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Yuhoke

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    166
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  • Location
    Kuopio, FI
  • PSN
    Jufee
  1. If you hit them with the tip of 6P, it gives the bounce on normal hit. So 6P>DOT is possible. For example: 6P>DOT RC>K Pile>K Pile>5H>2H>c.S>j.PKD does 286 on Sol from round start position. 5P>2S gatling is indeed in. 5PP>2SH works if you're close enough
  2. So, after playing for a few days, I've noticed I have a problem with people rolling out of the corner. Specifically after ...j.5Cx5>j.214B if they don't emergency tech, they mostly roll out. What try to do to prevent this is 2A>5C and sometimes it tags 'em but most of the time Haz doesn't turn and just 2A's towards the corner (where they're no longer at). How do you guys deal with late teching and rolling?
  3. After messing with it a little bit, I found it possible to get a dash under after 214D~C and get this combo: 5B > 5C > 3C > 236A xx 214D~C > 66 5C(2) > 6C > 66 5C(2) > 2C > 623D > 665C(2) > 2C > 4D~A > j.C x5 > j.214B dmg 4007 heat 29 But it was a bit inconsistent for me since you have to get charged 214D~C as early as possible to launch them high enough for the dash under. Personally, I do this as my meterless corner combo As far as punishing rolls go, haven't really practiced that too much yet, but midscreen backrolls I've managed to catch with dash 2B > 5C/2C or just raw 3C. Btw I'm really loving this new midscreen combo route: (oppnt airborne) 5C>6C>5D~D>j2.C(whiff)>2D>214D~66B>623D (if reached corner) 3C>236A>214D~A or 3C>214D~C depending which one you used at the start of the combo. Good damage and corner carry, and most of all, looks slick as fuck.
  4. So, funny thing happened with BT D today. I was playing with my friend (Faust) and got into a situation where I was in BT stance and he threw Meteor out. So, meteors coming soon, he comes next to me and blocks (cause you know, combo breaker if I hit him and free pressure/combo when the meteors come). The meteors fly down and I shield them with BT D, and Leo does his counter strike on Faust, even though he was blocking! (Unblockable!) We were both surprised, and cracked up so hard we had to stop playing :D
  5. You dash and hold forward.
  6. Some 2-hit SDD combos (AKA Direct Hit Dandy?) http://youtu.be/7BplvZxSGok
  7. Akihiko Changes: http://youtu.be/tjVCdJaSHAU?t=1m18s Can't wait for some Assault dive loops lol
  8. 4. Life steal. He IS a vampire, after all!
  9. A successful Blitz Shield will stop that Axl stance zoning pretty quickly
  10. Aw crud. Well 2HS combos in the corner are still something. Skype conference yeah!
  11. Hmm, yeah, pretty much what I expected as well. Is 6K RC Dust possible? That could give better combos, especially in the corner.
  12. 6K RC. Gimme your best combo! I don't have the game yet so all I can do is theory fight, haha.
  13. http://gematsu.com/2014/12/blazblue-chrono-phantasma-extend-announced-ps4-ps3-xbox-one?wt=2 The game will cost 6,264 yen via retail / 5,800 yen via download. Cross-platform online play is supported between PlayStation 4 and PS3. In addition to the story of BlazBlue: Chrono Phantasma, a new “Extend” story is being added. Bullet, Kokonoe, and Kagura will appear in the scenario. Development is 60 percent complete. Full price :/ welp
  14. Upgrade for vanilla CP PS3 would be nice. Retail versions for 40$ for PS4 and XB1 are a given. Let's see if we get info on this on the next issue.
  15. Yeah, I agree. Going into new matches against people, you should start by doing It's Late to beat wakeup throw mash. When you've conditioned them to NOT mash throw on wakeup, then you can start to apply other things.
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