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Everything posted by Owner
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Some j.2C stuff I've been working with First we apply some basic pressure like 2A > 2A > 5A Note that only 5A is jump cancelable on block and after three chained 2As you cannot use 5A Now we come to the fun part. After the jump cancel you can go for various mixups: JC > airdash > AC > j.2C --> You will crossup your opponent and land on the same side where you started your pressure JC > airdash > AC > slight delay j.2C --> You will not crossup JC > airdash > AC > delay j.2C --> Fakeout: Your j.2C won't hit in time and you land. From there you can go for a grab or bait a DP or reset pressure etc. This mixup can be beaten with some DPs (some other DPs will whiff) and some AA If you hit with j.2C you can combo with 5A (standing hit) or 5B (crouching hit) A standing hit is great against characters on which the jump loop will work
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2C evades low attacks and you can land a fatal counter with it --> Fatal Counter Combos It resets pressure because it is +6 on block. It can only be punished if your opponent uses an AA/DP before 2C hits.
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Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
Owner replied to Vulcan422's topic in Zepp Museum
I can't wait for PerSHOna 5 Jokes aside, wasn't the protagonist of each Persona game unable to have a unique personality, because we, the player, decided what he is saying/doing However, it would be a nice change if Sho becomes P5 MC and we can only choose from certain dialogue options that fits his personality. -
I find the lack of Yuzuriha disturbing.
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Yuzu online play is really frustrating One missed stance cancel in neutral and you are fucked Stance 22 and 4B counter seem to be good tools in neutral if you can predict an attack Opening up the opponent is kinda hard. The only thing I know of is 6D > charged j.2C (whiff) > grab Combos are not my problem anymore with her but getting a hitconfirm is my biggest issue now. Kinda feels like Tsubaki, except with less tools and slower normals (outside of 5A)
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Maximum Damage Combo: (Veil Off) 4C/5C > 236A > 9jc~D > charged j.2C > 66[C] > 236A > 236B > 236A > 214A+D > 2C > 236A > 236B > 236C > 41236D Deals around 5.6k, 236C into 41236D is rather hard to do, do the input after the last hit of 236C And you need enough Veil Off (about 175% Meter) Very rare chance of landing this in an actual match but it's nice for a comeback
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236B D means you need to cancel the stance that follows after the 236B In short it cancels the stance faster than just doing 236B. 236B (D) means you can cancel it, but it is also possible to do without it. The D cancel on 214A or B is not needed but everyone should decide for themselves whether or not to use the cancels 214B+D is a trick that helps you to use buttons that have already been used up. Sounds complicated, I know, but heres an example: anything into: DC (hold C) > 236A > 236B > 236A > 214B+D Now after 236A > 236B my A and B buttons would have been used up. But with holding C I gain access to a second A special and with pressing 214B+D I can use another B special attack Glad I could help. Of yourse you can use that combo path. Those combos I posted are all damage oriented combos. For oki you can end combos with j.236A > j.236B > j.421C so you will be right next to them With an j.214A/B ender they tech in the air and you can sometimes even cross under your opponent. Since your opponents cannot do anything in the air after they teched you can set up anything Having battou as starter is much more likely than 2A or 2B so getting a combo out of those starters is important
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Some combos I've been practising in training: Midscreen: 5A/2A > 5C/2C > 236A > 9jc~D > charged j.2C > DC (hold C) > j.236A > j.214A (D) > 2C > 236A > 236B > 214C Deals around 3.6k (3.2 without super ender) After the DC you need to delay the j.236A a little bit so the j.214A does not cross up (when you cross up 2C whiffs most of the time) 5C/2C/4C > 236A > 9jc~D > charged j.2C > DC (hold C) > j.236A > j.236B > j.236A > j.214A+D > 2C > 236A > 236B > 214C This deals almost 4k but is a little harder to execute You can bypass the j.236A > j.236B > j.236A > j.214A+D and just use j.236A > j.214A and lose a little bit of damage 236B (D) > 236B D > 236A > 421C > 214B (D) > 2C > 236A > 236B > 214C This works from max range and looks very stylish. You can make the combo easier by using 236B D > 236A as starter 236B > 214B+D > DB > 236A > 9jc~D > charged j.2C > 4C > 2C > 236A > 236B > 214C Like mentioned earlier in this thread you need to delay the 214B+D so the enemy wallbounces j.236A > j.236B > j.214A/B+D > 2C > 4C > 9jc > j.B > j.2C > j.C > DB > 236A > 236B > 214C Arial confirm. j.214A/B+D can be rather tricky to hit so practise the timing
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Looks like its time for some virgin hunting, guys And don't forget to fire up the volcano We have suffered long enough
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Terumis 6A has no head invul frames, only the decent hitbox (appart from whiffing on most crouchers) and fast startup makes it a somewhat decent anti-air (however 5A is almost better) Against Jins 6C > 6B you can just 236236A with Terumi, Growler or Backdash with Azrael and Flashkick with Kagura
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Some Xrd themes are up on YT Just search gg xrd theme and scroll down a bit Dat Slayer theme, reminds me of Arashi no Saxophone
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BlazBlue: Remix Heart & Variable Heart Discussion
Owner replied to churchblue's topic in Zepp Museum
Maybe Mai becomes a plot-device-person-something in the next BB? Or maybe the manga was made because of the worlds most stupid and simple reason: MONEY -
Litchi just does her shit and you can't do much about it - Don't Roll or neutral getup, her staff will always hit you for a free combo, delayed wakeup is ok - Prepare to block a lot and find the gaps example: IB her shoulderdash attack and the staff positioning move and punish her (on normal block it becomes a ghetto reset) - Watch out for her DP and try to bait it, if she is staffless you should consider her dumb ass backdash and her option of rolling away (2a for catching rolls, 5C for catching her whore backdash) However, catching her backdash midscreen is hard and would require run up 5C or 6C - Fortunately our counter super is useful in this matchup, just find the gap and punish her attempt of reseting pressure with her normals or just punish her overhead - On round start don't go for 5D or j.D as Itsu-Nee can block and punish both of those, backdash or backwalk and plan your approach - Watch out for CT during her pressure (0 frame advantage on block, our CT is -8 on block, thx Mori), block with barrier and counter super her normal (I think it is 5B or 6B) 5D is a not good option after blocked CT, believe me I tried that and I ate her 6B all the time Unfortunately we kinda lack a good anti-air to challenge her air normals (5a doesn't work right, trust me I tried to but nope she's doesn't give a f*ck) .....Oh I just checked frame data and our 6A has NO HEAD INVUL, it's just a semi-fast move (9 frames of startup, 3 frames active) Wow, 5A seems better in terms of reactional AA (5 startup, 3 active), 6A only has a better diagonal hitbox In conclusion: A very frustrating matchup, Litchi has answers to almost all of our neutral pokes (5D, j.D), her pokes are outclassing ours Her okizeme forces you to block Try to land some resets she has no knowledge of and bait her DP If she decides to use Itsuu-Nee in neutral you can try 6C and pray she doesn't react in time 4 - 6 in Litchis favour if not 3 - 7 TL;dr Bitch is still a huge bitch to deal with
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Punishing is always a good thing but there are actually not many situations where you can choose between 5C or 3C Fatal Starter 5C is faster but has limited range 3C is slower but has more range 5C optimal route would be to go into 6C > OD cancel > 214214D > 421D > 236D > 623D > j.236D > j.214D > 214D > charged 22D > ender (super or dp) 3C has several routes but they differ in charge usage and OD cancel with 6C is pretty late if you wanna do it I always go for 3CC (FC) > 5C > 2CC > CT > 6CC > IAD > j.CC > 5C > 2C > 236C > 214B > 22B (or whiff 22B and do a super) Does about 4.1k without the optional super ender Speaking of combos, after a 2CC Anti Air you can go for 236D > 6C > .... if the opponent is not deep enough for the IAD route But keep in mind that for the 6C you need to hit the opponent pretty high with 236D
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Shouldn't Terumi get released today on US PSN?
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But 8 slot player lobbies can lag pretty hard aswell
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Playing against a mediocre Koko online. Getting defeated because of various bullcrap that can't be reacted to online. Thx Mori.
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(corner) stuff > 22D > 6C > j.D > j.C now works on Amane
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Maybe it's because of the SMP change SMP in 1.0 kinda messed around with the damage of the moves that follow afterwards, I guess?
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Work on your confirms You had so many opportunities to do a combo and you did nothing or dropped it early Also don't whiff 2B in neutral, it has a crappy recovery Against Nu: Don't whiff anything on the ground in neutral and pressure her until she's down. The real difficulty is to get in against her. You could punish fraudulent backdashes with 6C but it's risky
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I really don't like air enders so after a 6A confirm I like to stop after stuff > 6BB > 236C and go for a command grab Or just spend one charge and use 214D so I can finish with ground ender
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623C (block) > j.236D > j.214D (hit) Enemy tries to roll away, gets hit by j.236D orb and eats a combo Kuresu, that was glorious yet suprisingly hilarious
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English because of DC Douglass and Julie Ann Taylor DC Douglass' Azreal may sound like his Wesker but basicly they kind of share the same type of voice (either bored or very mad) Only thing that bothers me is that they somehow f*cked up at editing and now his voice is kinda quiter Julie Ann Taylor, well, I think that kind of speaks for itself
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BlazBlue Question Thread - Ask your questions here!
Owner replied to KayEff's topic in BlazBlue Gameplay
Azrael is pretty much a link-oriented character plus he has Slayers teleport dashes (backdash can get you out of pressure easily because of invul frames) However his jumps and airdashes look like Order-Sols movement (low jump arc, medium airdash range) Mid-combo burst baiting is possible for every char: Either you use 50 meter to rapid or you jump cancel a move to block instantly in the air But since the bursts are faster now it really does not pay off to go for a burst bait -
It's much easier on an arcade stick Since you can't assign an input (like C) to multiple buttons you will have to mash harder until it works