to know, I will try that out when I get the chance.
  3. I'm going to assume it can still cancel into 6D on either hit blocked though, cause I haven't seen it say anywhere that it can't. Unless that counts as a special? On Ragna's revolver action table for CT, it says 6C doesn't go into anything when you can actually go into 6D. Not too big of a deal, but I am hoping that remains.
  4. From the 3rd loketest report: http://s1.zetaboards.com/blazblue/topic/2423074/1/ "You can use ↓↙←↖B as overhead more often now." I don't see what makes this true, did I miss some change to TK GH? edit: oh wait, it looks like he says it's even faster now "Of course you have to hit confirm ↓C that the 2nd hit of →C whiffs on crouch blocker." So 2nd hit of 6C misses on crouch block now I guess. the Belial Edge from 6A stuff sounds badass.
  5. There's your problem. The only thing you can really gain from fighting the computer is combo practice. Playing the computer hurts more than it helps. You need to play actual people more, preferably offline or in as little lag as possible. Also, there's no sense in fighting a character that isn't even allowed to be played in standard matches.
  6. A simple, effective combo from his command throw: j.S > SW > 2H > j.S > SW > nj.S > SW > BR You should probably get that down before trying anything fancier. Note that the timing is different depending on character weights, but that combo works on everyone. You're probably just timing the 2H wrong, 2H > j.S > SW is a standard clean hit set up that's often used in simpler combos. If you notice you did 2H too late, and they are too low after j.S, you can sometimes put a j.K in after the j.S then they will be at the right height for the SW.
  7. These during Blood Kain Carnage scissor combos were posted by Final Ultima a while back (post #13 if you want to read the comments on them): (away from corner) 632146D, forward hj.D, j.D (JC), delay j.D, land, 6D, j.D (JC), delay j.D, land, j.C, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 8005 (away from corner) 632146D, dash 5B, 5D (1 hit), 214B -> delay 214D, dash 5D (1 hit), 214B -> delay 214D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 8107 (close to mid-screen) 632146D, forward hj.D, j.D, land, 6D, j.D (JC), j.D, land, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 8331
  8. He does it in this one at 2:44 http://www.youtube.com/watch?v=lyXHunKd4vU It's kind of hard to tell, but I think it does look a little faster. I like all the stuff about Belial/berial Edge, looking forward to messing around with it. Any word on if it changes during Blood Kain? edit: He also the 214D ender to ID at 3:27 in that vid, for those that haven't seen it.
  9. While running, barrier block. So while running 1A+B or 4A+B.
  10. I'm a bit confused about what this means. Jump install 214D?
  11. It seems like it's more picky with how you time it in the corner. 5B usually works, I don't think 5C ever works in corner, but maybe it's character specific. You can do 5A > 5B in corner instead and that will always work.
  12. I had this happen to me a couple times in one match, went into ID after the whiff and it worked every time. Probably only cause the guy I was playing was an idiot though.
  13. Well if it's like every other air special, then yeah you should be able to.
  14. I realize that, I thought it was a given. Who was honestly going to try to break someones guard with second hit of CS? And HF followup RC is already good, though I usually RC the first part. If that one doesn't go through barrier though it wouldn't be as useful I suppose. I was referring to the quality, not quantity of his guard break moves, most notably the BK ones. He seems to be benefiting more than other characters from the system, so I still think it's fair to say he "likes the system."
  15. I hope you don't mean the add on to GH, that could screw up a lot of his combos. If it's just the first part that's probably not too big of a deal. Not sure but I would assume so, since you can do his other air specials after it.
  16. I think Ragna likes the new guard breaking system.
  17. It's mostly just to throw people off as I understand it. If they're looking for it they could get a free hit on you, but if they were waiting for the 2nd hit and didn't react quick enough, you can try to catch them with a throw or 6B or something.
  18. I don't use 5A that much, except on Tager. It's good for hitting people out of stuff though, dash 5A can reach pretty far. I use 2A to start block strings a lot cause it comes out faster than anything but 5A, which everyone but Tager can crouch. Unless you're in a situation where you know they can't hit you out of something better. The only time you'd want to use 5A in a combo, other than if you hit them with that 5A, is after an air hit of HF. For example, 2D > 5C > HF > 5A > 5B > 5D > any special. Or if you hit an anti air CH 5A. I don't remember it being much different on Rachel, if you're getting the dash 5A > 5B > ID part i think it's just a matter of delaying the last 236 the right amount so that she falls right next to you.
  19. More character specific air throw stuff, corner versions this time. j.B+C, all the way in corner... Ragna, Tager: > j.B, j.D, sj.C, j.D (JC), j.C, j.D, ID - 3927 dmg > j.B, j.D, Carnage Scissors, 5Ax4 - 4153 dmg Arakune, Tao: > j.A, j.B (JC), j.C, j.D, GH/ID - 3225/3041 dmg Everyone: > (RC), their normal air throw combo (minus the GH missing part). and I went through all the old combos I posted, found these to be completely useless now: airthrow, 214B > 214D (RC), jump, j.D, 623D > 236C > 214C airthrow, (delay) 214B > (delay) 214D RC, dash 6A JC/SJC, j.C, j.D JC j.C, j.D, 623D etc. midscreen: j.B+C, 214B immediately, land, (optional 5A/2A), 5B, 6A, aircombo slight distance from corner: j.B+C, j.D, land, 5B, 5D, 214B ->214D 5B, 5C (JC), j.C, j.D, 214B > delay 214D, 5B, 6A, aircombo 5B, (2B), 3C, 22C (RC), dash 6D, j.D, dash 5B, 3C 22C air throw, air dash j.C, delay j.D, land, sj.A, j.B (JC), j.B, j.C, 623D>236C>214C
  20. Just cancel the 2nd hit of the last 5D into it. Also you might as well add 5C in there for some extra damage, the push back doesn't end up mattering cause you go into corner.
  21. Dunno where you guys are getting that he's faster, certain moves are faster if that's what you're talking about but I haven't seen any mention of him actually moving faster. Anyway, I really like the sound of the new Dead Spike. As for comboing from a 2D, it's a shame we won't be able to use 5C from half the screen away, but you can actually do a dash 2B from a far hit of 2D too. It's harder but it works. Hopefully 5C will still hit after that 2B.
  22. hahaha awesome. I'll post these here, somewhat more in-depth changes from http://s1.zetaboards.com/blazblue/topic/2339886/1/#new "Standing A: doesn't hit Tager on crouch. Standing C and ↓C are shorter but faster, less recovery time. →A: start up a bit quicker otherwise no change. →B: scales more, less combo damage from this overhead. →C: scales more. ↓C: less stun on counter hit. ↘C: hitstop is smaller. ↓D: standing C doesn't pick up opponent off the ground afterward normally. Jump C: start up is a bit slower. Jump D: hitbox is smaller during BloodKain. ↓↙←A: follow up removes a guard primer point, less stun on counter hit. ↓↙←B: longer recovery after landing →↓↘C: damage increased. →↓↘d: drains more HP. ↓↙←D: quicker start up, a bit bigger hitbox and removes a guard primer point. ↓↓C: Damage is fixed to 400. Berial Edge (Air ↓↙←C): The new diving attack (4 hit) is not an overhead, small disadvantage on block. Impression: Due to the change in guard libra system, the enhanced Dead Spike (↓↙←D) seems to be key move to remove guard primer points. Using it properly can guard break opponent rather quick. New diving attack doesn't have much impact in gameplay especially it lacks damage without any combo potential afterward. It may change in the next location test though. In general Ragna is still an agressive rush down character with greater potential in guard crushing his foes."
  23. Improved the 22C RC combo a bit again: 5B, 3C, 22C, 5B, 5C, HF(RC), run up 6C (DC), 5D, 22C - 4153 dmg You have all the time in the world after the HF(RC) to run into them for the 6C, it's easier/more consistent if you get closer there. It's similar to the other combo I posted a while ago for going into corner, but this one works everywhere. Other one still does more if you're going into corner. Note that this won't work from something like CH HF or CH 2C. Just RC the 22C into the other version for that. I've gone through air throw combos on every character, these were the strongest I could come up with for midscreen air throws. They work if you air throw the opponent anywhere between about max normal jump height or lower. j.B+C... Ragna, Litchi: GH (miss), 5B, 5D (DC), 6A, 5D, GH>214D (or HF>214D) - 4756 dmg Jin: GH (miss), 5B, 6A, GH~214D, 5B, 623C - 4395 dmg Carl, Rachel GH (miss), 5B, 5D, GH214D - 4015 dmg Hakumen, Tager(low air throw), Taokaka, Noel GH (miss), 5B, 6A, 5D(1), GH~214D, 5B, 623C... - 4720 dmg Nu, Arakune (also works on: Ragna, Litchi, Noel, Tao) GH (miss), 5B, 5D (DC), 6A, 5D(1), GH214D - 4525 dmg Bang GH (miss), 5B, 6A, 5D(1), GH~214D, 5B, 623C>236C> 236C - 4692 dmg For a normal height air throw on Tager, you want to do the combo Final Ultima posted above. But if you get a really low air throw, it won't work (correct me if I'm wrong) so you can do this one.
  24. You have Inferno Divider, remember? And ice car A is big disadvantage on block, if he's always doing that one you should be able to stop him there.
  25. I suppose you're right, this can be a gimmick/mix up thread. My apologies, I was just speechless about some of the things said in the first post...-_- but whatever, I'll contribute. Here's some random mix ups/gimmicks I use. The 5D (DC) > j.A air throw tech trap: whatever > 5D (DC) > j.A (they neutral tech) > airthrow whatever > 5D (DC) > j.A (they back tech) (JC forward) > air throw whatever > 5D (DC) > j.A (they forward tech) (JC straight up) > air throw In corner: whatever > 5D (DC) > j.A (they forward tech/back tech) (JC straight up) > air throw GH (optional followup) blocked (RC): > (RC) > air dash j.C > j.D...- overhead. > 2B... - low. 6D > j.D blocked: > air GH - overhead. > 2B - low. HF(1) blocked (RC): > 6C/3C/2B - low. A lot of people tend to block HF high and get hit by this. > 6D > j.D stuff > 6B 6C blocked: > cancel to 6D. - this sounds stupid but it's surprised me how much this works. Everyone wants to attack after blocking 6C cause it's unsafe if you don't DC, and if you do you're at disadvantage. I can't even count the number of CH 6D's I've gotten after a blocked 6C. 3C blocked far: airdash (cross over) > j.C > 5C... - "cross up" of sorts. airdash (cross over) > j.D > air GH... Something random that will only work on stupid people: Dead Spike from full screen away > they air dash > you anti air. Just something silly to do when you're messing around with someone :P
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